#AREA {10 30} Mahatma Little Haven~ #MOBILES #1801 gnome busy~ the busy gnome~ The busy gome shuffles past you. ~ The weather does not phase him in the least. She is ready to defend himself to the death. There is a glazed look about her eyes. ~ 69 32768 100 S 16 17 8 5d4+260 3d6+1 3000 4500 8 8 2 #1802 gnome guard~ the gnome guard~ The gnome guard stands at attention. ~ There is a glazed look about her eyes. ~ 3 32768 100 S 20 8 0 6d6+440 4d4+2 5000 40000 8 8 2 #1803 bear giant polar~ the giant polar bear~ The giant polar bear doesn't like you disturbing her sleep. ~ She blends with the snow. ~ 34 65544 0 S 24 8 3 6d10+400 20d2+1 10000 75000 8 8 2 #1804 dragon white~ the white dragon~ The white dragon glares at you. ~ He is an enormous, mature dragon, ready to freeze you. ~ 3 128 -1000 S 25 -5 -100 25d4+550 5d4+5 50000 450000 8 8 1 #1805 dragon blue~ the blue dragon~ The blue dragon dislikes being here. ~ She is an enormous, mature dragon, with an attitude to match her electric blue scales. ~ 32 136 -1000 S 26 -5 -100 25d4+600 4d10+10 75000 500000 8 8 2 #1806 queen snow~ the Snow Queen~ The Queen of Snows did not invite you to be here. ~ Dressed in all white, she almost charms you with her placidness. ~ 3 128 0 S 32 -10 -100 3d10+2000 15d3+15 50000 600000 8 8 2 #1807 giant frost guard~ the cold frost giant~ The frost giant guard is ready for intruders. ~ He's blue, and he doesn't really like gnomes but they keep him fed. ~ 5 8 0 S 20 0 -65 6d4+370 3d8+1 3000 75000 8 8 1 #1808 mistress white~ the white mistress~ The white mistress leaps and shouts "Intruder!" ~ She is a fanatical servant to the Snow Queen. ~ 39 40 -500 S 20 5 -66 100d4+50 5d4+10 14000 70000 8 8 2 #1809 master herbal~ the master herbal~ The master herbal is playing with her mints. ~ She is too busy to consider you. ~ 3 32 0 S 20 0 -66 4d100+75 3d6+3 10000 65000 8 8 2 #1810 thief~ the thief~ A thief is here, sneaking between the shadows. ~ He REALLY likes your money! ~ 128 32768 -500 S 7 13 3 7d7+77 2d3+3 10 1000 8 8 1 #0 #OBJECTS #1801 staff ice~ an ice staff~ A frozen branch lies on the ground.~ ~ 4 1 16385 21~ 3~ 3~ frost breath~ 7 1900 200 #1802 wand fire~ a wand of fire~ A glowing ember of wood melts the snow beneath it.~ ~ 3 1 16385 15~ 3~ 3~ fireball~ 7 1900 200 #1803 flaming axe~ a flaming axe~ An axe of blue flame boils the water beneath it.~ ~ 5 1 8193 0~ 2~ 15~ 3~ 14 5000 500 A 13 2 A 18 2 #1804 shield south wind~ the Shield of the South Wind~ A beautiful shield lies at your feet.~ ~ 9 1 513 10~ 0~ 0~ 0~ 8 1000000 2000 A 1 1 A 5 1 A 2 3 #1805 mint sprig~ a sprig of mints~ A sprig of mint sprouts at your feet.~ ~ 1 65 16385 0~ 0~ 0~ 0~ 1 20 10 A 14 100 A 13 1 #1806 fuschia potion~ a fuschia potion~ A pinkish purple potion is on the floor.~ ~ 10 0 1 15~ shield~ remove curse~ ~ 1 100 100 #0 #ROOMS #1801 The Big, Blue Ocean~ WHOOSH! A whirlpool sucks you down and spits you out! You see the city to the east, with Redferne's castle above, teeming with all sorts of life. The ocean is alive! You wonder about the creatures below. ~ 18 0 7 D0 ~ ~ 0 0 222 D3 ~ ~ 0 -1 1802 S #1802 The Big, Blue Ocean~ The currents are strong here, guiding you south. They whisk you off in a most magical nature. ~ 18 0 7 D2 ~ ~ 0 -1 1803 S #1803 The Big, Blue Ocean~ The currents are even stronger, as if your boat has a mind of its own. The fish bob there heads up at you, mouthing words half-intelligible. It seems you cannot go back but must follow the current. ~ 18 0 7 D2 ~ ~ 0 -1 1804 S #1804 The Icy Waters~ Brrr! It's cold. You see floes of white ice masses moving slowly across the see. The one up ahead looks like you could get a footing on it and not slip off. ~ 18 0 7 D2 ~ ~ 0 -1 1805 S #1805 The Hardpack~ You don't see any footprints in the snow. The wind bites through your magical armor like teeth on bare skin. Off in the distance you see a high mountain and the seemings of a castle turret. ~ 18 0 2 D0 ~ ~ 0 -1 1804 D2 ~ ~ 0 -1 1806 S #1806 The Snow-filled Land~ You could get lost in the snow, you know. The snow is cold, white, and deep. It seems you have miles to go... ~ 18 0 2 D0 ~ ~ 0 -1 1805 D1 ~ ~ 0 -1 1831 D2 ~ ~ 0 -1 1832 D3 ~ ~ 0 -1 1831 S #1807 The Gnome Outpost~ You see a well-built outpost made of snow that actually seems cozy with a small fire in the middle keeping the place warm. The walls while undecorated are clean and well-kempt, though you think to yourself "Who'd want to live out here?" The only exist you see is to the north. ~ 18 8 0 D0 ~ ~ 0 -1 1833 D5 You see a poorly-camouflaged door.~ secret-door~ 2 -1 1808 S #1808 The Tight Passage~ This is place is very cozy for someone under four feet, but not for you. You find that the passage goes down further, with bits of droppings forming snug places for you to hang on too. Yuck! ~ 18 9 1 D4 You see a poorly-camouflaged door.~ secret-door~ 2 -1 1807 D5 ~ ~ 0 -1 1809 S #1809 The Even Tighter Passage~ It's a bit of a squeeze here and you think that last pot pie you ate a while back is getting revenge on you now. The walls are smooth, with finger holes for you to hang on to. Down there seems to be flooring to stand on to, with the passage to return to the surface. ~ 18 9 1 D4 ~ ~ 0 -1 1808 D5 ~ ~ 0 -1 1810 S #1810 The Center Chamber~ Before you is the gnome city called Little Haven. It's bustling, with cheery little folk who seem dwarven in ancestry and yet look upon you with a little suspicion. The tunnels are vast, and from this vantage point you can see the huge fortress way in the distance. You have a long way to go. ~ 18 8 1 D1 ~ ~ 0 -1 1811 D3 ~ ~ 0 -1 1813 S #1811 A Passageway~ Gnomes left, gnomes right, all busy and unminding of you. Their faces seem too happy, their manners predictable. The passage is human-sized, not gnome, with unidentifiable inscriptions on the walls. ~ 18 8 1 D1 ~ ~ 0 -1 1812 D3 ~ ~ 0 -1 1810 S #1812 The Cold Passageway~ You are reminded of the biting winds outside, as the tunnel suddenly drops in temperature. You feel chilling breezes from the north. ~ 18 8 1 D0 ~ ~ 0 -1 1821 D3 ~ ~ 0 -1 1811 S #1813 The Warm Passageway~ It's even warmer in here than you could imagine. The walls are glowing, not from magic, but from the heat of some furnace on the other side of the wall. To the west you hear chanting. ~ 18 8 1 D1 ~ ~ 0 -1 1810 D3 ~ ~ 0 -1 1816 S #1814 The Little Temple~ You wonder how these gnomes could pray in this temple with all the screaming outside, but they do. It is very immaculate with bits of fruit and food offered here, precious commodities in a barren place. ~ 18 8 1 D0 ~ ~ 0 -1 1817 D2 ~ ~ 0 -1 1815 S #1815 The Vestibule~ The door above you shuts and vanishes. Lots of herbs and spices are here, though with the climate outside you wonder how they could exisit in such abundance. There's a hint of mint here. There are exits to the south and north. ~ 18 8 1 D0 ~ ~ 0 -1 1814 D2 ~ ~ 0 -1 1818 S #1816 The Chanting Room~ Icons of a blue deity abound in this room, with seats outlining a large circle in the middle. The herbal scent is stronger here than anywhere else, with torches at each column giving the room an air of dancing. You hear the hideous songs of "la LA la ..." ~ 18 8 1 D0 ~ ~ 0 -1 1818 D1 ~ ~ 0 -1 1813 S #1817 The Furnace~ The air is dusty, with the stench of burnt carcasses of various animals and meager bits of wood. The heat here is almost unbearable. ~ 18 8 1 D0 ~ ~ 0 -1 1827 D2 ~ ~ 0 -1 1814 S #1818 The Arboretum~ This is where the gnomes seem to grow their plants. There is a room to the east, while the well paved path you walk on goes north. To the south, there is a small room where you can hear chanting. There is a sign here. ~ 18 8 1 D0 ~ ~ 0 -1 1815 D1 The door reads "KEEP OUT!" ~ door east~ 2 -1 1820 D2 You see the Chanting Room south of here. ~ ~ 0 0 1816 E sign~ The sign reads "Woe to the unwelcomed of this place!"~ S #1819 The Snow Queen's Chamber~ Tall, white, with columns that blend with the walls like water in water. There is a quiet, almost solemn, almost saddening calm that envelops you, as if some great loss had taken place here. There is no physical escape from here. ~ 18 8 1 S #1820 The Master Herbal's Room~ Maps of Midgaard and Asgard abound in this room with each forest marked for its herbal plant growing seasons. The scent of parsley, sage, rosemary and thyme permeate the air. ~ 18 8 1 D3 ~ door west~ 2 -1 1818 D5 ~ secret-door down~ 2 -1 1815 S #1821 The Guard's Dining Hall~ Statues of Odin and Thor decorate this lavish hall complete with benches and dining tables for a thousand warriors. You hear sounds of song and cheer and begin to understand how the alliance of Frost Giants and gnomes came about. There are exits to the south and north and a room to the east. ~ 18 8 1 D0 ~ ~ 0 -1 1823 D1 ~ ~ 0 -1 1822 D2 ~ ~ 0 -1 1812 S #1822 The Vat Room~ MMMmmmmmmmmmm. Smells real good in here. You see a big vat in the middle of the room. ~ 18 8 1 D3 ~ ~ 0 -1 1821 E vat~ You see a black vat, melted into the ground.~ S #1823 The Frost Giant Guard Quarters~ The beds are unmade, unkempt, with typical male noises of drunkeness coming from behind the door to the east. You smell brewed hops and remnants of mead soaking through your belongings. Bits of chewed bones lie about. The only visible exit is to the south. ~ 18 8 1 D0 The wall surface looks uneven here.~ sliding-door north~ 2 -1 1826 D2 ~ ~ 0 -1 1821 S #1824 The White Dragon's Lair~ Dark and cold, and very dreary, with stalactites hanging from the ceiling like teeth. The Snow Queen has furnished her pet with corpses of lost adventurers. Perhaps yours is next! You see a door to the south. ~ 18 8 1 D2 They must keep it locked for a reason.~ door south~ 2 -1 1826 D0 The nothern wall seems to give way.~ secret-door north~ 2 -1 1825 S #1825 The Blue Dragon's Lair~ What's this? Another dragon's lair? Just how powerful is this Snow Queen you wonder? The air in here is cold, dry, desert evening-like with a few eggs cracked open, as if a hatching just occured. The only exit is the crawlway down. ~ 18 8 1 D5 ~ ~ 0 -1 1822 S #1826 The connecting tunnel~ This tunnel is very wide, as if any huge beast could trample through it in a second. Great howling abounds from behind the great door to the north. ~ 18 9 2 D0 They must keep it locked for a reason. ~ door north~ 1 -1 1824 D2 The wall surface looks uneven here. ~ sliding-door south~ 1 -1 1823 S #1827 The Great Door~ You see before you a huge oaken door with adamantite trim that reads "LITTLE HAVEN." The rest of this place seems to be made of glass, giving it an almost mirror-like quality. The gnomish runes are inscribed as well as a few you understand: that of the Snow Queen. There is a giant key hole here, but it looks well worn by the snow and wind. You feel the heat of the furnace room to the south. ~ 18 8 1 D0 It must be locked to keep you out. ~ door north~ 1 -1 1828 D2 ~ ~ 0 -1 1817 S #1828 The Snow Queen's Entry Hall~ A veritable hall of mirrors, all twisty and confusing. You're not sure what is real and what isn't. The ceiling and the floor seem far away and you get dizzy from the reflections. The white mistress leaps and shouts "Intruder!" ~ 18 8 1 D0 ~ ~ 0 -1 1829 D1 ~ ~ 0 -1 1829 D2 ~ door south~ 2 -1 1827 D3 ~ ~ 0 -1 1829 S #1829 Another Mirrored Room~ Walls of mirrors adorn this room. You see many rooms leading into many directions, making you completely dizzy! There is a big plaque on the wall. The white mistress leaps and shouts "Intruder!" ~ 18 1032 1 D0 ~ ~ 0 0 1830 D1 ~ ~ 0 0 1828 D2 ~ ~ 0 0 1828 D3 ~ ~ 0 -1 1828 E plaque~ The plaque reads, "Created by Mahatma 5/24/90 with thanks to Alander, Hatchet, & Little. Thanks to Savaki & Drustan for starting me on this junk. & the sprig of mints are for Andersen." ~ S #1830 Another Mirrored Room~ Yet another mirrored room, same as before. The white mistress leaps and shouts "Intruder!" ~ 18 1032 1 D0 ~ ~ 0 -1 1819 D1 ~ ~ 0 -1 1830 D2 ~ ~ 0 -1 1829 D3 ~ ~ 0 -1 1830 S #1831 The Snow-filled Land~ You could get lost in the snow, you know. The snow is cold, white, and deep. It seems you have miles to go before you sleep. ~ 18 0 2 D0 ~ ~ 0 -1 1832 D1 ~ ~ 0 -1 1806 D2 ~ ~ 0 -1 1833 D3 ~ ~ 0 -1 1806 S #1832 The Snow-filled Land~ You could get lost in the snow, you know. The snow is cold, white, and deep. It seems you have miles to go before you sleep. ~ 18 0 2 D0 ~ ~ 0 -1 1806 D1 ~ ~ 0 -1 1833 D2 ~ ~ 0 -1 1831 D3 ~ ~ 0 -1 1833 S #1833 The Snow-filled Land~ You could get lost in the snow, you know. The snow is cold, white, and deep. It seems you have miles to go before you sleep, ...miles to go before you sleep. You see an outpost to the south. ~ 18 0 2 D0 ~ ~ 0 -1 1831 D1 ~ ~ 0 0 1832 D2 ~ ~ 0 -1 1807 D3 ~ ~ 0 0 1832 S #0 #RESETS * Name of Zone: Little Haven/Glass Fortress * Creator: Mahatma * Contact: c370672@h281.mdc.com * Files: Haven.are (for Merc 2.0) * Suggested level: groups of > 10 or soloed by 20-30th levels. * Please send me a fully debugged copy. I have done my * best to make it as bug-free as possible. * This area is (hopefully) to be first used * at Rivers of Mud (imp: Alander). I have written * other areas including Arachnos, Islands of Minos, * and the (failed) Collinwood Area :P . * * Geography: This adds an ocean area and connects to the * standard Midgaard on the river, going west at * 'Under the Bridge.' * * Thank you for allowing me to add to your world. * * -- Mahatma the Silent M 0 1801 10 1810 busy gnome M 0 1801 10 1811 busy gnome M 0 1801 10 1812 busy gnome M 0 1810 10 1812 Thief M 0 1801 10 1813 busy gnome M 0 1801 10 1814 busy gnome M 0 1802 4 1807 gnome guard M 0 1802 4 1807 gnome guard M 0 1803 4 1831 polar bear M 0 1803 4 1832 polar bear M 0 1803 4 1833 polar bear M 0 1803 4 1805 polar bear M 0 1804 1 1824 white dragon E 1 1802 2 17 gets a fire wand M 0 1805 1 1825 blue dragon E 1 1803 2 16 gets a flaming axe M 0 1806 1 1819 Snow Queen E 1 1804 1 11 gets a shield southwind E 1 1804 4 17 gets an ice staff M 0 1807 5 1818 frost giant guard G 1 1806 10 give him a purple potion M 0 1807 5 1814 frost giant guard G 1 1806 10 give him a purple potion M 0 1807 5 1821 frost giant guard G 1 1806 10 give him a purple potion M 0 1807 5 1827 frost giant guard G 1 1806 10 give him a purple potion M 0 1807 5 1827 frost giant guard M 0 1808 4 1830 white mistress E 1 1802 2 17 gets a fire wand M 0 1808 4 1828 M 0 1808 4 1828 white mistress E 1 1803 2 16 gets a flaming axe M 0 1809 1 1820 master herbal G 1 1805 10 gets a sprig of mints * * there were some locked doors here, but I can't find any keys, so I'm not * sure what to do with this. Hatchet of Merc Mud *D 0 1827 0 2 Lock the door. *D 0 1823 0 2 Lock the door. * * some randomizing of rooms. Hatchet R 0 1806 4 R 0 1828 4 R 0 1829 4 R 0 1830 4 R 0 1831 4 R 0 1832 4 R 0 1833 4 S #SPECIALS M 1804 spec_cast_mage M 1805 spec_cast_mage M 1806 spec_cast_mage S #$