#AREADATA Name Bounty Cabal~ Builders None~ VNUMs 8800 8899 Credits {CABAL} Zornath Bounty Hunter's Guild~ Security 9 Xplore 0 End #MOBDATA #8800 NAME ancient sylvan ranger guardian~ SHORT The ancient ranger~ LONG The Ancient Ranger is here. ~ DESCR ~ RACE cloud~ ACT ABGLZce AFF 0 OFF DEFIKN IMM AB RES CDEH VULN N WSPEC 0 ALIGN 1000 GROUP 0 LEVEL 60 HROLL 30 ENHA 100.00% MATER none~ HDICE 2d500+8000 MDICE 1d1+3999 DDICE 19d13+10 REGEN 0 DTYPE crush AC -20 -20 -20 -20 POS stand stand SEX male GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 75 AMOD 0 QUEST 0 End #8801 NAME neophyte priest healer~ SHORT the neophyte priest~ LONG A young, neophyte priest stands here, dressed in a brown tunic. ~ DESCR This young priest has been vested with the duties of healing injured members of the Bounty Hunters Guild, for a price. He stands in the center of the room awaiting those willing to pay for his services. He is clad in nothing more than a brown tunic and ragged pants, offering little protection, as well as weightlessness for gathering the immense concentration necessary to commune healing upon so many hunters. ~ RACE human~ ACT ABGQVYace AFF 0 OFF H IMM ABCDENP RES 0 VULN 0 WSPEC 0 ALIGN 0 GROUP 0 LEVEL 60 HROLL 25 ENHA 100.00% MATER none~ HDICE 1d1+5000 MDICE 1d1+999 DDICE 2d4+30 REGEN 0 DTYPE punch AC -15 -15 -15 -15 POS stand stand SEX male GOLD 1000 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 50 AMOD 0 QUEST 0 CABAL bounty End #8802 NAME maloken merchant~ SHORT Maloken the Merchant~ LONG A shady looking merchant is here, offering discount goods to his fellow hunters. ~ DESCR This arial merchant has found it quite cozy in the heights of the ramparts. A former bounty hunter, this arial has retired from active hunting and now assists other hunters by selling them concoctions made from rare components. He stands in the northeast corner of the ramparts, awaiting his next transaction. ~ RACE arial~ ACT ABGLVYc AFF 0 OFF DEFJK IMM AB RES EI VULN JPR WSPEC 0 ALIGN 0 GROUP 0 LEVEL 51 HROLL 40 ENHA 100.00% MATER none~ HDICE 2d500+8000 MDICE 1d1+4999 DDICE 5d10+20 REGEN 0 DTYPE punch AC -70 -70 -70 -70 POS stand stand SEX male GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 35 AMOD 0 QUEST 0 End #8803 NAME bounty guild bouncer dwarf~ SHORT the Guild bouncer~ LONG A dwarven bouncer stands here, guarding the Bounty halls. ~ DESCR This dwarf stands here silently, eyeing the crowds for unwanted intruders. A high-profile location such as Midgaard calls for extreme defensive measures, resulting in the hire of this short, yet undeniably strong, dwarf. His unkempt hair springs randomly in all directions on his head, and his rugged beard has grown to a length of a foot and a half, reaching the lower stomach of this four-foot mountain dweller. He is clad in a light variant of scale mail and holds a poleaxe in his hands, awaiting the opportunity to strike down the enemies of the Bounty Hunter's Guild. ~ RACE dwarf~ ACT ABGLTZ AFF 0 OFF ADEFHKO IMM AB RES DEGLQ VULN R WSPEC 0 ALIGN 0 GROUP 0 LEVEL 60 HROLL 50 ENHA 100.00% MATER none~ HDICE 1d1+6000 MDICE 1d1+7000 DDICE 10d9+55 REGEN 0 DTYPE charge AC -45 -45 -45 -45 POS stand stand SEX male GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE small DMOD 40 AMOD 0 QUEST 0 CABAL bounty End #8804 NAME bounty master hunter~ SHORT the Master Hunter~ LONG The Master Hunter stands here, guarding the Contracts. ~ DESCR This human appears to be a veteran bounty hunter. His face appears to be perpetually draped in shadow, preventing you from distinguishing his features. He wears an ornate suit of armor, elaborately decorated with trophies of his kills. Around his waist, a sash, decorated with the dismembered thumb of a hand of each contract he has completed in his Guild history. He stands here silently beside the metallic case, guarding the Bounty Hunter artifact with his life. ~ RACE human~ ACT ABDGLRTV AFF 0 OFF 0 IMM AB RES CD VULN S WSPEC 0 ALIGN 0 GROUP 0 LEVEL 60 HROLL 600 ENHA 100.00% MATER none~ HDICE 2d535+5655 MDICE 1d1+5000 DDICE 10d10+55 REGEN 0 DTYPE crush AC -60 -60 -60 -60 POS stand stand SEX male GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 50 AMOD 0 QUEST 0 CABAL bounty End #8805 NAME warrior mercenary~ SHORT a warrior mercenary~ LONG A warrior mercenary stands here. ~ DESCR ~ RACE cloud~ ACT AT AFF 0 OFF 0 IMM B RES DE VULN NP WSPEC 0 ALIGN 0 GROUP 0 LEVEL 51 HROLL 51 ENHA 100.00% MATER none~ HDICE 106d18+1200 MDICE 51d11+95 DDICE 18d2+41 REGEN 0 DTYPE punch AC -27 -27 -27 -17 POS stand stand SEX none GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE huge DMOD 80 AMOD 0 QUEST 0 End #8806 NAME thief mercenary~ SHORT a thief mercenary~ LONG A thief mercenary is here. ~ DESCR ~ RACE svirfnebli~ ACT AS AFF 0 OFF EFK IMM B RES LQ VULN E WSPEC 0 ALIGN 0 GROUP 0 LEVEL 51 HROLL 51 ENHA 100.00% MATER none~ HDICE 106d10+2000 MDICE 51d11+95 DDICE 18d2+41 REGEN 0 DTYPE punch AC -27 -27 -27 -17 POS stand stand SEX male GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE small DMOD 90 AMOD 0 QUEST 0 End #8807 NAME assassin mercenary~ SHORT an assassin mercenary~ LONG An assassin mercenary is here. ~ DESCR ~ RACE arial~ ACT A AFF 0 OFF EFHK IMM B RES I VULN JR WSPEC 0 ALIGN 0 GROUP 0 LEVEL 51 HROLL 60 ENHA 100.00% MATER none~ HDICE 124d21+1213 MDICE 60d11+95 DDICE 21d2+47 REGEN 0 DTYPE punch AC -33 -33 -33 -21 POS stand stand SEX none GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 100 AMOD 0 QUEST 0 End #8808 NAME healer mercenary~ SHORT a healer mercenary~ LONG A healer mercenary is here. ~ DESCR ~ RACE illithid~ ACT AQ AFF 0 OFF K IMM B RES P VULN HS WSPEC 0 ALIGN 0 GROUP 0 LEVEL 51 HROLL 51 ENHA 100.00% MATER none~ HDICE 106d18+516 MDICE 51d11+95 DDICE 18d2+41 REGEN 0 DTYPE punch AC -27 -27 -27 -17 POS stand stand SEX none GOLD 0 FORM AHMV PARTS ABCDEFGHIJK SIZE medium DMOD 100 AMOD 0 QUEST 0 End #0 #OBJDATA #8800 NAME bounty hunter contracts~ SHORT the Bounty Contracts~ DESCR The Contracts of the Bounty Hunters lies here.~ MAT paper~ TYPE treasure 0 0 0 0 0 EXTRA 1 2 0 540672 WEAR A LEVEL 60 WEIGHT 3 COST 20000 COND 100 CABAL 7 LIMIT 1 End #8801 NAME pit~ SHORT the donation pit~ DESCR A deep granite donation pit has been laid in the northwest corner of the room.~ MAT stone~ TYPE container 10000 0 0 1000 100 EXTRA 1 2 0 17301504 WEAR 0 LEVEL 51 WEIGHT 9 COST 0 COND 100 LIMIT 1 End #8802 NAME potion healing bubbling liquid warm~ SHORT a potion filled with a warm bubbling liquid~ DESCR A potion filled with a warm bubbling liquid lies here.~ MAT liquid~ TYPE potion 40 'heal' 'reserved' 'reserved' 'reserved' EXTRA 1 3 0 557120 WEAR A LEVEL 51 WEIGHT 2 COST 1000 COND 100 RESTR d End #8803 NAME potion flight~ SHORT a potion of flight~ DESCR A potion of flight has been left here.~ MAT liquid~ TYPE potion 40 'fly' 'reserved' 'reserved' 'reserved' EXTRA 1 3 0 557120 WEAR A LEVEL 51 WEIGHT 2 COST 1000 COND 100 RESTR d End #8804 NAME bottle translucent liquid pass door~ SHORT a bottle of translucent liquid~ DESCR A bottle of translucent liquid has been left here.~ MAT liquid~ TYPE potion 40 'pass door' 'reserved' 'reserved' 'reserved' EXTRA 1 3 0 557120 WEAR A LEVEL 51 WEIGHT 2 COST 1000 COND 100 RESTR d End #8805 NAME altar steel~ SHORT a steel altar~ DESCR A steel altar has been placed here to protect the Bounty Hunter Contracts.~ MAT steel~ TYPE container 100 ABCD 0 30 0 EXTRA 1 2 0 540672 WEAR 0 LEVEL 60 WEIGHT 10 COST 0 COND 100 End #8806 NAME tables chairs table chair meeting area~ SHORT the Bounty Guild meeting area~ DESCR Meeting tables and chairs line the east and west sides of the dome.~ MAT wood~ TYPE furniture ABCD DFIJN FI C C EXTRA 1 2 0 540672 WEAR 0 LEVEL 60 WEIGHT 6 COST 0 COND 100 End #8807 NAME elixir heavy stone skin~ SHORT an elixir filled with a dense, stone-like liquid~ DESCR A heavy elixir has been left here.~ MAT liquid~ TYPE potion 7 'stone skin' 'reserved' 'reserved' 'reserved' EXTRA 1 3 0 557120 WEAR A LEVEL 51 WEIGHT 2 COST 7500 COND 100 RESTR d End #0 #ROOMDATA #8800 NAME Entrance to the Bounty Hunter's Guild~ DESCR Crowds of people walk past this large building in the alley as they go about their business in Midgaard. The structure is similar to a typical Midgaard pub, yet the general characteristics of those who the bouncer allows to enter state otherwise: as opposed to drunkards and brawlers, the bouncer seems to only allow powerful warriors and sorcerers to enter the building. The walls are made of chipped stone and granite, giving the building a run-down feel, yet for some reason, considering the guards patrolling nearby, this building seems more important than most others in the city. A sign hangs beside the door. ~ FLAGS 5242894 Sect 0 EDESC sign~ BOUNTY HUNTER'S GUILD Notice from the Master Hunter: Only qualified Bounty Hunters are permitted to enter the Bounty Guild Halls. Those unwise enough to find a way to bypass the Guild bouncer will be attacked on sight by me or another Bounty Hunter. You have been warned. ~ DOOR 0 ~ ~ 0 0 3044 DOOR 2 ~ ~ 0 0 8801 End #8801 NAME Inside the Bounty Hunter's Guild~ DESCR Contrasting the shoddy outer appearance of the building, the inside of the structure is exceptionally well-kept. The marble-tiled floors have been so feverishly polished and waxxed they create detailed reflections of the room above them. The walls are decorated with multitudes of portraits of the world's most famous bounty hunters. A neatly laid carpet runs towards the east and west into the Hall of Records and a nondescript room, respectively. Towards the south, the entrance hall opens up into a large dome-shaped room. ~ FLAGS 5513224 Sect 0 DOOR 0 ~ ~ 0 0 8800 DOOR 1 ~ ~ 0 0 8804 DOOR 2 ~ ~ 0 0 8802 DOOR 3 ~ ~ 0 0 8803 DOOR 4 ~ ~ 0 0 8805 End #8802 NAME The Inner Bounty Guild Chambers~ DESCR The entrance hall opens into a massive dome room here. At the far end of the room, a steel altar has been erected upon an intricately decorated, elevated platform. Banners bearing the insignia of the Bounty Hunter's Guild line a small ledge high on the wall that runs around the entire room. Expensive tables and chairs fill the east and west sides of the room, serving as meeting places for the members and administrators of the Bounty Hunters Guild. A gold-trimmed carpet runs straight across the room from the entrance to the platform, where the Bounty Hunter Contracts are stored. ~ FLAGS 5513224 Sect 0 DOOR 0 ~ ~ 0 0 8801 End #8803 NAME Within the Bounty Guild Barracks~ DESCR These barracks are used by the Bounty Guild to house recruits and train recruits. The walls and floor here are dirtier than elsewhere in the Guild halls, simply because this room is always occupied by trainees. A small sparring circle has been set up in the northwest corner of the room, but appears to be in use. Beds, weapon racks, and practice dummies line the sides of the room. In the center of the barracks, an area has been cleared to make room for a manmade pit in the ground and to allow the Bounty Guild healer to perform his duties without constraint. ~ FLAGS 5505032 Sect 0 DOOR 1 ~ ~ 0 0 8801 End #8804 NAME The Hall of Records~ DESCR This grand hall honors the achievements of Bounty Hunters throughout the ages. Here, the records of their completed contracts are kept to assess the strongest and most suitable Bounty Hunters to complete certain "tasks". Hundreds of carelessly-crafted pictures line the walls, listing victims and the rewards for the slaying of those targets. Other than that, the room appears almost identical to a library, filled with shelves packed with books. One book in particular sticks out from one of the bookcases. ~ FLAGS 5242880 Sect 0 EDESC book~ BOUNTY HUNTING - A GUIDE FOR THE BEGINNER * Persistence is key to completing a contract. If your target runs and hides, use your connections and knowledge of the land to capture and slay them. * Brains over brawn. Pure strength is not always the way to fulfill a contract. Rushing into combat unprepared may have catastrophic results. If your target is stronger than you, devise a trap or use a cunning, underhanded tactic to kill them. * Safety in numbers? Rushing into a group of opponents in an attempt to kill a target is generally an unhealthy idea. When possible, attempt to disrupt an enemy group or attack them when they are least prepared, such as when fighting. Remember, your main priority is to complete the contract, not exterminate the entire group. Retreat as necessary when the job is done. As a Bounty Hunter with steady bounty income, you may be able to bribe an enemy group to allow you to kill the target without interference. * Bounty Hunters have no friends. While you may acquire help from someone one day, you may be required to kill them the day after. Do not foster attachments, they will only drive you into the ground in the long run. ~ DOOR 3 ~ ~ 0 0 8801 End #8805 NAME The Ramparts Overlooking Midgaard~ DESCR You stand high atop the ramparts of the Bounty Guild. These ramparts lie at a much greater altitude than any building nearby, giving a perfect view of Midgaard's many streets and roads. You can see the treetops of Sywilm Woods to the west, and the vast eastern road lies far to the east, ending in the horizon at New Thalos's gates. The wind whips around you furiously here, threatening to hurl the unwary from the Guild's ramparts, delivering them to a gruesome demise on the streets below. ~ FLAGS 5513216 Sect 3 DOOR 5 ~ ~ 0 0 8801 End #0 #SPECIALS M 8800 spec_warder M 8804 spec_bounty_hunter M 8808 spec_healer_mercenary S #RESETS M 0 8803 1 8800 1 M 0 8804 1 8802 1 O 0 8805 0 8802 O 0 8806 0 8802 M 0 8801 1 8803 1 O 0 8801 0 8803 M 0 8802 1 8805 1 G 0 8802 0 G 0 8803 0 G 0 8804 0 G 0 8807 0 S #SHOPS 8802 10 0 0 0 0 100 15 0 23 0 #IMPROGS I 8800 give_prog give_prog_cabal_item I 8801 fight_prog fight_prog_cure_critical M 8800 greet_prog greet_prog_inner_guardian M 8800 death_prog death_prog_inner_guardian M 8803 greet_prog greet_prog_outer_guardian M 8803 death_prog death_prog_outer_guardian M 8803 attack_prog attack_prog_outer_guardian M 8803 move_prog move_prog_outer_guardian M 8804 greet_prog greet_prog_inner_guardian M 8804 death_prog death_prog_inner_guardian M 8805 fight_prog fight_prog_warrior_mercenary M 8806 fight_prog fight_prog_thief_mercenary M 8807 fight_prog fight_prog_assassin_mercenary E #$