tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#MOBILES

#1
~
brown snake~
brown snake~
~
~
slithers about the area.~
brown snakes~
~
~
slither about the area.~
A large brown snake.  It slithers toward you.

~
(null pointer)~
attack( mob, victim, 2d5, "bite" );

~
!
0 0 15 0 0 0 0 10
5500 0 543 4000 898895141 0 28
5443657 8192 0 0 4
5
3 3 3 15 6
0 0 -25 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 13108801
7986 4855 0 36795 96566
N 0 1 500
1306 17 1509949450 -2 0
-1
-1

#2
~
~
jackrabbit~
~
~
is here, listening intently.~
jackrabbits~
~
~
are here, listening intently.~
This desert brown rabbit has amazingly long ears.  He is quite a bit

larger than a normal rabbit, and considerably faster.  

~
Cromm~
attack( mob, victim, 2d3+2, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 5 4000 894018502 0 0
197401 8192 0 0 4
1
8 20 20 22 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5242945 26214464
3 8 0 84 33
M 0 2 0
-1
-1

#3
~
earth monster~
earth monster~
~
~
is here, devouring the earth.~
earth monsters~
~
~
are here, devouring the earth.~
This is one of those strange monsters that you have only heard about. 

This thing eats his way through the earth, whether it be dirt or rock. 

I really don't think you should stand in his way.

~
dragos~
i = random( 1, 10 );

if( i < 4 )

  interpret( mob, "bash" );

attack( mob, victim, 4d7+3, "pound" );

attack( mob, victim, 4d7+3, "pound" );

~
!
0 0 13 0 0 0 0 10
0 0 1 4000 893354812 0 0
229399 256 0 0 4
20
20 5 6 13 18
0 50 50 50 100 0 0
1000 8 tough skin~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
32 2 0 32 6290
N 0 5 0
-1
-1

#4
~
~
whale~
~
~
A whale is here.~
whales~
~
~
are here.~
This is a rather large, blue whale.  Baleen stretches as far as the eye

can see.  

~
(null pointer)~
attack( mob, victim, 5d5, "bite" );

~
!
0 0 13 0 0 0 0 10
0 0 1 4000 894018799 0 0
233729 0 0 0 4
1
20 13 13 13 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
3052 26214464
368 50 0 2195 5
N 0 2 0
-1
-1

#5
~
~
green dragon~
~
very young~
glares at you as it swishes its tail.~
gree dragon~
~
very young~
swish their tails and glare at you.~
No description.

~
(null pointer)~
attack( mob, victim, 3d8, "claw" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893604647 0 26
229379 2170880 0 96 4
10
13 13 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
N 96 2 0
-1
-1

#6
~
giant rat~
giant rat~
~
~
roams here, searching for prey.~
giant rats~
~
~
roam here, searching for prey.~
The rat appears to be larger than most and just as ugly.  He also has

very sharp claws and teeth.

~
Dragos~
attack( mob, victim, 1d6, "bite" );

if( random( 0, 10 ) == 8 )

  attack( mob, victim, 1d4, "claw" );

if( random( 0, 10 ) == 6 )

  attack( mob, victim, 1d4, "claw" );

~
!
0 0 14 0 0 0 0 10
0 0 40 4000 893355530 0 0
198509 8192 0 0 4
4
5 3 3 16 15
0 0 0 0 0 0 0
700 1 body~
300 1 leg~
1000 0 head~
0 1000 ~
0 1000 ~
0
10486404 26214464
54 156 0 2485 1493
N 0 2 0
-1
-1

#7
~
ghost miner~
ghost miner~
~
~
stands here chipping away at the stone wall.~
ghost miners~
~
~
stand here chipping away at the stone wall.~
The ghost miner is floating a few feet above the ground, and moves with

great ease.  He looks exactly like a miner, he has the hat with a small

lamp on it and a pick.  

~
Dragos~
attack( mob, victim, 3d1+3, "punch");

attack( mob, victim, 3d4, "freezing touch" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 3d4, "freezing touch" );

~
!
0 0 28 0 0 0 0 10
0 0 3 4000 893355826 0 0
360611 0 4108 0 4
13
15 13 13 19 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 2 0 149 15
N 0 4 0
-1
-1

#8
~
mud monster mudmonster~
mudmonster~
~
~
_s arises from the surrounding mud.~
mudmonsters~
~
~
arise from the surrounding mud.~
This beast looks like a crawling glob of sticky black mud.  You see

heavy-lidded silver eyes and a long, black snaking tongue on the animal's

flat face.  Four stubby legs with webbed feet enable this horrible

creature to move around its native swamplands.  

~
Dragos~
attack( mob, victim, 3d6+5, "filthy claws" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 3d6+5, "filthy claws" );

if( random( 0, 3 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 3d5+4, "snapping jaws" );

  }

if( random( 1, 8 ) < 3 ) {

  act_notchar( #drown, ch );

  act_tochar( #to_char, victim );

  i = 2d10+2;

  dam_message( victim, i, "A mudmonster's choking mass" );

  inflict( victim, mob, i, "submersion" );

  }

~
E
to_all~
With a sudden splash of fetid water, the mudmonster lunges.

~
E
to_char~
You are pulled into the mudmonster's scummy, muddy mass.

~
E
drown~
A mudmonster wraps itself around $n, trying to drown $m.

~
!
0 0 33 0 0 0 0 10
0 0 10 4000 893356387 0 0
102439 553648128 0 96 4
16
21 5 8 4 13
0 -20 -20 65 0 0 0
200 3 thick tail~
400 6 scaled neck~
600 10 thick-skinned back~
1000 6 stubby leg~
0 1000 ~
0
57672330 26215682
1105 39 0 940 120115
N 96 8 0
180 17 1509949540 -1 0
-1
4 -1
~
if( room == find_room( 31083 ) ) {

act_tochar( #head, ch );

obj_to_room( oload( 462 ), room );

}

~
E
head~
@bYou manage to remove the head of the monster as proof of it's death,

and drop it to the ground.  

~
!
-1

#9
Handalf~
Handalf leather smith~
leather smith~
~
~
stands here.~
leather smiths~
~
~
stand here.~
This powerful man glares at you through eyes of steel, he looks as if

could rip a person's head off with little trouble at all.  But it seems

he has found his peace, sitting here sewing anything that uses leather.  

~
Greyclaw~
attack( mob, victim, 3d10+0, "martial arts attack" );

attack( mob, victim, 3d10+0, "martial arts attack" );

attack( mob, victim, 3d10+0, "martial arts attack" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 3d10+0, "kick" );

if( !is_silenced( mob ) ) {

  if( random( 1, 10 ) < 7 ) { 

    act_room( #help, ch );

    summon( mob, victim );

    }

  }

else

  act_room( #ack, mob );

~
E
help~
@R@bHandalf calls for the guard!

~
E
ack~
Handalf tries to call the guard, but is silenced!!

~
!
1 0 3 0 0 0 0 10
0 0 0 4000 893356674 0 0
229795 2367744 8 736 4
40
18 13 14 17 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
193987338 26214464
0 1 0 0 0
M 736 2 0
-1
-1

#10
Jzyahk~
barkeep Jzyahk goblin~
barkeep~
~
small, snot-covered~
runs around the bar, serving drinks.~
~
~
~
run around the bar, serving drinks.~
Short, green and covered in a thick green slime, Jzyahk is a common

friend to all in Darkhaven.  His bushy black eyebrows occasionally waggle

back and forth as his zips around the bar serving drinks.  Occasionally

he stops a moment to wipe a speck of dirt off his bar but is back to

filling empty mugs.  Despite his weak and cowardly appearance, it is

rumored that Jzyahk is actually a goblin war leader in some far off land.

~
Terek~
attack( mob, victim, 40d1+360, "wicked bite" );

attack( mob, victim, 40d1+360, "raking claw" );

attack( mob, victim, 40d1+360, "swift kick" );

attack( mob, victim, 40d1+360, "quick punch" );

if( random( 1, 2 ) == 1 ) {

  i = 10d10+400;

  act_tochar( #bottle, ch );

  act_notchar( #bottle1, ch );

  dam_message( victim, i, "The bottle" );

  inflict( victim, mob, i, "The bottle" );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  interpret( mob, "Open west" );

  open( room, west );

  }

~
E
bottle~
@b@RJzyahk grabs a bottle from off the bar and smashes it over your head!

~
E
bottle1~
@b@RJzyahk grabs a bottle from off the bar and smashes it over $n's head!

~
E
help~
Jzyahk starts running around the bar screaming: @e"Help!  Help!  Guards

im being attack!  HELP!" 

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894018861 0 0
4425123 8448 12 48 5
90
16 10 13 14 17
20 20 20 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361310 26214464
0 1 0 0 0
M 48 3 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #2 );

~
E
2~
As the barkeep of this 'ere tavern I hear a good bit of @brumors@n and

@bgossip@n from the local patrons.  I don't suppose you'd be interested,

but if you are, just @bask@n me.

~
E
hi~
Welcome to the Tavern of Darkhaven $n.

~
!
2 -1
5 rumors gossip~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
Hmmm...can't say there's been many new rumors lately.

~
E
ch~
You ask the barkeep about local gossip and rumors.

~
!
-1

#11
~
~
mountain lion~
~
~
sniffs at the air.~
mountain lions~
~
~
sniff at the air.~
This large feline predator's muscles ripple beneath her thick skin as she

pads back and forth.  The primal power behind her razor-sharp claws

announce her abilities as a hunter.

~
Mylar~
if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d6+2, "claw swipe" );

if( random( 1, 2) == 1 )

  attack( mob, victim, 1d6+2, "claw swipe" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d6, "savage bite" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #pounce, room );

  if( attack( mob, victim, 2d10+4, "ferocious pounce" ) )

    interpret( mob, "bash" );

  }

~
E
pounce~
The mountain lion rears back to pounce!!

~
!
0 0 22 0 0 0 0 10
0 0 3 4000 894018894 0 28
268652849 4198784 0 0 4
10
12 4 4 16 10
0 5 -5 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
16711 1868 0 151 3827
N 0 4 0
104 17 1509949475 -2 0
-1
-1

#12
~
~
ghostly figure of a large man~
~
~
hovers here.~
ghostly figures of large men~
~
~
hover here.~
Floating about the room is the ghost of the castle's hand-to hand combat

instructor.  He was a man so dedicated to his craft and duty to his king

that he could not leave his post, even in death.

~
Derna~
attack_weapon( mob, victim, 2d5+7, "ghostly right fist" );

attack_weapon( mob, victim, 2d5+7, "ghostly left fist" );

if( random( 1, 5 ) == 1 )

attack_weapon( mob, victim, 4d5+7, "snap kick" );

if( random( 1, 10 ) == 1 )

attack_weapon( mob, victim, 4d5+7, "roundhouse kick" );

if( random( 1, 20 ) == 1 )

  attack( mob, victim, 3d10+4, "psychic assault" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894018927 0 22
360611 8448 4108 448 8
17
18 6 10 13 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
44565137 26214464
0 1 0 0 0
M 448 4 0
-1
-1

#13
~
~
smiling angel~
~
~
stands before you.~
smiling angels~
~
~
stand before you.~
The angel before you smiles at you and you feel like dancing.  Such a

power as you have never felt in your presence surrounds you and you feel

at peace.  The angel glows with a bright light.

~
Derna~
attack_weapon( mob, victim, 10d27, "heavenly wrath" );

if( random( 1,5 ) == 1 )

  attack( mob, victim, 10d18, "channeled fury" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894018957 0 0
100643 386 0 0 3
90
17 12 12 12 12
0 0 0 0 0 0 0
200 5 heavenly arm~
400 5 heavenly leg~
600 10 haloed head~
1000 10 angelic body~
0 1000 ~
0
235930330 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#14
~
~
Nalfeshnee demon~
~
boar headed, ape-like~
stands on cloven feet here.~
Nalfeshnee demons~
~
boar headed, ape-like~
stand on cloven feet here.~
Standing over twenty feet tall on cloven hoofed feet is a huge ape-like

demon with a boar's head and small stunted wings.  Its huge arms stretch

easily below its knees and look very powerful.  It has red, glowing eyes

that pierce the mind and draw energy from your soul.  

~
Karn~
attack( mob, victim, 2d6+3, "left claw" );

attack( mob, victim, 2d6+3, "right claw" );

attack( mob, victim, 4d6+3, "bite" );

if( random( 1, 10 ) < 5 )

  attack_room( ch, 6d6+6, #spray );

if( random( 1, 20 ) < 4 ) {

  send_to_room( #all, room );

  mload( 14, room );

  };

~
E
all~
@b@WThe Nalfeshnee stands fully erect and pounds its chest and ROARS!


WAAAAR<pound>RRRGGGGG<pound>GDDDDDAAAAAAAAHHHHHHHH!!!<pound>

@b@MExpunged from a rip in the fabric of reality steps forth into the world

another Nalfeshnee!

~
E
spray~
The Nalfeshnee concentrates and releases multiple rainbow beams!!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894019035 0 0
100113 8576 0 0 8
20
19 17 10 15 19
70 100 50 100 70 0 0
500 15 black fured body~
600 9 stubby wingtip~
700 20 huge hand~
800 14 tunk-like arm~
1000 13 huge boars head~
0
104858250 26214464
89 3 0 0 0
N 0 8 0
-1
-1

#15
~
~
crocodile~
~
~
is here looking for something to eat.~
crocodiles~
~
~
are here looking for something to eat.~
You stare into the eyes of a large scaly reptile.  He looks like the

source of the armor used by the lizardmen.

~
(null pointer)~
if( random( 1, 2 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 3d5, "thrash");

attack( mob, victim, 3d5, "bite");

attack( mob, victim, 3d6, "tail swipe" );

~
!
0 0 15 0 0 0 0 10
0 0 11 4000 894019099 0 26
233505 18874368 0 0 4
9
18 3 3 15 13
0 10 -10 0 99 0 0
800 19 rough hide~
900 14 snout~
1000 10 big tail~
0 1000 ~
0 1000 ~
0
23593609 26214464
1479 93 0 1739 52238
N 0 5 0
-1
-1

#16
~
~
large furred spider~
~
~
moves quickly towards you.~
large furred spiders~
~
~
move quickly towards you.~
A very large spider approaches you, its legs moving feverishly.  Its

black, furred body is covered with fearsome markings, while a set of

long, strange fangs signal that this creature is capable of inflicting

great harm.

~
(null pointer)~
if( attack( mob, victim, 2d6, "bite" ) ) {

  if( random( 1, 2 ) == 1 )

    poison( victim );

  }

~
!
0 0 25 0 0 0 0 3384
0 0 290 4000 899960466 0 0
230513 8192 8 0 4
5
10 4 3 13 9
0 0 25 10 25 0 0
400 2 black leg~
250 2 head~
1000 4 black, furry body~
0 1000 ~
0 1000 ~
0
15729922 26216001
7517 2464 1100 26848 152691
N 0 2 0
-1
-1

#17
~
~
zombie~
someone's pet~
~
stands aimlessly here.~
zombies~
~
~
stand aimlessly here.~
testing for bug

~
Greyclaw~
attack( mob, victim, 2d4, "bandaged hand" );

if( random( 1, 2 ) == 2 )

  attack( mob, victim, 2d4, "bandaged hand" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893366664 0 0
540705 536879104 12 0 8
5
12 3 3 6 8
10 -75 100 25 100 0 0
200 3 bandaged leg~
400 3 wrapped body~
600 3 bandaged arm~
800 3 cloth-wrapped head~
1000 3 bandaged shoulder~
0
13107845 26214464
0 1 0 80 5
N 0 4 0
-1
10 -1
~
act_notchar( #death, mob );

junk_mob( mob );

~
E
death~
The magical forces holding $n together dispate and $e falls to the ground

in a pile of dust.

~
!
-1

#18
~
~
giant leech~
~
~
is swimming around, trying to attach itself to you.~
giant leeches~
~
~
are swimming around, trying to attach themselves to you.~
This leech is the largest you have ever seen, easily as long as your

arm.  It is slimy and you can't grab on to it to keep it away.  

~
Dragos~
attack( mob, victim, 2d3, "bite");

if( attack( mob, victim, 2d3, "bite" ) )

  attack( mob, victim, 4d5, "blood suck" );

~
!
0 0 32 0 0 0 0 10
0 0 162 4000 893376860 0 24
51 8448 0 0 4
3
8 4 5 7 10
0 0 0 0 0 0 0
1000 1 slimy surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
1898 795 0 5676 30571
N 0 2 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

wait( 1 );

if( char_in_room( ch, room ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  drain_stat( ch, dex, 5, -2 );

  }

~
E
room~
A leech attaches itself to $n momentarily.

~
E
char~
A leech attaches itself to you momentarily and saps some of your energy.

~
!
-1

#19
Croazner~
~
Liche~
~
~
leers at you, crackling with inhuman power.~
~
~
~
~
The emaciated figure of a human stands before you, hovering in mid-air,

his thin, boney frame no longer able to support weight.  Despite his

physical weakness, you know true fear looking at Croazner, for his form

crackles with more energy than any one mortal creature was ever meant to

possess...  and you can see in your eyes that he wants more.

~
Sprout~
i = random( 1, 14 );

attack( mob, victim, 2d50+10, "entropic touch" );

if( attack( mob, victim, 2d50+10, "entropic touch" ) ) {

  if( random( i, 2 ) == 1 )

    drain_stat( victim, str, i, -1 );

  }

if( i == 1 ) {

  act_room( #chain, ch );

  do_spell( chain lightning, mob, victim );

  }

if( i == 3 ) {

act_room( #mist, ch ); 

  do_spell( mists of sleep, mob, victim );

  }

if( i == 5 ) {

  act_room( #chain, ch );

  do_spell( chain lightning, mob, victim );

  }

if( i == 7 ) {

  act_room( #fear, ch );

do_spell( fear, mob, victim );

  }

if( i == 9 ) {

  act_room( #ice, ch );

  do_spell( ice storm, mob, victim );

  }

if( i == 11 ) {

  act_room( #acid, ch );

  do_spell( acid storm, mob, victim );

  }

if( i == 13 ) {

  act_room( #flame, ch );

  do_spell( flame strike, mob, victim );

  }

~
E
chain~
@YCroazner releases a crackling burst of energy!

~
E
mist~
@CMists rise up from the floor at Croazner's gesture!@N


~
E
fear~
@RCroazner suddenly looms over the room like a thundercloud!


~
E
ice~
@CA stream of ice blasts from Croazner's outstretched hand!!


~
E
acid~
@MA storm of acid blasts from Croazner's outstretched hand!!


~
E
flame~
@CA stream of fire blasts from Croazner's outstretched hand!!


~
!
0 8 28 0 0 0 0 10
0 0 0 4000 893376989 0 22
295991 35826057 -2143289332 288 2
80
18 22 9 16 10
55 50 75 100 100 20 0
1000 30 skeletal body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715920 26214464
1084 5 0 802 0
M 288 4 0
2166 17 1509949465 5 0
2489 16 1509949441 5 0
516 17 1509949441 1 0
453 17 1509949441 14 0
603 17 1509949450 -1 0
310 17 1509949441 -1 0
2794 17 1509949465 -1 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( !is_fighting( mob ) ) {

  wait( 1 );

  interpret( mob, "smile" );

  if( !char_in_room( ch, room ) )

    end;

  close( room, east );

  if( !mob_in_room( 1755, room ) ) {

    mload( 1755, room );

    mload( 1755, room );

    }

  act_room( #attack, mob );

  wait( 2 );

  attack( mob, ch, 3d10, "entropic touch" );

  do_spell( prismic missile, mob, ch );

  do_spell( prismic missile, mob, ch );

  open( room, east );

  }

continue;

~
E
attack~
@RCroazner opens his arms wide, and a portal to Hell opens in the air

before you, disgorging hideous beasts!

~
!
-1

#20
~
tendril of darkness~
tendril of darkness~
~
~
coils around itself in the most shadowy recess here.~
tendrils of darkness~
~
~
coils around theirselves in shadowy recesses here.~
Dark as night and with little substance, you can see very little about

this creature.  It looks very much like the tentacle of an octopus woven

from a fluid, wispy black substance.  You can detect no sensory organs on

the tendril of darkness nor does it appear to have orafices.  You cannot

see through the tendril either.

~
Florian~
attack( mob, victim, 3d5+10, "coiling mass" );

attack( mob, victim, 3d5+10, "coiling mass" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 3d5+10, "coiling mass" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 3d5+10, "coiling mass" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #ram, room );

  if( random( 1, 10 ) < 3 ) {

attack( mob, victim, 3d10+10, "choking darkness" );

    continue;

    }

  }

~
E
ram~
@BA tendril of darkness undulates wildly!@n

~
!
0 0 30 0 0 0 0 10
0 0 98 4000 893448453 0 0
4620849 4096 0 0 8
20
12 3 3 16 15
25 0 0 0 100 0 100
500 15 black edge~
1000 20 vile, inky center~
0 1000 ~
0 1000 ~
0 1000 ~
0
26216330 26215682
15973 555 0 38370 2088082
N 0 2 0
-1
-1

#21
~
~
green slime~
~
~
seems to be dripping down on you!~
green slimes~
~
~
seem to be dripping down on you!~
This is a very different kind of slime, it looks as if it has a mind of

it's own.  It looks much like the rest of the slime, except it moves.  

~
Zargon~
attack_acid( mob, victim, 2d7+4, "acidic touch" );

if( random( 1, 10 ) < 5 )

  attack_acid( mob, victim, 2d7+4, "acidic touch" );

if( random( 1, 10 ) < 5 )

  attack_acid( mob, victim, 2d7+4, "acidic touch" );

if( random( 1, 10 ) < 5 )

  attack_acid( mob, victim, 2d7+4, "acidic touch" );

attack_acid( mob, victim, 2d10+4, "acidic touch" );

~
!
0 0 30 0 0 0 0 10
0 0 22 4000 893377141 0 27
6459441 1061248 65548 0 4
12
18 3 3 8 16
0 0 0 25 100 0 0
1000 14 liquidy body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700810 26214464
3624 119 0 5114 323586
N 0 5 0
-1
-1

#22
~
~
green slime~
~
~
is slowly oozing towards you.~
green slimes~
~
~
are slowly oozing towards you.~
The slime that is oozing about here is much larger than in the rest of

the cave.  Perhaps it is what spawned all this filth.  As the slime oozes

towards you, you notice that it is always growing in size!  That must be

why it is so big, they constantly grow.  

~
Zargon~
attack_acid( mob, victim, 2d8+5, "acidic slime" );

if( random( 1, 2 ) == 1 )

  attack_acid( mob, victim, 2d6, "spit of slime" );

if( random( 1, 10 ) == 1 ) {

  if( num_in_room( room ) < 5 ) {

    act_room( #room, victim );

    mob = mload( 22, room );

    }

  }

~
E
room~
@b@GThe green slime suddenly puffs up and splits into two!@n

~
!
0 0 32 0 0 0 0 10
0 0 10 4000 893378022 0 27
6324273 6295808 65548 0 4
15
15 9 9 14 14
0 0 0 30 50 0 0
13 1000 green, slimy mass~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
5182 462 0 13819 207904
N 0 5 0
-1
-1

#23
~
~
strange little goblin~
~
~
sits here at the fire, tearing a shank of meat.~
strange little goblins~
~
~
sit hit, bickering with one another.~
This goblin is fully grown for its kind, and he and his friends have set

out to find a new leader to lead them to greatness.  It appears they have

taken Grunt as that leader, eventhough they are probably more intelligent

than he, and that's not saying a lot.  

~
Zargon~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 1d4+1, "right fist" );

attack_weapon( mob, victim, 1d4+1, "left fist" );

if( i < 6 )

  attack_weapon( mob, victim, 1d4+1, "right fist" );

if( i < 3 )

  attack_weapon( mob, victim, 1d4+1, "left fist" );

~
!
0 0 11 0 0 0 0 10
0 0 0 4000 898846963 0 0
230823 8192 0 0 8
10
12 7 13 15 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 4 0
3003 17 1509949465 16 0
3014 16 1509949515 16 0
5 17 1509949442 -1 0
2062 17 1509949515 11 0
2081 17 1509949460 6 0
2022 17 1509949460 7 0
2042 17 1509949480 10 0
2142 17 1509949445 6 0
1039 17 1509949445 -1 0
983 17 1509949442 -1 0
-1
-1

#24
Miles~
miles hermit~
hermit~
~
~
hobbles about the room, a crazed look in his eyes.~
~
~
~
~
Not quite as weak as he might seem, there is a crazy gleam of madness in

his eyes.  He has befriended Grunt who is his only 'friend', and is too

crazy to be drawn by the slime.  Now he is so senile and mad, he no

longer remembers his past.  

~
Zargon~
attack( mob, victim, 1d10, "fist" );

if( random( 1, 3 ) < 3 )

  attack( mob, victim, 1d10, "fist" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 1d10, "fist" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d10, "fist" );

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  if( is_fighting( ch ) ) 

    if( find_stat( ch, level ) < 91 )

    attack( mob, ch, 3d25, "mad flurry of fists" );

  }

~
!
0 0 0 0 0 0 0 10
0 0 2 4000 893380563 0 0
229799 6300032 0 64 8
25
11 9 4 18 14
15 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537610 26214464
118 24 0 418 6607
M 64 4 0
951 17 1509949443 -1 0
2021 17 1509949490 7 0
994 17 1509949455 -1 0
3032 17 1509949530 16 0
1280 16 1509949450 16 0
983 17 1509949460 -1 0
600 17 1509949490 7 0
738 17 1509949450 5 0
1075 17 1509949443 -1 0
598 17 1509949465 6 0
1067 17 1509949445 -1 0
94 17 1509949441 -1 0
1022 17 1509949441 -1 0
1312 17 1509949445 14 0
2003 17 1509949465 5 0
488 16 1509949465 5 0
1320 16 1509949490 5 0
-1
8 -1
desert trader aiden~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 2 );

tell( mob, ch, #stat3 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Aiden send you?  Well, if must be alright then.  I suppose you want to

know about spell components can be used to call a holy mount like the

last person who was just here.

~
E
stat2~
In my studies, I've read that ore, both silver and gold, has been known

to attack the attention of dragons.  I also know of one more component

that can be used to call a holy mount.

~
E
stat3~
But before I tell you what is it, I need a favor.  I require a handful of

blue sand.  If you return this to me, I'll tell you the last that I know

regarding find mount reagents.

~
!
6 2408
~
act_room( #take, ch, obj, mob );

junk_obj( has_obj( 2408, ch ), 1 );

wait( 2 );

tell( mob, ch, #stat1 );

~
E
stat1~
Legend has it that a pouch of fairy dust, one that glows with its own

light, has the power to call a spirit horse.

~
E
take~
$N takes the handful fo blue sand gratefully.

~
!
0 0
~
wait( 2 );

tell( mob, ch, #stat1 );

~
E
stat1~
Don't hurt me or I'll have my friend Grunt take you away like that ugly

cleric!

~
!
2 -1
grunt~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about his friend Grunt.

~
E
stat1~
Grunt is my only friend.  He is cruel, but he would never hurt me.  He

protects me.  I give him magic fruit and he likes me.

~
E
~
$n asks $N something.

~
!
2 -1
ugly dirty cleric~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the ugly cleric.

~
E
stat1~
I don't remember much about her.  But she came here, saying how much I

should convert to her religion, talking about being eternally cast into

the abyss of suffering if I didn't see the light.  She scared me.  So I

called for Grunt and me no seen her since.

~
!
2 -1
magic fruit~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about magic fruit.

~
E
rask~
$n asks $N something.

~
E
stat1~
I get magic fruit from someone who lives in the desert.  He can be a mean

old gnome sometimes, always wanting coins.

~
!
-1

#25
~
~
dark salamander~
~
~
hisses in rage and charges at you.~
dark salamanders~
~
~
hiss in rage and charge at you.~
Perhaps a type of fire salamander.  Skin colors range from black to deep

red, and looks hard and glossy.  It's eyes are dual-irised and glow a

dull red in the light.  It's teeth are actually a hard and very sharp

ridge of bone.  

~
Zargon~
attack( mob, victim, 6d2, "wicked claws" );

attack( mob, victim, 6d2, "wicked claws" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 6d2, "wicked claws" );

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893381430 0 0
229559 8192 0 0 8
14
15 4 4 14 15
0 99 -30 25 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186570 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#26
~
~
mummy~
~
~
glares at you, eyes flickering with undying rage.~
mummies~
~
~
glare at you, their eyes flickering with undying rage.~
Just to the west lies the heavy door of a large mausoleum constructed

shriveled, yellowed skin jut out of his tattered wrappings, and a pair of

glowing eyes burn at your warm, living form with a hate of a thousand

years.

~
Sprout~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 2d10+5, "bite" );

attack_weapon( mob, victim, 2d4, "claw" );

attack( mob, victim, 3d4, "claw" );

if( i < 7 )

  attack( mob, victim, 2d10+5, "bite" );

if( i < 5 )

  attack_weapon( mob, victim, 2d4, "claw" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894019243 0 22
165045 8448 12 48 4
25
18 5 5 12 15
25 0 50 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751370 13108801
0 1 0 0 0
N 48 5 0
607 17 1509949445 5 0
911 17 1509949442 -1 0
910 17 1509949442 -1 0
1074 17 1509949450 16 0
3102 16 1509949445 16 0
968 16 1509949525 16 0
615 17 1509949445 7 0
-1
-1

#27
~
~
beaver~
~
~
drags a branch behind itself.~
beavers~
~
~
drag branches behind themselves.~
A rather large, brown rodent stands before you.  His fur is slicked back

from his recent swim.  You notice his feet are webbed, and he has a huge,

flat tail.  His two front teeth jut out from his mouth; perfect for his

daily wood quota.  He busily scurries off to finish constructing his

dam.  

~
sprout~
i = random( 1, 2 );

attack( mob, victim, 3d3+2, "bite" );

if( i == 1 )

  attack( mob, victim, 2d3+3, "claw" );

if( i == 1 )

  attack( mob, victim, 2d3+3, "claw" );

~
!
0 49 53 0 0 0 0 10
0 0 2384 4000 893381606 0 28
201069 25165824 0 0 4
6
4 4 3 14 12
0 0 0 0 20 0 0
100 0 body~
300 3 head~
700 3 leg~
1000 2 tail~
0 1000 ~
0
15729286 13108801
114067 23380 0 215995 1806535
N 0 2 0
87 17 1509949460 -1 0
-1
-1

#28
~
~
regal stag~
His antlers long and proud,~
~
struts proudly before you.~
regal stags~
Their antlers long and proud,~
~
strut proudly before you.~
You see a beautiful, sleek creature standing before you.  His fur is a

rich tan color.  His eyes the deepest of blacks.  Upon his head sit large

antlers.  His legs are long and thin, perfect for quick running and

prancing around the forest.

~
sprout~
if( random( 1, 7 ) == 1 ) {

  act_room( #all, victim );

  attack( mob, victim, 6d4+2, "charge" );

  interpret( mob, "bash" );

  }

attack( mob, victim, 3d3+3, "antler swipe" );

~
E
all~
@G@bThe stag retreats back to charge!

~
!
0 32 37 0 0 1046 1045 10
0 0 7039 4000 894019308 0 26
197993 8192 0 0 4
9
15 5 5 16 14
0 0 20 0 0 0 0
100 4 foreleg~
250 100 rack of antlers~
400 3 head~
600 3 chest~
1000 3 flank~
0
23593609 28837441
484090 62743 0 1039357 14507210
M 0 5 0
36 17 1509949470 -1 0
697 17 1509949465 -1 0
-1
-1

#29
~
~
dirty hermit~
~
~
stands before you.~
dirty hermits~
~
~
stand before you.~
Th smell which emanates from this vile and loathsome creature is almost

overwhelming.  His tattered clothing hang from his weak and bony frame. 

Hair all asunder, he stares at you out of his one good eye.

~
Dragos~
attack_weapon( mob, victim, 1d4+1, "punch" );

attack_weapon( mob, victim, 1d4+1, "punch" );

attack( mob, victim, 2d5, "kick" );

if( random( 1, 4 ) < 2 ) {

  send_to_room( #room, room );

  wait( 1 );

  send_to_room( #aim, room );

  attack_room( mob, 4d5+5, "blazing fireball" );

  send_to_room( #room2, room );

  }

~
E
room~
The hermit reaches under his pallet and pulls out a wand.

~
E
aim~
Aiming the wand at you, a fireball shoots out from the end of it.

~
E
room2~
The wand crackles and explodes in the hermit's hand.

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893381670 0 0
229799 0 0 0 4
20
13 13 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
N 0 4 0
-1
4 -1
~
remove_rflag( status0, find_room( 1019 ) );

~
!
-1

#30
Grunt~
~
man-like creature~
~
~
sits hunched before a crackling fire.~
~
~
~
~
Before you looms a strange, beastly humanoid.  He is large and hairy,

seemingly a mix of ogre and kodiak bear - perhaps the result of a magical

experiment gone awry.  As you stare at him you see a flicker of hate

mixed with hunger in his eyes.

~
Zargon~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, ch, 2d9+3, "bear claw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 3d2+3, "punch" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 3d2+3, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, ch, 2d7+3, "large teeth" );

if( random( 1, 3 ) == 1 ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  attack( mob, victim, 6d5+5, "hug" );

  }

~
E
to_char~
Grunt wraps his huge arms around you!

~
E
to_room~
Grunt wraps his huge arms around $n!

~
E
hug~
@R@bGrunt's bearhug

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893381809 0 0
229799 2105729 0 96 8
20
20 3 5 15 19
50 0 30 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 96 5 0
611 17 1509949445 10 0
615 17 1509949445 7 0
1039 17 1509949480 -1 0
1039 17 1509949465 -1 0
983 17 1509949445 -1 0
665 17 1509949490 16 0
1298 16 1509949445 16 0
1060 16 1509949465 16 0
1080 16 1509949460 16 0
1051 17 1509949445 11 0
2061 16 1509949490 11 0
2062 16 1509949485 11 0
2000 17 1509949515 5 0
2125 17 1509949445 8 0
953 17 1509949443 -1 0
-1
5 -1
~
send_to_room( #all, room );

~
E
all~
Grunt comes to full height, and roars so loud, the ground seems to shake.

~
!
6 2033
~
act_room( #eat, ch );

junk_obj( has_obj( 2033, mob ), 1 );

wait( 1 );

act_room( #grin, ch );

wait( 2 );

act_room( #stomp, ch );

wait( 1 );

if( !is_open( room, down ) ) {

  remove_rflag( reset0, find_room( 6300 ) );

  act_room( #open, ch );

  open( room, down );

  }

else

  act_room( #shrug, ch );

~
E
eat~
Grunt eats the piece of fruit and pats his stomach fondly.

~
E
grin~
Grunt grins and his eyes glint with mischief.

~
E
stomp~
With his feet, Grunt stomps on the ground three times.

~
E
open~
A trapdoor in the floor, once hidden by corpses and rotten skins, pops

open.

~
E
shrug~
Grunt cocks his head to one side and then shrugs.

~
!
4 -1
~
set_rflag( reset0, find_room( 6300 ) );

~
!
-1

#31
~
test~
test~
~
~
is here~
test~
~
~
are here~
No description.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 2 4000 893606910 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 100 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1310720650 26214464
72 26 0 10929 10
M 0 4 0
-1
-1

#32
~
~
werewolf~
~
~
growls at your presence.~
werewolves~
~
~
growl at your presence.~
Here lies one of the most ancient and feared monsters of all times.  He

stands about 6'3", has large fangs and uses the night to stalk by.  Since

the mist always inhabits this area, he is up and about, both day and

night.  He is very sly and knows how to sneak up on people, so you must

be careful around him.

~
Zargon~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "bash" );

attack( mob, victim, 4d5+5, "bite" );

attack( mob, victim, 4d6+3, "claws" );

attack( mob, victim, 4d6+3, "claws" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 9d3+2, "slash" );

~
!
0 0 30 0 0 0 0 10
0 0 26 4000 893382000 0 0
230837 4202496 0 0 8
19
18 14 13 16 17
10 10 50 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
49808019 26214464
6464 215 0 7622 610022
N 0 5 0
-1
11 -1
~
if( has_obj( 108, ch ) )

  mpcode( mob, 2 );

continue;

~
!
0 -1
~
wait( 1 );

if( has_obj( 108, ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  interpret( mob, "flee" );

  if( random( 1, 2 ) == 1 )

    interpret( mob, "north" );

  if( random( 1, 2 ) == 1 )

    interpret( mob, "west" );

  if( random( 1, 2 ) == 2 )

    interpret( mob, "west" );

  if( mob_in_room( 32, find_room( 9009 ) ) ) {

    if( random( 1, 3 ) == 1 )

      interpret( mob, "south" );

    if( random( 1, 3 ) == 2 )

      interpret( mob, "south" );

    if( random( 1, 3 ) == 2 )

      interpret( mob, "south" );

    if( random( 1, 3 ) == 3 )

      interpret( mob, "south" );

    if( random( 1, 3 ) == 1 )

      interpret( mob, "east" );

    if( random( 1, 3 ) == 2 )

      interpret( mob, "east" );

    if( random( 1, 3 ) == 3 )

      interpret( mob, "east" );

    }

  }

~
E
room~
$n's silver cross flashes a reflection into the werewolf's eyes.

~
E
char~
Your silver cross flashes a reflection into the werewolf's eyes.

~
!
-1

#33
~
~
jellyfish~
~
spiny~
is here, waiting to sting you.~
jellyfishes~
~
spiny~
are here, waiting to sting you.~
The jellyfish looks slimy and clear, with tentacles all over its body.  

~
Rowf~
attack( mob, victim, 1d8+2, "bite" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893640420 0 0
163889 4112 0 0 4
3
9 10 13 10 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#34
~
small thin thief~
small, thin man~
~
~
attempts to steal from you.~
small, thin men~
~
~
attempt to steal from you.~
A man of 5' stands before you.  He has quick nimble fingers, and quick,

shifty eyes.  His thin mustache twitches a bit.  He is dressed in all

leathers and carries a bag that is tied to his waist. This is not a man

to be trusted...

~
Sprout~
attack_weapon( mob, victim, 1d4+1, "punch" );

attack_weapon( mob, victim, 1d4+1, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+4, "kick" );

~
!
0 78 0 0 0 0 0 10
0 0 998 1000 898173405 0 0
231413 1060992 0 16 4
7
14 11 9 19 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26217601
44200 6974 0 84837 1182297
M 16 4 0
2081 17 1509949450 6 0
2102 17 1509949450 9 0
2001 17 1509949465 5 0
2181 17 1509949450 14 0
6 17 1509949445 -1 0
1039 17 1509949460 -1 0
983 17 1509949445 -1 0
3028 17 1006633010 16 0
3029 16 1006633010 16 0
3028 17 1006632995 18 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( !is_player( ch ) )

  end;

if( random( 1, 3 ) == 1 ) {

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 )

    attack( mob, ch, 2d10+10, "backstab" );

  }

~
!
-1

#35
~
~
ghost crab~
~
tired old~
is here, crawling around in the dirt.~
ghost crabs~
~
tired old~
are here, crawling around in the dirt.~
The crab looks old and tired.

~
Rowf~
attack( mob, victim, 3d2+5, "snap" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894019462 0 25
491553 1179649 4096 0 4
3
10 6 13 13 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#36
~
~
displacer beast~
~
~
stands before you.~
displacer beasts~
~
~
stand before you.~
The outline of the beast is unclear, but it appears that its head is

tentacled and its body scaled.  Its image seems to waver in the air as it

disappears behind a bush that wasn't there a second before.

~
Derna~
attack( mob, victim, 4d4+5, "writhing tentacle" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 4d4+5, "snapping tentacle" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 4d4+5, "ripping tentacle" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 4d4+5, "sharp tentacle" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 6d4+5, "beaklike mouth" );

if( random( 1, 3 ) == 1 ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  interpret( mob, "bash" );

  }

~
E
ch~
You stumble over a bush that is suddenly between your feet.

The beast leaps to bash you while you are unstable.

~
E
not~
You see $n trip over a bush that suddenly appears between his feet.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893423344 0 0
196897 12552 4 0 4
18
15 15 13 17 12
15 10 0 0 50 0 0
200 5 scaled leg~
400 5 writhing tentacle~
600 15 scaled body~
1000 5 ugly head~
0 1000 ~
0
73400968 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#37
~
~
grumbling madman~
~
~
mutters to himself, probably talking about you.~
grumbling madmen~
~
~
mumble to themselves, probably talking about you.~
This old, crotchety human's hair and eyes are grey.  The twinkle of

insanity lights his eyes and cracks his voice into a croon of incoherent

grumbling.  In his hands he clutches a small gem, it appears that nothing

can separate he and his most prized possession.

~
Phule~
act_room( #cackle, mob );

loop( all_in_room ) {

  loop( all_in_room ) {

      if( rch != mob )

        attack( mob, rch, 2d5+10, "insane flurry" );

      }

    }

act_room( #continue, mob );

i = 1;

loop( i < 7 ) {

  attack( mob, victim, 3d30+30, "demented flurry" );

  i = random( 0, 9 );

  }

~
E
cackle~
The grumbling madman cackles with insanity, and EXPLODES in a FRENZY of

attacks.

~
E
continue~
The grumbling madman CONTINUES his mad flurry!!

~
!
0 5 0 0 0 0 0 10
0 0 0 4000 893423384 0 0
120115 131464 4 0 4
80
15 3 21 30 14
50 50 50 50 100 80 100
1000 16 cackling head~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573150 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
if( is_follower( ch ) )

end;

if( is_fighting( mob ) )

end;

send_to_room( #hides, room );

~
E
hides~
@b@YThe grumbling madman clutches tightly to something as you enter. 

"So, the efreets failed..." he cackles.  "It doesn't matter, you'll NEVER

have the ethergem!!"@n 

~
!
4 -1
~
send_to_room( #toss, room );

~
E
toss~
@b@YThe grumbling madman tosses what he was clutching high into the air,

and it twinkles and disappears into the ether.  "You'll never have the

ethergem!!" he screams as life leaves him, an insane, hideous grin still

etched onto his face.@n

~
!
-1

#38
~
~
black raccoon~
~
large~
snarls at you.~
black raccoons~
~
large~
snarl at you.~
The raccoon is very large and completely black except near it's eye.  You

would not even recognise it as a raccoon if you hadn't seen smaller ones

many times.  

~
Greyclaw~
attack( mob, victim, 2d4+0, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 2458 4000 894019518 0 35
217407 8192 0 0 4
3
5 4 4 18 9
0 0 0 0 0 0 0
600 3 body~
200 1 leg~
200 1 paw~
800 1 striped tail~
1000 1 head~
0
7864963 26214464
21998 20797 0 93066 194927
M 0 2 0
306 17 1509949465 -1 0
-1
-1

#39
~
~
warehouse manager~
~
~
is sitting here with a puzzled look on her face.~
warehouse managers~
~
~
are sitting here with puzzled looks on their faces.~
This manager looks like a strong woman. She has long black hair, and

dark green eyes. She looks very nice, but you wonder what she is really

like.

~
Rowf~
attack( mob, victim, 5d4, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893423541 0 0
229795 2228483 0 0 4
14
14 13 13 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457935 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#40
~
~
dock worker~
~
grubby~
stand here, moving boxes around the warehouse.~
dock workers~
~
grubby~
~
The dock worker looks strong but very dumb. He just seems like a 

robot, moving boxes and taking breaks.

~
Rowf~
attack( mob, victim, 5d3, "punch" );

~
!
2 44 13 0 0 0 0 10
0 0 0 4000 894019554 0 24
229861 1 0 0 4
7
15 6 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350725 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#41
~
~
thug~
~
~
is here, ready to rob you of life and possessions.~
thugs~
~
~
are here, ready to rob you of life and possessions.~
This man is scary looking. He is dirty, ugly and looks to rob you of

life and whatever else he can get.

~
Rowf~
attack( mob, victim, 8d3, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893423700 0 0
229813 11669889 0 0 4
10
16 12 13 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215365 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#42
~
~
wharf rat~
~
large~
is here, looking for food.~
wharf rats~
~
large~
are here, looking for food.~
This large rat has bright pink eyes and long gray whiskers.  His nose is

constantly twitching as if in search of something good to eat.

~
Rowf~
attack( mob, victim, 2d5+0, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894019590 0 0
201021 0 0 0 4
4
13 13 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486402 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#43
~
~
stone statue~
~
~
is here.~
stone statues~
~
~
are here.~
You see before you a statue of stone brought to life by a disturbace.  It

looks quite disgruntled and likely to attack, though if given time might

return to stand on its pedastal.

~
Derna~
attack_weapon( mob, victim, 5d6+5, "stone fist" );

attack_weapon( mob, victim, 5d6+5, "stone fist" );

if( random( 1, 5 ) == 1 ) 

  attack( mob, victim, 4d10+5, "crushing blow" );

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893423845 0 0
32947 8193 12 0 4
21
17 6 10 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429461 26214464
0 1 0 344 6
F 0 4 0
-1
-1

#44
~
~
Behir~
~
ferocious~
is here, looking for something to kill.~
Behirs~
~
~
are here, looking for something to kill.~
This creature seems to be a mix between a large snake and a dragon. 

His entire body is made up of green scales.  Massive claws stretch out

from his short legs.  It would be wise not to mess with him.

~
Dragos~
attack( mob, victim, 3d2+5, "punch" );

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 894019618 0 0
229399 4456449 0 0 4
16
22 4 4 13 20
0 0 0 99 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
N 0 8 0
-1
-1

#45
~
~
fisherman~
~
polite old~
is here, looking to catch his supper.~
fishermen~
~
polite old~
are here, looking to catch their suppers.~
This guy seems so nice and polite. He offers you a pole so you can sit

and fish with him.

~
Rowf~
attack( mob, victim, 3d5+0, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894019645 0 0
229799 10485761 0 0 4
15
13 13 17 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
128
18350723 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#46
~
~
otter~
~
dark brown~
eyes you curiously.~
otters~
~
dark brown~
eye you curiously.~
A small otter eyes you curiously, its dense, dark-brown fur still damp

from a recent swim.  With webbed feet and a lightly-colored snout and

whiskers, this is an aquatic mammal that, when left to itself, likes

nothing better than to fish and be left alone with others of its kind.

~
Kiian~
attack( mob, victim, 1d4+3, "bite" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d2, "sharp claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 1d2, "sharp claw" );

~
!
0 0 56 0 0 0 0 10
0 0 10219 4000 895701255 0 28
201001 4202496 0 0 4
2
5 3 4 18 8
0 0 0 0 0 0 0
800 1 dark brown body~
700 1 leg~
600 1 foreleg~
600 1 tail~
1000 1 head~
0
5243522 19664001
89465 57100 0 268599 678577
M 0 1 0
979 17 1509949465 -2 0
-1
-1

#47
~
~
Daemon-Mother~
~
~
glares at you evilly.~
daemon-mothers~
~
~
glare at you evilly.~
Red skin and hair dominates this massive daemon's appearance.  A long

barbed tail, clawed hands and feet, and rippling muscles compliment this

massive creatures dangerous glare.  If not for the creature's breasts,

you would be hard pressed to determine this massive deamon's gender.

~
Dragos~
attack( mob, victim, 1d4+1, "sharp claws" );

attack( mob, victim, 1d4+1, "sharp claws" );

if( random( 1, 10 ) < 2 ) 

  attack( mob, victim, 6d5+4, "squeeze" );

if( random( 1, 10 ) < 2 ) {

  send_to_char( #drain, ch );

  drain_stat( victim, str, 2, -1);

  drain_stat( victim, con, 3, -1 );

  drain_exp( victim, 500 );

  }

attack( mob, victim, 4d4+4, "lashing foot talons" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 5d10, "sinister bite" );

~
E
drain~
The Daemon-Mother drains your energy, you begin to feel extremely weak.

~
!
0 0 20 0 0 0 0 10
0 0 165 4000 893425688 0 25
230835 0 0 0 8
25
18 8 10 20 18
90 100 20 40 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
47531 1792 0 47977 4157453
F 0 5 0
1345 17 1509949445 3 0
-1
-1

#48
~
~
old, but strong dockman~
~
~
stands here.~
old, but strong dockmen~
~
~
stand here.~
This is an old, but very strong dockman.  He has a patch over his left

eye, makes him look like a pirate.  But there are no pirates here, are

there?

~
Rowf~
attack( mob, victim, 5d2+3, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893425861 0 0
229665 10485777 0 0 4
14
14 15 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52430105 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#49
~
~
tall dark man~
~
~
stands here, waiting...~
tall dark men~
~
~
stand here, waiting...~
This man seems very cold and ruthless. He seems to want to just kill

you at any moment.. but wait, isn't he killing you now?

~
Rowf~
attack( mob, victim, 10d2+0, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893425980 0 0
229815 1184002 0 0 4
10
15 13 13 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536660 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#50
~
~
sand monster~
wicked-looking~
~
lies here.~
sand monsters~
wicked-looking~
~
lie here.~
The sand monster is black with a long tongue sticking  out of it's

mouth.

~
Rowf~
attack( mob, victim, 5d2+10, "bite" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893426036 0 0
229429 10485776 0 0 4
4
13 13 13 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#51
~
~
greater mummy~
~
~
lunges at you, but trips on a loose bandage.~
greater mummies~
~
~
lunge at you, but trip on a loose bandage.~
A large, 7-foot tall mummy stands here scowling at you.  He has glowing

red eyes that pierce deep into your soul.  Small patches of

greenish-gray, shriveled skin can be seen through the decaying bandages. 

A foul stench rises from this walking corpse 

~
Sprout~
attack( mob, victim, 10d2+30, "club" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893426136 0 22
164919 2106114 0 0 8
19
19 13 13 16 19
50 5 50 50 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
49808586 26214464
0 1 0 0 0
N 0 4 0
2185 17 1509949447 -1 0
2106 17 1509949445 -1 0
-1
-1

#52
~
~
road runner~
~
nimble, quick~
is here, leaving V-shaped tracks in the sand.~
road runners~
~
nimble, quick~
are here, leaving V-shaped tracks in the sand.~
This small, light bird moves rapidly across the sand on bird-like feet. 

Fast and wiley, the road runner survives by outsmarting and outrunning

its adversaries.

~
Phule~
attack( mob, victim, 1d5, "sharp peck" );

attack( mob, victim, 1d5, "sharp peck" );

~
!
0 0 16 0 0 0 0 10
0 0 0 4000 899880379 0 0
197473 0 0 0 4
3
10 15 12 19 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#53
~
~
sewer rat~
~
small~
scurries out from underfoot.~
sewer rats~
~
small~
scurry out from underfoot.~
This small furry rat looks like it has spent most of its life running

around in sewage.  The rat carries the smell or the sewer everywhere it

goes.  

~
Kalabash~
attack( mob, victim, 1d5+1, "bite" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 2d3, "claws" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 894022452 0 30
214393 8192 0 0 4
1
4 5 4 14 6
0 0 0 0 0 0 0
1000 2 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
322 26214464
0 1 0 0 0
N 0 1 0
-1
-1

#54
~
~
ghostly figure~
~
~
is floating here.~
ghostly figures~
~
~
are floating here.~
Here is a very large creature who seems to be floating along minding its

own business.  I would not recommend bothering it, because it seems like

it can get angry quickly.  

~
Zargon~
attack_cold( mob, victim, 3d4+6, "chilling touch" );

attack( mob, victim, 3d12+12, "magic jar spell" );

if( random( 1, 10 ) < 4 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, ch, 3d10, "wail" );

  }

~
!
0 0 28 0 0 0 0 10
0 0 38 4000 894022643 0 22
296113 8576 4108 48 8
17
14 15 14 17 16
25 15 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
70779527 26214464
6877 272 0 11562 673853
N 48 7 0
-1
-1

#55
~
greater skeleton~
skeleton~
~
huge~
covered in rags rushes towards you!~
skeletons~
~
huge~
covered in rags, charge toward you!~
Possibly created from the massive skeleton of an ogre, this darkspawn's

tusk-toothed grin bare, glowing eyesockets cause you to shiver.  Its

unnatural countenance preserved for eons, this spiteful creature exists

for only one purpose - to see that you join it in death, and soon...

~
Sprout~
i = random( 1, 10 );

if( i > 8 ) {

  act_tochar( #bash, ch );

  act_notchar( #o-bash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 2d15+5, "swing" );

attack( mob, victim, 2d15+5, "swing" );

attack( mob, victim, 5d5+15, "bite" );

if( i < 7 )

  attack( mob, victim, 3d5+25, "spinning swipe" );

if( i < 3 )

  attack( mob, victim, 2d24+2, "heavy swing" );

~
E
o-bash~
@eThe huge skeleton smashes at $n with a heavy forearm!

~
E
bash~
@eThe huge skeleton smashes at you with a heavy forearm!

~
!
0 8 28 0 0 0 0 10
0 0 0 2000 899874984 0 22
689365 6299905 12 192 8
40
20 7 7 18 20
25 75 75 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 192 5 0
2123 17 1509949443 8 0
2091 17 1509949441 6 0
611 17 1509949450 10 0
938 17 1509949443 -1 0
953 16 1509949443 -1 0
1083 17 1509949452 16 0
1089 16 1509949465 16 0
507 18 1509955852 16 0
2067 18 1509953280 11 0
2066 16 1509953280 11 0
2065 16 1509954560 11 0
488 17 1509949480 5 0
607 16 1509949450 5 0
-1
-1

#56
~
~
crippled man~
~
~
wanders about aimlessly.~
crippled men~
~
~
wander about aimlessly.~
The old man is extremely thin and frail.  His pale skin is taught over

his bones, showing every vein and tendon.  His balding head has hair

missing in large patches while his eyes seem to be glazed over with a

white mucus-like substance.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 10 ) > 5)

plague( ch );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893426492 0 0
230209 4 0 0 4
20
12 15 13 13 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
if( random( 1, 10 ) > 1  )

  plague( ch );

wait( 1 );

act_tochar( #back, ch );

continue;

~
E
back~
The crippled old man cries, 'Stay back...if you wish to live.'

~
!
7 -1
~
~
!
-1

#57
~
~
llewyrr woodsman~
~
~
stands before you, dressed in forest colors.~
llewyrr woodsmen~
~
~
stand before you, dressed in forest colors.~
The llewyrr before you is dressed from head to foot in the serene greens

and browns of the forest he resides in.  His thick brown hair has been

neatly braided and tied back under his helm.  Three dark green beads and

a larger brown one can be seen, woven into one of his locks of hair. 

His facial features are sharp and well refined; his large greenish-blue

eyes sit atop a slender nose, slightly below lies his small mouth.

~
Athyle~
i = random( 1, 7 );

if( i == 1 )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 2d5+5, "swift punch" );

attack_weapon( mob, victim, 2d5+5, "swift punch" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 2d5+5, "swift punch" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 3d5+5, "elbow smash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 4d20+20, "strong kick" );

if( random( 1, 4 ) == 1 ) {

  if( rand_player( room ) ) {

    ch = rand_player( room );

    if( is_fighting( ch ) ) {

      if( find_stat( ch, level ) < 91 )

        attack( mob, victim, 4d20+20, "strong kick" );

      }

    }

  }

if( random( 1, 5 ) == 1 ) {

  act_room( #summon, victim, obj, mob );

  summon( mob, victim );

  }

~
E
summon~
@b@C$N lets out a shrill whistle.@n

~
!
2 44 1 0 0 0 0 10
0 0 5 4000 893426570 0 27
251361 5255555 8192 240 3
50
16 16 16 19 16
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 78649601
5866 209 0 4861 345711
M 240 4 0
498 17 1509949490 5 0
504 17 1509949490 7 0
499 17 1509949490 8 0
503 17 1509949490 9 0
502 17 1509949490 10 0
138 17 1509949445 16 0
1079 16 1509949535 16 0
2200 17 1509949490 13 0
893 17 1509949443 -1 0
1045 17 1509949443 -1 0
1246 17 1509949490 -1 0
-1
0 -1
~
end;

if( cflag( 40, ch ) ) {

  interpret( mob, "point $n" );

  act_room( #killer, ch );

  attack_weapon( mob, ch, 2d10+25, "heavy-handed haymaker" );

  attack_weapon( mob, ch, 2d10+25, "heavy handed haymaker" );

  attack_weapon( mob, ch, 2d10+25, "heavy handed haymaker" );

  interpret( mob, "kick $n" );

  }

~
E
killer~
@GThe llewyrr woodsman glares at $n.@n

   

Hefting his rapier he says,

"@WYour murderous ways are known in these parts, now I will end them.@n"

~
!
2 -1
tiercen high druid~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

wait( 4 );

act_tochar( #tiercen2, ch );

~
E
asking~
You ask the woodsman about the Tiercen.

~
E
tiercen~
The woodsman answers "Tiercen, yeah, he'd be the High Druid or some such. 

He's had reason to call me a few times in the past, and at those times I

just happened to notice some trail that looked interesting that I had

never seen before.  Once, I'd even followed a badger, though why I felt

compelled to do so I'll never know." 

~
E
tiercen2~
He continues "Funny thing is, the one time I went looking for him I

couldn't find a single blessed trail that lead to him.  Seems its true

what they say.  He can't be found unless he wants you to find him.  If

you search long enough though, I hear that at least the animals will tell

him you are searching.  Then its up to him." 

~
!
2 -1
trails paths~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #trails, ch );

~
E
asking~
You ask the woodsman about the paths and trails of the woods.

~
E
trails~
He looks toughtful a moment and answer "The trails?  which ones?  There

are so many.  I have no fewer tales about trails than there are trees in

this wood."

~
!
-1

#58
~
~
trapped spirit~
~
~
peers into your soul and searches for your deepest fears.~
trapped spirits~
~
~
peer into your soul and search for your deepest fears.~
Nothing more than a whisper on a breeze -- you can barely catch the

faintest outline of a tortured soul from the deepest hearts of hell, sent

back to this world to gather more souls for its dark masters.

~
Sprout~
attack_weapon( mob, victim, 1d6+15, "burning grasp" );

attack_weapon( mob, victim, 1d6+15, "burning grasp" );

if( random( 0, 1 ) == 1 )

  cast_spell( mind blade, mob, victim );

~
!
0 8 13 0 0 0 0 10
0 0 0 4000 893426643 0 22
427153 2126089 0 0 4
15
14 9 4 18 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#59
~
~
small black bat~
~
~
screeches in your direction.~
small black bats~
~
~
screech in your direction.~
A large, black, winged creature flies through the air.  He has small

fangs and doesn't seem to like you too much.

~
Sprout~
attack( mob, victim, 3d2+1, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 21361 4000 893426691 0 0
4328825 4202880 0 0 4
3
3 3 3 20 8
0 0 0 10 25 0 0
750 3 leathery wings~
1000 2 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
215324 189587 0 1064890 2063565
N 0 1 0
84 17 1509949445 -1 0
-1
-1

#60
~
~
royal guard~
~
~
blocks the path.~
royal guards~
~
~
block the path.~
Here stands a huge figure covered in small armor.  He blocks your path

up to the castle, and will not let you through until he is dead, which

at this point seems quite unlikely.

~
Zargon~
attack_weapon( mob, victim, 4d5+2, "punch" );

attack_weapon( mob, victim, 4d5+2, "punch" );

attack_weapon( mob, victim, 4d5+2, "pummeling" );

attack( mob, victim, 3d5+2, "kick" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 8d5+2, "bone crushing bear hug" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893426760 0 35
230787 4202625 0 0 3
24
18 11 12 16 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
62915224 26214464
0 1 0 0 0
N 0 4 0
3016 17 1509949475 16 0
-1
1 0
~
if( find_skill( ch, sneak ) > random( 1, 20 ) ) {

  send_to_char( #sneaking, ch );

  act_notchar( #room_sneak, ch );

  continue;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room_sneak~
$n sneaks past the guard.

~
E
sneaking~
Using your sneaking ability, you manage to get past the guard.


~
E
room~
The guard pushes $n back and says "You shall not pass."

~
E
char~
The guard pushes you back and says "You shall not pass."

~
!
-1

#61
~
~
rottweiler~
~
fierce-looking~
growls at you.~
rottweilers~
~
fierce-looking~
growl at you.~
The dog stands about waist high.  He has short, stocky legs and a lot

of muscle.  He could knock you down with little to no effort and he

looks as though he will do so.  

~
Sprout~
attack( mob, victim, 2d4, "paw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d4, "paw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+4, "bite" );

~
!
0 0 21 0 0 0 0 3381
0 0 111 4000 899959892 0 0
202035 8320 0 0 4
8
9 4 5 16 13
0 0 10 0 50 0 0
1000 3 fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26216001
5302 1068 0 9597 128516
M 0 4 0
2141 17 1509949535 3 0
1038 16 1509949445 3 0
-1
-1

#62
~
young green dragon~
young green dragon~
~
~
lies here in a pile of moss.~
~
~
~
~
An adolescent dragon dominates the area before you, its body quite large

despite its immaturity.  Scales shimmering in the surrounding dimness,

its scales of deepest green hue and jagged claws the size of shortswords

signal that this is a deadly foe.

~
Mylar~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 3d5+5, "sharp claw" );

attack( mob, victim, 3d5+5, "sharp claw" );

if( random( 0, 1 ) == 0 ) {

  attack( mob, victim, 3d6+4, "vicious bite" );

  end;

  }

if( random( 1, 3 ) == 1 ) {

  act_notchar( #gas, mob );

  loop( all_in_room ) {

    if( mob != rch ) {

      i = 4d10+10;

      dam_message( rch, i, "The cloud" );

      inflict( rch, mob, i, "a green dragon's breath weapon" );

      if( random( 1, 3 ) == 1 )

        poison( rch );

      }

    }

  }

~
E
gas~
@b@GThe dragon belches out a cloud of noxious gas!

~
!
0 0 18 0 0 1073 1072 10
0 0 408 4000 893426905 0 0
206933 2105472 8 336 8
30
18 14 11 14 18
30 20 20 20 50 0 0
400 14 tough, scaled body~
300 20 sharp claws~
600 15 scaled foreleg~
900 10 serpentine tail~
1000 5 green wing~
0
78643870 39328001
211541 6452 2440 284596 29841802
M 336 8 0
77 17 1509949445 -1 0
244 17 1509949465 -1 0
1495 17 1509949460 -1 0
-1
4 -1
~
if( !doing_quest( ch, 17 ) ) 

  end;

if( random( 1, 10 ) == 1 ) {

  update_quest( ch, 17 );

  wait( 2 );

  act_tochar( #tooth, ch );

  act_notchar( #2ndper, ch );

  obj_to_char( oload( 484 ), ch );

  }

~
E
2ndper~
You see $n reach into the dragon's mouth and with a powerful tug rip the tooth free of the corpse.

~
E
tooth~
Looking into the dragon's mouth you notice that one of his teeth has been

knocked loose.  You reach forward and grab the tooth.  With a might tug

the tooth comes out in your hand.  

~
!
-1

#63
~
~
adult green dragon~
~
~
eyes you hungrily.~
adult green dragons~
~
~
eye you hungrily.~
The size of this dragon should be warning enough for you.  The dragon

looks like it has been around since the creation of the world.  

~
Dragos~
attack( mob, victim, 4d15+3, "sharp claw" );

attack( mob, victim, 4d15+3, "sharp claw" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 3d60+4, "vicious bite" );

if( random( 1, 3 ) == 1 ) {

  act_notchar( #gas, mob );

  loop( all_in_room ) {

    if( mob != rch ) {

      i = 4d9+350;

      dam_message( rch, i, "The cloud" );

inflict( ch, mob, i, "The Adult Green Dragon's BREATH WEAPON" );

      if( random( 1, 3 ) == 1 )

        poison( ch );

      }

    }

  }

else {

  act_room( #rock, mob );

  attack_room( mob, 3d25+0, "falling shower of rocks" );

  }

~
E
gas~
The Adult Green Dragon breathes out a dangerous cloud of poison gas.

~
E
rock~
The Adult Green Dragon's movement causes a showering of rock.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893426943 0 0
229683 2228609 28 0 8
45
19 16 18 13 19
50 20 20 35 60 0 0
500 23 green scales~
800 16 green talons~
1000 12 green snout~
0 1000 ~
0 1000 ~
0
209715850 26214464
0 1 0 0 0
F 0 9 0
-1
-1

#64
~
wounded rainbow faerie~
wounded rainbow faerie~
~
~
lies in a pool of her own blood here.~
wounded rainbow faeries~
~
~
lie in a pool of their own blood here.~
This tiny, multi-colored faerie is no more than a mere five inches tall. 

Her hair is dyed in streaks which are every color of the rainbow.  Her

delicate, lily-white face is covered in droplets of blood and small cuts. 

Her translucent, paper-thin wings have had several holes torn in them. 

Blood oozes from several large gashes in her tiny body and she lies limp

in a pool of her own blood.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 893625190 0 29
4426019 32771 4 0 0
5
20 20 20 25 20
50 50 50 50 0 50 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
6 9
~
if( done_quest( ch, 55 ) ) {

  act_tochar( #smile, ch );

  act_notchar( #smile1, ch );

  }

if( doing_quest( ch, 55 ) ) {

  act_tochar( #working, ch );

  end;

  }

if( !has_quest( ch, 55 ) ) {

  act_tochar( #wake, ch );

  act_notchar( #wake1, ch );

  Wait( 2 );

  act_tochar( #talk, ch );

  act_notchar( #talk1, ch );

  Wait( 4 );

  act_tochar( #find, ch );

  act_notchar( #find1, ch );

  assign_quest( ch, 55 );

  }

~
E
smile~
The tiny rainbow faerie beams a smile at you and says: @W"Thank you again

$n for helping me retrieve my friend's bracelet!"@n 

~
E
smile1~
@YThe tiny rainbow faerie beams a smile at $n upon seeing $m enter.

~
E
working~
The rainbow faerie smiles slightly at you and says: @W"Thank you $n but I

do not need this, perhaps you have news about my friend's bracelet?"@n 

~
E
wake~
@YYou carefully set the potion down next to the rainbow faerie and watch

as she slowly opens her eyes and takes a sip from it.

~
E
wake1~
@Y$n carefully sets the potion down next to the rainbow faerie and

watches as she slowly opens her eyes and takes a sip from it.

~
E
talk~
Color returns to the tiny faerie's face and she smiles at you and says:

@W"Thank you kind soul!  Those evil dark faeries poisoned me when I came

here searching for my friend!  I did not think I would survive but thanks

to you I'm fine now!"@n 

~
E
talk1~
@YColor returns to the tiny faerie's face and she smiles at $n and begins

to speak with $m.

~
E
find~
The faerie continues to speak: @W"Since you were kind enough to aid me i

was wondering if perhaps you might do me another favor?  I came to this

forest seeking a pearl bracelet my friend lost in here.  She is just a

small sea sprite and did not know of the faeries here.  While fleeing the

forest she dropped it somewhere and she misses it dearly.  Please, if you

can find the bracelet bring it back to me.  I would be very happy if you

did!" 

~
E
find1~
@YThe faerie talks to $n quietly as small tears run down her face.

~
!
6 3160
~
if( !has_quest( ch, 55 ) ) {

  act_tochar( #what, ch );

  end;

  }

if( done_quest( ch, 55 ) ) {

  act_tochar( #no, ch );

  end;

  }

if( doing_quest( ch, 55 ) ) {

  act_tochar( #thank, ch );

  act_notchar( #thank1, ch );

  act_tochar( #give, ch );

  update_quest( ch, 55 );

  obj_to_char( oload( 3248 ), ch );

  }

~
E
no~
The rainbow faerie peers quizzically at you and says: @W"Thank you $n but

you already found the bracelet for me!  This must be a fake."@n 

~
E
thank~
The rainbow faerie's eyes light up and she says: @W"Oh $n you found it! 

I had feared it was lost forever!  I am ever so grateful, Thankyou! 

Please, take this as a token of my thanks."@n 

~
E
thank1~
The raibbow faerie eyes light up and she speaks to $n quietly and than

hands him something and than places a gentle kiss on $s nose.

~
E
what~
The rainbow faerie does not respond to your offering she just lies there

still as stone.

~
E
give~
The faerie hands you a small crystal amulet which glistens in the light.

~
!
-1

#65
~
~
oak tree~
~
~
is here, providing shade.~
oak trees~
~
~
are here, providing shade.~
This large oak provides shade and comfort to all those around it.

~
Dragos~
i = random( 1, 8 );

if( i == 1 )

  interpret( mob, "bash" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 3d6+23, "strong branches" );

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 2d10+2, "powerful boughs" );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #bash, victim );

  act_notchar( #bashed, ch );

  transfer( ch, find_room( 33324 ) );

  act_notchar( #arr, ch );

  }

~
E
to_all~
You hear a gutteral growling from deep within the base of the tree.

~
E
to_char~
You try taking a step back to strike, but the tree's branches grab you.

~
E
bash~
The tree's strong boughs bash against you, sending you flying.

~
E
bashed~
The tree's sweeping bough catches $n by surprise, sending him flying out

of the area.  

~
E
arr~
$n comes flying into the room next to you.

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893427047 0 27
4195363 1080033665 28 0 4
40
24 18 25 17 16
50 0 25 25 100 0 0
200 10 hardened branches~
400 16 weathered bark~
1000 40 wide trunk~
0 1000 ~
0 1000 ~
0
157287690 26214464
366 23 0 11 0
N 0 8 0
-1
4 -1
~
send_to_char( #char, ch );

inflict( ch, mob, 4d3+5, "The tree's collapse" );

dam_message( ch, 4d3+5, "The tree's collapse" );

act_notchar( #room, ch );

~
E
char~
Your last blow crushes the tree's trunk and it falls down towards you.

~
E
room~
$n last blow crushes the tree's trunk and it falls down towards $m.

~
!
-1

#66
~
dwarf zombie~
dwarven zombie~
moving with purpose,~
~
shuffles towards you with a low moan.~
dwarven zombies~
moving with purpose,~
~
shuffle towards you, moaning.~
Rotting skin falls from the putrid flesh of this bloated zombie.  The

eyes are rolled-up in the sockets, but it seems to see quite well despite

this.  A sickening smell issues from the beast, rolling in waves as it

moves.

~
Rue~
attack( mob, victim, 3d4+2, "swipe" );

attack( mob, victim, 4d6, "head butt" );

~
!
0 0 28 0 0 0 0 10
0 0 455 4000 895443135 0 28
557233 536879104 4 0 8
7
19 3 4 5 12
0 -10 0 20 99 -10 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
28906 1892 0 41237 1448992
M 0 3 0
-1
-1

#67
~
~
Wizard-Gate~
~
~
is here, blocking your passage north.~
Wizard-Gates~
~
~
are here, blocking your passage north.~
This gigantic slab of obsidian rock has come to life, its myriad runes of

glowing purple and blue rippling with energy.  Its only thought is to

block any passage north.

~
Phule~
attack( mob, victim, 4d19+100, "stone crush" );

attack( mob, victim, 8d10+100, "stone crush" );

if( random( 1, 4 ) < 2 ) {

  act_tochar( #eat, ch );

  act_notchar( #reat, ch );

  i = 6d60+200;

  dam_message( ch, i, "The gate's fanged bite" );

  inflict( ch, mob, i, "being devoured by wizard-gate" );

  }

~
E
eat~
The Wizard-Gate opens its mouth wide and prepares to devour you!

~
E
reat~
The wizard-Gate opens its mouth wide and prepares to devour $n!

~
!
0 98 30 0 0 0 0 10
0 0 0 4000 893427168 0 0
4194339 8576 1616904204 0 4
90
22 14 13 13 20
100 100 100 100 100 100 100
300 35 glowing rune surface~
600 25 obsidian surface~
800 15 evil magic eye~
1000 200 long obsidian fang~
0 1000 ~
0
340788500 26214464
0 1 0 0 0
M 0 8 0
-1
4 -1
~
act_room( #death, ch );

open( find_room( 37278 ), north );

~
E
death~
The Wizard-Gate bellows wth rage and melts into the obsidian surroundings

of the tunnels.

~
!
-1

#68
~
~
ancient black dragon~
~
~
is here guarding its lair.~
~
~
~
~
As black as the moonless night, this creature appears to radiate darkness. 

Long and cylindrical, the tail of the dragon seems to continue forever in

a spiraling circle around the room.  The black dragon looms above you,

its jaw gaping in anticipation.

~
Dragos~
attack( mob, victim, 8d15+90, "claw" );

attack( mob, victim, 8d15+90, "claw" );

if( random( 1, 5, ) == 1 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      send_to_room( #room, room );

      i = 25d5+35;

      attack_acid( mob, rch, i, "spray of acid" );

      }

    }

  }

else

  attack( mob, victim, 20d15+90, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 5d25+200, "tail whip" );

~
E
room~
@bThe Black Dragon opens it gaping maw and sprays the room with acid!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894022845 0 0
230675 6291713 4 10000 8
75
20 20 20 18 20
0 0 0 0 0 0 0
400 38 pitch black body~
600 23 muscular wings~
750 30 long neck~
850 28 bony head~
1000 42 long tail~
0
367002250 26214464
803 3 0 72 0
N 10000 9 0
-1
0 -1
~
wait( 7 );

if( char_in_room( ch, room ) ) 

  send_to_room( #room, room );

wait( 2 );

if( char_in_room( ch, room ) ) {

  send_to_room( #room2, room );

  attack( mob, victim, 4d5+2, "fiery breath" );

  attack( mob, victim, 3d4+0, "swipe" );

  }

~
E
room2~
The ancient black dragon leaps at you, releasing a massive ball of fire.

  

~
E
room~
You can hear the dragon stoking its internal furnace.

~
!
-1

#69
~
~
bodak~
~
evl~
from the primal plane is here guarding the door.~
bodaks~
~
evil~
from the primal plane are guarding the door here.~
This creature has been brought from the primal plane.  He was once a

powerful man who's curiousity drove him places where he should not have

been.  Now he spends the rest of his existance in the servitude of the

Dark Wizard.

~
Mylar~
attack( mob, victim, 5d5+10, "claw" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894022893 0 0
229523 4203392 0 0 4
20
18 15 13 17 20
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52430100 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#70
~
elemental guardian~
dizzifying form of shifting, morphing elements~
~
~
towers above you.~
dizzifying forms of shifting, morphing elements~
~
~
tower above you.~
This guardian is a swirling mixture of the four types of elementals:

fire, earth, air, and water.  It is huge, powerful, and extremely deadly,

but its mind is very weak.  Usually elementals are controlled by wizards

from a distance.

~
Phule~
attack_fire( mob, victim, 2d40+50, "fire touch" );

attack( mob, victim, 2d40+50, "earth smash" );

attack_fire( mob, victim, 2d40+50, "steam breath" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #pulse, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = random( 50, 150 );

      attack_fire( mob, rch, i, "elemental fire strike" );

      }

    }

  }

~
E
pulse~
@b@RThe elemental guardian pulses with energy and its elements disperse

to attack!@n

~
!
0 98 63 0 0 0 0 10
0 0 0 4000 894022932 0 35
541086003 3456 268435460 0 4
70
18 10 10 12 17
35 50 -10 40 60 80 100
1000 10 swirling amorphous mass~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262145300 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#71
~
dwarf ghoul~
dwarven ghoul~
Lurking in the dark,~
~
waits for its next meal.~
dwarven ghouls~
Lurking in the dark,~
~
wait for their next meal.~
This wide-shouldered beast is covered in tight grey skin, and tattered

rags that it has scrounged off those it has eaten.  Its face is twisted,

and the jaw has elongated to accomodate sharp teeth.  It reaches out to

you with claw-like nails and moans loudly.

~
Rue~
attack( mob, victim, 1d15+5, "raking claws" );

attack( mob, victim, 1d15+5, "raking claws" );

attack( mob, victim, 3d5+15, "sharp-toothed bite" );

~
!
0 0 28 0 0 0 0 10
0 0 59 3000 895443145 0 28
229621 12672 12 16 8
14
16 4 3 16 17
25 -25 20 20 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
19594 606 0 10693 886462
M 16 3 0
-1
-1

#72
~
sand elemental~
morphing mound of sand~
~
~
is here, form shifting and flowing.~
morphing mounds of sand~
~
~
are here, forms shifting and flowing.~
This hulking creature is comprised completely of sand.  It appears to

have limbs, but they morph and flow as the creature moves, much like an

amoeba.  Its only fixed feature is a pair of coal black eyes where its

head could be imagined to be.

~
Phule~
attack( mob, victim, 2d80+80, "sand appendage smash" );

attack( mob, victim, 3d4+10, "crushing hand" );

if( random( 1, 10 ) < 5 ) {

  act_room( #shake, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 10d20+50;

      dam_message( rch, i, "the massive crushing" );

      inflict( rch, mob, i, "the massive crushing" );

      }

    }

  }

~
E
shake~
@b@RThe ceiling momentarily collapses, crushing everyone in the chamber!

~
!
0 98 30 0 0 0 0 10
0 0 0 4000 893442868 0 0
541081651 8576 1073741828 0 4
80
19 12 12 14 19
20 20 0 50 25 0 0
500 20 shifting sand body~
1000 20 mud-like appendage~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359700 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#73
~
~
giant bat~
~
~
swoops down from the darkness, right at your head.~
giant bats~
~
~
swoop down from the darkness, right at your head.~
This bat is quite large, its wingspan perhaps reaching four feet.  Its

dark form is blur as it swoops about the area, but you are nonetheless

conscious of a pair of long, jagged fangs which protrude from its mouth

to form a leering grin.

~
Sprout~
attack( mob, victim, 4d3+2, "fangs" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10, "wings" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10, "wings" );

~
!
0 0 54 0 0 0 0 10
0 0 34 4000 893442924 0 29
4361585 4202880 0 0 4
15
13 7 7 15 13
5 10 10 10 50 0 0
500 8 body~
700 4 left wing~
900 4 right wing~
1000 2 head~
0 1000 ~
0
52429450 39324801
2558 250 0 9656 242117
N 0 2 0
84 17 1509949445 -2 0
-1
-1

#74
~
~
huge rat~
~
~
crouches in the corner, red eyes glaring.~
huge rats~
~
~
crouch in the corner, red eyes glaring.~
The large rat is about the size of a large dog and much nastier, his

mouth foams as though he has rabies and his claws are as sharp as

swords.  

~
Kalabash~
attack( mob, victim, 2d6, "bite" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 1d5+1, "claw" );

end;

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 1d5+1, "claw" );

end;

~
!
0 1 14 0 0 0 0 10
0 0 289 4000 894670174 0 25
197947 0 0 0 4
4
9 10 4 14 10
0 0 0 0 0 0 0
700 3 body~
300 2 leg~
1000 1 head~
0 1000 ~
0 1000 ~
0
10486404 26214464
5412 1139 0 16865 291588
N 0 2 0
-1
-1

#75
~
~
gardener~
~
~
is here.~
gardeners~
~
~
are here.~
One of the many serfs of Ruiken, his bright blue eyes stare into you like

a deep void.  Although he is in his latter years, he is in excellent

physical shape, although now weary from farming the same land over and

over for years.

~
Nivel~
if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 4d5, "scythe" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 4d5, "scythe" );

if( random( 1, 3 ) == 1 ) {

  attack( mob, victim, 5d5, "scythe butt" );

  };

if( random( 1, 10 ) < 4 )

  attack_room( mob, 4d7+7, "whirlwind" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893443009 0 0
230307 0 0 16 4
13
15 13 13 17 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
34079373 26214464
0 1 0 0 0
M 16 4 0
658 17 1509949473 16 0
-1
-1

#76
~
~
valley warder~
~
~
patrols the area.~
valley warders~
~
~
patrol the area.~
A tall and lean human stands before you, dressed in a loose brown cloak

and muddy trail leathers.  He regards you with a suspicious eye, his

hands concealed within the deep folds of his cloak.

~
Kiian~
i = random( 0, 5 );

if( i < 4 )

  interpret( mob, "bash" );

attack( mob, victim, 4d6+20, "stiff punch" );

attack( mob, victim, 4d6+20, "stiff punch" );

attack( mob, victim, 4d6+20, "stiff punch" );

if( i < 4 )

  attack( mob, victim, 6d5+6, "slashing kick" );

if( i < 2 )

  attack( mob, victim, 6d4+6, "haymaker" );

if( i < 5 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #summon, room );

    summon( mob, victim );

    }

  else

    act_room( #ack, mob );

  attack( mob, victim, 8d8+30, "frantic flailing" );

  }

~
E
summon~
@bThe valley warder cries out, sounding the alarm to all nearby!

~
E
ack~
The valley warder turns to yell for help, but is silenced!!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894023028 0 26
4425569 6300033 140 16 3
40
18 12 12 18 15
50 25 50 25 100 25 50
600 12 body~
500 12 arm~
500 12 leg~
600 12 head~
1000 12 hand~
992
183501450 26215050
5454 87 0 272 0
M 16 4 0
600 17 1509949540 7 0
2162 17 1509949470 5 0
708 16 1509949510 5 0
2123 17 1509949490 8 0
2101 17 1509949460 9 0
2200 17 1509949450 13 0
-1
0 -1
~
if( !char_in_room( ch ) )

  end;

if( is_player( ch ) ) {

  if( cflag( 24, ch ) ) 

    end;

  set_cflag( 24, ch );

  send_to_char( #warning, ch );

  }

~
E
warning~
The valley warder squints at you for a moment, and then speaks in a low,

hushed voice.


"Tread softly, stranger, whilst in Pennan, for strange times have brought

untoward events to our fair valley.  We will not brook abuse of our

homes, our animals or our valley by outsiders.  A warning - times have

worn our tolerance thin.  " 

~
!
8 -1
hi hello hiya~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
The warder nods.  "Greetings, $n."

~
!
-1

#77
~
~
village idiot~
~
~
is here, drool hanging from lower lip.~
village idiots~
~
~
are here, drool hanging from their lower lips.~
A skinny human with scraggly, tussled hair and glazed eyes stands before

you, drooling.  Dressed in the tattered rags of a field hand, his

pockets are stuffed with chicken feathers, and in his hands he holds a

dead snake, which he waves at you in a frantic, frenetic motion.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 1d20, "spastic fists" );

if( i > 6 )

  attack( mob, victim, 1d20, "spastic fists" );

if( i > 8 )

  attack( mob, victim, 1d20, "spastic fists" );

if( i == 15 ) {

  send_to_room( #stare, room );

  do_spell( confuse, mob, ch );

  }

~
E
stare~
The village idiot smiles happily.

~
!
0 0 0 0 0 0 0 10
0 0 361 4999 893967855 0 0
230369 6300032 0 0 4
8
15 4 4 15 15
15 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079363 26217601
37630 3392 0 36817 918530
M 0 4 0
598 17 1509949475 6 0
488 17 1509949475 5 0
-1
0 -1
~
i == random( 1, 10 );

if( random( 1, 5 ) < 3 ) {

  if( i == 1 ) { 

    wait( 2 );

    send_to_room( #ball, room );

    }

  if( i == 2 )

    send_to_room( #fear, room );

  if( i == 3 ) { 

    wait( 1 );

    send_to_room( #cluck, room );

    }

  if( i == 4 ) 

    interpret( mob, "hug human" );

  if( i == 5 ) { 

    wait( 10 );

    send_to_room( #crypt, room );

    }

  if( i == 6 )

    interpret( mob, "drool" );

  if( i == 7 )

    send_to_char( #grab, rand_char( room ) );

  if( i == 8 ) { 

    wait( 8 );

    send_to_room( #smack, room );

    }

  if( i == 9 ) {

    wait( 10 );

    send_to_room( #brain, room ); }

    }

~
E
brain~
The idiot shivers.  "A tree...a cave...a floating brain!"

~
E
smack~
The idiot grins and smacks himself in the face. HARD.

~
E
grab~
The idiot grabs you and stares into your eyes.  "Do you have any chicken

feathers?" 

~
E
crypt~
Suddenly the village idiot's eyes flare up, and he screams, 

Demons in the Crypt! Demons in the Crypt! Demons in my hair!

~
E
cluck~
The idiot bends over, puts his hands on his knees, and clucks like a

chicken!

~
E
fear~
The idiot takes a swipe at some unseen enemy, and screams frantically!

~
E
ball~
The idiot sits down and curls up into a ball.

~
!
-1

#78
Lana~
~
witch~
~
~
rushes towards you!~
~
~
~
~
Here is a very old ugly figure that seems to be quite happy that you

have come to give your soul to her.

~
Zargon~
i = random( 1, 10 );

attack( mob, victim, 5d3+5, "scratch" );

attack( mob, victim, 5d3+5, "scratch" );

attack( mob, victim, 5d3+5, "scratch" );

if( i < 6 )

  attack( mob, victim, 5d4+5, "swing" );

if( i < 3 )

  do_spell( drain life, mob, victim );

if( i > 7 )

  cast_spell( fireball, mob, victim );

else

  cast_spell( burning hands, mob, victim );

if( random( 1, 10 ) < 4 ) {

  ch = rand_player( room );

  act_tochar( #char_curse, ch );

  act_notchar( #room_curse, ch );

  do_spell( curse, ch );

  }

~
E
char_curse~
@R@bLana calls upon the power of dark gods to curse you!

~
E
room_curse~
@R@bLana calls upon the power of dark gods to curse $n!

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893443066 0 0
295091 8456 12 48 8
31
14 18 15 14 16
50 25 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
136315530 26214464
0 1 0 751 6
F 48 4 0
5030 17 1509949445 3 0
893 17 1509949445 -1 0
939 17 1509949445 -1 0
488 17 1509949540 5 0
-1
-1

#79
~
~
renegade gnome barbarian~
~
~
grunts as you enter.~
renegade gnome barbarians~
~
~
grunt as you enter.~
This large gnome is almost as tall as a human, and he looks to be very

strong.  He obviously is quite barbaric in his manors so the other gnomes

must keep him here so they won't interfere with their more 'refined' way

of life.  He patiently stands guard here protecting the valuable treasure.

~
Tempus~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d6, "punch" );

attack_weapon( mob, victim, 2d6, "punch" );

if( i < 7 )

  attack_weapon( mob, victim, 2d6, "punch" );

if( i == 10 )

  interpret( mob, "disarm" );

if( i < 3 )

  attack( mob, victim, 3d5, "tackle" );

if( i == 1 ) { 

  if( !is_silenced( mob ) ) {

    act_room( #summon, ch );

    summon( mob, victim );

    }

  else

    act_room( #ack, mob );

  }

~
E
summon~
@bThe gnome barbarian cries out for help!

~
E
ack~
The barbarian tries to yell for help, but is silenced!!

~
!
0 28 2 0 0 0 0 10
0 0 0 4000 893443106 0 0
230839 2105344 0 64 4
17
18 8 9 16 19
15 5 25 15 35 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
70779527 26216001
28 7 0 0 0
M 64 4 0
2125 17 1509949490 8 0
2103 17 1509949465 9 0
2003 17 1509949535 5 0
664 16 1509949445 5 0
2182 17 1509949465 15 0
3016 17 1509949480 16 0
930 16 1509949500 16 0
2063 17 1509949490 11 0
2022 17 1509949490 7 0
2042 17 1509949490 10 0
2081 17 1509949465 6 0
1039 17 1509949465 -1 0
901 17 1509949445 -1 0
983 17 1509949455 -1 0
-1
-1

#80
~
~
ghost of Sir Dragoon~
~
~
hovers here.~
~
~
~
~
This is a very large evil being that stands before you.  He is very

eager to show you to the way of the afterlife, and his eyes glare at you

as if saying a fight to the end is what is about to happen.

~
Zargon~
attack( mob, victim, 2d6+5, "ghostly touch" );

attack( mob, victim, 2d6+5, "ghostly touch" );

attack( mob, victim, 7d7+6, "backhanded swing" );

if( random( 0, 1 ) == 1 ) { 

  ch = rand_player( room );

  cast_spell( burning hands, mob, victim );

  }

else { 

  ch = rand_player( room );

  cast_spell( faerie fire, mob, victim );

  }

if( random( 1, 2 ) == 1 )

  attack_room( mob, 4d10+10, "sonic wail" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893443148 0 29
1074036915 2105609 12 0 8
26
17 17 14 15 15
50 25 75 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
110101130 26214464
0 1 0 590 6
M 0 4 0
-1
-1

#81
~
~
carrion~
~
nine-foot tall~
gazes in your direction.~
carrions~
~
nine-feet tall~
gaze in your direction.~
A nine-foot tall skeleton in the shape of a giant bird looms over you. 

Its wingspan must be at least twice that, with each wing formed from a

transparent, fleshy membrane.  A long, hooked and boney beak is nearly

half a foot long, and angles to a very sharp, curved point.  A pair of

long, jagged claws reach in your direction...

~
Sprout~
attack( mob, victim, 4d2+4, "claw" );

if( random( 1, 4 ) < 4 )

  attack( mob, victim, 4d2+4, "claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 5d4+5, "beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960006 0 0
34933 8448 12 0 4
12
15 3 3 14 15
10 10 50 50 100 0 0
200 20 boney beak~
200 6 claws~
700 6 skeleton~
1000 4 wing membrane~
0 1000 ~
0
47187203 32769601
0 1 0 0 0
N 0 6 0
-1
-1

#82
~
~
large liche~
~
~
turns toward you and lets out a hollow moan.~
large liches~
~
~
turn towards you and let out hollow moans.~
This is the remains of one of the King Lag's sorcerers or mages that has

not settled very well in the after life.  Its skeletal form is wrapped in

rotting garments which drape behind it.  Its eyesockets mere black holes

with glowing points of light.

~
Zargon~
attack( mob, victim, 4d7+9, "strike" );

attack( mob, victim, 4d7+9, "strike" );

attack( mob, victim, 4d7+9, "strike" );

if( random( 1, 7 ) < 7 )

  attack( mob, victim, 7d6+3, "chilling touch" );

if( random( 1, 7 ) < 4 )

  cast_spell( blinding light, mob, victim );

if( random( 1, 3 ) == 1 ) {

  act_room( #moan, mob );

  attack_room( mob, 24d7+70, "mind numbing moan" );

  }

~
E
moan~
The liche lets out a deafening moan which seems to dig into the recesses

of your mind.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893455758 0 29
34017 6299905 0 144 8
40
15 21 9 14 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
M 144 4 0
615 17 1509949460 7 0
611 17 1509949460 10 0
607 17 1509949460 5 0
901 17 1509949450 -1 0
-1
-1

#83
~
kobold witch-doctor~
kobold witch-doctor~
~
~
scowls and mumbles as he works.~
kobold-witch doctors~
~
~
scowl and mumble as they work.~
This small kobold is hunched and scarred.  His face is twisted into a

cruel scowl, one eye nearly squinted shut.  His thin arms are covered in

filth and his hands and nails encrusted with blood.  He shuffles slowly,

obviously not the most agile sort.

~
Rue~
attack_weapon( mob, ch, 2d4+6, "right hand" );

attack_weapon( mob, ch, 2d4+6, "left hand" );

i = 1d15;

if( i < 3 ) {

  send_to_room( #spell, room );

  loop( all_in_room ) {

    i = 4d10;

    if( is_player( rch ) )

      attack_acid( mob, rch, i, "acid cloud" );

    }

  }

~
E
spell~
@GThe kobold calls upon the powers of his cruel god with gesture!  A

thick, roiling cloud of acidic fog coils up around you!@n 

~
!
0 0 36 0 0 0 0 10
0 0 256 4000 895903600 0 29
230185 0 0 0 8
12
10 15 16 12 10
10 0 0 0 25 10 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215045 26214464
16513 1098 0 26797 879343
M 0 3 0
3158 17 1509949460 15 0
3164 17 1509949450 -1 0
-1
-1

#84
~
~
cow~
~
~
is here, looking for an excuse to moo.~
cows~
~
~
are here, looking for excuses to moo.~
A big, dumb, brown and white cow.  It looks at you and moos.

~
Kiian~
attack( mob, victim, 1d4, "chomp" );

if( random( 1, 4 ) == 1 ) { 

  act_room( #bash, ch );

  attack( mob, victim, 2d4+4, "chomp" );

  if( random( 1, 3 ) == 1 )

    interpret( mob, "bash" );

  }

~
E
bash~
@bThe cow snorts, backs up, and charges!

~
!
0 0 47 0 0 0 0 10
0 0 11725 4000 893455900 0 0
196969 0 0 0 4
4
14 3 3 8 14
0 0 0 0 0 0 0
200 5 thick head~
350 4 leg~
100 2 tail~
1000 4 brown and white body~
0 1000 ~
8
10486404 13108801
327293 122641 0 843988 3293176
F 0 6 0
823 17 1509949490 -1 0
67 17 1509949465 3 0
-1
0 -1
~
if( random( 1, 20 ) < 2 ) {

  if( !is_silenced( mob ) )

    send_to_room( #moo, room );

  else

    send_to_room( #moop, room );

  }

~
E
moo~
You hear the moo of a nearby cow.

~
E
moop~
The cow tries to moo, but can't seem to make a sound!

~
!
8 -1
~
wait( 1 );

tell( mob, ch, "MOOOOOOOOO" );

~
!
-1

#85
~
~
nomad~
~
~
stands here before you.~
nomads~
~
~
stand here before you.~
This tall thin man was once an explorer like youself.  But through some

set of circumstances he has taken the desert to be his new home.  The

warm desert air and hot sun has forced this man to wear lots of light

colored clothing to protect himself. 

~
Mylar~
attack_weapon( mob, victim, 3d8+3, "right hand" );

attack_weapon( mob, victim, 3d8+3, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893455990 0 0
229765 0 0 64 4
12
16 14 15 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
27 11 0 0 0
N 64 2 0
3006 17 1509949480 16 0
-1
-1

#86
~
druid tall bearded man~
tall, bearded man~
~
~
wanders the wilderness.~
tall, bearded men~
~
~
wander the wilderness.~
A tall, bearded human with piercing eyes and a salt-and-pepper beard

stands before you, dressed in a simple brown robe and sandals.  This

figure seems somehow ageless, at once eternally young yet older than the

surrounding hills.  You sense he is no threat to you, so long as you

leave him in peace, for he is the druid of this wood.

~
Mylar~
attack( mob, victim, 2d20+20, "fist" );

attack( mob, victim, 2d20+20, "fist" );

attack( mob, victim, 2d50, "side kick" );

if( random( 1, 2 ) == 1 ) { 

  act_room( #thorn, ch );

  attack_room( mob, 3d25+25, "cyclone" );

  }

~
E
thorn~
@bThe druid closes his eyes and begins to quiver!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893456092 0 0
4444609 7348611 12 0 4
40
17 17 18 17 16
25 25 50 50 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 39324801
1159 13 0 45 0
M 0 4 0
60 17 1509949477 16 0
2163 17 1509949441 5 0
488 16 1509949539 5 0
-1
-1

#87
~
spectre of a gnomish ranger~
spectre of a gnomish ranger~
~
~
floats eerily before you in bloodied armor.~
spectre of a gnomish ranger~
~
~
are here~
Dressed in a suit of blood-stained leather armor and grasping a gleaming

broadsword, this spectre stares at your with a burning hatrid for all

living beings.  His coarse black hair is braided neatly and tied back

with a leather strap.  His glowing red eyes look like tiny bonfires

blazing strongly.  An aura of evil surrounds his form and stretches out

around him like a hand trying to choke you.

~
Terek~
attack_weapon( mob, victim, 5d4+5, "wicked slash" );

attack_weapon( mob, victim, 5d4+5, "counterstrike" );

attack_weapon( mob, victim, 5d4+10, "strong slash" );

attack_cold( mob, victim, 5d5, "ghostly touch" );

if( random( 1, 6 ) < 3 ) {

  i = 5d5+10;

  act_room( #wail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      dam_message( rch, i, "The gnomish ranger's unearthly wailing" );

    inflict( rch, mob, i, "The gnomish ranger's unearthly wailing" );

    }

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d5+10;

  act_tochar( #soul, ch );

  act_notchar( #soul1, ch );

  dam_message( victim, i, "The gnomish ranger's soul strike" );

  inflict( victim, mob, i, "The gnomish ranger's soul strike" );

  }

~
E
wail~
@CThe gnomish ranger lets loose a ghastly wail crying out for revenge!

~
E
soul~
@RThe gnomish ranger presses his hands to you and you feel your soul

twist in agony!

~
E
soul1~
@RThe gnomish ranger presses his hands to $n and $e suddenly cries out in

agony!

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898012496 0 35
491827 40963 4 1500 8
35
12 12 12 12 12
25 35 100 10 0 5 0
250 10 ethereal form~
550 5 ghostly armor~
1000 7 semi-solid legs~
0 1000 ~
0 1000 ~
0
157287042 26214464
277 10 0 0 0
M 1500 4 0
707 17 1509949540 16 0
2006 17 1509949490 5 0
2044 17 1509949490 10 0
2024 17 1509949490 7 0
-1
4 -1
~
act_room( #death, ch );

Wait( 2 );

Act_room( #talk, ch );

Wait( 3 );

act_room( #talk1, ch );

Wait( 5 );

act_room( #talk2, ch );

Wait( 4 );

act_room( #vanish, ch );

~
E
death~
@WAs the killing blow is placed upon the spectre his form quickly

solidifies and the look of hatrid upon his face is replaced by a wide

smile.

~
E
talk~
The ranger looks at you and with a smile he says: @W"I thank thee kindly

for releasing my spirit, ever since the faeries invaded and I died

defending my home I have been cursed to walk this earth until a brave

soul could put me to rest."@n 

~
E
talk1~
The ranger continues to speak: @W"Several years ago we found this forest

outside the city of Chiiron and took refuge here during a brutal storm. 

We like the forest so much that we decided to make it our home.  We

enjoyed a peaceful trade with Chiiron and when we discovered the sea

sprites in the Sea of Stars we met them with open arms and became great

friends."@n 

~
E
talk2~
The ranger sighs and continues: @W"All was well until one day we noticed

a strange fog rolling into our forest.  We thought it to be nothing but

simple weather but that night we found out that a clan of dark faeries

were the cause of it.  No sooner did they make their presence known they

launched an attack an attack against us.  Many a brave gnome fought

valiantly and even our friends the sea sprites came to our aid but all in

vain.  The faeries killed several of our bravest warriors and spared no

one, not even the women and children.  We quickly fled the forest and

many of us were tracked down and killed while making our escape.  The

dark faeries have since engaged in a great war with the sea sprites and i

fear they cannot hold out long.  But there is nothing that can be done,

fate will determine the outcome of the conflict but now i can rest, no

longer having to live in this hell of unlife.  Thank you my friend and

please, destroy the faeries before they launch their attack against the

sprites and even than..maybe against Chiiron itself."@n


~
E
vanish~
@CWith a deep bow the gnome bids you farewell and vanishes in a swirl of

mist leaving only silence behind him and a sense of great satisfaction.@n 

~
!
-1

#88
~
~
large vulture~
~
~
peers at you through a pair of small, black eyes.~
large vultures~
~
~
peer at you through their small, black eyes.~
The vulture stands about one meter in height.  His wings are about 2

meters long.  He has small, black eyes and a very sharp beak made to rip

the meat off of dead carcasses.  

~
Sprout~
attack( mob, victim, 2d5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5, "bite" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 586 4000 899960009 0 29
216369 8192 0 0 8
7
6 3 5 16 17
0 5 -5 0 0 0 0
350 4 stiff head~
1000 8 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
20219 5032 0 71853 485694
N 0 4 0
1148 17 1509949490 -2 0
-1
-1

#89
~
~
vulture flockleader~
~
~
stands proud and straight.~
~
~
~
~
This grand vulture stands nearly 2 meters high.  His wings are three and

a half meters long.  His talons are long with razor-sharp claws and his

beak is long and streaked with blood.  He looks like he would be happy to

tear the meat off of your bones.

~
Sprout~
attack( mob, victim, 5d4+4, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 5d4+4, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 5d3+10, "bite" );

~
!
0 0 23 0 0 0 0 3382
0 0 59 4000 899960013 0 27
232759 6299649 0 0 8
15
16 6 7 15 12
0 5 15 15 15 0 0
1000 8 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
13036 701 0 18834 715411
N 0 5 0
1148 17 1509949490 -2 0
1149 17 1509949443 -2 0
-1
-1

#90
~
master thief tall dark fellow man~
tall, dark fellow~
~
~
looks you up and down.~
~
~
~
~
He is a man of 5'10".  He is rolling a small metal ball between his

fingers and is very nimble.  He is dressed in fine leathers.  

~
Sprout~
attack_weapon( mob, victim, 2d4+1, "punch" );

attack_weapon( mob, victim, 2d4+1, "punch" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 5d5+5, "kick" );

if( random( 1, 10 ) < 3 ) {

  if( !is_silenced( mob ) ) {

    act_room( #help, ch );

    summon( mob, victim );

    }

  else

    act_room( #ack, mob );

  interpret( mob, "open door" );

  }

~
E
help~
@b@GThe master thief calls for help!

~
E
ack~
The master thief tries to call for help, but is silenced!!

~
!
0 78 0 0 0 0 0 10
0 0 73 1000 898173576 0 0
229879 7352451 4 48 4
15
17 14 14 23 15
10 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322570 32774401
3276 616 0 13017 179821
M 48 4 0
2042 17 1509949465 10 0
2003 17 503316530 5 0
2125 17 1509949465 8 0
2103 17 1509949465 9 0
3031 17 1509949445 -1 0
954 17 1509949450 -1 0
983 17 1509949445 -1 0
700 17 1509949460 -1 0
956 17 1509949442 -1 0
1103 17 335544330 18 0
3029 16 167772250 18 0
2081 17 1509949490 6 0
1103 17 167772165 16 0
1105 16 1509949460 16 0
3029 16 335544345 16 0
1053 16 335544370 16 0
1266 17 1509949450 -1 0
688 17 1509949445 -1 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( !is_player( ch ) )

  end;

if( random( 1, 2 ) == 1 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 )

    attack( mob, ch, 4d10+10, "backstab" );

  }

~
!
-1

#91
~
~
brown roach~
large, hard-shelled, brown~
large, hard-shelled~
stares at you with beady eyes.~
brown roaches~
~
large, hard-shelled~
stare at you with beady eyes.~
A 3 foot roach looks at you cautiously.  His legs are twitching

nervously, and he doesn't seem to want you on his turf.  

~
Sprout~
attack_weapon( mob, victim, 5d3+5, "upper right arm" );

attack_weapon( mob, victim, 5d3+5, "upper left arm" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894023502 0 28
229479 8397057 0 0 4
1
16 14 9 19 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
9175277 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#92
~
~
giant pike~
~
~
is slowly swimming here.~
giant pikes~
~
~
are slowly swimming here.~
The pike is about 10 feet long and has a particularly impressive array

of razor-sharp teeth.  To grow to its size it must have lived here for

centuries and you can see several old wounds implying this won't be its

first battle.  

~
Greyclaw~
attack( mob, victim, 3d8+2, "bite" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 3d9+2, "sharp tail fin" );

~
!
0 0 29 0 0 0 0 10
0 0 6 4000 893456422 0 31
233521 16785408 0 0 4
10
16 4 4 17 16
0 0 0 0 0 0 0
1000 10 scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
860 67 0 1348 25086
N 0 6 0
-1
-1

#93
~
~
plague infested rat~
~
~
is here.~
plague infested rats~
~
~
are here.~
The rat in front of you does not look at all healthy.  In fact, the open

sores along its side indicate that it has some kind of disease or plague.

~
Vulcan~
attack_weapon( mob, victim, 1d4, "sharp teeth" );

if( random( 1,3 ) == 1 )

attack_weapon( mob, victim, 1d2+1, "scrabbling claws" );

if( random( 1,10 ) == 1 )

plague( ch );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893456474 0 28
4445985 4096 0 0 4
2
4 10 10 17 14
0 -5 5 0 0 0 0
700 1 gray furred body~
950 1 skinny head~
1000 0 hairless tail~
0 1000 ~
0 1000 ~
0
1311361 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#94
~
~
daemon-child~
~
~
stands here, claws flexing with anticipation.~
daemon-children~
~
~
stand here, claws flexing with anticipation.~
This appears to be a miniature version of the classic demon with its red

hair and skin.  You can see its claws and tails in the beginning stages

of growth.  However, don't be fooled by its youth, any demon can be a

vicious terror.

~
Dragos~
attack( mob, victim, 1d2+1, "stubbed claws" );

attack( mob, victim, 1d2+1, "stubbed claws" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 5d5, "pesky bite" );

attack( mob, victim, 2d2+2, "scratching foot talons" );

if( random( 1, 10 ) < 2 ) 

attack( mob, victim, 2d5+4, "squeeze" );

~
!
0 0 20 0 0 0 0 10
0 0 16 4000 893456524 0 25
230835 0 0 0 4
15
14 7 8 17 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
665 108 0 3789 46649
M 0 4 0
-1
-1

#95
Gavlin~
~
dark-skinned mage of mighty powers~
~
~
is pouring over a book of spells.~
~
~
~
~
This dark-skinned human peers intently at his hands as he carefully

manipulates spell reagents and potions.  His powers are evident, as

static electricity buzzes through his hair and fire sparkles behind his

eyes.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

i = random( 1, 8 );

act_room( #unleash, mob );

if( i == 1 )

  do_spell( fireball, mob, victim );

if( i == 2 )

  do_spell( lightning bolt, mob, victim );

if( i == 3 )

  do_spell( burning hands, mob, victim );

if( i == 4 )

  do_spell( magic missile, mob, victim );

if( i == 5 )

  do_spell( chain lightning, mob, victim );

if( i == 6 )

  do_spell( shock, mob, victim );

if( random( 1, 7 ) < 4 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #summon, room );

    summon( mob, victim );

    }

  else

    act_room( #ack, mob );

  }

attack( mob, victim, 5d30+20, "power touch" );

~
E
unleash~
@b@RGavlin raises his hands and unleashes magical energy!

~
E
summon~
You hear a cry for help!

~
E
ack~
Gavlin tries to call for help, but is silenced!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893975980 0 33
229795 0 0 0 4
40
16 19 17 16 15
25 10 15 15 60 20 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
M 0 4 0
923 16 1509949534 16 0
-1
2 -1
master~
act_tochar( #ask, ch );

act_tochar( #this, ch );

~
E
ask~
You ask Gavlin about his master.

~
E
this~
@b@GGavlin's eyes grow weary as he responds.@n

 

@b@R"My master, in both Art and Power, is @n@BSavan Verion@n@b@R, one of the most

powerful wizards who has ever lived.  Although he has close ties to

Meriada, the goddess of balance, his heart has always leaned toward

chaos, and now it seems he has gone too far." 

~
!
2 -1
savan verion~
act_tochar( #ask, ch );

if( doing_quest( ch, 53 ) ) {

  act_tochar( #help, ch );

  end;

  }

if( done_quest( ch, 53 ) ) {

  act_tochar( #thank, ch );

  end;

  }

act_tochar( #this, ch );

if( find_stat( ch, level ) < 20 ) {

  act_tochar( #alas, ch );

  end;

  }

else {

  act_tochar( #help, ch );

  assign_quest( ch, 53 );

  end;

  }

~
E
help~
@b@GGavlin looks at you pleadingly.  "There is nothing I can do.  Please,

you must save the city from Savan's twisted plan!"@n 

 

@b@RGavlin tells you that the way into the walls can be found in the

palace.@n 

~
E
alas~
@b@GGavlin sighs.  "Alas, there is nothing someone as inexperienced as

you can do."@n 

~
E
this~
@b@MGavlin's voice grows hushed as he answers.@n


@b@G"Savan has left the Temple of Meriada, and has used some of his most

powerful magics to summon powerful beings of chaos to enslave Narak

itself.  Even now his minions inhabit our walls and his four dread

Henchmen prepare for their onslaught."@n 

~
E
ask~
You ask Gavlin about his master, Savan Verion.

~
E
thank~
Gavlin's eyes beam with pride.  "Thank you for all your help."

~
!
2 -1
hourglass~
act_tochar( #ask, ch );

act_tochar( #this, ch );

~
E
this~
@b@GGavlin's eyes grow dark and distant as he replies.@n

 

@b@B"The hourglass belongs to my @n@YMaster@n@b@B, and was the first he

ever made for the goddess, Meriada.  I fear 'twill be his last, much to

the chagrin of us all.  To our fears, as well."@n 

~
E
ask~
You ask Gavlin about the hourglass.

~
!
2 -1
meriada~
act_tochar( #ask, ch );

~
E
ask~
You ask Gavlin about the goddess Meriada.

 

"If you have questions about Meriada," he replies, "ask the priestess at

the temple across town." 

~
!
-1

#96
Jitar~
~
small man~
~
~
stands here.~
~
~
~
stand here.~
~
Nivel~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894059035 0 0
230179 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#97
~
small wizard zarander's assistant~
small wizard~
~
~
stands before you, looking weak and confused.~
~
~
~
~
This small, feeble-looking man has seen better days.  Buried in a

mountain of cloaks and robes, his chiseled features appear hollow and

worn out.  His skeletal frame appears frazzled from his recent melee with

death and demons which appear to have destroyed his pride and self-esteem.

~
Dragos~
attack( mob, victim, 4d8+10, "right hand" );

attack( mob, victim, 4d8+10, "left hand" );

send_to_room( #all, room );

send_to_char( #char, ch );

act_notchar( #room, ch );

attack( mob, victim, 5d12+30, "fury" );

if( !is_silenced( mob ) ) {

  i = random( 1, 7 );

  if( i == 1 ) {

    send_to_room( #blind, room );

    do_spell( blinding light, mob, victim );

    }

  if( i == 2 )

    do_spell( hallucinate, mob, victim );

  if( i == 3 )

    do_spell( confuse, mob, victim );

  if( i == 4 )

    do_spell( lightning bolt, mob, victim );

  if( i > 5 )

    do_spell( fireball, mob, victim );

  }

else {

  act_room( #quiet, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_room( #fury, ch );

      attack( mob, rch, 20d4+10, "blind fury" );

      }

    }

  }

~
E
all~
Zarander throws a packet of powder into the air, which bursts into flame!

~
E
char~
Zarander has unleashed a wave of Hellfire, which burns with great fury.

~
E
room~
Zarander unleashes a wave of Hellfire which burns $n with great fury.

~
E
blind~
Zarandar's hands flash in a rapidly-cast blind spell!

~
E
quiet~
Zarander's Assistant tries to speak, but is unable to make a sound.

~
E
fury~
@RThe mage in great frustration, strikes out in fury!@n

~
!
0 0 0 0 0 0 0 10
0 0 25 4000 893456657 0 31
229795 8448 0 32 3
40
10 18 20 14 12
0 0 0 0 50 0 -30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072680 26214464
13218 130 0 15277 5070331
M 32 4 0
341 17 1509949445 16 0
33 16 1509949535 16 0
1205 17 1509949450 5 0
1320 16 1509949530 5 0
940 17 1509949445 -1 0
2568 17 1509949490 -1 0
-1
8 -1
hi~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #daemons );

wait( 1 );

if( find_stat( ch, level ) > 10 ) {

  if( !has_quest( ch, 30 ) ) 

    assign_quest( ch, 30 );

  else

    tell( mob, ch, #waiting );

  }

else {

  act_tochar( #low, ch );

  tell( mob, ch, #later );

  }

act_notchar( #other, ch );

continue;

~
E
daemons~
I have had a great deal of trouble with summoning and controlling daemons. 

If only I could find the book that has Zarander's notes in it, I could

continue his work.

~
E
hi~
Hello there, traveller.

~
E
waiting~
Well, do you have anything that will help me?

~
E
low~
The wizard looks you over critically.

~
E
later~
I'm afraid you do not, at the moment, have the ability to help me.

Perhaps you can come back when you have more experience of the world...

~
E
other~
The wizard says some words to $n.

~
!
2 -1
pentagrams~
act_tochar( #ask, ch, obj, mob );

wait( 2 );

tell( mob, ch, #order );

~
E
order~
Well, pentagrams if drawn in the proper order will help to summon and

control daemons.  I just seem to be having some trouble with it.

~
E
ask~
You ask $N about the pentragrams.

~
!
2 -1
order~
act_tochar( #ask, ch, obj, mob );

wait( 3 );

tell( mob, ch, #order );

~
E
order~
Well, I remember Zarander telling me, but I have trouble remembering what

the correct order is supposed to be.  I know that I left myself a

reminder somewhere around here....

~
E
ask~
You ask $N about the order of the pentagrams.

~
!
6 1346
~
junk_obj( obj );

wait( 1 );

if( doing_quest( ch, 30 ) ) {

  tell( mob, ch, #thanks );

  obj_to_char( oload( 468 ), ch );

  act_tochar( #give, ch );

  act_notchar( #gives, ch );

  update_quest( ch, 30 );

  end;

  }

if( done_quest( ch, 30 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
thanks~
Thank you so much for your kind help.  Here is a small token of my

appreciation.

~
E
didit~
Thanks, but I already have a copy of that book.

~
E
ask~
Well, I don't know why you've given this to me, but thanks.

~
E
noscroll~
The wizard frowns, then thanks you very kindly for your gift.

~
E
give~
The wizard hands you a black silk bag.

~
E
gives~
You see the wizard smile and hand something to $n.

~
!
6 0
~
wait( 2 );

junk_obj( obj );

act_tochar( #nope, ch );

~
E
nope~
Zarander's assistant looks at your gift, and hesitates a moment.  He then

smiles, and thanks you.

~
!
0 -1
~
wait( 2 );

act_tochar( #help, ch );

wait( 3 );

~
E
help~
The small wizard looks at you, and tries to speak.

~
!
2 -1
request ally~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
stat1~
Zarander taught me that spell some time ago.  Depending on the proper

component, there is no telling what a powerful mage might summon as an

ally.

~
E
ask~
You ask $N about the request ally spell.

~
!
2 -1
proper component reagent~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about the proper components for request ally.

~
E
rask~
$n asks $N something.

~
E
stat1~
Depending upon the type of magic the mage draws upon, the component

required to summon an ally varies from ally to ally.  Mages oft seek the

aid of their contemporaries for component advice.

~
E
stat2~
Mages who deal with the power flows of good often seek the advice of

Prensilie first, for help with request ally components.  Alternatively,

dark mages seek out Orod.  For those who have dedication to neither good

nor evil power flows, they find solace to their questions within the

realm of Khutek's knowledge.

~
!
2 -1
weretiger lycanthropes~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about weretigers.

~
E
rask~
$n asks $N something.

~
E
stat1~
So you want to know about lycanthropes huh?  And weretigers no less?  I

might have a book with something about them in the library.  You might

ask my librarian.

~
!
-1

#98
~
~
ghost of Sarine~
~
~
attempts to overtake your immortal soul.~
~
~
~
~
Shimmering in and out of the material world, this spectral creature

floats ominously towards you.  This evil spirit has wreaked havok within

this castle.  By overtaking the body of Zarander, it has become all the

more powerful and even harder to control.

~
Dragos~
attack( mob, victim, 2d6+5, "chilling touch" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 2d6+5, "chilling touch" );

attack( mob, victim, 1d10+5, "ghostly touch" );

if( attack( mob, victim, 1d10+5, "ghostly touch" ) )

  drain_exp( victim, 8 );

do_spell( drain life, mob, victim );

if( random( 1, 10 ) < 2 ) {

  act_notchar( #wail, mob );

  attack_room( mob, 4d10, "wail" );

  }

attack( mob, victim, 2d6+5, "chilling touch" );

~
E
wail~
The Ghost of Sardine lets out a wail as it reaches out to you.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894023587 0 0
1074036915 0 4108 0 8
35
14 18 16 19 17
80 10 30 50 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#99
~
~
huge mother serpent~
~
~
coils about her eggs protectively.~
~
~
~
~
This large snake stands guardedly over her eggs.  Her green and yellow

tinged skin bulges with rage, tensing and coiling.

~
Dragos~
attack( mob, victim, 2d4+2, "fangs" );

attack( mob, victim, 2d4+2, "fangs" );

if( random( 1, 6 ) < 2 )

  attack( mob, victim, 1d2+1, "tightening coils" );

if( random( 1, 10 ) < 4 )

  poison( ch );

~
!
0 0 17 0 0 0 0 10
0 0 1 4000 894023612 0 27
197417 0 0 0 4
5
13 7 9 16 15
0 0 10 0 0 0 0
600 8 thick coils~
700 3 sharp fangs~
1000 6 hard snout~
0 1000 ~
0 1000 ~
0
13107845 26214464
13 5 10 98 707
F 0 2 0
-1
-1

#100
Fudph~
gnome gnomish alchemist~
gnomish alchemist~
~
~
sets out strange items on his counter.~
gnomish alchemists~
~
~
look in confusion at each other.~
The alchemist is an elderly gnome with white hair around the ears (and

inside), but with little on top.  Standing 4 ft.  tall, he is surrounded

by the tools of his trade.  Glass and crystal tubes and vials and jars,

some over flames, most interconnected.  Just before you turn away, your

eyes are drawn to twisted wand stuck in his belt.  Trying to focus on it,

a pain blossoms behind your eyes and you have to blink away.  

~
Greyclaw~
i = random( 1, 5 );

if( i == 5 )

  attack( mob, victim, 2d20+5, "wand spits violent energy which" );

if( i == 4 )

  attack( mob, victim, 3d20+5, "wand spits red tongues of fire which" );

if( i == 3 )

  attack( mob, victim, 4d20+5, "wand spits scarlet hellfire" );

if( i == 2 )

  attack( mob, victim, 5d20+5, "wand spits lightning which" );

if( i < 3 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The alchemist backs toward the window and shouts out of it for help!

~
!
1 0 2 0 0 0 0 10
0 0 0 4000 893430861 0 32
4424099 2367755 12 80 3
40
14 18 18 15 15
99 0 0 99 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287060 26214464
0 1 0 0 0
M 80 3 0
2164 17 1509949445 5 0
781 16 1509949535 5 0
-1
4 -1
~
send_to_room( #all, room );

attack( mob, victim, 4d25+10, "blast of energy" );

~
E
energy~
The released energy

~
E
all~
As the Alchemist's life energy expires, so does the Earth Magic

containing the power of his wand.  It explodes!!!  


~
!
2 -1
feather quest~
if( doing_quest( ch, 1 ) ) 

  send_to_char( #have, ch );

if( done_quest( ch, 1 ) )

  send_to_char( #thanks, ch );

if( !has_quest( ch, 1 ) )

  send_to_char( #quest, ch );

~
E
quest~
The alchemist looks at you and tells you he needs the feather of a giant

owl for a spell he is trying to cast and wonders if you could go find it

for him.  

~
E
have~
The alchemist looks at you eagerly and asks 'Were you able to find the

owl feather I need?  If so please give it to me.'

~
E
thanks~
The alchemist tells you 'Thanks for getting the feather, now if only I

could get the spell to work.' 

~
!
6 74
~
if( doing_quest( ch, 1 ) ) {

  update_quest( ch, 1 );

  send_to_char( #thanks, ch );

  }

if( done_quest( ch, 1 ) )

  send_to_char( #have_one, ch );

else

  send_to_char( #looking, ch );

~
E
looking~
The alchemist tells you 'Hmmm....  I am looking for one of these but how

did you know I wanted one?' 

~
E
have_one~
The alchemist tells you 'Thanks but you already gave me one and the spell

only requires it as a catalyst.' 

~
E
thanks~
The alchemist inspects the feather and tells you 'Thanks!  That is

exactly what I needed.  Now maybe I can get the spell to work.' 

~
!
-1

#101
Kirok~
~
troll~
~
~
is here.~
~
~
~
~
~
Nivel~
attack_weapon( mob, victim, 4d10, "power punch" );

attack_weapon( mob, victim, 4d10, "uppercut" );

attack_weapon( mob, victim, 5d6, "butcher chop" );

~
!
0 0 9 0 0 0 0 10
0 0 0 4000 893426992 0 0
230307 0 0 0 4
43
19 8 12 10 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
104857960 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#102
~
~
chicken~
~
small~
clucks at you.~
chickens~
~
small~
cluck at each other.~
A white chicken suitable for egg-laying or eating, depending on your mood.

~
Kiian~
attack( mob, victim, 1d2, "savage peck" );

attack( mob, victim, 1d2, "kick" );

~
!
0 0 85 0 0 0 0 3382
0 0 572 4000 899959208 0 29
197481 0 0 0 4
1
6 3 3 14 10
0 0 0 0 0 0 0
1000 0 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 6553600
606 1099 0 6396 6736
F 0 1 800
1204 17 1509949465 -1 0
-1
8 -1
~
wait( 1 );

tell( mob, ch, "cluck...cluckcluck...cluck..." );

~
!
-1

#103
~
black zuralduur~
zuralduur~
~
black~
looks at you first with one eye then the other.~
zuralduurs~
~
black~
set up a racuous cawing sound typical to their kind.~
The black bird looks very out of place in this very pristine and good

forest.  It looks as if he is attempting to avoid all contact with the

the animals of the forest and even the forest itself.  

~
Mylar~
attack( mob, victim, 2d4+4, "vicious bite" );

attack( mob, victim, 1d3, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 513 4000 899960014 0 32
198953 0 4096 0 8
3
9 7 7 12 10
0 0 0 0 0 0 0
200 3 boney legs~
1000 2 tough feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
7764 1652 0 17717 134317
N 0 1 0
585 17 1509949450 -1 0
-1
-1

#104
Maddy~
banker's wife human woman~
banker's wife~
~
~
is no longer smiling.~
banker's wives~
~
~
look at each other with confused expressions.~
A short, fat woman with a big smile rests on a stool.  She is wearing a

dress that looks about 3 sizes too small.  Her palms are sweaty and

have smudges that come from handling money.  Her fingernails have deposits

of dirt beneath them, and she looks far too happy to relieve you of the

weight in your pocketbook.   

~
Sprout~
attack( mob, ch, 1d4, "small fists" );

attack( mob, ch, 1d4, "small fists" );

~
!
1 0 3 0 0 0 0 10
0 0 0 4000 893430834 0 32
230327 14688515 0 48 4
5
17 13 13 10 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 3 0 0 0
F 48 4 0
-1
-1

#105
Stan~
tall slender man banker human~
tall, slender man~
~
~
counts his money greedily.~
Stans~
~
~
horde their money from each other fiercely.~
A tall, slender man sits behind his desk counting his money.  He wears a

leering grin as you walked in, but as soon as he noticed you, he

immediately sobered and started to turn a brilliant shade of red.  He is

shaking noticeably.

~
Sprout~
attack( mob, victim, 5d25+25, "protection spells arc from him and" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 5d25+25, "protection spells arc from him and" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 5d25+25, "protection spells arc from him and" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 5d25+25, "protection spells arc from him and" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893469480 0 32
229863 6562179 12 992 4
50
14 16 15 13 12
50 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716490 26214464
0 1 0 0 0
M 992 4 0
-1
4 120
~
send_to_room( #all, room );

mob = mob_in_room( 120, find_room( 136 ) );

if( mob ) {

  send_to_room( #krasnog_damage, room );

  attack( mob, victim, 0d0+75, "spirit" );

  }

else 

  send_to_room( #nothing, room );

~
E
nothing~
A strange magical wind blows in the doorway, sweeps the room for a

moment, and then is gone, leaving you to wonder.  

~
E
krasnog_damage~
There is suddenly an explosion of energy around Krasnog, and you scream

as some of it's fire touches you.  Krasnog falls to his knees.


~
E
all~
As Stan's body falls to the floor, the magic protecting him, rises up in

scintilating light and forms the image of Krasnog, the sorcerer who cast

them.  There is a loud BANG as they dissipitate and you know that he

himself was just damaged from the backlash.  


~
!
-1

#106
~
~
doberman~
~
big~
eyeing your jugular, pads towards you snarling.~
dobermans,~
big~
~
huddled together in a menacing pack, growl fiercely.~
The dog is tall and lean.  When he snarls, you see his even rows of

white, sharp teeth, and a small amount of spittle drops from his lip. 

This menacing creature stares at your throat and seems to ponder which

part of it he wants to bite into.  

~
Sprout~
attack( mob, victim, 5d3+5, "bite" );

attack( mob, victim, 5d3+5, "snapping teeth" );

attack( mob, victim, 5d3+5, "sharp claws" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893971087 0 0
197939 8397184 0 0 4
15
12 5 5 19 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643200 26214464
103 6 0 0 0
F 0 3 0
-1
-1

#107
~
~
nerat~
~
~
roots around for food.~
nerats~
~
~
root around for food.~
You are looking at what appears to be a dog-sized rodent with thick fur

and a fat body.  It stares at you with its beady little eyes.

~
Derna~
attack( mob, victim, 1d5+3, "pointy teeth" );

attack( mob, victim, 1d5+3, "sharp claws" );

~
!
0 0 19 0 0 0 0 10
3000 0 66 4000 893428777 0 0
217385 8192 0 0 4
3
5 4 4 15 5
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
1010 318 0 2066 13186
M 0 2 0
-1
-1

#108
Hesdar~
proprietor owner keeper shopkeep man human~
proprietor of the pet shop~
~
~
waits to serve you.~
~
~
~
look at each other with shocked recognition.~
This man looks very strong.  He is experienced in training animals, and

for a price, he will sell you one.  

~
Greyclaw~
attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

if( random( 1, 10 ) < 7 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RThe owner calls for help!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893969318 0 32
1073840547 2367872 12 240 3
40
17 11 11 15 14
25 25 25 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
M 240 4 0
2001 17 1509949515 5 0
2021 17 1509949515 7 0
2041 17 1509949515 10 0
2124 17 1509949515 8 0
-1
-1

#109
~
~
street mutt~
~
mangy~
scrounges for some food.~
street mutts~
~
mangy~
scrounge for scraps of food.~
Before you stands a mangy mutt that is a conglomerate of many types of

dogs.  His ribs protrude from his body and contain little meat.  He

stands at mid-thigh level, and his body contains a good deal of muscle. 

His jaw is strong and his teeth are sharp.  This dog knows how to take

care of himself.  As you look in his eyes, you see a loyalty that will

be gained through kindness and regular feedings.  His fur may be matted,

but his heart is pure. 

~
Sprout~
attack( mob, victim, 1d4+1, "bite" );

~
!
0 0 19 0 0 0 0 10
2000 0 97 4000 899947438 0 26
201037 0 0 0 4
2
5 4 4 14 10
0 0 0 0 0 0 0
500 2 body~
250 2 head~
500 2 leg~
100 2 paw~
1000 0 tail~
0
5243522 19662401
195 427 0 2548 2005
N 0 2 0
-1
-1

#110
~
~
hunting dog~
~
long-nosed~
sniffs the ground.~
hunting dogs~
~
long-nosed~
sniff the ground.~
This dog stands a bit over two feet high and has a long snout and a short

tail.  His coat is very short and a chestnut brown with black patches

scattered about.  His teeth are sharp but he is not terribly vicious.  He

is one of the more loyal pets you will find.

~
Sprout~
attack( mob, victim, 3d2, "bite" );

~
!
0 0 21 0 0 0 0 3381
6000 0 1 4000 899959788 0 0
201033 0 0 0 4
4
7 4 4 15 14
0 0 10 0 0 0 0
200 2 snout~
700 2 body~
500 2 leg~
300 2 tail~
1000 2 head~
0
10486404 26216001
64 58 0 0 49
M 0 2 0
-1
-1

#111
~
~
iron statue~
large~
~
stands here.~
iron statues~
large~
~
stand here.~
Standing before you is a large statue that seems to have rusted over

time.

~
Zargon~
attack_weapon( mob, victim, 2d2+5, "iron fist" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 8d8+0, "bone jarring crunch" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893429704 0 0
32899 1 28 0 4
21
17 7 9 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
55050901 26214464
0 1 0 0 0
N 0 4 0
486 17 1509949520 16 0
-1
-1

#112
~
~
steel statue~
huge, nicely polished~
~
stands here.~
steel statues~
hude, nicely polished~
~
stand here.~
This is a little larger than the iron statues you have come across in
the previous halls.  Also these statues seem to have been taken better
care of than the iron statues. 

~
Zargon~
attack_weapon( mob, victim, 2d2+5, "iron fist" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 9d9+0, "bone jarring crunch" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893429802 0 0
32899 1 28 0 4
23
18 9 10 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
60293783 26214464
0 1 0 0 0
N 0 4 0
486 17 1509949520 16 0
-1
-1

#113
~
~
silver statue~
grand~
~
gleams in the available light here.~
silver statues~
grand~
~
gleam in the available light here.~
This statue looks as if it has been polished recently.  The strength of

this statue exceeds that of either of the previous statues you have

encountered before.  I would be wary of this one if I were you.  

~
Zargon~
attack_weapon( mob, victim, 2d2+5, "iron fist" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 10d10+0, "bone jarring crunch" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893429882 0 0
32899 1 28 288 4
25
18 10 12 17 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
N 288 4 0
486 17 1509949520 16 0
-1
-1

#114
~
~
wolf~
~
lean, muscular~
eyes you cautiously.~
wolves~
~
lean, muscular~
eye you cautiously.~
Standing before you is a tamed wolf.  Her coat is a soft, supple, thick

gray covering.  Her body is pure muscle.  You look into her steel blue

eyes and see a controlled fury lying just below the surface; ready to

break free and attack its latest victim.  

~
Sprout~
attack( mob, victim, 2d5+0, "bite" );

~
!
0 0 55 0 0 1055 1054 3381
3000 0 4 4000 899959842 0 28
268636493 8192 0 0 4
4
14 6 6 14 12
0 0 50 0 0 0 0
500 4 body~
500 4 leg~
750 3 head~
200 3 paw~
1000 2 tail~
0
10486404 26214464
30897 5765 0 0 966
F 0 3 0
-1
0 -1
~
~
!
-1

#115
~
~
war dog~
~
well-trained~
eyes you with suspicion.~
eye you with suspicion, a low growl in their throats.~
well-trained~
~
war dogs~
Standing before you is a very large dog with a deep, rich brown coat and

his body exudes thick muscles.  His jaw is large and laced with rows of

sharp teeth, his eyes sharp with intelligence and training.

~
Sprout~
attack( mob, victim, 2d4+2, "bite" );

~
!
0 0 21 0 0 0 0 3381
8500 0 1 4000 899959802 0 0
201037 0 0 0 4
6
6 4 4 16 15
0 0 0 0 0 0 0
400 3 head~
700 3 body~
700 3 leg~
100 3 paw~
1000 2 tail~
0
15729286 26215041
14266 3809 0 0 269
M 0 2 0
-1
-1

#116
~
giant falcon~
giant falcon~
~
~
flies overhead.~
giant falcons~
~
~
fly overhead.~
A beautiful bird flies before your eyes.  He has small, black eyes which

see the smallest details.  His beak comes to a sharp point; it is

designed to rip the meat off the bones of its latest prey.  His talons

are designed to sink into the flesh of its prey and carry it off to its

nest.  

~
Sprout~
attack( mob, victim, 1d7+1, "sharp talons" );

attack( mob, victim, 1d7+1, "sharp talons" );

if( random( 0, 3 ) == 0 )

  attack( mob, victim, 4d2+2, "razor beak" );

~
!
0 0 23 0 0 1672 1671 3382
10000 0 0 4000 899960016 0 0
133449 0 0 0 4
7
5 4 4 17 11
0 -25 20 -10 0 0 0
100 2 small head~
300 4 curved beak~
700 3 feathered body~
800 1 wing~
1000 5 strong talon~
0
18350727 26214464
7656 1981 0 0 0
N 0 2 0
-1
-1

#117
~
~
war hawk~
~
~
eyes you intently.~
war hawks~
~
~
eye you intently.~
You see a medium-sized bird standing before you.  He has been trained for

war.  His keen eyesight zeros in on its prey and the talons and

short-hooked beak are prepared to rip out the eyes of its latest victim.  

~
Sprout~
attack( mob, victim, 1d4+2, "talon" );

attack( mob, victim, 1d4+2, "talon" );

if( random( 0, 3 ) == 0 )

  attack( mob, victim, 1d3+1, "sharp beak" );

~
!
0 0 23 0 0 0 0 3382
7000 0 0 4000 899960019 0 35
198985 0 0 0 4
5
5 5 5 16 13
0 -30 20 -10 -10 0 0
100 1 small head~
300 3 curved beak ~
700 2 feathered body~
800 1 wing~
1000 5 strong talon~
0
13107845 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#118
~
~
python~
~
large~
slithers along the ground.~
pythons~
~
large~
slither along the ground.~
Thick and perhaps in excess of 20' in length, a huge snake slithers on

the ground before you, no doubt sizing you up as a potential next meal.

~
Sprout~
attack( mob, victim, 1d5+2, "bite" );

if( random( 1, 3 ) == 1 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 2d7+3, "tightening coils" );

  }

~
E
char~
The python wraps its massive body about you and squeezes.

~
E
room~
The python wraps its massive body about $n and squeezes.

~
!
0 0 15 0 0 0 0 10
7000 0 1 4000 899165591 0 0
5443693 8192 0 0 4
8
9 3 3 15 12
0 0 -50 0 50 0 0
600 8 thick scaly body~
1000 4 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 6556801
974 195 0 0 504
N 0 5 0
1308 17 1509949465 -1 0
-1
-1

#119
~
~
pack mule~
~
~
trudges along the path.~
pack mules~
~
~
trudge along the path.~
This large, hoofed creature appears like a cross between a donkey and a

horse.  While not very quick, the mule is known for his endurance and

ability to carry heavy weights over long distances.  A pair of brown eyes

return your gaze, holding a look of annoyance and nonchalance.

~
Sprout~
attack( mob, victim, 1d4+1, "bite" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 2d7, "kick" );

~
!
0 0 44 0 0 0 0 10
12000 0 2 4000 893430428 0 0
209225 536870912 0 0 4
6
12 5 5 10 18
0 0 10 0 25 0 0
750 3 body~
400 2 head~
900 2 legs~
1000 1 tail~
0 1000 ~
29360128
15729286 26215050
104 27 0 214 629
M 0 5 0
-1
-1

#120
Krasnog~
mage elf krasnog~
mage~
~
~
stands behind the counter mumbling incantations.~
mages~
~
~
look ready to banish each other.~
Krasnog is a middle-aged man in excellent condition.  He has dark brown,

hair streaked with grey, and wears a long royal blue robe which flows to

the floor.  The robe has strange gold characters etched into the fabric

and is bound by a leather belt which holds scrolls and things.  His eyes

hold a twinkle of mischieviousness, perhaps he can help you, perhaps not,

but you can tell he'll gladly take your gold.

~
Sprout~
i = random( 1, 10 );

attack( mob, victim, 2d6+0, "left hand" );

if( i < 9 )

  attack( mob, victim, 2d6+0, "right hand" );

if( i < 7 )

  attack( mob, victim, 2d6+0, "left hand" );

if( i < 5 )

  attack( mob, victim, 2d6+0, "right hand" );

if( i < 6 )

  summon( mob, victim );


i = random( 1, 10 );

if( i == 6 )

  do_spell( web, mob, victim );

if( i == 5 )

  do_spell( chain lightning, mob, victim );

if( i == 4 )

  do_spell( lightning bolt, mob, victim );

if( i == 3 )

do_spell( fireball, victim );

if( i == 2 ) {

  send_to_room( #all, room );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 5d25+0, "swing" );

  }

~
E
all~
Krasnog barks out a word of power!

~
E
char~
@R Hellfire explodes around you, washing over you in waves of fury!

~
E
room~
@R$n cries out in agony as $e is enveloped in Hellfire!

~
!
1 0 1 0 0 0 0 10
0 0 0 4000 900700465 0 32
4424099 2361739 12 192 1
40
12 23 16 16 12
35 25 25 45 65 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
0 1 0 0 0
M 192 4 0
488 17 1509949540 5 0
2200 17 1509949515 13 0
1031 17 1509949515 6 0
-1
2 -1
iron wood~
send_to_char( #char, ch );

wait( 1 );

if( char_in_room( ch, room ) )

  send_to_char( #char2, ch );

~
E
char2~
Krasnog turns away, and then turns back 'The Vaasa be found NE throughout

the forest of Medienne.'  He goes back to work.

~
E
char~
Krasnog walks over to you and whispers 'It's said iron wood can be found

in the Vaasa, but watch out the elves protect it well.  ' 

~
!
2 -1
true iron~
send_to_char( #char, ch );

~
E
char~
Krasnog walks over to you and says, 'True Iron eh?  Rare substance.  I

heard that the Alchemist who lives in that tower along the coast can make

some.' 

~
!
2 -1
Osse sapphire diamond gem~
if( !has_quest( ch, 20 ) )

  act_tochar( #why, ch );

else {

  act_tochar( #ask, ch );

  wait( 1 );

  act_tochar( #gimnod, ch );

  wait( 2 );

  act_tochar( #go, ch );

  }

~
E
go~
"But a friend of mine, a dwarf named Gimnod, found the thing about forty

years ago in an old decrepit mine.  As far as I know, he still has it." 

~
E
gimnod~
Krasnog's eyes light up in remembrance.  "Ah, yes!  I remember that gem! 

Probably the greatest, most splendid rock ever seen in the Realms, but

lost by Osse many years ago." 

~
E
ask~
You ask Krasnog about the Sapphire Diamond the Priest of Osse spoke of.

~
E
why~
Krasnog mutters something about curious fools and ignores you completely.

~
!
0 -1
~
wait( 1 );

if( doing_quest( ch, 38 ) ){

  if( !cflag( 54, ch ) ) {

    act_tochar( #questing, ch );

    obj_to_char( oload( 1885 ), ch );

    set_cflag( 54, ch );

    }

  }

~
E
questing~
Ah, $n.  Its a pleasure to meet you.  Prenslie told me you would be

coming.  I do so hope you're enjoying our fine town.  Not so quiet or

urbane as Chiiron, but then Chiiron can't offer you all the comforts of

fair Medienne.  Oh, here is Prenslie's package.  Do be careful not to

lose it as it's all I can spare right now.

~
!
0 -1
~
if( cflag( 54, ch ) ) {

  if( !cflag( 55, ch ) ) {

    if( has_obj( 1885, ch ) )

tell( mob, ch, #go_away );

    else

tell( mob, ch, #lost? );

    }

  }

~
E
go_away~
You're still carrying around that sheaf of parchment?  I thought you were

supposed to go give it to Prenslie?

~
E
lost?~
I see you no longer have the sheaf of parchment I gave you to take to

Prenslie.  I hope it went well?  You didn't lose it did you, because

they are a bit hard to come by and I'm afraid I'd have to ask you to

bring me a blue sapphire gem in exchange for another sheaf.

~
!
6 105
~
if( !has_obj( 1885, ch ) ) {

  if( cflag( 54, ch ) ) {

    if( !cflag( 55, ch ) ) {

      act_tochar( #try_again, ch );

      obj_to_char( oload( 1885 ), ch );

      }

    }

  }

~
E
try_again~
Ah, this blue sapphire will come in quite useful.  In exchange, here's

another sheaf of parchment for Prenslie.  Try not to lose it, my supply

is starting to run low.

~
!
2 -1
djinnis~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about djinn allies.

~
E
rask~
$n asks $N about something.

~
E
stat1~
So you want to request the aid of a djinn do you?  Well, I guess you've

come to the right place.  But the knowledge of this will cost you.

~
E
stat2~
I'm trying to research a spell variant of blink.  The idea behind the

spell is to be able to blink so fast, that you actually blink back in

time a few seconds.  Unfortunately, for my research, I need a blink dog

toenail.  Bring me this and I'll help you with what you seek.

~
!
6 2285
~
wait( 1 );

act_tochar( #get, ch );

act_notchar( #rget, ch );

wait( 2 );

tell( mob, ch, #stat0 );

wait( 2 );

tell( mob, ch, #stat1 );

~
E
get~
Krasnog places the blink dog toenail on a shelf behind him.

~
E
rget~
Krasnog places something $n gave him on a shelf behind him.

~
E
stat1~
I only summoned a djinn as an ally once, and I'm still not sure whether

it came to my aid because I summoned it or because it had nothing else

better to do at the time.  Either way, I was using a jewel I picked off

of the body of some thief.

~
E
stat0~
Thank you for finding me a a blink dog toenail.  Hopefully my research

will be sucessful.  Now, for why you are here.

~
!
2 -1
old recluse weather magic~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about meteor swarm.

~
E
rask~
$n asks $N something.

~
E
stat1~
An old recluse lives in one of the houses in the northwest part of

Medienne.  From what I hear she knows a lot about weather magic.

~
!
2 -1
deep water talisman vial~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about deep water talismans.

~
E
stat1~
Deep water is an essencial component of conjuring water elementals.  An

unusual man living on a wooden platform near Chiiron shares my interest

in this unusual substance.

~
!
2 -1
carnelian necklace~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the carnelian necklace he customs.

~
E
stat1~
It is a fine and truly magical necklace, useful for those just starting

their careers in magic.  When I was younger, I stumbled across the ruins

of a clan burial cavern.  I rescued a couple of ornaments from within and

fashioned myself a pendant like one of these.

~
!
2 -1
clan cavern burial~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the clan burial cavern.

~
E
stat1~
Oh, it's been ages.  I don;t recall exactly where it is.  Somewhere north

of Chirron I think.

~
!
-1

#121
~
wererat~
small man who is half rat~
~
~
growls at you.~
small men who are half rat~
~
~
growl at you.~
The man is small which dark beady eyes and fur all over his body.  His

limbs are distinctly rat like and he moves extremely quickly.  

~
Greyclaw~
attack( mob, victim, 1d5+1, "claw" );

attack( mob, victim, 1d5+5, "claw" );

attack( mob, victim, 1d8+2, "bite" );

if( random( 1, 5 ) == 2 )

  attack( mob, victim, 1d8+2, "throw" );

~
!
0 26 14 0 0 0 0 10
0 0 2 4000 893430668 0 0
231415 1056896 0 0 4
6
16 14 10 19 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
4 2 0 142 283
M 0 3 0
-1
-1

#122
~
bear cub small furry~
bear cub~
~
small, furry~
rolls around on the ground.~
bear cubs~
~
small, furry~
roll around on the ground.~
This cub stands about four feet high when standing.  It looks in your

direction playfully.  Perhaps it wants to play with you.  With a sniff

the cub charges your way.  This cub must want to play or something. 

There is no reason to be afraid until you remember that mom will not be

happy with you.  

~
Sprout~
attack( mob, victim, 1d4+2, "claw" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 2d4+1, "bite" );

~
!
0 9 41 0 0 0 0 10
2000 0 5513 4000 893970305 0 34
196971 8192 0 0 4
2
9 5 5 12 12
0 0 25 0 0 0 0
400 2 body~
600 0 fuzzy tummy~
900 2 leg~
1000 0 head~
0 1000 ~
0
5243522 19662401
266531 65958 0 162146 950559
R 0 2 0
705 17 1509949465 -1 0
-1
-1

#123
~
~
portal~
~
shimmering~
stands before you, images of the world spinning madly.~
~
~
~
~
~
Phule~
~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893990280 0 31
8454179 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 4 0
-1
8 -1
~
i = 1;

if( is_name( arg, "Chiiron" ) )

  i = 903;

if( is_name( arg, "medienne" ) )

  i = 107;

if( is_name( arg, "Pennan" ) )

  i = 37013;

if( is_name( arg, "Sos-kul" ) )

  i = 30776;

if( is_name( arg, "Denab-Knur" ) )

  i = 30340;

if( is_name( arg, "Voaleth" ) )

  i = 20083;

if( i == 1 ) {

  send_to_char( #error, ch );

  end;

  }

loop( followers )

  transfer( rch, find_room( i ) );

send_to_char( #bang, ch );

act_notchar( #room, ch );

transfer( ch, find_room( i ) );

act_notchar( #arrive, ch );

set_rflag( status0, find_room( 33752 ) );

~
E
error~
The portal shimmers and its images fade to grey, then black, then even

darker.  In a flash the portal returns to life, making your head spin. 

Obviously your request was not recognized by its magics.

~
E
bang~
The portal shimmers and grows brighter and brighter and you feel yourself

pulled into the growing maelstrom of light.  You soon find yourself in an

entirely different place.

~
E
room~
$n is pulled into the shimmering portal and disappears from sight.

~
E
arrive~
$n appears in a maelstrom of light as a shimmering portal appears,

deposits $m, and then fades from vision.

~
E
wait~
The portal is busy.  Try again later.

~
E
nope~
Pennan is closed for now.

~
!
-1

#124
~
~
gallows tree~
~
~
is here.~
gallows trees~
~
~
are here.~
Krasnog is a middle-aged man in excellent condition.  He has dark brown,

short hair with streaks of gray.  A long, royal blue robe flows to the

floor.  The robe has strange gold characters etched into the fabric.  On

the outside of the robe are large pockets with scrolls hanging out.  His

eyes hold a twinkle of mischieviousness, perhaps he can help you, perhaps

not, but he will gladly take your gold.  

~
Elrick~
attack_weapon( mob, victim, 1d1 );

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893431011 0 0
230055 38019459 0 0 4
25
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073320 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#125
~
~
iron automaton~
~
~
swings its axe in a wide curve about its body.~
iron automatons~
~
~
swing axes in wide curves around their bodies.~
This human like form is completely made out of iron.  It stands with each

foot inseted inserted in a groove that runs around the balcony.  In its

iron hand it wields a large axe, menacingly in your direction.  

~
Karn~
attack( mob, victim, 3d6+3, "solid metal fist" );

attack( mob, victim, 4d5+4, "metal foot" );

~
!
0 0 30 0 0 0 0 10
0 0 620 4000 893431077 0 0
98481 129 0 0 4
10
19 4 4 10 19
0 50 70 -30 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
48292 2561 0 71023 3256300
N 0 4 0
1060 17 1509949520 -1 0
930 16 1509949460 -1 0
-1
-1

#126
the tromp~
gigantic tromp creature toadlike~
gigantic toadlike creature~
~
~
creeps towards you.~
toadlike creatures~
~
gigantic~
creep towards you.~
You see before you a huge toad-like monster with a horn protruding from

its head.  Warts covering its entire body burst randomly, releasing a

foul-smelling gas.  New warts seem to form as old ones burst.

~
Chaser~
i = random( 1, 4 );

if( i > 3 )

  interpret( mob, "bash" );

attack( mob, victim, 3d6+4, "claw" );

attack( mob, victim, 3d6+4, "claw" );

if( i == 2 )

  attack( mob, victim, 3d6+4, "claw" );

if( i < 3 )

  attack( mob, victim, 3d6+9, "tongue arrows" );

~
!
0 0 30 0 0 1676 1675 10
0 0 49 4000 893897395 0 29
196659 8320 0 144 4
30
19 5 5 15 17
0 10 10 10 50 0 0
200 200 blocking horn~
300 6 fat foreleg~
200 4 big head~
1000 10 bloated body~
0 1000 ~
0
78645130 26214401
15944 675 0 35319 1575063
N 144 6 0
97 17 1509949455 -1 0
-1
1 -1
~
if( !is_fighting( ch ) )

  continue;

i = random( 1, 2 );

if( i == 1 ) {

  act_tochar( #cflee, ch );

  act_notchar( #rflee, ch );

  end;

  }

else

  continue;

~
E
rflee~
@b@GThe tromp's tongue stops $n from fleeing.

~
E
cflee~
@b@GThe tromp's tongue shoots out around your leg, pulling you back.

~
!
-1

#127
~
~
smuggler~
~
~
looksat you with shifty eyes.~
smugglers~
~
~
look at you, and each other, with shifty eyes.~
This shifty character seems to never take his eyes off of you.  His

clothes are ragged and he's unshaven, hunched over slightly and scowling

at the world around him.

~
Rodric~
attack( mob, victim, 1d6+3, "boxing" );

attack( mob, victim, 1d6+3, "boxing" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893431207 0 0
230821 1048576 0 112 8
5
16 9 9 13 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 112 4 0
-1
-1

#128
~
high monk holy head~
high monk~
~
~
stands here, bathed in soft white light.~
high monks~
~
~
stand here bathed in soft white light.~
This tall, regal man stands with a graceful bearing which bespeaks

authority and command.  His iron grey hair and aquiline features lend him

an aristocratic air.  The fine web of lines around his emerald green eyes

and the hint of an affectionate smile combine to give the impression of a

tolerant father.

~
Sadis~
attack( mob, victim, 7d5+25, "punch" );

attack( mob, victim, 7d5+25, "punch" );

attack( mob, victim, 7d5+25, "punch" );

attack( mob, victim, 7d5+25, "punch" );

if( random( 1, 10 ) < 4 ) {

  act_room( #spinkick, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 5d10+30;

      dam_message( rch, i, "The High Monk's spin kick" );

      inflict( rch, mob, i, "The High Monk's spin kick" );

      }

    }

  }

if( random( 1, 10 ) <= 2 ) {

  act_tochar( #Hai, ch );

  act_notchar( #rhai, ch );

i = 100d2;

  dam_message( ch, i, "The High Monk's locust kick" );

  inflict( ch, mob, i, "the high monk's critical hit" );

  }

if( random( 1, 10 ) < 3 ) {

  act_room( #heal, mob );

  do_spell( cure critical, mob, mob );

  }

~
E
spinkick~
@CThe High Monk leaps into the air, becoming a deadly blur.

~
E
Hai~
The High Monk CRITICALLY hits you!!

~
E
Heal~
A soft glow surrounds the High Monk, and some of his wounds disappear.

~
E
rhai~
The High Monk CRITICALLY hits $n!!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 893431275 0 0
230695 39985539 12 0 4
65
19 14 20 22 19
35 0 25 15 100 0 0
250 15 muscular arm~
350 15 muscular leg~
1000 15 lithe body~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 4 0
487 17 1509949441 13 0
2201 16 1509949539 13 0
2022 17 1509949540 7 0
807 17 1509949441 8 0
2121 17 1509949539 8 0
2042 17 1509949540 10 0
2101 17 1509949540 9 0
488 17 1509949540 5 0
-1
0 5
~
if( is_player( ch ) ) {

    if( class( ch ) == monk ) {

      if( find_skill( ch, tiger paw ) > 6 ) {

        if( find_skill( ch, critical hit ) > 6 ) {

          wait( 3 );

          act_tochar( #look, ch );

          wait( 2 );

          tell( mob, ch, #stat1 );

          }

        }

      }

    }

~
E
look~
The cowled monk looks up from his meditations.

~
E
stat1~
You have learned almost all that I can teach you.  Go now, and seek out

Gemlongrin.  He has traveled further down the path of enlightenment.

~
!
2 -1
gemlongrin~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about Gemlongrin.

~
E
rask~
$n asks $N something.

~
E
stat1~
Ah, I cannot help you much with finding Gemlongrin.  He left our order

sometime ago, to follow his own destiny.  He was always fond of farming,

though.  Perhaps he went somewhere west into Pennan.

~
!
-1

#129
~
ashy figure liche~
ashy figure in a black robe~
~
~
floats here, chilling the air.~
ashy figures in black robes~
~
~
float here, chilling the air.~
This undead being is far more than a mere animated corpse.  Once a very

powerful wizard, this liche excercised ancient and powerful magics to

remain "alive" in the form of the ashy figure before you.  While mayhaps

not quite as powerful as he was in life, this liche's magic is still

quite powerful.

~
Phule~
attack_weapon( mob, victim, 2d11+2, "deathly cold right hand" );

attack_weapon( mob, victim, 2d11+2, "deathly cold left hand" );

if( random( 1, 6 ) < 3 ) {

  act_tochar( #reach, ch );

  act_notchar( #reach, ch );

  i = 4d12+12;

  dam_message( ch, i, "the liche's death touch" );

  inflict( ch, mob, i, "a liche's death touch" );

  }

i = random( 1, 11 );

if( i == 1 ) {

  send_to_room( #fire, room );

  do_spell( fireball, mob, victim );

  }

if( i == 2 ) {

  send_to_room( #light, room );

  do_spell( lightning bolt, mob, victim );

  }

if( i == 3 ) {

  send_to_room( #magic, room );

  do_spell( magic missile, mob, victim );

  do_spell( magic missile, mob, victim );

  }

if( i == 4 ) {

  send_to_room( #howl, room );

  loop( all_in_room ) {

    i = 3d11+8;

    if( rch != mob ) {

      attack( mob, rch, i, "summoned wailing" );

      act_tochar( #calm, rch );

      }

    }

  }

send_to_room( #soul, room );

dam_message( ch, 1d11+11, "The liche's soul touch" );

inflict( ch, mob, 1d11+11, "soul theft" );

~
E
reach~
@G@bThe liche's hand reaches out toward your throat!!

~
E
reach~
@G@bThe liche's hand reaches out toward $n's throat!!

~
E
fire~
@RThe liche waves his hands and lets forth a raging fireball!!

~
E
light~
@BThe liche waves his hands and lets forth a crackling lightling bolt!!

~
E
magic~
@MThe liche waves his hands and lets forth a trio of magic missiles!!

~
E
howl~
@C@bThe liche grins evilly and you hear the wailing sound of a thousand

tortured souls sweep over you.

~
E
calm~
@C@bThe eerie wailing dies away.

~
E
soul~
@b@WThe liche reaches a bony hand toward your chest, reaching for you

soul!!@n 

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 898025336 0 0
4245683 2097536 0 0 8
33
15 20 19 24 13
100 50 90 80 95 80 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965460 26214464
0 1 0 0 0
M 0 4 0
771 17 1509949442 16 0
511 17 1509949447 5 0
781 16 1509949505 5 0
305 17 1509949442 -1 0
1013 17 1509949445 -1 0
-1
4 -1
~
send_to_room( #open, room );

open( find_room( 36112 ), down );

~
E
open~
@b@WAs the liche's body disappears from sight, you hear the sound of a

trapdoor opening.@n 

~
!
-1

#130
~
~
red fox~
~
~
peers at you suspiciously.~
red foxes~
~
~
peer at you suspiciously.~
A medium-sized fox is staring at you.  Her fur is a beautiful shade of

reddish-gold.  Her tail is long and bushy.  This creature is smaller than

you, but her quickness and cunning makes her an admirable foe.  

~
Sprout~
attack( mob, victim, 1d5+1, "bite" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 1d3, "nip" );

~
!
0 0 48 0 0 1059 1058 3381
0 0 2533 4000 899959938 0 24
196969 8192 0 0 4
5
3 4 4 16 8
0 0 0 0 0 0 0
600 2 body~
600 2 flank~
600 3 foreleg~
1000 1 head~
0 1000 ~
0
13107845 19662401
19581 27761 0 196988 195673
F 0 2 0
42 17 1509949465 -1 0
-1
-1

#131
~
evil monk robes~
monk~
~
~
in long black robes peers up from his works.~
monks~
~
~
in long black robes peer up from their works.~
You look at this man and think WOW!  He looks to be in top physical

condition.  He also looks like the only thing his head is good for is to

hold his eyes.  Despite his stupidity, he would be a formidable

opponent.  

~
Sadis~
attack( mob, victim, 8d2+12, "punch" );

attack( mob, victim, 4d2+1, "back-fist" );

attack( mob, victim, 3d6+3, "chest-kick" );

  attack( mob, victim, 4d6+3, "tiger paw" );

if( random( 0, 10 ) < 6 ) 

  i = 5d6+14;

else

  i = 4d4;

attack( mob, victim, i, "Ki punch" );

~
E
to_char~
@b@CA deadly blow from the father@n

~
!
0 11 0 0 0 0 0 10
0 0 18 4000 893431777 0 0
230835 2097544 4 16 8
25
19 10 10 17 19
10 10 5 5 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
4786 112 0 6935 800969
M 16 4 0
489 17 1509949490 5 0
600 16 1509949440 7 0
2121 17 1509949540 8 0
-1
-1

#132
~
~
coyote~
~
scruffy~
sniffs the air.~
coyotes~
~
scruffy~
sniff the air.~
This furry little creature has a beautiful brown and white coat.  Due to

the wonderful supply of small forest creatures in the area, the coyote

appears to be well fed.

~
Cromm~
attack( mob, victim, 2d2+3, "bite" );

~
!
0 0 21 0 0 0 0 3381
0 0 220 4000 899959895 0 0
198013 1056768 0 0 4
3
6 5 6 15 11
0 0 0 0 0 0 0
1000 3 shiny pelt~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 32769601
1907 1030 0 9554 27970
M 0 2 0
1478 17 1509949465 -2 0
-1
-1

#133
~
~
blank mob~
~
~
is here.~
blank mobs~
~
~
are here.~
No description.

~
Greyclaw~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372498 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#134
~
wild boar pig~
wild boar~
~
snorting~
charges you from a nearby bush!~
wild boars~
~
snorting~
charge you from a nearby bush!~
A large pig looks at you and grunts angrily.  He has coarse, dark brown

hair covering his body and a short, stubby tail.  Although he doesn't

appear to manuver very fast, he looks as if he would pack a mean wallop. 

His beady little eyes stare at you intently, his right front hoof paws

the dirt--he is ready to charge!

~
Sprout~
attack( mob, victim, 3d2+3, "tusk" );

if( random( 1, 5 ) == 2 ) {

  act_room( #all, victim );

  if( attack( mob, victim, 4d4, "charge" ) )

    interpret( mob, "bash" );

  }

~
E
all~
@G@bThe boar backs up, and then charges!

~
!
0 0 46 0 0 1050 1049 10
0 0 20273 4000 894267357 0 24
196977 8192 0 0 4
4
10 4 4 11 12
0 0 0 0 0 0 0
600 2 flank~
200 3 snout~
200 1 head~
1000 2 body~
0 1000 ~
0
10486404 26214464
541564 116802 0 1189651 10072292
M 0 3 0
1033 17 1509949465 -1 0
1034 17 1509949445 -1 0
-1
-1

#135
~
red monk guard~
monk guard~
~
~
in red robes looks at you suspiciously.~
monk guards~
~
~
in red robes look ar you suspiciously.~
This guy is clothed in a blood-red robes.  He looks older and better

built than the brown robes.  Looking at the serene way he sleeps, you have

an almost uncontrollable urge to kill him, after seeing the corpses.

~
Sadis~
attack( mob, victim, 4d4+5, "punch" );

attack( mob, victim, 4d4+1, "kick" );

attack( mob, victim, 4d5+1, "throat jab" );

attack( mob, victim, 4d5+5, "tiger paw" );

attack( mob, victim, 5d5+5, "locust kick" );

~
E
all~
@b@WThe monk lets out a strange sounding battle cry.

~
!
0 11 0 0 0 0 0 10
0 0 49 4000 893433438 0 0
231351 2105472 4 0 8
20
16 12 12 17 16
25 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
14487 354 0 15483 1459077
M 0 4 0
90 17 1509949445 16 0
781 17 1509949450 5 0
2121 17 1509949465 8 0
-1
-1

#136
~
earth elemental~
strange mound of earth~
~
~
is on the ground.~
strange mounds of earth~
~
~
are on the ground.~
This is one scarry elemental, though you wonder why it is here.  It must

be here to protect the believers in the elements.  There is no real way

to explain what it looks like, you aren't even sure yourself.  

~
Mithrandir~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
to_char~
The Earth Elemental stomps on the earth three times.

A huge pillar of stone comes shooting out of the earth below you!

The pillar smashes into you!

~
E
summon~
@b@Y The elemental calls on the power of the earth for assistance.

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893433494 0 0
229923 2371840 0 0 4
30
20 23 23 16 17
30 50 10 40 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26216350 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#137
~
monk prison master head~
head master~
~
~
of the prison is resting here.~
head masters~
~
~
of the prison are resting here.~
This man looks like he has been here a good many years.  He is physically

strong, and looks like he can dish out a lot of punishment.  You have a

feeling that messing around with him could be hazardous to your health


~
Sadis~
attack( mob, victim, 5d4+2, "punch" );

attack( mob, victim, 5d4+2, "punch" );

attack( mob, victim, 5d4+2, "throat jab" );

attack( mob, victim, 5d5+2, "locust kick" );

if( random( 1, 10 ) < 2 )

  do_spell( blinding light, mob, victim );

do_spell( cause critical, mob, victim );

~
!
0 11 0 0 0 0 0 10
0 0 8 4000 893433591 0 0
229795 8577 4 96 8
30
20 12 12 18 18
10 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
3160 30 0 3561 1135957
M 96 4 0
-1
-1

#138
~
young boy beaten~
boy~
young, beaten~
~
stands here screaming.~
boys~
young, beaten~
~
stand here screaming.~
This young boy appears to be badly beaten.  He cringes away from you as

you approach.  You wonder what has been done to this poor lad.  He cannot

stop screaming.  You feel sorry for him, knowing that he cannot possibly

defend himself.

   

~
Sadis~
attack( mob, victim, 1d1+1, "weak punch" );

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 893433804 0 0
230275 0 0 0 4
1
8 9 8 9 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 13 5
M 0 4 0
-1
-1

#139
~
~
Great Protector~
~
~
of the temple is here.~
Great Protectors~
~
~
of the temple are here.~
This great being is clad totaly in shimmering armor.  You can't tell

exactly what race he is, perhaps none that is known.  He bears a great

shield with the marks of the elements on it.  

~
Mithrandir~
attack( mob, victim, 9d9+10, "smashing punch" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893433712 0 0
231331 2367744 0 992 4
40
18 20 20 18 17
20 20 20 20 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716042 26214464
0 1 0 0 0
M 992 2 0
-1
0 0
~
send_to_char( #to_all, ch );

~
E
to_all~
The Great Protector says 'Welcome to the Temple of Elements!'

The Great Protector motions for you to enter the temple.

~
!
-1

#140
~
old man badly beaten~
old man~
badly beaten~
~
cringes in the corner.~
old men~
badly beaten~
~
huddle together, cringing in a corner.~
This man has definately had quite a beating.  His face is almost covered

in caked blood, and the rest of his body is covered with festering

wounds.  He really has no pride left in himself, as he has had it beaten

out of him.  

~
Sadis~
attack( mob, victim, 1d4+1, "punch" );

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 893433786 0 0
230275 0 0 0 4
3
9 9 9 9 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 2 0 44 5
M 0 4 0
-1
-1

#141
~
minor torturer black monk~
monk~
black robed~
~
stands here doing his job as a torturer~
monks~
black robed~
~
stand here doing their jobs as torturers.~
This man obviously enjoys his job.  He is big, and strong, and looks like

he is about as smart as brick.  He is ....  that's right..  torturing

some pour soul.  

   

~
Sadis~
attack_weapon( mob, victim, 2d3+1, "whipping" );

attack( mob, victim, 3d8+4, "punch" );

attack( mob, victim, 3d8+4, "punch" );

~
!
0 0 0 0 0 0 0 10
0 0 2 4000 893434572 0 0
231299 8192 0 448 8
18
19 13 13 16 18
0 0 0 0 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643785 26214464
55 4 0 704 10243
M 448 4 0
489 17 1509949540 5 0
92 17 1509949540 5 0
-1
-1

#142
~
nearly dead man~
man~
~
~
lies here nearly dead~
men~
~
~
lay here nearly dead.~
This man looks like he is in rough shape.  You can hardly distinguish his

face from the rest of his body.  You notice that there are bones sticking

through his skin all over his body.  You wonder if you should put him out

of his misery.  

  

~
Sadis~
attack( mob, victim, 1d1+1, "weak punch" );

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893434621 0 0
230275 0 0 0 4
1
3 3 3 3 3
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262209 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#143
~
animated skeleton~
skeleton~
~
~
dressed in tattered armor sits in the chair.~
skeletons~
~
~
dressed in tattered armor sit in chairs.~
A skeleton sits here, covered in a thick layer of dust.  Save for a pair

of dull red pinpricks of red light in its eye sockets, you would believe

it to be the remains of some old fool, lost to the dark recesses of the

Medienne sewer.

~
Amon~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d3+0, "bony fist" );

attack_weapon( mob, victim, 2d3+0, "bony fist" );

if( i < 6 )

  attack_weapon( mob, victim, 2d3+0, "bony fist" );

if( i < 3 ) {

  act_tochar( #to_char, ch );

  act_notchar( #to_room, ch );

  attack( mob, victim, 2d3+0, "bite" );

  }

~
E
to_char~
@RThe skeleton bites you on the arm!

~
E
to_room~
@R@bThe skeleton bites $n on the arm!

~
!
0 0 28 0 0 0 0 10
0 0 32 4000 899874996 0 33
688291 8449 12 0 8
8
15 5 3 14 9
20 50 100 100 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836485 13108801
2430 316 0 3682 50200
N 0 4 0
6004 17 1509949465 17 0
3001 17 1509949490 16 0
968 16 1509949490 16 0
901 17 1509949442 -1 0
-1
1 1
~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n begins to head for the eastern doorway.


The skeleton suddenly animates; standing up it moves to block the eastern

door, sword pointed at $s neck.

~
E
char~
You move to go through the eastern doorway.


The skeleton suddenly animates; standing up it moves to block the eastern

door, sword pointed at your neck.

~
!
-1

#144
~
kobold servant~
kobold servant~
~
~
is here dropping huge chunks of meat into the pit.~
kobold servants~
~
~
are here dropping huge chunks of meat into the pit.~
You see a short humanoid about 4' tall with a head that resembles that of

a dog.  Its clothing consists of only a loincloth wrapped tightly around

its waist. Its snout quivers with fear as you approach it.

~
Chaser~
attack( mob, victim, 1d5+1, "punch" );

attack( mob, victim, 1d5+1, "punch" );

if( random( 0, 4 ) < 2 )

  attack( mob, victim, 1d4+1, "bite" );

if( random( 0, 30 ) < 2 )

  send_to_room( #barks, room );

~
E
barks~
@GThe kobold snarls, his canine teeth showing as his lips pull back.@n

~
!
0 3 36 0 0 1678 1677 10
0 0 1325 4000 894005583 0 29
230371 0 0 16 2
3
13 6 6 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
6553987 26214464
14604 3258 0 37973 315854
M 16 2 0
-1
-1

#145
~
kobold guard~
kobold guard~
~
~
curls his snout into a snarl.~
kobold guards~
~
~
curl their snouts into snarls.~
You see a humanoid four-feet tall with the head of a dog.  It bares its

fangs at your approach.  Its body is covered in a scaly-brown skin with

patchy hair.  This kobold is muscular, and appears quite ready to defend

his home.

~
Chaser~
attack_weapon( mob, victim, 1d6+1, "punch" );

if( random( 1, 10) < 4 )

  attack_weapon( mob, victim, 1d6+1, "punch" );

~
!
0 3 36 0 0 1678 1677 10
0 0 2863 4000 894005599 0 29
231351 8192 0 32 2
7
16 9 9 16 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
84442 26074 0 259078 1754010
M 32 3 0
2002 17 1509949465 5 0
2021 17 1509949460 7 0
3013 17 1509949465 16 0
3014 16 1509949465 16 0
1052 16 1509949465 16 0
1060 16 1509949465 16 0
2041 17 1509949465 10 0
0 1 1509949450 -1 0
-1
-1

#146
~
kobold~
kobold~
~
~
leans against the wall.~
kobolds~
~
~
lean against the wall.~
This humanoid has a dog-like face and a small, hairy body.  He stands

about four feet tall, and is covered with a light dappling of brownish

hair.  His body is lean, but not well-toned by any stretch of the

imagination.

~
Chaser~
attack( mob, victim, 1d4+0, "punch" );

attack( mob, victim, 1d6+0, "right hook" );

~
!
0 3 36 0 0 1678 1677 10
0 0 1940 4000 894005613 0 29
231363 8192 0 0 2
5
16 10 10 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107592 26214464
43452 11731 0 126995 892803
M 0 2 0
-1
-1

#147
~
female kobold~
female kobold~
~
~
skulks through the shadows of the cave.~
female kobolds~
~
~
skulk through the shadows of the cave.~
About four feet in height, the female kobold is slightly smaller than her

male counterpart.  Her sharp teeth and long-nailed claws make you think

twice about underestimating her ability to defend herself.

~
Chaser~
attack( mob, victim, 1d6+0, "punch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d5+0, "bite" );

~
!
0 3 36 0 0 1678 1677 10
0 0 2691 4000 894005640 0 29
229859 8192 0 0 2
4
15 7 7 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
32036 11573 0 135312 698106
F 0 2 0
95 17 1509949460 16 0
-1
-1

#148
~
small kobold~
small kobold~
~
~
tries to avoid you.~
small kobolds~
~
~
try to avoid being seen by you.~
This kobold appears a little on the small side.  He still has what looks

to be a nasty bite.  His brown, scaly skin and rough coat of hair make

him look particularly dog-like.

~
Chaser~
attack_weapon( mob, victim, 1d5+1, "punch" );

attack_weapon( mob, victim, 1d5+1, "bite" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d4+3, "kick" );

~
!
0 3 36 0 0 1678 1677 10
0 0 2152 4000 895986260 0 29
230887 8192 0 0 2
4
15 7 7 14 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
113208 15583 0 101575 1511502
M 0 2 0
95 17 1509949470 16 0
3014 16 1509949510 16 0
-1
7 -1
~
interpret( mob, "sleep" );

~
!
-1

#149
~
~
naked kobold~
~
~
is lying here with a euphoric grin on his face.~
naked kobolds~
~
~
are lying here with euphoric grins on their faces.~
This kobold looks like he had a wild night.  For their size, kobolds look

well-hung.  

~
Chaser~
attack( mob, victim, 1d6+1, "punch" );

attack( mob, victim, 1d6+1, "punch" );

attack( mob, victim, 2d4+2, "punch" );

~
!
0 0 36 0 0 1678 1677 10
0 0 0 4000 893434996 0 0
230147 0 0 0 4
5
15 10 10 13 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
17564035 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#150
~
tall kobold~
tall kobold~
~
~
stands here, his bandy-legs bent awkwardly.~
tall kobolds~
~
~
stand here, their bandy legs bent awkwardly.~
This kobold is tall; standing nearly five feet in height.  His face is

scarred, and his arms and legs seem out of proportion to his body.  His

brown hair is matted, much thicker than that of the other kobolds.  His

legs in particular are somewhat bandied and bent.

~
Chaser~
attack( mob, victim, 1d6+1, "punch" );

attack( mob, victim, 2d4+2, "kick" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d3, "bite" );

~
!
0 3 36 0 0 1678 1677 10
0 0 2192 4000 894039150 0 29
229795 532480 0 16 2
5
16 7 7 15 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729284 26214464
72333 9709 0 137504 2142123
M 16 3 0
95 17 1509949490 16 0
-1
7 -1
~
interpret( mob, "sleep" );

~
!
-1

#151
~
kobold weaponmaster~
kobold weaponmaster~
~
~
teaches the nastier points of combat.~
weaponmasters~
old kobold~
~
teach the nastier points of combat.~
This wise looking kobold looks very skilled in arts of combat.  His

movements are smooth and fluid from years of practice and perfection.  It

would be wise not to underestimate him.  

~
Chaser~
attack_weapon( mob, victim, 2d4+2, "claw" );

attack_weapon( mob, victim, 2d4+2, "claw" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 2d4+2, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d10+0, "snapping bite" );

~
!
0 3 36 0 0 1678 1677 10
0 0 851 4000 894005273 0 29
230803 8192 0 48 2
10
17 13 15 16 15
0 0 0 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
66230 6674 0 100938 2549898
M 48 3 0
3033 17 1509949520 16 0
3003 16 1509949460 16 0
2000 17 1509949470 5 0
2020 17 1509949470 7 0
2103 17 1509949450 9 0
2040 17 1509949470 10 0
1039 17 1509949490 -1 0
983 17 1509949450 -1 0
998 17 1509949445 -1 0
902 17 1509949445 -1 0
1029 17 1509949441 -1 0
1054 17 1509949443 -1 0
-1
-1

#152
~
kobold trainee~
kobold trainee~
~
~
is practicing his skills here~
kobold trainees~
~
~
are practicing their skills here.~
You see a kobold practicing hard to improve himself.  With the hopes of

being the chieftain's personal bodyguard one day.  

~
Chaser~
attack_weapon( mob, victim, 1d6, "punch" );

attack_weapon( mob, victim, 1d6, "punch" );

if( random( 0, 10 ) == 0 )

  attack( mob, victim, 3d3, "shoulder-bash" );

~
!
0 3 36 0 0 1678 1677 10
0 0 1685 4000 894005975 0 29
230803 8192 0 0 2
6
15 11 10 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 13108801
105545 24543 0 135508 1210369
M 0 2 0
2060 17 1509949540 11 0
2001 17 1509949540 5 0
95 17 1509949540 16 0
-1
-1

#153
~
~
kobold guard~
~
~
prepares to defend his home.~
kobold guards~
~
~
prepare to defend their home.~
This well-built kobold looks prepared to fight to defend his home.  By

the looks of him, he knows how to defend himself pretty well.  He stands

about four feet tall, and is somewhat muscular.

~
Chaser~
attack_weapon( mob, victim, 1d6+1, "punch" );

attack_weapon( mob, victim, 1d6+1, "punch" );

if( random( 0, 3 ) == 0 )

  attack_weapon( mob, victim, 3d3+2, "shoulder-bash" );

~
!
0 3 36 0 0 1678 1677 10
0 0 8072 4000 893993397 0 29
231413 8192 0 16 2
6
16 9 9 16 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
404533 68023 0 626014 8103160
M 16 3 0
3014 17 1509949465 16 0
3000 16 1509949465 16 0
1052 16 1509949465 16 0
1060 16 1509949465 16 0
2041 17 1509949465 10 0
2001 17 1509949465 5 0
2021 17 1509949465 7 0
-1
-1

#154
~
large scarred bodyguard~
kobold bodyguard~
~
~
watches the tunnel for intruders.~
kobold bodyguards~
~
~
watch the area.~
The kobold standing before you is the fiercest fighter of all the kobolds

in the clan.  The bodyguard grins evilly as he eyes you with an evil

gleam in his eyes.  

~
Chaser~
attack_weapon( mob, victim, 1d8+2, "punch" );

attack_weapon( mob, victim, 1d8+2, "punch" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 3d3+2, "snap-kick" );

~
!
0 3 36 0 0 1678 1677 10
0 0 1975 4000 893993000 0 29
231351 8192 0 48 8
9
17 11 11 17 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
131650 16254 0 221609 4223014
M 48 3 0
256 17 1509949540 -1 0
2020 17 1509949500 7 0
2062 17 1509949490 17 0
2182 17 1509949460 14 0
2040 17 1509949485 10 0
1039 17 1509949450 -1 0
998 17 1509949445 -1 0
2003 17 1677721635 5 0
607 16 1677721605 5 0
2000 16 1509949495 5 0
901 17 1509949445 -1 0
1106 17 1509949445 -1 0
1056 17 1509949450 16 0
3015 16 1509949480 16 0
1248 16 1509949460 16 0
3002 16 1509949470 16 0
-1
-1

#155
~
~
disfigured man~
badly~
~
stands here.~
disfigured men~
badly~
~
stand here.~
This man is in pretty rough shape.  He has a huge gash across his face,

which will obviously lead to major permanent disfiguration.  

  

~
Sadis~
attack( mob, victim, 1d4+1, "punch" );

~
!
0 0 0 0 0 0 0 10
0 0 2 4000 893437468 0 0
231299 0 0 0 4
5
9 9 9 9 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
6553665 26214464
0 1 0 52 10
M 0 4 0
-1
-1

#156
~
~
injured priest~
~
~
is here.~
injured priests~
~
~
are here.~
This man has the holy symbol of Taranth emblazened upon his tunic, at

least what there is left of the tunic.  Looking at him you wonder just

what inner fire burns hot enough to keep this holy man from expiring. 

~
Ashkai~
attack( mob, victim, 1d5+1, "feeble kick" );

attack_weapon( mob, victim, 1d4, "punch" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893437509 0 0
230147 2 0 0 3
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
send_to_char( #sick, ch );

wait( 2 );

send_to_char( #kill, ch );

~
E
kill~
The old priest looks vaguely in your general direction and says "Could

you please help me find something to bind my wounds?  ".  

~
E
sick~
As you climb into the ditch you notice the source of the moaning...

~
!
11 -1
~
send_to_room( #death, room );

continue;

~
E
death~
The injure priest yells, 'Taranth! I beg your aid.'

~
!
6 230
~
wait( 1 );

junk_obj( obj );

send_to_char( #thanks, ch );

act_notchar( #nthanks, ch );

if( doing_quest( ch, 18 ) ) {

  wait( 2 );

  send_to_char( #holy, ch );

  act_notchar( #nholy, ch );

  obj_to_char( oload( 492 ), ch );

  wait( 2 );

  send_to_room( #death, room );

inflict( ch, mob, 1000, "deep wounds" );

  }

~
E
death~
With that the old man wheezes out a last prayer to Taranth, and then all

is in silence.  

~
E
nholy~
The old man pushes something into $n hands and says something to them in

a voice too low to hear.  

~
E
holy~
The old man pushes something into your hands and says, "I'm dying, not

even the tourniquet that you have provide can stop the bleeding, would

you be a kind soul and bring this holy symbol back to the temple for me?"


~
E
nthanks~
The injured man looks at $n and says "Taranth's blessings on you child,

and may she always watch over you for the kindness you have done for me

today.".  With a practiced hand he begins to attempt to use the tourniquet

to quench the flow of blood from his many wounds.  

~
E
thanks~
The injured man looks at you and says "Taranth's blessings on you child,

and may she always watch over you for the kindness you have done for me

today.".  With a practiced hand he begins to attempt to use the tourniquet

to quench the flow of blood from his many wounds.  

~
!
-1

#157
~
kobold chieftain~
kobold chieftain~
~
~
looks at you with contempt in his eyes.~
kobold chieftains~
~
~
look you with contempt in their eyes.~
This foul kobold stands nearly six feet tall; a giant for his race.  His

shoulders are as wide as a dwarfs, and thickly muscled.  His face is

twisted in hate, and his eyes almost glow a baleful red as he returns

your gaze.  His dog-like face is scarred, and one of his small horns is

broken.

~
Chaser~
i = random( 1, 10 );

j = random( 1, 10 );

attack_weapon( mob, victim, 4d4+10, "right fist" );

attack_weapon( mob, victim, 4d4+10, "left fist" );

if( i < 5 )

  attack_weapon( mob, victim, 4d4+10, "right fist" );

if( j < 4 )

  attack_weapon( mob, victim, 4d4+10, "left fist" );

if( j < 6 )

  attack_weapon( mob, victim, 2d9+7, "kick" );

if( random( 1, 15 ) < 2 ) {

  open( room, south );

  act_room( #help, mob );

  summon( mob, victim );

  }

~
E
help~
@b@RThe kobold chieftain kicks open the door and calls for his guards!

~
!
0 3 36 0 0 1681 1680 10
0 0 154 4000 900267476 0 29
231349 8192 0 224 8
15
17 11 13 16 17
5 0 0 0 25 5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
55050887 26217601
17795 1386 0 21900 899591
M 224 4 0
607 17 1509949450 5 0
2002 16 1509949490 5 0
611 17 1509949450 10 0
2042 16 1509949485 10 0
615 17 1509949450 7 0
2022 16 1509949485 7 0
1096 17 1509949445 3 0
1065 17 1509949443 -1 0
744 17 1509949465 16 0
3004 16 1509949490 16 0
1285 16 1509949443 16 0
1248 16 1509949463 16 0
1054 17 1509949445 -1 0
3 1 1509949446 -1 0
0 1 1509949460 -1 0
0 1 1509949460 -1 0
-1
4 -1
~
if( !is_silenced( mob ) ) {

  act_room( #all, mob );

  summon( mob, victim );

  }

~
E
all~
@b@RThe chieftain's deathcry echoes off the cavern walls, fading

away into the darkness...@n

~
!
-1

#158
~
~
kobold nursemaid~
~
~
is here looking frantic.~
kobold nursemaids~
~
~
are here looking frantic.~
The kobold nursemaid is a husky female kobold that is obviously well-fed. 

She is large, and was probably chosen for her ability to produce food for

the continuous kobold litters.  Her face is tired, but she has enough

energy to snarl as you enter.

~
Chaser~
attack( mob, victim, 1d4+1, "claw" );

attack( mob, victim, 1d4+1, "claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d3+2, "bite" );

~
!
0 3 36 0 0 1678 1677 10
0 0 549 4000 894080977 0 29
230803 8320 0 32 2
3
13 8 8 14 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
8263 2062 0 19523 154943
F 32 2 0
-1
-1

#159
~
kobold baby~
kobold baby~
~
~
is here crying its heart out.~
kobold babies~
~
~
are here crying their hearts out.~
This small dog-like creature appears more animal than humanoid.  It's

light-brown skin is covered in downy fur, but its eyes are already taking

on a predatory look.

~
Chaser~
attack( mob, victim, 1d2+1, "defensive clawing" );

attack( mob, victim, 1d2+1, "defensive clawing" );

~
!
0 3 36 0 0 0 0 10
0 0 423 4000 894038742 0 29
230275 0 0 0 2
1
4 4 5 14 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1573249 2621504
49 219 0 3907 2916
R 0 2 0
-1
-1

#160
~
sub_guard guard~
monk~
~
~
in brown robes serves as a guard to his monestary.~
monks~
~
~
in brown robes serve as a guards to their monestary.~
You see a guard before you.  He looks to be sort of awake, but you are

not completely sure.  He looks like he has been wandering around this

place for weeks, trying to protect the lair.  

   

~
Sadis~
i = random( 1, 10 );

attack( mob, victim, 3d4+5, "punch" );

if( i < 9 )

  attack( mob, victim, 3d4+5, "punch" );

if( i < 7 )

  attack( mob, victim, 3d4+5, "punch" );

  attack( mob, victim, 3d4+5, "punch" );

attack( mob, victim, 3d4+5, "tiger paw" );

attack( mob, victim, 3d4+5, "side kick" );

if( random( 1, 20 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
all~
The monk sub-guard screams out a strange battle cry.

~
E
help~
@bThe monk calls out for help!@n

~
!
0 11 0 0 0 0 0 10
0 0 213 4000 893437691 0 0
231345 4202496 4 0 8
15
16 12 12 16 16
15 5 5 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
42174 1100 0 46796 5079937
M 0 4 0
488 17 1509949470 5 0
91 17 1509949540 16 0
-1
-1

#161
~
~
sheep~
~
shaggy~
is here, looking for something to eat.~
sheep~
~
shaggy~
are here, looking for something to eat.~
A large, shaggy sheep in great need of a shearing.  Clearly the property

of one of the locals, the animal is nonetheless covered in mud and grime

from a rough existence in the hills above Pennan.

~
Kiian~
attack( mob, victim, 2d3, "bite" );

if( !is_silenced( mob ) && random( 1, 10 ) < 4 ) {

  if( !is_follower( mob ) )

    summon( mob, victim );

  send_to_room( #bleat, room );

  }

~
E
bleat~
@bA sheep bleats in terror!@n

~
E
silence~
The sheep tries to bleat but cannot make a sound!

~
!
0 16 19 0 0 0 0 10
0 0 15650 4000 893969191 0 29
197481 0 0 0 4
3
11 3 3 11 14
0 0 0 0 0 0 0
600 4 shaggy belly~
400 3 head~
1000 4 leg~
0 1000 ~
0 1000 ~
0
11797441 26214400
119390 86659 0 808147 1729597
M 0 5 0
691 17 1509949450 -1 0
1014 17 1509949475 -1 0
2085 17 1509949450 -1 0
-1
0 -1
~
if( is_player( ch ) ) 

  if( find_stat( ch, level ) < 91 ) { 

  if( random( 1, 20 ) < 2 )  

    send_to_room( #sheep, room );

  }

~
E
sheep~
A sheep looks up for a moment, and then resumes its search for sustenance.

~
!
8 -1
~
wait( 1 );

tell( mob, ch, "Baaaaaaaaa" );

~
!
-1

#162
~
beholder eye tyrant~
beholder~
mighty~
~
hovers here, turning your way, hateful and aggressive.~
beholders~
mighty~
~
hover here, turning your way, hateful and aggressive.~
You spy the dreaded Eye Tyrant floating off in the distance.


It is 4' in diameter with a glaring yellow central eye and ten smaller

eyes in a crown atop it.  As it floats menacingly from place to place it

growls softly to itself and opens and closes it mouth, displaying large,

sharp fangs.  

~
Amon~
attack( mob, victim, 3d6, "toothy bite" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #calm, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    act_notchar( #r_ray, victim, obj, mob );

    do_spell( calm, mob, victim );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #hallu, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    act_notchar( #r_ray, victim, obj, mob );

    do_spell( hallucinate, mob, victim );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #sleep, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    act_notchar( #r_ray, victim, obj, mob );

    do_spell( sleep, mob, victim );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #stone, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    i = 3d24;

    dam_message( victim, i, "flesh to stone ray" );

    act_notchar( #r_ray, victim, obj, mob );

inflict( ch, mob, i, "Beholder's stone ray" );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #cs, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    i = 4d8;

    dam_message( victim, i, "ray of wounding" );

    act_notchar( #r_ray, victim, obj, mob );

inflict( victim, mob, i, "Beholder's wounding ray" );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #slow, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    act_notchar( #r_ray, victim, obj, mob );

    do_spell( slow, mob, victim );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

if( random( 1, 4 ) == 1 ) {

  act_tochar( #death, victim, obj, mob );

  if( find_stat( victim, dex ) < random( 1, 30 ) ) {

    act_notchar( #r_ray, victim, obj, mob );

    do_spell( slay, mob, victim );

    }

  else

    act_tochar( #dodge, victim, obj, mob );

  }

~
E
stone~
@WA ray of grey light lances out at you from one of the smaller eyes!

~
E
sleep~
@BA ray of royal blue lances out at you from an eye-stalk.

~
E
r_ray~
@b@WA ray of coherent light burns it's way across $n.

~
E
hallu~
@b@GA ray of green light shoots out at you from a smaller eye-stalk.

~
E
cs~
@b@YA ray of yellow light tries to come in contract with you.

~
E
slow~
@b@MA ray of glittering purple light reaches out to caress you.

~
E
death~
@b@CA ray of deadly cyan lances out and hits not only YOU, but your soul!

~
E
calm~
@YA ray of golden light tries to flicker across your body and head.

~
E
dodge~
@bYou dodge from the ray.

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893437886 0 0
100679 1073750913 0 0 8
75
13 22 15 15 16
75 25 25 35 65 0 0
300 1000 Telekinesis Ray,~
700 34 Plated Body~
900 24 Central Eye~
1000 15 Eye Stalks~
0 1000 ~
0
393216065 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#163
~
street~
jester~
~
~
with brightly colored pants is here prancing about.~
jesters~
~
~
with brightly colored pants are here prancing about.~
The young man's face is painted colorfully, and his silk vest hangs open

in the front.  He wears soft pointed shoes adorned with dangling balls,

and his strange hat jangles as he moves as well.  He juggles, tells

jokes, and generally makes merry.  He is a happy-go-lucky fellow, and

looks as if he'd do almost anything you'd ask him to, not to mention

accept a coin or two gladly.

~
Phule~
if( random( 1, 5 ) < 2 ) {

  attack( mob, victim, 3d4+3, "eye poke" );

  if( random( 1, 8 ) < 3 ) {

    do_spell( blind, mob, ch );

    act_tochar( #blind, ch );

    act_notchar( #rblind, ch );

    }

  }

attack( mob, victim, 4d3+2, "back spin kick" );

attack_weapon( mob, victim, 2d3, "flying head butt" );

attack_weapon( mob, victim, 2d3, "swift uppercut" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack_weapon( mob, victim, 4d3, "head bonk" );

attack( mob, victim, 40d2+300, "viscious head bonk" );

attack( mob, victim, 40d2+300, "viscious head bonk" );

attack( mob, victim, 40d2+300, "viscious head bonk" );

~
E
blind~
The jester's eye poke @b@Rblinds @nyou!!

~
E
rblind~
The jester's eye poke @b@Rblinds @n$n!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 898200777 0 32
250273 0 0 0 4
50
14 15 13 17 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
710 17 1509949540 16 0
678 17 1509949540 8 0
574 17 1509949540 7 0
342 17 1509949540 5 0
530 17 1509949445 6 0
-1
2 0
juggle ball~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

send_to_room( #juggle, room );

~
E
juggle~
The jester gleefully sends several balls spinning into the air, catching

them with ease and tossing them directly back into the air again.  After

several rounds he stops, smiling, as if waiting for something.

~
E
rask~
$n asks the jester to show off his juggling ability.

~
E
ask~
You ask the jester to show off his juggling ability.

~
!
2 -1
tale joke laugh~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

send_to_room( #intro, room  );

i = random( 1, 2 );

if( i == 1 ) {

  send_to_room( #joke1a, room );

  send_to_room( #joke1b, room );

  }

if( i == 2 ) {

  send_to_room( #joke2a, room );

  send_to_room( #joke2b, room );

  }

~
E
joke2b~
"He was dead."

~
E
joke2a~
"Okay," the jester says.  "Why did the monkey fall out of the tree?"

~
E
joke1b~
"Elephino, but it sure would be big."

~
E
joke1a~
"Here goes," the jester says.  "What do you get when you cross an

elephant with a rhinocerous?" 

~
E
intro~
The jester chuckles to himself, as if in remembrance, then quips, "So you

want me to tell you a good joke?  Let's see what I can dig up..." 

~
E
rask~
$n asks the jester to tell a joke.

~
E
ask~
You ask the jester to tell you a joke.

~
!
2 -1
insult~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

rch = rand_char( room );

if( rch != mob ) {

  act_tochar( #look, rch );

  act_notchar( #rlook, rch );

  }

else {

  act_tochar( #look, ch );

  act_notchar( #rlook, ch );

  }

send_to_room( #i1, room );

~
E
i1~
The jester says, "Is that your nose or a mountain?"

~
E
rlook~
In response the jester looks at $n and grins.

~
E
look~
In response the jester looks at you and grins.

~
E
rask~
$n asks the jester to insult someone in the room.

~
E
ask~
You ask the jester to insult someone in the room.

~
!
6 12
~
send_to_room( "The jester chuckles, and in a flash makes the coin disappear.", room );

~
!
6 14
~
send_to_room( "The jester smiles, and makes the coin dance across his knuckles.", room );

~
!
6 2
~
send_to_room( "The jester cheers, and flips the coin high into the air, does a backflip, and catches it on the way down.", room );

~
!
6 16
~
send_to_room( "The jester cries with joy, and does several spectacular tricks.", room );

act_tochar( "The jester, unnoticed, slips you a note.", ch );

obj_to_char( oload( 3113 ), ch );

~
!
-1

#164
~
~
shaman~
~
~
of the city is here healing people.~
shamen~
~
~
of the city are here healing people.~
This shaman looks as if he is as old as the city itself.  His long black

hair falls almost to the floor, and there are small beads and crystals

woven into it.  About his body he wears a great leather coat with many

beads woven into the surface, giving it a shimmering look.  

~
Mithrandir~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@b@Y The shaman calls upon the higher beings for help.

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893437996 0 0
230307 2367744 0 992 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131104002 26214464
0 1 0 0 0
M 992 2 0
-1
-1

#165
~
demon marilith~
marilith~
~
~
is here, slithering along.~
mariliths~
~
~
are here, slithering along.~
This humanoid has six arms and a snake-like body.  From the waist up, it

looks like a naked female, except for the six arms.  Fromthe wiast down

is entirely snake.  She has long flowing red hair and emerald green

eyes.  In each of her six hands, she carries a weapon.  Seeing you, she

turns to attack.  

~
Earthstone~
attack( mob, victim, 3d5+5, "slash" );

attack( mob, victim, 3d5+5, "slash" );

attack( mob, victim, 5d3+3, "chop" );

attack( mob, victim, 5d3+3, "chop" );

attack( mob, victim, 4d6+6, "bash" );

attack( mob, victim, 3d3+4, "slice" );

if( random( 1, 10 ) < 2 ) 

  attack( mob, victim, 6d5+4, "squeeze" );

if( random( 1, 10 ) < 2 ) {

  send_to_room( #curse, room );

  do_spell( curse, victim );

  }

if( random( 1, 10 ) < 2 ) {

  send_to_room( #cause, room );

  do_spell( cause serious, victim );

  }

if( random( 1, 10 ) < 6 ) {

  if( random( 1, 10 ) < 4 ) {

    if( num_in_room( room ) < 5 ) {

      send_to_room( #summon, room );

      mload( 3500, room );

      mload( 3500, room );

      }

    }

  }

else {

  if( random( 1, 10 ) < 3 ) {

if( num_in_room( room ) < 3 ) {

      send_to_room( #summon, room );

      mload( 174, room );

      }

    }

  }

~
E
summon~
FOOOOSSSH!!


The marilith opens a gate and summons more demons!

~
E
curse~
The marilith curses her victim!

~
E
cause~
The marilith points at her victim, and their flesh tears open!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893438077 0 0
231217 4194690 16 0 8
40
18 21 21 20 16
80 100 50 100 80 0 0
600 15 scaly tail~
600 10 arm~
600 12 torso~
1000 10 head~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
F 0 5 0
-1
-1

#166
Pekner~
~
shopkeeper~
~
~
is here sewing a leather shirt.~
shopkeepers~
~
~
are sstaring aghast at each others very existence.~
Pekner looks as if he really regrets his name.  His hands are perhaps the

most interesting thing about him.  They are very nimble and leathery,

they look much like the face of a weathered seaman.  

~
Mithrandir~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
Pekner screams out for help!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893438126 0 0
230307 2367744 0 992 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 992 2 0
-1
-1

#167
Grimler~
~
weaponsmith~
~
~
is here forging a sword.~
weaponsmiths~
~
~
can not comprehend how there are more than one of him.~
Grimler is a stout dwarf, who looks rather out of place here in the

city.  He is wearing a short mail coat, and at his belt hangs a HUGE

axe.  He looks as if he is a mean ruthless killer, but he makes great

weapons.  

~
Mithrandir~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@b@Y The weaponsmith calls out for help.

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 893438196 0 0
230307 270592 0 992 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 992 2 0
-1
-1

#168
Molgrodor~
~
magician~
~
~
is here mixing a potion.~
magicians~
~
~
have been magically replicated.~
Molgrodor definatly looks as old if not older that the city.  He has a

great white beard that flows almost to his stomache.  He wear a great

white cape about his whole body, that changes color in different light.  

~
Mithrandir~
i = random( 1, 10 );

j = random( 1, 10 );

attack_weapon( mob, victim, 2d4+0, "right fist" );

attack_weapon( mob, victim, 2d4+0, "left fist" );

if( i < 5 )

  attack_weapon( mob, victim, 2d4+0, "right fist" );

if( j < 4 )

  attack_weapon( mob, victim, 2d4+0, "left fist" );

if( j < 6 )

  attack_weapon( mob, victim, 1d4+2, "kick" );

if( random( 1, 15 ) < 2 ) {

  open( room, south );

  act_room( #help, mob );

  summon( mob, victim );

  }

~
E
summon~
@b@YMolgrodor calls out for help to whomever will listen.

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893438243 0 0
230307 2367744 0 992 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 992 2 0
-1
-1

#169
Slider~
~
bartender,~
~
~
is watching you as he mixes a drink.~
bartenders,~
~
~
watch each other warily.~
Slider is a big jolly looking man.  Though he does not look like s

fighting man, he could probable kill you before you lift your mug. 

Slider is wearing a tight mail vest, and at his waist you see a small but

wicked sword.  

~
Mithrandir~
attack_weapon( mob, victim, 5d6+10, "meaty fists" );

attack_weapon( mob, victim, 5d6+10, "meaty fists" );

if( random( 0,5 ) == 0 ) {

act_tochar( #to_char, victim );

attack_weapon( mob, victim, 10d5+20, "stout oak chair" );

}

~
E
to_char~
Slider grabs a chair and breaks it on your head!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893438304 0 0
230179 0 0 992 4
50
15 9 18 15 17
25 25 25 25 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 992 2 0
-1
2 -1
guilds~
send_to_char( #char, ch );

act_notchar( #room, ch );

if( class( ch ) == thief )

  act_tochar( #thief_char, ch );

if( class( ch ) == warrior )

  act_tochar( #warrior_char, ch );

if( class( ch ) == ranger )

  act_tochar( #ranger_char, ch );

if( class( ch ) == paladin )

  act_tochar( #paladin_char, ch );

if( class( ch ) == cleric )

  act_tochar( #cleric_char, ch );

if( class( ch ) == mage )

  act_tochar( #mage_char, ch );

if( class( ch ) == monk )

  act_tochar( #monk_char, ch );

~
E
ranger_char~
Slider says 'Rangers don't like the cities, try looking outside.'

~
E
thief_char~
Slider says 'I heard that there is a beggar in the alley that can help

you find your guildmaster.' He adds 'Course it's only a rumor...' 

~
E
room~
$n goes over and talkks with Slider.

~
E
char~
You wander over to the bartender and ask about the local guilds.


~
E
warrior_char~
No description~
E
paladin_char~
No description~
E
cleric_char~
No description

~
E
mage_char~
No description~
E
monk_char~
No description~
!
-1

#170
~
~
shopkeeper~
~
~
of the general store is here dusting the shelves.~
shopkeepers~
~
~
are here dusting the shelves.~
The shopkeeper is as general as his store.  The only noticeable feature

is the long sword at his waist 

~
Mithrandir~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@b@Y The shopkeeper shouts out for help to anyone who will listen.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893438428 0 0
230307 8448 0 496 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 496 4 0
229 17 1509949540 -1 0
20 17 1509949540 -1 0
27 17 1509949540 -1 0
6 17 1509949540 -1 0
25 17 1509949540 -1 0
231 17 1509949540 -1 0
-1
-1

#171
~
~
elemental guard~
~
~
is here watching all.~
elemental guards~
~
~
are here watching all.~
This guard does not look as if he is any race, it could be just that he

is covered in armor so you can't tell.  His shield bears the four symbols

of the elements on in.  From head to foot he is totaly covered in shining

armor.  

~
Mithrandir~
attack_weapon( mob, victim, 6d5+5, "punch" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 4d5+5, "kick" );

if( random( 1, 4 ) == 1 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

inflict( victim, mob, 10d4+5, "flame strike" );

  }

if( random( 1, 5 ) < 3 )

  summon( mob, victim );

~
E
char~
The elemental guard calls upon the forces of fire and smites your soul!

~
E
room~
The elemental guard calls upon the forces of fire and smites $n's soul!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893438514 0 0
235169 2105600 0 496 4
30
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26216340 26214464
0 1 0 0 0
M 496 2 0
-1
2 -1
help~
send_to_char( #help, ch );

act_notchar( #room, ch );

~
E
help~
The guard responds, 'What do you need help with?'

~
E
room~
$n stops to ask the guard for help with directions.

~
!
-1

#172
~
~
peddler~
~
~
sits on the curb selling his goods.~
~
~
~
~
This peddler looks like one of the stronger one, maybe he used to be a

guard.  Otherwise he is just a normal guy, selling things he has found in

the streets.  

~
Mithrandir~
attack_weapon( mob, victim, 4d4+5, "right hand" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893438535 0 0
230277 0 0 192 4
10
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107850 26214464
0 1 0 0 0
M 192 2 0
-1
-1

#173
~
~
minotaur~
~
~
head lowered, paws the dirt and prepares to attack you.~
minotaurs~
~
~
heads lowered, prepare to attack you.~
The minotaur towers over you.  He has the head of a bull and the body of

a well-muscled humanoid.  His horns, though dirty and cracked, look like

formidable weapons.

~
Poe~
if( attack_weapon( mob, victim, 2d9+3, "powerful punch" ) )

  remove_rflag( reset0, room );

if( attack_weapon( mob, victim, 2d9+3, "powerful punch" ) ) {

  if( !rflag( reset0, room ) ) {

    act_tochar( #char, victim );

    act_notchar( #room, victim );

    i = 3d10+5;

    dam_message( victim, i, #throw );

    inflict( ch, mob, i, #throw );

    set_rflag( reset0, room );

    }

  }

if( random( 0, 1 ) == 1 ) {

  send_to_char( #c_charge, victim );

  act_notchar( #r_charge, victim );

  attack( mob, victim, 3d10, "charge" );

  }

else {

  if( random( 0, 1 ) == 1 )

    attack( mob, victim, 5d5+5, "gore" );

  }

set_rflag( reset0, room );

end;

~
E
r_charge~
The minotaur lowers its head and snorts, charging right at $n!

~
E
c_charge~
The minotaur lowers its head and snorts, charging right at you!

~
E
char~
The minotaur picks you up by neck and groin and throws you into a wall!

~
E
room~
The minotaur picks up $n and throws $m into a wall!

~
E
throw~
The impact with the wall

~
!
0 0 13 0 0 0 0 10
0 0 1 4000 893438598 0 0
229813 8192 0 96 8
17
20 10 14 14 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
44565137 26214464
0 1 0 290 5
M 96 5 0
-1
-1

#174
~
demon nabassu gargoyle~
leather statue~
~
~
of a gargoyle is here.~
leather statues~
~
~
of leather gargoyles are here.~
This creature is gaunt with leathery skin and wings.  It has tightly

corded muscles which control its long claws on its hands and feet.  This

demon looks on you with its sttely grey eyes, and grins its wide mouth,

exposing its long sharp fangs.  

~
Earthstone~
attack( mob, victim, 4d4+4, "left claw" );

attack( mob, victim, 4d4+4, "right claw" );

attack( mob, victim, 6d4+4, "bite" );

if( random( 1, 10 ) < 2 ) {

  send_to_char( #drain, ch );

  drain_stat( victim, str, 3 );

  drain_stat( victim, con, 3 );

  drain_exp( victim, 500 );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #heal, room );

  i = 5d10+5;

  heal( mob, i );

  inflict( ch, mob, i, "a nabassu" );

  dam_message( victim, i, "vampiric touch" );

  }

if( random( 1, 10 ) < 2 ) {

attack_room( mob, 50d1+0, "death gaze" );

  };

if( random( 1, 10 ) < 4 ) {

if( num_in_room( room ) < 10 ) {

  send_to_room( #summon, room );

  mload( 3500, room );

  }

}

~
E
drain~
The Nabassu drains your energy!

~
E
heal~
The Nabassu drains the life from its victim, healing itself!

~
E
summon~
VVVRRRRREEEEEEEEKKKKKKK!!!!

The Nabassu has brought forth a Vrock!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893438664 0 0
231201 0 0 0 8
35
25 13 14 20 20
50 90 50 100 50 0 0
400 20 body~
600 20 leathery arm~
800 20 leathery leg~
1000 20 leathery head~
0 1000 ~
0
91751075 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#175
~
~
pet shopkeeper~
~
~
is here tending to the animals.~
~
~
~
~
The petshop keeper looks as if he has been dealing with animals all his

life, he has large scratch marks and bite marks all over him.  And he is

covered from head to foot with pet fur.  

~
Mithrandir~
attack_weapon( mob, victim, 6d8+10, "kick" );

attack_weapon( mob, victim, 4d5+5, "punch" );

attack_weapon( mob, victim, 4d5+5, "punch" );

if( random( 1,5 ) == 1 )

attack_weapon( mob, victim, 7d10+0, "uppercut" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893438691 0 0
230147 0 0 0 4
30
16 16 16 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26216370 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#176
spirit of Dranthor~
~
~
~
~
is here.~
~
~
~
can not exist simultaneously... so how do they do it?~
Although you only catch a glimpse of this man, you can see the power in

his demeanor and the wisdom with which he views life.  Shrouded in green,

billowing robes, he winks at you and smiles warmly.

~
DarkStorm~
attack( mob, victim, 7d7+7, "spectral blast" );

attack( mob, victim, 2d5+0, "feeble kick" );

do_spell( harm, mob, victim );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893438745 0 0
229795 1107296258 0 0 4
30
12 16 19 12 12
40 0 80 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#177
~
~
juggler~
~
talented and versatile~
shows off his skills.~
jugglers~
~
talented and versatile~
are tossing things back and forth in a dizzying display.~
This juggler is fantastic.  No simple jester, this man is a professional,

and extremely talented.  He juggles balls, he juggles torches.  He

juggles sitting down, he juggles upside-down.  You name it, he juggles

it; you name how, he juggles that way.  You think he would enjoy a laugh,

or a simply coin to help pad his purse.  And, if you ask him, he would be

more than happy to do a bit of special juggling.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #summon, room );

    summon( mob, victim );

    }

  else

    act_room( #ack, mob );

  }

act_room( #ack, mob );

attack( mob, victim, 30d3, "acrobatic somersault kick" );

attack( mob, victim, 10d3, "triple-punch" );

~
E
summon~
You hear a cry for help!

~
E
ack~
The juggler tries to yell for help, but is silenced!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004680 0 33
229795 0 0 0 4
25
15 12 12 19 14
0 20 -10 5 20 0 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
0 1 0 0 0
M 0 4 0
722 17 1509949540 17 0
-1
2 -1
juggle ball~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

send_to_room( #juggle, room );

if( random( 1, 6 ) == 1 ) {

  send_to_room( #accid, room );

  if( random( 1, 5 ) < 3 )

    send_to_room( #miss, room );

  else {

    if( rand_char( room ) != mob ) {

      i = 2d4;

      dam_message( ch, i, "the flying ball" );

      inflict( ch, mob, i, "the juggler's carelessly thrown ball" );

      }

    }

  }

~
E
miss~
Luckily, though, the ball does not hit anyone.  The juggler quickly grabs

his precious possesion.

~
E
accid~
Oh no!!  The juggler has lost control of one the more heavy balls, and it

is sent flying into the air!

~
E
juggle~
The juggler lays down on his back and begins to juggle with both hands,

then both bare feet, then all four.  His dexterity is boundless.

~
E
rask~
$n asks the juggler to do some extra-special juggling.

~
E
ask~
You ask the juggler to do a bit of extra-special juggling for you.

~
!
-1

#178
Berdeth~
warrior guldmaster ownder swordsman berdeth~
swordsman~
~
~
sits in a comfortable chair here.~
swordsmen~
~
~
~
Standing before you is the most muscular man you have ever seen. 

Strangely he also seems exceptionally agile.  He looks like he

could teach you a few things about fighting.  He smiles at you and asks

you 'What do you want?'


~
Sadis~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

if( i == 2 )

  interpret( mob, "disarm" );

attack( mob, victim, 3d4+2, "slap" );

attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

if( i < 3 )

  attack( mob, victim, 8d5+10, "kick" );

if( random( 1, 10 ) < 5 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe Swordsman calls for the guard!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 895004145 0 0
230819 6685057 12 96 3
50
19 13 16 20 19
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 96 5 0
984 17 1509949540 16 0
615 17 1509949490 7 0
607 17 1509949490 5 0
611 17 1509949490 10 0
-1
0 -1
~
wait( 1 );

act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #hello );

mpcode( mob, 2 );

~
E
hello~
Welcome to the Swordman's, may I help you?

~
E
ch~
As you enter $N stands.

~
!
3 -1
~
if( is_player( ch ) ) {

  if( class( ch ) == warrior ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == thief ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == monk ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 0 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == paladin ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == ranger ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    else if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 4 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
stat1~
You look like you are about ready and dextrous enough to try dodging your

opponent's moves.  If so, just ask me about dodge.

~
!
2 -1
dodge dodging~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about the dodge skill.

~
E
rask~
$n asks $N something.

~
E
stat1~
Dodge is a necessary skill for those hoping to avoid more of their

opponent's attacks.  It requires much dexterity to teach.

~
E
stat2~
Last I heard, there was a strange man in Medienne who taught the dodge

skill flawlessly.

~
!
-1

#179
~
cleric guildmaster priestess~
priestess~
~
robed~
quietly stands here.~
~
robed~
~
quietly stand here.~
Before you is a tall woman who looks to be quite old.  She appears to be

in perfect communion with her god.  You could probably stand to learn

from her.  She is holding an arcane symbol covered with many

ancient religious runes.  

~
Sadis~
send_to_room( #pray, room );

i = 2d100+50;

dam_message( victim, i, "channeled power of good" );

inflict( mob, victim, i, "Priestess of Taranth" );

summon( mob, victim );

~
E
pray~
@bThe priestess says a quiet prayer, then points at her adversary.@n

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893971659 0 0
230275 6684803 0 0 3
90
25 25 25 25 25
0 0 0 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
393216778 26214464
0 1 0 0 0
F 0 4 0
109 17 1509949540 17 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #tell );

set_cflag( 10, ch );

~
E
tell~
Hello.  Can I @bhelp@n you in anyway?

Or, perhaps, you came here out of the kindness of your heart to help @bothers@n?

~
!
2 -1
help~
act_tochar( #ask, ch );

wait( 1 );

tell( mob, ch, #tell );

~
E
tell~
In what way can I assist you?  Are you in need of @bfood@n or @bwater@n? 

~
E
ask~
You ask the priestess for help.

~
!
2 -1
water~
act_tochar( #ask, ch );

wait( 1 );

tell( mob, ch, #tell );

~
E
tell~
North of here, at town square, is a fountain which you can drink from,

also I leave food and water for the poor north of here on a regular

basis.  

~
E
ask~
You ask the priestess for water.

~
!
2 -1
food~
act_tochar( #ask, ch );

wait( 1 );

tell( mob, ch, #tell );

~
E
tell~
The cauldron over on the other side of the room is full of a very

delicious soup.  Get yourself an empty cup and fill it from the cauldron. 

I often leave cups for the poor north of here or the grocer sells them.

~
E
ask~
You ask the priestess for food.

~
!
2 -1
taranth~
act_tochar( #ask, ch );

wait( 1 );

tell( mob, ch, #tell );

end;

wait( 1 );

tell( mob, ch, #join );

~
E
join~
Taranth always needs more followers and if you would be interested in

@bjoining@n, please ask.

~
E
tell~
We are a holy order devoted to helping the poor.  We give up all wealth

in our service to Taranth but she protects us very well.  

~
E
ask~
You ask the priestess about the followers of Taranth.

~
!
3 -1
joining~
act_tochar( #ask, ch );

wait( 1 );

if( find_stat( ch, align ) != 0 ) {

  tell( mob, ch, #heart );

  end;

  }

if( find_stat( ch, level ) < 5 ) {

  tell( mob, ch, #level );

  end;

  }

if( class( ch ) == thief ) {

  tell( mob, ch, #thief );

  end;

  }

if( doing_quest( ch, 18 ) ) {

  tell( mob, ch, #doing );

  end;

  }

if( done_quest( ch, 18 ) ) {

  tell( mob, ch, #done );

  end;

  }

tell( mob, ch, #yes );

assign_quest( ch, 18 );

~
E
done~
Taranth's protection is already upon you, go now and spread her wisdom.

~
E
doing~
You have not yet helped the bedraggled old man.

~
E
yes~
You seem respectable and truly want to follow Taranth, however, you must

prove your dedication by helping someone in need.  Go now and speak to

the bedraggled old man.

~
E
thief~
I see you follow a career that is unacceptable to Taranth.  Begone from

this temple before I call guards.  

~
E
level~
You are not experienced enough to follow Taranth.  Explore the world some

more and then return to me.

~
E
heart~
When I look in your heart I see darkness I do not like - I don't think

Taranth would accept you.

~
E
ask~
You ask the priestess about joining.

~
!
8 -1
yes~
end;

wait( 1 );

if( find_stat( ch, align ) != 0 ) {

  tell( mob, ch, #heart );

  end;

  }

if( find_stat( ch, level ) < 5 ) {

  tell( mob, ch, #level );

  end;

  }

if( class( ch ) == thief ) {

  tell( mob, ch, #thief );

  end;

  }

if( cflag( 6, ch ) ) {

  remove_cflag( 6, ch );

  tell( mob, ch, #done );

  update_quest( ch, 18 );

  wait( 2 );

  act_tochar( #cer1, ch );

  wait( 2 );

  act_tochar( #cer2, ch );

  wait( 2 );

  act_tochar( #cer3, ch );

  wait( 2 );

  tell( mob, ch, #cer4 );

  }

~
E
cer4~
Now you are one with Taranth, go forth and spread her love and charity to

all in the land.  


NOTE: RELIGIONS TEMPORARILY DISABLED 

~
E
cer3~
When the priestess lifts the holy symbol from your forehead you feel

cleansed of sin, and the power of Taranth flowing through you.  

~
E
cer2~
Continuing to chant she brings the holy symbol down and touches it to

your forehead.  You feel that the symbol has grown quite warm and

pleasant to the touch.  

~
E
cer1~
Begining to chant in a soft whisper, the priestess holds the holy symbol

high above her head.

~
E
done~
Very good $n, we can now begin the ceremony to bring you under the

protection of Taranth.  

~
E
thief~
I see you follow a career that is unacceptable to Taranth.  Begone from

this temple before I call guards.  

~
E
level~
You are not experienced enough to follow Taranth.  Explore the world some

more and then return to me.  

~
E
heart~
When I look in your heart I see darkness I do not like - I don't think

Taranth would accept you.  

~
!
0 -1
~
if( cflag( 4, ch ) ) {

  remove_cflag( 4, ch );

  wait( 1 );

  tell( mob, ch, #thanks );

  update_quest( ch, 18 );

  wait( 1 );

  tell( mob, ch, #reward );

  wait( 1 );

  act_tochar( #reward2, ch );

  obj_to_char( oload( 68 ), ch );

  wait( 2 );

  tell( mob, ch, #go_forth );

  end;

  tell( mob, ch, #ok );

  wait( 1 );

  tell( mob, ch, #yes );

  set_cflag( 6, ch );

  }

~
E
yes~
Do you $n swear to a life of poverty and charity for the greater good of

the poor and needy?  And to cast away the evils of wealth and fame for

good?  If so @btell@n me @byes@n.

~
E
ok~
You have also proven your dedication to the ways of Taranth, and now

may be accepted as one of her followers.

~
E
thanks~
You are a good person $n for helping out that poor old man find his

missing ring.

~
E
reward~
For your act of kindness, please accept this gift.

~
E
reward2~
The reaches deep into the folds of her robes and draws forth a @Broyal blue@n

potion which she then hands to you.

~
E
go_forth~
Quaff it, and it will heal you when you are wounded.  Go now and continue

your kind acts.  May Taranth smile upon you and grant you his blessings.

~
!
2 -1
others~
act_tochar( #other, ch );

assign_quest( ch, 18 );

~
E
other~
There is a bedraggled old man in town who could use the aid of an

adventurer such as yourself.  Seek him out if you wish to aid someone in

need.

~
!
2 -1
graveyard~
act_tochar( #asking, ch );

act_notchar( #rasking, ch );

wait( 1 );

act_room( #thanks, ch );

wait( 3 );

send_to_room( #plea, find_room( 927 ) );

~
E
thanks~
Alas for the poor souls who suffer there now.  Once it was a place of

peaceful repose, but an evil force has desecrated the grounds bringing

unrest to the weary.  If only a champion would take up the cause, perhaps

the evil could be overcome and those poor spirits trapped therein could

once again find peace.

~
E
asking~
You ask the priestess about the graveyard just outside Chiiron.

~
E
rasking~
$n asks the priestess about the graveyard just outside Chiiron.

~
E
plea~
I beg of you, if you should come across some good soul who might champion

this cause send them to me that I might ask of them this boon.  That they

aid me in completing a ritual that will bring peace to the souls of the

graveyard.  If they would come forth and ask me of the ritual, I would

know you sent them and that they have accepted this noble quest.

~
!
2 -1
ritual~
act_tochar( #asking, ch );

act_notchar( #rasking, ch );

wait( 1 );

if( has_quest( ch, 58 ) ) {

  act_room( #forgot, ch );

  end;

  }

act_room( #to_start, ch );

wait( 3 );

act_room( #next, ch );

assign_quest( ch, 58 );

wait( 3 );

act_room( #item, ch );

~
E
asking~
You tell the priestess you accept the challenge of cleansing the evil

from the Chiiron graveyard then you ask her what you need to do to help

in the ritual.

~
E
rasking~
$n tells the priestess $e accepts the challenge of helping to cleanse the

Chiiron graveyard of the evil that infests it.

~
E
forgot~
The priestess wails "Have you forgotten so soon?  You, who have already

pledged yourself to this cause?  If you have already forgotten, then

perhaps it is too late and they are doomed to wander eternally.

~
E
to_start~
The priestess looks up, her eyes atwinkle with fervent hope and says

"@YTaranth be praised! There is a chance after all.

To begin with I would need you to fetch something for me.  It is a relic

holy to Taranth, but you must bring it here fast.  If you take too long

Taranth's blessings upon it will return it where you found it.@n"

~
E
next~
She continues, "@YYou must travel to an alter located somewhere deep in

the Medienne woods and it is there you will find it.  Only one blessed by

the word of Taranth will be able to see where the object rests, let alone

retrieve the object from before the altar.  I now bless you so in the

name of Taranth." 

~
E
item~
She ends, explaining to you, "@YSpecifically what you will be seeking

will not look like anything spectacular.  Taranth, being a goddess

devoted to goodness and charity, does not squander her faith in silver

and gold, rather in what is of use.  Upon the altar, when you find it,

you should find a neatly folded yellow cloth.  It is the Tabard of

Ellesande.  Bring it back here that I may complete the ceremony and I

will tell you what you need to do next.@n"

~
!
0 -1
~
if( doing_quest( ch, 58 ) ) {

  if( has_obj( 3207, ch ) ) {

    act_tochar( #good, ch );

    act_notchar( #rgood, ch );

    wait( 2 );

    act_room( #go, ch );

    }

  else

    act_tochar( #hurry, ch );

  }

~
E
good~
The priestess nods as she sees you approaching.  It seems she already

knows you have the tabbard.

~
E
rgood~
The priestess nods at $n as $e arrives.

~
E
go~
She quickly explains, "@Y I see you have it, now give it to me that I may

complete the ceremony and then I will have one final task for you and we

are done.@n" 

~
E
hurry~
The priestess looks at you with pained eyes, silently imploring you to

hurry in your quest.

~
!
6 3207
~
room = find_room( 927 );

junk_obj( has_obj( 3207, mob ) );

act_tochar( #ceremony1, ch );

act_notchar( #rceremony1, ch );

wait( 2 );

send_to_room( #ceremony2, room );

wait( 2 );

send_to_room( #ceremony3, room );

wait( 3 );

send_to_room( #ceremony4, room );

wait( 3 );

send_to_room( #ceremony5, room );

wait( 5 );

send_to_room( #ceremony6, room );

wait( 4 );

send_to_room( #ceremony7, room );

wait( 3 );

send_to_room( #ceremony8, room );

obj_to_char( oload( 3208 ), ch );

wait( 3 );

send_to_room( #ceremony9, room );

~
E
Ceremony1~
After receiving the tabbard from you the priestess carefully arranges it

amidst the flowers strewn before the statue of Taranth.

~
E
rceremony1~
After receiving a yellow tabbard from $n the priestess arranges it amidst

the flowers strewn before the statue of Taranth.

~
E
ceremony2~
The priestess calls down the blessings of Taranth and asks that the

charitable goddess watch over the ceremony.

~
E
ceremony3~
She bows her head in silent prayer for a time.

~
E
ceremony4~
Suddenly a white light providing a warm glow seems to emenate from

nowhere and everywhere making the temple feel somehow holier.

~
E
ceremony5~
The priestess raises her head and you can see her eyes now glow with an

inner fire of righteous faith.  She clearly speaks in a voice that sounds

so suddenly like the clear ringing of soft bells "@YHoly Taranth, I ask

that you grant us the means to lay to rest so many poor disturbed spirits

as you did for the blessed Ellesande.@n" 

~
E
ceremony6~
Slowly the gentle white light coalesces into a pinprick of light so

bright it very enarly blinds you.  You can just barely manage to see it

float gently down upon the tabbard when suddenly...

~
E
ceremony7~
the light explodes into vivid brightness and you are momentarily

blinded.  Mere moments later, when you can see again, you realize the

tabbard is gone and in its place rests a single yellow flower blossom.

~
E
ceremony8~
The priestess picks up the blossom and hands it to you saying, "@YIt is

done.  You have but to take this to the graveyard now and find the source

of this evil.  When you find it, touch the rose to it and it will all be

ended.@n" 

~
E
ceremony9~
She concludes, "@YYou will know the source when you feel it while

Taranth's blossom resides in you.  If it goes well, and I pray it does,

then I bid you return here when you are done.@n" 

~
!
0 -1
~
if( done_quest( ch, 58 ) ) {

  if( !cflag( 58, ch ) ) {

    set_cflag( 58, ch );

    act_tochar( #greetings, ch );

    act_notchar( #rgreetings, ch );

    wait( 3 );

    act_tochar( #thanks, ch );

    act_notchar( #rthanks, ch );

    obj_to_char( oload( 3325 ), ch );

    wait( 1 );

    act_tochar( "The priestess hands you a ring.", ch );

    }

  }

~
E
greetings~
Seeing your return the priestess smiles in gratitude and says, "@YI thank

you not only for the task you have successfully completed but also for

all those souls now layed to rest by your hand through the divine grace

of Taranth." 

~
E
rgreetings~
Seeing $n enter, the priestess smiles in gratitute and says to $m, "@YI

thank you not only for the task you have successfully completed but also

for all those souls now layed to rest by your hand through the divine

grace of Taranth." 

~
E
thanks~
The priestess of Taranth continues, "@YServing Taranth, goddess of

charity and goodness, I obviouly have little to offer you.  Take you then

this, my signet ring.  Perhaps some day when the need is great another

will recognize it for what it is and will be able to reward you far more

amply than my meager thanks now can.  Go now with Taranth's blessing@n."

~
E
rthanks~
The priestess contnes, "@YServing Taranth, goddess of charity and

goodness, I obviously have little to offer you.  Take you then this, my

signet ring.  Perhaps some day when the need is great another will

recognize it for what it is and will be able to reward you far more amply

than my meager thanks now can.  Go now with Taranth's 

blessing@n." 

~
!
-1

#180
~
small green~
small green crab~
~
~
scurries for safety as you approach.~
small green crabs~
~
~
scurry for safety as you approach.~
This little crab has a dark green shell and its eye stalks stick straight

up.  Its claws are small but jagged.  They look capable of crushing any

fishy prey.  The crab's mandibles bubble profusely and appear to be in a

constant state of motion.

~
Mithrandir~
attack( mob, victim, 1d5, "claw" );

~
!
0 0 13 0 0 0 0 10
0 0 9577 4000 894666259 0 26
197221 0 0 0 4
2
4 5 5 18 10
0 0 0 0 0 0 0
100 1 leg~
1000 5 hard shell~
0 1000 ~
0 1000 ~
0 1000 ~
0
524929 26214464
11565 24040 0 97138 90229
N 0 2 0
113 17 1509949490 -1 0
233 17 1509949450 -1 0
-1
-1

#181
~
green greenish~
lobster~
~
small~
scuttles under a rock as you approach.~
lobsters~
~
small~
scuttle under various rocks as you approach.~
This lobster is very green, and has very sharp claws.  He has long

feelers and very ugly eyes too.  

~
Mithrandir~
attack( mob, victim, 2d3, "claw" );

attack( mob, victim, 2d3, "claw" );

~
!
0 0 24 0 0 0 0 10
0 0 6327 4000 893990163 0 27
201257 16777216 0 0 4
3
8 3 3 14 5
0 0 0 0 0 0 0
200 2 hard legs~
300 3 shell covered head~
1000 5 hard shell~
0 1000 ~
0 1000 ~
0
7864963 6555201
111299 55227 0 335570 986511
M 0 1 0
112 17 1509949490 -1 0
-1
-1

#182
~
~
sea gull~
~
~
is flying about in search of food.~
sea gulls~
~
~
are flying about in search of food.~
This bird is black and white, and it has a bright yellow beak, and feet. 

It is continually in search of food.  

~
Mithrandir~
i = random( 1, 10 );

  attack( mob, victim, 1d4, "pecking" );

if( i < 7 )

  attack( mob, victim, 1d4, "pecking" );

if( i < 5 )

  attack( mob, victim, 1d4, "beak" );

if( i < 3 )

  attack( mob, victim, 1d4, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 441 4000 899960020 0 31
199465 0 67108864 0 4
4
7 3 3 18 10
0 0 0 0 0 0 0
600 2 body~
600 1 wing~
1000 0 head~
0 1000 ~
0 1000 ~
0
10486403 26214464
4346 4254 0 22065 32738
M 0 2 0
-1
-1

#183
~
~
large fish~
~
~
jumps in and out of the water.~
large fish~
~
~
jump in and out of the water.~
This fish is large, tough, and very slippery.  He seems to enjoy jumping

in and out of the waves alot.  

~
Mithrandir~
attack( mob, victim, 1d8+2, "bite" );

~
!
0 0 29 0 0 0 0 10
0 0 4879 4000 896040552 0 34
4329507 16777216 0 0 4
4
5 3 3 19 5
0 0 0 0 0 0 0
200 2 hard head~
1000 5 stiff scales~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
103279 52375 0 364241 1027038
M 0 1 0
1228 17 1509949450 -2 0
-1
-1

#184
~
old tortoise turtle~
old tortoise~
~
~
older even then you, lay here in the sun.~
old tortoises~
~
~
older even than you, lay here in the sun.~
This tortoise is probably the oldest thing on the beach.  And he looks

like he hasn't moved a bit in all the years.  Even though he is old, he

still puts up a tough fight, you can tell from all the bones about.  

~
Mithrandir~
attack( mob, victim, 4d4, "bite" );

~
!
0 0 15 0 0 0 0 10
0 0 592 4000 893444214 0 30
197163 0 0 0 4
8
12 3 3 6 20
10 25 0 50 100 0 0
900 20 shell~
1000 0 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 6555201
68720 11899 0 146633 1242634
M 0 4 0
239 17 1509949445 -1 0
-1
-1

#185
~
mammoth gigantic rat~
mammoth rat~
~
~
crouches in the corner, its beady red eyes glaring at you.~
mammoth rats~
~
~
crouch in corners, their beady red eyes glaring at you.~
A giant rat comes out of the darkness, snarling and hissing at you.  Its

matted fur reeks with a foul odor, while its glowing eyes flicker with

animalistic rage...

~
Amon~
i = random( 1, 8 );

if( i == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 1d10, "bite" );

attack( mob, victim, 1d5, "claw" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d5, "claw" );

~
!
0 0 14 0 0 0 0 10
0 0 831 4000 893444927 0 0
218431 8192 0 0 8
7
15 3 3 15 16
0 0 0 0 0 0 0
700 2 body~
300 2 leg~
1000 1 head~
0 1000 ~
0 1000 ~
0
18350727 26216001
42702 6664 0 81089 1033635
M 0 4 0
-1
-1

#186
~
~
old man~
~
~
is here walking along the path.~
old men~
~
~
are here walking along the path.~
This old man is slowly pushing his cart along the road.  Weather and sun

beaten, his face belies the youth and life his body still holds for him. 

~
Object~
attack( mob, victim, 1d10+20, "kick" );

attack_weapon( mob, victim, 1d10+20, "punch" );

~
!
0 0 0 0 0 0 0 10
0 0 138 4000 897505292 0 0
230181 0 0 0 4
7
12 10 10 10 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
14799 468 0 8840 753357
M 0 4 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Greetings, stranger.  Would you care to buy anything?  Or would you like

to hear about my travels?

~
!
2 -1
travels~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

i = random( 1, 3 );

if( rflag( reset0, find_room( 21071 ) ) ) {

  if( i == 1 )

    tell( mob, ch, #stat1 );

  if( i == 2 )

    tell( mob, ch, #stat2 );

  if( i == 3 )

    tell( mob, ch, #stat3 );

  if( i == 4 )

    tell( mob, ch, #stat4 );

  if( i == 5 )

    tell( mob, ch, #stat5 );

  if( i > 5 ) {

    tell( mob, ch, #stat6 );

    remove_rflag( reset0, find_room( 21071 ) );

    }

  }

else

  tell( mob, ch, #stat6 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about $S travels.

~
E
stat1~
I recently was in the Forest of Medienne and let me tell you, that forest

can be mean.  I encountered a host of animated, undead creatures being

controlled by a twisted man in one part of the forest and a renegade orc

nearly killed me for going down into his cabin.  It'll be a long time

before I dare venture back!

~
E
stat2~
It was not too long ago before I met with a gnome friend of mine who

lived in the Naraki Desert.  He had several interesting stories to tell,

including a funny story about a mage and his familiar's antics.

~
E
stat3~
My nephew, may the gods keep watch over his soul, disappeared about three

years ago while in search of magic spells.  The poor lad was determined

to be the best mage Chiiron had ever seen and saught out a vile mind

flayer as a mentor.  I have not seen him since.

~
E
stat4~
The weather up north is nice this time of year.

~
E
stat5~
Be careful up in the Cairn Mountains.  Legend has it that the spirits of

dwarven warriors still prowl the mountains during a full moon.

~
E
stat6~
You'll have to forgive me.  The memories of my past travels are too

painful for me to speak of right now.

~
!
0 2
~
wait( 2 );

if( random( 1, 4 ) == 1 )

if( find_stat( ch, level ) < 99 )

act_tochar( #curse, ch, obj, mob );

~
E
curse~
$N stubs his toe just as you meet him and lets out a curse strong enough

that even an evil witch might blanch at.

~
!
-1

#187
~
arachnid insectoid creature bug~
insectoid creature~
~
large, black~
scuttles across the shadowy ceiling.~
insectoid creatures~
~
large, black~
scuttle across the shadowy ceiling.~
The creature is the size of a large dog, and is insect-like with a

carapace of thick, shiny black armor.  A cluster of spindly legs supports

the large body, and as you watch you see the creature begin to generate 

some web strands from its abdomen.

~
Amon~
attack( mob, ch, 1d5, "spear-leg" );

if( random( 1, 5 ) < 5 )

  attack( mob, ch, 1d5, "spear-leg" );

if( random( 1, 5 ) < 4 )

  attack( mob, ch, 2d6, "bite" );

if( random( 1, 5 ) == 1 ) {

  ch = rand_player( room );

  i = 4d4;

  act_tochar( #char, ch, obj, mob );

  act_notchar( #room, ch, obj, mob );

  dam_message( ch, i, "The arachnid's spittle" );

  inflict( ch, mob, i, "arachnid spittle" );

  }

~
E
char~
@GThe creature spits a green-white fluid at you!

~
E
room~
@GThe creature spits a green-white fluid at $n!

~
!
0 0 25 0 0 0 0 10
0 0 91 4000 893893021 0 0
148061 1060864 0 0 4
8
19 7 3 19 13
0 0 0 0 0 0 0
500 12 black chitin leg~
800 5 black chitin body~
1000 1 black chitin head~
0 1000 ~
0 1000 ~
0
20972168 26214464
10906 1503 0 13448 178235
F 0 2 0
339 17 1509949465 -1 0
-1
-1

#188
~
~
alligator~
~
~
floats near you, and too late you recognize the danger.~
alligators~
~
~
float near you, and too late you recognize the danger.~
Once he was probably small and cute.  Now he is all teeth and ripping

hunger.  He is reaching a size dangerous to what this sewer can support.  

~
Amon~
attack( mob, victim, 3d6, "ripping bite" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d3, "claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d3, "claw" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #char, ch );

  attack( mob, victim, 6d4, "death spin" );

  }

~
E
char~
@b@RThe Alligator tries to get ahold for a death-spin.

~
!
0 0 15 0 0 0 0 10
0 0 41 4000 893445259 0 26
233523 25165824 0 0 4
8
21 3 3 15 17
0 0 0 0 0 0 0
600 4 body~
600 6 head~
600 2 leg~
1000 6 tail~
0 1000 ~
0
20972040 26214464
3076 272 0 3417 104115
M 0 5 0
1224 17 1509949450 -2 0
-1
-1

#189
~
vine~
tentacle~
long thorn covered~
~
rises from the pool and gropes towards you.~
tentacles~
long thorn covered~
~
rise from the pool and grope towards you.~
It looks to be some kind of plant appendage.  Wicked looking backward

curving thorns stud it's length.  

~
Amon~
attack( mob, victim, 2d5, "thorns" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893445318 0 0
32791 8448 0 0 8
5
16 3 3 12 14
0 -50 0 0 0 0 0
600 10 tip~
600 10 side~
1000 5 base~
0 1000 ~
0 1000 ~
0
13107717 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#190
~
dire vine mass~
mass of thorn covered tentacles~
~
~
closes in out of the murk at you!~
masses of thorn covered tentacles~
~
~
close in out of the murk at you!~
A Dire Vine is a much feared plant that can exist in almost any

environment.  Massive ones are almost impossible to kill, especially when

found underwater where fire cannot be used.  When small ones are found,

local inhabitants must try and kill them immediately.  Tentacles cut off

retain limited mobility, and given time can grow into new Dire Vines.  

~
Amon~
attack( mob, victim, 2d3, "thorns" );

attack( mob, victim, 2d3, "thorns" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch, obj, mob );

  inflict( victim, mob, 5d5+0, "Dire Vine" );

  }

~
E
char~
@G@bThe Dire Vine gets three vines around you and squeezes!

~
E
room~
@G@b$n screams in pain as the Dire Vine gets $m in three vines and squeezes!

~
!
0 0 31 0 0 0 0 10
0 0 55 4000 893445471 0 0
32787 16785792 0 0 8
9
18 12 3 12 16
10 100 0 0 0 0 0
900 12 tentacle~
1000 4 body~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
4684 492 0 7719 153179
N 0 8 0
-1
-1

#191
~
~
bloodworm~
Out of the darkness~
huge and sinewy~
comes.~
bloodworms~
Out of the darkness~
huge and sinewy~
come.~
Bloodworms are born small but can grow to mammoth proportions.  A

circular mouth filled with razor-latch teeth dominates the head, and

behind follows a long sinewy body of shaded reds and black.  This one has

attained adulthood and is about 3' in diamiter and about 30' long!  

~
Amon~
i = random( 1, 10 );

attack( mob, victim, 2d7+1, "blood sucking" );

if( i > 3 )

  attack( mob, victim, 1d9, "razor-like teeth" );

if( i > 5 )

  attack( mob, victim, 1d7, "ripping teeth" );

if( i > 7 )

  attack( mob, victim, 1d7, "bashing into you" );

if( i > 8 )

  attack( mob, victim, 1d7, "thrashing body" );

if( i == 10 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  i = 6d5;

  dam_message( victim, i, "blood sucking" );

  inflict( victim, mob, i, "the blood worm" );

  }

~
E
char~
@RThe Bloodworm gets a good latch on your stomach and rips in!!@n

~
E
room~
@R$n screams in agony as the Bloodworm latches on $s stomach!!@n

~
!
0 0 17 0 0 0 0 10
0 0 27 4000 894044245 0 0
36915 16785792 0 0 8
10
19 5 4 12 16
0 5 5 5 50 75 100
600 16 head~
1000 10 body~
1000 10 body~
0 1000 ~
0 1000 ~
0
26215050 26214464
3487 290 0 4970 99391
F 0 6 0
-1
-1

#192
~
~
green slime~
~
~
seems to come to life as it senses and closes in on its awaited prey.~
green slimes~
~
~
seem to come to life as they sense and close in on their awaited prey.~
The green slime is semi-translucent and gives off a soft phosphorus green

glow.  It covers the walls ceiling and most of the floor, even over the

water, leaving open only the ledges to allow prey entrance.  It then

moves to close off retreat and eventually desolve it into food.  

~
Amon~
i = random( 1, 7 );

attack_acid( mob, victim, 1d4+1, "burning acid" );

if( i == 7 )

  attack_acid( mob, victim, 1d4+1, "burning acid" );

if( i > 5 )

  attack_acid( mob, victim, 1d4+1, "burning acid" );

if( i > 4 )

  attack_acid( mob, victim, 1d4+1, "burning acid" );

if( i > 3 )

  attack_acid( mob, victim, 1d4+1, "burning acid" );

if( i > 2 )

  attack_acid( mob, victim, 1d4+1, "burning acid" );

~
!
0 0 30 0 0 0 0 10
0 0 82 4000 893445605 0 26
6340663 8576 65536 0 4
8
12 3 3 12 19
0 0 20 0 0 0 0
800 14 body mass~
200 14 strange appendage~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
7801 1320 0 17803 184165
N 0 8 0
-1
-1

#193
Ss'kisalik~
old blind ancient lizardman~
lizardman~
~
ancient, hunched~
turns rheumy, blind eyes towards you in apprehension.~
lizardmen~
~
ancient, hunched~
turn rheumy, blind eyes towards you in apprehension.~
This harmless being is very old and walks hunched over.  When he turns to

face you, you see his eyes are the white of the blind, and that many of

his deep green and brown scales now hold a greyish cast.  He is obviously

worried, but tries to give a tentative smile.  

~
Amon~
attack( mob, victim, 2d4+0, "left hand" );

attack( mob, ch, 2d4+0, "right hand" );

if( random( 1, 5 ) > 1 )

  attack( mob, ch, 2d4+0, "left hand" );

if( random( 1, 5 ) > 1 )

  attack( mob, ch, 2d4+0, "right hand" );

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 894565319 0 27
251107 4 0 16 3
7
10 12 18 12 16
0 25 0 25 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350855 26214464
0 1 0 0 0
M 16 4 0
-1
2 -1
wererats~
room = find_room( 13538 );

act_tochar( #char, ch );

act_notchar( #room, ch );

wait( 1 );

send_to_room( #all, room );

wait( 4 );

send_to_room( #all2, room );

~
E
all~
In sluring words with a heavy lisp the old lizardman tells you

@G

Ahh, thessse men that look like ratsss are new.  I could hear them

digging behind the rocksss for many daysss before they broke through to

the tunnelsss in recccent daysss.

~
E
room~
$n asks the lizardman what he knows about the wererats.

~
E
char~
You try and ask the lizardman what he knows about the wererats.

~
E
all2~
He seems thoughtful a moment than adds,

@G

I know that the sssneak up into the cccity above in the night, but I do

not know why or what they are planning.  There are many of them and I am

alone, sssso it is wissser that I avoid them.

~
!
2 -1
1 west wall crude paintings~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 2 );

send_to_room( #paintings, room );

wait( 3 );

send_to_room( #paintings2, room );

wait( 3 );

send_to_room( #paintings3, room );

~
E
ask~
You ask the lizardman about the crude wall paintings.

~
E
rask~
$n asks the lizardman about the crude wall paintings.

~
E
paintings~
The old lizardman does his best to regard the paintings on the wall and

does not speak for some time.

~
E
paintings2~
When at least he does speak he starts slowly...

@G

It hasss been a long time sssinccce I have really ssseen them, though I

look towardsss them every day.

~
E
paintings3~
@GAsss you can sssee, I am no great artissst.  They are merely what I

thought to pressserve of my memoriesss of home, and other thingsss. 

Though now, sssightlessss, I sssee them only in the hallsss of my own

mind.

~
!
2 -1
home~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 2 );

send_to_room( #home, room );

wait( 2 );

send_to_room( #sos, room );

wait( 3 );

interpret( mob, "sigh" );

wait( 1 );

send_to_room( #left, room );

~
E
ask~
You ask the old lizardman about his home.

~
E
rask~
$n asks the old lizardman about his home.

~
E
home~
The old lizardman leans back in contemplation for a moment.

~
E
sos~
@GIt hasss been a very long time sssince I have ssseen it, my home.  It

wasss...  ssstill isss I sssuppossse, a grand place.  The grandessst of

all ssswampsss.  Deep in the heart of it, the K'ssk my people called it,

lay the landsss of my tribe the Soskeni and it wasss there that I wasss

ssshelled and grew.

~
E
left~
@GBut many yearsss ago I had caussse to leave and I have sssince

travelled many roadsss and ssseen many thingsss until now, at lassst, I

am here where you sssee me.

~
!
2 -1
other things lizardwoman~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

send_to_room( #eye, room );

wait( 2 );

send_to_room( #eye2, room );

wait( 3 );

send_to_room( #days_of_yore, room );

wait( 6 );

send_to_room( #gone, room );

wait( 4 );

send_to_room( #gone2, room );

~
E
rask~
$n asks the old lizardman what else the painting shows.

~
E
ask~
You ask the old lizardman what else the painting shows.

~
E
eye~
The lizardman's rheumy old eyes close.

~
E
eye2~
When the lizardman finally opens his eyes again they are rimmed with the

wet shine of tears nearly shed.

~
E
days_of_yore~
With a slight shudder to his rasping voice he begins to speak at last.

@G

Mossstly it ssshowsss ssseensss of my home, daysss ssspent hunting in my

youth, but what you will bessst sssee, what I ssspent the mossst effort

to ssshow right isss my lossst love.  Her name isss T'syanath.

@n

With that he draws a short, quiet breath and closes his eys again for

some time.

~
E
gone~
This time when his sightless eyes open again they are no wetter than

usual and he seems to have met some resolve in himself as he speaks in a

steady voice.

~
E
gone2~
@GIt hasss been sssome time sssince I lassst ssspoke of her, though I

sssuppossse it isss time to ssspeak again.  If your curiosssity ssstill

compellsss you, then you have but to asssk me of her.  I will not tell

you all, but I will relate what I can.  But I forwarn you, the tale isss

lengthy and you will have to be quite patient to hear it all.

~
!
2 -1
T'syanath lost love~
if( !is_fighting( mob ) ) {

  room = find_room( 13538 );

  if( rflag( reset0, room ) )

    remove_rflag( reset0, room );

  act_tochar( #ask, ch );

  act_notchar( #rask, ch );

  wait( 2 );

  send_to_room( #past, room );

  wait( 5 );

  send_to_room( #past2, room );

  wait( 5 );

  send_to_room( #past3, room );

  wait( 4 );

  send_to_room( #past4, room );

  wait( 3 );

  send_to_room( #past5, room );

  wait( 5 );

  send_to_room( #past6, room );

  wait( 5 );

  send_to_room( #past7, room );

  wait( 5 );

  send_to_room( #past8, room );

  wait( 4 );

  send_to_room( #past9, room );

  wait( 5 );

  send_to_room( #past11, room );

  wait( 7 );

  send_to_room( #past12, room );

  wait( 7 );

  send_to_room( #past13, room );

  wait( 3 );

  send_to_room( #past14, room );

  wait( 5 );

  send_to_room( #past15, room );

  wait( 7 );

  send_to_room( #past16, room );

  wait( 6 );

  send_to_room( #past17, room );

  }

~
E
ask~
You ask the old lizardman about his lost love, T'syanath.

~
E
rask~
$n asks the old lizardman about his lost love, T'syanath.

~
E
past~
He replies, haltlingly at first as if seeking the best words...

@G

Ssshe wasss my lassst and bessst love and will remain that way alwaysss.

I do not know how long ago it all ssstarted, sssave to ssay it wasss

many yearsss ago.  In my travelsss I have lossst track of time, for it

mattersss little to the dieing heart.

~
E
past2~
@GWhen it began though we were in the prime of our youth, both of usss

young huntersss for our tribesss.  Though I was better with sssword and

fissst ssshe wasss my sssuperior with a ssspear, better than any other in

our tribesss asss well.  We were young then, asss I sssaid, and our

mortality had not sssunk in yet to usss.  Asss isss true in almossst all

youth, we did not underssstand death ssso did not truly believe it could

happen to usss.

~
E
past3~
@GIt wasss probably for that very reassson that we made sssuch fine

huntersss and warriorsss for our tribesss, never hesssitating to

ssstrike, never fearing what may happen.  And it isss for that reassson

that my grief befell me.

~
E
past4~
The old lizardman draws a few slow, steadying breaths before continuing.

~
E
past5~
@GWe were at war then, alwaysss waring with each other.  One tribe

fighting with each other for teritory, hunting rightsss, or even jussst

to prove who wasss the ssstronger.  It wasss a hard time; it wasss a

gloriousss time.

~
E
past6~
@GMy tribe wasss ssstrong, the tribe of the Soskeni.  We had one of the

larger tractsss of the ssswamp in our care for a long time before even I

wasss hatched.  When our turn came, we held it asss alwaysss, adding more

to it asss we could.

~
E
past7~
@GAnd alwaysss we were at war with our chief rivalsss, the tribe of the

Kuldumaris.  One ssside alwaysss injuring the other, never decisssevly

enough to end it.

~
E
past8~
@GT'syanath was Kuldumaris.

~
E
past9~
The old lizardman continues...

@G

T'syanath had met in our youth, and though our tribesss fought we had

found peace.  It wasss not until her tribe and mine became the focusss

for all the conflict; until all the other tribesss chopssse one ssside or

the other that the trouble began.

~
E
past10~
@GAsss you can imagine, after yearsss of meeting in sssecret, after the

hapinessss we had found, we knew we would eventually have to fight if we

took sssidesss on the field of battle.  And the time wasss fassst

approaching when it would come to that if we did not act.  We had both

overheard the eldersss talking of a blood war to come, where each ssside

would vow to completely dessstroy the other or die in the attempt.

~
E
past11~
@GBeing warriorsss of the sssword and ssspear we thought firssst asss

warriorsss then and could come up with no better plan then to bring our

people together in combat to ssshow how much better we could fight

together asss alliesss than asss enemiesss.  On the eve before the blood

war began we each led a party of brave warriorsss to a place telling them

we were going to ambusssh a hunting party the other had camped there.  To

them, it no doubt sssounded a grand begining to a gloriousss war.

~
E
past12~
@GWhat the othersss did not know isss that a rather large sssklissss had

recently taken up resssidence in teh very ssspot we were headed to, and

T'syanath and I both knew that once both sssidesss were forced to fight

the sssklissss, essspecially one of thisss sssize, we would have to fight

asss one people for our very sssurvival even.  Surely, we thought, thisss

would be the firssst ssstep towardsss preventing a war we did not want

to happen.

~
E
past13~
With a sigh of regret the old lizardman closes his eyes and calms his

ragged breath again.

~
E
past14~
With a sigh the old lizardman begins again...


@GOf courssse thingsss rarely go the way we plan.  Perhapsss you know the

old sssaying, the plansss of neratsss and noblefolk...  even the humansss

have a sssaying sssomething akin to it, the plansss fo mice and men.

~
E
past15~
@GWe greatly underssstimated the ssstrength of thisss sssklissss and our

party wasss devassstated.  I wasss wounded when I wasss thrown into a

nearby rock and fell unconsssciousss.  When I awoke, it wasss over.  From

the tracksss I pieced together what had happened.  Mossst were ssslain,

two managed to essscape and one of them I found dead halfway back to

hisss camp.  Many of the dead were half eaten by the sssklissss and two

were devoured entirely.  And, among the dead lay my poor T'syanath, a

victim of our ssschemesss.

~
E
past16~
@GI feared the truth would come out, sssomehow, ssso I concealed what

happened to her and I.  With the carnage it wasss easssy.  To the

othersss, it mussst have looked asss if ssshe and I were eaten by the

sssklissss.  Then I took her off to a sssacred place ssso her final

ressst would no longer be disssturbed.  Then I left my landsss and my

tribe and have never returned.

~
E
past17~
Finally the old lizardman concludes...


@GI have many adventuresss sssince then, alwaysss moving forward, alwaysss

running from, my grief.  In the end I learned too late I could never

outpace my grief and I sssettled here.  In time I may join my beloved

T'syanath in the hereafter, until then I wait.

~
!
11 -1
~
act_tochar( #no, ch );

~
E
no~
You are spellbound by the old lizardman's tale and can not attack him

until his tale is concluded.

~
!
2 -1
adventures~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

send_to_room( #answer, room );

~
E
ask~
You ask the old lizardman about his other adventures.

~
E
rask~
$n asks the old lizardman about his other adventures.

~
E
answer~
The old lizardman lets out a shuddering hiss, the lizardfolk equivalent

of a mirthful chuckle, and says 


@GThough I have travelled to many landsss and ssseen many thingsss, the

talesss I have are my own for now.  Perhapsss I will tell you of sssome

of my other adventuresss sssome day, but not today I think.

~
!
2 -1
soskeni~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

send_to_room( #soskeni, room );

~
E
ask~
You ask the old lizardman about the Soskeni tribe.

~
E
rask~
$n asks the old lizardman about the Soskeni tribe.

~
E
soskeni~
The old lizardman smiles, as much as the lizardfolk can anyhow, and

relates...

@G

I hailed from the Soskeni tribe, many many years gone now.  We were a

strong tribe with powerful warriors and hunters.  Most of us, the ones

born into the tribe, are marked with a green and blue diamond pattern

running down our necks and backs.

~
E
soskeni2~
@GYou see, it is our familial patterning that helps us define who we are,

much the way the elves and vyans are essentially the same but different

in appearance and temperament.

~
!
2 -1
kuldumaris~
room = find_room( 13538 );

act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

act_tochar( #kuldumaris, ch );

~
E
ask~
You ask the old lizardman about the Kuldumaris tribe.

~
E
rask~
$n asks the old lizardman about the Kuldumaris tribe.

~
E
kuldumaris~
@GThe Kuldumaris were one of the many tribes that once roamed the Kissk

many years back.  One of the great ones, and my tribes chief rivals.


They were easy to mark on the field of battle as most were born with a

streak of crimson scales running along either side of the head and neck. 

Being visible made them easy targets until they proved their fierceness,

then it became a sign that warned others to back off.  A people as fierce

as my own.

~
!
-1

#194
~
~
mime~
~
~
with his face painted white feels for imaginary walls.~
mimes~
~
~
with their faces painted white are here, feeling for imaginary walls.~
This strange, silent man is obviously a mime.  His face is painted white,

and he spends his time mimicking being trapped inside imaginary walls and

other humourous skits.

~
Phule~
attack( mob, victim, 2d30, "silent hand strike" );

attack( mob, victim, 2d30, "silent hand strike" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d30, "swift flying kick" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004774 0 33
230307 0 0 0 4
15
10 12 12 13 10
10 10 -10 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello heya~
act_tochar( "The mime starts making 'walls' around you.", ch );

act_notchar( "The mime starts making 'walls' around $n.", ch );

~
!
-1

#195
~
~
locksmith~
~
~
works on a new set of picks.~
locksmiths~
~
~
look ready to throatslit each other.~
The locksmith looks like a devious thief.  He is wearing a dark cloak

about his body, and poking out below the edge of it you see the tip of a

dagger sheath.  

~
Mithrandir~
if( random( 1, 5 ) == 1 )

  interpret( mob, "disarm" );

attack( mob, victim, 7d10+10, "punch" );

attack( mob, victim, 7d10+10, "punch" );

attack( mob, victim, 7d10+10, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 7d20+20, "slashing kick" );

if( random( 1, 10 ) < 8 ) {

  send_to_room( #help, room );

  interpret( mob, "open up" );

  }

~
E
help~
@R@bThe locksmith calls for the guard!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893445956 0 35
1078182307 4465024 12 48 4
40
16 12 13 18 17
25 25 25 25 100 0 0
900 100 chest~
500 50 legs~
500 50 arms~
250 25 head~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 48 4 0
2021 17 1509949540 7 0
2001 17 1509949540 5 0
2041 17 1509949540 10 0
2080 17 1509949540 6 0
2101 17 1509949540 9 0
2180 17 1509949540 14 0
2180 17 1509949540 15 0
2200 17 1509949540 13 0
-1
2 -1
message "message for Prenslie"~
if( doing_quest( ch, 37 ) )

  tell( mob, ch, #not_yet );

~
E
not_yet~
Ah, so Prenslie sent you 'eh?  Well, as they say, knowledge is power, and

power brings wealth.  Before I give you the message, I'd like you to do

me a favor.  You do me this favor and the message is yours.  An associate

of mine was supposed to bring me a message, though he can't come into

town today.  He's a gnome, and you should be able to find him somehwere

northeast of a swineherd outside Chiiron.  If you do go, be sure to

@bscan@n about carefully.  There's a nasty bunch of centipedes in the

area that could hurt you if you aren't careful.

~
!
8 -1
midnight~
if( doing_quest( ch, 37 ) ) {

  act_tochar( #message, ch );

  wait( 2 );

  act_tochar( #message2, ch );

  }

~
E
message~
Ah, midnight is it?  Good, good.  Now, true to my word, you can bear this

message to Prenslie.  I'm sure he will reward you for it.

~
E
message2~
Tell Prenslie that the word he seeks from the manuscript is Shadzar.

~
!
2 -1
bone lock carved~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about intricate bone locks.

~
E
stat1~
Locks made of bone are very difficult to fashion. I myself wouldn't bother, since bone is so brittle. But some societies, like the Stahl, pride themselves on bone carving.

~
!
-1

#196
~
~
lizard~
~
small~
sits here sunning itself.~
lizards~
~
small~
set here sunning themselves.~
Before you lies a small lizard.  His body is covered with grayish scales

which look very worn.  His beady eyes look bored and nonchalant, while

his tongue flicks in and out of his mouth.  Leave or stay, this scaly

creature could hardly care.  

~
Sprout~
attack( mob, victim, 1d3, "small bite" );

~
!
0 0 15 0 0 0 0 10
2000 0 1033 4000 893990973 0 0
213039 8192 0 0 4
2
6 3 3 20 6
0 25 -25 25 0 0 0
1000 2 slashing tail~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
1333 6492 0 29742 13103
N 0 2 0
214 17 1509949450 -1 0
-1
-1

#197
~
~
green frog~
croaking quietly,~
~
sits on a nearby rock.~
green frogs~
croaking quietly,~
~
sit on nearby rocks.~
The frog is nearly knee high and is watching you balefully from on top of

a rock near the pool.  It seems to be wondering what you are going to do

to it.  

~
Karn~
attack( mob, victim, 1d4+0, "bite" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char_licked, ch );

  act_notchar( #room_licked, ch );

  attack( mob, victim, 1d2+2, "lick" );

  }

~
E
char_licked~
The frog's red tongue lashes out and licks you - the contact burns.

~
E
room_licked~
The frog's red tongue lashes out at $n.

~
!
0 0 15 0 0 0 0 10
0 0 13242 4000 893808887 0 27
200739 12582912 0 0 4
1
4 2 2 8 6
0 0 0 0 0 0 0
1000 0 green body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2359681 26214464
16079 37371 0 153006 141918
N 0 2 0
216 17 1509949490 -1 0
221 17 1509949445 -1 0
63 17 1509949460 -1 0
495 17 1509949445 -1 0
-1
-1

#198
~
~
rainbow trout~
~
~
swims gracefully here.~
rainbow trout~
~
~
swim gracefully here.~
A large and fancy colored trout. It looks quite tasty.

~
Karn~
attack( mob, victim, 1d3, "tiny bite" );

~
!
0 0 13 0 0 0 0 10
0 0 619 4000 899181358 0 0
4427811 16777216 0 0 4
1
5 3 3 10 5
0 0 0 -5 0 0 0
500 0 tail~
1000 0 body scales~
0 1000 ~
0 1000 ~
0 1000 ~
0
786691 26214464
389 1870 0 5674 4163
N 0 2 0
129 17 1509949500 -1 0
-1
-1

#199
~
giant sewer~
sewer rat~
~
giant~
waddles around, hissing and with teeth bared.~
sewer rats~
~
giant~
waddle around, hissing and with teeth bared.~
This rat has grown quite large for it's species.  It has a set of vicious

needle-sharp teeth and in it's eyes you can see the gleam of an evil

personality.  

~
Amon~
i = random( 1, 10 );

attack( mob, victim, 1d8+0, "bite" );

if( i > 5 )

  attack( mob, victim, 1d4+1, "right claw" );

if( i > 8 )

  attack( mob, victim, 1d4+1, "left claw" );

~
!
0 0 14 0 0 0 0 10
0 0 5799 4000 896219380 0 0
16975729 1060864 0 0 4
5
6 5 3 16 16
-10 -25 5 0 0 0 5
700 3 body~
300 2 leg~
1000 1 head~
0 1000 ~
0 1000 ~
0
13107845 26214464
109817 64332 0 443362 1340799
M 0 2 0
1596 17 1509949460 -1 0
-1
4 -1
~
if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    send_to_char( #ch, ch );

    act_notchar( #notch, ch );

    obj_to_char( oload( 531 ), ch );

    }

  else

    continue;

  }

else

  continue;

~
E
notch~
After killing the giant sewer rat, $n kneels down and removes its

intestines.

~
E
ch~
After killing the giant sewer rat you kneel down and remove its

intestines for the witch.

~
!
-1

#200
~
black crow~
black crow~
~
~
circles around you.~
black crows~
~
~
circle around you.~
Black feathers cover the body of this large bird.  Its wingspan is almost

three feet long, and it has a large, slightly curved beak.  Intelligent

eyes stare at you as it cocks its head to the side.  and funny spots

appear before your eyes.

~
Karn~
attack( mob, victim, 1d5+1, "sharp beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 216 4000 899960023 0 0
4393265 8192 0 0 4
2
3 4 4 14 6
10 0 0 0 25 0 0
700 2 wing~
50 20 beak~
900 2 body~
1000 2 head~
0 1000 ~
0
5243522 26214464
352 804 0 6538 4050
N 0 1 0
190 17 1509949455 -1 0
-1
-1

#201
~
street musician~
street musician~
~
~
is here, playing songs for the cityfolk.~
street musicians~
~
~
are here, playing songs for the cityfolk.~
This lively youth carries with him a harp, which he plays wonrously to

the pleasure of the townspeople and travellers around him.  Perhaps if

you asked him, he would play you something special.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 7 ) < 3 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 2d50, "piercing harp-chord" );

attack( mob, victim, 10d10, "vicious harp bash" );

~
E
summon~
@G@bThe street musician calls for help in a clear, loud voice!@n

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893356628 0 0
230305 0 0 0 4
30
10 17 14 17 12
70 30 -20 0 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215090 26214464
0 1 0 0 0
M 0 4 0
682 17 1509949540 17 0
-1
2 -1
song play music sing~
act_tochar( "blah", ch );

~
!
-1

#202
~
~
large centipede~
~
~
charges you.~
large centipedes~
~
~
charge you.~
The centipede is at least five feet long and as tall as a humans knee. 

Its little legs make it really quick across the ground.  

~
Karn~
attack( mob, victim, 1d3+1, "bite" );

attack( mob, victim, 1d3+1, "bite" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  dam_message( ch, 2d3, "the centipede's trample" );

  inflict( ch, mob, 2d3, "trample" );

  }

~
E
char~
The centipede charges at you, trampling you beneath its feet.

~
E
room~
The centipede charges at $n, trampling $m beneath its feet.

~
!
0 0 26 0 0 0 0 10
0 0 802 4000 893381175 0 0
19 8192 0 0 4
4
6 3 3 10 10
0 0 0 0 0 0 0
200 2 leg~
800 14 exoskeleton~
1000 12 hard head~
0 1000 ~
0 1000 ~
0
10486404 26214464
38049 12897 0 92682 384347
N 0 3 0
-1
-1

#203
~
tall proud deer~
deer~
~
tall, proud~
stands here quietly.~
deer~
~
tall, proud~
stand here quietly.~
This young buck looks strong, with his early life spent in the forest.

His thick, brown fur shines brightly in the light.  A small rack of

antlers adorns his head.

~
Ruthler~
attack( mob, victim, 1d6, "kick" );

~
!
0 0 37 0 0 236 998 10
0 0 37 4000 893637800 0 27
200971 0 0 0 4
2
11 4 4 15 10
0 0 0 0 0 0 0
200 1 head~
400 3 foreleg~
50 100 small rack of antlers~
1000 2 glossy flank~
0 1000 ~
0
5243522 26216001
617 559 0 987 1752
M 0 4 0
36 17 1509949460 -1 0
41 17 1509949470 -1 0
-1
4 -1
~
if( players_room( find_room( 27033 ) ) >= 1 )

  acode( find_room( 27033 ), 1 );

if( players_room( find_room( 19051 ) ) >= 1 )

  acode( find_room( 19051 ), 3 );

if( players_room( find_room( 211 ) ) >= 1 )

  acode( find_room( 211 ), 1 );

~
!
-1

#204
~
harrier hawk~
harrier hawk~
~
~
circles around you.~
harrier hawks~
~
~
circle around you.~
A normal brown harrier hawk.  It is about one foot high and has a sharp

beak and talons. Don't get too close.

~
Karn~
attack( mob, victim, 1d3+1, "talon" );

~
!
0 0 23 0 0 0 0 3382
0 0 833 4000 899960024 0 29
4278577 8192 0 0 4
1
3 3 3 14 4
0 0 0 0 0 0 0
700 1 wing~
500 1 body~
100 1 beak~
100 1 claw~
1000 1 feathers~
0
2622081 26214464
517 3059 0 12073 5587
N 0 2 0
1594 17 1509949445 -1 0
-1
-1

#205
~
~
mountain goat~
~
shaggy~
roams the area.~
mountain goats~
~
shaggy~
roam the area.~
A lean and scruffy-looking goat, its long hair affording it significant

protection from the cold.

~
Karn~
attack( mob, victim, 1d4, "head butt" );

if( random( 0, 4 ) < 2 ) {

  act_tochar( #foot_stomp_char, ch );

  act_notchar( #foot_stomp_room, ch );

  attack( mob, victim, 1d3, "foot stomp" );

}

~
E
foot_stomp_char~
The goat stomps on you with its sharp hoof.

~
E
foot_stomp_room~
The goat stomps on $n.

~
!
0 0 40 0 0 1048 1047 3380
0 0 5264 4000 899959736 0 35
217385 0 0 0 4
1
9 4 4 10 12
0 0 35 0 0 0 0
500 0 shaggy fur~
1000 0 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 13108801
13566 13228 0 70923 113618
N 0 3 0
211 17 1509949470 -1 0
212 17 1509949445 -1 0
867 17 40 -1 0
-1
-1

#206
~
~
fruit bat~
~
small~
hangs from the ceiling.~
fruit bats~
~
small~
hang from the ceiling.~
This small bat looks much like other bats, but you notice that it's teeth

are fairly small, made for eating fruit.

~
Karn~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 54 0 0 0 0 10
0 0 603 4000 893637901 0 33
4394281 8576 67108864 0 4
1
3 4 3 10 4
0 0 0 0 0 0 0
800 1 furry body~
800 1 wing~
1000 1 head~
0 1000 ~
0 1000 ~
0
1311361 19664001
693 1811 0 6440 5485
N 0 1 0
84 17 1509949445 -2 0
-1
-1

#207
~
~
piglet~
~
small~
roots around in the dirt.~
piglets~
~
small~
root around in the dirt.~
A small grubby little piglet, it scrabbles around in the dirt and doesn't

seem to notice your presence.  

~
Karn~
attack( mob, victim, 1d2+0, "bite" );

send_to_room( #squeal_help, room );

summon( mob );

~
E
squeal_help~
@bThe little piglet squeals in alarm!

~
!
0 0 19 0 0 0 0 10
0 0 5035 4000 893637931 0 29
197387 0 0 0 4
1
3 3 3 13 6
0 0 0 0 0 0 0
1000 0 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311041 26214464
2425 7092 0 35178 37062
N 0 2 0
1033 17 1509949460 -2 0
-1
8 -1
~
wait( 1 );

tell( mob, ch, "squeeeeeeee!!!!" );

~
!
8 -1
~
wait( 1 );

tell( mob, ch, "Oink...oink" );

~
!
-1

#208
~
~
sow~
~
big fat~
roots around in the dirt.~
sows~
~
big fat~
root around in the dirt.~
Big, fat, and very muddy, your typical pig.  The pig is about four feet

long and quite heavy.  She looks like she would provide plentiful meat

and fat.

~
Karn~
attack( mob, victim, 1d4+2, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 3370 4000 893638062 0 29
198443 0 0 0 4
2
13 6 5 8 13
0 0 0 0 0 0 0
500 0 meaty flank~
1000 0 snout~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
33706 12976 0 82771 380580
F 0 4 0
1033 17 1509949480 -1 0
-1
-1

#209
Ben~
~
woodcutter~
~
~
waits to sell you some wood.~
woodcutters~
~
~
wait to sell you some wood.~
Ben is well liked by the people of Medienne.  His prices are fair and he

works hard.  He smiles at you and says 'Don't mind the rats, I don't know

why they like the woodpile, but they aren't much trouble.' 

~
Amon~
attack_weapon( mob, ch, 2d3+0, "punch" );

attack( mob, ch, 2d2+3, "angry kick" );

attack_weapon( mob, ch, 2d3+0, "punch" );

if( random( 1, 10 ) < 4 ) {

  if( is_fighting( ch ) ) {

    if( find_stat( ch, level ) < 91 ) {

      act_tochar( #all, ch );

      attack( mob, ch, 2d6+6, "thrown wood" );

      }

    }

  }

~
E
all~
@bBen picks up a log and hurls it at you!

~
!
1 0 0 0 0 0 0 10
0 0 153 4000 893381234 0 33
230339 8192 0 16 3
7
14 10 11 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
8635 1057 0 10414 189891
M 16 4 0
2003 17 1509949465 5 0
2021 17 1509949540 7 0
2102 17 1509949540 9 0
2122 17 1509949515 8 0
3014 17 1509949490 16 0
1060 16 1509949490 16 0
-1
-1

#210
~
~
tan-colored snake~
~
~
flicks its tongue at you.~
tan-colored snakes~
~
~
flick their tongues at you.~
A normal tan-colored snake, about three or four feet in length.

You aren't sure if its poisonous from looking at it.

~
Rodric~
attack( mob, victim, 1d3+1, "bite" );

~
!
0 0 15 0 0 0 0 10
0 0 4680 4000 893358487 0 29
5439601 8192 0 0 4
2
4 3 3 13 5
0 0 0 0 0 0 0
800 2 tan scales~
1000 0 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
11578 37199 0 145226 93938
N 0 1 0
1307 17 1509949465 -2 0
-1
-1

#211
~
~
giant eel~
~
~
swims around.~
giant eels~
~
~
swim around.~
A huge eel is here looking hungrily at you, as if you've fallen into its

trap.  

~
Karn~
attack( mob, victim, 1d4+1, "sting" );

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 893358540 0 0
197123 16777216 0 0 4
2
8 5 4 17 13
0 0 0 99 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524484 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#212
~
~
bartender~
~
~
stands behind the counter cleaning some mugs.~
bartenders~
~
~
stand behind the counter cleaning some mugs.~
A lover of tales.  A sympathetic ear.  A drunkards friend.  The man

behind the bar seems like he will always be here for you.  Something you

can always fall back on in a world of painful changes.  

~
Amon~
i = random( 1, 10 );

attack( mob, victim, 2d10+1, "wrestling" );

attack( mob, victim, 2d10+1, "wrestling" );

if( i < 8 )

  attack( mob, victim, 2d10+1, "wrestling" );

if( i < 4 )

  attack( mob, victim, 2d10+1, "wrestling" );

if( random( 1, 10 ) < 4 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe bartender calls for the guard!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893358594 0 35
4425123 2359680 8 0 4
25
20 9 12 14 17
25 25 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537610 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #2 );

~
E
2~
As the barkeep of this 'ere tavern I hear a good bit of @brumors@n and

@bgossip@n from the local patrons.  I don't suppose you'd be interested,

but if you are, just @bask@n me.

~
E
hi~
Welcome to the Fighting Ferret $n.

~
!
2 -1
5 rumors gossip~
send_to_char( #ch, ch );

act_notchar( #rch, ch );

wait( 1 );

tell( mob, ch, #1 );

wait( 1 );

tell( mob, ch, #2 );

wait( 2 );

tell( mob, ch, #3 );

~
E
3~
I hear tell there's pond full of frogs north of town.  I also hear you

have to be careful.  Most of them aren't so tough, but I hear there's

one, they call 'im bubba, that killed quite a few people.

~
E
2~
Of course, there's all the older ones.  'ave you heard about the bounty

Peter pays on rabbit skins and other animal furs?  If you @bskin@n the

animals, sometimes you'll get a skin in good enough condition Peter will

pay you money for.

~
E
1~
Hmmm...can't say there's been many new rumors lately.

~
E
rch~
$n begins a conversation with the bartender.

~
E
ch~
You ask the barkeep about local gossip and rumors.

~
!
-1

#213
~
~
rot grub~
~
writhing mass of~
crawls toward you!~
rot grubs~
~
writhing mases of~
crawl towards you!~
This mob of writhing sickly-white worms looks like a sea of large

maggots.  Yuck!  As a group-mind, they sense you and begin moving in your

direction.  

~
Amon~
attack( mob, victim, 1d2+0, "boring" );

if( i < 9 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 8 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 7 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 6 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 5 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 4 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 3 )

attack( mob, victim, 1d2+0, "boring" );

if( i < 2 )

attack( mob, victim, 1d2+0, "boring" );

if( i == 1 )

attack( mob, victim, 1d2+0, "boring" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893638239 0 0
51 8576 0 0 4
7
5 3 3 5 16
0 -20 10 10 0 0 0
1000 6 wormy mass~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#214
~
~
copperhead snake~
~
~
slithers toward you.~
copperhead snakes~
~
~
slither toward you.~
The copperhead snake is one of the more dangerous snakes because of

its poisoness venom.  It generally wont attack you, but if its attacked,

it will fight fiercely.

~
Rodric~
if( attack( mob, victim, 2d6+4, "fangs" ) ) {

  if( random( 1, 2 ) == 1 )

    poison( victim );

  }

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893359086 0 0
197129 0 0 0 4
7
16 4 4 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
3670402 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#215
~
~
green and gold bird~
~
small~
flies through the branches nearby.~
green and gold birds~
~
small~
fly through the branches nearby.~
A small fast bird, green with golden highlights, wings through

the forest and undergrowth here.  

~
Mithrandir~
attack( mob, victim, 1d3+1, "peck" );

~
!
0 0 23 0 0 0 0 3382
1000 0 111 4000 899960551 0 0
199469 0 4096 0 4
1
4 5 5 19 5
0 0 0 0 0 0 0
100 1 bony wing~
1000 3 tough body~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
128 386 0 1487 1148
M 0 1 0
1594 17 1509949445 -1 0
-1
-1

#216
~
~
cobra~
~
~
rears up and hisses at you.~
cobras~
~
~
rear up and hiss at you.~
The cobra is one of the most feared of all snakes.  It's poison is

leathal, and it is a powerfull fighter.  If you intrude upon its

lair, or get between its food and it, be prepared for a fierce fight.

~
Rodric~
attack( mob, victim, 2d7+5, "bite" );

if( random( 1, 2 ) == 1 )

  if( attack( mob, victim, 2d7+5, "bite" ) ) {

  if( random( 1, 2 ) == 1 )

    poison( victim );

  }

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893378973 0 0
196627 4202496 8 0 4
10
4 3 3 17 10
0 0 0 20 0 0 0
500 5 scaled body~
400 5 scaled hood~
1000 4 head~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
N 0 1 0
-1
-1

#217
~
~
rattlesnake~
~
~
slithers about the area.~
rattlesnakes~
~
~
slither about the area.~
This snake is coiled and ready to strike.  His body is a brownish color

and completely covered with a scaly skin.  His tongue flickers in and

out of his mouth as his beady, black eyes peer at you intently.  However,

his tail is what draws your attention as it gently rattles back and

forth, beckoning you forward for the kill.

~
Rodric~
if( attack( mob, victim, 2d7+0, "bite" ) ) {

  if( random( 1, 2 ) == 1 )

    poison( victim );

  }

~
!
0 0 15 0 0 0 0 10
0 0 4186 4000 893365013 0 24
5440001 0 0 0 4
3
10 3 3 15 13
25 25 25 25 25 0 0
1000 4 scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 13108801
83331 18792 19640 160717 2008651
N 0 1 0
557 17 1509949465 -1 0
2459 17 1509949441 -1 0
-1
-1

#218
~
~
flying snake~
~
~
hovers above the ground.~
flying snakes~
~
~
hover above the ground.~
This snake is about four feet long, and has feathery wings sprouting from

its sides.  Its scales are an assortment of every color in the rainbow

and its feathers are a deep, velvety magenta.  With eyes of black and

sharp, ivory-white teeth, the flying serpent looks like something out of

a bard's tale.

~
Rodric~
attack( mob, victim, 2d4, "slashing white fang" );

attack( mob, victim, 2d4, "slashing white fang" );

if( attack( mob, victim, 4d2+4, "biting fangs" ) ) {

  if( random( 0, 5 ) == 0 )

    poison( ch );

  }

if( random( 1, 8 ) == 1 ) {

  act_tochar( #wingslap, ch );

  act_notchar( #rwingslap, ch );

  attack( mob, victim, 2d7, "slapping wing" );

  }

~
E
wingslap~
@GA flying serpent slaps you with its wing!@n

~
E
rwingslap~
@G$n is hit by a flying serpent's slapping wing!@n

~
!
0 0 15 0 0 0 0 10
0 0 39 4000 893379026 0 26
236129 8192 0 0 4
8
6 14 14 16 14
0 0 -50 -15 0 15 45
250 3 magenta wing feathers~
550 4 blue, scaly underbelly~
750 5 green-scaled snout~
950 5 yellow, pointy tail~
1000 15 ivory-white fangs~
0
20972168 19662401
747 112 60 1005 41941
N 0 1 0
-1
-1

#219
Nei~
~
candle girl~
~
~
peddles her wares here.~
candle girls~
~
~
peddle their wares here.~
Nei a small dwarf-girl pushes a small cart of candles and torches around

the square pitifully trying to sell them.  

~
Karn~
attack( mob, victim, 2d4+0, "slap" );

if( random( 0, 1 ) == 1 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@bNei screams for help!

~
!
4 0 3 0 0 0 0 10
0 0 28 4000 893381289 0 35
230373 8192 8 48 3
5
11 14 14 18 15
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
498 192 0 1438 5951
F 48 3 0
-1
0 -1
~
wait( 3 );

if( random( 0, 10 ) < 4 ) {

  send_to_room( #to_all1, room );

  end;

  }

if( random( 0, 10 ) < 4 ) {

  send_to_room( #to_all2, room );

  end;

  }

if( random( 0, 10 ) < 6 )

  send_to_room( #to_all3, room );

~
E
test~
This is a test

~
E
to_all3~
"Please, won't you please buy a candle from me?  Please?  I need food..." 

says Nei.

~
E
to_all2~
"Mister, would you like a candle?  Please, it's a lovely candle, all

bright and everything." says Nei.  

~
E
to_all1~
"Candles, Torches, get'cha lovely Candles, Torches.." says Nei.  

~
!
-1

#220
~
~
giant lobster~
~
~
bursts forth from beneath the bolts and casks.~
giant lobsters~
~
~
burst forth from beneath the bolts and casks.~
A giant lobster is here clicking it's pincers wildly.  This creature is

over 10 feet long and as big around as a man is tall.  Those huge pincers

could easily snap you in two!  

~
Cromm~
attack( mob, victim, 2d10+10, "pincer" );

attack( mob, victim, 2d10+10, "pincer" );

~
!
0 0 24 0 0 0 0 10
0 0 0 4000 893379130 0 0
234035 4194304 0 0 4
10
25 4 8 14 18
0 0 0 0 0 0 0
500 4 tail~
800 2 head~
1000 10 claw~
0 1000 ~
0 1000 ~
0
65273921 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#221
Mednoc~
~
barkeep~
~
~
cleans a tankard behind the bar.~
barkeeps~
~
~
clean a tankard behind the bar.~
Nearly half of Mednoc's face is very badly burnt.  He however doesn't

seem to let this slow him down and will readily tell anyone it was gained

after a bit of a tussle with a dragon.  

~
Karn~
attack( mob, victim, 1d20+5, "punch" );

attack( mob, victim, 1d20+5, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d10+10, "kick" );

if( random( 1, 10 ) < 8 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bMednoc calls for the guard!

~
!
4 0 3 0 0 0 0 10
0 0 3 4000 893381305 0 35
98691 2105728 8 144 4
40
17 10 9 12 18
25 50 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
858 30 0 1481 141389
M 144 3 0
-1
2 -1
Dragon~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
n$ talks to the bar-keeper about something.

~
E
to_char~
"Ah, he was a big nasty brute, I can tell you.  But in the end I did him

in." says Mednoc.

~
!
2 -1
zarander~
send_to_char( #to_char, ch );

~
E
to_char~
You lean over and ask Mednoc about Zarander, "Well, Zarander huh?  We get

many patrons through here with tales of Zarander's Tower.  It's quite

near here, just a few hours north along the trail, down in the valley to

the west.  I've never been there myself you understand, but from the bits

and pieces I've picked up you should be very carefull about venturing

near that place.  There are quite a lot of undead; zombies, ghosts and

the like so you might want to take a cleric with you to handle those. 

Also there's a witch that lives nearby, who sort of makes a living by

supplying would-be adventurers with equipment and potions.  

~
!
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
If you be interested in hearty drinkin', @bgossip@n, and happiness, you'd

done come to the right place!

~
E
hi~
Welcome to the @RDragon-Slayer@n!

~
!
2 -1
gossip 5 rumors~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
Not much is happening around this part of the world lately, unless you're

into killing kobolds.

~
E
ch~
You ask Mednoc about local gossip and rumors.

~
!
2 -1
kobolds~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #kobold1, ch );

wait( 2 );

act_tochar( #kobold2, ch );

wait( 3 );

act_tochar( #kobold3, ch );

~
E
kobold1~
"Kobolds?  Where?!" exclaims Mednoc as his eyes light up and he reaches

for a weapon on the wall.

~
E
kobold2~
"Oh, I thought you meant you saw one here." says Mednoc.

~
E
kobold3~
With a robust chortle, Mednoc adds, "I do so love a good scrap with a few

dozen kobolds.  Of course, if ye've never seen one before you might want

to be careful if you come across one.  They usually travel in packs,

and they've been getting better equipment from somewhere.  They're

starting to carry weapons and armor like normal folk, leastwise the

dog-beasts around here are.  I even hear tell they have themselves a

giant frog-like demon-thing for a pet, called a tromp or something." 

~
E
asking~
You ask Mednoc about the kobolds.

~
!
2 -1
tromp frog-like ~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tromp, ch );

~
E
asking~
You ask Mednoc about the tromp.

~
E
tromp~
I've not seen it meself, but I hear tell its some huge frog, or toad-like

beast, but much larger.  I've heard tales that it ate one poor traveller

who wandered into its pit whole.  O' course, those that come in here

having escaped with their lives and tales o' it always have a few drinks

before they will talk o' it.  Most get a look o' fear in their eyes when

they talk o' the way its long tongue kept dragging them back in every

time they tried to escape it.

~
!
2 -1
wrath wyrms~
act_notchar( "Mednoc whispers something to $n.", ch );

act_tochar( #it, ch );

~
E
it~
@eMednoc says: "Some strange doins be afoot out west of the city, if ye ask

me.  I heard tell of some worm-like creatures, but I've not been out.  I

prefer the safety of me own bar."

~
!
-1

#222
Harkin~
~
weaponsmith~
~
~
is spending some spare time sharpening an axe.~
weaponsmiths~
~
~
are spending some spare time sharpening an axe.~
Harkin is a stout dwarf with many years of slaving over forges crafting

weapons over many years.  He carries himself with the assurance of a

craftsmaster that knows that there is none his equal at his craft. 


~
Karn~
attack_weapon( mob, victim, 2d10+0, "armored fist" );

attack_weapon( mob, victim, 2d10+0, "armored fist" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 2d10+10, "armored fist" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 2d10+20, "armored fist" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 2d10+30, "armored fist" );

summon( mob, victim );

if( random( 1, 10 ) < 6 )

  interpret( mob, "bash" );

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893381318 0 0
4424067 2097408 0 192 3
15
19 12 10 13 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073604 26214464
0 1 0 0 0
M 192 3 0
-1
2 -1
codite~
send_to_char( #ask, ch );

act_notchar( #o_ask, ch );

~
E
ask~
Harkin says, "Codite's rare these days -- in fact, I haven't seen any

around here since I was an apprentice.  Fine weapons you could make with

it though...  don't know why I still list those weapons, except for

memory's sake." 

~
E
o-ask~
No description~
E
o_ask~
Harkin talks for a moment with $n, reminiscing.

~
!
-1

#223
~
~
giant sea snake~
~
~
slithers along the water.~
giant sea snakes~
~
~
slither along the water.~
The giant sea snake is huge.  It could spell danger for small boats, let

alone for you.  These snakes are best avoided.  

~
Rodric~
interpret( mob, "say TICK" );

~
!
0 0 15 0 0 0 0 10
0 0 2 4000 893379319 0 0
197129 0 0 0 4
10
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1310726410 26214464
0 29 0 18725 10
N 0 2 0
-1
-1

#224
~
~
spitting snake~
~
~
rears up at you, preparing to strike.~
spitting snakes~
~
~
rear up at you, preparing to strike.~
A reddish-yellow snake rears up at you, its long jagged fangs glistening

in the light.  Nearly 5' in length, its movement are quick and graceful.

~
Rodric~
attack( mob, victim, 1d4+1, "bite" );

if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #spit, victim );

    if( attack( mob, victim, 4d3+3, "spittle" ) ) {

    if( random( 1, 2 ) == 1 )

      poison( victim );

    }

  }

~
E
spit~
@Y@bThe snake spits its venom at you!

~
!
0 0 15 0 0 0 0 10
0 0 16 4000 893379645 0 29
5472369 5251072 8 0 4
5
3 3 3 15 6
0 0 0 0 100 0 0
1000 4 scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 13108801
475 213 40 1294 4481
N 0 2 0
-1
-1

#225
Egor~
~
grave digger~
~
~
looks at you with an evil grin on his face.~
grave diggers~
~
~
look at you with evil grins on their faces.~
The man before you is gaunt and pale, very nearly managing to look like

one of the corpses he tends in his chosen profession.  Thin, short black

hair is matted close to his scalp in stringy strands.  As he moves over

to another grave sight to begin working on it, you notice his gate is

uneven and he walks with a sort of lumbering gate that further emphasizes

the rounded stoop of his shoulders and a hump on his back.

~
Rodric~
attack_weapon( mob, victim, 2d3+0, "strong punch" );

attack_weapon( mob, victim, 2d3+0, "strong punch" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 2d3+0, "strong punch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 4d5+0, "kick" );

~
!
0 0 0 0 0 0 0 10
0 0 379 4000 893381336 0 26
229799 8192 0 16 4
14
16 9 7 16 17
0 0 0 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36701066 26214464
46480 4755 0 68272 1516927
M 16 4 0
2042 17 1509949460 10 0
2022 17 1509949460 7 0
2002 17 1509949470 5 0
875 17 1509949465 8 0
1031 17 1509949460 6 0
1039 17 1509949455 -1 0
599 17 1509949465 -1 0
939 17 1509949442 -1 0
1045 17 1509949442 -1 0
968 17 1509949515 16 0
973 16 1509949465 16 0
2060 17 1509949465 17 0
14 1 1509949460 -1 0
-1
-1

#226
Glond~
~
armorsmith~
~
~
tape measure in hand, waits to help you.~
armorsmiths~
~
~
tape measure in hand, wait to help you.~
Glond blindingly dressed in a suberbly gilded breastplate that is just

simply magnificent.  

~
Karn~
i = random( 1, 10 );

if( i < 3 )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 3d10+10, "pummeling" );

attack( mob, victim, 3d10+10, "pummeling" );

attack( mob, victim, 3d10+10, "pummeling" );

attack( mob, victim, 3d10+10, "pummeling" );

if( i < 6 )

  attack( mob, victim, 3d10+10, "pummeling" );

if( i < 4 )

  attack( mob, victim, 5d10+20, "dwarf hug" );

summon( mob, victim );

send_to_room( #all, room );

~
E
all~
@R@bGlond yells for the guard!

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893381348 0 35
4425095 39854465 12 240 4
50
25 12 10 18 14
25 65 25 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235931204 26214464
193 3 0 7 0
M 240 3 0
3017 17 1509949540 16 0
2125 17 1509949540 8 0
2105 17 1509949470 9 0
619 17 1509949460 5 0
2203 17 1509949460 13 0
634 17 1509949470 10 0
635 17 1509949470 7 0
2185 17 1509949540 15 0
-1
-1

#227
~
~
goblin~
~
small, smelly~
skulks around in the corner.~
goblins~
~
small, smelly~
skulk around in the corner.~
This is a small goblin.  His mottled green skin and long-pointed ears

mark him as a member of the green-goblin race.  Long arms and spindley

legs point awkwardly from his rounded body.  Beady eyes peer out from a

greasy mass of stringy black hair.

~
Karn~
attack_weapon( mob, victim, 1d5+0, "punch" );

attack_weapon( mob, victim, 1d3+0, "bite" );

~
!
0 82 11 0 0 0 0 10
0 0 1804 4000 894062018 0 27
230821 8192 0 0 8
1
12 7 5 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
12163 4451 0 22130 100356
M 0 3 0
147 17 1509949490 -1 0
147 17 1509949450 -1 0
1252 17 1509949455 16 0
10 0 1509949445 5 0
-1
-1

#228
~
~
dwarven clerk~
~
~
is here reviewing some paperwork.~
dwarven clerks~
~
~
are here reviewing some paperwork.~
Just another dwarf clerk, these people seem to be chosen for the

anonymity as much as there ability to do sums.  

~
Karn~
attack( mob, victim, 2d4+3, "feeble punch" );

if( random( 1, 2 ) == 1 ) {

  act_room( #rm, victim, obj, mob );

  summon( mob, victim );

  }

~
E
rm~
@b@RThe clerk calls for help!@n

~
!
4 0 3 0 0 0 0 10
0 0 23 4000 895443161 0 0
230787 0 0 16 4
10
16 13 13 16 10
5 5 5 5 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079364 26214464
447 97 0 3024 28816
M 16 3 0
234 17 100 -1 0
-1
8 -1
hello hi~
wait( 1 );

act_tochar( #mesg, ch );

~
E
mesg~
The dwarf clerk tells you, 'Hello.  Welcome to Kha-da.  I buy goblin

@bears@n and @bregister@n new residents of the city.  If interested in

either of these items please ask me about them.' 

~
!
2 -1
register~
send_to_char( #ask, ch );

wait( 1 );

act_tochar( #mesg, ch );

~
E
mesg~
The dwarf clerk tells you, 'To become a citizen of Khada you must be in

good standing with the city guard and pay a fee of 1 platinum coin.  If

interested hand me 1 platinum coin and I will process your application.'

~
E
ask~
You ask the dwarf clerk about registering to become a citizen of Khada.

~
!
2 -1
ears~
send_to_char( #ask, ch );

wait( 1 );

act_tochar( #ears, ch );

~
E
ears~
The Dwarf clerk tells you, 'To the east of here is a cave of goblins. 

They annoy us continually by attacking lone Dwarves and similiar

offenses.  To combat this the town pays a reward for each goblin ear

brought to me.' 

~
E
ask~
You ask the dwarf clerk about goblin ears.

~
!
2 -1
borrow hammer~
if( race( ch ) == dwarf ) {

  if( has_obj( 234, ch ) ) {

    act_tochar( #you_have_it, ch );

    end;

    }

  if( has_obj( 234, mob ) ) {

    junk_obj( has_obj( 234, mob ) );

    if( doing_quest( ch, 4 ) ) {

      act_tochar( #use_this, ch );

      act_tochar( #give_hammer, ch );

      obj_to_char( oload( 234 ), ch );

      end;

      }

    if( done_quest( ch, 4 ) ) {

      act_tochar( #hi_again, ch );

      obj_to_char( oload( 234 ), ch );

      end;

      }

    }

  else {

    loop( all_in_room ) {

      if( has_obj( 234, rch ) ) {

        act_tochar( #rthey_have_it, rch );

        act_notchar( #they_have_it, rch );

        end;

        }

      act_tochar( #lost, ch );

      end;

      }

    }

  }

else {

  if( size( ch ) > 3 )

    act_tochar( #no_tall, ch );

  if( size( ch ) <= 3 )

    act_tochar( #no_short, ch );

  }

~
E
use_this~
The clerk looks at you, smiling, and says,

@y "Ah, friend, I see you need to complete the ritual task of ringing the

great anvil.  Here, use the ritual hammer, it has been carefully crafted

and blessed to result in the best possible effect when you strike the

blow.


Just hand it back to me before you leave please."@n

~
E
give_hammer~
The clerk hands you a beautifully crafted hammer etched with ancient

dwarven runes of power.

~
E
hi_again~
@y"Celebrating something?  Well, have another swing at it."@n


The clerk hands you the ritual hammer again.

~
E
lost~
The clerk looks at you sadly and says,

@y"Alas, someone else has the hammer meant to ring the anvil right now. 

If you come back later, perhaps its replacement will be ready."@n 

~
E
no_tall~
The clerk looks up at you and says,

@y"Go away and bother someone else before I chop yer knees out from beneath ye."@n

~
E
no_short~
The clerk looks you in the eye and says,

@Y"Go away and quit bothering me before I call the guard on ye."@n

~
E
stolen~
The clerk looks at you, sadness in his eyes, and says,

@y"Alas, the ceremonial hammer for the great anvil was stolen away by

deceitful scum, pox take the scoundrel.  Another is being crafted, but it

may take a bit.  Check back later and hopefully I will have another."@n 

~
E
you_have_it~
The clerk asks "Are ye daft?  Yer holdin' the best hammer for the job in

yer hands."@n 

~
E
they_have_it~
The clerk points at $n and says @y"Ye'll have to yer turn, $e's got the

hammer right now."@n 

~
E
rthey_have_it~
The clerk points your way and says something to one of the other dwarves here.

~
!
0 -1
~
if( race( ch ) == dwarf ) {

  if( !has_quest( ch, 4 ) ) {

    act_tochar( #ring_anvil, ch );

    assign_quest( ch, 4 );

    end;

    }

  if( doing_quest( ch, 4 ) )

    act_tochar( #not_yet?, ch );

  }

~
E
ring_anvil~
The clerk looks up from some paperwork, sees you and says,

@y"Aye, I've not seen ye around here before.  Ye must be new in town. 

Show yerself for a real dwarf and step up and ring the great anvil here

with yer hammer."@n 

~
E
not_yet?~
The clerk asks, "@yWhat, still haven't rung the great anvil yet?@n"

~
!
6 234
~
junk_obj( obj, 1 );

obj_to_char( oload( 234 ), mob );

act_tochar( #thanks, ch );

~
E
thanks~
The clerk thanks you for returning the ceremonial hammer.

~
!
6 16
~
act_tochar( #reg, ch );

  wait( 2 );

  interpret( mob, "twiddle" );

  wait( 2 );

  if( reputation( ch, Khedrun ) > 50 ) {

    act_tochar( #done, ch );

    end;

    }

  act_tochar( #neg, ch );

~
E
thanks~
The dwarf clerk inspects $p closely and then thanks you for it even

though he has no clue why you gave that to him.

~
E
enough~
The dwarf clerk looks at the coin you hand him and then shakes his head

and says, "This is not enough to register, the fee was 5 gold in full to

become a citizen.  This, however, should be just enough to cover the cost

of my wasted time.  Come back when you are ready to pay the 5 gold.

~
E
done~
The clerk looks up from the form and tells you, 'You are now a citizen of

Kha-da - Congratulations!'.  He then drops the form on the floor near his

feet.

~
E
neg~
The clerk looks from the form and tells you, 'I'm afraid your application

was refused.  You are welcome to apply again at any time.

~
E
reg~
The dwarf clerk takes the money you hand him and then starts scribbling

on a long form.

~
!
6 12
~
act_tochar( #copper, ch );

~
E
copper~
The dwarf clerk looks at the coin you hand him and then shakes his head

and says, "This is not enough to register, the fee was 1 platinum coin in

full to become a citizen.  This, however, should be just enough to cover

the cost of my wasted time.  Come back when you are ready to pay the 1

platinum coin.

~
!
6 14
~
act_tochar( #silver, ch );

~
E
silver~
The dwarf clerk looks at the coin you hand him and then shakes his head

and says, "This is not enough to register, the fee was 1 platinum coin in

full to become a citizen.  This, however, should be just enough to cover

the cost of my wasted time.  Come back when you are ready to pay the 1

platinum coin.

~
!
6 2
~
act_tochar( #gold, ch );

~
E
gold~
The dwarf clerk looks at the coin you hand him and then shakes his head

and says, "This is not enough to register, the fee was 1 platinum coin in

full to become a citizen.  This, however, should be just enough to cover

the cost of my wasted time.  Come back when you are ready to pay the 1

platinum coin.

~
!
-1

#229
~
~
bat~
~
~
hangs upside down from the roof.~
bats~
~
~
hang upside down from the roof.~
The small furry mammal has bright red eyes that shiny through his eye

lids even when closed.  His short black hair stands at end, scared of

something.

~
Karn~
attack( mob, victim, 1d4, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 1203 4000 894155850 0 29
4393227 8576 0 0 4
1
9 6 3 17 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
2104 2801 0 15171 20599
N 0 1 0
84 17 1509949445 -1 0
-1
-1

#230
~
~
small bat~
~
~
flaps around your head.~
small bats~
~
~
flap around your head.~
enter description here

~
Karn~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 261 4000 893638463 0 0
4327705 8576 0 0 8
1
7 5 3 13 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
106 827 0 3547 1825
N 0 1 0
-1
-1

#231
~
~
black raven~
~
~
hops around here, looking for insects to eat.~
black ravens~
~
~
hop around here, looking for insects to eat.~
The raven hops here and there, turning the side of it's head this way and

that.  Sometimes it turns one eye upon you, and then the other, peering

at you suspiciously.  Strange how you feel your hair rise a bit, probably

from the tales you've heard about these types of birds being minions of

evil and bringing curses.

~
Amon~
attack( mob, victim, 1d4+1, "sharp talon" );

attack( mob, victim, 1d4+1, "sharp talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 1d3+1, "hard beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960033 0 33
198977 0 0 0 8
3
3 5 5 15 10
25 0 25 25 100 0 0
100 1 black head~
300 3 hard beak~
700 2 black feathered body~
850 5 strong talon~
1000 1 black wing~
0
7864963 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#232
Bomni~
~
necklace maker~
~
~
is busy working on another necklace.~
necklace makers~
~
~
are busy working on another necklace.~
Bomni is your typical dwarvern female (you think), her beard isn't quite

as bushy.  She has a little cart which contains all her necklace making

kit that she pushes around the square.  

~
Karn~
attack( mob, victim, 2d50+700, "punch" );

act_room( #to_all, ch );

summon( mob, victim );

~
E
to_all~
Bomni Yells for the Guard.

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893381125 0 0
229763 0 0 144 4
10
16 10 14 10 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215044 26214464
1582 3 0 40 0
F 144 3 0
-1
2 -1
goblin ear necklace~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

send_to_room( #to_all, room );

~
E
to_all~
"Well there, youngin.  Your average goblin ear necklace is just a bunch

of dried ears on a piece of string.  But my ones are different.  My ones

are special cause I's takes em down to the cave of the Saint Ka'wran and

soaks them in the magic poole there.  " 

~
E
to_room~
Bomni nods to $n and says,

~
E
to_char~
Bomni nods to you and says,

~
!
-1

#233
~
~
cave rat~
~
~
with brown fur and large white eyes prowls around.~
cave rats~
~
~
with brown fur and large white eyes prowl around.~
Fur tattered and reflecting disease and malnutrition, this rat appears

hungry and aggressive.  

~
Object~
attack( mob, victim, 1d6, "bite" );

~
!
0 0 14 0 0 0 0 10
0 0 744 4000 893381440 0 28
231249 2 0 0 4
3
3 15 5 16 12
0 0 0 0 0 0 0
250 1 brown fur~
550 1 brown body~
750 1 tiny claw~
950 2 bony head~
1000 3 sharp white tooth~
0
2360070 26214464
2759 6052 0 33105 27682
N 0 1 0
-1
-1

#234
Serge~
~
dwarven seargent~
~
~
drills young dwarves on the finer points of dismemberment.~
dwarven seargents~
~
~
drill young dwarves on the finer points of dismemberment.~
A very large (nearly four and a half feet) dwarf stands before you, arms

folded and bearded face bearing a broad, friendly grin.  Wearing a fine

singlet and covered in sweat, this is Serge, famous among the Khedrun for

his mastery of all forms of combat.

~
Karn~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "disarm" );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, ch, 2d15+15, "great uppercut" );

attack( mob, ch, 2d15+15, "great uppercut" );

if( i < 8 )

  attack( mob, ch, 2d15+15, "great uppercut" );

if( i < 5 )

  attack( mob, ch, 3d15+15, "reverse spin kick" );

if( i > 5 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bSerge calls for the guard!

~
!
4 0 3 0 0 0 0 10
0 0 1 4000 895454526 0 35
230787 6300033 8 96 4
60
20 10 8 20 18
50 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314572800 26214464
526 8 0 654 210891
M 96 3 0
2042 17 1509949515 10 0
1077 17 1509949515 7 0
985 17 1509949530 5 0
2081 17 1509949515 6 0
2101 17 1509949515 9 0
2180 17 1509949490 15 0
2180 17 1509949490 14 0
2200 17 1509949515 13 0
-1
-1

#235
~
~
bone rabbit~
~
~
creeps along the ground.~
bone rabbits~
~
~
creep along the ground.~
This poor little creature look slike a small, harmless rabbit, just

without its skin or internal organs.  Its teeth have elongated and

become very sharp.  An odd glowing light comes from its eyes.

~
BelRoth~
attack( mob, victim, 1d4+1, "sharp pointy teeth" );

~
!
0 0 28 0 0 235 0 10
0 0 42 4000 899876580 0 33
688673 0 0 0 8
1
5 4 4 17 11
0 0 0 0 0 0 0
1000 3 boney form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
24 76 0 702 366
M 0 2 0
2253 17 1509949445 -2 0
-1
-1

#236
~
~
bone deer~
~
~
creeps around.~
bone deer~
~
~
creep around.~
This poor animal was once a deer, but through some kind of malicious

magic, has become what you see before you.  The deer stands 4 feet at

the shoulder, white bones glistening in the wan light.  Its hooves look

sharp, as do its teeth.  A red light shines from its eye sockets.

~
BelRoth~
attack( mob, victim, 2d5, "hooves" );

~
!
0 0 28 0 0 236 0 10
0 0 81 4000 899876689 0 0
655889 0 12 0 8
3
11 4 4 18 11
0 5 5 20 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
1247 449 0 3075 15249
N 0 4 0
2253 17 1509949445 -2 0
-1
-1

#237
~
~
bone rat~
~
~
creeps around.~
bone rats~
~
~
creep around.~
This creature looks just like a simple rat, except it has no skin or

organs.  Just bones.  The rat's teeth have sharpened and its eye 

sockets glow with an eerie red light.

~
BelRoth~
attack( mob, victim, 2d3, "teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 64 4000 899876692 0 0
688689 8192 12 0 8
2
10 4 6 18 14
0 0 0 0 0 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1573636 26214464
629 495 0 1549 3246
N 0 1 0
2253 17 1509949445 -2 0
-1
-1

#238
Quzar~
quzar alchemist~
alchemist~
Barely noticing you,~
~
pores over an old, musty scroll.~
alchemists~
Barely noticing you,~
~
pore over old, musty scrolls.~
Quzar is a very old dwarf.  His beard is grey and nearly reaches the

floor and his face has many wrinkles.  Large pink and purple polka dots

stain parts of his beard.  Quzar has a very sheepish look about him, as

though he has just embarassed himself with a faulty color cantrip.

~
Karn~
attack_weapon( mob, victim, 10d5+5, "martial arts attack" );

if( random( 1, 10 ) < 4 )

do_spell( fireball, mob, victim );

if( random( 1, 10 ) < 4 )


do_spell( lightning bolt, mob, victim );

if( random( 1, 10 ) < 4 ) {

  act_room( #to_all, victim );

summon( mob, victim );

  }

if( random( 1, 5 ) == 1 )

  cast_spell( heal, mob, mob );

~
E
to_all~
Quzar Yells for the Guard.

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 899023982 0 35
4425091 262536 4 800 4
25
30 20 14 15 12
100 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91753604 26214464
0 1 0 0 0
M 800 3 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

mob = mob_in_room( 238, room );

if( mob ) {

  if( find_stat( ch, level ) > 20 ) {

    if( done_quest( ch, 6 ) ) {

      send_to_char( #done!, ch );

      end;

      }

    if( has_quest( ch, 6 ) ) {

      send_to_char( #done?, ch );

      end;

      }

    if( !has_quest( ch, 6  ) ) {

      send_to_char( #give, ch );

      act_notchar( #given, ch );

      assign_quest( ch, 6 );

      }

    }

  }

~
E
done?~
Quzar looks at you sadly and sighs.

~
E
done!~
Quzar's eyes light up as he sees you walk in.

~
E
given~
Quzar leans towards $n and whispers something to $m.

~
E
give~
Quzar leans near you and says, 'My good man, can you help me retrieve a

vauable object?' 


'It is a special wand that was stolen by hill giants from my partner as

he was delivering it to me.' 

~
!
6 292
~
junk_obj( obj );

if( done_quest( ch, 6 ) ) {

  act_tochar( #thank, ch );

  act_notchar( #thanks, ch );

  end;

  }

if( doing_quest( ch, 6 ) ) {

  update_quest( ch, 6 );

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  end;

  }

~
E
thanks~
Quzar smiles at $n and shakes $s hand.

Quzar says, 'Thank you, $n.'

~
E
thank~
Quzar beams a smile at you and shakes your hand vigorously.  

Quzar says, 'Thank you, $n.'

~
E
room~
Quzar looks quite thankful towards $n.

~
E
char~
Quzar says, "Thank you friend.  This is the wand I have need so dearly.'


~
!
2 -1
ink~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 55, ch ) ) {

    act_tochar( #ink, ch );

    wait( 4 );

    act_tochar( #ear, ch );

    }

  else

    act_tochar( #no, ch );

  }

~
E
ink~
Ah, so ye be needing some o' me fine magic inks.  Usually, th' lad

Prenslie sends does a few favors for me in payment.  O' course, Prenslie

teaches him th' craft in exchange as his payment.  If'n ye want some o'

the ink, ye'll be needing to do something for me.  I hope ye struck a

fair bargain with Prenslie for all this work ye'll be doing.

~
E
ear~
I'll tell ye what.  I do be needing a goblin ear me latest creation.  A

spell that will turn a goblins mind to other things if'n he thinks he

wants to enter yer house.  There do be a bunch o' the vermin south o' the

Cavern entrance here.  Go to the top o' the rise there and there be a

cave up and to the east.  Bring back a goblin ear and give it to me and I

will give ye the ink.

~
E
no~
I already made ye a deal.  Ye had the ink, if'n ye lost it already what

business is it o' mine?

~
!
6 147
~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 55, ch ) ) {

    act_tochar( #thanks, ch );

    wait( 2 );

    act_tochar( #give, ch );

    obj_to_char( oload( 1887 ), ch );

    set_cflag( 55, ch );

    }

  }

~
E
thanks~
Ah, this one should do nicely.  In exchange for yer work, here's the

phial of ink that I promised you.

~
E
give~
So saying, the dwarf hands you a small crystal phial.

~
!
0 -1
~
if( cflag( 55, ch ) ) {

  if( !cflag( 56, ch ) ) {

    if( has_obj( 1887, ch ) )

      act_tochar( #go_away, ch );

    else

      act_tochar( #lost?, ch );

    }

  }

~
E
go_away~
'ere now, weren't ye to be taking that phial o' ink back to Prenslie?  On

yer way with ye.

~
E
lost?~
I take it ye lost Prenslie's parcel then?  I doubt ye'll be doing much

work for him in the future.  I'll tell ye what.  Ye bring me a scroll o'

magic mapping so's I can map a twisty cavern I knows and I'll give ye

another bottle.  If'n ye do that I promise I won't mention a thing to

Prenslie 'bout it.

~
!
6 38
~
if( !has_obj( 1887, ch ) ) {

  if( cflag( 55, ch ) ) {

    if( !cflag( 56, ch ) ) {

      act_tochar( #try_again, ch );

      obj_to_char( oload( 1887 ), ch );

      wait( 3 );

      interpret( mob, "wink" );

      }

    }

  }

~
E
try_again~
Ah, I thank ye for this fine magical map.  In return here's a bottle o'

me special ink for ye.  An don't ye worry none about me telling Prenslie,

me lips is sealed.

~
!
2 -1
disbelieve magic wall illiusion~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat );

~
E
ask~
You ask $N about the magics of illusion.

~
E
rask~
$n asks $N something.

~
E
stat~
Ah, I have been studying this problem, of magic, reality, and illusion. 

But alas, the solution to disbelieving in illusion evades me.  But I know

for sure that mind flayers as a whole can easily disbelieve in illusion. 

If only I could find one and ask him about it.

~
!
2 -1
spell components paladin mount reagents~
if( random( 1, 2 ) == 1 ) {

act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

}

else {

mob = mob_in_room( 1136, find_room( 20066 ) );

mpcode( mob, 3 );

}

~
E
ask~
You ask $N about find mount reagents.

~
E
rask~
$n asks $N something.

~
E
stat1~
The hedge wizard near Pennan has been known to traffic in reagents that

paladins sometimes find useful in summoning holy mounts.

~
!
2 -1
meteor swarm~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about meteor swarm.

~
E
rask~
$n asks $N something.

~
E
stat1~
If Prenslie told you I knew something about weather magic, I'm afraid

he's mistaken.  The hedge wizard would know more than I.

~
!
6 1677
~
wait( 1 );

junk_obj( has_obj( 1677, mob ), 1 );

act_tochar( #give, ch );

act_notchar( #rgive, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
give~
You see Quzar spinkle the bit of thyme over a beef pastry and eat it. 

Suddenly, he looks more alert!

~
E
rgive~
Quzar sprinkles something $n gave him over a beef pastry and eat it.

~
E
stat1~
Ah yes!  You want to know about the spell meteor swarm.  Well, I cannot

teach it myself.  Weather spells are outside of my mastery.  However,

somewhere in Medienne there lives someone who can.  She is a bit of a

recluse, and somewhat senile, so be careful.

~
!
-1

#239
~
bearded dwarven priest~
dwarven priest~
~
bearded~
prays silently here.~
dwarven priests~
~
bearded~
pray silently here.~
The priest wears a gold trimmed robe and cowl.  Like all dwarves, he has

a thick and bushy beard.

~
Karn~
attack( mob, victim, 2d4+10, "punch" );

attack( mob, victim, 2d4+10, "punch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d10+20, "head butt" );

if( random( 1, 10 ) < 4 )

  do_spell( slay, mob, ch );

if( random( 1, 10 ) < 4 )

  cast_spell( heal, mob, mob );

if( random( 0, 1 ) == 0 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
@b@RThe Dwarven priest begins shouting for the city guard.

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 900593078 0 0
229763 2359305 0 144 4
50
17 13 19 15 15
50 50 50 50 100 0 0
500 0 body~
600 15 right leg~
700 15 right leg~
800 20 left arm~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 144 3 0
3033 17 1509949540 16 0
-1
-1

#240
~
~
bone badger~
~
~
creeps around.~
bone badgers~
~
~
creep around.~
When you look at this creature, you wonder why it can still move.  All

it appears to be is bones.  This was once a badger, its sickle-like

claws have become even sharper, and more deadly.  An odd red light

comes from it's eye sockets.

~
BelRoth~
attack( mob, victim, 2d8, "claws" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d8, "claws" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 3d4+2, "bite" );

~
!
0 0 28 0 0 0 0 10
0 0 8 4000 899876698 0 0
196657 8192 12 0 8
7
16 5 5 17 17
0 0 35 10 100 0 0
500 4 body~
400 3 leg~
400 3 paw~
400 3 tail~
1000 3 head~
0
18350727 13108801
733 68 0 713 16333
N 0 2 0
2253 17 1509949445 -2 0
-1
-1

#241
~
bone bear ferocious~
bone bear~
~
~
is here, looking rather ferocious.~
bone bears~
~
~
are here, looking rather ferocious.~
You see before you the most hideous sight yet.  An animated bear

skeleton shambles around here, its already sharp claws longer and 

sharper than ever in life.  Its eye sockets glow a bright red, and

when you look at it, it seems to smile a terrifying smile.

~
BelRoth~
attack( mob, victim, 1d10+5, "claw" );

attack( mob, victim, 1d10+5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5+5, "bite" );

~
!
0 0 28 0 0 0 0 10
0 0 30 4000 893364383 0 0
131635 128 0 0 8
9
18 5 8 15 17
0 0 25 25 100 0 0
1000 6 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
4042 206 0 2995 129762
N 0 6 0
2253 17 1509949450 -2 0
-1
-1

#242
~
~
dwarven guard~
~
burly~
patrols his beat.~
dwarven guards~
~
burly~
patrol their beat.~
Stocky, well armed and armoured you wouldn't really want to get this guy

annoyed.

~
Karn~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 3d30+250, "stone-hard punch" );

attack_weapon( mob, victim, 3d30+250, "powerful snap-kick" );

attack_weapon( mob, victim, 3d30+250, "flying elbow" );

attack( mob, victim, 80d5+16, "kick" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bA Dwarf guard calls for backup!

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 895616654 0 35
4425633 6291843 136 96 4
50
18 10 9 15 16
50 25 50 25 99 25 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26214464
1788 7 0 14 0
M 96 4 0
2124 17 1509949490 8 0
2081 17 1509949470 6 0
2202 17 1509949445 13 0
607 17 1509949490 5 0
611 17 1509949490 10 0
615 17 1509949490 7 0
-1
0 -1
~
i = random( 1, 30 );

  if( !char_in_room( ch ) )

    end;

  if( !is_player( ch ) )

    end;

  if( race( ch ) == elf ) {

    if( i < 5 ) {

      wait( 1 );

      act_tochar( #elf, ch );

      }

    }

  if( race( ch ) == orc ) {

    if( i < 5 ) {

      wait( 1 );

      act_tochar( #orc, ch );

      }

    }

  if( race( ch ) == goblin ) {

    if(  i < 5 ) {

      wait( 1 );

      act_tochar( #goblin, ch );

      }

    }

  if( race( ch ) == ogre ) {

    if( i < 5 ) {

      wait( 1 );

      act_tochar( #ogre, ch );

      }

    }

  if( race( ch ) == troll ) {

    if( i < 5 ) {

      wait( 1 );

      act_tochar( #troll, ch );

      }

    }

  if( race( ch ) == lizardman ) {

    if( i < 5 ) {

      wait( 1 );

      act_tochar( #liz, ch );

      }

    }

~
E
liz~
A Dwarf guard tells you, "Welcome, odd one, but treat our ways with a

respectful eye." 

~
E
troll~
A Dwarf guard tells you, "Hulking mass of dung...go before I char your

accursed flesh!" 

~
E
ogre~
A Dwarf guard tells you, "Monstrosity...begone from our fine halls before

I gut thee!" 

~
E
goblin~
A Dwarf guard tells you, "Twisted creature...begone before I cut you down

where you stand!" 

~
E
orc~
A Dwarf guard tells you, "Filthy orc...get outta here before I hack you

to pieces." 

~
E
elf~
The Dwarf guard scowls at you.  "Move along, and don't cause no trouble."

~
E
attack2~
The Dwarf guard cries out in alarm, having heard of your foul deeds!

~
E
attack~
The Dwarf guard cries out in alarm, having heard of your foul deeds!

~
E
movealong~
The Dwarf guard looks at you.  "Begone, filthy rogue!"

~
!
0 -1
~
if( !is_silenced( mob ) && !is_fighting( mob ) ) {

  if( has_obj( 319, ch ) ) {

    act_tochar( #gotcha, ch );

    act_notchar( #rgotcha, ch );

    wait( 1 );

    transfer( ch, find_room( 27002 ) );

    close( find_room( 27002 ), east );

    act_notchar( #plop, ch );

    }

  }

~
E
gotcha~
A dwarven guard looks you over.  Noticing your girdle of dwarven skulls

he flushes in anger and calls several other guards over to escort you out.

~
E
rgotcha~
A dwarven guard looks $n n over.  Suddenly the guards face flushes in

anger and he calls several other guards over to help him drag $n off.

~
E
plop~
Several guards dump $n unceremoneously onto the ground before the gate,

then they go back inside shutting the portcullis behind them.

~
!
-1

#243
~
~
wererat guard~
~
~
in black armor stands here.~
wererat guards~
~
~
in black armor stand here.~
The skin of this fierce humanoid is covered in soft black hair, and red

eyes peer out from his pointed face.  He stands over five feet tall, but

is thin and wispy.  Long whiskers sit on his face near the tip of his

nose, twitching gently as he sniffs the air.

~
Amon~
attack( mob, victim, 1d4+2, "bite" );

attack_weapon( mob, victim, 1d4+2, "left claw" );

if( random( 0, 30 ) < 2 )

send_to_room( #hiss, room );

attack_weapon( mob, victim, 1d4+2, "right claw" );

~
E
hiss~
@YThe wererat guard squeals loudly, the sound echoing through the temple!@n

~
!
0 26 14 0 0 0 0 10
0 0 956 4000 895628804 0 28
247733 1056896 0 16 8
7
16 11 11 18 16
-5 -10 5 0 -5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
49456 5773 0 83728 1524377
M 16 4 0
155 17 1509949465 5 0
156 17 1509949465 7 0
2122 17 1509949465 8 0
154 17 1509949465 17 0
153 17 1509949490 16 0
-1
-1

#244
~
~
white rabbit~
~
~
blends in with the snow.~
white rabbits~
~
~
blend in with the snow.~
The rabbit's fur blends perfectly with the snow, an animal completely at

home in its natural environment.  

~
Rodric~
attack( mob, victim, 1d3, "sharp pointy teeth" );

if( random( 1, 10 ) < 7 ) {

  act_room( #all, victim );

  attack( mob, victim, 1d2, "little sharp claws" );

  }

else

  if( random( 1, 10 ) < 7 )

  act_tochar( #char, victim );

end;

~
E
all~
Quickly the rabbit ducks in for an extra attack.

~
E
char~
The rabbit goes to work on your ankle, and you can't shake it loose!

~
E
char~
The rabbits sharp claws miss $n.

~
!
0 0 39 0 0 235 997 3374
0 0 184 4000 899959678 0 35
196905 0 0 0 4
1
4 3 3 16 14
0 0 0 0 0 0 0
1000 1 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
458 1002 0 2673 2331
N 0 1 0
40 17 1509949500 -1 0
1299 17 1509949460 -1 0
-1
0 -1
~
if( is_follower( mob ) )

end;

if( random( 1, 2 ) == 1 )

  send_to_char( #run, ch );

~
E
run~
The white rabbit hides in the snow when it sees you.

~
!
-1

#245
~
~
dwarven lampster~
~
old~
is going around refilling and lighting lamps.~
dwarven lampsters~
~
old~
are going around refilling and lighting lamps.~
A very old and very creaky dwarf who must be at least four or five

centuries old.  In the great tradition of Dwarvern social welfare - ie

ain't nothing is free in life sonny, this ancient dwarf is required to

work in order to eat.  Of course since dwarves are such a caring society

they *will* find work for someone.

~
Karn~
attack_weapon( mob, victim, 2d6+2, "punch" );

if( random( 1, 10 ) < 4 )

  send_to_room( #staunch_msg, room );

else {

  if( random( 1, 10 ) < 4 ) {

    send_to_room( #help, room );

    summon( mob, victim );

    }

  }

~
E
staunch_msg~
The old lampster yells, "Try to take on me eh Sonny!  Well I'll show you

a thing or two!" 

~
E
help~
"Guards! Help! the little bugger is beating me!" says the old Lampster.

~
!
4 0 3 0 0 0 0 10
0 0 13 4000 895443190 0 0
230273 192 0 128 4
10
16 13 12 12 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7865108 26214464
436 65 0 1964 26972
M 128 3 0
229 17 1509949540 -1 0
-1
0 -1
~
if( random( 1, 5 ) < 4 )

  end;

if( race( ch ) == dwarf ) {

  if( !has_quest( ch, 4 ) ) {

    act_tochar( #to_all, ch );

    assign_quest( ch, 4 );

    }

  else {

    if( doing_quest( ch, 4 ) )

      act_tochar( #doing, ch );

    else {

      if( done_quest( ch, 4 ) )

        send_to_char( #done, ch );

      }

    }

  }

~
E
done~
The Lampster bows to you and simply states, "Hello, worthy traveler!"

~
E
doing~
The Lampster sighs and says to you, "Have you no sense, young $n.  The

anvil awaits." 

~
E
to_all~
"Hmmpf!  Young $n, don't you think it is about time that you did the

decent dwarf thing and go and bang the anvil in the square? Young people

today have no sense of tradition." says the Lampster.  

~
!
-1

#246
~
~
small and cute little rat~
~
~
is here, watching you curiously.~
small and cute little rats~
~
~
are here, watching you curiously.~
The little guy is all white and goes into fits of Zooming around the room

before suddenly stopping again to watch you curiously.  A little tag on a

collar around its neck claims his name is 'Herald'.

~
Amon~
attack( mob, victim, 1d4+1, "bite" );

attack( mob, victim, 1d4+1, "claw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893382454 0 0
230691 0 0 0 8
2
3 8 6 18 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#247
~
~
great demon-rat~
~
~
stands here, slavering and grasping with sharp claws.~
great demon-rats~
~
~
stand here, slavering and grasping with sharp claws.~
This huge beast is shaped like a large bi-pedal rat, but with the girth

and size of a bear.  Bloodshot eyes stare at you with a dread purpose. 

Small tufts of white hair cover the bulging body of this pink-skinned

monstrosity, 

~
Amon~
attack( mob, victim, 3d6+0, "bite" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 2d6+0, "claw" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d6+0, "claw" );

if( random( 1,5 ) == 5 ) {

  i = 6d5;

  act_tochar( #char, ch );

  act_notchar( #room, ch, obj, mob );

  dam_message( ch, i, "the mauling" );

  inflict( ch, mob, i, "Demon rat" );

  }

~
E
char~
@BThe demon-rat's teeth close over your neck; it shakes you side to side

before throwing your body across the room.

~
E
room~
@BThe demon-rat locks it's teeth on the neck of $n and shakes $m like a

doll before throwing $m across the room, into a wall.  

~
!
0 0 52 0 0 0 0 10
0 0 21 4000 895713566 0 25
235315 8320 0 0 8
10
19 8 7 19 18
15 20 -5 10 50 5 0
750 5 body~
500 2 head~
700 2 leg~
1000 0 tail~
0 1000 ~
0
26215050 26214464
5010 280 0 3420 144435
M 0 2 0
-1
-1

#248
~
~
female wererat~
~
~
stands here ready to fight.~
female wererats~
~
~
stand here ready to fight.~
A fine layer of brown hair covers the slender limbs of this female

wererat.  If possible, she moves with an even more fluid grace than her

male counterparts.  Her long nose whiskers flick back and forth as she

turns to you, her sharp teeth bared.

~
Amon~
attack( mob, victim, 1d6+1, "bite" );

attack( mob, victim, 1d5+1, "claw" );

if( random( 1, 5 ) < 4 )

  attack( mob, victim, 1d5+1, "claw" );

if( random( 1, 30 ) < 29 )

send_to_room( #hiss, room );

~
E
hiss~
@YThe female wererat pulls her thin lips back, hissing loudly!@n

~
!
0 26 0 0 0 0 0 10
0 0 166 4000 897932685 0 28
246743 1056768 0 0 8
6
12 13 12 19 16
0 -5 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
7235 1589 0 12995 111719
F 0 4 0
3029 17 1509949540 16 0
2021 17 1509949465 7 0
2001 17 1509949465 5 0
2101 17 1509949465 9 0
2041 17 1509949465 10 0
2123 17 1509949465 8 0
-1
-1

#249
~
~
flesh golem~
~
~
lurches in your direction.~
flesh golems~
~
~
lurch in you direction.~
Stitched together from various looking body parts, this large humanoid

form lurches around from place to place.  Smelling of strange chemicals

this is not the sort of boyfriend you would take home to meet your

mother.  

~
Karn~
attack( mob, victim, 4d4+4, "punch");

attack( mob, victim, 2d6+4, "barefoot kick" );

if( random( 1, 10) < 5 ) {

  if( find_stat( victim, str ) > 15 )  {

    act_tochar( #to_char_resist, victim );

    act_notchar( #to_room_resist, victim );

    }

  else {

    act_tochar( #to_char, victim );

    act_notchar( #to_room, victim );

transfer( victim, find_room( 27524) );

    i = 7d5;

    dam_message( ch, i, "The savage impact with the floor" );

    inflict( ch, mob, i, "being crushed" );

    }

  }

~
E
to_char~
The Golem picks you up and effortlessly throws you to another part of the

room. You are not strong enough to stop it.

~
E
to_room~
The Golem picks up $n and throws $m to another part of the room.

~
E
to_char_resist~
The Golem tries to pick you up, but you are too strong.

~
E
to_room_resist~
The Golem tries to pick up $n but doesn't succeed as $n is too strong.

~
!
0 0 33 0 0 0 0 10
0 0 626 4000 893382704 0 0
229521 0 0 0 4
8
22 3 4 7 20
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
54607 2965 0 70161 3083770
N 0 4 0
700 17 1509949450 -1 0
-1
-1

#250
~
~
dwarven zombie~
~
~
lurches around, its broken neck swinging on its shoulder.~
dwarven zombies~
~
~
lurch around, their broken necks swinging on their shoulders.~
Dressed in nothing but a nightshirt, the dwarf zombie must have a

severely broken neck as it simply rolls around his head as he walks about.

~
Karn~
attack( mob, victim, 3d4+2, "swipe" );

attack( mob, victim, 4d6, "head butt" );

~
!
0 0 28 0 0 0 0 10
0 0 546 4000 895443201 0 0
557217 536879104 4 0 4
7
19 3 4 5 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
31915 2192 0 51640 1495702
M 0 3 0
-1
-1

#251
~
~
Medienne jail guard~
~
~
jumps to his feet as you enter.~
Medienne jail guards~
~
~
jump to their feet as you enter.~
This has got to be the worst detail for the town guard.  This guard looks

like he was asleep a second ago, and has a confused look on his face. 

~
Amon~
attack_weapon( mob, victim, 3d5+2, "martial arts attack" );

if( random( 0, 1 ) == 1 )

  attack_weapon( mob, victim, 3d5+2, "martial arts attack" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893638917 0 0
230803 0 0 0 4
18
16 10 10 15 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643978 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#252
~
~
witch~
~
old, shriveled~
limps around, swearing at the invisible.~
witches~
~
old, shriveled~
limp around, swearing at the invisible.~
This old woman who you assume is human, though it is pretty hard too tell

and she doesn't seem the kind of person you would just simply ask.

Though she limps around the room, you still get the impression from the

way that she looks you over that she is not really afraid of you.

~
Karn~
if( random( 1, 3 ) == 1 ) {

  victim = rand_player( room );

  if( find_stat( victim, level ) < 91 ) {

    if( is_fighting( victim ) ) {

      act_tochar( #spell, ch );

      do_spell( cause critical, mob, victim );

      }

    }

  else {

    if( random( 1, 2 ) == 1 )

      cast_spell( slay, mob, victim );

    }

  }

attack( mob, victim, 2d10+7, "sharp finger nails" );

ch = rand_player( room );

if( is_fighting( ch ) ) {

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, ch, 2d10+7, "sharp finger nails" );

  }

if( attack( mob, victim, 2d10+7, "sharp finger nails" ) ) {

  if( random( 1, 2 ) == 1 )

    do_Spell( curse, mob, victim );

  else

    poison( victim );

  }

~
E
spell~
@bThe witch utters the name of an ancient evil!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893638949 0 25
230787 401794 0 0 8
50
10 17 20 15 15
30 50 25 40 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 26214464
0 1 0 0 0
F 0 4 0
-1
2 -1
Zarander~
send_to_char( #char, ch );

act_notchar( #room, ch );

send_to_char( #to_all, ch );

~
E
to_all~
"Twas about five years ago now that Zarander came to these parts.  He was

a skinny young lad the day I saw him ride by and up the hill.  He only

had about three or four servants with him but there was a couple of carts

with him full of equipment and furniture.  Anyhow I didn't think much of

it that day, but was about a week later when I was flying about that

'poof' this ruddy great tower appeared right in me flight path.  I nearly

fell off me broomstick.  

  

Anyway he turns up at me door the next day an' want me to scry up his

future.  Me!  little ol me, do a reading for a mage that can make ruddy

great towers sneak up on a poor old defenceless witch.  So anyways I sat

'im down an got out me crystal ball and turn me around three times and

call me a cabbage but shure as there are flys on a dead dog he was a

Doomed man.  

  

It seems he had killed the lover of some evil sorceress and now she was

out to get him.  Because once she found the body of her mate so great was

her anguish that she took her own life and proclaimed a curse upon the

wizard.  Let me tell you an' I should know being in the business meself -

that the curse of a suiciding lover is a pretty big curse.  And when you

add in she was an evil sorceress and her lover wasn't exactly squeaky

clean either I can tell you that is one pretty pokey curse.  

  

I never did see what was going to happen only his past and then a big

black wall in his future.  Hmmm about a year after that though there was

some invisible force holding it close to the building.  There were a few

more explosions and then just quiet like.  

  

That evening I was back at home when one of his familars shows up ere you

can ask him the rest of the storey me throat's all sore after all this

yacking.  

~
E
room~
$n asks the witch about Zarander and she says;

~
E
char~
You ask the witch about Zarander and she says;

~
!
2 -1
curse~
act_room( #to_all, ch );

~
E
to_all~
"I've not seen him so you'd better ask the crow about that."

~
!
2 -1
keys~
act_room( #to_all, ch );

~
E
to_all~
"I would have to get me crystal ball out to have a look.  So you'll have

to Ask me about a specific type of key, an' for that you'll have to cross

me palm with silver by dropping a single coin in the room."

~
!
2 -1
ghosts mustapha's~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

act_room( #to_all, ch );

~
E
to_all~
"Ghosts can be a little tricky, they're pretty hard to hit, like not

being their an' all.  But somewhere about the place I thinks I've got a

recipe for...  now what was it again?  Oh yes Mustapha's Anti-Ghost

Powder.  Now lets see, oh yes it's suposed to firm up the ghost and make

it more easy to hit and less ethereal, thats right.  I've got the recipe

still, if you can scrounge up the ingredients then I could mix up a batch

for you." 

~
E
to_room~
$n asks the witch about something to do with ghosts.

~
E
to_char~
You ask the witch about ghost's or Mustapha's Ghost powder.

~
!
2 -1
bronze key~
obj = obj_in_room( 14, room );

if( obj ) {

  junk_obj( obj );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  }

else

  act_room( #money_fail, ch );

~
E
money_fail~
"Try to cheat an ol' woman would you. Shame on you!"

~
E
to_all~
The witch stares into the crystal ball and a far off look comes to her

eyes.

"I see a cave.  A cave of dogs.  In the cave is a chest.  Under the chest

lies the key.  And that is all I see." 

~
E
to_room~
$n asks the witch something about a key.

~
E
to_char~
You ask the witch about a bronze key.

~
!
2 -1
brass key~
obj = obj_in_room( 14, room );

if( obj ) {

  junk_obj( obj );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  }

else

  act_room( #money_fail, ch );

~
E
to_all~
The witch stares into her crystal ball and a far off look comes to her

eyes.  

"I see a tall pillar of rock.  I hear the squawking of a crow.  And that

is all." says the witch.

~
E
money_fail~
"Try to cheat an ol' woman would you. Shame on you!" says the witch.

~
E
to_room~
$n asks the witch something about a key.

~
E
to_char~
You ask the witch about a brass key.

~
!
2 -1
iron key~
obj = obj_in_room( 14, room );

if( obj ) {

  junk_obj( obj );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  }

else

  act_room( #money_fail, ch );

~
E
to_all~
The witch stares into her crystal ball and a far off look comes into her

eyes.  

"From a magnificent vantage point.  I see a bird of prey.  To the north I

can see the mountains in the distance.  But that is all I see." says the

witch.  witch.  

~
E
money_fail~
"try to cheat and ol' woman would you. Shame on you!" says the witch.

~
E
to_room~
$n ask the witch something about a key.

~
E
to_char~
You ask the witch about the iron key.

~
!
2 -1
old man's ring man red glass~
act_tochar( #ch, ch );

if( doing_quest( ch, 18 ) ) {

  if( cflag( 5, ch ) ) {

    wait( 1 );

    tell( mob, ch, #greet );

    wait( 1 );

    tell( mob, ch, #2 );

    wait( 4 );

    if( char_in_room( ch, room ) )

      tell( mob, ch, #3 );

    end;

    }

  }

tell( mob, ch, #no );

~
E
no~
I know nothing about that.

~
E
3~
But I suppose if you were to help me find some @Ereagents@n I need. 

Unfortunately I see not a reason for keeping the ring.

~
E
2~
Well I'm not just going to give it back to him you know.  I was the one

he was supposed to marry so many years ago.  But alas, I stole from one

of those damn beggars in that awful town.  It turned out Taranth herself

was watching me, and well, she turned me into what you see before you

today.

~
E
greet~
So...that crazy old man wants his ring back eh?

~
E
ch~
You ask the witch about the old man's ring.

~
!
2 -1
reagents please~
act_tochar( #ch, ch );

if( doing_quest( ch, 18 ) ) {

  if( cflag( 5, ch ) ) {

    wait( 1 );

    tell( mob, ch, #1 );

    wait( 1 );

    tell( mob, ch, #2 );

    wait( 1 );

    tell( mob, ch, #3 );

    set_cflag( 7, ch );

    end;

    }

  }

wait( 1 );

tell( mob, ch, #no );

~
E
no~
Reagents are used for spells and are often common pieces of nature.

~
E
3~
Go now!  Bring me these reagents in all possible haste.

~
E
2~
So then, bring me the intestines of a giant sewer rat, the ear of a

rabbit, and the toe of a deer.

~
E
1~
I suppose if you were to bring me some reagents I could return the ring

to you to give to that old bastard.

~
E
ch~
You ask the witch about reagents.

~
!
6 532
~
junk_obj( obj );

if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    set_cflag( 8, ch );

    acode( room, 1 );

    }

  }

~
!
6 531
~
if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    set_cflag( 9, ch );

    acode( room, 1 );

    }

  }

~
!
6 533
~
if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    set_cflag( 10, ch );

    acode( room, 1 );

    }

  }

~
!
2 -1
harpies~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 1 );

mob = mob_in_room( 253, room );

interpret( mob, "em screeches loudly." );

tell( mob, ch, #stat2 );

~
E
stat1~
Harpies? I don't know anything about them now leave me alone!

~
E
ask~
You ask $N about how to request a harpy as an ally.

~
E
rask~
$n asks $N about something.

~
E
stat2~
Give me a piece of wonder fruit and I'll tell you.

~
!
-1

#253
~
~
crow~
~
~
perches here, peering at you intently.~
crows~
~
~
perch here, peering at you intently.~
The crow perches on the back of a convenient chair, though it must be

well trained for there is no mess behind the chair.  The crow watches

every move of every person in the room. The intense staring gives you the

creeps.  

~
Karn~
attack( mob, victim, 2d4+2, "beak peck" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 0 4000 899960036 0 0
198915 0 0 0 8
5
4 6 6 14 5
0 0 0 0 0 0 0
1000 3 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26217601
0 1 0 0 0
N 0 1 0
-1
2 -1
zarander sorceress golems talisman~
act_tochar( #to_char, ch );

act_notchar( #to_room, ch );

act_room( #to_all, ch );

~
E
to_all~
"arark the sorceress stole the keys ararark

arark then shee took control of the golems ararak

arak then she tried to kill Zarander arrarrk

arrark Zarander got a talisman though arrack

arrack Zarander tried to kill her but couldn't arrack

arrack Zarander now locked in top of tower arrack

aarrack Zarander has good magic to reward who cure the curse arreak

arrak Zarander has much good magic to reward who cure the curse arrack"

~
E
to_room~
$n asks the crow about Zarander and it says;

~
E
to_char~
You ask the crow about Zarander and it says;

~
!
2 -1
curse~
act_tochar( #to_char, ch );

act_notchar( #to_room, ch );

act_room( #to_all, ch );

~
E
to_all~
"arrack Zarander got something in stomach arrack." says the crow.

~
E
to_room~
$n asks the crow about the curse.

~
E
to_char~
You ask the crow about the curse.

~
!
6 2033
~
junk_obj( obj, 1 );

act_room( #eat, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat1 );

~
E
stat1~
Awwwk!  Thanks for the fruit, feather brain.  Harpies of a feather, flock

together.

~
E
eat~
$N eats the piece of fruit greedily.

~
!
-1

#254
Sarai~
Sarai seer regally elegant~
seer~
~
~
stands regally elegant, slowly watching your movements.~
seers~
~
~
stand regally elegant, slowly watching your movements.~
Vibrant red hair, not the brassy red of tavern wenches, but the blazing

crimson of a sunset over the sea draws your attention like a moth to a

flame.  Flawless ivory skin seems almost translucent against the bright

hue of her tresses, accenting the delicate features in an unearthly face. 

Unearthly blue eyes meet and capture yours, and you suddenly feel as if

this woman has read your very soul, and knows your very deepest secrets. 

Just as you feel she has completely discounted your very existance, she

smiles at you, an expression akin to an ancient mother goddess, looking

over her children.

~
Mange~
attack( mob, victim, 10d3+15, "globes of energy" );

attack( mob, victim, 10d3+15, "globes of energy" );

if( random( 1, 10 ) < 7 )

  do_spell( ice lance, mob, victim );

if( random( 1, 10 ) < 3 )

  do_spell( conflagration, mob, victim );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #call, room );

  act_tochar( #flare, ch );

  act_notchar( #rflare, ch );

  attack( mob, victim, 30d3+100, "astral flare" );

  }

do_spell( meteor swarm, mob, victim );

~
E
flare~
@cShe gestures quickly with one hand and the ball flies at you!

~
E
rflare~
@cShe gestures quickly with one hand and the ball flies at $n!

~
E
call~
@CSarai raises her hands into the air and calls forth a ball of pure @Wwhite@C energy.

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 895893076 0 31
229859 0 0 96 4
80
10 19 17 16 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
41943690 26214464
2536 8 0 0 0
F 96 4 0
328 17 1509949540 5 0
-1
0 -1
~
send_to_room( #renter, room );

~
E
renter~
@BAs you step into the room, an almost ethereal woman turns and rests her

azure gaze upon you.  In quiet tones she welcomes you to her humble

abode.@n 

~
!
2 -1
seer~
send_to_room( #rchuckle, room );

wait( 1 );

act_tochar( #seer, ch );

act_notchar( #rtalk, ch );

wait( 1 );

act_tochar( #amused, ch );

wait( 1 );

act_tochar( #seer2, ch );

wait( 1 );

act_tochar( #hand, ch );

wait( 1 );

act_tochar( #seer3, ch );

wait( 1 );

act_tochar( #wait, ch );

~
E
rchuckle~
Sarai chuckles, almost to herself, and her dark blue eyes dance with mischief.

~
E
seer~
@BYou wish to know what it is that makes one a seer?

~
E
rtalk~
You see Sarai begin speaking with $n in hushed, dulcet tones.

~
E
seer2~
@BI can see things that others cannot.  I know things that others do not.

Sometimes the gods part the veil between the consciousness of mortals and

the ultimate knowledge.

~
E
amused~
Again she grins at you, and seems privately amused by your question.

~
E
seer3~
@BNow, was there a question you wanted to ask?

~
E
hand~
Sarai spreads her hands, palm up, before her.

~
E
wait~
She falls silent, listening attentively, waiting for you to speak.

~
!
2 -1
question~
send_to_room( #rchuckle, room );

wait( 1 );

act_tochar( #question, ch );

wait( 1 );

act_tochar( #hand, ch );

~
E
rchuckle~
Sarai chuckles, almost to herself, and a half-grin shadows her face.

~
E
question~
@BI think the questions that you want answered is a decision you should

make on your own.

~
E
hand~
Sarai spreads her hands, palm up, before her.

~
!
2 -1
my future life~
act_notchar( #rserious, ch );

act_tochar( #serious, ch );

wait( 1 );

act_tochar( #future, ch );

act_tochar( #warrior, ch );

wait( 1 );

act_tochar( #wait, ch );

wait( 1 );

act_tochar( #warrior2, ch );

~
E
future~
@BKnowledge of the future path your life will take is a serious matter indeed.

~
E
rserious~
All trace of amusement leaves her flawless face as Sarai turns and looks intently at $n.

~
E
serious~
All traces of amusement leave her face, and she turns and gazes intently

into your eyes.

~
E
warrior~
@BI see... many, many battles.  Many wounds.  Some heal, some leave you scars.

~
E
wait~
Sarai stands silent, looking deep into your eyes.

~
E
warrior2~
@BMore...  more I will not tell you.  That knowledge would do harm, and

no good.  I will tell you that you can prevail, if you but work

steadfastly at your goals.

~
!
-1

#255
~
~
unseen servant~
~
~
is here.~
unseen servants~
~
~
are here.~
Floating about the room you see tendrils of mist coalescing into a 

vaguely human shape.

~
Mange~
attack( mob, victim, 5d10+5, "bash" );

attack( mob, victim, 5d10+5, "swipe" );

attack( mob, victim, 5d10+5, "punch" );

do_spell( mind blade, mob, victim );

~
!
1 0 30 0 0 0 0 10
0 0 0 4000 893383345 0 0
233139 24960 0 176 4
35
20 12 12 19 17
30 0 20 10 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
170394506 26214464
0 1 0 0 0
N 176 2 0
-1
-1

#256
~
~
sheep dog~
~
shaggy~
is here, sniffing at the air.~
sheep dogs~
~
shaggy~
are here, sniffing at the air.~
A large, shaggy dog stands before you, his eyes alert and his nose

sniffing incessantly at the breeze.  His coat is dense, and matted with

brambles and dark mud, the result of long days romping with his master

through high hill meadows and woods.

~
Kiian~
attack( mob, victim, 2d3+3, "bite" );

if( random( 1, 10 ) < 3 ) {

  summon( mob, victim );

  send_to_room( #bark, room );

  }

~
E
bark~
@R@bThe sheep dog barks loudly!@n

~
!
0 16 21 0 0 0 0 3381
0 0 596 4000 899960572 0 0
231233 4194432 0 0 4
4
14 5 5 18 14
0 0 25 0 0 0 0
100 3 furry snout~
700 5 shaggy coat~
1000 4 leg~
0 1000 ~
0 1000 ~
0
13107843 32769601
24933 6915 0 48479 234871
N 0 2 0
-1
-1

#257
~
~
barrow wight~
~
~
thrashes around the room.~
barrow wights~
~
~
thrash around the room.~
This undead creature has dull green glowing eyes that are set back into a

white-skinned skull.  One look into its eyes tells you that this creature

is possessed.  Its pasty white skin is tightly stretched over skinny

bones throughout its entire body.  It looks as if it has been buried and

resurrected more than once.

~
Kaos~
attack_weapon( mob, victim, 3d4, "clawed right hand" );

attack_weapon( mob, victim, 3d4, "left claw" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893383445 0 0
163895 2097536 4 0 8
17
20 10 12 16 12
50 0 0 0 0 0 0
400 15 boney arm~
450 10 boney leg~
500 9 dilapidated leg~
850 5 hollow chest~
1000 3 dusty head~
0
44565137 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
open( room, south );

act_room( #dead, ch ); 

~
E
dead~
As a barrow wight loses its last breath, the stone slab to the south

moves open to reveal a door behind it.

~
!
-1

#258
~
~
beggar~
~
~
sits in the doorway to the north.~
beggars~
~
~
sit in the doorway to the north.~
This old man looks as if he has been a beggar all his life, never once

having a proper bed to sleep in.  However he does somehow look as if he

will protect the doorway he is sleeping in with his life.  

~
Mithrandir~
attack( mob, victim, 5d5+5, "punch" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893639050 0 0
229767 33554432 0 0 4
50
16 10 10 20 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
thief guild~
if( class( ch ) == thief ) {

  send_to_char( #thief_char, ch );

  act_notchar( #thief_room, ch );

  transfer( ch, find_room( 16048 ) );

  }

else {

  send_to_char( #else_char, ch );

  act_notchar( #else_room, ch );

  };

~
E
else_room~
$n wakes the beggar and asks him something.

The beggar gets up and looks $n over, he doesn't look pleased.

He thens scowls at $n and sits back down.

~
E
else_char~
You wake the beggar and ask him about the thieve's guild.

He stands up and looks you up and down, he does not look pleased.

He scowls at you then sits back down.


~
E
thief_room~
$n wakes the beggar and asks him a question, the beggar stands up and

looks $n over.  He looks pleased and whispers something to $n.  

Then they both disapear through the door to the north.


~
E
thief_char~
You wake the beggar and ask him about the thief guild.

The beggar stands up and looks you up and down.


The beggar tells you 'Hmm...I guess you are ok, come with me...'

The beggar knocks on the door a few times, and it is opened from the

other side and he hurries in.  You have to hussle to get in before he

shuts the door.  


~
!
1 0
~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n tries to enter the doorway to the north but is stopped by the beggar.

~
E
char~
You attempt to step through the door to the north but the beggar stops

you.  

~
!
-1

#259
~
~
gorilla~
~
~
is chained to the far wall, struggling with his bonds.~
gorillas~
~
~
are chained to the far wall, struggling with their bonds.~
Being chained to the wall has not made this gorilla very happy or very

reasonable.  He continuously tugs at his chains in an effort to free

himself.  

~
Mange~
attack( mob, victim, 10d4+5, "huge fist" );

attack( mob, victim, 10d4+5, "huge fist" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893383604 0 0
198539 0 0 48 4
15
23 7 6 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 48 2 0
-1
-1

#260
~
~
animated arm~
~
~
crawls around like a snake, contracting then expanding.~
animated arms~
~
~
crawl around like a snake, contracting then expanding.~
enter description here

~
Karn~
attack_weapon( mob, victim, 3d4+4, "claws" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893383671 0 0
164353 0 0 0 4
5
16 3 4 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243523 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#261
~
~
undead warrior~
~
~
charges toward you!~
undead warriors~
~
~
charge toward you!~
Rotted scraps of armor and rags cling to this immense skeleton, the

remains of a once-great warrior now doomed to haunt these halls for

eternity.  As you enter, his eyes flicker with the rage bourne out of a

thousand years of undying torment.

~
Rodric~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4+0, "punch" );

attack_weapon( mob, victim, 2d4+0, "punch" );

if( i < 7 )

  attack_weapon( mob, victim, 2d4+0, "punch" );

if( i < 3 )

  attack( mob, victim, 3d6, "kick" );

~
!
0 0 28 0 0 0 0 10
0 0 75 4000 893383722 0 33
34455 8448 12 96 8
25
18 12 14 18 18
15 25 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751370 26214464
17377 1412 0 29346 970054
M 96 4 0
2062 17 1509949540 11 0
2002 17 1509949465 5 0
2022 17 1509949465 7 0
2042 17 1509949465 10 0
2081 17 1509949450 6 0
983 17 1509949445 -1 0
983 17 1509949441 -1 0
1039 17 1509949465 -1 0
1047 17 1509949445 -1 0
953 17 1509949445 -1 0
902 17 1509949445 -1 0
968 17 1509949485 16 0
973 16 1509949485 16 0
39 16 1509949445 16 0
969 16 1509949445 16 0
-1
-1

#262
Hagar~
~
grocerer~
~
~
stands behind his counter waiting for patrons.~
grocerers~
~
~
stand behind their counter waiting for patrons.~
This grumbling creature gazes at you through large tufts of hair which

sprout from his body in the most ungodly places.  He lumbers over to you

to take your order.

~
Karn~
attack_weapon( mob, victim, 2d6+2, "punch" );

attack_weapon( mob, victim, 2d6+2, "punch" );

attack( mob, victim, 4d3, "kick" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #to_all, room );

  summon( mob, victim );

  }

~
E
to_all~
Hagar YELLS for the guard.

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893384106 0 0
230275 262144 0 192 4
10
16 11 14 10 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322244 26214464
0 1 0 0 0
M 192 3 0
-1
2 -1
special brew beer barrel~
if( !has_quest( ch, 20 ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #ask, ch );

  wait( 1 );

  act_tochar( #p1, ch );

  wait( 2 );

  act_tochar( #p2, ch );

  obj_to_char( oload( 573 ), ch );

  }

~
E
p2~
Hagar gives you the barrel and wishes you on your way.

~
E
p1~
Hagar smiles.  "The Sultan of Narak sent you, didn't he?  Of course he

did.  Let me run and go get you a barrel for him." Hager disappears into

a back room, then returns with a large barrel.

~
E
ask~
You ask Hagar about the special brew the sultan spoke of.

~
E
nope~
"I can tell you have no reason for such a thing."

~
!
-1

#263
~
~
scared goblin~
~
very lost and~
scurries around in the shadows here.~
scared goblins~
~
very lost and~
scurry around in the shadows here.~
This is a very worried looking goblin.  He must have taken a wrong turn

somewhere and now realises that it was probably the last wrong turn he is

ever going to make.  

~
Karn~
attack( mob, victim, 1d4, "punch" );

~
!
0 0 11 0 0 0 0 10
0 0 703 4000 893639110 0 0
229825 0 0 0 4
1
10 4 4 15 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
786691 26214464
833 1014 0 6012 9741
M 0 3 0
147 17 1509949480 -1 0
-1
-1

#264
~
~
moorhound~
~
huge tan and black~
sniffs at the ground here.~
moorhounds~
~
huge tan and black~
sniff at the ground here.~
A huge hound, perhaps the size of a small horse, stands before you.  Its

fur is a mottled tan and black, its yellow eyes flickering as it notes

your presence.  Slowly, its lips curl back to reveal thick, six-inch

canines, and the hound begins to slaver...

~
Mange~
if( random( 1, 5 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 4d8+5, "bite" );

attack( mob, victim, 4d4+5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 4d4+5, "claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 10d5, "rampage" );

~
!
0 0 21 0 0 1359 1358 3381
0 0 164 4000 899959902 0 29
197939 8192 4 0 4
30
16 6 6 16 17
10 25 25 25 50 0 0
600 12 body~
500 8 leg~
400 6 haunch~
500 8 head~
1000 6 tail~
0
104858890 26214464
61824 1973 0 108270 8417891
M 0 6 0
410 17 1509949445 -1 0
-1
-1

#265
~
~
bugbear~
~
~
looks at you with hungry eyes.~
bugbears~
~
~
look at you with hungry eyes.~
This creature looks like the malformed offspring of a human and a brown

bear.  Standing over seven feet tall, he has prehensile hands and a

gaunt, haggard face.  His facial features might look very human were they

not twisted and distorted my anger and hunger.  Beneath his fur, you can

tell the bugbear is strong and limber.

~
Rodric~
attack( mob, victim, 1d6+4, "punch" );

attack( mob, victim, 1d6+4, "punch" );

~
!
0 6 34 0 0 1683 1682 10
0 0 5248 4000 893385194 0 29
230837 8192 0 0 8
6
17 8 8 14 15
0 0 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729923 26214464
241839 30313 0 446674 6990781
M 0 5 0
2021 17 1509949470 7 0
2001 17 1509949470 5 0
6 17 1509949442 -1 0
5 17 1509949441 -1 0
-1
-1

#266
~
~
bugbear guard~
~
~
glares menacingly at everyone he sees.~
bugbear guards~
~
~
glare menacingly at everyone they see.~
Standing about seven feet tall, this creature looks to be about the same

size as a human adult.  The massive bugbear's body is covered in dark

brown fur and his facial features look as though they are being

simultaneously twisted by hunger and anger.  Wicked, serrated nails tip

the bugbear's gnarled, thick fingers.

~
Rodric~
if( random( 1, 6 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 1d6+2, "punch" );

attack_weapon( mob, victim, 1d6+2, "punch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d6+2, "kick" );

~
E
help~
@b@RThe bugbear guard calls for help!

~
!
0 6 34 0 0 1683 1682 10
0 0 1835 4000 893385336 0 29
231349 8192 0 64 8
12
16 9 9 16 17
10 0 20 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700810 26216001
154104 17103 0 348509 6824933
M 64 5 0
2042 17 1509949480 10 0
2022 17 1509949480 7 0
973 17 1509949450 16 0
3002 16 1509949530 16 0
2003 17 1509949475 5 0
985 16 1509949505 5 0
875 17 1509949470 8 0
2061 17 1509949520 11 0
986 17 1509949441 1 0
1039 17 1509949465 -1 0
983 17 1509949445 -1 0
-1
-1

#267
~
~
bugbear chieftain~
~
hulking, scarred~
sits upon a makeshift throne.~
bugbear chieftains~
~
hulking, scarred~
sit upon makeshift thrones.~
This large creature might stand eight feet tall were he not so burdened

with his own weight.  His misshapen, humanoid face is twisted with angry

red weals and his body is covered with scars.  In several places, his

dark brown fur has even refused to grow back.  Burdened even as he is by

his bulk, the large bugbear has an air of authority about him.  Around

his head you can see the gleam of iron peaking out from beneath some fur.

~
Rodric~
i = random( 1, 10 );

if( i > 6 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d5, "right claw" );

attack_weapon( mob, victim, 2d5, "left claw" );

if( i < 7 )

  attack_weapon( mob, victim, 2d5, "right claw" );

if( i < 5 )

  attack( mob, victim, 2d10, "kick" );

if( random( 1, 10 ) < 5 ) {

  act_room( #all, victim );

  summon( mob, victim );

  }

~
E
all~
@b@RThe chieftain cries out for his guards!

~
!
0 6 34 0 0 1685 1684 10
0 0 340 4000 893639184 0 29
230835 8193 0 192 8
20
19 15 10 16 17
10 0 20 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
89130243 26216001
51418 3365 0 126506 4718169
M 192 5 0
2181 17 1509949490 14 0
2102 17 1509949490 9 0
2181 17 1509949470 15 0
988 17 1509949540 -1 0
20 17 1509949490 -1 0
998 17 1509949445 -1 0
986 17 1509949445 1 0
1039 17 1509949465 -1 0
1039 17 1509949465 -1 0
956 17 1509949445 -1 0
5041 17 1509949442 17 0
194 16 1509949442 6 0
615 17 1509949465 7 0
2022 16 1509949490 7 0
611 17 1509949465 10 0
2042 16 1509949490 10 0
607 17 1509949465 5 0
2002 16 1509949490 5 0
281 17 1509949465 16 0
968 16 1509949465 16 0
3017 16 1509949465 16 0
1074 16 1509949465 16 0
-1
-1

#268
~
~
bugbear shaman~
~
large~
stands here, chanting in a strange, gutteral tongue.~
bugbear shamans~
~
large~
stand here, chanting in a strange, gutteral tongue.~
The features of this creature are gnarled and haggard.  Flesh clings to

its distorted, humanoid face like dessicated flesh on a two-week dead cow. 

Dark brown fur covers his body almost entirely, save for his face and

hands.  Strings of bones and dull-colored feathered have been tied into

its long fur and trail down the back of his head.  An air of

spiritualness and a smell of putrid slime hovers around the bugbear like

a swarm of locusts scouring for grain.

~
Rodric~
attack_weapon( mob, victim, 2d5+2, "right claw" );

attack_weapon( mob, victim, 2d5+2, "left claw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d5+2, "right claw" );

else {

  if( !is_silenced( mob ) ) {

    if( random( 1, 10 ) <= 5 )

      do_spell( fireball, mob, victim );

    else {

      send_to_room( #cure, room );

      do_spell( cure serious, mob, mob );

      }

    }

  else

    send_to_room( #nothing, room );

  }

if( random( 1, 10 ) < 3 ) {

  if( !is_silenced( mob ) ) {

    act_room( #help, ch );

    summon( mob, victim );

    }

  else

    send_to_room( #nothing, room );

  }

~
E
help~
@b@RThe shaman bellows, "Help, $n is attacking me!"

~
E
nothing~
The bugbear shaman opens his mouth, but no sound is heard!

~
E
cure~
The shaman casts a healing spell on himself!

~
!
0 6 34 0 0 1685 1684 10
0 0 101 4000 893639211 0 29
230839 8192 0 160 8
15
16 10 16 16 17
15 15 15 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 13108801
20920 704 0 33892 2135999
M 160 5 0
1047 17 1509949445 -1 0
1065 16 1509949445 -1 0
2162 17 1509949465 5 0
2002 17 1509949490 5 0
2041 17 1509949515 10 0
2021 17 1509949515 7 0
939 17 1509949445 -1 0
79 17 1509949465 -1 0
246 17 1509949465 -1 0
27 17 1509949465 -1 0
1022 17 1509949445 -1 0
902 17 1509949445 -1 0
946 17 1509949445 -1 0
79 17 1509949465 -1 0
60 17 1509949465 16 0
2745 17 1509949540 -1 0
-1
-1

#269
~
~
bugbear cook~
~
~
stands here, butchering something vaguely edible.~
bugbear cooks~
~
~
stand here, butchering something vaguely edible.~
This bugbear is the cook.  He cooks all the food to feed the bugbears. 

He looks at you with a strange look, as if you are to be the next meal! 

~
Rodric~
attack( mob, victim, 3d4+5, "punch" );

~
!
0 6 34 0 0 1683 1682 10
0 0 161 4000 893385988 0 29
230819 8192 0 0 8
8
15 9 7 15 15
0 15 15 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836485 13108801
4263 617 0 21181 258968
M 0 5 0
2001 17 1509949460 5 0
2041 17 1509949450 10 0
2021 17 1509949450 7 0
2080 17 1509949450 6 0
-1
-1

#270
~
~
bugbear child~
~
~
plays in the shadows nearby.~
bugbear children~
~
~
play in the shadows nearby.~
Standing about two feet tall, this creature looks to be about the same

size as a human child.  The young bugbear's body is covered in light

brown fur and his facial features look as though they are being

simultaneously twisted by hunger and anger.  Tiny, serrated nails tip the

younger's gnarled fingers.

~
Rodric~
attack( mob, victim, 1d6+0, "punch" );

~
!
0 6 34 0 0 0 0 10
0 0 1774 4000 893386426 0 29
230753 8192 0 0 4
2
11 7 7 14 11
0 0 5 0 0 0 0
250 3 small, lithe body~
500 3 light brown fur~
700 1 gnarled little fist~
700 2 gnarled little fist~
1000 3 squat head~
0
3932546 26214464
9553 10706 0 40013 54211
M 0 3 0
-1
-1

#271
~
~
hydra~
~
seven-headed~
eyes you warily.~
hydras~
~
seven-headed~
eye you warily.~
The hydra looks somewhat like a lizard, yet it has seven heads.  It is a

fierce competitor in combat, and would most certainly like to make you

its dinner.

~
Dragos~
attack( mob, victim, 1d10+10, "first head's bite" );

attack( mob, victim, 1d10+10, "second head's bite" );

attack( mob, victim, 1d10+10, "third head's bite" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 1d10+10, "fourth head's bite" );

if( random( 1, 10 ) == 5 )

  attack( mob, victim, 1d10+10, "fifth head's bite" );

if( random( 1, 10 ) == 7 )

  attack( mob, victim, 1d10+10, "sixth head's bite" );

if( random( 1, 10 ) > 8 )

  attack( mob, victim, 1d10+10, "seventh head's bite" );

if( random( 1, 10 ) > 6 )

  cast_spell( shock, mob, victim );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, victim );

  attack( mob, victim, 8d6+16, "tail whip" );

  }

~
E
all~
The hydra whips around it's tail at you!

~
!
0 0 17 0 0 0 0 10
0 0 3 4000 893639249 0 0
98327 553656704 4 2000 8
38
21 7 6 18 17
50 75 60 0 0 0 0
500 19 main body~
600 12 first head~
700 12 second head~
800 12 third head~
1000 15 slashing tail~
0
173015690 26214464
3868 63 0 881 301605
N 2000 8 0
-1
-1

#272
~
~
wererat guard~
~
~
in black armor stands here.~
wererat guards~
~
~
in black armor stand here.~
The guard is near-human looking, except for his beady red eyes, pointed

and wiskered snout, and the soft black fur covering his skin.  With a

snarl, he lunges at you with his slim sword, his actions quick and agile,

smooth and dexterous.  

~
Amon~
attack( mob, victim,  1d4+2, "bite" );

attack_weapon( mob, victim,  1d4+2, "claw" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim,  1d4+2, "right claw" );

if( random( 1, 5 ) == 1 )

  attack_weapon( mob, victim,  1d4+2, "left claw" );

~
!
0 26 14 0 0 0 0 10
0 0 593 4000 895629305 0 28
247735 1056896 0 16 8
7
17 10 10 18 17
0 -5 10 0 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
26883 3631 0 54679 822075
M 16 4 0
153 17 1509949490 16 0
156 17 1509949470 7 0
155 17 1509949470 5 0
154 17 1509949470 17 0
2122 17 1509949470 8 0
3 0 1509949445 0 0
-1
-1

#273
~
~
wererat high priest~
Dressed in robes of black and gold,~
~
kneels before the altar.~
wererat high priests~
Dressed in robes of black and gold,~
~
kneel before the altar.~
The priest's skin is covered in soft black fur that shimmers in the red

light of the brazers.  Kneeling before the altar, head bowed, he is lost

in prayer.  

~
Amon~
attack( mob, ch, 1d4, "bite" );

attack_weapon( mob, ch, 1d6, "claw" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, ch, 1d6, "claw" );

if( random( 1, 5 ) == 1 ) {

  act_room( #all, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      i = 9d3+5;

      dam_message( rch, i, "the blade" );

      inflict( rch, mob, i, "Wererat High-Priest" );

      }

    }

  }

~
E
all~
@bThe Wererat High-Priest snarls out an arcane word, imploring his god

to punish the infiltrators.

@MHundreds of semi-transparent blades appear around him, expanding outward

in a blinding whirl, wounding all they pass.  

~
E
summon~
@bThe High-Priest emits a high-pitched squeal that echoes down the corridors.

~
!
0 26 14 0 0 0 0 10
0 0 69 4000 895629322 0 29
247219 1057153 0 16 8
8
11 10 16 19 17
10 -10 10 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
3898 398 0 7326 152921
M 16 4 0
170 17 1509949540 -1 0
150 17 1509949445 16 0
34 16 1509949535 16 0
1047 17 1509949445 -1 0
152 17 1509949445 5 0
781 16 1509949535 5 0
3 0 1509949540 0 0
-1
4 -1
~
loop( all_in_room ) {

  if( doing_quest( rch, 2 ) ) {

    act_tochar( #get, rch );

    send_to_room( #poof, room );

    obj_to_char( oload( 157 ), rch );

    mload( 247, find_room( 75264  ) );

    mob = mob_in_room( 247, room );

    if( mob )

      attack( mob, rch, 3d6+0, "bite" );

    mob = mob_in_room( 247, room );

    if( mob )

      end;

    }

  }

~
E
get~
@RAs the evil priest dies, you take the Eye of Rat'ka from around his neck.@n

~
E
poof~
@RWith a loud *POP* the slavering hulk of a Great Demon-Rat appears in a

smoking cloud, blocking the exit!@n 

~
!
-1

#274
~
~
badly beaten woman~
~
~
stands here screaming.~
badly beaten women~
~
~
stand here screaming.~
This woman looks like she has had a rough time of life.  She looks to be

quite old, and has many scars all over her body.  She is very scantily

clad, wearing only a few rags.  From what you can see, she has been

severly beaten recently, and is barely alive.  


~
Sadis~
attack( mob, victim, 1d1+0, "weak punch" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893386920 0 0
230275 0 0 0 4
1
3 10 10 3 3
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#275
Marander~
~
roguish-looking dwarf~
~
~
sits, feet on a table, smoking a pipe.~
roguish-looking dwarves~
~
~
sit, feet on a table, smoking a pipe.~
Marander dressed in fairly shabby sort of mail sort of banded sort of

plate, he looks fairly uninterested in you unless you start to flash

money around and then he is all over you.  

~
Karn~
i = random( 1, 10 );

attack( mob, ch, 3d5+5, "strike" );

attack( mob, ch, 3d5+5, "strike" );

if( i < 6 )

  attack( mob, ch, 3d5+5, "strike" );

if( i > 5 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bMarander yells out for the guard!

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 894317836 0 35
99747 2105728 12 64 4
40
16 9 10 15 14
25 25 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715200 26214464
648 24 0 551 0
M 64 3 0
-1
-1

#276
Molydeus~
~
demon~
~
~
is here.~
demons~
~
~
are here.~
This creature is obviously a demon with its two heads, one a snake head,

and the other a dog head.  It stands roughyl 13 feet tall and is very

massive in the torso.  This creature radiates power and evil, turning

most lesser peoples to flee in terror.  

~
Earthstone~
attack( mob, victim, 5d6+5, "dog bite" );

attack( mob, victim, 3d6+3, "snake bite" );

if( random( 1, 10 ) < 3 ) {

send_to_room( #gas, room );

do_spell( poison cloud, victim );

};

attack_weapon( mob, victim, 2d4+0, "swing" );

attack_weapon( mob, victim, 2d4+0, "swing" );

~
E
gas~
The snake head spews forth a cloud of billowing gas!


~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893387120 0 0
231203 4194690 12 0 8
40
23 15 16 18 20
90 95 50 100 90 0 0
400 25 well armored body~
600 25 toughened arms~
800 25 snake head~
1000 25 dog head~
0 1000 ~
0
131072680 26214464
0 1 0 0 0
M 0 6 0
208 17 1509949540 16 0
-1
-1

#277
Lord Derrik Stormblade~
~
merchant and adventurer~
~
~
stands here, looking angry.~
merchants and adventurers~
~
~
stand here, looking angry.~
A fine and distinguished citizen of medienne, his wealth didn't come from

his merchantile business, but from adventuring before that.  He is a huge

man, with corded arms and old scares.

~
Cromm Ra'Kath~
i = random( 1, 6 );

attack_weapon( mob, victim, 4d5+50, "hammer-fist punch" );

attack_weapon( mob, victim, 4d5+50, "haymaker" );

  attack_weapon( mob, victim, 4d5+50, "throat smash" );

attack_weapon( mob, victim, 4d5+50, "elbow smash" );

attack_weapon( mob, victim, 4d5+50, "knife-edge kick" );

if( i == 1 )

  attack_weapon( mob, victim, 4d5+50, "backhanded spin-punch" );

if( i < 5 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@RHe calls out for help!@n

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893387224 0 0
120755 2097539 8388612 64 4
43
19 16 17 16 17
10 0 0 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500865 26214464
0 1 0 0 0
M 64 5 0
-1
-1

#278
~
~
twisted man~
~
~
is here, bent, diseased and insane.~
twisted men~
~
~
are here, bent, diseased, and insane.~
You see before you a truly horrible man.  He is bent and twisted like

the forest around you.  It appears that he has been working on this part

of the forest for many many years, twisting the trees with his axe and

wooden braces and also catching and twisting the poor animals in this

part of the forest.  His eyes bulge out of his head and you can hear 

him mumbling "now thee is as twisted as me!" as he breaks the leg of

another poor little animal.

~
BelRoth~
attack_weapon( mob, victim, 2d4+3, "left-fist" );

attack_weapon( mob, victim, 2d4+3, "right-fist" );

if( random( 0, 1 ) == 0 ) 

  attack_weapon( mob, victim, 3d4+2, "backhanded swipe" );

if( random( 0, 3 ) == 0 ) 

  attack( mob, victim, 3d5+2, "smash" );

~
E
char~
The man swings his mace in a flurry of strokes, hitting you really hard!

~
E
room~
The little man hits $n really hard with his mace!

~
!
0 0 0 0 0 0 0 10
0 0 254 4000 893387271 0 0
229799 8193 0 48 8
18
18 9 12 16 12
10 10 10 10 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
55050895 19662401
37634 2894 0 40764 1696623
M 48 4 0
380 17 1509949450 16 0
3033 16 1509949490 16 0
1039 17 25 -1 0
983 17 5 -1 0
901 17 1509949445 -1 0
210 17 1509949540 -1 0
1246 17 1509949465 -1 0
-1
2 -1
find mount reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about find mount reagents.

~
E
stat1~
Evil paladins often come to me for help in finding reagents to help them

call their unholy mounts.  Bring me a potion of cure serious wounds and

I'll tell you all I know.

~
E
rask~
$n asks $N about something.

~
!
6 -1
~
act_room( #take, ch, obj, mob );

wait( 1 );

junk_obj( has_obj( 655, ch ), 1 );

tell( mob, ch, #stat1 );

~
E
take~
$N takes the potion and stashes it away.

~
E
stat1~
Though evil, many unholy mounts are lured to a paladin's side by things

in nature.  An adder's mouth orchid is one such reagent.

~
E
stat2~
The body parts of fallen kin also have been known to call unholy mounts. 

A sphinx claw and a serpent's scale are said to summon a hydrosphinx and

blue dragon to a paladin's side respectively.

~
E
stat3~
You wouldn't know it by looking, but there is an orcish thug up in Pennan

that knows something about paladin mount reagents.

~
!
-1

#279
~
~
evil gargoyle~
~
~
stands here, nearly motionless.~
evil gargoyles~
~
~
stand here, nearly motionless.~
This rather grotesque and once harmless statue has been animated by an

evil force of some kind.  Its eyes glow a firey shade of red and its

teeth drip a corrosive slime.  

~
DarkStorm~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 4d8+5, "stone spike" );

attack_weapon( mob, victim, 4d8+5, "stone spike" );

if( i < 3 )

  attack_weapon( mob, victim, 2d10+10, "bite" );

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893387340 0 0
230199 2097153 0 0 8
15
20 6 8 10 20
0 75 75 99 99 -10 0
1000 25 granite hide~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429327 26214464
238 9 0 353 19492
N 0 5 0
-1
-1

#280
~
~
twisted rabbit~
~
~
is hobbling along here.~
twisted rabbits~
~
~
are hobbling along here.~
This poor little creature looks as if it has been tortured, it legs

have been bent and twisted and its eyes bulge out, and it looks like it

is sick.  Patches of fur are missing.  It looks really, really mad.

~
BelRoth~
attack( mob, victim, 2d4, "bite" );

~
!
0 0 14 0 0 235 997 3374
0 0 51 4000 899959683 0 0
197377 0 0 0 4
1
10 3 3 15 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2097538 26214464
346 96 0 689 3634
M 0 1 0
-1
-1

#281
~
~
twisted wolf~
~
~
is limping along here.~
twisted wolves~
~
~
are limping along here.~
This feral looking wolf appears to have been damaged and then healed

wrong.  It legs and tail are all bent and twisted and the animal looks

to be in a great deal of pain.  Patches of its fur are falling off and

he looks really, really mad.

~
BelRoth~
attack( mob, victim, 3d2+3, "bite" );

~
!
0 0 55 0 0 1055 1054 3381
0 0 103 4000 899959847 0 0
197377 8192 0 0 4
7
15 5 5 14 10
0 0 0 0 0 0 0
400 3 misshapen leg~
200 2 scarred snout~
1000 3 patchy coat~
0 1000 ~
0 1000 ~
0
18350727 26214464
4462 1014 0 12210 82571
M 0 3 0
-1
-1

#282
~
~
twisted squirrel~
~
~
is limping here.~
twisted squirrels~
~
~
are limping here.~
You look closely at this animal and notice that for some reason it has

been twisted.  All of its legs are bent funny and even its tail is 

crooked.  The little thing looks really angry.

~
BelRoth~
attack( mob, victim, 1d4, "bite" );

~
!
0 0 14 0 0 0 0 10
0 0 218 4000 893387710 0 0
197377 0 0 0 4
1
8 5 5 16 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1573059 26214464
126 308 0 2422 2247
M 0 2 0
-1
-1

#283
~
~
twisted fox~
~
~
drags itself along here.~
twisted foxes~
~
~
drag themselves along here.~
This was once a beautiful red fox, but someone has twisted it around

until the only thing you can feel for it is pity.  It's eyes are swollen

its fur is patchy, and it looks diseased.  It also appears to be really

really angry.

~
BelRoth~
attack( mob, victim, 3d3+5, "bite" );

~
!
0 0 21 0 0 1059 1058 3381
0 0 264 4000 899959908 0 0
196881 0 0 0 4
6
10 23 23 15 12
0 0 0 0 0 0 0
1000 0 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
14418314 26214464
8961 1536 0 16937 202912
M 0 2 0
-1
-1

#284
Xlanqitch~
~
Balrog~
With fiery whip and trays of drinks,~
~
stands one pace behind.~
Balrogs~
With fiery whips and trays of drinks,~
~
stand one pace behind.~
The Balrog is a huge hulking man like demon of burnt-black charcoal skin

that towers over all within the area.  Tall pointed ears extend from the

top of his head like a cats.  With a firey mane for hair and his nostrils

puff flame as he breaths.  

   

In his left hand he carries a many thonged whip of fire but in his right

delicately balanced is a tray of cocktail drinks and mixes, (the tray

simply floats beside him whenever he needs a hand free).  The Balrog is

naked except for a simple loin-cloth and a pair of white cuffs on his

wrists, each with a ruby encrusted cuff-link.  

~
Karn~
attack_weapon( mob, victim, 4d4+5, "firey whip" );

attack_weapon( mob, victim, 4d4+5, "firey whip" );

attack_weapon( mob, victim, 4d4+5, "firey whip" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893639476 0 0
229379 0 0 0 4
50
25 19 15 19 25
25 99 -40 0 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 0 2 0
186 17 1509949540 16 0
187 17 1509949540 17 0
188 17 1509949540 -1 0
-1
8 -1
hi hello wait~
send_to_room( #to_all, room );

~
E
to_all~
My Master - Karn, is busy at the moment and will be with you shortly. If

you would care for a drink perhaps while you wait simply ask Xlanqitch

'for a drink'.  My Master thanks you for your patience.  

~
!
2 -1
for a drink~
act_notchar( #to_room, ch );

send_to_char( #to_char, ch );

obj_to_char( oload( 188 ), ch );

~
E
to_char~
Xlanqitch mixes a drink for you.

~
E
to_room~
Xlanqitch mixes a drink for $n.

~
!
0 -1
~
if( random( 1, 10 ) == 1 )

  send_to_room( #massage, room );

else {

  if( random( 1, 10 ) == 1 )

    send_to_room( #nap_time, room );

  else

    send_to_room( #offer_drink, room );

  }

~
E
offer_drink~
'Would anyone care for a cocktail?' said Xlanqitch

~
E
nap_time~
'Master, it is time for you nap, Sir' said Xlanqitch.

~
E
massage~
Xlanqitch the hulking great Balrog massages Karn's neck.

~
!
-1

#285
Scrathal~
~
smoke demon~
~
~
curls up from the fire.~
smoke demons~
~
~
curl up from the fire.~
Scrathal is formed from thick black smoke and takes on a form much like

that of a human.  The smoke twists about to form the upper half of a

human body.  At times its form appears to shift to look like other

creatures.  The only feature of it that stays the same is it's glowing

red eyes that continualy glare at you.

~
Totem~
attack_fire( mob, victim, 4d5+15, "wisping smoke" );

attack_fire( mob, victim, 4d5+15, "wisping smoke" );

attack_fire( mob, victim, 4d5+15, "wisping smoke" );

attack_fire( mob, victim, 4d5+15, "wisping smoke" );

if( random( 1, 10 ) < 6 )

  do_spell( fireball, mob, victim );

~
!
0 0 20 0 0 0 0 10
0 0 1 4000 893388214 0 0
4229171 2105728 12 0 8
30
20 10 10 25 18
15 100 -5 40 80 0 0
100 10 glowing red eye~
1000 15 thick smoke~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072778 26214464
0 393 0 4333 6
N 0 9 0
1808 17 1509949450 -1 0
-1
4 -1
~
act_room( #death, ch, obj, mob );

wait( 2 );

if( random( 1, 1 ) == 1 )

  if( has_obj( 389, ch ) )

  if( has_obj( 2568, ch ) ) {

  act_room( #smoke, ch, obj, mob );

  wait( 2 );

  act_tochar( #scoop, ch );

  act_notchar( #rscoop, ch );

  wait( 2 );

  act_tochar( #cork, ch );

  act_notchar( #rcork, ch );

  obj = has_obj( 389, ch );

  junk_obj( obj, 1 );

  obj = has_obj( 2568, ch );

  junk_obj( obj, 1 );

  obj_to_char( oload( 2782 ), ch );

  }

~
E
death~
@RA large puff of smoke rises from the smoke demon's body as it falls.@n

~
E
smoke~
@rThe smoke billows and turns into a dark cloud.@n

~
E
scoop~
@cTaking a glass vial, you catch some of the smoke in it!@n

~
E
rscoop~
@cTaking a glass vial, $n catches some of the smoke in it!@n

~
E
cork~
@cYou take a cork and tightly stopper the smoke-filled vial.@n

~
E
rcork~
@c$n takes a cork and tightly stoppers the smoke-filled vial.@n

~
!
-1

#286
~
~
swami~
~
small, half-naked~
sits here, legs crossed and eyes closed.~
swamis~
~
small, half-naked~
sit here, legs crossed and eyes closed.~
The small brown man is dressed in nothing but a small off-white nappy

like loin cloth.  Despite being exposed to all the elements he seems

quite content to sit atop his pole contemplating the world and all around.

~
Karn~
i = random( 1, 10 );

attack( mob, victim, 2d4+0, "right hand" );

attack( mob, victim, 2d4+0, "left hand" );

if( i > 9 )

  cast_spell( mind blade, mob, victim );

if( i < 4 ) {

  act_tochar( #char, victim );

  act_notchar( #room, victim );

  i = 20d2+40;

  dam_message( victim, i, "the burning light" );

  inflict( ch, mob, i, "the Swami" );

  }

else {

  if( random( 1, 2 ) == 1 ) {

    act_room( #all, mob );

    loop( all_in_room ) {

      if( rch != mob ) {

        i = 9d5+0;

        dam_message( rch, i, "the mind warp" );

        inflict( ch, mob, i, "the Swami" );

        do_spell( confuse, mob, ch );

        }

      }

    }

  }

~
E
char~
** The swami looks into your eyes **.

You see a tunnel of darkness from which a light suddenly explodes.  Your

vision clears and you find yourself on your knees, salty-warmth running

down your mouth and neck, and agony behind your eyes.

~
E
room~
** The swami looks into the eyes of $n **.

Suddenly $n jerks back and falls to $s knees, blood pouring from his nose

and ears.  

~
E
all~
** The swami suddenly stops moving and closes his eyes **.

The world seems to crystalize into perfect clarity, before seeming to

suddenly twist and warp into a finite point, exploding outward from your

head, the force of which seems to lift your body from the platform and

drop you.  

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893639582 0 0
229763 6300043 12 0 3
50
12 22 22 15 20
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716490 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
deep water vial talisman~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the talisman of deep water.

~
E
stat1~
Deep water is produced only with the dying breath of a dragon turtle.  If

you every find one, be sure to carry a vial and stopper with you.

~
E
stat2~
I think someone in Medienne knows how to control the deep water enough to

harness it into an talisman.

~
!
-1

#287
~
~
ghoul~
~
~
crouches here, slavering at the thought of fresh meat.~
ghouls~
~
~
crouch here, slavering at the thought of fresh meat.~
This creatures skin is grey and dirty, and it is dressed in rags.  Its

feral appearance is heightened by sharp, claw-like nails and pointed

teeth, but you realize to your horror that this ghoul is not one of the

undead: what you see before you is a corrupted human, twisted in its

hungers until it desires only raw, living flesh.

~
Mange~
attack( mob, victim, 1d15+5, "raking claws" );

attack( mob, victim, 1d15+5, "raking claws" );

attack( mob, victim, 3d5+15, "sharp-toothed bite" );

~
E
hit~
You feel weaker as $N touches on the temple.

~
E
miss~
You dodge $N's attempt to touch your head.

~
!
0 0 0 0 0 0 0 10
0 0 5 4000 893388584 0 28
229621 384 12 16 8
14
16 4 3 16 17
25 -25 20 20 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
2463 63 0 389 84483
M 16 4 0
-1
-1

#288
~
~
ghost of a cook~
~
~
floats around here.~
ghosts of cooks~
~
~
float around here.~
The large buxom form of this human woman is completely transparent.  From

the apron that she wears and the meat cleaver she waves in your direction

you would guess that she was once the cook in this kitchen.  The only

thing solid about her is the meat cleaver which is real, she is ethereal

and passes straight through all the furniture.  

~
Karn~
attack( mob, victim, 3d4+4, "ghostly touch" );

attack( mob, victim, 2d6+3, "meat cleaver" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+4, "jagged nails" );

~
E
touch~
The ghostly touch drains you of energy.

~
!
0 0 28 0 0 0 0 10
0 0 181 4000 893388856 0 0
294915 0 4108 0 4
10
10 12 13 25 10
0 25 50 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
50228 4065 0 88904 2450270
F 0 2 0
160 17 1509949540 -1 0
422 17 1509949540 -1 0
-1
-1

#289
~
~
ghost of a distraught mother~
~
~
wails piteously.~
ghosts of distraught mothers~
~
~
wail piteously.~
Clutching her dead, limp baby to her breast this ghost of a woman

continuously wails at the loss of her child.  With only scraps of hair

from where she has pulled the rest out and scratches down her face from

where she has disfigured herself, this ghost is truly a horrible sight.  

~
Karn~
attack( mob, victim, 1d10+5, "ghostly touch" );

if( attack( mob, victim, 1d10+5, "ghostly touch" ) )

  drain_exp( victim, 8 );

attack_weapon( mob, victim, 1d8+15, "iron poker" );

if( random( 1, 10 ) == 1 ) {

  ch = rand_char( room );

  if( is_player( ch ) ) {

    send_to_char( #to_char, ch );

    act_notchar( #to_room, ch );

    drain_exp( ch, 100 );

    }

  }

~
E
to_char~
A ghostly hand reaches out and wraps around your heart, draining you of

energy.  

~
E
to_room~
A ghostly hand reaches into the heart of $n, who stiffens with the

ethereal touch.  

~
!
0 0 28 0 0 0 0 10
0 0 308 4000 893389051 0 30
294931 0 4108 16 8
10
3 10 8 18 17
0 50 60 0 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
33319 1945 0 41011 1670368
F 16 4 0
191 17 1509949540 -1 0
-1
-1

#290
~
~
lizardman librarian~
~
~
sits behind his desk, ready to answer you.~
lizardman librarians~
~
~
sit behind their desks, ready to answer you.~
The Librarian is tall for a Lizardman but very old.  He positively creaks

as he slowly moves around the room.  Perched upon his long snout are a

small pair of wire rimmed glasses which he peers through while reading. 


~
Karn~
attack( mob, victim, 1d6, "gnarled claw" );

attack( mob, victim, 2d3+5, "stiff tail" );

if( random( 1, 10 ) < 4 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 4d8+2, "ruler" );

  }

else {

  if( random( 1, 2 ) == 2 )

    cast_spell( fireball, mob, victim );

  }

~
E
char~
The librarian reaches out and smacks you with his ruler.

~
E
room~
The librarian smacks $n with a ruler.

~
!
5 0 12 0 0 0 0 10
0 0 26 4000 893389165 0 26
229891 0 0 0 4
20
8 18 18 7 8
50 25 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
2894 389 0 6131 98006
M 0 4 0
1003 17 1509949445 -1 0
196 17 1509949450 -1 0
742 17 1509949442 6 0
-1
2 -1
Zarander~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #to_all );

~
E
to_all~
My master guards his private life jealously and there are no writings of

him in this library.  He is not here now, but you can speak to his

assistant about his work.

~
E
ask~
You ask $N about Zarander.

~
!
2 -1
books~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #books );

~
E
books~
I am very sorry, but these books are reserved for Zarander and his staff.

~
E
ask~
You ask $N about borrowing books from the library.

~
!
0 -1
~
wait( 2 );

tell( mob, ch, #welcome );

~
E
welcome~
Hello young scholar.  If there's anything I can help you with, please ask.

~
!
2 -1
lycanthropes weretigers~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

interpret( mob, "em searches the shelves for a book." );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 1 );

interpret( mob, "em pulls a book from off the shelf." );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 1 );

interpret( mob, "em puts a book back on the shelf." );

~
E
ask~
You ask $N if he has a book on lycanthropes or weretigers.

~
E
rask~
$n asks $N something.

~
E
stat1~
Let me see...Walrus...wand....wax...ah yes, werebeasts.  Weretiger was it?

~
E
stat2~
Ah yes, here it is: 'And behold the power of bottled moonlight, for with

it a mage can summon a lycanthrope of the jungle.' Not sure what is

means, but that's all there is.

~
!
2 -1
crystal simulcrum~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

interpret( mob, "em searches the shelves for a book." );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 1 );

interpret( mob, "em pulls a book from off the shelf." );

wait( 2 );

tell( mob, ch, #stat2 );

interpret( mob, "em puts a book back on the shelf." );

~
E
ask~
You ask $N about crystal simulcrums.

~
E
rask~
$n asks $N something.

~
E
stat1~
Simulcrums, huh?  Zarander use to construct iron automatons...very

similar.  Ah, yes, here we are.

~
E
stat2~
Heh, this is writting in vyan, how unimaginative.  Let me translate it:

'Why bother building a crystal simulcrum of your own?  There is no point

in it.  Simply channel you energy through a large chunk of crystal, using

the right spell, and steal someone elses.  ' Yes, a true vyan wrote this,

I can tell.

~
!
-1

#291
~
~
hell hound~
~
~
look at you with rage in his eyes.~
hell hounds~
~
~
look at you with rage in their eyes.~
This horrible beast you can only imagine belongs to the canine family

obviously does not belong on this plane of the multi-verse. It's eyes

peer intentelly at you as if searching for a sliver of a reason to

tear you limb from limb. Maybe you should leave while you can...

~
Mange~
attack_weapon( mob, victim, 1d200+200, "right claw" );

attack_weapon( mob, victim, 1d200+200, "left claw" );

if( random( 1,10 ) < 6 )

  attack_weapon( mob, victim, 2d200+400, "bite" );

if( random( 1,10 ) < 2 )

  attack_weapon( mob, victim, 3d300+600, "Hellfire" );

~
!
0 0 9 0 0 0 0 10
0 0 0 4000 893389542 0 30
206091 40248195 0 0 8
50
30 16 16 30 30
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
392953921 262144065
0 1 0 0 0
M 0 6 0
-1
5 -1
~
send_to_room( #howl, room );

interpret( mob, "take all corpse" );

interpret( mob, "junk all" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

send_to_area( #howl2, room );

~
E
howl~
Howling in rage, the Hell hound stands protectively over it's kill.

~
E
howl2~
A blood-curdling howl echos through the area.

~
!
-1

#292
~
~
skeletal knight~
~
~
glowers at you.~
skeletal knights~
~
~
glower at you.~
Reaching nearly seven feet in height, this skeleton surveys the area, a

pair of crimson eyes glaring at you with a hellish light that seems to

pierce your very soul.

~
Marek~
attack_weapon( mob, victim, 3d5+10, "bony fist" );

attack_weapon( mob, victim, 3d5+10, "bony fist" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 3d5+10, "bony fist" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 3d5+10, "bony fist" );

if( random( 1, 5 ) < 4 ) {

  act_tochar( #yikes, ch );

  do_spell( mind blade, mob, victim );

  }

~
E
yikes~
@YThe eyes of the spectral knight bore into your soul!!@n

~
!
0 8 28 0 0 0 0 10
0 0 0 3000 899876748 0 25
4359861 8576 12 144 2
35
17 6 9 15 17
20 50 75 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 26214464
0 1 0 0 0
M 144 4 0
2091 17 1509949442 6 0
2200 16 1509949450 13 0
2016 17 1509949443 5 0
619 16 1509949495 5 0
902 17 1509949442 -1 0
116 17 1509949500 8 0
3102 17 1509949445 16 0
968 16 1509949475 16 0
302 17 1509949442 13 0
-1
-1

#293
~
~
web spider~
~
large~
drops down its web and attacks!~
web spiders~
~
large~
drop down their webs and attack!~
This cat-sized spider stares at you with its multi-faceted eyes.  Its

eight furry legs are long and agile, allowing it to scurry on the ground

as efficiently as on its web.

~
Karn~
attack( mob, victim, 2d10+0, "clicking mandibles" );

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  cast_spell( web, mob, victim );

  }

~
!
0 0 25 0 0 0 0 3384
0 0 132 4000 899960469 0 25
196659 8192 0 0 4
7
8 4 3 15 13
0 0 0 0 50 0 0
1000 4 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 19664001
4852 966 0 14671 132530
N 0 2 0
-1
-1

#294
~
~
skeletal pirate~
~
~
eyes you maliciously.~
skeletal pirates~
~
~
eye you maliciously.~
Before you stands a skeleton dressed in tattered rags of what once looked

like sailors garb.  Small bits of flesh still cling to long dead

fingers.  Tiny orbs of red flame burn in the recesses of the skeleton's

eyes.  

~
Cromm~
attack_weapon( mob, victim, 1d3+3, "left claw" );

attack_weapon( mob, victim, 1d3+3, "right claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5, "kick" );

~
!
0 0 28 0 0 955 0 10
0 0 0 4000 899876750 0 25
169717 8192 12 0 8
6
17 4 4 17 17
10 0 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 3 0
972 17 1509949540 16 0
-1
-1

#295
~
~
skeletal pirate captain~
~
~
stands here.~
skeletal pirate captains~
~
~
stand here.~
The pirate Captain is here, leaning over his desk and studying charts and

maps.  His once fine coat is now torn and ragged and his large plummed

hat is moldy and stained.  Deep within his eye sockets burn the fires of

hell.  On one arm hangs a sharp silver hook, and his now rotten wooden

leg still supports his frame.  

~
Cromm~
i = random( 1, 10 );

attack_weapon( mob, victim, 1d4+4, "punch" );

attack_weapon( mob, victim, 1d4+4, "punch" );

attack_weapon( mob, victim, 1d4+4, "punch" );

if( i < 8 )

  attack_weapon( mob, victim, 1d4+4, "punch" );

if( i < 4 )

  attack_weapon( mob, victim, 1d4+4, "punch" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893390253 0 0
165047 8448 12 96 8
15
19 15 16 16 17
5 0 0 25 99 0 0
1000 8 skeleton~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 96 4 0
2200 17 1509949465 13 0
151 17 1509949445 16 0
972 16 1509949535 16 0
902 17 1509949442 -1 0
2042 17 1509949460 10 0
2022 17 1509949460 7 0
2002 17 1509949530 5 0
-1
0 -1
~
if( rflag( reset0, room ) ) {

  send_to_room( #to_all, room );

  remove_rflag( reset0, room );

  }

~
E
to_all~
The skeletal Captain says "Well...shiver me timber's!!!"

~
!
-1

#296
~
~
Darkhaven city guard~
~
large, scar-covered~
patrols the area.~
Darkhaven city guards~
~
large, scar-covered~
patrol the area.~
Standing about nine feet tall, this massive ogre serves as one of the

Darkhaven city guards bound to serve and protect the city from invaders. 

His face and arms are covered with scars from past entanglements.  Above

his left brow is a small tattoo of a snaked wrapped around a longsword,

the mark of the city guards.

~
Terek~
attack_weapon( mob, victim, 5d25+200, "strong kick" );

attack_weapon( mob, victim, 5d25+200, "powerful left hook" );

attack_weapon( mob, victim, 5d25+200, "powerful right hook" );

attack_weapon( mob, victim, 5d25+200, "pummeling blow" );

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 2 ) == 1 ) {

  i = 6d10+350;

  act_tochar( #swipe, ch );

  act_notchar( #swipe1, ch );

  dam_message( victim, i, "The city guard's massive swipe" );

  inflict( victim, mob, i, "The city guard's massive swipe" );

  }

~
E
help~
The guard yells: @e"To arms! To arms! I'm being attacked!"

~
E
swipe~
@b@BThe city guard raises his longsword above his head and takes a deadly

swipe at you!

~
E
swipe1~
@b@BThe city guard raises his longsword above his head and takes a deadly

swipe at $n!

~
!
0 74 0 0 0 0 0 10
0 0 0 4000 899876752 0 31
138643365 6302144 5 96 2
90
25 11 12 30 14
25 15 15 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
707789470 393216650
716 16 0 2 0
M 96 5 0
226 17 1509949540 9 0
1074 17 100 16 0
612 17 100 10 0
616 17 100 7 0
1930 17 100 5 0
875 17 1509949540 8 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( find_stat( ch, align ) == 1 ) {

  mob = mob_in_room( 296, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 4 ) {

  mob = mob_in_room( 296, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 7 ) { 

  mob = mob_in_room( 296, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

else

  end;

~
E
attack~
@b@RThe city guard looks you over and suddenly realizes you do not belong

here and quickly he leaps to attack you!

~
E
attack1~
@b@RThe city guard looks $n over and suddenly realizes $e does not belong

here and quickly he leaps to attack $m!

~
!
0 -1
~
if( cflag( 70, ch ) ) {

  act_room( #hail, ch );

  end;

  }

else

  end;

~
E
hail~
The guard raises his sword to his chest in salute and says: @W"Hail

M'Lord Dantolar!"@n 

~
!
-1

#297
Danar~
~
wealthy merchant~
Dressed in fine clothes,~
~
stands here, awaiting your business.~
wealthy merchants~
Dressed in fine clothes,~
~
stand here, awaiting your business.~
Owner of this small shop, Danar is a very wealthy merchant from the looks

of his fine clothing.  He looks rather young, no more than twenty human

years old.  His features are slim and fragile and not very impressive but

his cobalt-blue eyes suggest a cunning young man, able to defend himself

should he need to.

~
Rodric~
attack_weapon( mob, victim, 5d10+350, "swift kick" );

attack_weapon( mob, victim, 5d10+350, "glancing blow" );

attack_weapon( mob, victim, 5d10+350, "rabbit punch" );

attack_weapon( mob, victim, 5d10+350, "haymaker" );

if( random( 1, 2 ) == 1 ) {

  i = 10d10+400;

  act_tochar( #acid, ch );

  act_notchar( #acid1, ch );

  attack_acid( mob, victim, i, "The caustic acid" );

  do_spell( blind, ch );

  }

if( random( 1, 3 ) == 1 ) {

  i = 5d25+300;

  act_room( #dart, ch );

  dam_message( victim, i, "The darts" );

  inflict( victim, mob, i, "The darts" );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@YDanar shouts for help!

~
E
acid~
@eDanar grabs a small vial fill with acid from within his belt and hurls

it at you!

~
E
acid1~
@eDanar grabs a small vial fill with acid from within his belt and hurls

it at $n!

~
E
dart~
@b@YDanar pulls out a handful of slim, needle-like darts out from within

his sleeve and hurls them into the center of the room!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893639709 0 0
4425123 270339 12 288 8
90
22 25 13 30 17
25 25 25 25 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
707790730 26214464
0 1 0 0 0
M 288 4 0
652 17 1509949540 5 0
1568 17 1509949540 8 0
1567 17 1509949540 7 0
1485 17 1509949540 10 0
-1
-1

#298
Faoules~
~
tall, dark cloaked figure~
~
~
stands among the shadows, dagger in hand.~
tall, dark cloaked figures~
~
~
stand among the shadows, dagger in hand.~
A man dressed in drab earthtones considers you for a moment, then lets

his gaze fall to more pressing matters.  A burglar of some reknown, you

have heard that he has much to teach you, provided that you pay his fee.

~
Rodric~
attack_weapon( mob, victim, 4d5+3, " agile swipe" );

attack_weapon( mob, victim, 4d5+3, " agile swipe" );

attack_weapon( mob, victim, 4d5+3, " agile swipe" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 5d4+5, "kick" );

if( random( 1, 10 ) < 3 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 4d60+40, "garrot" );

  }

if( random( 1, 10 ) < 3 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@YFauclan yells for help!

~
E
room~
@b@RFauclan spins behind $n, flipping a garrot over $s head!

~
E
char~
@b@YFauclan spins behind you, razor-wire descending around your neck!

~
E
garrot~
The garrot

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 895009379 0 31
229763 2367872 12 240 5
50
23 13 13 22 15
20 0 0 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716490 26214464
0 1 0 0 0
M 240 4 0
-1
2 -1
bone carved intricate lock~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about intricate bone locks.

~
E
stat1~
Locks made of bone are very difficult to fashion.  I myself wouldn't

bother, since bone is so brittle.  But some societies, like the Stahl,

pride themselves on bone carving.

~
!
-1

#299
Lanthar~
~
battle-hardened orc~
~
~
stands behind his desk, grunting and covered in soot and dirt.~
battle-hardened orcs~
~
~
stand behind their desks, grunting and covered in soot and dirt.~
A former Lord of Darkhaven, Lanthar represents one of the finest orc's to

ever live in Darkhaven.  A battle-hardened warrior and deadly sword

fighter, Lanthar has aged to the point where he can defend his city.  His

reddish skin is quite wrinkled and covered in soot and dirt.  His mottled

black hair is braided in the traditional orcish style, ending with simple

stone beads.  His eyes are black with green pupils, covered in a thin

grey film.  Despite his age, Lanthar continues to be one of the best

weapons trainers in the land.

~
Rodric~
attack_weapon( mob, victim, 10d25+350, "swift uppercut" );

attack_weapon( mob, victim, 10d25+350, "powerful right hook" );

attack_weapon( mob, victim, 10d25+350, "strong kick" );

attack_weapon( mob, victim, 10d25+350, "scratching claws" );

if( random( 1, 2 ) == 1 ) {

  i = 10d10+600;

  act_room( #berserk, ch );

  dam_message( victim, i, "Lanthar's beserker rage" );

  inflict( victim, mob, i, "Lanthar's beserker rage" );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@eLanthar bellows out for the guards to aid him!

~
E
berserk~
@b@CLanthar snarls in rage and violently begins clawing at everything

around him in a berserker rage!

~
!
0 74 10 0 0 0 0 10
0 0 0 4000 893390985 0 35
4425123 270592 4 96 5
90
30 16 10 30 15
35 0 0 35 65 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361630 26214464
0 1 0 0 0
M 96 4 0
-1
2 -1
peridot gem~
if( done_quest( ch, 29 ) ) {

  send_to_char( #thanks, ch );

  end;

  }

if( has_quest( ch, 29 ) ) {

  send_to_Char( #have, ch );

  end;

  }

send_to_Char( #quest, ch );

assign_quest( ch, 29 );

~
E
quest~
Lanthar looks up in response to your question.


"Why yes, I am looking for a peridot...I would consider it a great

personal favor if you could get one for me."   

~
E
have~
Lanthar looks up at you.  "Hmm...so you haven't found it yet, eh? Too bad."

~
E
thanks~
Lanthar smiles. "Thanks again."

~
!
6 721
~
junk_obj( obj );

if( doing_quest( ch, 29 ) ) {

  send_to_char( #thanks, ch );

  update_quest( ch, 29 );

  end;

  }

if( done_quest( ch, 29 ) )

  send_to_char( #again, ch );

else

  send_to_char( #how, ch );

~
E
how~
Lanthar raises an eyebrow in response.  "How did you know I wanted one of

those?  Funny..." 

~
E
again~
"Your efforts are appreciated, but I really did not need it right now -

though I will, of course, hold on to it..." 

~
E
thanks~
Lanthar smiles earnestly.


"Thank you.  I will not forget your help in this."

~
!
-1

#300
~
~
vampire~
~
~
is here.~
vampires~
~
~
are here.~
~
Mange~
attack_weapon( mob, victim, 5d10+35, "right claw" );

attack_weapon( mob, victim, 5d10+35, "left claw" );

cast_spell( hallucinate, mob, victim );

if( random( 1, 10 ) == 1 ) {

  send_to_room( #all, room );

  mload( 300, room );

  }

~
E
all~
** A bat flutters in, and turns into another vampire!

~
!
0 0 28 0 0 0 0 10
0 0 2 4000 893391038 0 0
231057 6299649 0 0 4
35
20 23 23 19 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608065 26214464
107 2 0 1410 238343
M 0 2 0
-1
-1

#301
~
~
coyote pack leader~
~
~
is here.~
coytoe pack leaders~
~
~
are here.~
Ruffled and scarred, this victorious leader has risen to the challenges

of all would-be coyote leaders.

~
Mange~
attack( mob, victim, 4d2+0, "claws" );

attack( mob, victim, 4d3+0, "gnashing teeth" );

~
!
0 0 21 0 0 0 0 10
0 0 0 4000 893391080 0 0
197129 0 0 0 4
4
15 16 16 18 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#302
~
~
tall shepherd~
~
~
observes your movements from a distance.~
tall shepherds~
~
~
observe your movements from a distance.~
A tall, tanned human wearing a simple cloak and grasping a stout staff

returns your gaze.  As you observe him watch over his flock with a keen

and caring eye, you sense that this is a straightforward and plain man,

deeply pained by the valley's recent troubles.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d3, "right hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d3, "left hand" );

if( i < 3 )

  attack( mob, victim, 3d4, "kick" );

  if( i < 7 ) {

    summon( mob, victim );

    send_to_room( #help, room );

    }

~
E
help~
@bThe shepherd calls out for help in a loud voice!@n

~
E
silence~
@bThe shepherd tried to call out for help but can't utter a sound.@n 

~
!
0 16 0 0 0 0 0 10
0 0 1466 4000 893391128 0 0
251301 8192 0 16 3
7
18 12 14 16 15
100 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26215045
85205 15559 0 131948 1362050
M 16 4 0
34 17 1509949515 16 0
600 17 1509949470 7 0
738 17 1509949465 5 0
-1
-1

#303
~
~
wailing ghost~
~
~
charges toward you.~
wailing ghosts~
~
~
charge toward you.~
Floating about a foot off the ground this ghost zips quite quickly about

the room.  Only the very vague shape of a person is now left to this

ghost, so long has it been a ghost it is starting to forget what it used

to look like.  Completely deranged and insane the ghost simply wails

constantly at whatever loss that made it become a ghost.  

~
Karn~
if( attack( mob, victim, 1d3, "ghostly touch" ) ) {

  act_tochar( #to_char, victim );

  act_notchar( #to_room, victim );

  drain_exp( ch, 4 );

  }

attack( mob, victim, 3d5+5, "wispy fingers" );

~
E
to_char~
The Ghostly Touch drains your life energy!

~
E
to_room~
$n stiffens at the touch of the ghost.

~
!
0 0 28 0 0 0 0 10
0 0 790 4000 893391169 0 0
295025 0 4108 0 4
6
9 11 9 19 17
0 0 50 0 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 32771201
34071 4287 0 62517 1036343
N 0 2 0
-1
-1

#304
~
~
lizardman zombie butler~
In a tattered suit of livery,~
~
lurches towards you.~
lizardman zombie butlers~
In tattered suits of livery,~
~
lurch towards you.~
Dressed in the tattered and ripped remains of a suit of livery, this tall

lizardman was obviously a butler. He has the white cloth over his right

fore-arm and the ripped remains of a pair of white gloves.  Though dead

and a Zombie now he still carries himself with a certain supercillious

demeanour.  

~
Karn~
attack( mob, victim, 2d4+5, "right claw" );

attack( mob, victim, 2d4+5, "left claw" );

if( random( 1, 10 ) == 1 ) {

  if( rflag( reset0, room ) ) {

    send_to_char( #to_char_left, ch );

    act_notchar( #to_room_left, ch );

    send_to_room( #to_all, room );

    remove_rflag( reset0, room );

    mload( 305, room );

    }

  }

if( random( 1, 10 ) == 1 ) {

  if( rflag( reset1, room ) ) {

    send_to_char( #to_char_right, ch );

    act_notchar( #to_room_right, ch );

    send_to_room( #to_all, room );

    remove_rflag( reset1, room );

    mload( 305, room );

    }

  }

~
E
to_char_left~
You cut off the left arm of the Zombie.

~
E
to_room_left~
$n cuts off the left arm of the Zombie.

~
E
to_char_right~
You cut off the right arm of the Zombie.

~
E
to_room_right~
$n cuts off the right arm of the Zombie.

~
E
to_all~
BUT the arm simply continues to attack from on the ground.

 

~
!
0 0 28 0 0 0 0 10
0 0 237 4000 893639805 0 0
557089 536870912 4 16 8
7
18 9 8 9 18
0 50 0 0 80 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
12003 970 0 22494 552432
M 16 2 0
187 17 1509949465 -1 0
-1
-1

#305
~
~
zombie's arm~
~
~
is here.~
zombie's arms~
~
~
are here.~
An arm which must belong to a lizardman.  It has a tattered white glove

on its hand and the rest of it is covered in the ripped sleeve of a fine

red suit.  

~
Karn~
attack_weapon( mob, victim, 2d5+5, "talons" );

~
!
0 0 28 0 0 0 0 10
0 0 158 4000 893391306 0 0
4882481 536870912 4 0 8
3
16 5 4 9 10
0 0 25 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
8302 1253 0 6974 81392
N 0 2 0
-1
-1

#306
~
~
tendril~
~
green-thorned~
grows out from the wall here.~
tendrils~
~
green-thorned~
grow out from the wall here.~
Extremely flexible, this dark green tendril is coated with sharp

backwards pointing barbs.  Evidently it wraps itself around any heat

generating thing and pins it to the wall to be digested.  

~
Ender~
attack( mob, victim, 2d10+5, "thorns" );

attack( mob, victim, 2d10+5, "thorns" );

if( random( 1, 20 ) == 1 )

  poison( ch );

~
!
0 86 31 0 0 0 0 10
0 0 7 4000 893639848 0 27
4195383 2105600 12 0 4
5
14 3 3 7 18
0 0 0 0 0 0 0
500 3 thick stem~
1000 4 green thorns~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 1601
992 66 10 560 17032
N 0 2 0
-1
-1

#307
~
~
gas spore~
~
~
is here.~
gas spores.~
~
~
are here.~
enter description here

~
Greyclaw~
end;

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893391404 0 0
164353 0 0 0 4
1
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144 26214464
0 1 0 0 0
M 0 2 0
-1
4 -1
~
act_room( #explode, ch );

attack_room( ch, 3d10+20, #damage );

~
E
damage~
The explosion

~
E
explode~
The gas spore explodes in a burst of flame.

~
!
-1

#308
~
~
thief guildmaster~
~
~
is here working on a set of lockpicks.~
thief guildmasters~
~
~
are here working on sets of lockpicks.~
Swift and cunning, this thief could pull your eyes out and hide them in

one of his many pockets before you would even think to blink.  As deft as

they come, this guildmaster is trained in the arts of thievery.

~
Dragos~
attack( mob, victim, 6d6+5, "pierce" );

attack( mob, victim, 6d6+5, "pierce" );

act_notchar( #to_room, ch );

send_to_char( #to_char, ch );

wait( 1 );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #room_miss, ch );

  send_To_char( #char_miss, ch );

  }

else {

  act_notchar( #hit_room, ch );

  send_to_char( #hit_char, ch );

  dam_message( ch, 2d3+2, "back stab" );

  inflict( ch, mob, 2d3+2, "back stab" );

  }

~
E
to_char~
The master thief jumps behind you preparing to backstab you!

~
E
to_room~
The master thief jumps behind $n, preparing to backstab him.

~
E
char_miss~
You are able to dodge his backstab!

~
E
room_miss~
$n barely dodges the backstab!

~
E
hit_char~
You are unable to dodge his backstab and he hits you!

~
E
hit_room~
$n is unable to dodge the thief's backstab and is hit by it!

~
E
damage~
His backstab

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893391456 0 0
229763 0 0 144 8
30
16 15 15 20 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 144 4 0
128 17 1509949540 -1 0
127 17 1509949540 -1 0
3028 17 1509949540 -1 0
-1
-1

#309
~
~
servant girl~
~
~
is here serving steaming bowls of food.~
servant girls~
~
~
are here serving steaming bowls of food.~
A servant girl is here snaking through the crowds, serving people hot

meals from the kitchen behind the bar.  Her dirty complexion and raggedy

clothes belies her health and ambition.  She is seemingly invisible as

she winds her way through tables and drunken men.

~
Amon~
attack( mob, victim, 1d5+0, "kicking and scratching" );

attack( mob, victim, 1d5+0, "kicking and scratching" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d5+0, "kicking and scratching" );

if( random( 1, 10 ) < 3 ) {

send_to_room( #all, room );

summon( mob, victim );

 }

~
E
all~
The brunette wench lets out a long piercing scream that makes you wince.

~
!
1 0 3 0 0 0 0 10
0 0 1 4000 893391494 0 0
229859 0 0 0 3
6
12 13 14 16 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
7 3 0 10 183
F 0 2 0
-1
-1

#310
Feral~
~
infamous thug~
~
~
is here standing in the shadows.~
infamous thugs~
~
~
are here standing in the shadows.~
Feral is the name used by a well known thug which rumors say is now in

the Medienne area.  His reputation is cold and heartless, and few will

aid the victim if they recognize him.

~
Amon~
attack_weapon( mob, victim, 4d4+0, "wrestling" );

attack_weapon( mob, victim, 4d4+0, "wrestling" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 4d4+0, "wrestling" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 4d4+0, "wrestling" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 4d4+0, "wrestling" );

if( random( 1, 10 ) < 2 ) {

  rand_char( room );

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack_weapon( mob, victim, 1d1+75, "blackjack" );

  }

~
E
char~
@BFeral spins around behind you and delivers a viscious blow to your neck.

~
E
room~
@BFeral spins behind $n and delivers a viscious blow to $s neck.

~
E
blackjack~
@CThe blow to the neck@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893391541 0 0
246165 5255552 0 80 8
20
16 9 11 19 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 80 4 0
225 17 1509949465 5 0
2125 17 1509949450 8 0
226 17 1509949465 9 0
156 17 1509949465 7 0
252 17 1509949450 10 0
723 17 1509949450 11 0
3003 17 1509949540 16 0
941 17 1509949442 -1 0
901 17 1509949442 -1 0
26 17 1509949442 -1 0
-1
5 -1
~
interpret( mob, "get all.coin corpse" );

interpret( mob, "get sword corpse" );

act_room( #leaves, mob );

junk_mob( mob );

~
E
leaves~
@b@YThe thug Feral grabs what $e can from the corpse and spins out the doorway.

~
!
-1

#311
~
~
small gnome thief~
~
~
relaxes here, apparently enjoying the view.~
small gnome thieves~
~
~
relax here, apparently enjoying the view.~
The small gnome is very short and stands less than four feet tall.  He is

wearing a soft leather jacket that looks worn of many years.  The only

other noteable feature is his devious look.  

~
Totem~
attack_weapon( mob, victim, 1d3+1, "punch" );

~
!
0 0 2 0 0 0 0 10
0 0 1298 4000 893391608 0 33
229799 0 0 0 4
2
9 8 9 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
11852 8464 0 36501 81948
M 0 3 0
2001 17 1509949465 5 0
2080 17 1509949465 6 0
948 17 1509949445 -1 0
2040 17 1509949505 10 0
2020 17 1509949505 7 0
3000 17 1509949473 16 0
3014 16 1509949474 16 0
3005 16 1509949473 16 0
330 17 1509949460 -1 0
-1
2 -1
message "message for locksmith"~
if( doing_quest( ch, 37 ) )

  act_tochar( #message, ch );

~
E
message~
Oh, if he sent you, I suppose it's ok.  Go back and tell him midnight. 

He'll understand.

~
!
-1

#312
Gorklin~
~
slave master~
~
~
is here whipping his slaves into shape.~
slave masters~
~
~
are here whipping their slaves into shape.~
Gorklin has greenish brown skin and large orange eyes.  His body is criss

crossed with small white scars and red scabs.  He has given up life of

pillaging and moved into the slave trade.

~
Mange~
attack_weapon( mob, victim, 5d8+0, "mighty blow" );

attack_weapon( mob, victim, 5d8+0, "mighty blow" );

if( random( 1, 10 ) < 9 )

  attack_weapon( mob, victim, 5d8+0, "mighty blow" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 5d8+0, "mighty blow" );

if( random( 1, 10 ) < 5 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893391676 0 27
230787 8576 12 96 4
50
20 13 9 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500865 26214464
110 4 0 26 0
M 96 5 0
350 17 1509949540 13 0
-1
-1

#313
Dragnar~
~
armourer~
~
~
is here.~
armourers~
~
~
are here.~
enter description here

~
Mange~
attack( mob, victim, 1d1+1, "need code here" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893391706 0 0
230145 0 0 0 4
1
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311370 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#314
~
~
hill giant~
~
large~
works here, moving stones.~
hill giants~
~
large~
work here, moving stones.~
Standing nearly 15 feet tall, this giant towers over you.  His huge,

ham-handed fists swing about as if looking for someone to smash. 

Grey-brown hair covers his head in patchy clumps, his eyes of the same

color are totally vacant.

~
Gun~
attack( mob, ch, 6d7+10, "huge fist" );

if( random( 1, 10 ) > 8 )

  attack( mob, ch, 7d7+15, "powerful bash" );

if( random( 1, 10 ) == 10 )

  attack( mob, ch, 8d8+10, "stomp" );

if( random( 1, 10 ) < 3 ) {

  act_tochar( #bash, ch );

  act_notchar( #rbash, ch );

  interpret( mob, "bash" );

  }

~
E
bash~
@RThe hill giant pulls back his huge arms, then attempts to crush you!@n

~
E
rbash~
@RThe hill giant pulls back his huge arms, then attempts to crush $n!@n

~
!
0 20 38 0 0 0 0 10
0 0 541 4000 899269246 0 25
230709 8192 0 125 8
26
19 7 6 9 25
0 20 20 -5 -30 0 0
300 10 massive leg~
300 12 massive arm~
1000 15 huge chest~
0 1000 ~
0 1000 ~
0
110101130 26214464
119565 4529 0 359679 22046945
M 125 7 0
290 17 1509949540 13 0
902 17 1509949442 -1 0
983 17 1509949445 -1 0
998 17 1509949445 -1 0
-1
-1

#315
~
~
large bee~
~
~
is here.~
large bees~
~
~
are here.~
This is a pretty large bumble bee.  It's buzzing loudly as is flys back

and forth sweeping the area for flowers.  

~
Gun~
attack( mob, victim, 2d4+4, "stinger" );

~
!
0 0 26 0 0 0 0 10
0 0 155 4000 893391778 0 0
4393009 0 4 0 4
4
3 3 3 15 7
0 0 0 0 0 0 0
1000 2 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
6069 2039 0 6886 51612
M 0 0 0
-1
-1

#316
~
~
young eagle~
~
~
observes you suspiciously.~
young eagles~
~
~
observe you suspicously.~
The eagle looks to be young and small for its species as its feathers

are half down.  But there is no mistaking this for a normal eagle as it

is the size of large gnome.  It has very sharp talons and does not look

at all bothered by your presence.  

~
Greyclaw~
attack( mob, victim, 2d5+0, "talon" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d5+0, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+0, "peck" );

~
!
0 0 16 0 0 0 1671 10
0 0 134 4000 899880413 0 29
199467 0 4096 0 4
6
5 4 4 15 9
0 0 10 0 0 0 0
400 4 feathers~
600 2 underbelly~
900 3 wing~
500 2 head~
1000 50 beak~
0
15729923 26217601
33973 7686 0 9932 76465
M 0 2 0
80 17 1509949450 -1 0
-1
-1

#317
~
~
rogue dwarf~
~
scratched and scarred~
stands here.~
rogue dwarves~
~
scratched and scarred~
stand here.~
Covered with scars and dirt, this member of the dwarven outcasts has

commited himself to killing any regular dwarf he sees, and anything else

that might be fun.  

~
Ender~
attack_weapon( mob, victim, 2d5+2, "punch" );

attack_weapon( mob, victim, 2d5+2, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d3+3, "strong kick" );

~
!
0 23 3 0 0 0 0 10
0 0 465 4000 900511190 0 25
231409 8192 0 16 4
6
17 7 12 13 14
0 -10 -20 0 0 10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
22588 2236 0 31301 683027
M 16 4 0
893 17 1509949442 -1 0
2020 17 1509949465 7 0
2040 17 1509949465 10 0
2000 17 1509949465 5 0
143 17 1509949465 -1 0
2097 17 1509949445 14 0
-1
-1

#318
~
~
dwarven cook~
Covered with soot,~
ugly female~
bares her teeth.~
dwarven cooks~
Covered with soot,~
ugly female~
bare their teeth.~
With hair full of soot and arms covered with grease and grime, this is

the ugliest dwarven woman you have ever seen.  She is thin and bony, but

looks like she wouldn't mind having you strung up next to the rabbits.  

~
Ender~
attack_weapon( mob, victim, 2d3, "punch" );

attack_weapon( mob, victim, 2d2, "scratch" );

attack( mob, victim, 2d2+5, "jab" );

if( random( 1, 10 ) > 6 )

{ act_tochar( #curses, ch );

  do_spell( curse, mob, victim );

}

~
E
help~
@b@RThe cook calls for help!

~
E
curses~
The cook suddenly curses you!

~
!
0 23 3 0 0 0 0 10
0 0 46 4000 895667235 0 25
230839 8192 0 16 4
6
16 8 12 12 8
0 10 -5 5 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107848 26214464
1460 217 0 3314 46436
F 16 3 0
246 17 1509949490 -1 0
246 17 1509949490 -1 0
6 17 1509949465 -1 0
1106 17 1509949445 -1 0
1398 17 1509949540 16 0
3 1 1509949450 -1 0
0 1 1509949465 -1 0
-1
-1

#319
~
~
rogue dwarf crossbowman~
~
~
guards the area.~
rogue dwarf crossbowmen~
~
~
guard the area.~
Short and stocky, with tatoos running the length of his hairy arms, this

dwarf is posted at the giant crossbow.  His keen eyes are adept at

detecting any movement over the bridge, even in complete darkness.

~
Ender~
attack_weapon( mob, victim, 2d4+3, "punch" );

attack_weapon( mob, victim, 2d4+3, "punch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10, "body slam" );

~
!
0 23 3 0 0 0 0 10
0 0 61 4000 900511230 0 25
231347 4202496 0 32 4
10
17 9 13 16 12
0 -10 20 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
4325 417 0 6756 165128
M 32 3 0
3016 17 1509949515 16 0
930 16 1509949465 16 0
2000 17 1509949490 5 0
2020 17 1509949490 7 0
2040 17 1509949490 10 0
902 17 1509949450 -1 0
143 17 1509949465 -1 0
983 17 1509949450 -1 0
1106 17 1509949445 -1 0
-1
-1

#320
~
~
cloud of sparks~
~
swirling blue plasma~
floats here.~
clouds of sparks~
~
swirling blue plasma~
float here.~
Continously swirling inwards upon itself, this blue plasma cloud

occaisonally lets loose a random blast of ions.  Touching it would almost

certainly be fatal, as it seems barely able to contain the energy

within.  As its color slowly shifts, you can barely rip your gaze away.  

~
Ender~
attack_fire( mob, victim, 20d8+100, "plasma cord" );

attack_fire( mob, victim, 20d8+100, "plasma cord" );

attack_shock( mob, victim, 3d70+30, "electrical arc" );

if( random( 1, 5 ) == 3 ) {

  send_to_room( #glow, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_shock( mob, rch, 3d30+60, "implosion" );

    }

  }

~
E
glow~
@E@RThe spark expands, nearly filling the room...@n

~
!
0 98 30 0 0 0 0 10
0 0 0 4000 893640102 0 30
2321 2107784 1052812 4 4
90
17 3 3 17 20
50 100 -50 100 80 100 100
1000 25 coruscating body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314574740 26214464
0 1 0 0 0
N 4 2 0
-1
4 -1
~
act_room( #r, mob );

i = 2d50;

loop( all_in_room ) {

  if( is_player( rch ) ) {

    dam_message( rch, i, "exploding plasma spark" );

    inflict( rch, mob, i, "positive energy" );

    }

  }

~
E
r~
@E@RThe Spark explodes in a release of positive energy!!

~
!
-1

#321
~
~
plant beast~
~
~
sends its tendrils out towards you.~
plant beasts~
~
~
send their tendrils out towards you.~
This monstrosity made of a variety of plant parts looks like some sort of

gardener's horror story.  It has many horrid tendrils made of some sort

of vine, a head that looks like it is formed from a large bud of some

sort, and a torso that looks like it was once some sort of trunk.

~
Aurelian~
i = random( 1, 10 );

attack( mob, victim, 1d11+4, "tendril" );

attack( mob, victim, 1d11+4, "tendril" );

attack( mob, victim, 1d11+4, "tendril" );

if( i < 8 )

  attack( mob, victim, 1d11+4, "tendril" );

if( i < 6 )

  attack( mob, victim, 1d11+4, "tendril" );

if( i < 3 )

  attack( mob, victim, 1d11+4, "tendril" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "stalk" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "stalk" );

if( random( 1, 10 ) < 3 )

  attack_room( mob, 4d4, "spore breath" );

~
!
0 0 31 0 0 0 0 10
0 0 37 4000 893437078 0 27
55 1075847552 4 0 4
22
17 5 11 10 14
0 0 0 50 100 0 0
700 15 torso~
200 5 head~
750 5 tendrils~
900 10 stalks~
1000 1 bud~
0
89129610 6555201
20043 242 0 22156 53188806
N 0 7 0
-1
0 3
~
attack( mob, victim, 3d4+2, "snake-like tendrils" );

~
!
-1

#322
~
~
vyan guard~
~
figure of a~
stands in the shadows to the side.~
vyan guards~
~
figures of~
stand in the shadows to the side.~
Tall and dark, with long straight hair of black and eyes to match, he

blends into the shadows well.  His gloved hand rests on his sword's hilt,

and his half-smile is cruel.  The face-painted sunburst sworl around his

eye proclames him a protector of 'The People', which does little to

dispel the silent foreboding presence.

~
Amon~
attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 30d1+0, "snap-kick" );

if( random( 1, 10 ) < 2 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The guard does a loud whistling bird-cry around a couple fingers.

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893640126 0 0
231331 4202496 0 48 8
14
16 12 12 19 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186570 26214464
0 1 0 0 0
M 48 4 0
250 17 1509949540 5 0
251 17 1509949540 7 0
252 17 1509949540 10 0
2123 17 1509949540 8 0
253 17 1509949540 9 0
3009 17 1509949490 16 0
3010 16 1509949490 16 0
-1
-1

#323
~
~
Great Oak Tree~
~
~
grows through the ceiling here.~
Great Oak Trees~
~
~
grow through the ceiling here.~
This tree looks like its trunk is at least 20 feet around.  You wouldn't

want to have to hack your way through it.  But then again, it is only a

tree, isn't it.  

~
Aurelian~
if( random( 0, 1 ) == 0 )

  attack( mob, victim, 3d6+23, "strong branches" );

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 2d10+2, "powerful boughs" );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #bash, victim );

  act_notchar( #bashed, ch );

  transfer( ch, find_room( 1032 ) );

  act_notchar( #arr, ch );

  }

~
E
to_all~
You hear a gutteral growling from deep within the base of the tree.

~
E
to_char~
You try taking a step back to strike, but the tree's branches grab you.

~
E
bash~
The tree's strong boughs bash against you, sending you flying.

~
E
bashed~
The tree's sweeping bough catches $n by surprise, sending him flying into

the next room.

~
E
arr~
$n comes flying into the room next to you.

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893544794 0 0
4227107 33554433 0 0 4
45
23 3 12 18 25
0 -100 20 -75 100 0 0
50 2 a soft spot in its bark~
150 10 branches~
900 30 trunk~
1000 20 roots~
0 1000 ~
0
209715850 26214464
0 1 0 0 0
N 0 9 0
-1
-1

#324
~
strange man teacher~
teacher~
~
strange man with the look of a~
sits calmly nearby.~
teachers~
~
strange man with the look of a~
sit bickering at one another.~
The man seems average, but holds a command-like bearing.  He's dressed in

loose black clothing of strange style, and is watching the guard and

occasionally giving commands.  His eyes look a bit elven, but not quite

right, and he lacks the pointed ears.  

~
Amon~
i = random( 1, 10 );

if( i > 9 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 5d6+0, "martial arts attack" );

attack_weapon( mob, victim, 5d6+0, "martial arts attack" );

attack_weapon( mob, victim, 5d6+0, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 5d6+0, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d10+0, "spin kick" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #room, room );

  summon( mob, victim );

  }

~
E
room~
@b@RThe teacher yells for the guard!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 894317217 0 0
229795 40108425 12 48 4
40
15 11 15 20 19
20 20 20 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715200 26214464
0 1 0 0 0
M 48 4 0
-1
-1

#325
~
~
town guard~
Stripped to the waist,~
~
is attacking something with his bare hands.~
town guards~
Stripped to the waist,~
~
are attacking something with their bare hands.~
A Medienne town guard is here, fighting something you can't see with his

bare hands.  He is stripped down to just his leggings, and is sweating

hard.  He seems to move to the man-in-white's orders.  

~
Amon~
attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 2d6+1, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d10+1, "kick" );

if( random( 1, 10 ) < 2 )

  send_to_room( #summon, room );

~
E
summon~
The guard yells for help.

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893640205 0 0
230819 4194304 0 16 4
14
15 12 12 14 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186570 26214464
0 1 0 0 0
M 16 2 0
-1
-1

#326
~
~
orc renegade~
~
husky~
lurks about the area.~
orc renegades~
~
husky~
lurk about the area.~
A burly orcish renegade stand here. His glowing purple eyes seem to look

right through you. His mismatched armor is crude but effective.

~
Mange~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "punch" );

if( i < 6 )

  attack( mob, victim, 3d4+4, "bite" );

if( i < 4 )

  attack_weapon( mob, victim, 2d4, "punch" );

if( i == 1 )

  attack( mob, victim, 2d10+5, "kick" );

~
!
0 19 10 0 0 0 0 10
0 0 816 4000 893640233 0 24
247729 8192 0 48 8
30
19 12 9 15 16
10 0 0 15 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91752010 32771201
148721 8592 0 334367 17877110
M 48 4 0
2183 17 1509949445 14 0
2061 17 1509949505 11 0
2022 17 1509949465 7 0
116 17 1509949465 8 0
2003 17 1509949470 5 0
1039 17 1509949445 -1 0
3016 17 1509949480 16 0
281 16 1509949460 16 0
1080 16 1509949480 16 0
-1
-1

#327
~
~
pale crocodile~
Looking hungry,~
large~
moves through the water here.~
pale crocodiles~
Looking hungry,~
large~
move through the water here.~
The croc floats here in the dark water, looking thin and hungry.  Its

hide is pale white, and its eyes glint pink in any light.  

~
Havoc~
attack( mob, victim, 2d2+1, "claw" );

attack( mob, victim, 2d2+1, "claw" );

if( random( 1, 5 ) < 4 ) {

  attack( mob, victim, 4d5+8, "strong bite" );

  end;

  }

else {

  attack( mob, victim, 5d5+5, "death spin" );

  end;

  }

~
!
0 0 15 0 0 0 0 10
0 0 389 4000 893640283 0 0
200755 16785408 0 0 4
6
16 3 4 14 18
0 50 -20 10 -20 0 0
400 6 thick hide~
600 4 ridged snout~
800 3 thin forleg~
1000 6 strong tail~
0 1000 ~
0
15729286 26214464
44633 2883 0 37440 1158766
M 0 4 0
-1
-1

#328
~
~
poor Medienne citizen~
~
~
is here trying to keep a sad little fire going.~
poor Medienne citizens~
~
~
are here trying to keep a sad little fire going.~
The poor man is dirty and disheveled, not having cleaned himself in

months if not years.  A look of pain is in his eyes.

~
Amon~
attack( mob, victim, 1d4+2, "right fist" );

attack( mob, victim, 1d4+2, "left fist" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d4+0, "shin kicking" );

~
!
1 0 3 0 0 0 0 10
0 0 9 4000 893640312 0 0
229799 0 0 0 3
5
12 12 12 12 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
527 97 0 598 6045
M 0 2 0
-1
0 -1
~
if( doing_quest( ch, 3 ) ) {

  act_tochar( #done?, ch );

  end;

  }

if( !is_player( ch ) )

  end;

if( done_quest( ch, 3 ) ) {

  act_tochar( #done, ch );

  act_notchar( #rdone, ch );

  end;

  }

act_tochar( #char, ch );

act_notchar( #room, ch );

assign_quest( ch, 3 );

~
E
rdone~
The poor citizen sees $n and smiles, stands and bows to $m.

~
E
done?~
The citizen looks happy to see you and rushes over.

~
E
room~
A poor citizen goes over to $n and begs for some firewood.

~
E
char~
The poor citizen comes up to you and says 'Please, we are cold and might

not make it through the next night without a fire, and we are out of

firewood. Could you please find us a bundle of firewood?'

~
E
done~
The poor citizen sees you and smiles, bowing to you.

~
!
6 134
~
if( doing_quest( ch, 3 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  update_quest( ch, 3 );

  junk_obj( obj );

  }

else {

  send_to_char( #thank, ch );

  act_notchar( #thanks, ch );

  }

~
E
thanks~
The citizen thanks $n profusely.

~
E
thank~
The citizen thanks you profusely.

~
E
room~
$n has finished a quest.

~
E
char~
You finish the quest.

~
!
-1

#329
~
~
vine pod~
~
huge, pulsing~
lies here.~
vine pods~
~
huge, pulsing~
~
Nearly ten feet long, this translucent green pod is lined on the inside

with hundreds of teeth.  It slowly pulses, moving towards any heat it

senses.  The opening at the front is lined with small flexible tenticles,

which draw inwards any prey it comes in contact with.  

~
Ender~
attack( mob, victim, 5d5+10, "stomach acids" );

attack( mob, victim, 2d2+5, "tentacle" );

attack( mob, victim, 2d2+5, "tentacle" );

attack( mob, victim, 2d2+5, "tentacle" );

~
!
0 0 31 0 0 0 0 10
0 0 1 4000 893640348 0 0
229431 538976257 0 0 4
8
19 3 3 3 15
0 0 50 60 90 0 0
800 0 body~
1000 -3 attaching vine~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107784 26214464
98 5 0 93 3252
N 0 2 0
-1
-1

#330
Athlynius~
~
elf mage~
~
~
as old as the trees themselves, sits meditatively.~
elf mages~
~
~
as old as the trees themselves, sit meditatively.~
Athyle, a mage who was alive before all the others of his kind yet takes

on the humble role of the town mage, looks incredibly young for his age. 

About him a cloak of tree fibers accentuates his tall stature and seems

to mold and become one with the ancient eld.  Athyle has long golden hair

reaching to the small of his back and adorned with beads and feathers

alike.  

~
Totem~
attack_weapon( mob, victim, 5d6, "swift punch" );

attack_weapon( mob, victim, 5d6+5, "swift punch" );

if( random( 1, 10 ) < 7 )

  do_spell( fireball, mob, victim );

if( random( 1, 5 ) == 1 )

  do_spell( lightning bolt, mob, victim );

if( random( 1, 5 ) == 1 )

  do_spell( web, mob, victim );

attack( mob, victim, 4d6+5, "mind blast" );

if( random( 1, 5 ) < 3 ) {

  act_room( #all, ch );

  summon( ch, victim );

}

~
E
all~
@b@YAthyle snaps his fingers and a spark of light appears and buzzes out

of the room heading down.  

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893438221 0 26
4425123 35651584 4 336 3
40
11 20 18 17 15
75 20 10 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
102 2 0 3 0
M 336 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello ); 

~
E
hello~
Hello $n, how can I help you?  If you have questions about @bmagic@n just

@bask@n.

~
!
2 -1
magic spells~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #magic );

~
E
magic~
Magic is an amazing art and it takes much dedication to learn it.

~
E
ch~
You ask $N about magic and spells.

~
!
-1

#331
Saurd~
~
weaponsmith~
~
~
is here pounding at some metal.~
weaponsmiths~
~
~
are here pounding at some metal.~
If there was an Elven god of war, you think it might look like Saurd. 

His body is corded with muscle yet still lithe and agile.  His tanned

skin runs with beads of sweat, and you marvel at the many small scars

from the stray sparks and metal splashes.  He is not so much a fighter,

as an artist.  None the less, his combat abilities should be feared.  

~
Totem~
if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "strong punch" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "gracefull kick" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "swift punch" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "spin kick" );

if( random( 1, 5 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "kick" );

if( random( 1, 5 ) == 1 ) {

  act_room( #all, ch );

  summon( ch, victim );

  }

~
E
all~
@b@YSaurd tips his head back and whistles very loudly.

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893438234 0 26
229795 0 0 192 3
40
23 10 10 13 19
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715978 26214464
36 2 0 0 0
M 192 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Good morrow $n, what might you be needin' help with?  If you have

questions about @bweapons@n just @bask@n.

~
!
2 -1
6 weapons~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #weapons );

~
E
weapons~
The weapons I sell are only those of top quality and will last long if

you treat them with respect.

~
E
ch~
You ask $N about weapons.

~
!
2 -1
elven longsword~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #elq, ch );

wait( 4 );

act_tochar( #elq2, ch );

~
E
elq~
While I am a master at my craft, I would not be so brazen as to claim the

making of an elven longsword.  Oh sure, if I make a longsword it could be

termed such, but I leave that paragon of blades to others who have the

means to smelt the ore with flames hotter than I dare use in these

precious trees.

~
E
elq2~
I would suggest one of my fine weapons, but if you still seek a fine

elven longsword, I would ask the barkeep in The Glade.  She knows

all the gossip and may just know where to find the type of person you are

seeking.

~
E
asking~
You ask Saurd if he would forge an elven longsword for you.

~
!
-1

#332
~
~
elven lembas baker~
~
~
is here watching his shop.~
elven lembas bakers~
~
~
are here watching their shop.~
The baker looks to be old and wise in the ways of baking lembas.  There

is a sparkle in his eyes that makes you wonder if he realy is just a

baker.  

~
Totem~
if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "swift kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "strong punch" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+1, "spin kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+2, "punch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, victim );

  summon( mob, victim );

  }

~
E
all~
@b@WThe baker calls for help.

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893438241 0 26
229795 8192 0 176 3
40
16 10 11 13 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
42 2 0 0 0
M 176 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Good day $n!  Would you be liking some wafers for your adventures this

fine day?

~
!
-1

#333
~
~
elven herbalist~
~
~
is hanging some herbs to dry on a branch.~
elven herbalists~
~
~
are hanging some herbs to dry on a branch.~
The herbalist is as old as the mage, he, however looks still rather

young.  His emerald eyes sparkle with knowledge, but gloom is also

present at times.  The feathers and beads of all sorts braided into his

hair tell of his past as a great shaman of the people.  

~
Totem~
if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+10, "swift kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+1, "smooth punch" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "spin kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+3, "gracefull punch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, ch );

  summon( ch, victim );

  }

~
E
all~
@b@WThe herbalist calls for help.

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893438212 0 26
229795 8192 0 128 3
40
13 18 19 16 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
204473098 26214464
0 1 0 0 0
M 128 4 0
9 17 1509949510 -1 0
243 17 1509949540 -1 0
221 17 1509949540 -1 0
98 17 1509949540 -1 0
37 17 1509949540 -1 0
78 17 1509949540 -1 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, if you need reagents for your spells that I do not sell you

must go out in search of them.

~
!
-1

#334
Tannin~
~
shopkeeper~
~
~
comes over to help you.~
shopkeepers~
~
~
come over to help you.~
The elven shopkeeper is nothing out of the ordinary.  He has no

adornments out of the norm, and seems for some reason very content with

his job.  

~
Totem~
if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+10, "swift kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "smooth punch" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+1, "spin kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 3d9, "gracefull punch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, ch );

  summon( ch, victim );

  }

~
E
all~
@b@WThe shopkeeper calls for help.

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893438291 0 26
229795 8192 0 208 3
40
14 10 16 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
204473098 26214464
0 1 0 0 0
M 208 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n - what can I help you with?

~
!
-1

#335
Urelze~
~
armourer~
~
~
works here, creating a new jacket of armor.~
armourers~
~
~
work here, creating new jackets of armor.~
This elderly looking elven armourer still makes the best armours for the

village.  Despite his age, he still seems fit enough to do his trade, and

his eyes seem to hold centuries of learned wisdom.

~
Totem~
if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+10, "swift kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+5, "smooth punch" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 5d10+1, "spin kick" );

if( random( 1, 4 ) < 4 )

  attack_weapon( mob, victim, 3d9, "graceful punch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, ch );

  summon( ch, victim );

  }

~
E
all~
@b@GThe armourer gives a harsh bird-whistle, calling any nearby guards.

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893438412 0 26
4424099 33562624 4 192 3
40
19 9 10 16 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
109 3 0 2 0
M 192 4 0
502 17 1509949540 10 0
504 17 1509949540 7 0
498 17 1509949540 5 0
503 17 1509949540 9 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, what can I do for you?  If you have questions about @barmor@n,

simply @bask@n me.

~
!
2 -1
armor~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #armor );

~
E
armor~
I have spent long hours on each piece of armor and each piece will serve

you well so long as you treat it right.

~
E
ch~
You ask $N about armor.

~
!
-1

#336
~
~
stray kitten~
~
~
mews for its mother here.~
stray kittens~
~
~
mew for their mother here.~
This poor stray kitten is surely one of the local cats' progeny.  It mews

pathetically for some food, or its mother's milk.  

~
Aurelian~
attack( mob, victim, 1d3+0, "claw" );

attack( mob, victim, 1d2+0, "bite" );

~
!
0 0 22 0 0 0 0 10
0 0 3 4000 893438617 0 0
198505 8192 0 0 4
2
6 10 6 23 15
0 0 0 0 0 0 0
700 4 body~
800 2 foreleg~
950 3 hindleg~
1000 0 head~
1000 0 head~
0
5243522 26214464
0 3 0 95 15
M 0 1 0
-1
-1

#337
~
~
stray cat~
~
~
paws the ground foraging for food.~
stray cats~
~
~
paw the ground foraging for food.~
This mother cat looks for food for her kittens.  You are amazed that in

this strange environment the cat seems to be surviving.  She looks at you

hungrily and then moves on.  

~
Aurelian~
attack( mob, victim, 1d3+2, "right claw" );

attack( mob, victim, 1d3+2, "left claw" );

attack( mob, victim, 1d3+0, "bite" );

~
!
0 0 22 0 0 0 0 10
0 0 3 4000 893439140 0 0
196905 1056768 0 0 4
4
6 6 6 20 10
0 0 0 0 0 0 0
650 4 body~
750 4 hindlegs~
850 3 forelegs~
925 2 head~
1000 6 tail~
0
10486404 26214464
16 15 0 205 219
F 0 2 0
-1
-1

#338
~
~
mist panther~
~
silver-furred~
watches you with calm, green eyes.~
mist panthers~
~
silver-furred~
watch you with calm, green eyes.~
Her sleek, silvered fur is glossy and thick; her eyes are a gold-flecked,

dark green, looking like sun-dappled leaves in a primeval forest.  Pale

slices of canine fangs cut across the pouting darkness of her feline lips. 

As you listen, a deep purring rumbles from within her white throat.

~
Caer~
attack(mob, victim, 2d15+2, "huge, silver paw" );

attack( mob, victim, 2d15+2, "snarling, tooth-filled bite" );

if( random( 0, 5 ) < 2 ) {

  act_tochar( #snarl, ch, obj, mob );

  act_notchar( #snarl, ch, obj, mob );

  }

else {

  act_tochar( #teeth, ch, obj, mob );

  act_notchar( #teeth, ch, obj, mob );

  }

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #scream, ch, obj, mob );

    act_notchar( #scream, ch, obj, mob );

    attack( mob, victim, 2d15, "high-pitched scream" );

    }

  }

attack( mob, victim, 3d10, "terrible bite" );

~
E
scream~
@CA high-pitched scream is ripped from the throat of the furious panther!

~
E
snarl~
A dangerously low rumble eminates from the furious panther.

~
E
teeth~
The panther emits a low growl, crouching down and baring shining teeth.

~
!
0 57 22 0 0 0 0 10
0 0 0 4000 893640487 0 35
217929 0 0 0 4
21
12 12 12 12 12
0 0 0 0 0 0 0
400 4 scruff-covered neck~
600 2 underbelly~
900 3 flank~
500 2 head~
1000 30 huge, silver paw~
0
52430090 52435202
0 1 0 0 0
F 0 3 0
-1
5 -1
~
wait( 1 );

send_to_room( #lick, room );

~
E
lick~
Having made her kill, the mist panther's throat begins to rumble with a

low, pleased growl as she licks her now-passive, bloodstained paws.

~
!
0 -1
~
if( !is_follower( ch ) ) {

  i = 1d6;

  if( i > 4 )

    end;

  wait( 1 );

  if( i == 1 )

    send_to_char( #purr, ch );

  if( i == 2 )

    send_to_char( #tail, ch );

  if( i == 3 )

    send_to_char( #lick, ch );

  if( i == 4 )

    send_to_char( #growl, ch );

  }

~
E
purr~
The mist panther lowers her head, purring contentedly with her eyes

closed.

~
E
tail~
The massive mist panther swishes her long, sinuous tail with an air of

lazy contentment.

~
E
lick~
The mist panther's head tilts back slightly as her soft, pink tongue

licks her dark lips and long, white teeth.

~
E
growl~
The mist panther raises her head and narrows her eyes.  A low, deep growl

rumbles up from her throat.

~
!
-1

#339
~
~
mad hermit~
~
~
cackles wildly at you.~
mad hermits~
~
~
cackle wildly at you.~
You see a poorly groomed old man.  His hair stands on end in places 

giving him a maniac look.  He looks you in the eyes and sighs something

about inferior constructions of a disinterested god.  He then cackles a

short lecture on the merits of cats as pets.  This guy is seriously

disturbed.

~
Aurelian~
attack_weapon( mob, victim, 2d3, "punch" );

attack_weapon( mob, victim, 2d3, "punch" );

attack( mob, victim, 3d5, "kick" );

if( random( 1, 4 ) < 3 )

  interpret( mob, "bash" );

else

  interpret( mob, "disarm" );

if( random( 0, 1 ) == 1 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  dam_message( victim, 2d4+2, "The floating cloud of dust" );

  inflict( victim, mob, 2d4+2, "dust cloud" );

  }

~
E
char~
The hermit reaches into a pouch and after grabbing a handful of dust, he

blows it in your direction.

~
E
room~
The hermit reaches into a pouch and blows a cloud of dust at $n.

~
!
0 0 0 0 0 0 0 10
0 0 17 4000 893439376 0 0
229799 0 0 0 4
8
12 22 11 15 18
35 0 0 0 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
1886 160 0 1506 33668
M 0 4 0
524 17 1509949540 16 0
184 17 1509949450 13 0
-1
-1

#340
~
~
skeletal horse~
~
~
rears its hind legs and lashes out at you.~
skeletal horses~
~
~
rear their hind legs and lash out at you.~
A horse-shaped skeleton stands ready to fight all intruders.  He rears

onto his hind legs, front hooves pawing in the air.  His bones are white,

and his eye sockets glow with a deep red light 

~
Karn~
attack( mob, victim, 2d6+3, "sharp hooves" );

attack( mob, victim, 3d4+3, "pointed teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 126 4000 899876754 0 0
57395 0 0 0 4
7
15 6 8 12 12
0 50 50 0 75 0 0
300 2 bony legs~
1000 1 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
8941 840 0 14135 299660
M 0 6 0
-1
-1

#341
~
~
ogre sentry~
~
~
is here guarding the gate.~
ogre sentries~
~
~
are here guarding the gate.~
With large protruding teeth and yellowish green skin, the ogre sentries

do their duty.  Huge sinewy arms and muscular bodies help them to enforce

their own ways among the other races.  Their tossled black hair looks as

if it's been torn and hacked at to keep a uniformed appearance.

~
Mange~
attack_weapon( mob, victim, 1d10+10, "punch" );

attack_weapon( mob, victim, 1d10+10, "punch" );

attack_weapon( mob, victim, 1d10+10, "punch" );

if( random( 0, 1 ) == 1 ) {

  if( !is_silenced( mob ) ) {

    act_room( #help, ch );

    summon( mob, victim );

    }

  }

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 4d5+10, "kick" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 5d5+10, "head butt" );

~
E
help~
An Ogre sentry yells, 'Intruders at the gate!'

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893439546 0 27
230787 0 0 0 8
50
20 6 5 17 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26214464
165 4 0 6 0
M 0 5 0
350 17 1509949540 13 0
3035 17 1509949540 16 0
-1
-1

#342
~
~
ogre guard~
~
large~
patrols the area for intruders.~
ogre guards~
~
large~
patrol the area for intruders.~
Not particularliy bright, but extremely strong, the ogre guards defend

their territory like nothing else.  Backed by their brawny arms and

trusty clubs they are a force to be reckoned with.  

~
Mange~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d10+10, "strong punch" );

attack( mob, victim, 2d10+10, "strong punch" );

attack( mob, victim, 2d10+10, "strong punch" );

if( random( 1,4 ) == 1 )

  attack( mob, victim, 4d5+10, "kick" );

if( random( 1,10 ) == 1 )

  attack( mob, victim, 3d8+10, "head butt" );

if( random( 1, 10 ) < 4 ) {

  act_room( #to_char, ch );

  summon( mob, ch );

  }

~
E
to_char~
The ogre guard calls for help!

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893640518 0 27
4425637 8576 12 48 8
50
21 9 12 17 18
25 25 50 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 32771201
1417 22 0 0 0
M 48 5 0
350 17 1509949540 13 0
1206 17 1509949540 16 0
-1
-1

#343
~
~
zombie hound~
~
~
with dead white eyes, sniffs the air for the scent of life.~
zombie hounds~
~
~
with dead white eyes, sniff the air for the scent of life.~
Only scraps of fur now cover this hound dog.  Its blank, milky white eyes

suggest that it is blind, though it still seems able to find its way

around.  Long dead now, bits of its body are rotting away from where it

has been involved in previous fights.  

~
Karn~
attack( mob, victim, 2d6+3, "shredding teeth" );

if( random( 1, 5 ) < 3 )

  attack( mob, victim, 3d5+1, "claws" );

~
!
0 0 28 0 0 0 0 10
0 0 199 4000 893439692 0 0
557089 536870912 4 0 8
5
14 8 8 12 12
0 0 50 0 90 0 0
300 1 bony ribs~
700 3 skeletal head~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
7449 902 0 18002 239997
M 0 2 0
2141 16 1509949460 -1 0
-1
-1

#344
Gawn~
~
shopkeeper~
~
~
is ready to take your order.~
shopkeepers~
~
~
are ready to take your order.~
Short and rotund, this little apron clan fellow greets you with a huge

grin which adorns his pudgy little face.

~
Karn~
if( random( 1, 10 ) == 1 )

  interpret( mob, "disarm" );

attack( mob, victim, 6d3+6, "punch" );

attack( mob, victim, 6d3+6, "punch" );

attack( mob, victim, 6d3+6, "punch" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 5d5+5, "kick" );

if( random( 1, 3 ) == 1 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
Gawn Yells out for the guards.

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893439756 0 0
230819 2105729 12 0 4
40
20 10 10 16 16
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715200 26214464
173 3 0 4 0
M 0 3 0
615 17 1509949465 7 0
611 17 1509949465 10 0
607 17 1509949465 5 0
2122 17 1509949490 8 0
-1
-1

#345
~
~
vine~
~
~
threads through the walls here.~
vines~
~
~
thread through the walls here.~
A huge dripping tube filled with hundreds of half digested carcasses,

this part of the plant weaves in and out through the walls.  It slowly

pulses as the bodies within it are forced along.  

~
Ender~
attack( mob, victim, 10d4+5, "splash of stomach acid" );

if( random( 1, 10 ) < 3 )

  mload( 306, room );

end;

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893439787 0 0
164391 2097153 0 0 4
5
20 3 3 12 20
0 0 50 70 99 0 0
1000 7 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26214740 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#346
~
~
vine heart~
~
~
slowly pulses here.~
vine hearts~
~
~
slowly pulse here.~
Fed by the veins running to it, this core of the killer vines slowly

drips seething digestive acids.  Perhaps the most frightening aspect is

the sense of intelligence that emanates from this loathesome mass of

tendrils.

~
Ender~
attack( mob, ch, 3d5, "lash of flailing tendrils" );

attack( mob, ch, 3d5, "lash of flailing tendrils" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 3d4+10, "lash of flailing tendrils" );

if( random( 1, 10 ) == 8 ) {

  act_room( #summon, ch );

  mload( 306, room );

  }

~
E
summon~
@gFeeding off the veins running into it from the surrounding rooms,

the vine's heart spawns a vicious tendril!

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 897802107 0 27
66595 8577 12 0 4
20
18 3 3 10 20
10 10 50 70 50 0 0
1000 17 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 0
0 1 0 0 0
N 0 2 0
-1
4 -1
~
send_to_room( #room, room );

~
E
room~
Having slain the heart of the vine, you notice an odd patch of dirt

under where the heart had sat.

~
!
-1

#347
Dreglor~
~
master warrior~
~
~
is here, ready to school you.~
master warriors~
~
~
are here, ready to school you.~
Glaring down at you Dreglor, Master-Warrior of Denab-Knur, snears at your

meager request to be tought.  His rough leather like skin has been

toughened through many years of hard labor and battle.  He has earned his

right to teach the young ogres the ability to wield the implements of

war.  

~
Mange~
attack( mob, ch, 2d10+10, "smash" );

attack( mob, ch, 2d10+10, "smash" );

attack( mob, ch, 3d10+15, "bludgeon" );

if( random( 1, 10 ) < 7 ) {

  send_to_room( #spin, room );

  disarm( ch, 7 );

  interpret( mob, "disarm" );

  }

if( random( 1, 10 ) < 5 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

if( random( 1, 10 ) < 3 ) {

  send_to_room( #die, room );

  attack( mob, ch, 4d10+20, "snap kick" );

  }

if( random( 1, 10 ) == 1 ) {

  send_to_room( #eyes, room );

  attack( mob, ch, 4d10+10, "backhand smash" );

  wait( 1 );

  send_to_room( #eyes2, room );

  }

if( random( 1, 10 ) < 3 ) {

  send_to_char( #grab, ch );

  dam_message( ch, 5d10+10, #wall );

  act_notchar( #grab2, ch );

  transfer( victim, find_room( 30336 ) );

  }

~
E
help~
@b@YDreglor bellows, 'Trainees!! to my side!'

~
E
die~
Dreglor laughs, 'Now fools....You die!!'

~
E
spin~
Dreglor makes a fancy move and spins his club around behind his back.

~
E
eyes~
Dreglor chortles loudly and closes his eyes.

~
E
eyes2~
Dreglor cackles with insane glee as he opens his eyes.

~
E
grab~
Dreglor picks you up and throws you across the arena.

~
E
grab2~
Dreglor grabs $n and sends $m flying.

~
E
wall~
The sudden contact with the arena wall

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893439956 0 27
230791 0 0 0 8
50
20 12 12 18 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
1197 33 0 3 0
M 0 7 0
-1
3 -1
~
acode( find_room(  30339 ) );

continue;

~
!
-1

#348
~
~
female vyan trader~
~
~
stops her work and comes over to help you.~
female vyan traders~
~
~
stop their work and come over to help you.~
The woman is beautiful with her dusky black skin and black hair held back

in a single braid.  A bisected circle on her temple and diagonal slash on

her cheek, done in red face-paints, proclaim her a trader.

~
Amon~
attack_weapon( mob, victim, 2d10+5, "martial arts attack" );

attack_weapon( mob, victim, 2d10+5, "martial arts attack" );

attack_weapon( mob, victim, 2d10+5, "martial arts attack" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 2d10+5, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 45d2+0, "blurring spin kick" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The trader looks nervious an does a loud and strange bird whistle.

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 893440041 0 0
229795 8192 0 336 8
40
25 12 12 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
0 1 0 0 0
F 336 2 0
-1
-1

#349
~
~
pile of vines~
~
wandering~
grows from the ground here.~
piles of vines~
~
wandering~
grow from the ground here.~
Raising up from the soil, the tightly interwoven clump of vines and

tendrils slowly threads in and out of the soil.  Whenever you come close,

the vines start to lean in your direction and some of the tendrils start

Looking closer, you think you can see the glint of silver imbedded deep

within the writhing mass of plants.  

~
Ender~
attack( mob, victim, 5d5, "lash of poisoned vines" );

if( find_stat( ch, dex ) > 5 ) {

  if( random( 1, 5 ) == 1 ) {

    act_notchar( #to_room, ch );

    act_tochar( #to_char, ch );

    transfer( ch, find_room( 31512 ) );

    mload( 329 );

    attack( mob, victim, 5d2+5, #damage_char );

    }

  }

~
E
to_char~
Suddenly, a score of whip like vines burst fourth, wrapping around your

body and legs.  With a tremendous wrenching, they drag you under ground! 

The last you remember before you black out is the surface slowly getting

farther away.

~
E
to_room~
A mound of dirt suddenly bulges, and a score of whip like vines burst

fourth, wrapping around $n!  With a tremendous wrenching, they drag $s

legs and body underground.  You try to grab $s hand, but in vain.  The

vines slowly writhe around, smoothing out the ground to it's former

state.  

~
E
damage_char~
You open your eyes to see your legs encased in a giant green pod, which

is slowly draining your blood.  You struggle to free yourself, but to no

avail.  The giant pod 

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893640623 0 0
229893 3 0 992 4
20
17 3 3 10 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
N 992 2 0
-1
-1

#350
~
~
mote~
~
dim green~
swirls around the area.~
motes~
~
dim green~
swirl around the area.~
This five inch scintillating ball of green energy flys around in slow

orbits, occasionally letting loose a stinging jolt of static electricity.

~
Ender~
if( attack( mob, victim, 2d15+5, "exploding suicidal attack" ) )

    junk_mob( mob );

~
!
0 76 79 0 0 0 0 10
0 0 9 4000 893640649 0 27
265505 8584 4224 0 3
2
3 3 3 8 3
30 25 25 99 -80 0 0
1000 50 shifting surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864961 26214464
2071 89 0 1669 33175
N 0 0 0
-1
3 -1
~
mob = mob_in_room( 350, room );

wait( random( 8, 12 ) );

if( mob ) {

  if( !is_fighting( mob ) ) {

    if( !junk_mob( mob ) )

      act_room( #fade, ch );

    }

  }

else {

  if( mob ) {

    wait( random( 5, 10 ) );

    mpcode( mob, 1 );

    }

  }

~
E
fade~
The light given off begins to flicker and fade until at last, nothing is left.

~
!
-1

#351
~
~
hill giant chief~
~
huge~
glowers at you.~
hill giant chiefs~
~
huge~
glower at you.~
This huge hill giant is covered from head to toe with old battle scars.

His long, hairy arms end in knuckles that drag the ground, and his wide

shoulders belie much strength.  He possesses the grey-brown hair of his

subjects and his matching eyes are only slightly less vacant.

~
Serth~
if( random( 1, 2 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 7d5+10, "huge fist" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 7d5+10, "huge fist" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 7d7+10, "stomp" );

~
E
summon~
@eThe chieftain throws back his head and sounds a piercing whistle.

~
E
guard~
@eThe chieftain's guards come crashing through the door!

~
!
0 20 38 0 0 0 0 10
0 0 51 4000 893640663 0 25
230707 8195 8 240 8
34
19 13 13 11 20
5 20 20 5 50 0 0
300 12 massive arm~
400 15 massive leg~
1000 16 powerful chest~
0 1000 ~
0 1000 ~
0
152044170 26214464
19109 445 0 44913 4552493
M 240 7 0
319 17 1509949445 13 0
954 17 1509949445 -1 0
292 17 1509949450 -1 0
197 17 1509949450 -1 0
182 17 1509949450 -1 0
2065 17 1509949515 17 0
2064 16 1509949465 17 0
1915 17 1509949445 3 0
-1
4 -1
~
if( doing_quest( ch, 9 ) )

update_quest( ch, 9 );

~
!
-1

#352
~
~
hill giant guardian~
~
~
stands here, blocking the way.~
hill giant guardians~
~
~
stand here, blocking the way.~
Less ignorant then his fellow friends and more brutal, this hill giant

protects his clan and home from intruders.  Towering over you, his second

best weapon would be intimidation, his mammoth fist being the first.  

~
Serth~
attack( mob, ch, 8d6+10, "mammoth fist" );

if( random( 1, 10 ) < 5 ) 

  attack( mob, ch, 8d8, "crushing blow" );

if( random( 1, 10 ) > 6 )

attack( mob, ch, 8d6+12, "stomp" );

if( random( 1, 10 ) < 3 ) {

  interpret( mob, "snarl" );

  interpret( mob, "bash" );

  }

if( random( 1, 10 ) == 10 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
summon~
@bThe hill giant sounds a bellow of rage!

~
!
0 20 38 0 0 0 0 10
0 0 293 4000 899269372 0 25
230707 8320 0 200 8
28
19 8 6 9 17
10 20 40 10 25 0 0
500 10 heavy leg~
600 12 craggy face~
800 10 powerful arm~
200 9 thick neck~
1000 15 massive chest~
8192
120586890 26216001
78616 2067 0 188933 18325581
M 200 7 0
290 17 1509949540 13 0
-1
1 0
~
if( find_skill( ch, sneak ) > random( 1, 20 ) ) {

  send_to_char( #sneaking, ch );

  act_notchar( #room_sneak, ch );

  continue;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room_sneak~
$n sneaks past the guardian.

~
E
sneaking~
Using your sneaking ability, you manage to get past the guardian.


~
E
room~
The guardian snarls and pushes $n back.

~
E
char~
The guardian snarls and pushes you back.

~
!
-1

#353
~
~
green-red mote~
Coruscating in a wild spiral,~
~
floats here.~
green-red motes~
Courscating in wild spirals,~
~
of corruscating light swirl around.~
Nearly a foot in diameter, this green-red mote slowly maneuvers through

the air.  From the slow shifting of her plasm colors, you can tell that

she is full with young.  Occaisonally an electric spark will arc from

her round etherial body to fry some nearby scenery.  

~
Ender~
if( random( 1, 3 ) == 1 ) {

  if( num_in_room( room ) < 15 ) {

    act_room( #birth, mob, obj, mob );

    mload( 350, room );

    mpcode( mob_in_room( 350, room ), 1 );

    }

  }

i = dice( 4, 5 );

attack_shock( mob, victim, i, "angry shock" );

~
E
birth~
@b@GA mother mote shifts to a darker green, and throws off a baby mote!

~
E
zap~
The green-red mote's electrical discharges

~
!
0 76 79 0 0 0 0 10
0 0 15 4000 894283117 0 27
265505 8584 4224 0 3
10
3 3 3 18 3
40 25 25 99 99 0 0
1000 10 shifting surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
1809 304 0 3291 25413
F 0 1 0
-1
-1

#354
~
~
ember dragon~
~
~
is here.~
ember dragons~
~
~
are here.~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893440696 0 0
197417 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#355
~
~
forest ranger~
~
elven~
watches you from nearby.~
forest rangers~
~
elven~
watch you from nearby.~
This middle age looking elf is dressed in forest greens and leather

browns.  He seems to be looking out for things in this area, perhaps

ogres or goblins.  He keeps his distance but keeps an eye on you with his

sharp oak-hazel eyes.

~
Amon~
j = random( 1, 8 );

if( j == 8 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 3d6+20, "viscious brawling" );

attack_weapon( mob, victim, 3d6, "punch" );

attack_weapon( mob, victim, 3d6+20, "punch" );

i = random( 1, 10 );

attack_weapon( mob, victim, 3d6+20, "jabs" );

attack( mob, victim, 4d5+10, "pummeling" );

if( i == 3 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) 

    if( is_fighting( ch ) )

    attack( mob, ch, 4d5+10, "wheel kick" );

  }

if( i == 2 )

  interpret( mob, "recite scroll" );

if( i == 1 )

  do_spell( burning hands, mob, ch );

~
E
all~
The forest ranger trips $n and delivers a kick which

~
E
all2~
The forest ranger spins around and delivers a backhand that

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893640714 0 26
4445153 1057154 8192 192 3
35
16 12 15 20 17
90 15 15 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 52435201
71 2 0 10 0
M 192 4 0
2125 17 1509949465 8 0
2102 17 1509949455 9 0
2081 17 1509949465 6 0
2042 17 1509949490 10 0
956 17 1509949443 -1 0
686 17 1509949443 -1 0
2022 17 1509949490 7 0
1002 17 1509949442 -1 0
877 17 1509949443 -1 0
2201 17 1509949490 13 0
3010 17 1509949465 16 0
1249 16 1509949515 16 0
2003 17 1509949490 5 0
1016 17 1509949445 -1 0
1246 17 1509949465 -1 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Good morrow $n.

~
!
2 -1
valerian seeds~
if( doing_quest( ch, 22 ) ) {

  act_tochar( #ch, ch, obj, mob );

  wait( 1 );

  tell( mob, ch, #s1 );

  wait( 1 );

  tell( mob, ch, #s2 );

  set_cflag( 12, ch );

  }

else send_to_char( #no, ch );

~
E
no~
The forest ranger tells you 'I know nothing about that'.

~
E
s2~
I'm afraid you must seek out Alslaad of Chiiron; he is a good friend of

mine and can tell you where to plant the seeds of life.

~
E
s1~
You are wise in choosing the beautiful ways of Cynnis, my friend.

But alas, I am no longer the one to speak to about those seeds.

~
E
ch~
You ask $N about the seeds of life.

~
!
2 -1
starwater~
if( cflag( 31, ch ) ) {

  if( cflag( 90, ch ) )

    act_tochar( #bird, ch );

  wait( 2 );

  act_tochar( #go_west, ch );

  wait( 2 );

  act_tochar( #for_honor, ch );

  }

~
E
go_west~
I once knew of a few places where the starwater could be found, alas they

have all run dry.  I know of someone who might know where to find it.

~
E
bird~
Greetings $n, I've been expecting you.  I guess you could say that a

little bird told me you were coming.

~
E
for_honor~
I can reason out easily enough why it is you ask me about the starwater. 

It can only be that you seek it for the High Druid.  If he has sent you

to me then it is also because he expects me to speak to you of honor as

well.  If you would listen to me and hear of honor, then I will tell you

of one other who knows more of starwater than I.

~
!
2 -1
honor~
act_tochar( #honor1, ch );

wait( 2 );

act_tochar( #honor2, ch );

wait( 3 );

act_tochar( #honor3, ch );

wait( 3 );

act_tochar( #honor4, ch );

wait( 3 );

act_tochar( #honor5, ch );

wait( 2 );

act_tochar( #honor6, ch );

wait( 3 );

act_tochar( #honor6b, ch );

wait( 3 );

act_tochar( #pause, ch );

wait( 4 );

act_tochar( #honor7, ch );

~
E
honor1~
Honor is the measure and worth of a person.  It is the fundament of true

nobility.

~
E
honor2~
As long as you remain honorable, your blade shall strike truer and fairer. 

You mind's eye will see unclouded the taint on the souls of others.

~
E
honor3~
If you are to earn the mark of the Shuvanaguard, you are also accepting

all that stands with it; both the honor and the duty.

~
E
honor4~
Your duty remains with the Guard no matter where you travel.  You must

place your faith in each other and use your adopted kinship to protect

the woods and all life.

~
E
honor5~
As long as you remain true to your duty, the strength of your blade will

reflect your station.

~
E
honor6~
Break with that duty and your honor is sullied.  Once sullied, the taint

will mar your blade and it may very well shatter when it is most needed.

~
E
honor7~
If you would hold your honor so high, if you would accept that heavy

burden of unyielding duty, then go forth towards Castle Lag.  Near the

gates of Castle Lag resides a champion of the forest, a dryad.  She may

be last to know if any source of starwater remains in the realms.

~
E
honor6b~
Your blade is a reflection of your honor and duty.  In essence your blade

is your honor.  Lose it and you lose your honor though your duty remains.

~
E
pause~
The ranger pauses a moment to let you digest what he has told you.

~
!
2 -1
elements resist cold fire acid shock~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about avoiding the elements.

~
E
stat1~
I simply keep to my forest and avoid extreme environs.  If you wish to

manipulate the elements, you must seek a master.  Perhaps the shaman of

Sos-Kul knows of an elemental master.

~
!
-1

#356
~
~
ogre zombie~
~
~
claws at you.~
ogre zombies~
~
~
claw at you.~
The rotting corpse of a once-massive ogre shambles towards you groping

with clawlike hands.  Bits of flesh fall from the body, but somehow never

seem to seriously diminish the zombie's mass.

~
DarkStorm~
i = random( 1, 10 );

if( i == 10 ) {

  act_tochar( #bash, ch );

  act_notchar( #o-bash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 3d7+5, "crushing grip" );

attack( mob, victim, 3d7+5, "crushing grip" );

if( random( 0, 2 ) == 0 ) { 

  ch = rand_player( room );

if( find_stat( ch, level ) < 91 )

      attack( mob, victim, 3d7+5, "crushing grip" );

    }

~
E
bash~
The ogre lurches at you with the mass of a falling wall!

~
E
o-bash~
The ogre lurches at $n with a heavy backhand!

~
!
0 8 28 0 0 0 0 10
0 0 17 200 893440824 0 25
558133 536879360 12 48 4
20
18 5 5 9 18
15 0 75 10 100 35 100
1000 10 rotting flesh~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 19664001
2478 110 0 7128 383913
M 48 5 0
607 17 1677721610 5 0
615 17 1677721610 7 0
893 17 1509949443 -1 0
951 17 1509949443 -1 0
1106 17 1509949443 -1 0
-1
-1

#357
~
~
little girl~
~
~
sits here, looking very sad.~
little girls~
~
~
sit here, looking very sad.~
You see a small human child sitting here crying.

~
DarkStorm~
attack_weapon( mob, victim, 0d0+1, "right hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893440852 0 0
230371 0 0 0 4
1
5 5 5 5 5
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1048641 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#358
~
~
ghost of Brother Marzan~
~
~
hovers here.~
ghosts of Brother Marzan~
~
~
hover here.~
Before you floats the spirit of ghostly priest.  In life he must have

been a large and powerful man as he is still quite an imposing figure in

his present spectral state.  You can barely make out an ancient coat of

arms below many dark religious symbols on his faded robe, the house of

Starkadder, an infamous noble house, that disappeared from the history

books near the time of Darkfall.

~
DarkStorm~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d7+7, "smash" );

attack( mob, victim, 3d7+7, "smash" );

attack( mob, victim, 3d7+7, "smash" );

if( i > 7 ) {

  act_room( #light, mob );

  do_spell( cause critical, mob, ch );

  }

if( i < 4 ) {

  act_room( #heal, mob );

  do_spell( cure critical, mob, mob );

  }

~
E
wail~
@b@RSuddenly the soft moaning emitted by the ghost starts to raise in

volume culminating in a mind shattering blast of sound.  

~
E
light~
@RMarzan calls on aid from his dark gods!!!@n

~
E
heal~
@CMarzan lays hands on himself.

~
!
0 0 28 0 0 0 0 10
0 0 2 4000 893440973 0 33
1074039987 8584 4108 96 4
35
15 10 18 16 16
-10 -10 100 50 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 26214464
451 14 0 1056 82110
M 96 5 0
264 17 1509949445 8 0
267 17 1509949445 11 0
266 17 1509949445 5 0
261 17 1509949445 9 0
901 17 1509949442 -1 0
2510 17 1509949445 16 0
428 16 1509949441 16 0
9 1 1509949445 -1 0
-1
2 -1
sword armor~
send_to_room( #all, room );

~
E
all~
Trevor giggles and says, 'I am the first ghost to learn how to wear armor

and wield a sword!' 

~
!
-1

#359
~
~
renegade gnome chieftain~
~
~
stands here unsteadily, apparently drunk.~
renegade gnome chieftains~
~
~
stand here unsteadily, apparently drunk.~
A large gnome, quite drunk, lies asleep in his stew.  Well muscled and

quite ugly, you judge from his weapons and armor that he is the leader of

this band of gnomes.  His armor is well oiled and polished and his

weapons have a keen sharp edge.

~
Tempus~
attack_weapon( mob, victim, 2d6, "punch" );

attack_weapon( mob, victim, 2d6, "punch" );

attack_weapon( mob, victim, 2d6, "punch" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 2d6, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 3d4, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 3d5, "tackle" );

if( random( 1, 10) > 8 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@bThe chieftain bellows for his guards!

~
!
0 28 2 0 0 0 0 10
0 0 106 4000 893441070 0 25
230837 8451 0 192 4
30
18 8 12 16 16
15 15 25 15 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965770 32769601
17636 882 0 48843 2981452
M 192 4 0
381 17 1509949465 -1 0
607 17 1509949460 5 0
615 17 1509949460 7 0
611 17 1509949460 10 0
910 17 1509949445 -1 0
2122 17 1509949465 8 0
5005 17 1509949445 1 0
902 17 1509949445 -1 0
1075 17 1509949445 -1 0
1106 17 1509949445 -1 0
3017 17 1509949490 16 0
930 18 1509962290 16 0
3016 16 1509962240 16 0
2064 18 1509975040 11 0
1288 17 1509949445 14 0
-1
-1

#360
~
~
white cat~
~
~
sits here, looking around through intelligent blue eyes.~
white cats~
~
~
sit here, looking around through intelligent blue eyes.~
A white cat sits here.  Cleaning itself frequently, it seems curious

about anything and looks up at every movement.  

~
Amon~
attack( mob, victim, 1d3+1, "tiny pointy teeth" );

attack( mob, victim, 1d3+1, "claws" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d3+1, "claws" );

~
!
0 0 51 0 0 0 0 10
0 0 231 4000 893441117 0 0
213321 1056768 0 0 3
4
3 12 12 19 12
25 0 25 25 100 0 0
500 4 body~
700 5 foreleg~
900 2 tail~
1000 1 head~
0 1000 ~
0
10486404 26214464
2273 3083 0 15070 21779
M 0 1 0
1598 17 1509949445 -1 0
-1
-1

#361
~
~
snow white hawk~
~
large~
searches for prey.~
snow white hawks~
~
large~
search for prey.~
As you gaze into this bird's eyes, you see the distant image of a tall man in fiery blue robes looking at you.

~
DarkStorm~
attack( mob, victim, 1d6+2, "talon" );

attack( mob, victim, 1d6+2, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 1d4+1, "beak" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 0 4000 899960038 0 0
198977 0 4096 0 3
5
3 5 5 15 10
0 -50 50 15 90 0 0
300 3 razor beak~
700 2 snowy feathers~
1000 5 sharp talons~
1000 5 sharp talons~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#362
~
~
weasel~
~
long brown~
slinks in a corner, eyeing you curiously.~
weasels~
~
long brown~
slink in a corner, eyeing you curiously.~
A long brown weasel slinks around the area darting quickly but silently

from one bit of cover to the next.  

~
DarkStorm~
attack( mob, victim, 1d3+2, "bite" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d4+2, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893640802 0 0
217929 5242880 0 0 3
4
3 11 11 20 14
25 0 50 40 25 0 0
500 4 sleek hide~
700 3 paw~
800 3 hindleg~
1000 2 head~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#363
~
~
screech owl~
~
large gray~
is here, looking around in almost every direction.~
screech owls~
~
large gray~
are here, looking around in almost every direction.~
This big owl sits here, its eyes frequently reflecting red in the

light.  You find it facinating how it can turn its head and look

directly behind itself.  Though it looks fluffy and wise, you take note

of its wicked-looking talons and sharp beak.

~
Amon~
attack_weapon( mob, victim, 1d6+1, "talons" );

attack_weapon( mob, victim, 1d6+1, "talons" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 1d4+1, "beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960041 0 0
198977 8192 0 0 5
5
3 5 10 15 12
25 0 50 30 90 0 0
500 4 body~
700 5 feathers~
800 2 talon~
900 2 wing~
1000 3 head~
0
13107845 26214464
0 1 0 0 0
N 0 1 0
-1
-1

#364
~
~
tabby cat~
~
small black~
stretches lazily near your feet.~
tabby cats~
~
small black~
strech lazily near your feet.~
A small, black tabby cat looks up at you and purrs contentedly.

~
DarkStorm~
attack( mob, ch, 1d3+1, "tiny pointy teeth" );

attack( mob, ch, 1d3+1, "claws" );

if( random( 1, 4 ) < 2 )

attack( mob, ch, 1d3+1, "claws" );

~
!
0 0 51 0 0 0 0 10
0 0 0 4000 893640838 0 0
213321 1056768 0 0 4
4
3 4 6 19 8
10 5 5 5 99 0 0
500 4 body~
700 5 foreleg~
900 2 tail~
1000 1 head~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
F 0 1 0
-1
-1

#365
~
~
red falcon~
~
proud~
preens itself here.~
red falcons~
~
proud~
preen themselves here.~
The falcon sits here majestic and proud.  Its eyes are as hard as they

come, true eyes of a predator.  Its feathers range from fiery red to

deep rusts.  

~
DarkStorm~
attack( mob, victim, 1d6+2, "talon" );

attack( mob, victim, 1d6+2, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 1d4+1, "beak" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 0 4000 899960044 0 25
4393289 0 0 0 4
5
3 5 5 15 13
25 0 30 30 100 0 0
100 1 small head~
300 3 curved beak~
700 2 feathered body~
1000 5 strong talon~
0 1000 ~
0
13107845 32769602
0 1 0 0 0
M 0 2 0
-1
-1

#366
~
~
silver fox~
~
~
slinks nearby, head low, sniffing the ground.~
silver foxes~
~
~
slink nearby, heads low, sniffing the ground.~
You see a small fox watching you with a pair of beady eyes.  It's small

size belies a cunning personality.  It is covered with a coat of

white and silver fur, which if intact would be of some value.

~
Amon~
attack( mob, victim, 1d5+1, "nipping bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d5+1, "sharp needle-teeth" );

~
!
0 0 21 0 0 1059 1058 10
0 0 0 4000 893441960 0 0
201033 1048576 0 0 3
4
3 5 5 14 7
25 0 50 25 100 0 0
500 4 white coat~
700 3 foreleg~
900 4 flank~
1000 1 head~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
N 0 2 0
388 17 15 -2 0
-1
-1

#367
~
~
tree sprite~
~
zigzagging~
flies here, zipping around.~
tree sprites~
~
zigzagging~
fly here, zipping around.~
The small flick of light is fast, and mainly keeps it's distance, zipping

around and sometimes circling things.  It's too quick to make out

details, but you do catch a glimpse here and there of a small naked form;

it's skin seeming to glow.  

~
DarkStorm~
attack_weapon( mob, ch, dice( 2, 4 ), "wisp" );

~
E
char~
The flick of light whips in and

~
E
char2~
The spark of light flies in and

~
E
char3~
The small flame zips in and opens a cut that

~
!
0 0 67 0 0 0 0 10
0 0 1 4000 893640909 0 29
203073 4202496 4224 0 4
2
2 12 14 20 4
25 0 25 0 100 0 0
1000 5 protective glow~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
3528 1882 0 0 42
F 0 0 0
-1
-1

#368
~
~
grey wolf~
~
~
with steel-blue eyes, watches you from nearby.~
grey wolves~
~
~
with steel-blue eyes, watch you from nearby.~
This wolf stands there tongue lolling, watching the area, but keeping an

eye on you.  His coat is a soft thick covering of fur.  Underneath, his

body is pure muscle.  Looking into his eyes you see intelligence, not

beastly hunger as most people describe them.  

~
Amon~
attack( mob, victim, 1d5+1, "nipping bite" );

if( random( 1, 10 ) > 5 )

  attack( mob, victim, 2d3+1, "vicious bite" );

~
!
0 0 55 0 0 1055 1054 3381
0 0 230 4000 899959849 0 0
268636489 1056768 0 0 4
5
12 4 5 14 11
0 0 50 0 0 0 0
500 5 grey coat~
700 3 foreleg~
900 5 flank~
1000 3 head~
0 1000 ~
0
13107845 26215681
21122 5009 0 18596 120555
M 0 3 0
1482 17 1509949460 -2 0
-1
-1

#369
~
~
brownie~
~
~
about four inches tall, can be glimpsed from here.~
brownies~
~
~
about four inches tall, can be glimpsed from here.~
There he is again!  A tiny man, about a hands-span tall, dressed in

forest browns.  His skin was deeply tanned and lined, and his hair was

braided back, and brown also.  Colors that let him hide very easily,

especially in a forested setting.  

~
Amon~
attack_weapon( mob, victim, 1d1+1, "tiny hand" );

attack_weapon( mob, victim, 1d1+1, "tiny hand" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d1+2, "tiny kick" );

~
!
0 0 50 0 0 0 0 10
0 0 0 4000 893442212 0 0
250305 1052672 0 0 3
2
3 9 13 18 4
25 0 0 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 19662401
0 1 0 0 0
M 0 2 0
273 17 1509949490 5 0
274 17 1509949490 7 0
275 17 1509949490 10 0
276 17 1509949490 8 0
277 17 1509949515 9 0
278 17 1509949490 16 0
-1
-1

#370
~
~
pseudo-dragon~
~
miniature, forest-green~
stands here, intelligent eyes watching you carefully.~
pseudo-dragons~
~
miniature, forest-green~
stand here, intelligent eyes watching you carefully.~
The dragon is about the size of a small cat, forest-green scales with

emerald highlights, glittering in the light.  From above a toothy maw,

intelligent slit eyes of gold watch the area carefully, though the action

appears relaxed and lazy.  

~
Amon~
attack( mob, victim, 1d3+0, "tiny sharp claws" );

attack( mob, victim, 1d3+0, "tiny sharp claws" );

if( random( 1, 10 ) == 4 )

  attack( mob, victim, 1d4+0, "toothy bite" );

else {

  send_to_room( #all, room );

  attack_fire( mob, victim, 1d5+5, "fire breath" );

  }

~
E
all~
The dragon rears back and sucks in air.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893640956 0 26
67649 8192 4096 0 4
5
4 11 10 13 10
25 50 -25 25 100 0 0
400 5 tough scaled body~
50 10 sharp claw~
700 4 scaled foreleg~
500 3 serpentine tail~
1000 2 emerald green wing~
0
13107845 23594241
389 100 0 0 0
N 0 2 0
-1
-1

#371
~
~
black cat~
~
~
crosses your path and watches you with intelligent amber eyes.~
black cats~
~
~
cross your path and watch you with intelligent amber eyes.~
The black cat sits there, licking itself. At the smallest thing it looks up at it, then looks at you, and you see a strange glint in it's eyes, before it seems to smirk and go back to it's licking.

~
Amon~
attack( mob, victim, 1d3+1, "sharp claws" );

attack( mob, victim, 1d3+1, "sharp claws" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d3+1, "teeth" );

~
!
0 0 51 0 0 0 0 10
0 0 0 4000 893443566 0 0
213321 1056768 0 0 8
3
3 6 6 19 6
25 -20 25 25 100 0 0
500 4 body~
700 5 foreleg~
900 2 tail~
1000 1 head~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
F 0 2 0
-1
-1

#372
~
~
dwarven citizen~
~
~
wanders about the city.~
dwarven citizens~
~
~
wander about the city.~
A normal looking dwarf citizen in normal mail armour.

~
Karn~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 3 ) == 1 )

  interpret( mob, "kick" );

~
E
help~
@bThe Dwarf citizen calls for help!

~
!
4 0 3 0 0 0 0 10
0 0 39 4000 895443242 0 0
229857 8192 0 0 4
5
14 10 12 10 15
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26216001
441 89 0 2474 21361
M 0 3 0
3014 17 1509949540 -1 0
-1
0 -1
~
wait( 1 );

i = random( 1, 10 );

j = random( 1, 20 );

if( j < 3 ) {

  if( i == 1 )

wait( 1 );

    interpret( mob, "nod" );

  if( i == 2 )

wait( 1 );

    interpret( mob, "wave" );

wait( 2 );

  interpret( mob, "twiddle" );

  }

~
!
-1

#373
~
~
toad~
~
small~
sits nearby, croaking occasionally between flies.~
toads~
~
small~
sit nearby, croaking occasionally between flies.~
It's like a warty frog.  It likes to sit a lot pondering god-knows-what. 

When a fly or other insect comes close, there is a blur of movement as a

uprisingly long tongue whips out and snaps back with fly in tow.

~
Amon~
send_to_room( #all, room );

~
E
all~
The toad tries to fight back, but really, what the hell can it do?

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893640998 0 0
200769 1 0 0 8
1
25 5 4 11 14
25 -25 20 -10 90 0 0
500 2 warty hide~
650 1 fat foreleg~
800 2 warty head~
850 1 rear leg~
1000 2 thick skull~
0
2622081 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#374
~
~
black bat~
~
~
hangs in the shadows above, head turning to follow you.~
black bats~
~
~
hang in the shadows above, heads turning to follow you.~
A large, black bat hangs from the top of the cave.  His head is covered

in black fur, and has a flat snout and big pointy ears.  The bat has

unusually large wings with leathery black skin stretched over them.

~
Amon~
attack( mob, victim, 1d4+2, "sharp claw" );

attack( mob, victim, 1d4+2, "sharp claw" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d6+2, "fanged mouth" );

~
!
0 0 19 0 0 0 0 10
0 0 1485 4000 893443759 0 0
133481 8576 0 0 8
4
3 5 5 20 13
25 0 0 25 99 0 0
100 1 black head~
300 5 fluttering wings~
700 2 black leathery body~
850 5 long claw~
1000 1 black wing~
0
10486404 26214464
27530 14048 0 101282 310147
M 0 1 0
84 17 1509949465 -2 0
-1
-1

#375
~
~
large rat~
~
~
hisses at you, eyes reflecting red in the light.~
large rats~
~
~
hiss at you, eyes reflecting red in the light.~
A large black rat, the size of a small dog.  It has a set of vicious

teeth and its small eyes seem to contain an evil personality.  Probably

not that dangerous by itself, but could be quite nasty if met in

numbers.  

~
Amon~
attack( mob, victim, 1d5, "diseased bite" );

if( random( 1, 5 ) < 4 )

  attack( mob, victim, 1d3, "tiny claws" );

if( random( 1, 5 ) < 3 )

  attack( mob, victim, 1d3, "tiny claws" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893443801 1077636924 0
196937 1056768 0 0 8
2
3 5 3 16 16
0 -14 5 5 -20 0 0
700 2 filthy body~
800 0 rat tail~
900 1 fured flank~
1000 0 small head~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#376
~
~
coyote~
~
dark-coated~
is trotting nearby, mischievous eyes on you.~
coyotes~
~
dark-coated~
are trotting nearby, mischievous eyes on you.~
The coyote's fur is dark like shadow, and its eyes are black.  They have

a crafty slant to them, but you catch a deeper gleem that rankles on your

assumption of this being a normal beast.  It halts and looks at you, and

you feel dark laughter in its contemptuous gaze.  

~
Amon~
attack( mob, victim, 1d4, "sharp teeth" );

if( random( 0, 10 ) < 7 )

  attack( mob, victim, 1d4+1, "canine bite" );

if( random( 1, 10 ) < 7 ) 

  attack( mob, victim, 1d4, "sneaky bite" );

~
!
0 0 21 0 0 0 0 10
0 0 0 4000 893641025 0 0
196937 8320 0 0 8
4
3 15 6 15 11
99 0 50 30 90 0 0
500 4 dark coat~
700 2 foreleg~
900 4 dark flank~
1000 2 wet snout~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#377
~
~
dwarven winch grinder~
~
~
with bulging biceps is ready to get on with her work.~
dwarven winch grinders~
~
~
with bulging biceps are ready to get on with their work.~
Wearing only a short tunic which does not adequately cover her hairy,

well breasted chest.  This female dwarf has biceps that would make even

an ogre pretty interested.  With chalk covered hands and a strip of cloth

wrapped around her forehead, this is one serious dwarf woman.  

~
Karn~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 3 ) == 1 ) {

  act_room( #rm, victim, obj, mob );

  summon( mob, victim );

  }

~
E
rm~
@b@R$N shrieks out for help!@n

~
!
4 0 3 0 0 0 0 10
0 0 5 4000 895443253 0 0
230819 0 0 0 4
5
19 7 10 10 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
111 15 0 333 3685
F 0 3 0
-1
2 -1
operate winch~
if( rflag( status1, room ) ) {

  act_room( #down_she_goes, ch );

  remove_rflag( status1, room );

  }

else {

  act_room( #way_hey, ch );

  set_rflag( status1, room );

  }

~
E
down_she_goes~
The dwarf grinder sings,

"Woa, ho,

 down we goe-ho..."

   

as she slowly unwinds the winch.

~
E
way_hey~
The dwarf grinder sings out,

"Way, Hey,

 up she rises..."

   

as she slowly winds the winch up.

~
!
-1

#378
~
~
twisted quasit~
~
small,~
stands here, obviously thinking itself to be unseen.~
twisted quasits~
~
small,~
stand here, obviously thinking themselves to be unseen.~
It must be a minor demon, 8" tall with warty death-grey skin, clawed

feet, oversized clawed hands, goat-like twisting horns, and tail.  Its

little slitted eyes seem to catch everything, while from between its

sharp needle-like teeth a forked tongue flicks, tasting the air.

~
Amon~
i = random( 10, 50 );

attack_weapon( mob, victim, 1d3+1, "sharp claws" );

attack_weapon( mob, victim, 1d3+1, "sharp claws" );

if( random( 1, 10 ) < 4 ) {

  dam_message( ch, 1d5+1, "drain" );

  drain_exp( ch, i );

  }

~
E
drain~
The demon thing latches sharp teeth on $n

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893641057 0 0
217409 1060864 0 0 8
3
5 14 5 12 8
25 25 0 50 99 0 0
400 12 tough warty body~
600 12 horned back~
750 12 steely hard arm~
850 10 prehensil tail~
1000 9 horned head~
0
7864963 26214464
778 790 0 0 0
M 0 1 0
-1
-1

#379
~
~
twisted little imp~
~
~
crouches nearby.~
twisted little imps~
~
~
crouch nearby.~
Perhaps a magical creation, or some kind of minature devil you are not

sure, but an olive green-skinned creature hops about in front of you. 

Its skin is marked with grey undertones, and its hands and feet are

clawed.  It walks hunched over, but nonetheless deft and silent, its eyes

red slits with irises of an even darker, blood red hue.

~
Amon~
i = random( 25, 75 );

attack( mob, victim, 1d4+1, "sharp claws" );

attack( mob, victim, 1d4+1, "sharp claws" );

if( random( 1,10 ) < 4 )

  if( attack( mob, victim, 1d5+1, "draining bite" ) )

  if( random( 1, 2 ) == 1 )

  drain_exp( victim, i );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893444433 0 25
217409 1056768 0 0 8
4
4 15 4 12 9
25 20 10 25 99 0 0
400 12 leathery skin~
600 12 hunched back~
800 12 horned arm~
1000 9 horn-ridged head~
1000 0 ~
0
10486404 19662401
0 1 0 0 0
N 0 1 0
-1
-1

#380
~
~
weary dwarf~
~
~
is resting his tired, old body here.~
weary dwarves~
~
~
are resting their tired, old bodies here.~
This battle-weary dwarf sits beside the path resting his battered body. 

His long grey beard is matted and filthy, and his axe is notched.  Tired

grey eyes look out on the world and his expression is one of resignation.

~
Karn~
attack_weapon( mob, victim, 1d8, "punch" );

attack_weapon( mob, victim, 1d8, "punch" );

~
!
4 0 3 0 0 0 0 10
0 0 411 4000 896200843 0 0
229667 8192 0 0 3
5
16 10 12 11 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
11285 1760 0 23506 295223
M 0 3 0
3015 17 1677721650 16 0
2002 17 1509949450 5 0
2022 17 1509949465 7 0
2042 17 1509949465 10 0
-1
0 2
~
if( is_follower( ch ) )

  end;

wait( 2 );

if( !char_in_room( ch, room ) )

  end;

if( find_stat( ch, level ) > 18 )

  act_tochar( #highchar, ch );

else {

  act_tochar( #lowchar, ch );

  interpret( mob, "sigh" );

  }

~
E
highchar~
The dwarf nods in your direction and says,@b@W

"Hello there Stranger.  You look like you might be able to handle those

Hill Giants up the path.  They were too tough for me and now I'll be back

working in the mines to get enough equipment together again."

~
E
lowchar~
The dwarf nods in your direction and says,@b@W "Greetings Stranger. 

You'd be wise to turn around and go back the way you came.  There are a

bunch of Hill Giants that were too tough for me, and you don't look like

you'd be able to handle them either.  Now I have to walk home to Kha-da,

and back to work in the mines, since I lost all my equipment." 

~
!
2 -1
hill giants~
act_notchar( #room, ch );

if( done_quest( ch, 9 ) ) {

  act_tochar( #done, ch );

  end;

  }

if( find_stat( ch, level ) > 18 ) {

  act_tochar( #allhigh, ch );

  if( !doing_quest( ch, 9 ) )

    assign_quest( ch, 9 );

  }

else

  act_tochar( #alllow, ch );

~
E
alllow~
The dwarf trembles slightly as he speaks,@b@W

"You are too weak to tackle them and avenge me."

~
E
allhigh~
The dwarf trembles slightly as he speaks,@b@W

"I would feel avenged if you would kill the hill giant chief for me."

~
E
room~
$n asks the dwarf about hill giants and he whispers something back.

~
E
done~
You have already completed the quest.

~
!
-1

#381
~
~
hill giant chief's guard~
~
heavily-muscled~
rushes to protect his chief.~
hill giant chief's guards~
~
heavily-muscled~
rush to protect their chief.~
Less ignorant then his fellow friends and more brutal, this hill giant

protects his clan and home from intruders.  Towering over you, his second

best weapon would be intimidation, his mammoth fist being the first.  

~
Serth~
attack( mob, victim, 6d6+15, "huge fist" );

attack( mob, victim, 6d6+15, "huge fist" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 5d9+20, "huge fist" );

~
!
0 20 38 0 0 0 0 10
0 0 0 4000 893641104 0 25
230839 8192 0 192 8
28
19 8 6 12 17
0 20 20 -5 -30 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
120586890 26214464
0 1 0 0 0
M 192 7 0
-1
-1

#382
~
~
ghost of Squire Malthas~
~
~
hovers above his crypt.~
ghosts of Squire Malthas~
~
~
hover above their crypt.~
You see the spirit of what was once a huge and brutish man looking almost

as if he had ogre blood in his ancestry somewhere. 

~
DarkStorm~
attack( mob, victim, 3d4+5, "heavy pounding blow" );

attack( mob, victim, 3d4+5, "heavy pounding blow" );

attack( mob, victim, 3d4+5, "heavy pounding blow" );

attack( mob, victim, 3d4+5, "heavy pounding blow" );

if( random( 0, 2 ) == 0 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, ch );

    act_tochar( #wail, ch );

    attack_room( mob, 5d10+10, "bellow" );

    }

  }

~
E
wail~
@eSuddenly the low growl emitted by the ghost starts to raise in

volume culminating in a mind-shattering@n @Rbellow@n @eof sound. 

~
!
0 0 28 0 0 0 0 10
0 0 5 4000 893444722 0 33
1074036915 8576 4108 144 8
35
20 9 10 13 21
-20 -10 100 50 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 26214464
2245 34 0 2014 467484
M 144 4 0
267 17 1509949445 11 0
266 17 1509949445 -1 0
264 17 1509949465 8 0
263 17 1509949445 7 0
262 17 1509949445 10 0
261 17 1509949445 9 0
259 17 1509949445 6 0
260 17 1509949445 5 0
301 17 1509949441 -1 0
1092 17 1509949445 16 0
313 16 1509949450 16 0
1647 16 1509949450 16 0
-1
-1

#383
Da'nuk~
~
animal keeper~
~
~
is busy cleaning out the cages.~
animal keepers~
~
~
are busy clearning out the cages.~
Dressed in a dirty old apron that can't cover all of his clothes from the

amount of muck and grunge on the rest of him, Da'nuk plods around the area

tending to his animals to whom he seems quite devoted.  

~
Karn~
attack( mob, victim, 3d5+5, "right hand" );

attack( mob, victim, 3d5+5, "left hand" );

summon( mob, victim );

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 893444913 0 0
99207 0 0 288 4
40
15 12 10 15 12
25 35 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 288 3 0
-1
-1

#384
~
~
ghost of Ethan Starkadder~
~
~
shifts from shadow to shadow.~
ghosts of Ethan Starkadder~
~
~
shift from shadow to shadow.~
Young Ethan must have been a rather weak figure in life as his

spirit is rather small and frail looking.  However even in death his face

shows a high measure of sly calculation.

~
DarkStorm~
attack_weapon( mob, victim, 2d6+8, "shadowy touch" );

attack( mob, victim, 2d6+8, "shadowy touch" );

attack( mob, victim, 2d6+8, "shadowy touch" );

attack_weapon( mob, victim, 2d6+8, "shadowy touch" );

if( random( 0, 2 ) == 1 ) {

  act_notchar( #wail, mob );

  attack_room( mob, 4d10+20, "freezing shadows" );

  }

~
E
wail~
@bThe shadows in the room seem to rise up all around you at Ethan's

bidding!

~
!
0 8 28 0 0 0 0 10
0 0 3 4000 893445325 0 33
1074036791 8576 4108 64 8
30
12 16 16 21 12
0 -20 100 25 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858260 26214464
1421 11 0 867 392933
M 64 5 0
2016 17 1509949445 5 0
295 17 1509949445 5 0
298 17 1509949445 7 0
264 17 1509949445 8 0
296 17 1509949445 10 0
297 17 1509949445 9 0
954 17 1509949445 -1 0
1218 17 1509949443 16 0
452 17 1509949540 -1 0
-1
-1

#385
~
~
ghost of Etienne Mederos~
~
~
floats above his crypt.~
ghosts of Etienne Mederos~
~
~
float above their crypt.~
You see the ghost of a knight's squire floating here. This squire was

obviously neither one of the strongest nor the weakest of his ilk but

appears to be one of the trusted for some reason.

~
DarkStorm~
attack_weapon( mob, victim, 2d6+5, "burning touch" );

attack_fire( mob, victim, 3d6+5, "burning touch" );

attack_fire( mob, victim, 3d6+5, "burning touch" );

if( random( 1, 2 ) == 1 )

 attack_fire( mob, victim, 2d6+5, "burning touch" );

if( random( 1, 2 ) == 1 )

  attack_fire( mob, victim, 3d6+5, "burning touch" );

if( random( 1, 10 ) < 4 ) {

  act_notchar( #wail, mob );

  loop( all_in_room ) {

    i = 2d20+20;

    if( is_player( rch ) )

      attack_fire( mob, rch, i, "ring of flame" );

    }

  }

if( random( 1, 10 ) == 1 ) {

  if( !is_silenced( mob ) ) {

    if( num_in_room( room ) < 8 ) {

      send_to_room( #to_all, room );

      wait( 1 );

      send_to_room( #step, room );

      mload( 1252, room );

      }

    }

send_to_room( #no_call, room );

  }

~
E
wail~
@eSuddenly a @Rring of fire@n @erises up around the ghost, filling the

room!

~
E
to_all~
@eEtienne calls out for his shield brothers to come to his aid!

~
E
step~
@YA warrior materializes from the room's murals and attacks!

~
E
no_Call~
@mEtienne opens his mouth to call for his shield brothers, but no sound

comes forth!@n 

~
!
0 0 28 0 0 0 0 10
0 0 4 4000 893445727 0 33
1074036915 8585 6303756 192 8
35
14 13 13 18 15
-10 0 100 25 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 26214464
2579 25 0 1815 668481
M 192 4 0
259 17 1509949445 6 0
266 17 1509949450 5 0
264 17 1509949445 8 0
262 17 1509949445 10 0
263 17 1509949445 7 0
260 17 1509949445 5 0
261 17 1509949445 9 0
307 17 1509949443 11 0
300 16 1509949455 11 0
940 17 1509949445 -1 0
1003 17 1509949445 -1 0
1092 17 1509949450 16 0
265 16 1509949445 16 0
185 16 1509949445 16 0
-1
-1

#386
~
~
ghost of Jack Clayborne~
~
~
floats here.~
ghosts of Jack Clayborne~
~
~
float here.~
The Ghost of Squire Clayborne is an impressive sight.  In life this

person must have had immense strength judging by what you can see of it

now.  A gleam of hatred shines in it's one remaining eye.  The other

apparently lost while it was still alive.

~
DarkStorm~
i = random( 1, 10 );

if( i < 5 )

  interpret( mob, "rescue grullf" );

attack( mob, victim, 3d10+10, "spectral blade" );

attack( mob, victim, 3d10+10, "spectral blade" );

attack( mob, victim, 3d10+10, "spectral blade" );

attack( mob, victim, 3d10+10, "spectral blade" );

attack_cold( mob, victim, 2d10+5, "chilling touch" );

~
E
wail~
Suddenly the soft moaning emitted by the ghost starts to raise in volume

culminating in a mind shattering blast of sound.

~
E
cry~
Squire Clayborne's sonic wail

~
!
0 0 28 0 0 0 0 10
0 0 4 4000 893641157 0 25
1074039987 2105728 4108 144 8
35
21 11 14 17 18
0 0 100 25 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 26214464
634 16 0 1060 187733
M 144 5 0
267 17 1509949445 11 0
266 17 1509949450 5 0
264 17 1509949465 8 0
263 17 1509949445 7 0
262 17 1509949445 10 0
260 17 1509949445 5 0
259 17 1509949445 6 0
311 17 1509949441 16 0
3003 16 1509949485 16 0
281 16 1509949475 16 0
185 16 1509949455 16 0
-1
-1

#387
~
~
ghost of a squire~
~
~
floats in midair.~
ghosts of squires~
~
~
float in midair.~
The spectral form of a knight's squire floats in the air here.  Ghostly

remnants of its old armor weaponry adorn its immaterial form.

~
DarkStorm~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d6+5, "spectral blade" );

attack_weapon( mob, victim, 2d6+5, "spectral blade" );

if( i < 7 )

  attack( mob, victim, 2d6+5, "spectral blade" );

if( random( 0, 3 ) == 0 ) {

  if( !is_silenced( mob ) ) {

    act_room( #wail, ch );

    attack_room( mob, 2d10+5, "sonic wail" );

    }

  }

~
E
wail~
@b@YSuddenly the soft moaning emitted by the ghost starts to raise in

volume, culminating in a mind-shattering blast of sound!

~
!
0 8 28 0 0 0 0 10
0 0 37 4000 893446860 0 28
295091 2105728 4108 49 8
15
14 9 9 15 15
-10 0 75 5 99 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
5981 152 0 7464 840612
M 49 4 0
264 17 1509949445 8 0
267 17 1509949445 11 0
261 17 1509949445 9 0
260 17 1509949445 5 0
266 17 1509949445 5 0
263 17 1509949445 7 0
956 17 1509949443 -1 0
973 17 1509949463 16 0
-1
4 -1
~
act_room( #death, ch );

~
E
death~
With a final trailing cry, the spirit of the squire seems to dissipate.

~
!
-1

#388
The Sailor~
~
elven banker~
~
~
sits here, making strange motions with his hands.~
elven bankers~
~
~
sit here, making strange motions with their hands.~
This elderly elf is known by the tribes as 'The Sailor'.  He was not

named thus because he sails ships, he was named thus because of his

strange skills to sail in other ways.  He has found a way to secure items

and things, and the elves come to him to have their excess gold and

valuables held in safety.  

~
Amon~
if( random( 1, 3 ) == 3 ) {

  i = 1d75;

  act_room( #warp, ch, obj, mob );

  dam_message( ch, i, #warp2 );

inflict( ch, mob, i, "The Sailor" );

  }

if( random( 1, 3 ) == 3 ) {

  i = 1d75;

  act_room( #warp, ch, obj, mob );

  dam_message( ch, i, #warp2 );

inflict( ch, mob, i, "The Sailor" );

  }

if( random( 1, 3 ) == 3 ) {

  i = 1d75;

  act_room( #warp, ch, obj, mob );

  dam_message( ch, i, #warp2 );

inflict( ch, mob, i, "The Sailor" );

  }

if( random( 1, 3 ) == 3 ) {

  i = 1d75;

  act_room( #warp, ch, obj, mob );

  dam_message( ch, i, #warp2 );

inflict( ch, mob, i, "The Sailor" );

  }

if( random( 1, 3 ) == 3 ) {

  i = 1d75;

  act_room( #warp, ch, obj, mob );

  dam_message( ch, i, #warp2 );

inflict( ch, mob, i, "The Sailor" );

  }

~
E
warp~
@b@CThe air ripples in waves

~
E
warp2~
and where it touches, it

~
!
2 44 7 0 0 0 0 10
0 0 0 4000 893447103 0 26
246051 1073750848 4 992 3
42
12 21 18 15 12
5 0 0 -20 99 0 0
1000 35 light-rippling aura~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
193987210 26214464
0 1 0 0 0
M 992 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, I am what is often refered to as the banker in other parts of

the world.

~
!
-1

#389
~
~
ghost of a knight~
~
~
floats in midair.~
ghosts of knights~
~
~
float in midair.~
The spectral form of a large knight floats in the air here.  Ghostly

remnants of its old armor and an eerily shining ethereal blade adorn its

nearly immaterial form.

~
DarkStorm~
attack_weapon( mob, victim, 2d5+10, "ethereal blade" );

attack( mob, victim, 2d5+10, "ethereal blade" );

if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 2d5+10, "ethereal blade" );

if( random( 0, 3 ) == 0 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack_room( mob, 4d10+10, "sonic wail" );

    }

  }

~
E
wail~
@CSuddenly the soft moaning emitted by the ghost starts to raise in

volume, culminating in a mind-shattering blast of sound!

~
!
0 8 28 0 0 0 0 10
0 0 29 4000 893447167 0 26
296115 8584 4108 144 8
25
14 12 12 16 12
0 -10 75 10 100 95 99
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751370 19662401
9421 146 0 9140 1733383
M 144 6 0
294 17 1509949445 5 0
293 17 1509949445 6 0
296 17 1509949445 10 0
298 17 1509949445 7 0
299 17 1509949445 8 0
297 17 1509949445 9 0
876 17 5 -1 0
1092 17 1509949445 16 0
265 16 1509949445 16 0
-1
-1

#390
~
~
ghost of Sir Thomas~
~
~
floats here.~
ghosts of Sir Thomas~
~
~
float here.~
You see the ghost of a once huge and powerful knight here.  Even in death

it proudly sports the arms of the house of Starkadder.

~
DarkStorm~
attack_weapon( mob, victim, 1d12+15, "spectral blade" );

attack_weapon( mob, victim, 1d12+15, "spectral blade" );

attack_weapon( mob, victim, 1d12+15, "spectral blade" );

if( random( 1, 4 ) == 1 ) {

  act_room( #wail, victim );

  attack_room( mob, 2d20+38, "blade storm" );

  }

~
E
wail~
@BThe spectre gestures, and a hedge of ghostly blades appears around him!

~
!
0 0 28 0 0 0 0 10
0 0 6 4000 893447265 0 31
1074102451 8584 4108 64 8
37
24 14 14 16 21
0 0 100 75 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
96993957 26214464
4095 35 0 1966 658291
M 64 6 0
296 17 1509949445 10 0
298 17 1509949445 7 0
299 17 1509949445 8 0
295 17 1509949445 5 0
294 17 1509949445 5 0
293 17 1509949445 6 0
938 17 1509949445 -1 0
1039 17 1509949445 -1 0
998 17 1509949445 -1 0
1016 17 1509949443 -1 0
894 17 1509949445 16 0
2439 16 1509949441 16 0
-1
-1

#391
~
~
ghost of Sir John the Bloody~
~
~
hovers here.~
ghosts of Sir John the Bloody~
~
~
hover here.~
You see the ghost of a once huge and powerful knight here.  Even in death

it proudly sports the arms of the house of Starkadder.

~
DarkStorm~
attack_weapon( mob, victim, 4d5+15, "hammering fist" );

attack_weapon( mob, victim, 4d5+15, "hammering fist" );

attack( mob, victim, 4d5+25, "hammering fist" );

attack( mob, victim, 4d5, "hammering fist" );

 if( random( 0, 3 ) == 1 ) {

  act_notchar( #wail, mob );

attack_room( mob, 2d23+23, "psychic assault" );

  }

~
E
wail~
@b@CThe image of Sir John the Bloody seems to loom over the room, his

presense overwhelming you!!

~
!
0 0 28 0 0 0 0 10
0 0 3 4000 893447325 0 33
1074036915 8585 4108 144 7
45
22 14 14 18 19
0 0 100 75 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
1470 14 0 1215 516761
M 144 5 0
293 17 1509949445 6 0
295 17 1509949445 12 0
300 17 1509949445 11 0
297 17 1509949445 9 0
296 17 1509949445 10 0
299 17 1509949445 8 0
901 17 1509949445 -1 0
930 17 1509949450 16 0
303 16 1509949441 16 0
2647 16 1509949441 16 0
1092 16 1509949445 16 0
-1
-1

#392
~
~
ghost of Geoffrey Whitehelm~
~
~
hovers here.~
ghosts of Geoffrey Whitehelm~
~
~
hover here.~
You see the ghost of a once huge and powerful knight here.  Even in death

it proudly sports the arms of the house of Starkadder.

~
DarkStorm~
attack_weapon( mob, victim, 3d4+13, "spectral blade" );

attack_cold( mob, victim, 3d4+13, "freezing strike" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 3d4+13, "spectral blade" );

if( random( 0, 1 ) == 0 )

  attack_cold( mob, victim, 4d3+15, "freezing strike" );

if( random( 0, 3 ) == 0 ) {

  act_notchar( #wail, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, 2d20+30, "freezing aura" );

    }

  }

~
E
wail~
@CThe cold around the spectre intensifies in seconds until frost rimes

the very walls!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893447430 0 33
1074104371 8584 4108 144 8
35
22 14 14 18 19
5 5 100 75 100 95 99
1000 12 ghostly form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144180170 26214464
0 1 0 0 0
M 144 4 0
294 17 1509949445 5 0
295 17 1509949445 5 0
293 17 1509949455 6 0
1704 16 1509949443 6 0
297 17 1509949445 9 0
296 17 1509949445 10 0
300 17 1509949445 11 0
298 17 1509949445 7 0
938 17 1509949442 -1 0
877 17 1509949445 -1 0
1039 17 1509949445 -1 0
1023 17 1509949445 -1 0
1010 17 1509949445 -1 0
265 17 1509949445 16 0
1092 16 1509949445 16 0
-1
-1

#393
~
~
rabid dog~
~
~
growls at your presence.~
rabid dogs~
~
~
growl at your presence.~
A rabid dog's bloodshot eyes follow your every move, while foam drips

from its open mouth.  This creature has probably seen better days, but

now must forage and hunt for its very existence.  

~
Dragos~
attack( mob, victim, 3d2+3, "bite" );

attack( mob, victim, 3d3+2, "claws" );

~
!
0 0 21 0 0 0 0 3381
0 0 6 4000 899959806 0 0
196913 0 1024 0 4
4
7 4 4 16 10
0 0 0 0 0 0 0
600 4 thick skull~
1000 1 snapping jaws~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
121 27 0 189 2124
M 0 2 0
-1
-1

#394
~
~
young lizardman~
~
~
stands here, glancing warily around him.~
young lizardmen~
~
~
stand here, glancing warily around them.~
This man is probably returning from hunting.  That is the main source of

food here, so nearly everyone does it.  He looks very young, just past

the age of inclusion.  He is dressed in a leather loincloth and is

carring a dead snake over his shoulder.  

~
Sssar~
attack_weapon( mob, victim, 3d4, "punch" );

if( random( 1, 10) < 4 )

  attack( mob, victim, 2d4, "punch" );

attack( mob, victim, 5d3+2, "kick" );

~
!
5 0 7 0 0 0 0 10
0 0 12 4000 893641264 0 26
230625 1090527232 0 48 3
7
10 12 18 12 16
0 0 -10 0 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
555 57 0 1019 18677
M 48 4 0
-1
8 -1
~
if( is_name( arg, "hi" ) ) 

tell( mob, ch, #hi );

~
E
hi~
Hello, I had good hunting today and now must return home.  Be careful of

the skliss, they frequent this area and are very dangerous.

~
!
-1

#395
Lo'Tara'Mon~
~
dark elven priest~
~
~
is chanting something.~
dark elven priests~
~
~
are chanting something.~
Lo'Tara'Mon is an imposing figure of a dark elf standing over 6'7" with

jet black skin, metallic silver hair and glowing violet eyes.  He is

completely covered by a robe of some strange shimmering black material

with spidery runes spread out across it in silver.  His right hand you

notice is actually some kind of demonic thing with long ruby claws and

sapphire scales darkening to jet.

~
DarkStorm~
attack_weapon( mob, victim, 3d10+25, "demon claw" );

attack_weapon( mob, victim, 3d10+25, "demon claw" );

attack_weapon( mob, victim, 3d10+25, "demon claw" );

attack_weapon( mob, victim, 3d10+25, "demon claw" );

if( random( 1, 2 ) == 1 ) {

  act_room( #aura2, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 10d8;

      dam_message( rch, i, "aura" );

      inflict( rch, mob, i, "Lo'tara'mon" );

      act_room( #aura3, mob );

      heal( mob, i );

      }

    }

  }

else {

  if( random( 1, 3 ) < 2 ) {

    act_room( #heals, mob );

    i = random( 50, 250 );

    heal( mob, i );

    }

  }

i == random( 1, 10);

if( i == 5 ) interpret( mob,  "close west" );

~
E
aura~
Aura of Darkness

~
E
aura2~
The Dark Aura surrounding Lo'Tara'Mon engulfs you in its chilling embrace.

~
E
aura3~
Lo'Tara'Mon's dark aura heals some of his wounds.

~
E
heals~
Lo'Tara'Mon casts a healing spell on himself.

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893447677 0 31
98471 -2141148789 16 496 8
55
20 20 20 20 20
50 50 0 50 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288358400 26214464
0 1 0 0 0
M 496 7 0
291 17 1509949445 16 0
3033 16 1509949535 16 0
725 17 1509949445 5 0
726 16 1509949535 5 0
2123 17 1509949540 8 0
-1
-1

#396
~
~
mermaid~
~
~
is here.~
mermaids~
~
~
are here.~
Mythic creature of the watery realms.  Neither fully human nor fish, yet

somewhere between.  Her scales shimmer iridescently in the light throwing

out gleaming rainbow flashes.  Long tresses wreath an alien face that

stares back at you with a curiosity to match your own.

~
Talis~
attack( mob, ch, 1d4, "raking nails" );

attack( mob, ch, 1d4, "raking nails" );

attack( mob, ch, 1d6, "tail slap" );

if( random( 1, 4 ) == 4 ){

  attack( mob, ch, 5d8, "magic of the sea" );

  end;

  }

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893446373 0 0
234981 25165824 0 0 4
20
13 18 18 20 18
30 0 10 0 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#397
~
~
aurumvorax~
~
small and long~
approaches you with vicious claws.~
aurumvoraxi~
~
small and long~
approach you with vicious claws.~
The aurumvorax, or golden gorger, is mean, vicious, and always hungry. 

It has eight clawed legs tiped with copper-colored claws, and has coppery

teeth and silver eyes.  Though small, it's bones are compact and it's

skin thick.  

~
Amon~
attack( mob, victim, 3d4+10, "bite" );

if( attack( mob, victim, 3d4+10, "bite" ) ) {

  send_to_char( #c_bite, ch );

  act_notchar( #r_bite, ch );

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 4d2, "foreleg claw " );

  end;

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 4d2, "foreleg claw" );

  end;

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 4d2, "midleg claw" );

  end;

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 4d2, "midleg claw" );

  end;

  if( random( 1, 10 ) < 6 )

    attack( mob, victim, 4d2, "rearleg gore" );

  end;

  if( random( 1, 10 ) < 6 )

    attack( mob, victim, 4d2, "rearleg gore" );

  end;

  }

else {

  attack( mob, victim, 4d2+2, "foreleg claw" );

  if( random( 1, 10 ) < 8 )

    attack( mob, victim, 4d2+2, "foreleg claw" );

  end;

  }

end;

~
E
c_bite~
The gorger locks it's jaws on you and brings it's legs up to gore.

~
E
r_bite~
The gorger locks it's jaws on $n and brings it's legs up to gore.

~
!
0 0 19 0 0 0 0 10
0 0 128 4000 893641300 0 29
69939 8578 0 0 4
13
13 4 4 16 20
0 10 0 10 25 0 0
500 16 golden body~
600 14 coppery mane~
700 17 golden forleg~
800 17 golden midleg~
1000 14 snarling muzzle~
0
41943690 26214464
30640 1232 0 21412 1221014
F 0 2 0
314 17 1509949460 -1 0
-1
-1

#398
~
~
atomie sprite~
~
very small~
stands here, watching you from behind a plant.~
atomie sprites~
~
very small~
stand here, watching you from behind a plant.~
This is a very small sprite.  His features are very attractive with a

pointy cast and he is very thin with thin limbs and fingers.  He is very

quick and uses the plants and roots a lot for cover.  

~
Amon~
attack_weapon( mob, victim, 2d3+1, "small fists" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 2d3+1, "small fists" );

~
!
0 0 1 0 0 0 0 10
0 0 6 4000 893641317 0 27
251811 1077944584 12 0 3
3
4 11 11 19 14
20 -10 10 10 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
23 71 0 299 205
M 0 1 0
273 17 1509949465 5 0
274 17 1509949465 7 0
276 17 1509949465 8 0
277 17 1509949465 9 0
275 17 1509949465 10 0
316 17 1509949473 16 0
318 16 1509949473 16 0
317 16 1509949474 16 0
-1
-1

#399
~
~
Dread Knight~
~
~
of Dan'Shadaar guards the passage north.~
Dread Knights~
~
~
of Dan'Shadaar guard the passage north.~
Before you stands a huge 8' tall humanoid in glossy black full plate

armor shot through with midnight blue streaks and trimmed in fiery red. 

A huge Bastard sword is sheathed at its side the hilt tipped with a

giant black star sapphire.  Behind its visored helm two bright crimson

lights shine forth with an evil malevolence that sends shivers down your

spine.  

~
DarkStorm~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d12+20, "SoulFire" );

attack_weapon( mob, victim, 3d12+20, "SoulFire" );

if( i < 7 ) {

  attack_weapon( mob, victim, 3d12+20, "SoulFire" );

  if( i < 5 ) {

    attack_weapon( mob, victim, 3d12+20, "SoulFire" );

    if( i < 3 )

      attack_weapon( mob, victim, 3d12+20, "SoulFire" );

    }

  }

if( i < 2 )

  interpret( mob, "bash" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893448129 0 0
165811 8576 1 0 8
50
22 22 12 12 22
75 99 -25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751203 26214464
0 1 0 0 0
M 0 5 0
2186 17 1509949445 14 0
634 17 1509949470 10 0
619 17 1509949470 5 0
635 17 1509949475 7 0
401 17 1509949441 8 0
299 16 1509949469 8 0
2122 16 1509949510 8 0
334 17 1509949442 6 0
-1
-1

#400
~
mutant sewer frog~
mutant sewer frog~
~
giant~
swims along slowly in the thick sewage.~
mutant sewer frog~
~
giant~
swim along slowly in the thick sewage.~
Though it is difficult to see him precisely through the thick sludge of

the sewage you get the distinct impression that this is a frog. 

Although, for a frog, this one is enormous.  From the glimpses you catch

of it in the cloudy debris it seems to have a body that measures a good

four feet long, and that doesn't include the full length of its strong

back legs.  Further hampering your efforts to view it is the excellent

camouflage of its skin, almost precisely the color of the sewage it

lives in.

~
Talis~
attack_acid( mob, victim, 5d5+5, "acidic tongue lashing" );

~
!
0 0 65 0 0 0 0 10
0 0 47 4000 893948554 0 0
285413409 16777344 0 0 4
6
12 5 5 14 12
5 5 5 0 25 35 25
600 6 body~
800 5 legs~
950 5 flanks~
1000 2 head~
0 1000 ~
0
15729286 26214464
3076 219 0 2624 103977
N 0 4 0
-1
0 -1
~
if( random( 1, 3 ) == 1 ) {

  wait( 1 );

  if( !is_fighting( mob ) )

    act_room( #chomp, ch );

  }

~
E
chomp~
@g

Suddenly the swamp frog's tongue lashes out and grasps a floating limb

from some long dead soul, rapidly draws it back to its mouth where it

quickly disapears as the frog injests it.

~
!
-1

#401
~
~
wind gargoyle~
~
~
is here, creating strong winds.~
wind gargoyles~
~
~
are here, creating strong winds.~
This grotesque creature stands as still as a statue.  Its mouth is as

large as a human, and wind originates from deep within the yawning

chasm.  

~
Dragos~
attack( mob, victim, 3d5+0, "claws" );

attack( mob, victim, 3d5+0, "bite" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 4d10+5, "stone crushing grip" );

~
!
0 0 15 0 0 0 0 10
0 0 4 4000 893450783 0 0
131363 8192 0 0 4
15
20 12 12 12 20
50 75 75 99 99 0 0
300 5 gaping mouth~
900 10 stone body~
1000 5 head~
0 1000 ~
0 1000 ~
0
52429450 26214464
674 53 0 1372 35941
M 0 5 0
-1
-1

#402
~
~
ogre renegade~
~
~
patrols the caves, looking for intruders.~
ogre renegades~
~
~
patrol the caves, looking for intruders.~
You see a huge, hulking ogre, presumably one of the more powerful members

of the Orogs.  Covered in scars and tattoos, his mismatched armor is

battered but seems to be in workable condition.  A menacing leer crosses

his lips as he notices your presence...

~
Mange~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d6+0, "right hand" );

attack_weapon( mob, victim, 2d6+0, "left hand" );

if( i < 7 )

  attack_weapon( mob, victim, 2d6+0, "uppercut" );

if( i < 5 )

  attack( mob, victim, 5d5+9, "kick" );

else {

  if( random( 1, 10) < 3 )

    attack( mob, victim, 5d8+9, "shield rush" );

  }

~
E
help!~
The sound of battle is loud, and will probably attract anyone nearby.

~
!
0 19 8 0 0 0 0 10
0 0 378 4000 893450892 0 32
230839 8192 0 32 8
30
19 9 7 16 17
0 0 25 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78645130 26220801
33298 1619 0 151902 9107333
M 32 5 0
611 17 1509949450 10 0
615 17 1509949450 7 0
607 17 1509949460 5 0
2201 17 1509949455 13 0
2064 17 1509949465 11 0
2062 16 1509949515 11 0
68 17 1509949442 -1 0
983 17 1509949442 -1 0
1039 17 1509949450 -1 0
930 17 1509949515 16 0
3016 16 1509949465 16 0
-1
4 -1
~
if( random( 1, 50 ) == 1 ) {

  act_room( #drop, ch );

  obj_to_room( oload( 1781 ), room );

  }

~
E
drop~
With a dying gasp, the raider drops his loot.

~
!
-1

#403
~
~
fish~
~
~
swims by with aquatic grace.~
fish~
~
~
swim by with aquatic grace.~
Scales glitter silver and blue in the available light.  At a glance you

can see that the dorsal fin is lined with sharp protrusions and might

hurt if you grabbed it the wrong way.

~
Talis~
attack( ch, mob, 3d5, "barbed fins" );

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 893357232 0 34
4264545 25165824 0 0 4
3
10 3 3 15 12
0 0 0 0 0 0 0
800 4 slimy scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864709 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#404
Harklor~
~
scrawny ogre~
~
~
regards you suspiciously.~
scrawny ogres~
~
~
regard you suspiciously.~
Before you is perhaps the scrawniest ogre you have ever seen.  His beady

eyes shift nervously back and forth all the while not seeming to leave

you.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 3d5+30, "snap kick" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 3d10+30, "critical hit" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d10+20, "surgical strike" );

if( random( 1, 10 ) < 5 ) {

send_to_room( #help, room );

summon( mob, victim );

}

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 898728081 0 26
4425091 262144 0 0 8
30
14 12 12 17 14
0 0 0 0 0 5 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7909122 26214464
0 1 0 0 0
M 0 5 0
3029 17 1509949540 16 0
-1
-1

#405
~
~
Orog chieftain~
~
~
sits here, drawing in the dirt.~
Orog chieftains~
~
~
sit here, drawing in the dirt.~
You realize this is not an orc, but one of the rare Orog, a cousin race

thankfully rarer than your common orcs.  When he turns his gaze to you,

you know why he is leader here, being smaller than an ogre; his eyes have

a wicked intelligence in them, a gleam that makes you take stock.  

~
Mange~
attack_weapon( mob, victim, 2d4+1, "right hand" );

attack_weapon( mob, victim, 2d4+1, "left hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+5, "elbow bash" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d4+5, "kick" );

if( random( 1, 4 ) == 1 ) {

  act_notchar( #help, mob );

  summon( mob, victim );

  }

else {

  if( random( 1, 3 ) == 1 ) {

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 5d5+15, "heel kick" );

      }

    }

  else {

    if( random( 1, 3 ) == 1 ) {

      attack( mob, victim, 2d20+10, "spinning bash and body check" );

      interpret( mob, "bash" );

      }

    }

  }

~
E
help~
@b$n calls for his clansmen!

~
!
0 19 10 0 0 0 0 10
0 0 0 4000 893357570 0 0
247203 8320 0 240 8
45
18 17 10 15 15
0 20 20 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715850 26220801
97 9 0 0 0
M 240 5 0
611 17 1509949480 10 0
615 17 1509949480 7 0
607 17 1509949480 5 0
953 17 1509949445 -1 0
902 17 1509949445 -1 0
1010 17 1509949445 -1 0
1081 17 1509949535 16 0
323 16 1509949445 16 0
738 17 1509949475 5 0
337 16 1509949445 5 0
73 17 1509949445 13 0
-1
-1

#406
~
~
Orog shaman~
~
~
chants softly as he performs some foul ritual.~
Orog shamans~
~
~
chant softly as they perform some foul ritual.~
The creature before you resembles a cross between an orc and an ogre.  He

is clad in tattered robes and seems to be casting a spell.  His ocher

colored skin is severely scarred as if he was beaten much during his

life.  Perhaps, due to his small stature, he was the 'punching bag' of

his brethren.  

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

if( random( 1, 10) < 9 )

  attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10) < 7 )

  attack_weapon( mob, victim, 2d4+0, "right hand" );

if( random( 1, 10) < 3 )

  attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10) < 6) {

  send_to_room( #s_victim, room );

  summon( mob, victim );

  }

else {

send_to_room( #s_ogre, room );

  summon( mob, victim );

  }

if( random( 1, 5 ) == 1 ) {

  if( !mob_in_room( 3501, room ) )

    send_to_room( #demon, room );

  wait( 2 );

  if( !mob_in_room( 3501, room ) )

    mload( 3501, room );

  }

~
E
demon~
@b@WThe shaman begins imploring for help, shouting out names that sound

like demon names.  

~
E
demon2~
@b@MExpunged from a rip in the fabric of reality steps forth into the

world a herzou demon!!!  

~
E
s_orc~
@b@WThe shaman shouts for help in orcish.

~
E
s_ogre~
@b@WThe shaman shouts for help in ogrish.

~
E
s_victim~
@b@WThe shaman bellows out for assistance from his tribesmen.

~
!
0 19 10 0 0 0 0 10
0 0 43 4000 893357639 0 24
247287 41217 0 0 8
38
12 10 17 16 11
30 10 10 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
125830922 26214464
737 177 0 23707 337655
M 0 4 0
2163 17 1509949445 5 0
765 16 1509949535 5 0
76 17 1509949441 16 0
60 16 1509949539 16 0
902 17 1509949442 -1 0
941 17 1509949442 -1 0
1266 17 1509949445 -1 0
1016 17 1509949443 -1 0
1031 17 1509949490 6 0
2020 17 1509949515 7 0
2040 17 1509949515 10 0
1016 17 1509949443 -1 0
330 17 1509949490 -1 0
2427 17 1509949450 -1 0
3387 17 1509949443 1 0
-1
-1

#407
~
~
orcish peon~
~
~
stands here mumbling to his invisible friend.~
orcish peons~
~
~
stand here mumbling to each other.~
Although his size does not appear to frighten you, his grotesque features

do.  His wiry hair sticks straight out, his bulbous nose is smashed at

an awkward angle, and his teeth are half-rotted out.  Even a mother would

have a tough time loving this one.  

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 2d4, "right hand" );

~
!
0 19 10 0 0 0 0 10
0 0 49 4000 893451562 0 28
247205 8192 0 0 8
18
16 8 12 13 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
68158090 26214464
1428 198 0 13131 207368
M 0 4 0
2042 17 1509949450 10 0
2020 17 1509949490 7 0
116 17 1509949445 8 0
2061 17 1509949465 11 0
968 17 1509949490 16 0
1060 16 1509949490 16 0
-1
-1

#408
~
~
red-tailed hawk~
~
~
is here.~
red-tailed hawks~
~
~
are here.~
Red-tailed hawk.

~
Kiian~
attack( mob, victim, 2d5+5, "sharp beak" );

attack( mob, victim, 2d5, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960047 0 24
199465 4259840 0 0 4
8
10 5 5 20 10
0 0 5 0 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972296 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#409
~
~
Orog bodyguard~
~
~
sits here, paying close attention to the ground.~
Orog bodyguards~
~
~
sit here, paying close attention to the ground.~
Looking at this ogre it's easy to see why he is a bodyguard. His great 

girth and tree-like arms make him an effective protector. Looking

up, with wild rage obscuring his vision, his eyes settle on you.

~
Mange~
i = random( 1, 7 );

if( i == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "right hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "uppercut" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5+5, "kick" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 5d8+20, "shield bash" );

else {

  if( random( 0, 3 ) == 0 ) { 

    attack( mob, victim, 10d10+20, "shield rush" );

    interpret( mob, "bash" );

    }

  }

if( random( 0, 4 ) == 0 ) {

  act_notchar( #help!, mob );

  summon( mob, victim );

  }

~
E
help!~
The sound of battle is loud, and will probably attract anyone nearby.

~
!
0 19 8 0 0 0 0 10
0 0 39 4000 893358139 0 0
230835 8192 4 192 8
35
19 11 13 16 17
25 5 25 10 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 26217601
7751 184 0 20726 2877132
M 192 5 0
607 17 1509949460 5 0
611 17 1509949460 10 0
2203 17 1509949475 13 0
2067 17 1509949465 11 0
2065 16 1509949515 -1 0
941 17 1509949445 -1 0
930 17 1509949475 16 0
3016 16 1509949475 16 0
1249 16 1509949465 16 0
3009 16 1509949445 16 0
2020 17 1509949515 7 0
980 17 1509949465 6 0
1283 17 1509949445 14 0
-1
-1

#410
~
~
goblin warrior~
~
hardened~
lurks nearby.~
goblin warriors~
~
hardened~
lurk nearby.~
A very large goblin, with scarred, leathery skin and a sinister,

toothless grin is here.  Not the brightest person you'd meet, but then

again, not the most friendly, either.

~
Mange~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 1d5+1, "right punch" );

attack_weapon( mob, victim, 1d5+1, "left punch" );

if( i < 6 )

  attack_weapon( mob, victim, 1d5+1, "right punch" );

if( i < 4 )

  interpret( mob, "kick" );

~
!
0 19 11 0 0 0 0 10
0 0 665 4000 893475239 0 26
230803 8192 0 48 8
10
14 7 9 17 15
0 0 15 10 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26217601
18545 3744 0 75468 921826
M 48 4 0
2060 17 1509949515 11 0
983 17 1509949445 -1 0
3014 17 1509949470 16 0
1060 16 1509949470 16 0
968 16 1509949480 16 0
-1
-1

#411
~
~
bugbear raider~
~
~
wanders here, looking for someone to pick on.~
bugbear raiders~
~
~
wander here, looking for someone to pick on.~
Before you stands a bugbear of nearly 7' in height, rippling with

muscles, scars, missing teeth and an angry glare aimed in your direction. 

Ready your weapons; here he comes...

~
Mange~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4+0, "punch" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "punch" );

if( i < 5 )

  attack( mob, victim, 3d6, "kick" );

~
!
0 19 34 0 0 1683 1682 10
0 0 903 4000 893358297 0 28
230837 8192 0 16 8
9
17 10 9 15 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26216001
35436 4159 0 98859 2036976
M 16 5 0
2000 17 1509949460 5 0
2020 17 1509949460 7 0
2040 17 1509949460 10 0
1039 17 1509949465 -1 0
744 17 1509949460 16 0
3004 16 1509949520 16 0
-1
-1

#412
~
~
bugbear leader~
~
~
lurches about, observing.~
bugbear leaders~
~
~
lurch about, observing.~
The bugbear stands about 7 feet tall.  He looks very ugly, strong, and

mean.  

~
Mange~
attack_weapon( mob, victim, 2d8+0, "punch" );

attack_weapon( mob, victim, 2d8+0, "punch" );

attack_weapon( mob, victim, 2d8+0, "head smash" );

~
!
0 6 13 0 0 0 0 10
0 0 0 4000 893358390 0 0
230805 0 0 96 8
15
16 23 23 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52430722 26214464
0 1 0 0 0
M 96 2 0
-1
-1

#413
Krudaar~
~
alchemist~
~
~
is holding a large tome and working with some strange equipment.~
alchemists~
~
~
are here.~
Krudaar appears as a handsome man of middle years with dark hair and

beard, the latter of which has two streaks of silver.  Legends of him

begin as far back as two centuries, some of them saying he has discovered

the means to make elixirs of youth.  Whatever the reason, he is known to

have become a powerful alchemical mage, long ago.

~
Amon~
i = random( 1, 10 );

attack_weapon( mob, victim, 1d4, "staff" );

attack_weapon( mob, victim, 1d4, "staff" );

if( i == 6 )

  do_spell( lightning bolt, mob, victim );

if( i == 5 )

  do_spell( web, mob, victim );

if( i == 4 )

  do_spell( chain lightning, mob, victim );

if( i == 3 )

  do_spell( confuse, mob, victim );

if( i < 3 ) {

if( attack_weapon( victim, mob, 1d4, "staff" ) ) {

    act_room( #all, ch );

    i = 5d20+20;

    dam_message( victim, i, "staff" );

    inflict( victim, mob, i, "staff" );

    }

  }

~
E
all~
@WKrudaar mumbles a word of power.

~
E
staff~
@b@BBlue arcs of energy rip from Krudaar's staff and

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893452827 0 0
229795 2105738 12 80 3
50
12 20 21 16 12
50 25 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 80 4 0
328 17 1509949445 5 0
488 16 1509949535 5 0
2121 17 1509949540 8 0
1054 17 1509949445 -1 0
1039 17 1509949465 -1 0
1023 17 1509949445 -1 0
893 17 1509949445 -1 0
938 17 1509949445 -1 0
967 17 1509949445 -1 0
34 17 1509949540 16 0
-1
2 -1
true iron~
send_to_char( #c_iron, ch );

act_notchar( #r_iron, ch );

~
E
r_iron~
$n goes over and asks Krudaar about getting some True Iron.

~
E
c_iron~
You explain that you need some True Iron for a staff you are trying to

make.  Krudaar replys that he can probably do that for you with his new

Aludel, but he needs an iron bar from the cellar, and asks you to go get

it.  He tells you to search the hearth to find the way down.  

~
!
6 325
~
junk_obj( obj );

if( !obj_in_room( 326, room ) )

  act_tochar( #sorry, ch );

else {

  send_to_room( #ok, room );

  if( char_in_room( ch, room ) )

    act_notchar( #r_make, ch );

  wait( 3 );

  if( char_in_room( ch, room ) )

    act_tochar( #c_make, ch );

    wait( 2 );

  send_to_room( #a_make, room );

  wait( 3 );

  send_to_room( #a_make2, room );

  wait( 2 );

  send_to_room( #a_make3, room );

  junk_obj( obj_in_room( 326, room ) );

  loop( all_in_room ) {

    if( rch != mob ) {

j = j;

      dam_message( rch, j, "the explosion" );

      inflict( rch, mob, j, "The explosion rocking the room" );

      }

    }

  send_to_room( #d_explode, find_room( 21100 ) );

  send_to_room( #d_explode, find_room( 21102 ) );

  wait( 2 );

  send_to_room( #a_make4, room );

  wait( 1 );

  send_to_room( #a_make5, room );

  wait( 2 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #a_make6, ch );

    act_notchar( #notchar, ch );

    i = random( 1, 10 );

    if( i == 1 ) {

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      }

    if( i == 2 ) {

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      }

    if( i == 3 ) {

      obj_to_char( oload( 322 ), ch );

      obj_to_char( oload( 322 ), ch );

      }

    if( i > 3 )

      obj_to_char( oload( 322 ), ch );

    }

  wait( 1 );

  send_to_room( #a_make7, room );

  wait( 1 );

  obj_to_room( oload( 326 ), room );

  }

~
E
ok~
Krudaar says 'Oh. Yes, alright.'

~
E
notchar~
The alchemical mage gives what is left of the True Iron to $n.

~
E
u_explode~
@bAn explosion from below rocks the tower.

~
E
d_explode~
@bAn explosion from above rocks the tower.

~
E
sorry~
He growls 'I have not been able to repair my Athanor yet.'

~
E
r_make~
Krudaar takes the iron ingot from $n and begins to fire up the

Athanor.

~
E
a_make7~
Krudaar rages 'The thing must have been flawed.  Arrggh!  It is going to

take me quite a while to replace it.

~
E
a_make6~
He pours the true iron into 1 fl. oz. vials, and comes and gives them to you.

~
E
a_make5~
Pouring what's left of the @bwhite-hot@n iron into the strange looking

Aludel, he begins to stir the fluid with a black-stone rod as it cools.

~
E
a_make4~
After picking himself up and seeing that you are still alive, he goes

over to the ruined Athanor.  'Some of the iron liquified in the proper

way into true iron.  I'll see how much can be salvaged here' he says.

~
E
a_make3~
Krudaar who is watching the Athanor carefully, says 'Uh oh..' and beings

casting a spell...  But it is too late.


~
E
a_make2~
@RYou can see the heat roll off the Athanor in waves, and the thing

bulges as if under great pressure.

~
E
a_make~
The Athanor works by great heat and pressure.  When Krudaar opens it, you

are hit with a wave of heat that is staggering.


The ingot is placed in a special container inside, and then it is sealed

back up.  

~
E
c_make~
@RHe begins to fire up the Athanor.

~
!
-1

#414
~
~
old man~
~
bedraggled~
wanders about and mumbles to himself.~
old men~
~
bedraggled~
wander about and mumble to each other.~
With vacant eyes and unwashed robes, he wanders about predicting the end

of the world as you know it.  From the way he talks to himself and his

imagined audience, you can tell that he has lost his mind.  He mumbles

about a great beast that will rise to bring evil to the land.  

~
Mange~
attack( mob, victim, 2d4+0, "left hand" );

attack( mob, victim, 2d4+0, "right hand" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d20+40, "circle kick" );

if( random( 1, 10 ) < 8 )

  cast_spell( fireball, mob, victim );

else

  if( random( 1, 10 ) < 6 )

  cast_spell( lightning bolt, mob, victim );

else

  if( random( 1, 10 ) < 4 )

  cast_spell( slay, mob, victim );

else

  if( random( 1, 10 ) < 2 )

  cast_spell( blink, mob, victim );

else {

  cast_spell( hallucinate, mob, victim );

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@eThe old man screams in terror, begging the guards to save him!

~
!
1 0 0 0 0 996 3001 10
0 0 1 4000 893475275 0 28
164293 2105736 12 0 4
50
12 25 12 12 12
45 35 35 35 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 52435201
4280 90 0 1397 119025
M 0 4 0
-1
0 -1
~
if( !doing_quest( ch, 18 ) )

  end;

if( cflag( 5, ch ) )

  end;

set_cflag( 5, ch );

wait( 1 );

tell( mob, ch, #greet );

wait( 1 );

tell( mob, ch, #2 );

wait( 1 );

tell( mob, ch, #3 );

~
E
3~
Well anyways...on one of her adventures she found the most beautiful of

all rings in the world.  And before she died, may Taranth bless her soul,

she gave me this @Ering@n so I would always remember her.

~
E
2~
Long long ago, when I was a young and valiant adventurer as yourself, I

met a most wonderous woman.  A beautiful young human cleric she was,

always helping the poor and unfortunate.  Reminds me of my days when I

fought to help the poor and down-trodden.

~
E
greet~
You must be the great adventurer whom the priestess said could help me

with my immensly important problem - it's a life and death matter you

know.

~
!
2 -1
ring~
act_tochar( #ch, ch, obj, mob );

if( !doing_quest( ch, 18 ) ) {

  act_room( #bleh, ch, obj, mob );

  end;

  }

wait( 1 );

tell( mob, ch, #1 );

wait( 1 );

tell( mob, ch, #2 );

wait( 1 );

tell( mob, ch, #3 );

wait( 1 );

tell( mob, ch, #4 );

~
E
4~
The ring is of a rare red glass that glitters when held to the light.  I

have heard from several adventurers that it has been seen on a @Ewitch@n.

~
E
3~
Well...I have lost it...I have somehow misplaced the only thing now dear

to me.  If I was to lose it for good something terrible might happen, I

might even lose my mind...we wouldn't want that would we.  No, of course

not.

~
E
2~
Oh yes...I almost forgot, the ring of true love - as I like to call it. 

I call it that because it reminds me of the true love that was between my

late wife, may Taranth bless her soul, and me.

~
E
1~
Ring? What ring?

~
E
ch~
You ask $N about a ring.

~
E
bleh~
The old man mumbles something about kids today.

~
!
2 0
witch where~
if( !doing_quest( ch, 18 ) ) {

  act_room( #no, ch, obj, mob );

  end;

  }

act_tochar( #ch, ch, obj, mob );

wait( 1 );

act_tochar( #ch1, ch, obj, mob );

~
E
ch1~
$N mumbles something about dwarves, mountains and a great 

view.

~
E
ch~
You ask $N where the witch is.

~
E
no~
$N mumbles something about kids today.

~
!
6 525
~
junk_obj( obj );

if( !doing_quest( ch, 18 ) )

  end;

if( !cflag( 5, ch ) )

  end;

wait( 1 );

tell( mob, ch, #thanks );

wait( 1 );

tell( mob, ch, #t2 );

wait( 1 );

tell( mob, ch, #t3 );

set_cflag( 4, ch );

~
E
t3~
Go now young one and see the priestess.

~
E
t2~
You are truly a good person, $n.  I hope for you to have a long and

prosperous life, just as mine once was.

~
E
thanks~
$n!  You have returned with my ever so important ring.

~
!
-1

#415
~
~
elven cleric~
~
~
stands here examining the instruments.~
elven clerics~
~
~
stand here examining the instruments.~
The cleric stands with an aire of knowledge about him as he studies his

work.  About him robes of blue and gold flow to the floor. These robes

are decorated with beautiful beads and feathers of the forest.  The

instruments tied about his waist appear to be for observing the strange

wonders of the universe, though how, you don't know.  

~
Totem~
attack_weapon( mob, victim, 8d8+4, "punch" );

attack_weapon( mob, victim, 8d8+5, "kick" );

if( random( 1, 2 ) == 1 )

  do_spell( slay, mob, victim );

if( random( 1, 10 ) < 5 )

  do_spell( confuse, mob, victim );

if( random( 1, 10 ) == 1 )

  do_spell( cause critical, mob, victim );

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 897610723 0 0
230819 0 0 16 3
50
14 17 19 13 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930378 26214464
406 3 0 1 0
M 16 4 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( done_quest( ch, 11 ) ) {

  interpret( mob, "smile", ch );

  end;

  }

if( !doing_quest( ch, 11 ) ) {

  if( race( ch ) == elf ) {

    tell( mob, ch, #assign );

    end;

    }

  }

if( doing_quest( ch, 11 ) )

  if( !cflag( 3, ch ) ) {

  tell( mob, ch, #ch );

  end;

  }

if( find_stat( ch, level ) > 90 )

  end;

~
E
ch~
@RPlease $n@n! The cleric needs your help!

~
E
assign~
$n!  I need your help, a fellow cleric has been mortaly wounded and

requires your assistance!  I would have gladly gone but alas my duties

here are far too important.  Simply @bto@n me @byes@n and I will give

you more information.

~
!
8 0
yes~
if( !has_quest( ch, 11 ) ) {

  tell( mob, ch, #ch );

  assign_quest( ch, 11 );

  obj_to_char( oload( 230 ), ch );

  end;

  }

else {

  send_to_char( #none, ch );

  end;

  }

~
E
none~
The cleric looks confused.

~
E
ch~
@bWonderful!@n You must hurry, all I know is that he is in a small

clearing only a hop over a stream.  

Please hurry, oh...and you might need the @bbandage@n I have given you.

~
!
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n - I am an elven cleric, and I might be able to teach you a thing

or two about cleric spells.

~
!
-1

#416
~
~
customs agent~
weathered~
~
is here checking crates.~
customs agents~
weathered~
~
are here, checking crates~
Shrewedly looking over all incoming shipments for Medienne this man looks

for contraband that is not allowed in this part of the realms.  He is

dressed in simple garments, that block the wind and keep him warm for the

many hours he spends here checking crates.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10 ) < 6 ) 

  attack( mob, victim, 2d3+1, "kick" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893453374 0 0
229795 65792 0 0 4
20
12 16 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643265 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#417
~
~
mind flayer~
~
purplish~
regards you in deadly silence with its milky eyes.~
mind flayers~
~
purplish~
regard you in deadly silence with their milky eyes.~
Mind flayers are very real powers to be feared in the underworld.  This

one stands at about 5'7" with purple skin shading to a deep dark color at

the tips of its mouth-tentacles.  It regards you with large pure

milk-white eyes, and you can feel a force probing at the edges of your

mind.  

~
Amon~
attack_weapon( mob, victim, 2d3, "tentacle" );

attack_weapon( mob, victim, 2d3, "tentacle" );

if( random( 1, 5 ) > 3 )

  if( attack_weapon( mob, victim, 2d3, "tentacle" ) ) {

  if( random( 0, 1 ) == 1 ) {

    act_tochar( #char, victim );

    act_notchar( #room, victim );

    i = 2d50+25;

    dam_message( victim, i, "A psionic blast" );

    inflict( ch, mob, i, "A psionic blast" );

    }

  else

    if( random( 0, 1 ) == 1 )

    do_spell( mind blade, mob, victim );

  else

    if( random( 0, 1 ) == 1 )

    do_spell( confuse, mob, victim );

  else

    do_spell( web, mob, victim );

  }

if( rflag( reset0, room ) ) {

  do_spell( displace, mob, mob );

  remove_rflag( reset0, room );

  }

~
E
char~
@b@MThe air ripples between you and the Mind Flayer's tentacles and you feel

your mind ripped asunder.  

~
E
room~
@b@M$n goes into a ridged spasm and $s eyes roll up. 

~
E
blast~
@CThe Mind Flayers mind ripping power

~
!
0 0 30 0 0 0 0 10
0 0 186 4000 895006348 0 32
252391 8576 1 96 8
45
12 19 15 15 12
50 50 20 35 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715850 26214464
38785 3721 0 142010 4576441
M 96 4 0
938 17 1509949445 -1 0
876 17 1509949445 -1 0
249 17 1509949465 -1 0
-1
6 1023
~
if( !cflag( 57, ch ) ) {

  act_room( #accept, ch, obj, mob );

  wait( 2 );

  act_tochar( #teach, ch, obj, mob );

  set_cflag( 57, ch );

  end;

  }

if( cflag( 57, ch ) ) {

  act_room( #accept, ch, obj, mob );

  wait( 2 );

  act_tochar( #nomore, ch, obj, mob );

  act_notchar( #glare, ch, obj, mob );

  }

~
E
glare~
A mind flayer stares at $n intently.

~
E
accept~
The mind flayer accepts the sea green emerald with much greed.

~
E
nomore~
@bA booming voice fills your mind:@n

" I can teach you nothing more, though I do appreciate your...gift."

~
E
teach~
@bA booming voice fills your mind:@n

" Very well. You have upheld your end of the bargain and now I shall uphold

 mine. Illusionary magic gathers its strength from ignorance and the

 weak of mind. In order to defeat it, you must bring your will down upon

 the illusion to disbelieve it. "


** You have been taught the ability to disbelieve. **

~
!
2 -1
magic illusions wall monster disbelieve~
if( !cflag( 57, ch ) ) {

  act_tochar( #ask, ch, obj, mob );

  act_notchar( #rask, ch, obj, mob );

  wait( 2 );

  act_tochar( #mind, ch, obj, mob );

  act_notchar( #glare, ch, obj, mob );

  end;

  }

if( cflag( 57, ch ) ) {

  act_tochar( #ask, ch, obj, mob );

  act_notchar( #rask, ch, obj, mob );

  wait( 2 );

  act_tochar( #mind2, ch, obj, mob );

  act_notchar( #glare, ch, obj, mob );

  }

~
E
ask~
You ask $N about illusions and magic.

~
E
rask~
$n asks $N about illusions and magic.

~
E
mind~
@bA booming voice fills your mind:@n

" Fool.  Do you really seek to master the magics of the mind?  Very well,

bring me an emerald whose surface gleams with the froth of the sea.  I

can use it in my studies.  If you do that, I will teach you about

illusions and how to disbelieve in them!  " 

~
E
mind2~
@bA booming voice fills your mind:@n

" I have taught you all I know about illusions and how to dispel them.

  And quite frankly, your presence here is beginning to disrupt my 

  studies. "

~
E
glare~
A mind flayer stares at $n intently.

~
!
0 2
~
wait( 3 );

if( is_player( ch ) ) {

  if( find_skill( ch, fireball ) > 7 )

    if( find_skill( ch, shock ) > 6 )

    if( find_skill( ch, lightning bolt ) < 1 ) {

    act_tochar( #look, ch, obj, mob );

    tell( mob, ch, #stat1 );

    wait( 2 );

    tell( mob, ch, #stat2 );

    }

  }

~
E
look~
$N looks up from his studies.

~
E
stat1~
You have an aura of power about you that is unmistakable.  You remind me

much of an invoker I taught once.

~
E
stat2~
Bring me a ruby as red as the sunset, and I will tell you more.

~
!
6 31
~
act_notchar( #pocket, ch, obj, mob );

junk_obj( has_obj( 31, mob ), 1 );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
pocket~
The mindflayer pockets something red and shiny.

~
E
stat1~
This gem will be usefil in my studies.  Now, for what I promised.

~
E
stat2~
Before I turned my studies to other things, I once taught a wizard some

powerful combat spells.  After a time, he left me and I believe he went

to live with an order of monks.

~
!
-1

#418
~
~
giant dragonfly~
~
~
skims the surface of the water.~
giant dragonflies~
~
~
skim the surface of the water.~
This huge dragonfly has a glittering blue carapace which attracts your

attention as it flies by, across the surface of the murky waters, barely

wetting its transparent green wings.  It is about as long as your arm

from finger to shoulder, and you have no doubts to its capability to

defend itself, yet it seems oblivious to your presence.  

~
Nightshade~
attack( mob, victim, 1d4, "bite" );

if( random( 1, 2 ) == 1 ) {

  act_notchar( #room_dive, ch );

  act_tochar( #char_dive, ch );

  attack( mob, victim, 1d6+1, "diving bite" );

  }

~
E
char_dive~
The dragonfly soars high in the air and then dives toward you!

~
E
room_dive~
The dragonfly soars high in the air and dives toward $n!

~
!
0 0 26 0 0 0 0 10
0 0 1009 4000 893453983 0 26
198657 4202496 4096 0 4
1
2 2 2 14 5
0 0 0 0 0 0 0
300 0 wings~
1000 0 body~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 13108801
2353 2713 0 14502 21307
N 0 1 0
-1
-1

#419
~
~
rock toad~
~
~
sits here on a rock, blending with its surroundings.~
rock toads~
~
~
sit here, blending with their surroundings.~
The rock toad is named for its amazing ability to blend in with rocky

surfaces.  This one is no exception; you need to look closer to tell it's

there.  It sits lazily, occasionally raising one eye to glance at its

surroundings.  It looks quite content to snatch its meals once in a while

from the ever-present cloud of bugs that seems to constantly follow you.  

~
Nightshade~
attack( mob, victim, 1d5, "bite" );

if( random( 1, 5 ) < 2 ) {

  send_to_room( #room_lash, room );

  attack( mob, victim, 1d5, "tongue lash" );

  }

~
E
char_lash~
The rock toad, in a surprisingly quick motion, lashes out its tongue.

~
E
room_lash~
The rock toad, in a surprisingly quick motion, lashes out its tongue.

~
!
0 0 15 0 0 0 0 10
0 0 86 4000 893454230 0 0
200737 25178112 0 0 4
2
9 3 3 6 12
0 0 0 0 25 0 0
500 0 body~
500 0 warty limb~
1000 0 head~
0 1000 ~
0 1000 ~
0
5243522 6555201
168 148 0 2267 4160
N 0 2 0
349 17 1509949465 -1 0
-1
-1

#420
~
~
tree snake~
~
~
is curled around a branch, flicking its tongue at you.~
tree snakes~
~
~
are curled around a branch.~
The tree snake has bright green, shiny scales that reflect off the

sunlight, and looks to be about 4 feet long.  It has itself wrapped

around a tree branch, eyeing you warily.  Although it doesn't look

aggressive, it might be better if you didn't stick around to find out.  

~
Nightshade~
if( attack( mob, victim, 2d6+5, "bite" ) ) {

  if( random( 1, 7) < 2 ) 

    poison( ch );

  }

if( random( 1, 4) < 2) {

  act_tochar( #char_whip, ch );

  act_notchar( #room_whip, ch );

  attack( mob, victim, 3d3+1, "tail whip");

  }

~
E
char_whip~
The tree snake whips its tail at you, leaving a stinging mark.  

~
E
room_whip~
The tree snake cracks its tail at $n like a whip.

~
!
0 0 17 0 0 0 0 10
0 0 14 4000 893454353 0 0
5460011 8192 0 0 4
5
12 6 8 12 13
0 0 0 0 0 0 0
750 5 scaly body~
900 3 head~
1000 1 tail~
0 1000 ~
0 1000 ~
0
13107845 26214464
220 32 10 811 12397
N 0 2 0
-1
-1

#421
~
~
giant leech~
~
rather large~
swims about your feet.~
giant leeches~
~
rather large~
swim about your feet.~
The leech is an ugly, pale yellow color.  It floats about your feet,

looking for a vulnerable spot to collect its meal from you.  It's large

enough that you can't step on it, but not big enough to pose a major

threat.  

~
Nightshade~
attack( mob, victim, 2d3, "bite" );

if( random( 1, 4 ) < 2 ) {

  act_tochar( #char_suck, ch );

  act_notchar( #room_suck, ch );

  attack( mob, victim, 2d2+1, "blood suck" );

  attack( mob, victim, 2d2+1, "blood suck" );

  }

~
E
char_suck~
The leech attaches itself to you and begins to suck your blood!

~
E
room_suck~
The leech attaches itself to $n and begins to suck $s blood!

~
!
0 0 26 0 0 0 0 10
0 0 298 4000 893476350 0 26
69681 16785408 4 0 4
2
9 3 3 4 9
0 0 0 0 75 0 0
1000 0 body~
1 1000 ~
1 1000 ~
0 1000 ~
0 1000 ~
0
5243522 13108801
1532 845 0 8030 27462
N 0 1 0
-1
-1

#422
Argorth~
~
ogre-magus~
~
~
muddles about with a beaker.~
ogre-magi~
~
~
muddle about with some beakers.~
The first ogre-magi to complete the test, this ogre has taken the only

position of power attainable by magi, headmaster of magi.  His pale skin

and beady eyes show him to be labeled a 'mutant' by the others of his

race.  Dark, cascading robes drape his frail, skeletal body . Luckily at

his age he doesn't have to do much other than school his pupils.

~
Mange~
attack( mob, victim, 4d4+5, "right hand" );

attack( mob, victim, 4d4+5, "left hand" );

if( random( 1, 10 ) < 4 ) {

  act_room( #to_all, ch );

  summon( mob, victim );

  }

if( random( 1, 2 ) == 1 )

  do_spell( fireball, mob, ch );

if( random( 1, 4 ) < 2 )

  do_spell( lightning bolt, mob, ch );

~
E
to_all~
The Ogre Magi shouts 'Guards!! Guards!! $n is trying to kill me!!'

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893454580 0 26
230819 8577 12 0 8
40
14 19 15 12 20
40 40 40 40 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 0 5 0
-1
2 -1
giant cave spider~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about giant cave spiders.

~
E
rask~
$n asks $N something.

~
E
stat1~
Beauty may be in the eye of a beholder, but an eye in the hand is worth a

spider as an ally.

~
!
2 -1
red dragons~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about red dragons.

~
E
stat1~
Red dragons, even young ones, are extremely powerful and strong.  If you

wish to know the reagent that summons one, you must first do me a favor.

~
E
stat2~
I need a fade's eye for an experiment I'm preforming.  Bring one to me

and I'll tell you the information you seek.

~
!
6 2115
~
act_room( #tuck, ch, obj, mob );

obj = has_obj( 2115, mob );

junk_obj( obj, 1 );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
tuck~
$N tucks the fade's eye into a spell pouch.

~
E
stat1~
For bringing me what I asked, I will keep my end of a bargain.  Often,

red dragons may be summoned with red dragon claws.

~
!
-1

#423
~
~
blink dog~
~
small white~
prances about happily.~
blink dogs~
~
small white~
prance about happily.~
With gleaming white fur and a reputation for mischief, this small member

of the canine family loves to tease adventurers.  Many songs have been

sung about how a blink dog led some wayward adventurers to safety and to

great treasure.  

~
Mange~
attack( mob, victim, 1d3, "left paw" );

attack( mob, victim, 1d3, "right paw" );

if( random( 1, 3 ) < 2 )

  attack( mob, victim, 2d5+2, "bite" );

~
!
0 0 21 0 0 0 0 3381
0 0 26 4000 899959808 0 0
217413 0 0 0 3
5
5 7 4 15 10
0 0 0 0 50 0 0
1000 4 fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
219 156 0 1880 3465
M 0 2 0
2285 17 1509949455 -2 0
-1
0 -1
~
do_spell( blink, mob );

~
!
-1

#424
~
~
iron dragon~
~
huge~
rests here, seemingly inert.~
iron dragons~
~
huge~
rest here, seemingly inert.~
This seems to be a mighty alchemical construct.  Crafted from plates of

thick gleaming iron, it has been created in the image of a mighty dragon. 

Teeth of steel, as long as your arm, fill its maw and its claws look like

they could rend stone.  You wonder in awe at the mechanisms inside, and

then you see the wings...

~
Amon~
attack( mob, victim, 5d10+20, "iron claw" );

attack( mob, victim, 5d10+20, "iron claw" );

if( random( 1, 6 ) == 6 )

  attack_room( mob, 4d5+20, "iron tail sweep" );

else

  if( random( 1, 6 ) == 6 ) {

  act_room( #breath, ch, obj, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #woosh, rch );

      dam_message( rch, i, "Flaming tar" );

      inflict( rch, mob, 5d20, "dieing in iron dragon's flaming tar breath" );

      }

    }

  }

else {

  i = 5d25+50;

  ch = rand_player( room );

  act_tochar( #eats, ch );

  act_notchar( #reats, ch );

  dam_message( ch, i, "Iron Dragon's attempt to devour" );

  inflict( ch, mob, i, "being chewed up by Iron Dragon" );

  }

~
E
breath~
@bThe Iron Dragon rears back and with a bubbling sound spews burning tar

upon all before it.

~
E
woosh~
@b@RWOOSH!!! @n@RThe tar upon you is ignited...

~
E
eats~
@bThe Iron Dragon gets you in its teeth and you yell in pain as you feel

it splintering your bones.

~
E
reats~
@bThe Iron Dragon gets $n in its teeth and you can hear bones snapping

counterpoint to $s screams.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893476562 0 0
34855 8576 12 0 4
50
25 3 3 7 21
0 100 100 -100 100 0 0
400 38 hard red body~
600 23 muscelbound wing~
750 30 long neck~
850 28 bony head~
1000 42 extended foreleg~
8388632
262144000 26214464
0 1 0 0 0
N 0 9 0
-1
11 -1
~
act_room( #life, ch, obj, mob );

continue;

~
E
life~
In a shreek of metal, the @b$N's @n@Reyes flair to @bruby life!

~
!
-1

#425
Denglox~
~
ogre shaman~
~
~
is praying to his deity.~
ogre shamans~
~
~
are praying to their deity.~
Dressed in long flowing robes decorated with gruesome trophies, such as

skulls and scalps, the ogre is smaller than most of his brethren.  Beady

eyes and stringy hair show that he has done nothing other than pray and

make sacrifices in a very long time.  

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 0,1 ) == 1 )

  cast_spell( blind, mob, victim );

else

  if( random( 0,4 ) == 4 )

  cast_spell( slay, mob, victim );

if( random( 1, 10 ) < 5 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893455132 0 26
99811 0 0 0 8
50
16 14 20 17 12
30 15 20 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235929665 26214464
0 1 0 0 0
M 0 5 0
347 17 1509949540 5 0
3033 17 1509949540 16 0
-1
1 -1
~
cast_spell( heal, mob, mob );

continue;

~
!
-1

#426
Algorth~
~
large ogre~
~
~
is here wheeling and dealing his new shipment of weapons.~
large ogres~
~
~
are here wheeling and dealing their new shipments of weapons.~
Covered with thick callouses, and matted black hair, this ogre has many

scars and cuts scattered about his exposed skin.  Large emerald eyes set

deep into his pale visage seem to search constantly for anything unusual.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

act_room( #to_all, ch );

summon( mob, ch );

if( random( 1,2 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "head butt" );

if( random( 1,10 ) < 4 )

  attack_weapon( mob, victim, 3d10+20, "shoulder bash" );

if( random( 1, 10 ) < 5 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
to_all~
Algorth yells 'Guards!!! $n is trying to kill me.'

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893455194 0 26
230819 8576 12 0 4
50
19 13 12 16 17
25 40 20 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072065 26214464
0 1 0 0 0
M 0 5 0
350 17 1509949540 13 0
-1
2 -1
crescent axe~
send_to_char( #char, ch );

act_notchar( #room, ch );

send_to_room( #all, room );

~
E
char~
Algorths nods at you and says,

~
E
room~
Algorth nods to $n and says,

~
E
all~
"So ya tink ya need a new axe, huh? I mak de bes axes ya can use."

~
!
-1

#427
Facklor~
~
butcher~
~
~
hacks away at a corpse.~
butchers~
~
~
hack away at a corpse.~
Covered in blood, this hulking ogre seems to enjoy his work.  Large

chunks of rotting flesh cling to his stringy black hair and pasty skin. 

His faced is splattered with specs of blood and other unidentifiable

substances.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

act_room( #to_room, ch );

summon( mob, victim );

if( random( 0,1 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "head butt" );

if( random( 1,10 ) < 3 )

  attack_weapon( mob, victim, 3d10+20, "shoulder bash" );

if( random( 1, 10 ) < 5 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
to_room~
Algorth yells 'Guards!!! $n is trying to kill me.'

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893363724 0 26
230179 0 0 0 4
30
19 13 12 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500865 26214464
130 11 0 12 0
M 0 5 0
3000 17 1509949540 16 0
350 17 1509949540 13 0
354 17 1509949540 -1 0
-1
-1

#428
~
~
troll sentry~
~
wary~
wanders the cave.~
troll sentries~
~
wary~
wander the cave.~
A preternaturally wary troll, almost to the point of paranoia, stands

before you, hefting a very large stone club.  Beady eyes glitter from

deep within bony eye sockets, and contain no intelligence whatsoever. 

Heavily corded muscles beneath scarred, leathery skin show that he is no

stranger to battle.

~
Khisanth~
attack( mob, victim, 6d4+12, "brutal pound" );

attack( mob, victim, 2d5+12, "left hand" );

attack( mob, victim, 2d6+10, "head butt" );

if( random( 1, 5 ) > 3 )

  attack( mob, victim, 2d5+40, "bite" );

i = 1d6;

if( i == 4 ) {

  send_to_room( #rock, room );

  act_tochar( #rock2, ch );

  act_notchar( #rock3, ch );

  attack( mob, ch, 5d5+40, "rock smash" );

  }

if( i == 3 ) {

  ch = rand_player( room );

  attack( mob, rch, 2d5+30, "bite" );

  }

if( i == 2 )

  interpret( mob, "bash" );

~
E
rock~
@MWithout warning, the troll sentry reaches down and grabs a skull-sized rock.@n

~
E
rock2~
The troll sentry smashes the skull-sized rock into your face!

~
E
rock3~
The troll sentry smashes the skull-sized rock into $n's face!

~
!
0 91 9 0 0 0 0 10
0 0 0 2500 893476669 0 0
231209 2097153 0 0 5
35
22 10 7 18 18
20 -25 35 12 20 12 0
270 13 heavily muscled leg~
300 14 dense skull~
1000 16 thick-skinned torso~
0 1000 ~
0 1000 ~
16480
144179850 26214464
664 52 0 0 0
M 0 5 0
606 17 1006632990 5 0
846 16 1174405130 5 0
610 17 1006632990 10 0
847 16 1174405130 10 0
614 17 1006632990 7 0
227 17 1509949450 -1 0
2734 17 1509949540 16 0
-1
-1

#429
Brazen~
~
notorious thug and cutthroat~
~
~
stands against the wall, cloaked in shadow.~
notorious thugs~
~
~
stand against the wall, cloaked in shadow.~
This is Brazen, a well-known thug and cutthroat.  Many tales of this

lithy elusive figure tell of the silent attacks, quick death and robbing,

before melting back into the shadows.  You are taken aback when the hood

slips back a moment to reveal a beautiful woman's face, shapely lips

quirked in a cruel line.

~
Amon~
attack_weapon( mob, victim, 2d4, "brawling" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d8, "snap kick" );

attack_weapon( mob, victim, 2d3, "quick jabs" );

~
!
0 0 0 0 0 1182 0 10
0 0 514 4000 895180551 0 0
246245 1060992 0 96 8
13
13 10 8 15 14
0 10 0 0 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
49808007 26214464
67843 7114 0 95172 1934461
F 96 4 0
2162 17 1509949450 5 0
607 17 1509949445 5 0
2102 17 1509949470 9 0
2042 17 1509949470 10 0
2123 17 1509949450 8 0
2022 17 1509949450 7 0
954 17 1509949450 -1 0
951 17 1509949443 -1 0
1039 17 1509949465 -1 0
983 17 1509949450 -1 0
359 17 1509949445 16 0
1052 16 1509949535 16 0
360 17 1509949465 17 0
1105 16 1509949465 18 0
3029 16 1509949490 18 0
1155 17 1509949445 -1 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( find_stat( ch, level ) < 91 ) {

  if( find_stat( ch, level ) > 8 ) {

    if( is_player( ch ) ) {

      if( random( 1, 10 ) < 6 ) {

        i = dice( 8, 10 );

        attack( mob, ch, i, "assassinate" );

        }

      }

    }

  }

~
!
5 -1
~
interpret( mob, "get all.coin corpse" );

interpret( mob, "get sword corpse" );

interpret( mob, "get mace corpse" );

interpret( mob, "get staff corpse" );

act_room( #leaves, mob );

junk_mob( mob );

~
E
leaves~
@Brazen grabs what she can from the corpse.

~
!
-1

#430
~
~
bane midge~
~
~
glares about with hate.~
bane midges~
~
~
glare about with hate.~
Topping a foot tall, this large midge is bloated and twisted.  The

normally sagging skin is stretched tight over his fattened body, and a

large waddle of fat hangs from his distended face.  Intelligent eyes

stare out from under his thick brow.

~
Rue~
attack( mob, victim, 2d4+1, "tearing bite" );

attack( mob, victim, 1d5, "scratching claw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893364114 0 0
230835 0 0 10 8
3
8 9 9 14 14
5 5 0 0 0 5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486402 26214464
0 1 0 0 0
M 10 1 0
-1
-1

#431
~
~
stone golem~
~
huge~
wanders the area.~
stone golems~
~
huge~
wander the area.~
The figure before you stands 9 1/2 feet tall, and weighs around 2000

pounds.  Its body is of roughly chiseled stone with a strange symbol

carved on the chest plate.  Its head is carved to resemble a helmet. 

~
Gramp~
i = random( 1, 10 );

if( i > 6 )

  interpret( mob, "bash" );

else

  attack( mob, victim, 5d7+20, "stomp" );

attack( mob, victim, 4d7+10, "stone fist" );

attack( mob, victim, 4d7+10, "stone fist" );

attack( mob, victim, 4d7+10, "stone fist" );

~
E
slowed~
@YThe golem hits you so hard you see stars and can't focus right.

~
!
0 0 33 0 0 0 0 10
0 0 42 4000 898037408 0 32
32817 16785408 12 0 8
30
22 3 6 10 18
25 50 50 50 100 0 0
400 20 chest plate~
600 20 stone leg~
800 20 stone arm~
1000 20 stone head~
0 1000 ~
0
131075202 32769601
12956 210 0 25116 4934053
N 0 7 0
-1
-1

#432
Gimnod~
old dwarf gimnod~
old dwarf~
~
~
sits quietly in his oversized chair.~
old dwarves~
~
~
sit here in their oversized chairs.~
This tired-looking old dwarf sits in a large, high back chair, obviously

designed for someone much larger than himself.  In spite of this, he

looks most comfortable there.  The deep scars on his face and hands show

the many years he has spent toiling underground.  

~
Gramp~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d4, "punch" );

attack_weapon( mob, victim, 3d4, "punch" );

attack_weapon( mob, victim, 3d4, "punch" );

if( i < 8 )

  attack_weapon( mob, victim, 3d4, "punch" );

if( i < 5 )

  attack_weapon( mob, victim, 3d4, "punch" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 6d10+10, "kick" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 6d10+10, "kick" );

~
!
0 0 3 0 0 0 0 10
0 0 3 4000 899024614 0 0
229795 8192 8 96 3
40
20 12 12 15 15
25 25 15 25 25 20 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715200 26214464
1261 21 0 2416 396839
M 96 3 0
426 17 1509949445 16 0
2107 17 1509949442 9 0
2200 17 1509949490 13 0
2125 17 1509949515 8 0
909 17 1509949447 -1 0
929 17 1509949445 -1 0
1039 17 1509949465 -1 0
1023 17 1509949455 -1 0
607 17 1509949475 5 0
611 17 1509949475 10 0
615 17 1509949475 7 0
2185 17 1509949490 15 0
2081 17 1509949515 6 0
1022 17 1509949450 -1 0
89 17 1509949450 -1 0
-1
0 -1
~
wait( 1 );

if( !char_in_room( ch, room ) )

  end;

act_tochar( #barn, ch );

interpret( mob, "close door" );

wait( 2 );

if( !char_in_room( ch, room ) )

  end;

if( !has_quest( ch, 7 ) ) {

  act_tochar( #common, ch );

  if( find_stat( ch, level ) > 14 )

    act_tochar( #oklevel, ch );

  else

    act_tochar( #notlevel, ch );

  }

~
E
barn~
A grim looking dwarf suddenly looks sternly at you and yells,

@b@W"What, were you born in a barn?"@n


He gets up off his chair long enough to close the door behind you.

~
E
oklevel~
@b@W"Ah, I bet you wanna know about the mine out there...

I know a great deal about it's history and perils, feel free to ask

me anything."

~
E
notlevel~
@b@W"You dont look like you belong here, the mines are filled with

horrible golems and vicious traps that would surely kill you in an

instant."

~
E
common~
Gimnod winks at you and says,

~
!
2 -1
mine history~
act_notchar( #room, ch );

send_to_room( #history, room );

~
E
history~
With a little sigh Gimnod begins to tell his tale,@b@W

"Many years ago my clan found this mountain to contain a rich vein of

iron ore.  We set up here and began to mine.  One day a strange ore was

found in one of the new tunnels.  This metal which was later named

Krynite, was magical in nature and stirred up alot of commotion.  With

all the ruckus surrounding it, word of it soon spread across the land.  


Before we even knew what had happened, a coven of Warlocks and their

horrible golems came and drove us out of the mine.  They sealed off the

tunnel where the ore was found with a great iron door.


Many of my people were captured and even now serve them as slaves, deep

under the closed off earth.  Among them was my brother Grunnod.  My

father and two of my other brothers were slain while defending this

place.  I myself managed to escape when a fire broke out, sending many of

the golems into confusion."  

~
E
room~
$n asks the dwarf about the history of the mine.


~
!
2 -1
perils~
act_notchar( #room, ch );

send_to_room( #perils, room );

~
E
perils~
Gimnod replies,@b@W

"Golems of course occupy the mines.  Wicked stone ones in what's left of

the mine we dug and horrible iron giants, capable of crushing a man's

skull with one blow occupy the tunnels they are digging themselves.  


And lets not forget the Warlocks.  They are pure evil and seek nothing

but the destruction and enslavement of others.  These spell shapers can

control powerfull magics and should be avoided.  


The earth is unstable as well and caveins are know to happen.  Make sure

you have a shovel or a pickaxe with you cause you will never dig though

that rock with your bare hands." 

~
E
room~
$n asks the dwarf about perils.


~
!
2 -1
golems~
act_notchar( #room, ch );

send_to_room( #golems, room );

~
E
golems~
Gimnod shudders and says,@b@W

"Golems are horrible abomniations of magic.  They are entirely controlled

by whomever created them.  They are extremely strong and durable.  It

would take many an axe swing to take one down." 

~
E
room~
$n asks the dwarf about golems.


~
!
2 -1
great iron door~
act_notchar( #room, ch );

send_to_room( #door, room );

~
E
door~
Gimnod says,@b@W

"There is no way to get past that door.  However, during my attempt to

rescue my brother I managed to dig a secret tunnel around the door.  It

is carefully hidden as I covered it back up in the hope that I will

someday go back and try again." 

~
E
room~
$n asks the dwarf about the great iron door.


~
!
2 -1
secret hidden tunnel~
act_notchar( #room, ch );

if( has_quest( ch, 7 ) ) {

  act_notchar( #whisper, ch );

  act_tochar( #secret, ch );

  }

else

  send_to_room( #noway, room );

~
E
secret~
Gimnod beams a smile at you and says,@b@W

"The tunnel is hidden in the north wall of an air vent.  If you dig

there, you should be able to find it." 

~
E
noway~
Gimnod laughs,@b@W

"Why would I tell you about my tunnel.  It's hidden so that I may use it

again to attempt too rescue my brother."

~
E
whisper~
Gimnod turns to $n and whispers something in $s ear.

~
E
room~
$n asks the dwarf about his secret tunnel.


~
!
2 -1
brother grunnod~
if( done_quest( ch, 7 ) ) {

  act_tochar( #thanks, ch );

  end;

  }

if( doing_quest( ch, 7 ) ) {

  act_tochar( #hurry, ch );

  end;

  }

act_notchar( #room, ch );

send_to_room( #brother, room );

~
E
brother~
A solemn look comes over Gimnod's face as he speaks,@b@W

"Grunnod was captured by the golems and enslaved by the hags that took

control of this mine.  I managed to find a way around the great iron door

blocking passage to the lower mines and went in to find him.  Alas

however, I was overtaken by the huge golems and fled before I could

reach him.  Someday I hope to go back and try again, but I am not as

young as I once was.  Perhaps I need help if I'm ever going to see him

alive again." 

~
E
room~
$n asks the dwarf about his brother.


~
E
hurry~
Gimnod turns to you and say,@b@W

"Please hurry and find him, I am so worried about him."

~
E
thanks~
Gimnod turns to you and says,@b@W

"Grunnod is safe now, thanks to you."

~
!
2 -1
helping aid rescue~
if( !has_quest( ch, 7 ) ) {

  if( find_stat( ch, level ) > 29 ) {

    act_tochar( #quest, ch );

    assign_quest( ch, 7 );

    }

  else

    act_tochar( #weak, ch );

  }

~
E
quest~
Gimnod sizes you up as he speaks,@b@W

"Hmm.. You look like you might be able to handle the perils of the mine.

Enter then, and release my brother from within."

~
E
weak~
Gimnod sizes you up as he speaks,@b@W

"I'm afraid you look too weak to take on golems.  Perhaps you would come

back when you are stronger."

~
!
2 -1
strange ore krynite~
act_notchar( #room, ch );

send_to_room( #krynite, room );

~
E
krynite~
Gimnod says,@b@W

"Krynite, as it was later called, is an odd metal indeed.  The ore is

bluish in color, but when enough of it is lumped together it gives off a

bright violet glow.  It is incredibly difficult to forge, most thought

even impossible.  There is but one man who obtained enough of the

matierial before the mine was sealed, to study it.  His name is Angnier,

and he claims to be able to shape it into powerful weapons.  What the

Warlocks plan to do with it, I dont know, but it cant be good." 

~
E
room~
$n asks the dwarf about Krynite.


~
!
2 -1
angnier~
act_notchar( #room, ch );

send_to_room( #angnier, room );

~
E
angnier~
Gimnod replies,@b@W

"Angnier has taken up with a clan of dwarves hidden away inside a

mountain somewhere north of the town of Chiiron.  The cavern he resides

in is cleverly hidden by a series of levers which act as a kind of

combination lock." 

~
E
room~
$n asks the dwarf about Angnier.


~
!
2 -1
warlocks coven~
act_notchar( #room, ch );

send_to_room( #warlocks, room );

~
E
warlocks~
Gimnod's face turns a bit white as he speaks,@b@W

"They are shapers of the natural magics that spread havoc and destruction

in their incessant pursuit to control and dominate everything around

them.  They have taken over our mine and are using the magical ore found

there for some unknown purpose, undoubtedly to further their evil goals. 

They use golems for protection and heavy excavation and have enslaved

many of my people to aid them in their evil.  My brother Grunnod is one

of their slaves, I wait here until the day I can return to the mine again

to rescue him." 

~
E
room~
$n asks the dwarf about the warlocks.


~
!
2 -1
levers combination locks~
act_notchar( #room, ch );

act_room( #char, ch );

~
E
char~
Gimnod replies,@b@W

"If I'm not mistaken, the combination is down, up, down."

~
E
room~
$n asks the dwarf about Angnier's combination lock.


~
!
2 -1
Osse sapphire diamond gem~
if( !has_quest( ch, 20 ) )

  act_tochar( #why, ch );

else {

  act_tochar( #ask, ch );

  wait( 1 );

  act_tochar( #tale, ch );

  wait( 2 );

  act_tochar( #tale2, ch );

  }

~
E
tale2~
He continues, laughter evident in his voice.  "But one day my journeys

left me stranded in the Great Western Desert, near Narak, without food,

water, or a horse.  I had to trade the gem to the Sultan of Narak to save

my own life." 

~
E
tale~
Gimnod chuckles.  "Aye, I found that rock, a beautyiful one it was, too. 

I swore I'd never let the precious thing out of my sight." 

~
E
ask~
You ask Gimnod about the Sapphire Diamond the Priest of Osse spoke of.

~
E
why~
Gimnod grumbles and says, "Ye've no business asking me about such a

thing." 

~
!
2 -1
lightning golems~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Yes...I did have a problem with a lightning golem once.  One of the

warlocks down there grew too powerful and sent it up.  But I showed him! 

I figured out its key essence though and turned it back against its

master.

~
E
ask~
You ask $N about lightning golems.

~
E
rask~
$n asks $N something.

~
!
2 -1
key essense element~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 2 );

tell( mob, ch, #stat3 );

~
E
stat1~
It's key essence?  Oh, that's just what I call what makes up or calls to

a mage's ally.  No real idea what they really call it.  But in the case

of that lightning golem, I used a...

~
E
stat2~
Well, that's funny. I forget what it was.

~
E
stat3~
I'm sorry, every now again I forget some things.  Perhaps if you brought

me a piece of draythian fruit, it would jog my memory.

~
E
ask~
You ask $N about a lightning golem's key element.

~
E
rask~
$n asks $N something.

~
!
6 1787
~
wait( 1 );

act_tochar( #get, ch );

act_notchar( #rget, ch );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
get~
Gimnod takes the piece of draythian fruit and chews it with his few

remaining teeth.

~
E
rget~
Gimnod takes a piece of fruit from $n and chews it with his few remaining

teeth.

~
E
stat1~
Ah, that's pretty tasty.  Sad part is, I still don't remember what that

mage used as that lightning golem's key essence.

~
E
stat2~
Perhaps if you brought me an orange, I could remember.  I hear those are

quite healthy for someone my age.

~
!
6 50
~
wait( 1 );

act_tochar( #get, ch );

act_notchar( #rget, ch );

interpret( mob, "eat orange" );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
get~
Gimnod accepts the orange gratefully.

~
E
rget~
Gimnod accepts an orange from $n gratefully.

~
E
stat1~
Ah, I can't remember the last time I had an orange so fresh.  Thanks. 

Now, if I could only remember...

~
E
stat2~
I'm terribly sorry.  My memory is not what it use to be.  Ever since I

lost my favorite cap...

~
!
2 -1
favorite cap~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Oh, my favorite cap?  It was not anything special, just something I had

fashioned once out of raccoon skins.  But ever time I used to forget

things, I just put it on and it would help me remember.

~
E
ask~
You ask $N about his favorite cap.

~
E
rask~
$n asks $N about something.

~
!
6 1347
~
wait( 1 );

act_tochar( #get, ch );

act_notchar( #rget, ch );

wait( 2 );

tell( mob, ch, #stat1 );

act_room( #wear, ch );

wait( 1 );

tell( mob, ch, #stat2 );

act_room( #remove, ch );

obj = has_obj( 1347, mob );

junk_obj( obj, 1 );

~
E
get~
Gimnod accepts the cap, with a tear in his eye.

~
E
rget~
Gimnod takes a cap from $n's hands, his eyes gleaming.

~
E
stat1~
I can't thank you enough!  It's just like the one I use to have before

the lightning golem fried it off of my head!

~
E
stat2~
Ah, that's much better.  My memory is still a bit fragmented, but with my

cap, I almost feel like my lightning-quick self again.  Almost.  Can't

say that I recall what you are here for though.  Was it important?

~
E
wear~
Gimnod places his favorite cap upon his head momentarily.

~
E
remove~
Gimnod removes his favorite cap.

~
!
-1

#433
~
~
cave worm~
~
huge~
rests its body on top of a wheelbarrow.~
cave worms~
~
huge~
rest here, their bodies partially covering-up a wheelbarrow.~
The creature possesses the least desirable characteristics of garden

worms, being slimy and possessed of brownish pink segments as well as

huge.  It will eat almost anything, animal flesh being a favorite dish,

but roots and fungus are an acceptable alternative.  It does not,

however, eat rock, despite persistent Dwarvish legends to the contrary. 

Rather, it uses the six hard horns on its bony head as drill bits to bore

a way through soft stone, sliding along on its mucus as it goes.  A bony

ridge protects its jaws and narrow eyes during this boring activity.

~
Gramp~
if( random( 1, 5 ) == 1 ) {

  act_tochar( #crush, ch );

  act_notchar( #iscrush, ch );

  i = 6d6+10;

  dam_message( victim, i, "the crushing squeeze" );

  inflict( victim, mob, i, "cave worm" );

  }

else {

  attack( mob, victim, 5d3+5, "tail segment" );

  attack( mob, victim, 5d3+5, "tail segment" );

  attack( mob, victim, 5d3+5, "tail segment" );

  }

~
E
crush~
@YThe worm suddenly wraps his giant body around you and begins to squeeze!

~
E
iscrush~
@YThe worm suddenly wraps his giant body around $n and begins to squeeze!

~
!
0 0 30 0 0 0 0 10
0 0 4 4000 893477072 0 28
4135 8192 12 0 4
35
16 6 6 15 20
15 10 20 -15 -5 0 0
500 50 tough body~
500 75 head horn~
1000 20 soft head spot~
0 1000 ~
0 1000 ~
0
91753601 26214464
698 29 0 2978 122277
N 0 8 0
-1
-1

#434
~
~
giant spider~
~
~
scampers toward you.~
giant spiders~
~
~
scamper toward you.~
This gruesome arachnid is very well adapted to the dark.  It looks like a

giant-sized version of your average garden variety spider.

~
Gramp~
attack( mob, victim, 4d5+2, "leg" );

attack( mob, victim, 4d5+2, "leg" );

attack( mob, victim, 4d5+2, "leg" );

attack( mob, victim, 4d5+2, "leg" );

attack( mob, victim, 4d5+2, "leg" );

attack( mob, victim, 4d5+2, "leg" );

if( random( 1, 3 ) == 1 ) {

  act_tochar( #bite, ch );

  act_notchar( #isbit, ch );

  if( attack( mob, victim, 5d6+10, "bite" ) ) {

    if( random( 1, 4 ) == 1 )

      poison( ch );

    }

  }

else {

  if( random( 1, 5 ) == 1 ) {

    act_tochar( #web, ch );

    do_spell( web, mob, ch );

    }

  }

~
E
bite~
~
E
isbit~
@CThe giant spider attempts to bite $n.

~
E
web~
@b@CThe giant spider begins working its spinnerettes.

~
!
0 0 25 0 0 0 0 3384
0 0 1 4000 899960471 0 30
246323 12288 0 0 4
29
14 13 12 17 15
8 -18 0 0 -8 0 0
500 15 hairy leg~
900 30 plated abdomen~
1000 -5 head~
0 1000 ~
0 1000 ~
0
131072650 26214464
423 7 0 0 35524
F 0 6 0
-1
-1

#435
~
~
iron golem~
~
immense~
digs in the earth.~
iron golems~
~
immense~
dig in the earth.~
The figure before you is 12 feet tall, and must weigh around 5000 pounds.

Its body is fashioned completely of iron shaped into forms of armor.

~
Gramp~
i = random( 1, 10 );

if( i < 6 )

  interpret( mob, "bash" );

else

  attack( mob, victim, 10d10, "crush" );

attack( mob, victim, 6d7+10, "iron fist" );

attack( mob, victim, 6d7+10, "iron fist" );

attack( mob, victim, 6d7+10, "iron fist" );

if( i < 5 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, victim, 7d7+12, "stomp" );

  }

~
!
0 0 30 0 0 0 0 10
0 0 44 4000 898037596 0 32
36917 16785409 12 0 8
40
24 3 6 12 20
75 75 75 -30 100 0 100
400 30 iron chest~
600 30 iron arm~
800 30 iron leg~
1000 30 iron head~
0 1000 ~
0
196611201 39324801
22951 225 0 32057 10675366
N 0 7 0
872 17 1509949465 -1 0
375 17 1509949442 -1 0
873 17 1509949465 -1 0
438 17 1509949450 -1 0
-1
-1

#436
Meram~
~
bank guard~
~
~
stands here, alert for trouble.~
bank guards~
~
~
stand here, alert for trouble.~
The strongest gnome to ever live is standing right here.  His arms are as

thick around as your chest.  Many scars adorn his arms and face, but they

are proof of his ability to fight since he is still alive and whoever or

whatever caused the wounds is now dead.  He has been hired by the

citizens of this town to protect their money, and he looks like he can

protect it pretty damned well.  

~
Galen~
attack_weapon( mob, victim, 10d10+20, "crush" );

if( random( 1,10 ) < 6 )

attack_weapon( mob, victim, 10d10+100, "kick" );

attack_weapon( mob, victim, 10d10+0, "punch" );

attack_weapon( mob, victim, 10d10+0, "punch" );

~
E
flaming_sword~
@b@RFire surges from Meram's fists and

~
!
0 0 9 0 0 0 0 10
0 0 0 4000 893455984 0 0
229795 -1033394037 6 10000 3
90
25 18 18 18 25
50 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930330 26214464
0 1 0 0 0
M 10000 3 0
-1
-1

#437
~
~
twisted naiad~
~
~
is here, dripping with illusory water.~
twisted naiads~
~
~
are here, dripping with illusory water.~
A lovely bluish feminine form, this water spirit has been warped and

twisted.  Patches of pale grey stone dot her entire body.  Illusory water

drips from her perfect figure, and her long blue hair gives the

impression of being a swirl of water.  Her blue-grey eyes glimmer with

insanity and her expression is one of confused terror.

~
Orb~
attack( mob, ch, 10d2+100, "watery fist" );

attack( mob, ch, 10d2+100, "watery fist" );

attack( mob, ch, 10d10+70, "powerful blow" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 10d2+90, "furious punch" );

if( random( 1, 10 ) < 5 )

  attack( mob, ch, 10d10+40, "slapping blow" );

if( random( 1, 10 ) <= 3 ) {

  act_room( #flash, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_shock( mob, rch, 10d2+100, "burst of brilliant energy" );

    }

  }

if( random( 1, 10 ) >= 7 ) {

  i = 10d10+175;

  act_tochar( #rush, ch );

  act_notchar( #rrush, ch );

  dam_message( ch, i, "The twisted naiad's crushing force" );

  inflict( ch, mob, i, "a twisted naiad's bone-crushing force" );

  }

~
E
flash~
@CStreaks of energy flash through the naiad's watery body before 

~
E
rush~
@eThe naiad calls forth a geyser of water and hurls it straight at you!

~
E
rrush~
@eThe naiad calls forth a geyser of water and hurls it straight at $n!

~
!
0 0 67 0 0 0 0 10
0 0 0 4000 893364519 0 30
6787127 8388744 4 0 7
85
25 12 12 30 30
25 50 -25 50 0 25 0
250 30 pale blue arm~
350 30 slender blue leg~
1000 40 lithe body~
0 1000 ~
0 1000 ~
0
471860500 26214464
0 1 0 0 0
F 0 4 0
2872 49 1509949505 -1 0
2429 82 1509962240 -1 0
2155 82 1509960960 -1 0
2864 82 1509949696 -1 0
572 82 1509959680 -1 0
2873 82 1509950208 -1 0
16 82 1509975040 -1 0
16 82 1509971200 -1 0
16 82 1509968640 -1 0
16 82 1509966080 -1 0
-1
-1

#438
~
~
Darkhaven bank guard~
~
powerfully-built~
stands here, watching over the bank.~
Darkhaven bank guards~
pwerfully-built~
powerfully-built~
stand here, watching over the bank.~
Towering before you is a massive green and black skinned troll, covered

in exotic tattoos and scars.  His hands are very large and end with

clawed fingers which are covered in dried blood.  His eyes are

pitch-black and only small white dots act as pupils.  His build is very

muscular and looks as though he can withstand an immense amount of

punishment and also take on an army with ease, making him the perfect

guard for the bank of Darkhaven.

~
Terek~
i = random( 1, 10 );

if( i < 4 )

  interpret( mob, "bash" );

if( i > 8 )

  interpret( mob, "disarm" );

attack( mob, victim, 5d5+10, "punch" );

attack( mob, victim, 5d5+10, "punch" );

attack( mob, victim, 5d4+15, "bite" );

attack( mob, victim, 1d30+20, "slap" );

attack( mob, victim, 4d10+5, "claws" );

if( random( 1, 6 ) < 4 ) {

  act_room( #sum, ch );

  summon( mob, victim );

  }

~
E
sum~
@b@yThe bank guard grunts for reinforcements!

~
!
0 74 9 0 0 0 0 10
0 0 0 4000 893477132 0 31
138642855 2105792 13 96 8
50
22 10 10 22 18
0 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314572800 26214464
31 2 0 2 0
M 96 5 0
103 17 1509949540 5 0
2022 17 1509949540 7 0
2103 17 1509949540 9 0
2042 17 1509949540 10 0
2190 17 1509949441 14 0
2200 17 1509949465 13 0
116 17 1509949475 8 0
-1
-1

#439
~
~
tiger octopus~
~
~
reaches its tentacles toward you.~
tiger octopi~
~
~
reach their tentacles toward you.~
A purple tiger octopus that has grown to monster size.  His coloration is

a deep purple with stripes of black banding the upper surfaces.  Its

eyes are as large as your fist, and slitted maroon and black.  It has

found a good home here, the ocean bringing all it needs to it.

~
Amon~
i = random( 1, 10 );

if( i == 10 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 10 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 9 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 8 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 7 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 6 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 5 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 4 )

  attack( mob, victim, 3d3+3, "tentacle" );

if( i < 3 ) {

  act_tochar( #c_3t, ch );

  act_notchar( #r_3t, ch );

  dam_message( ch, 20, "the crushing squeeze" );

inflict( ch, mob, 20, "the crushing squeeze" );

  end;

  }

if( i > 8 ) {

  act_tochar( #c_beak, ch );

  act_notchar( #r_beak, ch );

  dam_message( ch, 30, "the snapping beak" );

inflict( ch, mob, 30, "tiger octopus" );

  }

~
E
c_3t~
@b@YThe tiger octopus gets three tentacles around you and squeezes!

~
E
r_3t~
@b@Y$n looks to be in great pain as a few tentacles wrap around

$m and squeeze!

~
E
c_beak~
@b@RYou are pulled into the large parot-beak and gored!

~
E
r_beak~
@b@R$n is pulled in and gored by the tiger octopus' central beak!

~
!
0 0 30 0 0 0 0 10
0 0 21 4000 893477141 0 0
102455 16785408 0 0 4
22
22 5 3 12 12
0 0 50 20 -10 0 0
800 17 striped tentacle~
900 9 bulbous body~
950 30 parrot-beak~
1000 0 slitted eye~
0 1000 ~
0
115343360 26214464
6277 168 0 12147 1018347
F 0 7 0
-1
-1

#440
~
~
monk~
~
serene~
is meditating here.~
monks~
~
serene~
are meditating here.~
Peaceful in their stature, these monks just rest here thinking about the

ways of the universe.  Dressed in brown leather and robes, they almost

blend into the mat below them.  

~
Kiian~
attack( mob, victim, 3d4+3, "moderate fist" );

attack( mob, victim, 3d4+3, "moderate fist" );

attack( mob, victim, 3d4+3, "moderate fist" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #quivers, room );

  summon( mob, victim );

  }

~
E
quivers~
@bA meditating monk quivers slightly!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 893477187 0 0
230817 8192 0 0 4
15
16 13 17 14 17
15 -4 3 5 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536645 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hiya hello~
send_to_char( #hi, ch );

~
E
hi~
The monk ignores you and continues to meditate.

~
!
-1

#441
Angnier~
~
large burly dwarf,~
~
~
looks about nervously.~
large burly dwarves~
~
~
look about nervously.~
A large, burly, and of course bearded, dwarf dressed in a thick cloak and

armor stands before you.

~
Gramp~
attack_weapon( mob, victim, 4d3+8, "right fist" );

attack_weapon( mob, victim, 4d3+8, "left fist" );

attack_weapon( mob, victim, 4d3+8, "left fist" );

attack_weapon( mob, victim, 4d3+8, "left fist" );

attack( mob, victim, 6d8+20, "kick" );

if( random( 0, 1 ) == 1 )

  do_spell( harm, mob, victim );

else

  do_spell( heal, mob, mob );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893364688 0 0
98723 6726538 8 240 3
50
20 18 19 18 18
75 50 40 40 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235932802 26214464
0 1 0 0 0
M 240 3 0
619 17 1509949475 5 0
635 17 1509949460 7 0
634 17 1509949460 10 0
2187 17 1509949442 14 0
2062 17 1509949540 11 0
-1
2 -1
krynite weapons~
act_notchar( #room, ch );

act_room( #text, ch );

wait( 2 );

act_room( #text2, ch );

~
E
text2~
@b"You should also note that the weapons are powerful, and will require

you to be experienced to wield them."

~
E
text~
Angnier looks surprized by the question and replies,@b@W

"I can make a number of weapons out of the Krynite ore.  If you find

some, bring it here and I will make you one.  Many of them also require

other ore, stone, or wood to complete.  You will need to bring these also

as I have absolutly no raw materials around here."

~
E
room~
$n asks the dwarf about krynite weapons.


~
!
2 -1
alegra magesmith~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

wait( 3 );

tell( mob, ch, #stat3 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about Alegra the magesmith.

~
E
stat1~
Alegra...now that's a name I haven't heard in ages.  Aye, I know her.  In

fact, she taught me a lot of my craft.

~
E
stat2~
Alegra used to be one of the best magical weapon makers I had ever seen. 

But after some mishap, she soon retired, and I haven't heard anything

about her since.

~
E
stat3~
You might ask the queen of the sprites if she knows anything.  They used

to be very close.

~
!
-1

#442
~
~
warlock guard~
~
~
patrols the area.~
warlock guards~
~
~
patrol the area.~
A large warlock carefully patrols the area, searching for intruders.  His

long black hair flows loose, partially obscuring his features.

~
Gramp~
attack_weapon( mob, victim, 8d4+40, "punch" );

attack_weapon( mob, victim, 8d4+40, "punch" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 4d6+40, "kick" );

if( random( 1, 10 ) > 2 )

  end;

if( random( 1, 2 ) == 1 ) {

  act_room( #earthall, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 1d20+60;

      dam_message( rch, i, "the earthquake" );

      inflict( rch, mob, i, "warlock guard" );

      }

    }

  }

else {

  act_room( #stormall, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 1d20+50;

      dam_message( rch, i, "the windstorm" );

      inflict( rch, mob, i, "warlock guard" );

      }

    }

  }

~
E
earthall~
@b@WThe warlock gestures up at the sky and then down at the ground

@YThe ground suddenly begins to tremble violently,

~
E
stormall~
@b@WThe warlock chants silently

@b@BA swirling funnel of dust and wind rises up, wrecking havoc,

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893364710 0 29
247201 4327680 4 192 8
40
19 20 21 17 18
60 30 30 30 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 192 5 0
413 17 1509949450 5 0
383 17 1509949445 16 0
-1
-1

#443
your mirror image~
~
reflection of you~
~
~
stands here preparing for battle.~
mirror images~
~
~
stand here preparing for battle.~
This is a dummy description.  The real description is found in an acode in 67029.

WAR

~
Fenlyn~
if( random( 1, 6 ) == 4 ) {

  act_tochar( "@eYour mirror image leaps at you trying to destroy your balance.@n", victim );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d12+5, "slash" );

attack( mob, victim, 10d12+5, "slash" );

attack( mob, victim, 10d12+5, "slash" );

attack( mob, victim, 10d12+5, "slash" );

attack( mob, victim, 10d12+5, "slash" );

if( random( 1, 10 ) == 10 ) {

  i = 20d8+10;

  act_tochar( "Your mirror image hits you with a POWER STRIKE!", ch );

  act_notchar( "Your mirror image hits $n with a POWER STRIKE!", ch );

  dam_message( victim, i, "Your mirror image's slash" );

  inflict( victim, mob, i, "your mirror image" );

  }

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893617909 0 0
8618295 0 0 296 8
75
19 10 11 20 20
35 15 20 15 32 0 15
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
196612810 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2432 16 1509949540 16 0
2006 17 1509949470 5 0
2044 17 1509949470 10 0
2024 17 1509949470 7 0
747 17 1509949470 8 0
-1
-1

#444
your mirror image~
~
reflection of you~
~
~
stands here preparing for battle.~
mirror images~
~
~
stand here preparing for battle.~
This is a dummy description.  The real description is found in an acode in 67029.

WAR

~
Fenlyn~
if( random( 1, 6 ) == 4 ) {

  act_tochar( "@eYour mirror image leaps at you trying to destroy your balance.@n", victim );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d10+10, "slash" );

attack( mob, victim, 10d10+10, "slash" );

attack( mob, victim, 10d10+10, "slash" );

attack( mob, victim, 10d10+10, "slash" );

attack( mob, victim, 10d10+10, "slash" );

if( random( 1, 10 ) == 10 ) {

  i = 20d8;

  act_tochar( "Your mirror image hits you with a POWER STRIKE!", ch );

  act_notchar( "Your mirror image hits $n with a POWER STRIKE!", ch );

  dam_message( victim, i, "Your mirror image's slash" );

  inflict( victim, mob, i, "your mirror image" );

  }

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893617923 0 0
8618295 0 0 296 8
70
19 10 11 20 20
35 15 20 15 32 0 15
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
183505290 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2432 16 1509949540 16 0
2006 17 1509949470 5 0
2044 17 1509949470 10 0
2024 17 1509949470 7 0
747 17 1509949470 8 0
-1
-1

#445
~
~
shadow fiend~
~
~
fades in and out of existence.~
shadow fiends~
~
~
fade in and out of existence.~
The shadow fiend before you appears to fade in and out of existence,

blending into the shade of its surroundings.  You can make out no

details, only outlines from the black, ghostlike form.  Although it is a

solid form, you can definitely make out the outline of the area through

its body.

~
Void~
attack_weapon( mob, victim, 10d5+20, "lunging slash" );

attack_weapon( mob, victim, 2d10+25, "manic flail" );

attack_room( mob, 5d5+10, "deranged pierce" );

if( random( 0, 6 ) == 2 ) {

  send_to_char( #c_strike, victim );

  act_notchar( #o_strike, victim );

  attack( mob, victim, 5d15+50, "spinning back-fist" );

  };

if( random( 0, 6 ) == 2 ) {

  send_to_char( #c_kick, victim );

  act_notchar( #o_kick, victim );

  attack( mob, victim, 2d10+25, "lashing kick" );

  };

else {

  attack_weapon( mob, victim, 2d20+100, "accurate stab" );

  };

if( random( 0, 6 ) == 1 )

  attack_room( mob, 4d5+60, "wild swinging punch" );

if( room != find_room( 52550 )) {

  if( random( 0, 3 ) <= 2 ) {

    send_to_room( #blink, room );

    interpret(  mob, "cast heal" );

    if( random( 0, 4 ) == 1 ) {

      interpret( mob, "yell You should leave before its too late !!" );

      };

    wait(1);

    if( random( 0, 4 ) == 1 ) {

      interpret( mob, "yell Flee before the master retaliates !!" );

      };

    }

  }

else {

if( random( 0, 3 ) == 1 ) {

  send_to_room( #aid, room );

do_spell( cure critical );

}

}

~
E
blink~
Shrieking wildly the shadow fiend spins around, warping into the

flickering shadows.

~
E
aid~
Pleading to its master, the fiend is engulfed in energy.  A pulse of

crackling light targets the shadow master, healing its wounds.

~
E
blink~
Shrieking wildly the shadow fiend spins around, warping into the

flickering shadows.

~
E
aid~
Pleading to its master, the $n is engulfed in energy.  A pulse of

crackling light targets the shadow master, healing its wounds.

~
E
c_strike~
The Shadow fiend spins into a distorting whirl. Striking you with the back of his fist.

~
E
o_strike~
The shadow fiend spins around, striking $n with the back of hs fist

~
E
c_kick~
Shifting its shape, the Shadow fiend snaps out a flurry of kicks.

~
E
o_kick~
Swinging a flurry of kicks, the shadow fiend catches $n.

~
!
0 12 20 0 0 0 0 10
0 0 0 250 893460090 0 0
536907289 4223368 67112964 0 2
70
13 13 14 21 18
75 45 45 65 95 50 95
400 17 distorting body~
300 0 form~
0 1000 ~
0 1000 ~
0 1000 ~
65536
131072665 26214548
0 1 0 0 0
M 0 3 0
1105 17 1509949540 16 0
-1
0 -1
~
if( is_player( ch ) ) {

  send_to_room( #m_leap, room );

  act_notchar( #o_leap, ch );

  send_to_char( #c_leap, ch );

  attack( mob, ch, 20d10+50, "whirling slash" );

  if( random( 0, 2 ) == 1 ) {

    interpret( mob, "flee" );

    do_spell( heal );

    wait(1);

    interpret( mob, "yell You should not be here !" );

    }

  if( random( 0, 2 ) == 1 ) {

    interpret( mob, "flee" );

    do_spell( heal );

    }

  }

~
E
m_leap~
Whirling from the shadows, the fiend leaps and attacks !

~
E
o_leap~
A lashing stab strikes $n as the shadow fiend attacks !

~
E
c_leap~
The shadow fiend lashes its dagger out to you !

~
!
-1

#446
Grunnod~
~
dwarf slave~
~
~
sits in a corner of the cell.~
dwarven slaves~
~
~
sit in the corner of the cell.~
The scars of many whip lashes adorn the naked back of this dwarf.  He is

thin and pale from the years spent in service to the warlocks, and cowers

before you like a frightened child.  

~
Gramp~
attack_weapon( mob, victim, 3d4, "punch" );

attack_weapon( mob, victim, 3d4, "punch" );

attack( mob, victim, 6d6+10, "kick" );

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 893460158 0 0
229859 0 0 0 3
20
18 12 12 15 19
20 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644801 26214464
0 1 0 0 0
M 0 3 0
362 17 1509949540 3 0
-1
0 -1
~
wait( 1 );

if( !char_in_room( ch, room ) )

  end;

if( done_quest( ch, 7 ) )

  act_tochar( #leaving, ch );

else

  act_tochar( #help, ch );

~
E
leaving~
Pleased to see that its you Grunnod says,@b@W

"Thanks again for comming to my rescue, I'm just on my way out."

~
E
help~
With a frightned grimmace on his face the dwarf turns to you and says,@b@W

"Have you come here to hurt me or help me?"

~
!
8 -1
help~
if( !done_quest( ch, 7 ) ) {

  act_notchar( #room, ch );

  act_room( #thank, ch );

  update_quest( ch, 7 );

  }

~
E
thank~
Relieved, the dwarf begins to tell his tale,@b@W

"I was captured when the warlocks came and took over our mine.  I've

spent the last 10 years in slavery to them.  They work us day and night,

preparing the Krynite ore for their evil purpose.  I was put here in this

cell for trying to remove my collar.  


They are using the magic metal for the creation of a horrible golem,

which when finished, will be unleashed upon the earth.  Given the strange

properties of Krynite, it is unclear what horrible things the golem will

be able to do to us all, but one thing is clear.  The warlocks must be

prevented from completing it, or the world as we know it will surely be

destroyed." 

~
E
room~
$n assures the dwarf $e means him no harm.

~
!
8 -1
hurt harm~
if( !done_quest( ch, 7 ) ) {

  act_tochar( #attack, ch );

  act_notchar( #attacking, ch );

  attack( mob, ch, 6d6+10, "kick" );

  }

~
E
attacking~
Seeing $n to be a threat, the dwarf turns on $s to attack

~
E
attack~
Seeing you to be a threat, the dwarf turns on you to attack

~
!
2 -1
collar~
act_notchar( #room, ch );

send_to_room( #collar, room );

~
E
collar~
Pointing to the collar about his neck Grunnod says,@b@W

"Having one of these collars is the only way to get past the arch and

into the warlock's camp.  If you try to pass the arch without one, you

will be severely injured and unable to pass through.  I would gladly give

you mine, but it cannot be removed, once worn." 


@nFor a brief moment Grunnod pauses and a sad look comes over him,@b@W

"My friend Thorda died in the cell across from me, and her corpse has not

yet been removed.  You should grab her collar before you leave." 

~
E
room~
$n asks the dwarf about his collar.

~
!
2 -1
golems stopped prevented warlocks~
if( done_quest( ch, 8 ) ) {

  act_tochar( #gratz, ch );

  end;

  }

if( doing_quest( ch, 8 ) ) {

  act_tochar( #confident, ch );

  end;

  }

act_notchar( #room, ch );

send_to_room( #stop, room );

assign_quest( ch, 8 );

~
E
gratz~
Grunnod beams a smile of relieve in your direction,@b@W

"You have saved the world from a great evil.  We are all in your debt."

~
E
confident~
Grunnod looks at you and says,@b@W

"I am certain you will find the chief and destroy him."

~
E
stop~
Grunnod turns to you and says,@b@W

"You must prevent them from building the Krynite golem.  The only way you

can do that is to kill the chief warlock.  He keeps himself locked away,

not far from the assembly area.  I have only seen him once myself when I

was ordered to bring him food.  A friend of my says he has heard of a

spare key to his office hidden somewhere in their complex.  


Being a strong adventurer like yourself, I have every confidence in your

abilities to find and destroy this fiend."

~
E
room~
$n asks the dwarf about stopping the warlocks from creating the golem,


Grunnod turns to $m and says something you are unable to hear,


~
!
-1

#447
~
~
man-o-war~
~
~
floats lazily in the water.~
man-o-wars~
~
~
float lazily in the water.~
~
Talis~
attack( ch, mob, 3d6, "stinging tentacles" );

attack( ch, mob, 3d6, "stinging tentacles" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #wrap, ch );

  act_notchar( #rwrap, ch );

  attack( ch, mob, 5d4, "grappling tentacles" );

  end;

  }

~
E
wrap~
@RThe man-o-war manages to wrap its tentacles fully arround you@n  The

burning sensation begins almost immediately@n

~
E
rwrap~
@R$n is caught fully in the man-o-war's tentacles.@n

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 893364829 0 0
4145 25231360 0 0 4
8
15 5 5 15 18
15 0 5 5 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#448
~
~
dwarven slave~
~
~
is hard at work.~
dwarven slaves~
~
~
are hard at work.~
Thin and pale from years of torture and starvation, he barely notices you

staring at him.

~
Gramp~
attack_weapon( mob, victim, 3d4+0, "punch" );

attack_weapon( mob, victim, 3d4+0, "punch" );

attack( mob, victim, 6d6+10, "kick" );

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 893477362 0 0
247267 0 0 0 3
20
18 12 12 15 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644801 26214464
0 1 0 0 0
M 0 3 0
362 17 1509949540 3 0
-1
-1

#449
~
~
avatar of Sst'rasa~
~
~
is here.~
avatars of Sst'rasa~
~
~
are here.~
One look at this man makes you wish you had not taken the statue.  He

is obviously a minion of the gods, meaning that you have offended 

someone very powerful and he is here to correct your mistake.

~
Ssstra~
attack( mob, victim, 10d4+10, "claw" );

attack( mob, victim, 10d4+10, "claw" );

send_to_room( #return, room );

if( random( 1, 6) < 2) {

  act_room( #light, victim );

  i = 10d50+100;

  dam_message( victim, i, "Lightning from the heavens");

  inflict( ch, mob, i, "lightning" );

  }

~
E
return~
The Avatar bellows '@yGive me that statue!@n'

~
E
light~
@bThe avatar raises his hands and cries out to the heavens.@n

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893364872 0 0
33203 37912963 12 0 4
70
25 12 12 25 25
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367001600 26214464
902 14 0 3486 329536
M 0 7 0
-1
6 390
~
mob = mob_in_room( 449, room );

interpret( mob, "emote carefully replaces the statue" );

obj = oload(390 );

obj_to_room( obj, find_room(30776 ) );

send_to_char( #shove, ch );

act_notchar( #leave, ch, obj, mob );

transfer( ch, find_room( 30775 ) ) ;

act_notchar( #arrive, ch, obj, mob );

~
E
leave~
$N pushes $n so hard he falls and rolls away.

~
E
arrive~
$n comes rolling in.

~
E
shove~
The avatar shoves you away from the altar.

~
!
-1

#450
~
~
Ulannu jay~
~
bright blue~
flies about, soaring and gliding.~
Ulannu jays~
~
bright blue~
fly about, soaring and gliding.~
The small blue bird is not one of the ordinary blue jays.  He not only

has sharp claws and a vicious beak but the look in his eyes shows true

intelligence.  

~
Athyle~
attack( mob, victim, 2d4+1, "peck" );

attack( mob, victim, 2d5+1, "claw" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 739 4000 899960048 0 30
199465 0 4096 0 4
5
7 8 9 17 6
0 0 0 0 0 0 0
100 1 tough skull~
1000 3 tough feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
18712 4350 0 43496 337401
M 0 1 0
586 17 1509949450 -1 0
-1
-1

#451
~
~
ghast~
~
~
crouches here, exuding a horrid stench.~
ghasts~
~
~
crouch here, exuding a horrid stench.~
This creature's skin is jaundiced and dirty.  Its feral appearance is

heightened by sharp, claw-like nails and pointed teeth, and a raw,

overpowering stench of death, the like of which you have never

experienced, rises up from this creature like a wave.

~
Marek~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 2d10+10, "horrid bite" );

attack( mob, victim, 3d4+5, "raking claw" );

attack( mob, victim, 3d4+5, "raking claw" );

if( i == 9 ) {

  send_to_room( #gag, room );

  loop( all_in_room ) {

    drain_stat( rch, con, i, -1);

    }

  }

if( i < 7 )

  attack( mob, victim, 2d10+10, "horrid bite" );

if( i < 5 )

  attack_weapon( mob, victim, 2d4+8, "raking claw" );

~
E
gag~
@YThe stench of the ghast overwhelms you!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 893364964 0 29
165045 8448 12 48 4
25
18 5 5 12 15
25 0 50 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 13108801
0 1 0 0 0
N 48 5 0
-1
-1

#452
~
~
lizardman hunter~
~
~
is here, making you feel uneasy.~
lizardman hunters~
~
~
are here, making you feel uneasy.~
The hunter stands here, keeping alert for dangers from the swamps.  Since

only experienced hunters are given this duty, he is quite capable of handling

most disturbances.  

~
Ssstra~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 4d6+1, "claw");

  }

if( random( 1, 4 ) < 2 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

if( random( 1, 6 ) < 2) 

  interpret( mob, "bash" );

attack( mob, victim, 33d2, "flailing tail" );

attack( mob, victim, 5d5, "tail swipe" );

~
E
summon~
The sounds of the battle echo off, sure to bring help.

~
E
extra~
The hunter jabs his spear in with deadly speed.

~
E
distance~
In the distance you can hear the sounds of battle.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893364993 0 0
251809 1090527360 4 16 4
50
19 9 14 11 19
50 35 25 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
1292 15 0 121 0
M 16 4 0
562 17 1509949450 14 0
527 17 1509949447 11 0
542 17 1509949445 -1 0
-1
8 0
hi hello~
wait( 1 );

if( room == find_room( 30761 ) )

  tell( mob, ch, #hi1 );

else

  tell( mob, ch, #hi2 );

~
E
hi2~
@GHello, I'm very busy right now and have no time to talk.@n 

~
E
hi1~
@GThe master hunter is in charge of meetings with the warleader.@n 

~
!
-1

#453
your mirror image~
~
reflection of you~
~
~
stands here preparing for battle.~
mirror images~
~
~
stand here preparing for battle.~
This is a dummy description.  The real description is found in an acode in 67029.

WAR

~
Fenlyn~
if( random( 1, 6 ) == 4 ) {

  act_tochar( "@eYour mirror image leaps at you trying to destroy your balance.@n", victim );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d9+10, "slash" );

attack( mob, victim, 10d9+10, "slash" );

attack( mob, victim, 10d9+10, "slash" );

attack( mob, victim, 10d9+10, "slash" );

if( random( 1, 10 ) == 10 ) {

  i = 20d7;

  act_tochar( "Your mirror image hits you with a POWER STRIKE!", ch );

  act_notchar( "Your mirror image hits $n with a POWER STRIKE!", ch );

  dam_message( victim, i, "Your mirror image's slash" );

  inflict( victim, mob, i, "your mirror image" );

  }

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893617930 0 0
8618295 0 0 296 8
60
19 10 11 20 20
35 15 20 15 32 0 15
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
157290250 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2432 16 1509949540 16 0
2006 17 1509949470 5 0
2044 17 1509949470 10 0
2024 17 1509949470 7 0
747 17 1509949470 8 0
-1
-1

#454
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
of your mirror image~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

THI

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_tochar( #assass, victim );

  i = 10d6+20;

  dam_message( victim, i, "Your mirror image's pierce" );

  inflict( victim, mob, i, "your mirror image" );

  }

if( attack( mob, victim, 10d6+5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+10, "pierce" );

  }

if( attack( mob, victim, 10d6+5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+10, "pierce" );

  }

if( attack( mob, victim, 10d6+5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+10, "pierce" );

  }

if( attack( mob, victim, 10d6+5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+10, "pierce" );

  }

if( random( 1, 5 ) == 2 ) {

  if( random( 1, 2 ) == 1 ) {

    act_tochar( #gouge, victim, obj, mob );

    do_spell( blind, mob, victim );

    }

  else

    act_tochar( #fail, victim, obj, mob );

  }

~
E
assass~
@eYour mirror image ASSASSINATES you!!@n

~
E
gouge~
@RBlood pours from your eyes as $N gouges them!@n

~
E
fail~
@GTrying to gouge your eyes, $N fails miserably.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893617781 0 0
8618295 4096 0 296 8
75
15 11 12 19 17
20 5 10 10 32 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
144184010 26214464
0 1 0 0 0
N 296 4 0
2867 17 1509949445 16 0
1413 16 1509949465 16 0
363 16 1509949540 16 0
1760 17 1509949470 5 0
2024 17 1509949470 7 0
1795 17 1509949470 10 0
2228 17 1509949470 8 0
-1
-1

#455
~
~
miniature gargoyle~
~
~
considers you from a short distance.~
miniature gargoyles~
~
~
consider you from a short distance.~
A small, stony-grey skinned humanoid scampers across the ground in front

of you.  Its stone claws and teeth would make formidable weapons, yet its

yellow eyes contain an unsual intelligence and curiousity.  It is clear

that this creature bears you no ill will.

~
Kiian~
attack( mob, victim, 3d6, "claw" );

attack( mob, victim, 3d6, "claw" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 6d6, "bite" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893365195 0 0
232227 131329 12 0 3
25
18 14 14 14 16
0 0 0 0 0 0 0
300 10 arm~
200 7 head~
300 10 leg~
700 7 wing~
1000 15 body~
0
65536793 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#456
K'salsk~
~
weaponcrafter~
~
~
sits on a stool, carving a spear.~
weaponcrafters~
~
~
sit in a circle, carving a pile of wood into spears.~
K'salsk is small for a lizardman, but strong.  He is built like a ball,

short and wide.  

~
Ssstra~
attack( mob, victim, 3d10+5, "sharp claw" );

attack( mob, victim, 3d10+5, "sharp claw" );

attack( mob, victim, 3d10+5, "sharp claw" );

if( random( 0, 3 ) < 2 ) {

  attack( mob, victim, 3d10+5, "sharp claw" );

  attack( mob, victim, 1d30+0, "kick" );

  }

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 4d3+2, "flailing tail" );

if( random( 1, 3) < 2 )

  attack( mob, victim, 3d10+5, "tail swipe");

if( random( 1, 10 ) < 2 )

  summon( mob, victim );

if( random( 1, 4) < 2 )

  interpret( mob, "bash");

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893461365 0 0
230823 1073750016 0 288 4
45
19 13 14 18 21
0 0 0 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 288 4 0
-1
5 -1
~
if( room == find_room( 30751 ) ) {

  wait( 1 );

  interpret( mob, "get corpse" );

  interpret( mob, "south" );

  interpret( mob, "drop corpse" );

  interpret( mob, "get spear corpse" );

  }

~
!
-1

#457
~
~
human guard~
~
~
eyes you suspiciously.~
human guards~
~
~
eye you suspiciously.~
This warrior has seen better days.  Weary from recent battles, he strains

to maintain a dignified stance.  However, due to recent battles, he looks

at you with a certain battle lust in his eyes.

~
Kiian~
attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "kick" );

i = random( 1, 8 );

if( i < 3 )

  interpret( mob, "bash" );

if( i == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 5d6+4, "pummeling" );

if( random( 1, 10 ) < 5 ) {

  act_room( #help, ch );

  if( !is_silenced( mob ) ) {

    interpret( mob, "open door" );

    summon( mob, victim );

    }

  else

    send_to_room( #nohelp, room );

  }

~
E
help~
@b@RA guard calls for help!

~
E
nohelp~
A human guard tries to call for help, but no sound can be heard!

~
!
0 14 0 0 0 0 0 10
0 0 0 4000 893365290 0 0
230177 0 0 16 4
14
15 14 11 15 17
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
39975 4126 0 7004 0
M 16 4 0
2125 17 1509949460 8 0
615 17 1677721610 7 0
607 17 1677721605 5 0
611 17 1677721610 10 0
973 17 1677721700 16 0
2061 17 1509949540 11 0
-1
-1

#458
~
~
Llewyrr tavern keeper~
~
young female~
stands behind the counter~
Llewyrr tavern keepers~
~
young female~
~
This young female is one of the very few you have seen tending to a store

or shop.  Her long golden hair dances an inch above the floor, never once

touching it as she walks and takes care of her business.  Pretty as she

is, she is definitely not one to trifle with.  

~
Athyle~
attack_weapon( mob, victim, 5d10+10, "swift kick" );

  attack_weapon( mob, victim, 5d10+5, "smooth punch" );

  attack_weapon( mob, victim, 5d10+1, "spin kick" );

  attack_weapon( mob, victim, 3d9, "graceful punch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, ch );

  summon( ch, victim );

  }

~
E
all~
@YThe elven barkeep raises her voice and calls for help!@n

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893477745 0 0
230819 270336 0 48 3
50
10 14 14 12 12
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930378 26214464
0 1 0 0 0
F 48 4 0
-1
0 -1
~
wait( 1 );

if( char_in_room( ch, room ) )

  act_tochar( #char, ch );

~
E
char~
As you enter the llewyrr barkeep beams a smile at you.

~
!
8 -1
hello hi~
wait( 1 );

act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #hello );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
There 'ere tavern is what some may call a node, a spot of eternal

happiness, and cheerful @bgossip@n.

~
E
hello~
Hello $n, and welcome to The Glade!

~
E
ch~
Hearing you, $N heads in your direction.

~
!
2 -1
5 rumors gossip~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

wait( 1 );

tell( mob, ch, #2 );

~
E
2~
There was also a group of hearty warriors and mages who came through

here, not more than a moon ago, telling tales of @bgiants@n and a great

@bdragon@n.

~
E
1~
Well, since you asked, there was a woman in here telling of a strange

insect, she called them @bwoodworms@n I think, that have killed one of

our beloved shuvana trees.

~
E
ch~
You ask the llewyrr barkeep about the local gossip.

~
!
2 -1
8 woodworms~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
I didn't hear much on the subject, but what I do know is, the tree they

have killed is north-east from here.

~
E
ch~
You ask the llewyrr barkeep about the rumors of woodworms.

~
!
2 -1
5 giants dragon~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
Well, the way I hear it, several giants have taken up residence on what

we llewyrr call @bHark's Finger@n.  I also heard rumors of there being a

dragon living in one of the many caves up there.  If I were you, I'd stay

as far away as possible.

~
E
ch~
You ask the llewyrr tavern keeper about the rumors of giants and dragons.

~
!
2 -1
4 Hark's Finger~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
Hark's Finger is an odd rock formation, taller than even the great

Shuvana trees that surround it.  It is rumored that there was once an

elven lookout tower built up there, though few know if this is true or

not.  And from what I've heard, this is not a place for anyone under

level 30.

~
E
ch~
You ask the llewyrr barkeep about Hark's Finger.

~
!
2 -1
tasloi goblinoids~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
A few seperate patrons have come in speaking of strange goblinoid

creatures attacking out of the lesser woods south and east of here.  One

historian claims they are a variant strain of goblinoid creatures called

tasloi and we should be wary, as they are very bloodthirsty.  Worst of

all, they don't fight honorably.  They'll prefer to hide in the shadows

and attack you quickly from behind then run away, setting traps

everywhere.  If it is the tasloi, I hope our fine warriors do something

before they lie in wait behind every bush in the Vaasa ambushing innocent

travellers.

~
E
ch~
You ask the barkeep about the goblinoid creatures.

~
!
2 -1
mithril ring~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #ring, ch );

~
E
asking~
You ask her if she knows where you could find any mithril rings.

~
E
ring~
Ah yes.  Poor Neberyl came in here to drown his sorrows only yesterday. 

It seems he was out trapping fades for their prized pelts when he was

jumped by a band of tasloi.  In his flight he lost his pelts as well as a

pouch containing at least one mithril ring.

~
!
2 -1
troglodytes trogs~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #trogs, ch );

~
E
asking~
You ask about the troglodytes.

~
E
trogs~
I'm afraid I don't know much about them.  I hear they are some sort of

strange beasts that come from within the deep, dank caves beneath the

ground.  If you ask me, they sound a lot like Vyans, only different.

~
!
2 -1
High Druid~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #Tiercen, ch );

~
E
asking~
You ask the barkeep about the High Druid.

~
E
Tiercen~
High Druid?  Oh, you mean old Tiercen.  Have you met him?  He is a rather

impressive old elf.  I've heard tell that he has something to do with the

Shuvanaguard even.  If you're looking for him, you'll have to search the

trails carefully.  If he wants you to find him, you will.

~
!
2 -1
shuvanaguard~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #guard, ch );

~
E
asking~
You ask her about the Shuvanaguard.

~
E
Guard~
The Shuvanaguard are the guardians and protectors of the Vaasa.  I

suppose they protect more than the Vaasa, but I've never gone outside the

Vaasa myself to check.  They protect the weak and needy and insure that

we are all safe from any that would bring harm to us.  Everyone in the

village accords them great respect.

~
!
2 -1
Tiercen~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

~
E
asking~
You ask the barkeep about the High Druid, Tiercen.

~
E
tiercen~
Ah, Tiercen.  I've known of himall my life, but I've only seen him twice,

and both those were occasions of great importance where he came to visit

the town.  If you're looking for him, you'll have to search the trails

carefully.  If he wants you to find him, you will.  I've heard it said

that not all who seek him ever find him, though he will make a way known

to one who's heart is true and is willing to show their dedication by

searching the woodland trails thoroughly for him.

~
!
2 -1
sword weapon "elven longsword" 4 longsword~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #normal, ch );

wait( 3 );

act_tochar( #or, ch );

wait( 1 );

act_tochar( #tiercen, ch );

~
E
asking~
You ask the barkeep about fine weapons.

~
E
normal~
So you seek a good weapon?  If I were you I'd ask Saurd in town.  He

makes some of the finest weapons in all the Vaasa.  Even impressed some

dwarves enough to get them to hoist some large stones up here to make his

forge safe from burning the trees.

~
E
or~
Or perhaps you seek something finer?

~
E
tiercen~
If its a fine elven longsword you seek, then you should seek out the High

Druid.  He's the only one I know of who can craft the fine blades.

~
!
2 -1
vaasa forest woods~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #vaasa, ch );

~
E
asking~
You ask the barkeep about the Vaasa.

~
E
vaasa~
She looks about at the branches and leaves surrounding The Glade as if

she could see the whole of the Vaasa in this one spot and answers " The

Vaasa is the ancient forest that cocoons and protects us this very moment. 

It is a place of verdant greenery and vast stretches of abundant growth

that shelters all who live here.  It is all the goodness of nature,

wholesome and true." 

~
!
-1

#459
~
~
warped bush~
~
~
grows in the middle of the path.~
warped bushes~
~
~
grow in the middle of the path.~
This bush looks like normal forest foliage until you examine it closely. 

Then you notice that on a few of its branches, it has tight circles of

thorns around a small hole.  Also, the soil around its base seems to be

recently disturbed.  

~
Aurelian~
attack( mob, victim, 3d4+0, "shooting thorns" );

attack( mob, victim, 3d4+0, "shooting thorns" );

if( random( 1, 10 ) < 4 ) {

  send_to_char( #char, ch );

  i = 4d7+2;

  dam_message( ch, i, "the thorny mouth" );

  inflict( ch, mob, i, "the plant's bite" );

  act_notchar( #room, ch );

  }

~
E
char~
The bush ruffles it leaves, then rushes to bite you with its thorny mouth.

~
E
room~
The warped bush rushes over to bite $n.

~
!
0 0 31 0 0 0 0 10
0 0 19 4000 893461507 0 0
4259875 0 8 0 4
15
15 5 6 10 17
0 0 0 0 50 0 0
750 7 body~
950 6 branches~
1000 8 roots~
0 1000 ~
0 1000 ~
0
52429450 26214464
2158 135 0 3566 137036
N 0 5 0
-1
-1

#460
~
~
weary elf~
~
~
is resting here against the fountain.~
weary elves~
~
~
are resting here against the fountain.~
The elf looks to have fought many a battle.  He has several nasty scars

long healed over.  Though obviously tired, he appears friendly.  He looks

as if he would like to talk, maybe you should tell the elf hi.

~
Nightshade~
attack_weapon( mob, victim, 1d7+0, "punch" );

attack_weapon( mob, victim, 1d7+0, "punch" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d5, "kick" );

if( random( 0, 2 ) == 0 ) {

  summon( mob, victim ); 

  act_notchar( #help, mob );

  }

~
E
help~
@b$n yells for help!

~
!
1 0 1 0 0 996 3001 10
0 0 0 4000 895772934 0 27
4444579 8192 0 32 3
65
17 15 16 16 13
5 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 26214464
0 1 0 0 0
M 32 4 0
2101 17 1509949465 9 0
2041 17 1509949465 10 0
2021 17 1509949465 7 0
2060 17 1509949540 11 0
968 17 1677721650 16 0
3001 16 1509949490 16 0
2001 17 1509949515 5 0
2002 16 1509949465 5 0
-1
0 -1
~
if( !is_player( Ch ) )

  end;

if( cflag( 0, ch ) )

  end;

wait( 0 );

set_cflag( 0, ch );

act_tochar( #intro, ch );

wait( 2 );

tell( mob, ch, #ch );

wait( 2 );

tell( mob, ch, #advice );

wait( 2 );

tell( mob, ch, #advice2 );

~
E
advice2~
There are quite a few help files which you might want to read, and a few

have been written for new players such as yourself.  You might consider

starting with @bhelp newbie@n.  Otherwise, game and wildlife exist out

each of the gates, although you might consider visiting the armoury or

weaponsmith first.  Good luck, my friend!

~
E
advice~
I have explored this area for several years now - I might be able to give

you some useful @badvice@n.  If interested ask me for it by typing 'ask

elf advice'.

~
E
ch~
Hello $n - Welcome to Forest's Edge.

~
E
intro~
An elf warrior looks up from where he is resting.

~
!
6 496
~
junk_obj( obj );

  if( doing_quest( ch, 10 ) ) {

  update_quest( ch, 10 );

  send_to_char( #thanks, ch );

  end;

  }

if( done_quest( ch, 10 ) )

  send_to_char( #have_one, ch );

else

  send_to_char( #looking, ch );

~
E
looking~
The weary elf raises his head and says, "Thank you ever so much for this

healing lotion.  I did not realize how evident my pains and wounds were

to travellers.  

~
E
have_one~
The elf peers deep into your eyes as he states, "Thank you, but you have

done enough for me.  Please, go forth and adventure throughout the

lands.  

~
E
thanks~
The weary elf raises his head and says, "Thank you kindly for this

potion.  I offer you my sincerest gratitude and thanks for the troubles

you might have gone through in order to retrieve this.  

~
!
2 -1
armor~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #armor );

wait( 3 );

tell( mob, ch, #armor2 );

~
E
armor2~
When you buy the armor you should put it on by wearing it.  Be careful

you do not try to put too much on at once.  You could @bwear@n a @bbracer@n,

but not both bracers on the same arm.  If you are truly in a hurry I

suggest you just @bwear all@n of it at once.

~
E
look~
$N looks at you.

~
E
ch~
You ask the elf warrior about armor.

~
E
armor~
You should probably consider purchasing some armor from Alslaad.  You

should be able to find him two buildings west of here on the north side

of the road, just across the street from the weaponsmith.

~
!
2 -1
weapons spells~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

if( class( ch ) == mage )

  tell( mob, ch, #mage );

else if( class( ch ) == cleric ) 

  tell( mob, ch, #cleric );

else if( class( ch ) == paladin )

  tell( mob, ch, #paladin );

else if( class( ch ) == ranger )

  tell( mob, ch, #ranger );

else if( class( ch ) == monk )

  tell( mob, ch, #monk );

else

  tell( mob, ch, #other );

~
E
monk~
I see you have chosen the inner path.  The way of the monk is not the way

of blades or spells.  It is the path of inner wisdom, enlightenment, and

perpetual balance.  If you are to succeed on your inner quest I would

advise you to visit the Swordsman above the Fighting Ferret.  While he

weilds a blade of steel, he has learned much and knows some things that

will begin you on your path.  He would be glad to train you if you go and

'@bpractice@n' with him.  Should you get lost, the Fighting Ferret is marked

on the town map, see for yourself by typing 'help Chiiron'.

~
E
ranger~
Ah, noble friend of the woods.  Scout, forager, guide.  All this you are

and more, friend ranger.  You will face many trails alone in your travels.

I would advise you begin your training while here in town.  You can learn

much from the local mage Prenslie, the priestess, and the weapon trainer. 

All of them would be glad to train you if you will just go and '@bpractice@n'

with them.  Their shops are marked on the town map under 'help Chiiron'.

When you visit the weapon trainer, I would also advice buying a weapon

from him to defend youself in the wilds.

~
E
paladin~
Ah, I see you have chosen to follow the path of the holy warrior.  As a

paladin you will be tried by both the forces of good and evil.  If you

are to succeed in your holy vows you would do best to seek training from

the priestess south of here and the weapon trainer two west and one south

of here.  Both would be eager to train you if you should just '@bpractice@n'

with them.  You would be well advised to buy a weapon from the weapon

trainer while you are there.  His shop resides two west and one south of

here.  Should you get lost, a map is available under 'help Chiiron'.

~
E
look~
$N looks at you.

~
E
ch~
You ask the elf warrior about weapons and spells.

~
E
other~
I see you know nothing of the magical or clerical arts, so you should

find the weapon trainer.  He is two west of here and south.  I would

advise practicing sword and buying a weapon from him.  I would also

explore the rest of town - there is a map under 'help Chiiron'.

~
E
cleric~
I see you are a cleric.  A wise choice.  If you want to learn spells, go

south of here and see the priestess.  She can teach you if you go to here

and '@bpractice@n'.  Before you leave town, you should find the weaponsmith

and purchase a mace or staff.  In order to view a map of the city, type

'help Chiiron'.

~
E
mage~
I see you are a mage.  The first thing you should know is that Prenslie,

the magic shop owner, teaches spells.  He is often north and east of

here, minding his shop.  Before you leave town, you should find the

weaponsmith and purchase a staff or dagger.  Without it, you will have

little chance.  Type 'abil spell' to find out what spells you have.  If

you want Prenslie to train you, the command to know is '@bpractice@n.'

In order to view a map of the city, type 'help Chiiron'.

~
!
2 -1
8 adventuring~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

act_tochar( #all, ch );

~
E
ch~
You ask $N about adventuring.

~
E
all~
When ready to adventure, you should leave town by the north or east gate. 

Do so by pulling on the lever.  To the north are frogs and trout, to the

east is a larger area with rabbits, goats and foxes.  If the gate is

closed when you return, @bknock@n on it and the guards should let you

back in.  If they are closed and you need out of the city, simply @bpull

lever@n to open the gate.  If you kill a rabbit, you want to @bskin@n it. 

If you are able to skin it successfully, bring the skin back to town and

sell it to Peter for gold.  His shop is marked on the map, see for

yourself, just type 'help Chiiron'.  I wish you luck on your journeys.

~
!
2 -1
advice help~
act_tochar( #ch, ch, obj, mob );

act_notchar( #rch, ch, obj, mob );

wait( 2 );

tell( mob, ch, #advice1 );

wait( 3 );

tell( mob, ch, #introduce );

wait( 7 );

tell( mob, ch, #taverns );

wait( 3 );

tell( mob, ch, #advice2 );

~
E
rch~
$n asks the elf warrior about @badvice@n.

~
E
taverns~
Bartenders are notorious for the amount of information they store. 

Whenever you want to find something out about the local area, try talking

to a bartender (@btell <name/bartender> hi@n).  When you are done here,

go try it in the Fighting Ferret, located west and south of here.

~
E
introduce~
You can also @bintroduce@n yourself to others.  Before you introduce

yourself, people will only see your @bappearance@n and will not know your

name.  This is useful once you become friends with another player.  The

command @bintroduce <target person>@n will work, and if you feel

comfortable enough with them to introduce yourself, then they will quite

likely reciprocate.  An additional step of friendship comes with the

@bbefriend @n command.  If you die, only your true friends - those people

whom you have befriended - may pick up your corpse.  Make sure that you

trust those people whom you befriend - even more so than those

individuals to whom you have introduced yourself.

~
E
advice2~
Now, I can give you advice on any of the following: @bweapons, spells,

armor, pets, food and drink, chat / gossip, noteboards, skills and

practices,@n and @badventuring@n.  Simply @bask elf <topic>@n for advice.

~
E
advice1~
Well, for starters, try to @btell@n a NPC @bhi@n, by typing @Bto@n <NPC>

@bhi@n.  They will often respond, giving you vital information or advice. 

You can also @bask@n them about things.

~
E
ch~
You ask $N for advice.

~
!
8 -1
hi~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

if( !has_quest( ch, 10 ) )

 tell( mob, ch, #hi2 );

~
E
hi2~
In my recent travels to the Mighty Vaasa, far to the east, I seem to have

gotten an odd disease from a poisonous plant called the twine-finger.  I

am in need of a @bhealing potion@n, please help me!

~
E
hi~
Hello $n, what can I do for you?  If you need help, please feel free to

@bask@n me for @badvice@n.

~
!
2 -1
healing potion~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

if( done_quest( ch, 10 ) ) {

  tell( mob, ch, #tell );

  end;

  }

if( !has_quest( ch, 10 ) ) {

  tell( mob, ch, #potion );

  assign_quest( ch, 10 );

  end;

  }

if( has_quest( ch, 10 ) )

  tell( mob, ch, #t2 );

~
E
t2~
I still need that healing potion, please go ask the alchemist.

~
E
tell~
I have no need for the potion anymore, thank you.

~
E
potion~
Please, you must go to the alchemist in town and ask him about the

@bhealing potion@n, I hope he can help.  And no, a normal cure poison

potion will not do.  

~
E
ch~
You ask $N about the healing potion.

~
!
11 -1
~
if( find_stat( ch, level ) < 4 )

  tell( mob, ch, #no );

else

  continue;

~
E
no~
You don't want to do that $n, try killing frogs and rabbits.

~
!
2 -1
3 pets~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #think, ch, obj, mob );

wait( 2 );

if( class( ch ) == ranger )

  tell( mob, ch, #ranger );

else

  tell( mob, ch, #other );

~
E
other~
I have fond memories of pets over the many years.  They have given me

comfort, joy, and often times even save my life in combat.  There are

shops in some towns where pets are tamed and trained to be of assistance. 

Once purchased they will follow you loyally obeying what you '@border@n'

them to do.  If you '@border dog sit@n' he will do so until you command

him otherwise.  In combat pets may assist you (use 'option pet_assist')

even to their death.  They wil remain loyal until they die, or until you

release them (see 'help pet').  Be warned, it takes time to learn to

control your pet and they wil be limited in size by your experience in

this world.  Should you ever lose your pets, simply @bwhistle@n. 

Provided they are near by and are not asleep, they will slowly try to

find you.

~
E
ranger~
Ah, companion of the woods, to you the animals are more than pets are

they not?  They a friends who will fight at your side.  Others will go to

shops in the towns where people have trained animals to obey, you also

may do this.  For you there also exists the knowledge that you may one

day learn to charm the animals with your woodland magic and they will

travel with you willingly.  Both the trained pets of the shops, and the

freer animals you may meet, can be a boon in a fight for you life, as

they may aid you (use 'option pet_assist').  Be warned, it takes time to

control a pet the number and strength of the pets you control wlil be

limited by your experience in this world.  However, all of your pets will

obey your '@bcommand@n'.  Thus if you '@bcommand wolf sit@n' it will do

so until commanded otherwise.  If you lose your pets, simply @bwhistle@n. 

Provided they are near by and are not asleep, they will slowly try to

find you.

~
E
think~
$N's eyes cloud over as he views fond memories in his head.

~
E
ch~
You ask the elf warrior about pets.

~
!
2 -1
food 5 drinking 3 eating hunger hungry thirst~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #eat );

wait( 4 );

tell( mob, ch, #drink );

~
E
drink~
The fountain in Chiiron provides ample water.  You can @bdrink@n from it

(@bdrink fountain@n) or even @brefill@n your drinking containers in it. 

In the wilds, it is also possible to drink from the streams and rivers. 

It is a good idea to have some sort of drinking container with you if you

are leaving town.  A waterskin works well as it holds much more than a

cup does.

~
E
eat~
You can buy food in the general store west and north of here, however

many people find it more convenient to go hunt for their meals.  Rabbits

and deer provide good meat.  Frogs legs also provide a good source of

nutrition.  Just be careful not to stuff your mouth too quickly.  It is

impossible to eat iron rations, as you can only eat one ration at a time.

When you can't eat but are hungry, make sure you are eating only one

thing.

~
E
look~
$N looks at you.

~
E
ch~
You ask the elf warrior about food and drink.

~
!
2 -1
chat gossip auction shout~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #chats );

~
E
chats~
Players have the ability to comunicate over the vast distances of the

realm using the various chat channels.  To limit the abuse of over using

them, players accrue something called gossip points, which are spent when

you use the various gossip channels.  The channels are @bChat@n (1 point

per use), @bGossip@n (10 points per use), @bAuction@n (1 points per use),

and @bShout@n (100 points per use).  You can toggle the channels on/off by

simply typing their name (except for shout which is always on) or

communicate over them by typing @b<Channel Name> <what you want to say>@n.

Gossip points are accrued simply by being here, the longer you are here,

the more you will have.

~
E
look~
$N looks at you.

~
E
ch~
You ask the elf warrior about chatting and gossiping.

~
!
2 -1
4 noteboards~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

act_tochar( #notes, ch, obj, mob );

~
E
notes~
A lot of the people in the realm like to leave notes for others to read. 

They have found the use of several different noteboards to be very

effective, as not everyone has the time to meet and talk about the goings

on of the world all day long.  Anyone can use the noteboards with only a

little training (@bhelp notes@n).

~
E
look~
$N thinks about your request and considers how best to respond.

~
E
ch~
You ask the elf warrior about notes and the noteboards.

~
!
2 -1
5 learning experience 4 practices 4 skills~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #prac );

wait( 2 );

tell( mob, ch, #prac2 );

wait( 3 );

tell( mob, ch, #prac3 );

~
E
prac3~
To see if someone can teach you any spells or skills, simply type

'practice'.  If someone is in the room who can train you, you will be

shown a list of what you can learn, how many practices it will cost to

learn the skill, and how many coppers the teacher will require to train

you.  To practice a skill type 'practice <skill name>'.

~
E
prac2~
There is no one single place to learn all skills or spells.  The world is

a large place, and it your job to seek out the various beings who can

teach you the skills you would like to learn.  Fortunately, several of

the locals can teach you the basic skills you'll need to survive.  The

more advanced things you'll need to seek out on your own.

~
E
prac~
You begin your life knowing very little, however you have the capacity to

learn.  Your ability to learn is measured in @bPractice@n points.  You

can see howm many you have available by typing 'score'.  You use these

practice points to learn new skills or spells or improve the ones you

already know.

~
E
ch~
You ask the elf about gaining proficiency with different skills.

~
!
-1

#461
~
~
troll~
~
~
glares about.~
trolls~
~
~
glare about.~
The troll is a horrendously distorted giant humanoid.  It has green

flesh and black hair.  It is covered by warts, and long hairs are growing

from them. 

~
Dragos~
attack( mob, victim, 3d3+9, "gnashing teeth" );

attack_weapon( mob, ch, 2d6+10, "right claw" );

~
!
0 0 9 0 0 0 0 10
0 0 21 4000 893461776 0 0
230823 2105473 0 16 8
8
18 11 9 16 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
3390 166 0 2041 92786
N 16 5 0
227 17 1509949465 -1 0
-1
6 4
~
if( is_resting( mob ) ) {

  send_to_char( #busy, ch );

  end;

  }

wait( 1 );

interpret( mob, "rest");

act_room( #eat, mob );

wait( 7 );

interpret( mob, "stand" );

junk_obj( obj );

~
E
eat~
The troll begins to eat the iron ration.  You better cross the bridge

quickly before he finishes.  

~
E
busy~
The troll is currently preoccupied and doesn't need to be given anything

else.  

~
!
1 2
~
if( is_resting( mob ) )

  continue;

send_to_char( #char, ch );

act_notchar( #other, ch );

~
E
other~
The troll grunts and throws $n back.

~
E
char~
The troll grunts and throws you back.

~
!
-1

#462
Death~
death figure skeletal~
large, skeletal figure wrapped in a black-hooded cloak~
~
~
sits on the throne.~
large, skeletal, black-hooded figures~
~
~
are here to judge you.~
Death sits on his throne in a relaxed pose.  His dark robes spill onto

the floor from around his outstretched legs.  He has a sorrowful look in

his eyes, but there is no mistaking the determined set of his jaw or the

strength of his deep voice.  He is not to be trifled with.  

~
Greyclaw~
attack_weapon( mob, victim, 3d3+5, "punch" );

attack_weapon( mob, victim, 3d3+5, "punch" );

attack_weapon( mob, victim, 3d3+5, "punch" );

attack_weapon( mob, victim, 3d3+5, "punch" );

~
!
0 0 30 0 0 0 0 10
1 0 0 4000 896554204 0 0
164515 33563072 134217759 0 8
90
20 20 20 20 20
50 50 50 50 50 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262150401 26214465
243 1 0 0 0
M 0 5 0
152 17 1509949540 5 0
399 17 1509949540 16 0
-1
0 -1
~
wait( 1 );

act_tochar( #intro, ch );

wait( 2 );

send_to_char( #penalty, ch );

~
E
penalty~
As my toll for this I have taken a quarter of your life.  Recognize I

could have taken it all, and value what you have left.  I will now

transfer your spirit to any town you choose.  Tell me its name and you

will be there.  

~
E
intro~
A voice booms out:

I see you have died $n and your soul belongs to me.  In my infinite

wisdom I have decided to allow you another chance.  

~
!
8 -1
~
i = 1;

if( is_name( arg, "Chiiron" ) )

  i = 903;

if( is_name( arg, "Darkhaven" ) )

  i = 30008;

if( is_name( arg, "medienne" ) )

  i = 107;

if( is_name( arg, "kha-da" ) )

  i = 27004;

if( is_name( arg, "Vaasa" ) )

  i = 19040;

if( is_name( arg, "Pennan" ) )

  i = 37013;

if( is_name( arg, "Sos-kul" ) )

  i = 30776;

if( is_name( arg, "Denab-Knur" ) )

  i = 30340;

if( is_name( arg, "Voaleth" ) )

  i = 20083;

if( is_name( arg, "Brithbarad" ) )

  i = 63520;

wait( 1 );

if( i == 1 ) {

  send_to_char( #error, ch );

  end;

  }

send_to_char( #bang, ch );

act_notchar( #room, ch );

transfer( ch, find_room( i ) );

act_notchar( #arrive, ch );

~
E
error~
Deaths tells you, 'You try my patience.  I know the towns of this world

and that is not one of them.  Choose a town and quickly or I might

reconsider my judgement.'.  

~
E
room~
Death bangs his staff and a cloud of smoke envelopes $n.

~
E
bang~
Death bangs his staff and a cloud of smoke envelopes you.

When the smoke clears you see ...

~
E
arrive~
$n arrives amidst a cloud of smoke.

~
!
-1

#463
~
~
gecko~
~
~
shimmers against the hedges.~
geckos~
~
~
shimmer against the hedges.~
This simple creature blends in perfectly with the shrubbery behind it. 

Although slow moving, this over-sized reptile appears dangerous. 

~
Dragos~
attack( mob, ch, 2d6+3, "tongue" );

~
!
0 0 15 0 0 0 0 10
0 0 8 4000 893365500 0 0
196715 536870916 0 0 3
3
10 12 14 6 12
0 0 0 0 60 0 0
500 7 thick hide~
1000 3 slashing tail~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
100 21 0 220 2597
M 0 2 0
-1
-1

#464
~
~
leprechaun~
~
~
ducks into the hedges.~
leprechauns~
~
~
duck into the hedges.~
This little man flitters along on tiny legs.  You've heard of leprechauns

being cobblers to the faeries, but you never believed in either of them

before.  This little man is wearing varying shades of green clothing,

letting him blend in with the hedges.  

~
Dragos~
attack_weapon( mob, ch, 1d4+1, "fist" );

attack_weapon( mob, ch, 1d4+1, "fist" );

attack( mob, victim, 2d5+1, "kick" );

if( random( 1, 10 ) < 4 )

  cast_spell( faerie fire, mob, victim );

~
!
0 0 57 0 0 0 0 10
0 0 11 4000 893365538 0 0
229857 5255298 4 96 8
10
11 19 15 20 17
99 0 50 50 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26217601
527 107 0 983 11120
M 96 3 0
3019 17 1509949465 16 0
-1
-1

#465
~
~
young courtier~
~
~
is here.~
young courtiers~
~
~
are here.~
Just like you, he has left the safety of his home to carve a life

for himself in this vast world. By his baby face he could be now more

and 18. Then again the big sword on his waist says differently.

~
Caer~
attack_weapon( mob, victim, 1d8+0, "right hand" );

attack_weapon( mob, victim, 1d8+0, "left hand" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893365557 0 0
229893 0 0 48 4
4
13 10 12 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
N 48 2 0
-1
-1

#466
~
~
old man~
~
wizened~
squints down at you.~
old man~
~
wizened~
squint down at you.~
You can't possibly begin to imagine how old this man might be.  He is a

human, but has so many wrinkles and lines in his face that he looks more

like a gnome.  Perched upon his long, sharp nose is a pair of dirty

spectacles that he takes off and wipes from time to time but never

actually cleans.  He is constantly scribbling and blotting out various

things in a huge, open book that rests on a stand in the booth.  You're

not sure which is older, the book or the man.  

~
Nightshade~
attack( mob, victim, 20d10+0, "incredible power force" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893477990 0 0
229795 -2113928384 15 0 4
90
8 18 20 9 8
25 25 25 25 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471859200 26214464
0 1 0 0 0
M 0 4 0
386 17 1509949540 -1 0
-1
0 2
~
wait( 0 );

act_tochar( #welcome_char, ch );

~
E
welcome_char~
The old man looks at you as you wander up the path and says, "Beyond

these gates is the arena of the gods.  The gods have built it for their

pleasures and contests of strength and cunning.  The contests are

scheduled hourly.  If you wish to compete in a duel with another player

tell me that you @bAGREE@n to the terms of the arena.  Remember that

death has no hold here and therefor no power to rob you of your hard

earned gains.  Do you @bagree@n?  " 

~
!
8 -1
agree~
interpret( mob, "unlock gate" );

interpret( mob, "open gate" );

send_to_room( "The gate creaks open.", room );

~
!
1 0
~
send_to_area( #another, room );

interpret( mob, "close gate" );

interpret( mob, "lock gate" );

continue;

~
E
another~
Another contestant goes to join the contest!


~
!
0 0
~
interpret( mob, "close gate" );

interpret( mob, "lock gate" );

~
!
-1

#467
~
~
solus geal~
~
~
flies through the air.~
solus geals~
~
~
fly through the air.~
This small light moves quickly in and out of your striking range, as if

to tease you.  As it flies by your head, you catch a glimpse of a small

faerie surrounded by a light that is too painful to stare at directly.  

~
Caer~
if( random( 0, 1 ) == 0 )

  attack_shock( mob, victim, 1d3, "lightning-quick zap" );

if( random( 0, 4) < 2 ) {

  act_room( #to_all, mob );

  attack_shock( mob, victim, 1d4, "white hot light" );

  end;

  }

if( random( 0, 3 ) == 0 ) {

  act_tochar( #to_char, victim );

  attack_shock( mob, victim, 2d4, "electrical shock" );

  }

~
E
to_all~
The solus geal's light shines brightly and you hear a loud humming noise.

~
E
to_char~
You feel electricity in the air and your skin tingles.

~
!
0 0 30 0 0 0 0 10
0 0 13 4000 893462673 0 0
236005 12583689 0 0 4
3
10 18 16 20 10
99 -10 25 0 99 0 0
1000 10 protective glow~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
44 49 0 512 603
F 0 0 0
442 17 1509949445 -1 0
-1
-1

#468
~
~
glass spider~
~
~
hangs here by a single translucent thread.~
glass spiders~
~
~
hang here by translucent threads.~
Light bounces crazily off of this huge arachnid, making it hard to see. 

At times it seems it's almost invisible.  Its legs look like huge, joined

tubes of glass, and it makes a tinkling noise as its manibles click

together in a chewing motion.  You can see right through the large torso

of the spider, and you wonder how on earth you could win a fight against

something you can barely see.  

~
Dragos~
if( random( 0, 5 ) > 2 )

  cast_spell( web, mob, victim );

if( random( 0, 5 ) > 2 )

  cast_spell( poison cloud, mob, victim );

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 1d9+5, "sparkling mandibles" );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

~
E
to_all~
You hear a sound like a thousand mirrors being smashed.

~
E
to_char~
The Glass Spider seems to disappear from your vision.

~
!
0 0 25 0 0 0 0 3384
0 0 2 4000 899960473 0 0
98339 0 0 0 4
6
8 10 7 15 13
0 90 90 25 0 0 0
200 3 jointed leg~
400 5 chewing mandibles~
600 1 waving antennas~
1000 10 hard back~
0 1000 ~
0
15729286 26214464
30 32 0 147 223
N 0 6 0
-1
-1

#469
~
~
ivy vine~
~
~
clings to the roof of the shed.~
ivy vines~
~
~
climb to the roof of the shed.~
A long, tendrous vine stretches across the roof of the shed and

disappears over the edges.  

~
Dragos~
attack( mob, victim, 4d10+25, "tentacle" );

attack( mob, victim, 3d3, "smothering leaves" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893365650 0 0
32823 39845889 0 0 8
4
20 3 3 12 20
0 0 50 70 99 0 0
1000 7 strong tentacles~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
44 5 0 0 0
N 0 2 0
-1
-1

#470
~
~
hedgehog~
~
~
cowers in the shadows.~
hedgehogs~
~
~
cower in the shadows.~
This hedgehog appears to have been frightened pretty badly.  Its eyes are

larger than normal and it sits quivering in the bushes.  

~
Dragos~
attack( mob, victim, 2d2+1, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 753 4000 893365673 0 29
196971 8192 0 0 4
1
5 4 4 10 8
0 0 0 0 0 0 0
400 3 thick fur~
1000 1 stunted leg~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 6555201
1587 2785 0 12598 11873
N 0 2 0
-1
-1

#471
~
~
shadow~
~
~
begins to wrap itself around you.~
shadows~
~
~
begin to wrap themselves around you.~
You strain your eyes to see what this form is.  You can see shoulders, a

head, and legs, but you aren't sure if it is human or something else. 

Your eyes are riveted to where the face should be.  Suddenly, you see its

eyes...glowing pale-yellow eyes that seem to look right through you.  You

nearly stop breathing with fear.  

~
Dragos~
attack( mob, victim, 5d8+0, "shadow blow" );

attack( mob, victim, 5d8+0, "shadow blow" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 4d9+15, "spell which darkens your soul" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893365720 0 0
295091 1056776 12 0 8
26
15 19 13 18 15
100 25 100 25 100 0 0
800 15 cloak~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
110101130 26214464
2187 52 0 882 0
N 0 4 0
69 17 1509949441 5 0
-1
-1

#472
~
~
electric eel~
~
~
swims in the pool.~
electric eels~
~
~
swim in the pool.~
Bolts of energy can be seen radiating from the body of this slick

serpent-like creature.  You can hear a slight humming noise every once in

a while, and you notice that there are a lot of dead bugs floating on the

surface of the pool.  

~
Dragos~
if( random( 0, 1 ) == 0 ) {

  i = 4d3+2;

  loop( all_in_room ) {

    if( race( rch ) != serpent )

      attack_shock( mob, rch, i, "spark of electricity" );

    }

  }

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, mob );

  do_spell( shock, mob, victim );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

~
E
to_all~
You hear the crackle of electricity as the eel prepares to strike.

~
E
to_char~
A tingling sensation works its way up your limbs.

~
!
0 0 17 0 0 0 0 10
0 0 6 4000 893365743 0 0
233523 16778241 0 0 4
8
8 5 4 17 13
0 0 75 100 0 0 0
500 8 body~
700 3 gills~
900 3 tail~
1000 1 head~
0 1000 ~
0
20972168 26214464
356 28 0 295 12506
N 0 2 0
-1
-1

#473
~
~
brown squirrel~
~
~
sits here cleaning its fur.~
brown squirrels~
~
~
sit here cleaning their fur.~
You see a small brown squirrel.  It has small dark twinkling eyes, giving

it a mischevious image.  It is busily digging at the ground looking for

long hidden acorns.  

~
Caer~
if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d2+1, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 2955 4000 893769204 0 0
213353 0 0 0 4
1
3 3 3 13 5
0 0 0 0 0 0 0
100 1 head~
500 1 body~
400 1 leg~
1000 1 bushy tail~
0 1000 ~
0
2622081 26214464
4582 14251 0 46835 30299
F 0 1 0
406 17 1509949540 -1 0
1136 17 1509949490 17 0
-1
-1

#474
~
~
dryad~
~
~
is here, crooning to her tree.~
dryads~
~
~
are here, crooning to their trees.~
This attractive pixie is wearing clothes made of shaved tree bark, and

her jewelry is made of intricately-carved wood.  She softly speaks in a

sing-song manner to the trees around her, stopping every now and then to

stroke their leaves.  

~
Caer~
mob = mob_in_room( 474, find_room( 33325 ) );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 1d1+3, "swift kick" );

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, ch );

  attack( mob, victim, 1d3+0, "ear piercing scream" );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

if( random( 1, 10 ) == 1 ) {

  send_to_room( #room, room );

  junk_mob( mob );

  }

~
E
to_all~
The dryad opens her mouth and emits a piercing scream.

~
E
to_char~
You hear the tree next to you growl with rage.

~
E
room~
As you prepare to strike the dryad again, she makes a final gesture, and

disappears into the tree.  

~
!
0 0 27 0 0 0 0 10
0 0 3 4000 897798795 0 0
232867 4195072 8192 0 4
9
9 18 14 19 16
50 50 50 50 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
45 25 0 4 781
F 0 3 0
408 17 1509949540 16 0
-1
0 -1
~
wait( 2 );

if( !char_in_room( ch, room ) )

  end;

act_tochar( #intro, ch );

~
E
intro~
The dryad turns and squints at you suspiciously.

@C

"Hello, traveller.  Do you come in peace?"

~
!
8 -1
yes~
act_tochar( #good, ch );

~
E
good~
@C

"Oh!  Thank heavens!  Since our @Wwars@C with the inhabitants of the

castle, the other faeries and I have become overly-suspicious of

newcomers.  Forgive my rude greeting."

~
!
8 -1
no~
act_tochar( #prepare, ch );

wait( 3 );

attack( mob, ch, 2d4+4, "stab" );

~
E
prepare~
@C

"Then prepare to meet Sir Death!"

~
!
2 -1
wars~
act_tochar( #wars, ch );

~
E
wars~
@C

"You mean you haven't heard?  We're at war with the humans in the

castle.  We have been for quite some time.  We've been sending bards out

to sing of our heroic battles in hopes that we'd find more enlisters in

our cause.  

    

We've suffered considerable @Wloss@C in our ranks now that others have

been coming to the aid of those brutish creatures.  That was why I acted

suspicious when you approached me."

~
!
2 -1
loss~
act_tochar( #loss, ch );

~
E
loss~
@C

"We waited until the king left on a tour of his other properties.  He

took most of his guard with him, as he always does.  We waited until the

third day to attack.  We didn't know that he was going to send half of

the garrison back to the castle after the second night.  They arrived

back at the castle early on the fourth day.  We had just taken control of

the castle when they returned.  We suffered many losses, but they

suffered even more.  

  

"Now the faerie folk inside are worried that they will not be able to hold

the castle much longer, especially if the @Wking@C finds out and orders

his entire escort back.  We haven't gotten the enlistees we thought we'd

get after the castle was won.  We've had surprise raids on us by the

surviving humans, desertions from our tender-hearted faeries who have no

stomach for the brutality of war, and general confusion since our leader

died in a raid five days ago. 


"We also lost our leader in the attack, which saddens me greatly."

~
!
2 -1
king~
act_tochar( #king, ch );

~
E
king~
@C

"He's a terrible man.  He has long-suppressed our kind, spreading lies

about our people for years to keep other humans afraid of us.  He was

once cheated by a leprechaun and has taken his anger out on all of the

wee folk of the lands.  Now he has @Whumans@C so afraid of us and angry

at us that they hunt us, fed by stories of treasure we'll give up if our

lives are spared.  What a crop of lies!  We have no treasure.  We are

peaceful people, on the whole.  He shall pay for the hatred he's caused

toward our kind." 

~
!
2 -1
humans~
act_tochar( #humans, ch );

~
E
humans~
@C

"There is only one human I have any respect for.  The gardener, who has

been alotted a corner of the castle's grounds and garden.  I am only one

dryad, and none among my people have the ability to care for the plants

and trees the way I do.  This gardener, however, has a certain talent for

growing beautiful flowers.  He is not our captive; we extended an offer

of peace toward him if he wished to remain with us and share his craft. 

So far, he has lived peacefully among us here on the grounds.  We do not

allow him in the castle while the wars continue, but he doesn't seem to

have any desire to fight.

    

He does worry me, however.  He sometimes stands in front of the monument

to our now-dead @Wleader@C with such a look of rage on his face that

I...  well, I'm worried, is all." 

~
!
2 -1
leader~
act_tochar( #char, ch );

wait( 1 );

if( done_quest( ch, 21 ) ) {

  tell( mob, ch, #tell );

  end;

  }

if( !has_quest( ch, 21 ) ) {

  act_tochar( #leader, ch );

  assign_quest( ch, 21 );

  end;

  }

if( has_quest( ch, 21 ) )

  act_tochar( #leader, ch );

~
E
tell~
You have done well to honor the fairy king, peace be with you.

~
E
char~
You ask the dryad about the fairy leader.

~
E
leader~
The tiny dryad sniffles quietly into a tree leaf for a minute.  Then, in

a tiny, choked voice, she continues: 

@C

"He fell just as we stormed the final watchroom in the guards' quarters. 

I was standing near to him when he was run through the neck with an

arrow.  His lovely, slender neck.  Such a noble man.  I didn't see which

human shot the bolt, but I hope he suffered at least as horribly as our

Lord King.  

     

I caught him as he slumped to the ground, and his queen closed his eyes

after he breathed his last.  He died in the throneroom...  the room from

which he would have ruled us with the kindness and gentleness that came

so natural to him.  Faeries never really die, you know.  We just change

forms.  Be sure to shake the hand of my lord if you should see him on

your journeys.  He led us well.  He is worthy of honor." 

~
!
11 -1
~
mob = mob_in_room( 474, find_room( 33325 ) );

if( random( 1, 10 ) == 1 ) {

  send_to_room( #room, room );

  junk_mob( mob );

  }

else

  continue;

~
E
room~
As you prepare to strike the dryad again, she makes a final gesture, and

disappears into the tree.

~
!
2 -1
starwaters~
if( !cflag( 31, ch ) ) {

  act_tochar( #go_start, ch );

  end;

  }

if( cflag( 90, ch ) ) {

  act_tochar( #star1, ch );

  wait( 3 );

  act_tochar( #star2, ch );

  wait( 2 );

  act_tochar( #smile, ch );

  wait( 2 );

  act_tochar( #star3, ch );

  }

else

  act_tochar( #no, ch );

~
E
star1~
Ah, starwater, not many come to me asking of it.  The last was a tall

lanky elf off on some quest.  I told him of it after he offered to help

me with some small deed, perhaps you would be so kind as to help me as

well.

~
E
star2~
Lets make a deal shell we?  I will tell you of the location of some

starwater if you do a favor for me first.

~
E
star3~
Perhaps you know of our war against the humans in the castle?  If not I

can tell you more of the wars if you are interested, but for now suffice

it to say that I have need of an instrument for a bard friend who will

help our cause.  Bring to me a gilded harp and I will trade you the

knowledge of where to find the starwater, and the secret of keeping it

pure.

~
E
smile~
The dryad smiles at you charmingly.

~
E
go_start~
Ah, it is a strange and wonderful thing.  Perhaps you will see some one

day.

~
E
no~
So you seek the starwater.  That is very interesting, as the woods have

not spoken to me of anyone seeking it.  Perhaps you should speak with the

High Druid of the Vaasa first.  If he deems you worthy, then perhaps I

will help you in this.

~
!
6 1411
~
junk_obj( obj, 1 );

if( !cflag( 31, ch ) ){

  act_tochar( #thanks, ch );

  end;

  }

if( cflag( 90, ch ) ) {

  act_tochar( #thanks, ch );

  wait( 3 );

  act_tochar( #IOU, ch );

  wait( 1 );

  act_tochar( #falling_star, ch );

  wait( 4 );

  act_tochar( #go_east, ch );

  wait( 4 );

  act_tochar( #warned, ch );

  wait( 6 );

  act_tochar( #bless, ch );

  set_cflag( 91, ch );

  wait( 4 );

  act_tochar( #one_shot, ch );

  wait( 4 );

  act_tochar( #end, ch );

  }

else

  act_tochar( #thanks, ch );

~
E
thanks~
Ahhh..  many thanks $n.  With this, my bardic friend should be able to

grandly sing the praise of our cause and we will recruit many people to

aid us.

~
E
IOU~
Now, I believe I owe you some information.

~
E
go_east~
The starwater only exists in one place now, a single spring located in

the Vaasa itself.  Go forth into the Vaasa and seek out a spring that

sparkles with captured energy of the stars.

~
E
falling_star~
Once, long ago several stars fell down from the heavens, burying

themselves deep withing the ground.  Over time they yeilded their energy

slowly back into the sky, as small flashes of light released into the

deep waters.  As the water bubbled forth upon the lands, the light was

released for any who looked to see.  Over time, most have returned fully

to the sky.

~
E
warned~
Be warned, however, that the starwater must be collected properly or it

will become nothing more than water.  For it to retain its magical

properties, it must be gathered in a special container by one blessed by

a dryad.  Along the shores of the Elhanni river you can find the remnant

of earth that once held one of the falling stars.  Gather clay from its

shores and bring it to Chrysl so that she may fashion the proper

container for the waters, then you will have what you seek.

~
E
end~
The dryads voice calls after you a final bit of advice.  Try not to touch

the water of the spring while filling the cup, merely @bdip@n the cup

into the spring and gather what starwater you can that way.  If you do it

right, the water will respond to your actions with a gentle glow.

~
E
bless~
The dryad offers you her blessing that you may collect the starwater. 

Reaching forth the dryad lays a leaf-entwined hand lightly upon your brow

and whispers something sounding like nothing so much as a gentle breeze

rustling through the leaves of a tree.

~
E
one_shot~
The blessing will last until you have gathered enough starwater to fill

the container Chrysl will fashion for you.  Should you drop it or lose it

before you complete the quest it will not work for you again.  Guard the

starwater well, for you will have but one chance in this.

~
!
2 -1
satyr~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about satyrs.

~
E
rask~
$n asks $N something.

~
E
stat1~
Satyrs are a wild, fun-loving group that will chase after a maiden until

they catch her.  But a satyr's true love is music.  A satyr without his

flute is no satyr at all.

~
!
-1

#475
Chrysl~
~
elven shopkeeper~
~
~
waits patiently.~
elven shopkeepers~
~
~
wait patiently.~
This elven woman's pale lavender eyes twinkle out at you from beneath a

head of black hair.  She is quick to smile at you, and as she does you

see her eyebrows quirk up inquisitively.  She is small of stature, but

you see the smooth muscles of her legs and arms underneath her leather

armor.  She moves with the assurance of one who is trained in physical

skills.  

~
Gramp~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 2d6+0, "punch" );

attack_weapon( mob, victim, 2d6+0, "punch" );

attack_weapon( mob, victim, 2d6+0, "punch" );

if( i < 7 )

  attack( mob, victim, 3d4+10, "kick" );

if( i < 5 )

  attack( mob, victim, 3d4+10, "gouge" );

if( i == 1 )

  cast_spell( fireball, mob, victim );

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893462901 0 0
99751 2097537 8 48 3
30
17 11 13 21 17
30 30 30 30 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
F 48 4 0
3010 17 1509949540 16 0
852 17 1509949445 14 0
2081 17 1509949490 6 0
2022 17 1509949525 7 0
2125 17 1509949525 8 0
2102 17 1509949490 9 0
2042 17 1509949525 10 0
877 17 1509949445 -1 0
607 17 1509949475 5 0
876 17 1509949445 -1 0
-1
2 -1
hairy necklace~
send_to_char( #char, ch );

act_notchar( #room, ch );

send_to_room( #text, room );

~
E
text~
@b@W

"It will increase a warrior's strength through its mystical

enchantments.  It cannot be worn by the weak or inexperienced, however,

so you should collect the ingredients with care, and save them until you

are ready to harness its formidable magical powers." 

~
E
room~
$n asks the shopkeeper about the hairy necklace and she replies,

~
E
char~
You ask the shopkeeper about the hairy necklace and she replies,

~
!
-1

#476
~
~
master lizardman hunter~
~
~
is here guarding the door to a large home.~
master lizardman hunters~
~
~
are here, making sure nothing passes the door.~
The master lizardman hunter stands here to prevent people from disturbing

the warleader.  He look capable of handling most, if not all problems.  

~
Ssstra~
attack_weapon( mob, victim, 5d6+1, " claw");

attack_weapon( mob, victim, 5d6+1, "claw");

attack_weapon( mob, victim, 5d6+1, "claw");

attack_weapon( mob, victim, 5d6+1, " claw");

attack( mob, victim, 5d6+2, "kick" );

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 5d6+1, " claw");

  }

if( random( 1, 4) < 2)

  interpret(mob, "bash");

if( random( 1, 4 ) < 2 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 33d3, "flailing tail" );

attack( mob, victim, 5d7, "tail swipe" );

~
E
distance~
You can hear the sounds of battle coming from the Warleader's Home.

~
E
summon~
The sounds of the battle echo off into the distance.

~
E
extra~
The guard moves in for another attack.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 896254179 0 27
1073988771 1094721536 0 16 4
60
21 13 12 15 19
10 15 -19 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 16 4 0
542 17 1509949540 16 0
-1
2 -1
warleader~
i = random( 1, 6 );

if( rflag( reset1, room ) )

  if( i > 4 )

  remove_rflag( reset0, room );

remove_rflag( reset1, room );

if( rflag( reset0, room ) )

  act_tochar( #goodtime, ch );

else

  act_tochar( #badtime, ch );

~
E
nothere~
The hunter tells you, '@GAsk me again when I return to my post.@n'

~
E
badtime~
The hunter tells you, '@GThe warleader is busy now, perhaps he will be

free later.@n' 

~
E
goodtime~
The hunter tells you, '@G@GThe warleader is free now, simply @n@Gask@G@G me if

you would like to @n@Gmeet@G@G him.@n' 

~
E
badrep~
The hunter tells you, '@GThe warleader will not see you.@n'

~
!
8 -1
hi hello~
remove_rflag( reset1, room );

if( random( 1, 2 ) == 1 ) {

  wait( 1 );

  act_tochar( #hi, ch );

  }

else {

  tell( mob, ch, #no );

  remove_rflag( reset0, room );

  }

~
E
hi~
The hunter tells you '@b@GHello, I'm supposed to guard the @n@bwarleader@b@G and

make sure he is not disturbed.  If you would like to see him, @n@bask@b@G

me about the @n@bwarleader@b@G.' 

~
E
bad~
The warleader has no time for you now. Come back later.

~
E
no~
The warleader has no time for you now. Come back later.

~
!
2 -1
meet~
if( rflag( reset1, room ) )

if( random( 1, 6 ) > 4 )

remove_rflag( reset0, room );

remove_rflag( reset1, room );

if( rflag( reset0, room ) ) {

  if( !is_open( room, north ) ) {

    act_tochar( #now, ch );

    act_room( #unlock, ch, obj, mob );

    act_room( #open, ch, obj, mob );

    open( room, north );

    }

  else

    act_tochar( #sorry, ch );

  }

else

tell( mob, ch, #later );

~
E
no~
The hunter tells you '@GThe warleader will not see you.@n'

~
E
sorry~
The hunter tells you '@GI'm sorry, but the warleader is too busy to see you now.@n'

~
E
now~
The hunter tells you '@GYou may see him now, travel through the door to

the north.@n' 

~
E
unlock~
The lizardman master hunter unlocks the door to the north.

~
E
open~
The lizardman master hunter opens the door to the north.

~
E
later~
The warleader is busy right now. Come back later.

~
!
4 -1
~
obj = has_obj( 541, mob );

if( obj ) {

  junk_obj( obj );

  obj_to_char( oload(542 ), mob );

  }

~
!
0 2
~
act_tochar( #hi, ch );

if( is_player( ch ) ) {

  if( class( ch ) == warrior ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 24 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == monk ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == thief ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 44 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == paladin ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == cleric ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 54 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == ranger ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
hi~
The master hunter glares at you as a stranger and levels his spear.

~
E
stat1~
You look as if you need the warleader's help.  He alone can teach you the

skills you need to swing your weapons more than twice in combat.

~
E
rask~
$n asks $N something.

~
!
2 -1
task quest minor~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the minor task.

~
E
stat1~
If you wish to prove yourself and gain entry into the warleader's

chamber, you must prove your worth.  Nearby, there is a lair of Iguanas

which used to come in and steal our eggs and sell them to the vyans.  We

drove them off, but they still manage to thrive somewhere to the south of

Sos-kul.  Bring me proof that you have killed their king, and your worth

will be proved to this village.

~
E
stat2~
Are you willing and ready to prove yourself?

~
!
8 -1
yes~
wait( 1 );

if( !doing_quest( ch, 15 ) )

  if( !done_quest( ch, 15 ) )

  if( !has_quest( ch, 15 ) ) {

  tell( mob, ch, #south );

  assign_quest( ch, 15 );

  }

else

  tell( mob, ch, #done );

else

  tell( mob, ch, #done );

else

  tell( mob, ch, #notdone );

~
E
south~
The Iguana Lair lies south of our village.  When you have the king's

dented crown, give it to me to prove yourself.

~
E
done~
You have already proved yourself to our village.  May you fight for many

years to come.

~
E
notdone~
Has the Iguana King proven too tough to defeat?  Until you bring me his

dented crown, your worth shall always be questionable in our eyes and our

warleader will refuse to see you.

~
!
6 3238
~
wait( 1 );

act_room( #smash, ch );

junk_obj( has_obj( 3238, mob ), 1 );

wait( 2 );

if( doing_quest( ch, 15 ) ) {

  tell( mob, ch, #done );

wait( 1 );

  update_quest( ch, 15 );

  }

else

  tell( mob, ch, #noquest );

~
E
smash~
The master hunter smashes the crown of the Iguana King.

~
E
done~
May the Iguana's rule end up like their king's crown.  You have proved

yourself to me and my people.  May you live to fight a thousand more

battles.

~
E
noquest~
I do not know why you brought me this foul artifact!  I spit upon the

Iguanas and their King!

~
!
-1

#477
~
~
maze gardener~
~
~
kneels here, pulling weeds.~
maze gardeners~
~
~
kneel here, pulling weeds.~
This weary man isn't very old, but he moves like he has lived far too

many years under toil and strain.  His hands are calloused and stained

with soil, and you expect his face will look as rough and untidy as the

rest of him.  You are taken aback when he turns to meet your gaze with a

level stare of his own.  His bright green eyes seem to look right through

you, searching for something he doesn't seem to find.  He returns to his

work.

~
Dragos~
attack_weapon( mob, victim, 1d3+2, "punch" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #to_all, ch );

  attack( mob, victim, 2d6+6, "heavy-booted kick" );

  }

if( random( 0, 3 ) == 0 ) {

  act_tochar( #to_char, victim );

  attack( mob, victim, 2d7+7, "backhanded swing" );

  }

~
E
to_all~
The gardener bellows with rage and charges.

~
E
to_char~
The gardener's fearsome green eyes flash maniacally as he lunges at you.

~
!
0 0 0 0 0 0 0 10
0 0 3 4000 893368626 0 0
230785 0 0 0 4
13
12 10 9 11 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079370 26214464
94 17 0 189 3257
M 0 4 0
414 17 1509949490 16 0
-1
0 -1
~
wait( 2 );

if( !char_in_room( ch, room ) )

  end;

act_tochar( #intro, ch );

~
E
intro~
The gardener squints at you suspiciously.

@C

"Hello, traveller.  Do you come in peace?"

~
!
8 -1
yes~
act_tochar( #good, ch );

~
E
good~
@C

"At least you show some common sense.  Everyone else has lost their wits

over these @Wwars@C with the faeries.  It pays to be cautious at times like

this, but rudeness must be apologized for.  Please excuse my manners."


~
!
8 -1
no~
act_tochar( #prepare, ch );

wait( 3 );

attack( mob, ch, 4d5+5, "swing" );

~
E
prepare~
@C

"Then prepare for death!"

~
!
2 -1
wars~
tell( mob, ch, #wars );

~
E
wars~
@C

I can hardly believe you haven't heard of what's going on around here. 

The faeries attacked this castle over a week ago now, and have been

sending bards out to tell their false stories of heroism ever since.  The

truth is that they are cowardly, waiting until our able-bodied men were

gone then attacking the castle to kill the handful of remaining men and

women.

  

The numbers of us humans have been depleted quickly due to the

terroristic attacks by the faeries.  Still, humans from around the lands

have come to help us while our king is away.  They are not daunted by our

@Wlosses@n.

~
!
2 -1
losses~
tell( mob, ch, #loss );

~
E
loss~
@C

"The faeries waited until our king left on a tour around the countryside

with the majority of his troops.  They attacked after our lord had been

gone only three days, taking us by surprise and killing many of our number

with their magics and tricks.  The @Wking@C sent back half of the

garrison after the second night.  They arrived here at the castle early

on the fourth day, but not in enough time to save my family or the

families of others who served under His Majesty.  

 

We have dispatched a few messengers to find the king and tell him of what

has taken place here, but we're not sure if they've reached him yet. 

Those of us that have survived have been doing our parts as best we can

with night-time raids on the faeries.  We killed their king in a raid

five days ago, throwing them into panic and confusion.  I hope that

bought us enough time for our king to return with his soldiers." 

~
!
2 -1
king~
tell( mob, ch, #king );

~
E
king~
His Majesty is a fair man, honorable to the extreme and a strong

leader.  The faeries have plagued him for many years, threatening his

life and the lives of his people.  They claim he has oppressed them, but

he only desires peace.  He believes our people and theirs can live in

harmony, but they don't seem willing to even negotiate.  The faeries have

spread lies about his terrible rages and tempers, but I've never heard

anything of the kind from his own chamberlains.  But then, the

@Wfaeries@C are seldom known for their honesty." 

~
!
2 -1
faeries~
tell( mob, ch, #faeries );

~
E
faeries~
@C

" There is a dryad that lives in the rest of the garden.  She pleaded on

my behalf for the other faeries to let me live in peace here in this

corner of the garden I used to keep up for His Majesty.  She only asks

that I help her with her chores from time to time in tending to the other

plants.  

  

The faeries don't allow me in the castle yet, but I know of a secret

passageway that I sometimes use to check on the humans that are still

living there in hiding.  It's been an effective route for carrying out

raids, as well.  I have taken part in these raids since their first

attack on the humans.  They haven't discovered my duplicity yet." 

@W

The gardener's chest puffs out a little bit and he smiles.

@C

"I'm the one that shot their @Wleader@C through the neck with an arrow,

an act I'm sure my Lord King will reward greatly when he returns." 

~
!
2 -1
leader~
tell( mob, ch, #leader );

~
E
leader~
@C

"They built a monument to the Faerie King here in the middle of my

gardens.  I have such a hatred for him and what his people have done here

that it bothers me greatly to have them reward his memory like this. 

Sometimes at night I take my trowel and chip away at the base of the

sculpture of him, trying in some way to hurt him and hurt his people. 

They say his spirit inhabits the sculpture, but I believe he's too dead

to care much who is hacking away at his feet." 

@W

The gardener stares off in the direction of the castle for a moment, then

turns back to his work with a sigh.  @C 

 

"You'll have to excuse me for talking so much.  Passions run high these

days." 

~
!
2 -1
secret hidden passage tunnel~
tell( mob, ch, #passage );

~
E
passage~
@C

"I am to understand that the hidden passage is only an escape tunnel to

leave the castle.  Although you cannot return through the escape tunnels,

there are several ways to enter.  My suggestion would be to enter through

the front gate."

~
!
2 -1
message note~
wait( 1 );

tell( mob, ch, #tell );

set_cflag( 17, ch );

~
E
tell~
~
!
-1

#478
~
~
spy~
~
~
is in an apparently heated conversation with himself.~
spies~
~
~
are in apparently heated conversations with each other.~
Dressed in a dark cloak, this spy seems at home in this dark and hidden

room.  Every once in a while, you notice him get up and walk over to the

holes in the north wall.  For some reason, he doesn't seem to notice that

you're there.  

~
Dragos~
attack_weapon( mob, victim, 5d6+0, "forehand slash" );

attack_weapon( mob, victim, 4d5+0, "backhand slash" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 3d5+5, "kick" );

~
!
0 0 0 0 0 0 0 10
0 0 3 4000 893368665 0 0
230835 1048576 0 16 8
14
15 15 11 19 17
0 0 0 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 727 15
M 16 4 0
-1
-1

#479
~
~
lizardman warleader~
~
~
observes you quietly.~
lizardman warleaders~
~
~
observe you quietly.~
Before you stands the warleader of the lizardmen of Sos-Kul.  He has

proven himself in battle many times, and is an excellent warrior.  His

body is covered with scars from his battles, and he wears many fetishes

taken from fallen foes.  

~
Ssstra~
attack_weapon( mob, victim, 3d6+1, "claw");

attack_weapon( mob, victim, 3d6+1, "claw");

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 3d6+1, "claw");

  }

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 3d6+1, "claw");

  }

if( random( 1, 4 ) < 3 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
summon~
The Warleader calls for his guards.

~
E
extra~
The leader quickly gets another attack.

~
!
5 0 12 0 0 0 0 10
0 0 0 4000 893368715 0 25
1073972643 4194304 0 16 4
25
23 14 13 17 21
10 15 -19 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072655 26214464
0 1 0 0 0
M 16 4 0
-1
0 -1
~
act_tochar( #hi, ch );

if( is_player( ch ) ) {

  if( class( ch ) == warrior ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 24 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == monk ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == thief ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 44 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == paladin ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == cleric ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 54 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == ranger ) {

    if( find_skill( ch, third attack ) < 1 ) {

      if( find_stat( ch, level ) > 34 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
hi~
The warleader scowls at you for interupting his work.

He tells you, '@b@GWhat do you want?@n'

~
E
stat1~
If you have come here seeking to train in third attack, you have come to

the right place.  And it looks as if you are about ready to receive my

training.

~
!
3 -1
~
if( is_name( arg, "fisherman" ) )

  act_tochar( #fish, ch );

else 

  if( is_name( arg, "hi" ) )

  act_tochar( #busy, ch );

else

  if( is_name( arg, "problems" ) )

  act_tochar( #prob, ch );

else

  if( is_name( arg, "help" ) ) {

  if( !has_quest( ch, 15 ) ) {

    act_tochar( #help, ch );

    assign_quest( ch, 15 );

act_tochar( #key, ch );

obj_to_char( oload( 452 ), ch );

    } else 

  if( done_quest( ch, 15 ) ) {

    act_tochar( #greet, ch );

    end;

    } else 

  act_tochar( #give, ch );

  }

~
E
key~
The warleader continues, '@b@GHere, take this key so you may return at any time.@n'

~
E
give~
The warleader tells you, '@b@GYou must @n@bgive@G me proof.@n'

~
E
greet~
The warleader says, '@b@GYour help was much appreciated $n.@n'

~
E
help~
The warleader tells you, '@b@GVery well, we fish in the lake to the east,

find out why they are not coming back, and put an end to it.@n'

~
E
prob~
The warleader tells you, '@b@GYes, I'm having problems with my @n@bfishermen@G.@n'

~
E
busy~
The Warleader tells you, '@b@GI'm very busy with my own @n@bproblems@G,

please tell me why you are here.@n' 

~
E
fish~
The warleader tells you, '@b@GOur fishermen keep disappearing, do you

think you could @n@bhelp@G?@n' 

~
!
6 462
~
if( doing_quest( ch, 15 ) ) {

  act_tochar( #key, ch );

  if( !done_quest( ch, 15 ) ) 

    update_quest( ch, 15 );

  }

~
E
key~
The warleader smiles and says, '@b@GSo this was the cause of all the

trouble.  I'm happy to see that the problem is finally solved.@n' 

~
!
-1

#480
~
~
warlock chieftain~
~
evil-looking~
stands here, scowling furiously at you.~
warlock chieftains~
~
evil-looking~
stand here, scowling furiously.~
A huge robed figure stands before you, his eyes ablaze with strange fire. 

You suddenly feel small, quite small, and that perhaps you should leave,

immediately, or face this individual's wrath...

~
Gramp~
attack_weapon( mob, victim, 8d5+30, "punch" );

attack_weapon( mob, victim, 8d5+30, "punch" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 8d10+60, "kick" );

if( random( 1, 10 ) > 2 )

  end;

if( random( 1, 2 ) == 1 ) {

  act_room( #firestorm, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 2d25+20;

      dam_message( rch, i, "the firestorm" );

      inflict( rch, mob, i, "warlock chieftain" );

      heal( mob, i );

      }

    }

  }

else {

  act_room( #mindcrunch, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 2d25+30;

      dam_message( rch, i, "the mind crunch" );

      inflict( rch, mob, i, "warlock chieftain" );

      do_spell( slow, mob, rch );

      }

    }

  }

~
E
firestorm~
@b@WThe warlock makes a circular motion with his hands,

@b@RA huge fireball forms in front of the warlock and swirls violently

around the room,

~
E
mindcrunch~
@b@WThe warlock closes his eyes and mumbles quietly to himself,

@b@CA mind numbing wave of energy passes over everyone,

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893479004 0 25
1073972659 35785089 4 496 8
50
21 20 22 18 20
60 30 30 30 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235931204 26214464
0 1 0 0 0
M 496 4 0
18 17 1509949450 -1 0
413 17 1509949447 5 0
383 17 1509949450 16 0
34 16 1509949530 16 0
2965 17 1509949465 -1 0
3256 17 1509949450 -1 0
-1
4 -1
~
if( doing_quest( ch, 8 ) ) {

  act_tochar( #char, ch );

  update_quest( ch, 8 );

  }

~
E
char~
@b@W

Having slain the chief of the warlocks, you feel confident that peace

will once again be returned to the dwarves captured by the evil warlocks.

The giant Krynite golem will remain uncompleted and all the lands of this

world will be safe.. at least for a while.

~
!
-1

#481
~
~
guard of the Llewyrr~
~
~
walks his patrol, sharp eyes alert.~
guards of the Llewyrr~
~
~
walk their patrols, sharp eyes alert.~
The tall slender llewyrrian guard is well-adorned for his job of

protecting the people of the village.  He wears a long green cape which

wraps all about him, and as he shifts you catch a glimpse of green metal

beneath.  In his hair he wears the brown and green beads of the guards.

~
Athyle~
attack_weapon( mob, victim, 20d4+3, "strong punch" );

attack_weapon( mob, victim, 20d4+3, "elbow strike" );

attack( mob, victim, 1d30+5, "swift kick" );

attack( mob, victim, 1d30+5, "snap kick" );

  attack_weapon( mob, victim, 5d3+5, "spin kick" );

if( random( 1, 3 ) == 1 ) {

  act_room( #all, mob );

  summon( mob, victim );

  }

~
E
all~
@R@bThe guard whistles for help!

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 900033868 0 0
247713 6300033 12 48 3
35
16 13 13 19 14
5 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500800 26214464
129 2 0 0 0
M 48 4 0
498 17 1509949490 5 0
499 17 1509949490 8 0
502 17 1509949490 10 0
503 17 1509949490 9 0
504 17 1509949490 7 0
138 17 1509949445 16 0
1079 16 1509949535 16 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, how are you?

~
!
0 -1
~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ){

    if( has_obj( 337, ch )|| has_obj( 2436, ch )

      || has_obj( 2553, ch )|| has_obj( 2554, ch ) ) {

      act_tochar( #gotcha, ch );

      act_notchar( #rgotcha, ch );

      wait( 1 );

      if( !is_fighting( mob ) ) {

        if( !is_silenced( mob ) ) {

          act_tochar( #to_pit, ch );

          i = 4d5;

          dam_message( ch, i, "The rocky bottom of the pit rises up and" );

          inflict( ch, mob, i, "galling down the Eleint pit" );

          act_notchar( #arrive, ch );

          acode( find_room( 19051 ), 3 );

          }

        }

      }

    }

  }

~
E
gotcha~
His careful eye noticing objects crafted of elven skin in your

possession, the llewrryian sentinel whistles for guards to help him

remove your presence from the village.

~
E
rgotcha~
The llewyrrian sentinel whistles and suddenly several guards break from

their hidden positions among the canopy, grab $n, and hustle $m off into

the foliage.

~
E
arrive~
$n comes crashing down from overhead.

~
E
to_pit~
Several elven guards break from the cover of the foliage and surround you. 

The next thing you know a sharp pain spikes in the back of your head as

you are pummeled from behind and black out.  You awake to a falling

sensation ...

~
!
2 -1
tiercen~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

~
E
tiercen~
I don't know much about him, but you know, The Glade is a great place to

catch all the loal rumors.  Perhaps you can find out more from one of the

patrons in there.

~
E
asking~
You ask the guard about Tiercen.

~
!
2 -1
high druid~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

~
E
asking~
You ask the guard about the High Druid

~
E
tiercen~
The guard looks thoughtful a moment and asks you "Isn't the High Druid

that old guy Tiercen?" 

~
!
2 -1
woods forest vaasa~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #vaasa, ch );

wait( 2 );

act_tochar( #vaasa2, ch );

~
E
asking~
You ask the guard about the Vaasa.

~
E
vaasa~
The guard glances about to make sure he isn't about to miss anything on

watch then, satisfied he won't be derelict of his duty in stopping to

chat a moment says, "The Vaasa is the great greeness that surrounds you,

or hadn't you noticed you're standing in the woods?" 

~
E
vaasa2~
He continues with a mirthful smile "Of course I'm only jesting with you. 

It would be impossible to miss such lush greenery.  The Vaasa is ancient

beyond reckoning.

It is the oldest of the woodlands in the world, and probably covered nearly the entire world at one point eons ago.

~
!
-1

#482
~
~
water weird~
~
~
is here, shifting forms in the fountain.~
water weirds~
~
~
are here, shifting their forms in the fountain.~
The water weird has a strange shiny surface.  It looks as though there is

some form of energy that is holding the water in its present form.  It

can easily form whatever size appendage it wants from the mass of water

that is is made up of.  

~
Ruthler~
if( random( 1, 6 ) < 6 ) {

  attack_weapon( mob, victim, 2d6, "liquidy blow" );

  remove_rflag( status0, room );

  }

attack_weapon( mob, victim, 2d6, "liquidy blow" );

if( !rflag( status0, room ) ) {

  attack_weapon( mob, victim, 3d6+6, "envelops and" );

  set_rflag( status0, room );

  }

~
!
0 0 30 0 0 0 0 10
0 0 20 4000 893368830 0 30
4231219 31457536 8 0 4
10
6 3 3 18 14
0 0 0 0 0 0 0
1000 10 watery surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
2594 216 0 2478 70577
N 0 3 0
-1
-1

#483
~
~
stone gargoyle~
~
~
eyes you with contempt.~
stone gargoyles~
~
~
eye you with contempt.~
This large statue is made of granite and represents a creature much like

a flying lion.  Its teeth are bared in a fierce mock-grin.

~
Gramp~
attack( mob, victim, 4d4+5, "stone claw" );

attack( mob, victim, 4d4+5, "stone claw" );

attack( mob, victim, 6d6+10, "spiked horn" );

if( attack( mob, victim, 4d4+10, "evil bite" ) ) {

  act_tochar( #char, victim );

  act_notchar( #room, victim );

  drain_exp( victim, 1d100+499 );

  }

attack( mob, victim, 5d10+0, "kick" );

~
E
char~
@b@Wthe bite from the gargoyle drains your experience

~
E
room~
@b@Wthe bite from the gargoyle drains $n of experience

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893368850 0 0
247859 384 0 0 8
35
18 12 12 16 12
20 -10 -10 -10 15 0 0
100 50 spiked horn~
300 15 stone arm~
600 15 stone leg~
900 20 stone body~
1000 5 stone head~
0
157287050 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#484
~
~
dying elven cleric~
~
~
lies here, mortally wounded.~
dying elven clerics~
~
~
~
The cleric is in a very poor state.  One simple item, however, could save

him.  A bandage of any sort could stop the bleeding and prevent his now

inevitable death.  

~
Athyle~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893479051 0 0
230371 16 0 0 3
30
4 14 16 3 3
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65 26214464
0 1 0 0 0
M 0 4 0
-1
6 230
~
if( doing_quest( ch, 11 ) ) {

  obj_to_char( obj, ch );

act_tochar( #ch, ch );

  tell( mob, ch, #here );

  }

else

  junk_obj( obj );

~
E
ch~
The dying cleric gives you back the tourniquet.

~
E
here~
I am not capable of using it on myself, you must @Ebandage@n me.

~
!
-1

#485
~
~
warlock~
~
sinister-looking~
sneers at you in anger.~
warlocks~
~
sinister-looking~
sneer at you in anger.~
This man seems to emanate evil as he stares at you.  His dark eyes stare

through to your very soul, as he begins to draw upon his power.

~
Gramp~
attack_weapon( mob, victim, 8d4+20, "punch" );

attack_weapon( mob, victim, 8d4+20, "punch" );

if( random( 1, 12 ) < 3 ) {

  act_room( #flash, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 1d20+40;

      dam_message( rch, i, "the flash" );

      inflict( rch, mob, i, "the flash" );

      }

    }

  }

~
E
flash~
@b@WThe warlock makes a circle with his little finger..

@MA flash of purple light engulfs the room,

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893479075 0 33
251827 256 4 64 8
28
17 20 20 17 17
40 10 10 10 30 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
99615882 26214464
0 1 0 0 0
M 64 4 0
413 17 1509949445 5 0
383 17 1509949445 16 0
-1
-1

#486
~
~
warlock slave driver~
~
~
is here, yelling at his servants.~
warlock slave drivers~
~
~
are here, yelling at their servants.~
Hunched, with glittering eyes, this warlock's presence can only mean that

a slave is about to be beaten...  probably just for the fun of it.

~
Gramp~
attack_weapon( mob, victim, 8d4+20, "punch" );

attack_weapon( mob, victim, 8d4+20, "punch" );

if( random( 1, 10 ) > 4 )

  attack_weapon( mob, victim, 4d6+20, "kick" );

if( random( 1, 10 ) < 3 ) {

  act_room( #flash, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 1d20+50;

      dam_message( rch, i, "the flash" );

      inflict( rch, mob, i, "warlock slavedriver" );

      }

    }

  }

~
E
flash~
@b@WThe warlock makes a circle with his little finger..

@MA flash of purple light engulfs the room


~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893463501 0 0
251315 129 4 96 8
35
19 18 18 18 17
50 15 10 10 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 26214464
0 1 0 0 0
M 96 5 0
413 17 1509949450 5 0
383 17 1509949445 16 0
-1
-1

#487
~
~
human cook~
~
~
runs around frantically opening and closing cupboards.~
human cooks~
~
~
run around frantically opening and closing cupboards.~
This pleasantly plump woman appears to have been abandoned by her kitchen

staff.  Unfortunately, she now races around the kitchen looking for

anything out of which she can make a decent meal.  

~
Caer~
attack( mob, victim, 1d10+10, "frying pan" );

attack( mob, victim, 1d10+0, "meat cleaver" );

attack( mob, victim, 1d10+0, "meat cleaver" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char, ch );

  attack( mob, victim, 4d5+0, "bump" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
char~
The human cook bumps you with her butt, sending you flying.

~
E
help~
@R@bThe human cook cries out for aid!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893368970 0 0
230819 0 0 0 3
15
10 12 13 10 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
F 0 4 0
463 17 1509949465 13 0
-1
-1

#488
~
~
orc slave master~
~
muscular, leather-clad~
is here, watching over the slaves.~
orc slave masters~
~
muscular, leather-clad~
are here, watching over the slaves.~
This large orc has been tasked with the job of watching over and keeping

the slaves in-line.  His muscular build and piercing red eyes are enough

to intimidate even the most hearty of men.  His eyes slowly move from

slave to slave, always watching them, waiting for them to make a wrong

move.

~
Terek~
if( has_obj( 3023, mob ) ){

  attack( mob, victim, 5d6+10, "stinging strike" );

  attack( mob, victim, 5d6+10, "whip crack" );

  attack( mob, victim, 5d6+10, "recoiling strike" );

  if( random( 1, 10) < 5 ){

    i = 10d5;

    act_tochar( #crack, victim );

    act_notchar( #r_crack, victim );

    dam_message( victim, i, "The whip-snap" );

    inflict( victim, mob, i, "The whip-snap" );

    }

  }

else{

  attack( mob, victim, 3d15+5, "left hook" );

  attack( mob, victim, 3d15+5, "right hook" );

  attack( mob, victim, 3d15+5, "elbow jab" );

  }

~
E
Crack~
@WThe orc slave master raises his whip high above his head, and with a

powerful slash he brings the whip down and cracks it in your face.

~
E
r_crack~
@WThe orc slave master raises his whip high above his head, and with a

mighty slash he brings the whip down towards@n @B$n@n @Wand cracks it in

his face.

~
!
0 0 10 0 0 0 0 10
0 0 3 4000 893479257 0 29
229811 0 4 96 8
25
21 4 5 17 17
1 5 5 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
636 10 0 830 176095
M 96 4 0
985 17 1509949450 5 0
2102 17 1509949475 9 0
2125 17 1509949450 8 0
2042 17 1509949460 10 0
2022 17 1509949455 7 0
2181 17 1509949480 14 0
3023 17 1509949540 16 0
-1
-1

#489
Kissk~
lizardman shaman Kissk~
lizardman shaman~
~
~
is working on a potion.~
lizardman shamans~
~
~
seem to be cooking up some potions.~
You see an old lizardman before you.  He notices your arrival and frowns

because you have interrupted his work.  After looking you over, he

returns to his work.

~
Sssar~
attack( mob, victim, 4d4+4, "claw" );

attack( mob, victim, 4d4+4, "claw" );

attack( mob, victim, 5d5+2, "kick" );

send_to_char( #char, ch );

act_notchar( #room, ch );

dam_message( ch, 8d9+2, "acidic potion" );

inflict( ch, mob, 8d9+2, "acidic potion" );

i = random( 1, 5 );

if( i == 2 )

  cast_spell( slow, mob, victim );

if( i == 3 )

  cast_spell( harm, mob, victim );

if( i == 4 )

  cast_spell( locust swarm, mob, victim );

else

  cast_spell( blind, mob, victim );

~
E
char~
The shaman throws a vial of potion at you.

~
E
room~
The shaman throws a vial of potion at $n.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 897510098 0 27
234663 1090527232 0 0 4
55
12 15 15 14 12
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144650 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
feathered quill~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 56, ch ) ) {

    act_tochar( #favor, ch );

    wait( 2 );

    act_tochar( #favor2, ch );

    wait( 2 );

    act_tochar( #favor3, ch );

    wait( 2 );

    act_tochar( #favor4, ch );

    }

  }

~
E
favor~
You come for ssspecial feathersss, yessss?

~
E
favor2~
You ssseek something, I ssseek sssomething.  We make bargain, yessss?

~
E
favor3~
You bring me sssomething I ssseek and I give you ssspecial feather.

~
E
favor4~
I give you choiccce.  You bring Kissk ssskin from giant python, yes?  Or

you bring ssskin from bear for Kissk's home, yes?  Or maybe you bring

nice bit of bamboo to Kissk ssso he can call insssectsss to do hisssss

bidding, yes?

   

The choice isss yourssss.  You bring Kissk one of thossse and I give you

ssspecial feather.

~
!
6 1308
~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 56, ch ) ) {

    act_tochar( #thanks, ch );

    obj_to_char( oload( 1886 ), ch );

    set_cflag( 56, ch );

    }

  }

~
E
thanks~
Ah, you bring Kissk fine ssskin.  I keep my word and give you ssspecial

feather now.

  

So saying, the shaman roots around in a satchel, pulls out a feather and

hands it to you.

~
!
6 44
~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 56, ch ) ) {

    act_tochar( #thanks, ch );

    obj_to_char( oload( 1886 ), ch );

    set_cflag( 56, ch );

    }

  }

~
E
thanks~
Ah, you bring Kissk a fine ssskin indeed from a sssavage bear.  You look

none-the-lessss worssse for wear.  You have earned your reward.

   

So saying he Kissk digs around in a satchel, pulls out a feathered quill

and hands it to you.

~
!
6 280
~
if( doing_quest( ch, 38 ) ) {

  if( !cflag( 56, ch ) ) {

    act_tochar( #thanks, ch );

    obj_to_char( oload( 1886 ), ch );

    set_cflag( 56, ch );

    }

  }

~
E
thanks~
Ah, with thisss bamboo ssshoot, Kissk will be able to call the

insssectsss to do hisssss bidding.  I have what you asssked for now.

  

So saying, the shaman roots around in a satchel, pulls out a feather and

hands it to you.

~
!
0 -1
~
if( cflag( 56, ch ) ) {

if( doing_quest( ch, 38 ) ) {

    if( has_obj( 1886, ch ) )

      act_tochar( #go_away, ch );

    else

      act_tochar( #lost?, ch );

    }

  }

~
E
go_away~
Sssso are you taking that feather to Prenssslie or not?

~
E
lost?~
I sssee you no longer have the feather, did you lossse it?  I will give

you another if you bring me Sssomething elssse thisssss time.

    

There issss a figurine I want, a figurine of a cresssted lizard.  Give me

one and I will give you another of the ssspecial feathersssss.

~
!
0 -1
~
~
!
6 1521
~
if( !has_obj( 1886, ch ) ) {

  if( cflag( 54, ch ) ) {

    if( !cflag( 55, ch ) ) {

      act_tochar( #try_again, ch );

      obj_to_char( oload( 1886 ), ch );

      }

    }

  }

~
E
try_again~
I can add thissss to my collection, it will be a valuable addition.  In

exchange I give you another ssspecial feather.  You must be more careful

with thisssss one.

  

The shaman hands you another featherd quill.

~
!
2 -1
dune stalker~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat1~
Look, before I tell you what I know, I want sssomething in return.

~
E
stat2~
When I was traveling in the desssert, I came acrossss the hand of a

fallen comrade.  I want to get in touch with them, but need a finger bone

from it that I wassssn't able to get when I wassss there.

~
E
ask~
You ask $N about dune stalker allies.

~
E
rask~
$n asks $N something.

~
!
6 2151
~
wait( 1 );

act_tochar( #glee, ch );

act_notchar( #rglee, ch );

act_notchar( #glee, ch );

wait( 2 );

act_room( #settle, ch );

wait( 1 );

tell( mob, ch, #stat1 );

act_notchar( #rask, ch, obj, mob );

~
E
glee~
Kissk the lizardman shaman waves a finger bone in the air and cackles

with glee.

~
E
settle~
After a moment, Kissk seems to settle down.

~
E
stat1~
Ok, here issss what I know.  While I haven't ssssummoned one mysssself, I

do have a good idea that a pinch of sand might call to the likes of a

dune sssstalker.

~
E
rask~
Kissk tells somethign to $n.

~
E
rglee~
Kissk the lizardman shaman cackles in glee at something $n gave him.

~
!
0 -1
~
if( is_player( ch ) ) {

  if( find_skill( ch, cure serious ) > 6 ) {

    if( find_skill( ch, holy wrath ) > 6 ) {

      if( find_skill( ch, cure critical ) < 1 ) {

        wait( 1 );

        act_tochar( #raise, ch );

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
raise~
The lizardman shaman looks up from the animal he is petting.

~
E
stat1~
Hello, stranger. Have you been sent to me by the gnome too?

~
!
2 2
gnome~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about what he means by 'the gnome.'

~
E
stat1~
I know not his name, but recently, several people, with the same divine

spark that you possess, have come to me in error.  I know nothing.

~
!
2 -1
master elementalist~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about master elementalists.

~
E
stat1~
When the time is right, a master elementalist can be summoned with the

proper sacrifices.  South of here stands a circle of stones partly

consumed by the swamp.  I once saw a human trying to summon a master

elementalist there, but I do not know the ritual he used.

~
!
2 -1
rituals~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about rituals.

~
E
rask~
$n asks $N something.

~
E
stat1~
The ritual needed to summon a master elementalist is unknown to me.  Suck

things are never recorded or written down.  Usually, they become part of

an oral tradition and are passed down through the generations by song.

~
!
2 -1
standing stones circle south~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the circle of standing stones.

~
E
stat1~
South of here, in the swamps, stands a circle of ancient stones.  But

beware, they are guarded by a frog whose size rivals my temple!

~
!
-1

#490
~
~
earth elemental~
~
~
is here.~
earth elementals~
~
~
are here.~
A mighty rock formation that slightly resembles a gigantic human.

~
Talis~
attack( mob, ch, 6d10+30, "stony fist" );

attack( mob, ch, 6d10+30, "stony fist" );

attack( mob, ch, 6d10+30, "stony fist" );

ch = rand_player( room );

if( is_fighting( ch ) ) {

act_tochar( #test, ch );

  act_tochar( #grasp, ch );

  act_notchar( #rgrasp, ch );

  if( random( 1, 2 ) == 1 ) {

    act_tochar( #ouch, ch );

    act_notchar( #rouch, ch );

    i = 6d30;

    dam_message( ch, i, "binding grasp" );

    inflict( ch, mob, i, "earth elemental" );

    }

  else {

    act_tochar( #whew, ch );

    act_notchar( #rwhew, ch );

    }

  }

~
E
grasp~
@YThe earth suddenly starts to rise up about you like waves of water!@n

~
E
rgrasp~
@YThe earth suddenly starts to rise up about $n like waves of water!@n

~
E
ouch~
@RThe waves of moving earth crash in upon you crushing you!@n

~
E
rouch~
@YThe waves of moving earth crash inward crushing $m!@n

~
E
whew~
@YFortunately you leap out of the way just as the waves of earth crash together!@n

~
E
rwhew~
@YFortunately $e manages to leap out of the way just in time to avoid being crushed!@n

~
E
test~
test passed

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 893369119 0 0
164515 65536 0 0 4
90
25 3 12 10 25
50 30 30 30 100 30 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262149130 26215050
0 1 0 0 0
N 0 7 0
-1
-1

#491
~
~
stone giant~
~
~
is hunched over, cooking a deer.~
stone giants~
~
~
are hunched over a cooking deer.~
The massive giant stands four meters tall, towering far over you.  His

rock-hard limbs bulge with huge muscles, and his black eyes stare out

over the land as if seeking a victim to eradicate.  His mouth hangs open

slightly, showing large, chipped teeth covered with bits of food and dark

stains.

~
Athyle~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 7d5+20, "stone-like punch" );

attack_weapon( mob, victim, 7d5+20, "powerful backhand" );

if( random( 1, 3 ) == 1 ) {

  act_room( #boulder, ch );

  i = 7d6+10;

  dam_message( ch, i, "The boulder" );

  inflict( ch, mob, i, "a thrown boulder" );

  end;

  }

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 7d5+20, "stomp" );

~
E
boulder~
@RThe stone giant picks up a large boulder and throws it.

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893463820 0 28
231223 0 4 0 8
35
20 9 8 11 19
10 25 50 50 15 0 0
300 17 right leg~
600 17 left leg~
700 15 right foot~
800 15 left foot~
1000 12 stomach~
0
183500800 26214464
70 2 0 0 0
M 0 7 0
-1
-1

#492
~
~
firbolg leader~
~
massive~
is here, exploring the spire.~
firbolg leaders~
~
massive~
are here, exploring the spire.~
This would be the leader, and he towers over seven meters tall.  His

massive arms are the size of trees, and his legs are even more 

massive.  About him he wears the wrapping of many animal furs.

~
Athyle~
attack_weapon( mob, victim, 9d7+7, "punch" );

attack_weapon( mob, victim, 9d7+7, "punch" );

attack_weapon( mob, victim, 9d7+7, "punch" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 9d7+7, "stomp" );

if( random( 1, 5 ) < 3 ) {

  victim = rand_player( room );

  act_room( #crush, mob );

  attack( mob, victim, 10d10+25, "thrown boulder" );

  end;

  }

if( random( 1, 5 ) < 3 ) {

  act_tochar( #vic_throw, victim, obj, mob );

  act_neither( #throw, victim, obj, mob );

  if( random( 1, 2 ) == 1 )

    transfer( victim, find_room( 19179 ) );

  else

    transfer( victim, find_room( 19181 ) );

  i = 10d10+25;

  dam_message( victim, i, #landing );

  inflict( victim, mob, i, "Firebolg Leader" );

  }

~
E
crush~
@YThe firebolg giant grabs a large boulder, lifting it above his head!@n

~
E
vic_throw~
@Y$N picks up you and tosses you!

~
E
throw~
@Y$N picks up $n and tosses $m!  

~
E
landing~
The landing

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893479292 0 0
230711 2097152 0 0 8
55
23 9 8 10 19
0 20 20 20 30 0 0
300 20 right knee~
600 20 left knee~
700 18 left foot~
800 18 right foot~
1000 16 stomach~
0
340787200 26214464
0 1 0 0 0
M 0 7 0
-1
-1

#493
~
~
stone giant scout~
~
massive~
is heading up the trail to find his leader.~
stone giant scouts~
~
massive~
are heading up the trail to find their leader.~
The massive giant stands four meters tall, towering far over you.  About

him he wears only a loincloth of animal skins.  The look in his eye is

not intelligence or wise, but brute force.  He is taller then any similar

creatures in the area, and far broader as well.

~
Athyle~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 8d6+10, "smashing punch" );

attack_weapon( mob, victim, 8d6+10, "incredible pound" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 8d6+10, "punch" );

if( random( 1, 5 ) < 3 ) {

  act_room( #boulder, ch );

  rand_player( room );

  i = 9d6+20;

  dam_message( ch, i, "The boulder" );

  inflict( ch, mob, i, "a thrown boulder" );

  end;

  }

attack( mob, victim, 8d6+10, "stomp" );

~
E
boulder~
@RThe giant grabs a boulder and throws it!@n

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893479311 0 28
231221 8192 0 48 8
45
20 8 7 12 19
-10 25 50 50 15 0 0
300 17 right leg~
600 17 left leg~
700 15 right foot~
800 15 left foot~
1000 12 huge stomach~
0
183502090 39324801
697 6 0 0 0
M 48 7 0
-1
-1

#494
Betholar~
~
dragon-like creature~
~
~
lies curled about the hovering rune.~
dragon-like creature~
~
~
lie curled about the hovering rune.~
The creature, curled around the rune, is daunting in size.  Its long

sinewy body has 6 muscled legs, and the length is encased in large rigid

scales.  The long narrow head holds dragon-like features such as bony

ridges and flanges, and a maw sporting tearing teeth.  An unlidded

triangular amber eye appears to regard you back, unblinkingly.  

~
Amon~
attack( mob, victim, 6d10+0, "ripping claw" );

attack( mob, victim, 6d10+0, "tearing claw" );

if( random( 0, 2 ) > 0 )

  attack( mob, victim, 6d10+0, "slashing claw" );

if( random( 0, 2 ) > 0 )

  attack( mob, victim, 6d10+0, "powerful claw" );

if( random( 0, 1 ) == 0 ) {

  attack( mob, victim, 20d5+0, "bone-crushing maw" );

  if( attack( mob, victim, 20d5+0, "bone-crushing maw" ) ) {

    if( random( 1, 15 ) == 15 ) {

      if( char_in_room( victim, room ) ) {

        act_tochar( #swallow, victim, obj, mob );

        act_notchar( #r_swallow, victim, obj, mob );

        transfer( victim, find_room( 71525 ) );

        act_notchar( #r_arr, victim, obj, mob );

        }

      }

    }

  end;

  }

if( random( 1, 3 ) == 1 ) {

  act_tochar( #ch_lightning, victim, obj, mob );

  act_neither( #lightning, victim, obj, mob );

  i = 3d75+5;

  dam_message( victim, i, "The breathed lightning" );

  inflict( victim, mob, i, "" );

  }

~
E
lightning~
@B@Y$N rises up, flexes, and throws its opening maw at $n.

~
E
ch_lightning~
@B@Y$N rises up, flexes, and throws its opening maw at you.

~
E
swallow~
@YTeeth crunching into you, the Betholar raises its head up and back and

you tumble down the throat.

~
E
r_swallow~
@YYou watch in horror as $N swallows $n!!!

~
E
r_arr~
@YYou see the form of $n being forced down into the stomach

above you.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893464072 0 25
1073758515 1075847552 12 0 8
66
23 7 12 18 14
30 50 0 50 100 0 0
500 32 grey scales~
650 36 scale-armored leg~
800 30 armored snout~
900 30 grey scaled tail~
1000 50 snapping teeth~
8388608
346030080 26214464
0 1 0 0 0
N 0 9 0
-1
4 -1
~
acode( room, 2 );

send_to_room( #death, find_room( 19192 ) );

~
E
death~
The tight stomach tissue suddenly slackens.

~
!
7 -1
~
act_room( #arr, mob );

obj = obj_in_room( 101, room );

room = find_room( 19192 );

send_to_room( #arr2, room );

wait( 6 );

if( obj ) {

  act_room( #eat, mob );

  loop( all_in_room ) {

    i = dice( 3, 50 );

    act_tochar( #chewing, rch );

    dam_message( rch, i, "The ripping chewing teeth" );

    inflict( rch, mob, i, "re-eaten by a Betholar" );

    }

  junk_obj( obj_in_room( 101, find_room( 19184 ) ) );

  }

set_rflag( status0, room );

set_rflag( status1, room );

set_rflag( status2, room );

wait( 6 );

if( !is_fighting( mob ) ) {

  act_notchar( #sleep, mob );

  interpret( mob, "sleep" );

  }

~
E
sleep~
@bWith one last look around, the Betholar curles itself around the hot

hovering rune and goes to sleep.  

~
E
chewing~
@bThe body you are in is eaten by something larger!

~
E
arr2~
You hear a large movement approaching the corpse outside.

~
E
eat~
@bThe invading Betholar finds the corpse of the old one, and once

assured it is dead, begins to eat it.  

~
E
arr~
@bA new Betholar comes crawling into the cave, tongue flickering for

scents of its former owner or other dangers.  

~
!
4 -1
~
if( cflag( 44, ch ) ) {

  remove_cflag( 40, ch );

  remove_cflag( 44, ch );

  act_tochar( #atoned, ch );

  }

~
E
atoned~
You feel as if a burden has been lifted from your shoulders as you

complete the quest of atonement assigned to you by the elder elf.

~
!
-1

#495
Paul~
~
short monk~
~
~
stands here, selling the monks' goods.~
short monks~
~
~
stand here, selling goods.~
A small short and somewhat older man, you can tell a hump has formed on

his back, but you still think he is quite cabable of defending himself. 

He wears the common brown garb of the monks who inhabit this monastary. 


~
Earthstone~
i = random( 1, 10 );

attack( mob, victim, 5d5+5, "lizard's claw" );

attack( mob, victim, 5d5+5, "lizard's claw" );

attack( mob, victim, 5d5+5, "lizard's claw" );

if( i < 3 )

  attack_room( mob, 20d2+10, "spin kick" );

attack( mob, victim, 5d5+5, "tigers paw" );

if( i > 8 )

  do_spell( cure serious, mob, mob );

if(  i < 3 ) {

  send_to_Room( #sentry, room );

  summon( mob, victim );

  }

~
E
sentry~
@R@bPaul calls for the guards!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 893464232 0 32
231331 4229120 0 2336 3
35
15 16 17 15 10
20 20 20 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
0 1 0 0 0
M 2336 4 0
2181 17 1509949540 15 0
2102 17 1509949540 9 0
2081 17 1509949540 6 0
2042 17 1509949540 10 0
2022 17 1509949540 7 0
2125 17 1509949490 8 0
64 17 1509949445 5 0
-1
8 -1
hi hello~
send_to_char( #hi, ch );

~
E
hi~
Paul tells you, "Hello, and welcome to my humble establishment, if there

is anything I can get you, just check my list."

~
!
-1

#496
~
~
goblin bandit~
~
sly~
skulks about in the shadows.~
goblin bandits~
~
sly~
skulk about in the shadows.~
A green-skinned goblin skulks about the area, wearing a long cape and

high, mud-stained boots.  He shifts about the area, on the edge of your

consciousness, always averting your gaze.  An individual whose mere

presence makes you feel uneasy.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( i < 4 )

  attack_weapon( mob, victim, 2d4, "combination punch" );

if( i < 3 )

  attack( mob, victim, 3d4+4, "smash" );

if( i < 2 )

  attack( mob, victim, 3d4+4, "kick" );

~
!
0 0 11 0 0 0 0 10
0 0 376 4000 893479368 0 28
230389 12288 0 32 8
10
16 12 12 18 14
5 10 5 5 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 13110410
46121 3624 0 57040 1734918
M 32 3 0
2081 17 1509949470 6 0
2042 17 1509949480 10 0
2002 17 1509949490 5 0
738 17 1509949445 5 0
615 17 1509949450 7 0
2021 16 1677721690 7 0
3029 17 1509949505 18 0
1053 16 1509949470 18 0
1105 16 1509949445 18 0
973 17 1509949490 16 0
3002 16 1509949490 16 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( find_stat( ch, level ) > 5 ) {

  if( find_stat( ch, level ) < 91 ) {

    if( random( 1, 10 ) > 5 )

      attack( mob, ch, 3d10+10, "backstab" );

    }

  }

~
!
-1

#497
~
~
young monk sentry~
~
~
monitors the monastery grounds.~
young monk sentries~
~
~
monitor the monastery grounds.~
This tall, handsome young man has a quiet air about him.  His grey eyes

are calm, his expression one of contemplation and serenity.  His body is

athletic and lithe; his stance is graceful and well-balanced.  Traced in

silver and grey inks beneath his left eye is the runic symbol of the

White Oak.

~
Earthstone~
attack( mob, victim, 3d5+12, "tiger paw" );

attack( mob, victim, 3d5+12, "tiger paw" );

if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 3d5+12, "tiger paw" );

if( random( 0, 3 ) < 2 ) {

  act_notchar( #spin, mob );

  attack( mob, victim, 5d10+15, "spin kick" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 2d10+10, "flurry of attacks" );

      }

    }

  }

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
spin~
@CThe young monk leaps into the air, becoming a deadly blur!@n

~
E
echo~
@eThe young man attacks with renewed fury!@n

~
E
ram~
@YThe young monk lowers his head and charges.

~
!
0 11 0 0 0 0 0 10
0 0 2 4000 893369424 0 34
230817 6300032 140 0 4
35
19 12 12 24 17
25 25 10 15 80 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
911 17 0 1213 161471
M 0 4 0
2125 17 1509949540 8 0
2081 17 1509949540 6 0
2042 17 1509949540 10 0
2022 17 1509949540 7 0
2002 17 1509949540 5 0
2101 17 1509949540 9 0
-1
1 0
~
if( !is_player( ch ) )

  end;

if( find_Stat( ch, level ) > 90 )

  continue;

if( class( ch ) == Monk )

  continue;

send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
The sentry growls and snarls something to $n.

~
E
char~
The sentry says, "No outsiders beyond this point without permission."

~
!
8 -1
hi hello~
wait( 1 );

send_to_char( #hi, ch );

~
E
hi~
The monk grumbles something about permission, and then ignores you.

~
!
2 -1
permission passage~
if( find_skill( ch,  meditate ) > 0 ) {

  act_tochar( #monk, ch );

  transfer( ch, find_room( 12554 ) );

  end;

  }

if( find_stat( ch, level ) < 10 ) {

  act_tochar( #pass, ch );

  transfer( ch, find_room( 12554 ) );

  }

else

  act_tochar( #nope, ch );

~
E
monk~
As a meditative soul, you are most welcome here.

~
E
nope~
The monk looks you over and states, "You might try to get into a lot of

trouble inside.  I refuse you passage." 

~
E
pass~
The monk looks you over and states, "You are low enough of level that I

suppose you can't do too much harm.  Just try not to pester the monks too

much." 

@b@R"But be warned!" @Gthe monk continues.  @R"There are dangers inside

for those who do not mind where they step.  Be careful." 

~
!
-1

#498
~
~
punching bag~
~
~
is here.~
punching bags.~
~
~
are here.~
enter description here

~
Earthstone~
attack( mob, victim, 0d1+1, "bruises" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893479385 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429940 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#499
~
~
monk mentalist~
~
~
is here.~
monk mentalists~
~
~
are here.~
Short in stature, this human monk still could be a formidable foe or

ally.  He wears a peculiar set of drab brown leathers and some leather

bracers containing a few runes.  

~
Earthstone~
if( random( 1, 10 ) < 2 ) {

  act_room( #mindblast, victim );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 20d2+4;

      dam_message( rch, i, "the mind blast" );

      inflict( ch, mob, i, "the mentalist" );

      }

    }

  }

else {

  if( random( 1, 10 ) < 3 ) 

    do_spell( sleep, victim );

  }

attack( mob, victim, 1d4+0;, "punch" );

if( random( 1, 10 ) < 3 )

  do_spell( fireball, victim );

if( random( 1, 10 ) < 3 )

  do_spell( shock, victim );

if( random( 1, 20 ) < 3 ) {

  act_room( #purge, rch );

  do_spell( confuse, mob, victim );

  do_spell( hallucinate, mob, victim );

  }

if( random( 1, 20 ) < 7 ) {

  act_room( #crush, rch );

  drain_stat( victim, str, 3 );

  drain_stat( victim, int, 3 );

  drain_stat( victim, wis, 3 );

  drain_stat( victim, dex, 3 );

  drain_stat( victim, con, 3 );

  i = 3d10+0;

  dam_message( victim, i, "the psychic crush" );

  inflict( ch, mob, i, "the mentalist" );

  }

attack( mob, victim, 4d4+4, "body weaponry" );

attack( mob, victim, 4d4+4, "body weaponry" );

~
E
purge~
The mentalist shouts, "PSYCHIC PURGE!"

~
E
crush~
The mentalist shouts, "PSYCHIC CRUSH!"

~
E
mindblast~
The mentalist lets out a mental BLAST!

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 893369466 0 0
230177 0 0 0 3
35
10 19 19 20 12
20 -5 0 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104857940 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#500
~
~
Ogre raider~
~
~
is here.~
Ogre raiders~
~
~
are here.~
Towering above the rest of the denizens in the caves, the ogre's are by

far the largest inhabitants.  Their purpose in life (currently) is to

provide security for this base of operations.  They really seem to be

bothered by the fact that their hard earned wages are being kept from

them by the commander of this mission.  The orog in charge has deemed it

necessary to keep all loot until completion of the objective.  

~
Earthstone~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10) < 6 )

  attack_weapon( mob, victim, 2d4+0, "uppercut" );

if( random( 1, 10) < 4 )

attack( mob, victim, 5d2+2, "kick" );

else {

  if( random( 1, 10) < 3 )

attack( mob, victim, 5d1+2, "shield rush" );

    }

if( random( 1, 10) < 2 ) {

  send_to_room( #help!, room );

  summon( mob, victim );

  }

~
E
help!~
The sound of battle is loud, and will probably attract anyone nearby.

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893369481 0 0
230819 8192 1 0 8
20
19 12 12 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#501
~
~
stone giant~
~
huge~
reclines near a bonfire.~
stone giants~
~
huge~
recline near a bonfire.~
The massive giant stands four meters tall, towering far over you.  

His rock-hard limbs bulge with huge muscles, and his black eyes stare out

over the land as if seeking a victim to eradicate.

His mouth hangs open slightly, showing large, chipped teeth covered with

bits of food and dark stains.

~
Amon~
if( random( 1, 3 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 7d6+10;, "stone-like punch" );

attack_weapon( mob, victim, 7d6+10;, "powerful backhand" );

if( random( 1, 3 ) == 1 ) {

  act_room( #boulder, ch );

  i = 7d6+10;

  dam_message( ch, i, "The boulder" );

  inflict( ch, mob, i, "a thrown boulder" );

  end;

  }

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 7d6+20, "stomp" );

~
E
boulder~
@RThe stone giant picks up a large boulder and throws it.

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893479419 0 0
231223 0 4 48 8
35
20 8 9 11 19
-10 25 50 50 15 0 0
300 17 right leg~
600 17 left leg~
700 15 right foot~
800 15 left foot~
1000 12 stomach~
0
183500800 26214464
376 7 0 0 0
M 48 7 0
-1
-1

#502
Tanth~
~
troll monk,~
~
~
is here.~
troll monks~
~
~
are here.~
This large troll grins sadistically at you.  He stands roughly 9 feet

tall and has thick, wicked, black hair.  His eyes are large and ebony,

releasing no light, giving you no hint as to whether he is looking at

you, or right through you.  

~
Earthstone~
attack( mob, victim, 6d5+6, "mighty fist" );

attack( mob, victim, 6d5+6, "mighty fist" );

if( random( 1, 10 ) < 6 )

  do_spell( cure critical, mob, mob );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #fist, mob );

  attack_room( mob, 3d10+0, "flurry of fists" );

  attack_room( mob, 3d10+0, "flurry of fists" );

  attack_room( mob, 3d10+0, "flurry of fists" );

  }

if( random( 1, 10 ) < 2 ) { 

  send_to_char( #sneer, ch );

  attack( mob, victim, 6d10+6, "death strike" );

  }

~
E
fist~
Tanth opens up in a flurry of fists, sending you realing.

~
E
sneer~
Tanth screams, "I am gonna kill you, victim !"

~
E
help~
@BThe monk calls out for help!@n

~
!
0 11 9 0 0 0 0 10
0 0 0 4000 893370844 0 0
99747 2097152 8 16 8
50
18 8 12 17 20
15 -20 0 50 50 0 0
850 10 mighty skin~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
340790410 26214464
0 1 0 0 0
M 16 6 0
2042 17 1509949540 10 0
215 17 1509949540 9 0
2123 17 1509949540 8 0
446 17 1509949444 7 0
413 17 1509949445 5 0
-1
8 -1
hi hello~
send_to_char( #hi, ch );

~
E
hi~
Tanth growls and says, "Go away kid, you bother me."

~
!
-1

#503
~
~
fungal horror~
~
~
eyes you intently.~
fungal horrors~
~
~
eye you intently.~
These ugly creatures have the likeness of giant lobsters.  Execpt for the

fact that they are bright red and have huge bat like wings.  They do

however have a large supply of legs, feelers, and eyestalks.  They also

have two large forearms that end in large pincers.  

~
Ruthler~
attack( mob, victim, 4d6, "Left pincer" );

attack( mob, victim, 4d6, "Right pincer" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 4d6, "Left pincer" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 4d6, "Right pincer" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893370939 0 28
233013 4202752 0 0 4
10
12 12 12 12 12
0 -20 100 0 0 0 0
300 7 claw~
200 3 leg~
100 3 eye stalk~
500 4 wing~
1000 10 body~
0
26215050 26214464
0 3 0 0 0
N 0 5 0
-1
-1

#504
Morioh~
~
massive white dragon~
~
~
slumbers here, white scales gleaming.~
massive white dragons~
~
~
slumber here, white scales gleaming.~
Her body shows scars from centuries old battles, as this massive wyrm has

been alive in this world for many ancient ages.  Her smooth glinting

white scales cover her with the toughest armor, from nose to tail, which

stretches across the length of this giant cavern of ice.

~
Phule~
attack( mob, victim, 5d50+0, "flesh rending claw" );

attack( mob, victim, 5d50+0, "flesh rending claw" );

if( random( 1, 2 ) == 2 ) {

  act_room( #a1, mob );

  loop( all_in_room ) {

    if( mob != rch ) {

      if( find_stat( rch, dex ) > random( 1, 36 ) ) {

        act_tochar( #c_tumble, rch, obj, mob );

        act_notchar( #r_tumble, rch, obj, mob ); 

        do_spell( slow, mob, rch );

        inflict( rch, mob, 4d40, "Morioh's wind attack" );

        }

      else {

        act_tochar( #dodge, rch, obj, mob );

        act_notchar( #r_dodge, rch, obj, mob );

        }

      }

    }

  }

else {

  if( random( 1, 2 ) == 2 ) {

    if( rand_player( room ) != mob )

      attack( mob, victim, 4d40, "wing slap" );

    if( rand_player( room ) != mob )

      attack( mob, victim, 4d40, "wing slap" );

    }

  else {

    act_room( #ice, mob );

    attack_room( mob, 3d80+0, "falling shower of ice" );

    }

  }

if( random( 1, 2 ) == 2 )

  attack( mob, victim, 4d45, "cavernous maw" );

else {

  if( random( 1, 4 ) == 1 ) {

    act_room( #snow, mob );

    attack_room( mob, 5d50+300, "breath of ice" );

    }

  }

~
E
a1~
@RMorioh @b@Crises into the air, snapping her wings toward you.

~
E
c_tumble~
The @b@Cblast of wind@n sends you head over heels, smashing into a wall

of ice.  

~
E
r_tumble~
The blast of wind sends $n flying.

~
E
dodge~
You tumble out of the way of the falling ice.

~
E
r_dodge~
$n tumbles out of way of the falling ice.

~
E
ice~
@CMorioh @bslams her tail into the wall, sending ice raining down.

~
E
snow~
@RMorioh @bpulls back, sucking in a huge gale of wind.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893479511 0 0
231719 8576 134217733 0 8
90
25 17 19 15 21
60 -20 99 60 99 50 100
400 38 pearly white body~
600 23 musclebound wing~
750 30 long neck~
850 28 bony head~
1000 42 extended foreleg~
0
838862730 26214464
0 1 0 0 0
F 0 9 0
-1
4 -1
~
act_room( #this_happens, ch );

open( room, north );

acode( find_room( 34534 ), 1 );

~
E
this_happens~
@CAs Morioh's body crashes to the floor in a spray of shattering ice,

there is a *click* to the north and you see the jeweled door swing

silently open.  

~
!
0 -1
~
if( rflag( status0, room ) )

end;

set_rflag( status0, room );

wait( 2 );

room = find_room( 34532 );

if( rflag( reset0, room ) ) {

  send_to_room( #c_speech, room );

  wait( 3 );

  send_to_room( #d_speech, room );

  wait( 3 );

  send_to_room( #e_speech, room );

  wait( 3 );

  send_to_room( #f_speech, room );

  wait( 3 );

  send_to_room( #g_speech, room );

  wait( 3 );

  send_to_room( #h_speech, room );

  remove_rflag( reset0, room );

  }

remove_rflag( status0, room );

~
E
h_speech~
The undead knight's voice grows harsh. "Kill Morioh."

~
E
g_speech~
"And true to my vow, my soul has not found rest in the thousand years

since, only watching, waiting, hoping that a brave band of adventurers

would come free me from this world.  And now you have come.  Finish this

battle between good and evil that began over a thousand years ago." 

~
E
f_speech~
"I tracked her across the realms, finally cornering her here, in this

cavern.  I managed to maim her wings, ensuring she would never fly to

kill my people again, but she took my life.  

~
E
e_speech~
The spectre's voice cracks.  "I returned to my homeland to find that my

entire family had been slaughtered by the beast in my absence, and I

vowed to see her dead ere my soul would dare rest.  

~
E
d_speech~
"Having heard of her evil misdeeds, I undertook a quest to slay her and

end the suffering of innocents.  However, in our first encounter I only

managed to wound her before she fled into the night." 

~
E
c_speech~
You hear Sarconus' voice urge you on.  "Do not doubt that she is evil,

adventurers.  For thousands of years before even I was born she pillaged

cities and murdered children.  

~
!
-1

#505
Sarconus~
~
shimmering spectre~
~
~
floats here silently.~
shimmering spectres~
~
~
float here silently.~
The long-dead warrior makes no sound as he levitates above the ground. 

The trapped soul of the mighty paladin Sarconus, the spectre will never

rest until some great task is finally complete.  

~
Phule~
attack( mob, victim, 5d5+0, "bone rattling moan" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893479525 0 0
164387 0 16 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  wait( 4 );

  send_to_room( #a_speech, room );

  wait( 4 );

  send_to_room( #b_speech, room );

  junk_mob( mob );

}

~
E
b_speech~
Sarconus fixes his mournful visage upon you as he shimmers and fades out

of existence.  

~
E
a_speech~
The transparent warrior turns its lifeless eyes upon you, regarding you

with apparent impassion.  Then the spectre speaks in a hollow, unearthly

voice.  "Brave adventurers, I am at your mercy.  My spirit has been

trapped here by Morioh for a thousand years in unrest and torment.  The

only way to free my spirit is to slay the beast.  You are perhaps my last

hope."  

~
!
-1

#506
~
~
monk chef~
~
busy~
is here, frantically trying to get dinner ready.~
monk chefs~
~
busy~
are here, frantically trying to get dinner ready.~
This chef is busy rushing around the kitchen, she hardly takes time to

even look at you but to check to see if you have brought her any new

meats.  

~
Earthstone~
attack_weapon( mob, victim, 3d10+3, "open hand" );

attack_weapon( mob, victim, 3d10+3, "open hand" );

attack_weapon( mob, victim, 3d10+3, "open hand" );

~
E
summon~
$n yells for help!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 893479543 0 36
230819 0 128 0 4
30
18 9 9 18 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
141558538 26214464
0 1 0 0 0
F 0 4 0
2042 17 1509949465 10 0
2022 17 1509949465 7 0
2003 17 1509949465 5 0
2125 17 1509949465 8 0
443 17 1509949465 16 0
2081 17 1509949450 6 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Why hello there.  Do you have any animal meats to sell me?

~
!
8 -1
no~
send_to_char( #no, ch );

~
E
no~
The chef sighs.

~
!
-1

#507
~
~
frozen body~
~
~
hangs from a meat hook.~
frozen bodies~
~
~
hang from meat hooks.~
Long since iced over, this frozen carcass is definitely identifiable as a

human body.  However, deep within its hardened body, you can sense a

magical force at work.  

~
Dragos~
attack_cold( mob, victim, 3d7+4, "icy fist" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char, ch );

  attack_cold( mob, victim, 20d1+0, "frozen blast" );

  }

~
E
char~
The frozen body raises its arms, and you see a large ball of ice forming

in its hands.  

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893371637 0 0
229539 0 0 0 4
9
19 7 9 9 15
0 25 99 25 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#508
~
~
old scarred lizardman~
~
~
is here.~
old scarred lizardmen~
~
~
are here.~
This man just sits on this bench all day with his head down.  He notices

you looking at him and smiles weakly.

~
Sssar~
attack( mob, victim, 4d10+5, "extremely sharp claws" );

attack( mob, victim, 4d10+5, "extremely sharp claws" );

attack( mob, victim, 4d10+5, "extremely sharp claws" );

attack( mob, victim, 5d5+1, "kick" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 4d10+5, "extremely sharp claws" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 30d2+0, "head butt" );

if( random( 1, 10 ) < 2 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The lizardman blows on a small wood whistle he carrys around his neck.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893371663 0 0
233635 1090527232 0 144 4
40
25 12 12 18 12
0 10 -10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
63 3 0 9 0
M 144 4 0
-1
6 436
~
act_tochar( #give, ch );

if( has_quest( ch, 13 ) ) {

  update_quest( ch, 13 );

  set_cflag( 18, ch );

  }

else

  continue;

~
E
give~
The lizardman thanks you heartily, he seems about to cry as he places the

amulet back around his neck.  

~
!
0 -1
~
if( random( 1, 4) < 2) {

  if( has_quest( ch, 13 ) ) {

    act_tochar( #sigh, ch );

    end;

    }

  if( done_quest( ch, 13 ) ) {

    act_tochar( #smile, ch );

    end;

    }

  }

else

  act_tochar( #startque, ch );

~
E
smile~
The old lizardman smiles at you.

~
E
sigh~
The old lizardman looks to you imploringly.

~
E
startque~
The old lizardman is muttering something about losing his @bamulet@n.

~
!
2 -1
amulet~
wait( 0 );

if( !has_quest( ch, 13 ) ) {

  act_tochar( #amulet, ch );

  assign_quest( ch, 13 );

  end;

  }

if( cflag( 18, ch ) ) {

  act_tochar( #done, ch );

  end;

  }

if( done_quest( ch, 13 ) )

  end;

else

  act_tochar( #char, ch );

~
E
char~
The old lizardman says, "You are still trying to find my amulet aren't

you?" 

~
E
done~
The lizardman tells you, 'I appreciate your interest, but you have

already found my amulet for me.' 

~
E
amulet~
The lizardman tells you, '@bI've lost my amulet of the gods.  A new one

can me made by the boneshaper.@n' 

~
!
8 -1
hi~
wait( 0 );

act_tochar( #hi, ch );

~
E
hi~
The lizardman looks up at you and says, "@bHello, could you help me find

something I seem to have lost.  It was very important to me, and I am too

old to find it.

~
!
8 -1
yes~
wait( 0 );

act_tochar( #amu, ch );

~
E
amu~
The lizardman smiles and says, "I have lost an @bamulet@n.  It is very

important to me, could you please help."

~
!
8 -1
no~
wait( 0 );

act_tochar( #dd, ch );

~
E
dd~
Then lizardman scowls and says, "@bThen leave me alone.@n"

~
!
-1

#509
~
~
large gargoyle~
~
~
is sitting on the edge of the wall.~
large gargoyles~
~
~
are sitting on the edge of the wall.~
These giant bat like creatures are entirely make of living stone.  They

have large humanoid legs that enable them to stand like men.  There huge

stone claws look like they would make formadable weapons.  

~
Ruthler~
attack( mob, victim, 3d6, "claw" );

attack( mob, victim, 3d6, "claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 6d6, "bite" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893371696 0 0
232227 257 28 0 8
25
18 10 10 10 18
0 0 0 0 0 0 0
300 10 arm~
200 7 head~
300 10 leg~
700 7 wing~
1000 15 body~
0
65536665 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#510
~
~
prisoner~
~
grimy, feverish, rag-clad~
lies on the stone floor.~
prisoners~
~
grimy, feverish, rag-clad~
lie on the stone floor.~
Old and bedraggled, this person's worn and tattered clothing reveals the

length of time this man must have spent wasting away in this cell.  

~
Dragos~
attack_weapon( mob, victim, 3d4, "arthritis stricken hand" );

attack_weapon( mob, victim, 3d4, "arthritis stricken hand" );

attack_weapon( mob, victim, 3d4, "feable kick" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 3d4, "feable kick" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893544118 0 0
229795 0 0 0 4
12
8 8 14 8 3
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#511
~
~
fairy officer~
~
~
is bent over his battle plans.~
fairy officers~
~
~
are bent over their battle plans.~
This fairy stands slightly taller than his underlings.  Stronger, fiercer

and more intelligent, this officer is definitely somebody you wouldn't

want to mess with.  

~
Dragos~
attack_weapon( mob, victim, 2d4+4, "punch" );

attack_weapon( mob, victim, 2d4+4, "punch" );

attack( mob, victim, 5d5+5, "abnormally strong kick" );

if( random( 1, 7 ) == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  cast_spell( faerie fire, mob, victim );

if( random( 1, 10 ) < 5 ) {

  act_room( #help, ch );

  if( random( 1, 2 ) == 1 )

    open( room, east );

  summon( mob, victim );

  }

~
E
help~
@G@bA fairy officer calls for help!

~
!
0 33 27 0 0 0 0 10
0 0 4 4000 893371875 0 35
230835 4202626 0 32 4
17
16 17 14 16 19
10 15 15 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
62915210 26214464
0 1 0 1339 20
M 32 3 0
243 17 1509949540 -1 0
968 17 1509949540 16 0
615 17 1509949450 7 0
611 17 1509949450 10 0
607 17 1509949450 5 0
2061 17 1509949540 11 0
-1
-1

#512
~
~
fairy guard~
~
~
maintains a watchful eye for enemies.~
fairy guards~
~
~
each maintain a watchful eye for enemies.~
This short, stocky fellow eyes you warily.  He appears to be weighing the

odds of whether you are a spy attempting to infiltrate the castle and

destroy the fairies.  

~
Dragos~
attack_weapon( mob, victim, 1d4+1, "punch" );

attack_weapon( mob, victim, 1d4+1, "punch" );

attack( mob, victim, 3d4+2, "abnormally strong kick" );

if( random( 1, 8 ) == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  cast_spell( faerie fire, mob, victim );

if( random( 1, 10 ) < 2 ) {

  summon( mob, victim );

  act_room( #help, ch );

  }

~
E
help~
@G@bA fairy guard calls for help!

~
!
0 33 27 0 0 0 0 10
0 0 0 4000 893372100 0 0
230835 8192 0 0 4
14
14 15 12 14 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 0 0
M 0 3 0
243 17 1509949540 -1 0
3000 17 1509949540 16 0
-1
-1

#513
~
~
fairy guard~
~
~
mulls around the area waiting for an assignment.~
fairy guards~
~
~
mull around the area waiting for an assignment.~
These guards appear to well disciplined.  Although they are less than

half your height, they stare up into your eyes, unafraid.  

~
Dragos~
attack_weapon( mob, victim, 1d4+1, "punch" );

attack_weapon( mob, victim, 1d4+1, "punch" );

attack( mob, victim, 2d4+2, "abnormally strong kick" );

if( random( 1, 8 ) == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  cast_spell( faerie fire, mob, victim );

if( random( 1, 10 ) < 2 ) {

  summon( mob, victim );

  act_room( #help, ch );

  interpret( mob, "open door" );

  }

~
E
help~
@G@bA fairy guard calls for help!

~
!
0 33 27 0 0 0 0 10
0 0 9 4000 893372133 0 0
230835 0 0 0 4
14
14 15 12 14 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 2097 45
M 0 3 0
3000 17 1509949500 16 0
243 17 1509949540 -1 0
-1
-1

#514
~
~
pixie~
~
~
hovers above the ground.~
pixies~
~
~
hover above the ground.~
A small winged creature flutters about the room.

~
Dragos~
attack_weapon( mob, victim, 1d3, "punch" );

if( random( 1, 10 ) < 8 ) {

  send_to_char( #char, ch );

  inflict( ch, mob, 1d3+1, "dancing lights" );

  act_notchar( #room, ch );

  }

if( random( 1, 10 ) < 4 )

  interpret( mob, "cast confuse" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char2, ch );

  inflict( ch, mob, 1d3+1, "irresistable dance spell" );

  act_notchar( #room2, ch );

  }

~
E
char~
You begin to see dancing lights in front of you.

~
E
room~
$n stops fighting for a second, and stands there dazed and confused.

~
E
char2~
You begin to dance uncontrollably.

~
E
room2~
$n begins to dance uncontrollably.

~
!
0 0 27 0 0 0 0 10
0 0 0 4000 893372167 0 0
231905 4210688 0 0 4
5
9 19 17 21 18
99 25 25 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 3 0
464 17 1509949440 16 0
-1
-1

#515
~
~
trapper~
~
~
is here.~
trappers.~
~
~
are here.~
This creature is extremely large and extremely flat.  This may be why you

didn't notice it when you stepped into the room.  Now that it is closer,

you can see its resemblance to a ceiling.  

~
Dragos~
attack( mob, victim, 2d10+1, "crush" );

attack( mob, victim, 1d10+9, "constriction" );

~
!
0 0 30 0 0 0 0 10
0 0 70 4000 893372190 0 0
65591 4096 0 0 8
8
15 10 14 6 8
25 30 25 25 50 0 0
1000 20 hardened body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 6555201
13091 865 0 22581 536834
N 0 8 0
-1
-1

#516
~
~
human guard~
~
~
eyes you suspiciously.~
human guards~
~
~
eye you suspciously.~
This warrior has seen better days.  Weary from recent battles, he strains

to maintain a dignified attention stance.  However, due to those recent

battles, he looks at you with battle lust in his eyes.  

~
Dragos~
attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "kick" );

i = random( 1, 8 );

if( i < 3 )

  interpret( mob, "bash" );

if( i == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 5d6+4, "pummeling" );

if( random( 1, 10 ) < 4 ) {

  if( !is_silenced( mob ) ) {

    act_room( #help, ch );

    summon( mob, victim );

    interpret( mob, "open door" );

    }

  else

    send_to_room( #nohelp, room );

  }

~
E
help~
@b@RA guard calls for help!

~
E
nohelp~
A human guard tries to call for help, but can't utter a sound!

~
!
0 14 0 0 0 0 0 10
0 0 0 4000 893372208 0 0
230819 0 0 0 4
14
15 14 11 15 17
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 0 0
M 0 4 0
2125 17 1509949460 8 0
607 17 1677721605 5 0
611 17 1677721610 10 0
615 17 1677721610 7 0
3002 17 1677721650 16 0
973 16 1677721650 16 0
2061 17 1509949540 11 0
-1
-1

#517
~
~
zombie guard~
~
~
is patrolling the wall.~
zombie guards~
~
~
are patrolling the wall.~
This ugly creature is the remains of some long dead warrior. 

Unfortunately it's rest has been disturbed and it now serves the powers

of evil.  With it's flesh still rotting and falling off it's a horrible

sight.  

~
Ruthler~
attack_weapon( mob, victim, 2d6, "claw" );

attack_weapon( mob, victim, 2d6, "claw" );

if( attack( mob, victim, 2d6, "claw" ) ) {

  drain_stat( victim, str, 10 );

  drain_stat( victim, str, 10 );

  }

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893372227 0 0
689841 538976512 1 0 8
15
18 5 5 12 12
0 0 0 -10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#518
~
~
fly~
~
~
buzzes around your ear, then flies away to search for morsels.~
flies~
~
~
buzz around your ear, then fly away to search for morsels of food.~
This pesky little insect buzzes around the room every few seconds or so,

only to alight on the tip of your nose.

~
Dragos~
attack( mob, victim, 1d5+0, "bite" );

if( random( 1, 3 ) == 1 ) {

  if( num_in_room( room ) < 5 ) {

    send_to_room( #char, room );

    mload( 518, room );

    }

  }

~
E
char~
Your commotion causes yet more flies to come out of their hiding places.

~
!
0 0 26 0 0 0 0 10
0 0 741 4000 893372271 0 0
199715 4194304 4096 0 4
1
3 3 3 21 5
0 0 0 0 0 0 0
1000 1 exoskeleton~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311041 6555201
11679 26706 0 6275 7434
M 0 0 0
-1
-1

#519
~
~
robed priest~
~
~
sits here in quiet meditation.~
robed priests~
~
~
sit here in quiet meditation.~
This priest appears to be older than the mountains themselves.  His white

flowing beard indicates his wisdom and gentleness.  His flowing white

robe billows around him.  

~
Dragos~
i = random( 1, 8 );

attack_weapon( mob, victim, 3d9+13, "mind wrath" );

attack( mob, victim, 1d2+2, "feeble kick" );

if( i < 5 )

  cast_spell( cause critical, mob, victim );

else {

  if( i < 6 )

    cast_spell( slay, mob, victim );

  else {

    if( i < 7 )

      attack( mob, victim, 5d8+3, "blade barrier" );

    else {

      if( i < 8 )

        cast_spell( harm, mob, victim );

      else

        cast_spell( cause critical, mob, victim );

      }

    }

  }

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893372321 0 0
229795 426050 3 0 3
23
10 17 20 13 11
99 0 0 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
94372490 26214464
0 1 0 0 0
M 0 4 0
-1
3 -1
~
if( rflag( reset0, find_room( 33416 ) ) ) {

  remove_rflag( reset0, find_room( 33416 ) );

  wait( 1 );

  cast_spell( cure serious, mob, ch );

  wait( 7 );

  if( char_in_room( ch, find_room( 33416 ) ) )

    cast_spell( bless, mob, ch );

  }

~
!
-1

#520
~
~
fairy watcher~
~
~
is here.~
fairy watchers~
~
~
are here.~
enter description here

~
Dragos~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372345 0 0
230193 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#521
~
~
fairy watcher~
~
~
is here.~
fairy watchers~
~
~
are here.~
enter description here

~
Dragos~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372360 0 0
230193 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#522
gnomish fairy~
~
gnomish fairy~
~
~
peers at you over an open book.~
gnomish fairies~
~
~
peer at you over open books.~
This obese, short man is stretching the confines of a normal fairy's

slender reputation.  As you watch, he waddles around the room, perusing

books at random.  

~
Dragos~
attack_weapon( mob, victim, 4d6, "punch" );

attack( mob, victim, 4d6, "kick" );

~
!
0 0 27 0 0 0 0 10
0 0 1 4000 893372383 0 0
229811 0 0 16 4
9
12 23 23 8 5
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 145 5
M 16 3 0
79 17 1509949540 -1 0
21 17 1509949540 0 0
-1
-1

#523
~
~
will-o-wisp~
~
~
bobs and floats above the ground.~
will-o-wisps~
~
~
bobs and floats above the ground.~
This dancing ball of lights hovers slightly above the ground.  Slowly

fluctuating through a myriad of pale colors, the flickering entity drifts

toward you.

~
Dragos~
if( random( 1, 6 ) < 2 ) {

  act_tochar( #faerie, ch );

  act_notchar( #rfaerie, ch );

  do_spell( faerie fire, mob, victim );

  }

attack_shock( mob, victim, 4d5+5, "electric shock" );

attack_shock( mob, victim, 2d5+5, "electric shock" );

~
E
faerie~
@BThe will-o-wisp dances around you wildly, illuminating your outline.@n

~
E
rfaerie~
@BThe will-o-wisp dances around $n wildly, illuminating $s outline.@n

~
!
0 0 79 0 0 0 0 10
0 0 191 4000 893372435 0 0
4196465 6300040 4100 0 4
12
3 5 5 25 12
0 0 0 100 100 0 0
1000 4 ball of light~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186566 26214464
31010 2201 0 41306 1369433
N 0 4 0
-1
-1

#524
~
~
evil priest~
~
~
sits on the floor meditating.~
evil priests~
~
~
sit on the floor meditating.~
This dark and foreboding figure seems too old and feeble to cause any

harm, but somehow, you are too smart to be judging everything by its

appearance.  

~
Dragos~
i = random( 1, 5 );

attack_weapon( mob, victim, 2d1+1, "feeble punch" );

attack( mob, victim, 2d1+1, "weak kick" );

if( i > 6 )

  cast_spell( cause critical, mob, victim );

else {

  if( i == 5 )

    cast_spell( curse, mob, victim );

  else {

    if( i == 4 )

      cast_spell( cause critical, mob, victim );

    else {

      if( i == 3 )

        cast_spell( harm, mob, victim );

      else

        attack( mob, victim, 5d8+3, "blade barrier" );

      }

    }

  }

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372462 0 0
229795 133120 0 16 8
23
10 17 20 13 11
99 0 0 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
94372490 26214464
0 1 0 0 0
M 16 4 0
471 17 1509949443 16 0
3 17 1509949442 5 0
488 16 1509949538 5 0
-1
-1

#525
~
~
ethereal spirit~
~
~
flats casually about the room.~
ethereal spirits~
~
~
float casually about the room.~
You cannot distinguish who this long dead spirit may have been when he

was alive.  The look of anguish upon its face reveals the pain it must

have gone through at death.

~
Dragos~
attack_fire( mob, victim, 1d6+15, "burning grasp" );

attack_fire( mob, victim, 1d6+15, "burning grasp" );

if( random( 0, 1 ) == 1 )

  cast_spell( drain life, mob, ch );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893372535 0 0
295331 0 4 0 4
15
9 11 9 19 17
30 30 99 30 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#526
~
~
life-like statue~
~
~
stands at full attention.~
life-like statues~
~
~
stand at full attention.~
This large, life-like statue stands at full attention.  Its large stone

eyes are lifeless, but its body is carved down to the minutest detail.

~
Dragos~
attack_weapon( mob, victim, 2d2+6, "martial arts attack" );

attack_weapon( mob, victim, 2d2+6, "martial arts attack" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d10+0, "bone crushing grip" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893372566 0 0
32931 8193 28 0 4
12
19 13 13 19 21
99 99 99 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186566 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#527
~
~
personal guard to the King~
~
~
gazes out the window.~
personal guards to the King~
~
~
gaze out the window.~
This large man is riddled with battle scars all over his face, chest and

arms.  Adorned with the king's medallion around his neck, he seems to be

a man you would best leave alone.

~
Dragos~
attack_weapon( mob, victim, 2d6, "punch" );

attack( mob, victim, 4d6+2, "kick" );

i = random( 1, 10 );

if( i < 3 )

  interpret( mob, "bash" );

if( i == 6 )

  interpret( mob, "disarm" );

if( i > 7 )

  attack( mob, victim, 5d6+12, "pummeling" );

if( random( 1, 10 ) < 5 ) {

  act_Room( #help, ch );

  interpret( mob, "open door" );

  summon( mob, victim );

  }

~
E
help~
@b@RThe king's personal guard calls for help!

~
!
0 14 0 0 0 0 0 10
0 0 0 4000 893372606 0 0
1073972643 8193 0 32 3
19
17 15 13 15 18
10 20 10 10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
73400970 26214464
0 1 0 0 0
M 32 4 0
744 17 1509949540 16 0
427 17 25 -1 0
607 17 1509949460 5 0
615 17 1509949470 7 0
611 17 1509949470 10 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( doing_quest( ch, 24 ) ) {

  wait( 0 );

  act_tochar( #done?, ch );

  end;

  }

if( done_quest( ch, 24 ) ) {

  if( is_player( ch ) ) {

    if( cflag( 15, ch ) ) {

      wait( 0 );

      send_to_char( #done!, ch );

      act_notchar( #done!r, ch );

      end;

      }

    else {

      wait( 0 );

      send_to_char( #thankc, ch );

      act_notchar( #thankr, ch );

      end;

      }

    }

  }

wait( 0 );

act_tochar( #char, ch );

act_notchar( #room, ch );

assign_quest( ch, 24 );

~
E
thankr~
The King's Personal Guard bows to $n upon entering the room.

~
E
thankc~
The King's Personal Guard bows to you as you enter.

~
E
done!r~
The King's Personal Guard converses with $n.

~
E
done!~
'I hope you are able to find King Lag's sarcophagus to give the royal

medallion to him.' 

~
E
done?~
As you walk into the room, the King's Personal Guard lets out a heavy

sigh, 'I do hope you are still searching for King Lag's dragon statuette.

~
E
room~
The King's Personal Guard turns to $n and exclaims, 'Someone has stolen

King Lag's dragon statuette.  Will you please find it and bring it back

to me?  I shall give you a reward upon its return.' 

~
E
char~
The King's Personal Guard turns to you and exclaims, 'Someone has stolen

King Lag's dragon statuette.  Will you please find it and bring it back

to me?  I shall give you a reward upon its return.' 

~
!
6 675
~
if( doing_quest( ch, 24 ) ) {

  wait( 0 );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  update_quest( ch, 24 );

  junk_obj( obj );

  obj_to_char( oload( 473 ), ch );

  if( !has_quest( ch, 25 ) )

    assign_quest( ch, 25 );

  }

else {

  send_to_char( #thank, ch );

  act_notchar( #thanks, ch );

  }

~
E
thanks~
The King's Personal Guard thanks $n profusely.

~
E
thank~
The King's Personal Guard thanks you profusely.

~
E
room~
$n has finished his quest for the King's Personal Guard.

~
E
char~
'You have done well!  Please accept this royal medallion as your reward. 

Worthy adventurer, if you have the time...would you be willing to

complete one more task?  I ask that you take your reward to the king and

set him free.  Please be extremely careful, that is the only medallion of

its kind.  Although I am not sure myself, I believe the King's son may

know the proper procedure for saving his dead father.  Ask him about the

royal medallion, Lagora.' 

~
!
2 -1
king lagora medallion spirit~
send_to_char( #char, ch );

~
E
char~
'The king has forbidden me to discuss anything with anybody, but perhaps

if you brought me the statuette.' 

~
!
-1

#528
~
~
evil doctor~
~
~
stands in the corner pouring liquids into flasks.~
evil doctors~
~
~
stand in the corner pouring liquids into flasks.~
The doctor tilts his head back and lets out a maniacal laughter.  You can

sense that something is not quite right with him as he scurries from one

counter to the next.  

~
Dragos~
attack_weapon( mob, victim, 3d3+6, "punch" );

attack_weapon( mob, victim, 3d3+6, "punch" );

if( random( 1, 10 ) > 6 ) {

  send_to_char( #char, ch );

  attack_acid( mob, victim, 5d3+10, "vial of acid" );

  act_notchar( #room, ch );

  }

if( random( 1, 10 ) < 4 ) {

  send_to_room( #char2, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack_fire( mob, rch, 5d3+10, "flask of boiling liquid" );

    }

  }

~
E
char~
The evil doctor reaches behind him, and grabs a vial.

~
E
room~
The evil doctor throws a vial of acid at $n.

~
E
char2~
The evil doctor picks up a flask off the burner and throws it.

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 893372648 0 0
229875 256 0 0 8
14
11 20 20 12 11
0 50 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 225 5
M 0 4 0
-1
-1

#529
~
~
doctor~
~
~
is here.~
doctors~
~
~
are here.~
A doctor dressed all in white linen walks around the room checking his

inventory.  

~
Dragos~
attack_weapon( mob, victim, 1d2+1, "punch" );

attack_weapon( mob, victim, 1d2+1, "punch" );

if( random( 1, 10 ) > 6 ) {

  send_to_char( #char, ch );

  attack( mob, victim, 5d3+5, "medical instruments" );

  act_notchar( #room, ch );

  }

if( random( 1, 10 ) < 4 ) {

  send_to_room( #char2, room );

  attack_room( mob, 5d3+5, "pot of boiling water" );

  }

~
E
char~
The doctor throws a tray of medical supplies at you.

~
E
room~
The doctor throws a tray of medical supplies at $n.

~
E
char2~
The doctor picks up a pot of boiling water used for sterilizing

equipment, and throws it towards you.  

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893372662 0 0
229795 0 0 0 3
14
11 20 20 12 11
0 0 0 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#530
~
~
wyvern~
~
~
is here.~
wyverns~
~
~
are here.~
This creature strongly resembles a small dragon.  Its glowing dark eyes

casts a small shiver to run down your spine.  Its monstrous wings beat

slowly against its side as it moves around.  

~
Dragos~
attack( mob, victim, 2d5+8, "snapping jaws" );

attack( mob, victim, 3d10+5, "whip-like tail" );

if( random( 1, 10 ) > 5 )

  cast_spell( poison cloud, mob, victim );

else

  attack( mob, victim, 5d8+3, "pummeling wings" );

~
E
rmove~
No description~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893372676 0 0
231473 0 8 0 4
20
20 20 18 16 17
25 99 10 0 75 0 0
500 25 scaly body~
700 13 whip-like tail~
1000 17 hard head~
0 1000 ~
0 1000 ~
0
78645130 26214464
0 1 0 0 0
M 0 7 0
-1
-1

#531
~
~
harem girl~
~
~
lies across a pile of pillows.~
harem girls~
~
~
lie across a pile of pillows.~
Draped in a fine mist of sheer cloth, this young girls mystique and beauty

are quite attractive.  The king most certainly had good taste in women.  

~
Dragos~
attack_weapon( mob, victim, 1d4+3, "slap" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 1d4+3, "slap" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893372699 0 0
230883 0 0 0 4
2
9 9 8 14 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#532
~
~
yellow mold~
~
~
grows in a dank corner.~
yellow molds~
~
~
grow in a dank corner.~
A yellow, orangish mold with thousands of tiny spores envelopes the

corner.  

~
Dragos~
attack( mob, victim, 2d3+5, "psionic energy blast" );

if( random( 1, 10 ) < 4 ) {

  ch = rand_player( room );

  send_to_room( #room, room );

  if( find_stat( ch, level ) < 91 ) {

    if( is_fighting( ch ) )

      attack( mob, ch, 5d4+3, "spores" );

    }

  }

if( random( 1, 10 ) > 7 ) {

  send_to_room( #room2, room );

  attack( mob, victim, 3d2+7, "gaseous cloud" );

  }

~
E
room~
Deadly spores shoot out of the mold.

~
E
room2~
The yellow mold emits a cloud of unknown substance.

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893372724 0 29
4194355 0 65548 0 4
7
4 15 10 9 8
99 0 99 99 99 0 0
1000 1 moldy surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 1 0 127 5
N 0 4 0
-1
-1

#533
~
~
chimera~
~
~
stands here blocking the entrance.~
chimeras~
~
~
stand here blocking the entrance.~
The chimera combines features of three creatures in a monstrous manner. 

Its hind quarters are those of a huge goat, its foreparts are those of a

lion, its body sports dragon wings, and it has three large heads.  The

goatish body parts are black with amber eyes and yellowish horns.  The

lion-like parts are tawny yellow with a dark brown mane, green eyes, and

red maw.  The dragon wings are brownish-black, the dragon head orange,

and the eyes and mouth black.  

~
Dragos~
attack( mob, victim, 15d3+115, "right claw" );

attack( mob, victim, 15d3+115, "left claw" );

if( random( 1, 10 ) == 5 )

  attack( mob, victim, 2d15+10, "goat head's horn swipe" );

if( random( 1, 10 ) > 6 )

  attack( mob, victim, 3d15+15, "lion head's powerful jaws" );

if( random( 1, 10 ) < 3 ) 

  attack( mob, victim, 15d15+23, "dragon head's sharp teeth" );

if( random( 1, 10 ) == 6 )

  cast_spell( fireball, mob, victim );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893372743 0 0
231715 0 4 0 4
90
21 14 18 18 16
0 99 0 0 0 0 0
300 16 scaly dragon neck~
500 4 thick hide~
600 7 butting horns~
900 9 dragon wings~
1000 4 forepaws~
0
445645450 26214464
0 1 0 0 0
M 0 6 0
79 17 1509949540 -1 0
21 17 1509949540 -1 0
-1
0 1
~
act_tochar( #fix, ch, obj, mob );

wait( 1 );

tell( mob, ch, #char );

wait( 2 );

if( char_in_room( ch, find_room( 33341 ) ) )

  tell( mob, ch, #char2 );

~
E
char2~
In order to determine your worthiness, you must first answer me a

riddle.  Once I have finished with the riddle, you must tell me, Chimera,

your one word answer or leave in disgrace.  If you are ready to take the

challenge...ask me for the riddle. 

~
E
char~
Welcome to Castle Lag, we have been expecting you.  Spies have viewed

your progress through the maze and I must say, I am quite impressed.  You

have gone to great lengths to find access within these large halls. 

However, your ordeals have just begun.  I am ordered by the King of old

to never allow strangers within these walls unless they can prove

themselves to be worthy.

~
E
fix~
The chimera fixes his gaze upon you and smiles.

~
!
2 -1
riddle~
act_tochar( #ask, ch, obj, mob );

act_notchar( #room, ch, obj, mob );

wait( 1 );

send_to_char( #char, ch );

~
E
room~
$n asks the chimera a question.

~
E
char~
"Very well, mortal...remember to tell me, Chimera, your one word answer

to this riddle: 

  

     H I J K L M N O

     What am I?"

  

~
E
ask~
You ask the chimera for the riddle.

~
!
8 -1
water~
act_tochar( #bow, ch );

wait( 1 );

tell( mob, ch, #char );

act_notchar( #notchar, ch );

wait( 1 );

send_to_room( #room, room );

junk_mob( mob );

~
E
notchar~
$n has answered the chimera's riddle correctly.

~
E
room~
Without further adieu, the chimera turns around and saunters out of the

room.  

~
E
char~
You are indeed worthy to visit the King's castle.  I charge you not to

share the riddle with anybody else.  I bid you farewell in your future

adventures.

~
E
bow~
The chimera bows before you.

~
!
1 3
w we wes west~
if( find_stat( ch, level ) > 91 )

continue;

else {

send_to_char( #char, ch );

act_notchar( #room, ch );

}

~
E
room~
$n attempts to get by the chimera, but becomes frustrated when $e sees

that the chimera refuses to allow admittance.  

~
E
char~
The chimera shifts his hindquarters so that they block the west exit.

~
!
8 -1
~
act_tochar( "The chimera sighs.", ch );

wait( 1 );

tell( mob, ch, #char );

act_notchar( #room, ch );

~
E
room~
The chimera shakes its head at $n's answer.

~
E
char~
I am sorry...you have answered incorrectly.  You are obviously not

worthy to visit the King's castle today. 

~
!
-1

#534
~
~
gas spore~
~
~
floats above your head.~
gas spores~
~
~
float above your head.~
You notice something that looks like a large, central eye in the center

of a two foot ball.  Floating seven feet off the ground, this round

creature stares at you with evil intent.

~
Dragos~
attack( mob, victim, 2d4+0, "swoop" );

if( random( 1, 10 ) < 4 )

  attack_room( mob, 4d4, "cloud of spores" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893372763 0 0
32803 0 0 0 4
6
12 18 13 19 14
0 0 0 0 75 0 0
1000 1 hard shell~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#535
~
~
wooden chest~
~
~
lies here.~
wooden chests~
~
~
lie here.~
This creature has chosen a wooden chest to manifest itself.  Clearly, it

is some sort of shapeshifter.

~
Dragos~
if( random( 0, 1 ) == 1 ) {

  send_to_char( #char, ch );

  attack( mob, victim, 4d5+2, "slash" );

  act_notchar( #room, ch );

  }

if( random( 0, 1 ) == 0 ) {

  send_to_char( #char2, ch );

  attack( mob, victim, 4d5+2, "claws" );

  act_notchar( #room2, ch );

  }

~
E
char~
The mimic forms its hand into the shape of a knife, and swings at you.

~
E
room~
The mimic forms a knife with its hand, and swings at $n.

~
E
char2~
The mimic forms its hand into a set of claws, and swings at you.

~
E
room2~
The mimic forms a set of claws, and swings at $n.

~
!
0 0 30 0 0 0 0 10
0 0 0 4500 893372798 0 0
8618465 4194304 0 0 4
12
10 15 12 18 14
25 25 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#536
King Lag~
~
ghostly spectre,~
~
~
floats across the floor.~
ghostly spectres~
~
~
float across the floor.~
This ghostly figure stands stoicly here in front of you.  Dressed in

whispers of royal clothes made from mist, he wanders around the room

aimlessly.  Upon closer inspection, you are surprised to see the visage

of the late king.  

~
Dragos~
attack( mob, victim, 3d6+8, "punch" );

attack( mob, victim, 3d6+8, "punch" );

attack( mob, victim, 3d6+8, "piercing gaze" );

attack( mob, victim, 3d5+5, "chilling touch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d5+2, "kick" );

if( random( 1, 7 ) == 1 )

  cast_spell( poison cloud, mob, victim );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893372960 0 0
4489379 8192 12 0 4
22
18 17 21 15 14
25 0 99 0 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
83886730 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#537
~
~
ghost of a monk~
~
~
floats here.~
ghosts of a monk~
~
~
float here.~
Fairly transparent, this ghost hovers around with a solem look in his

eyes.  He glances in your direction, a spark enters his eyes and his face

becomes a scowl.  He leaps to attack you with insane ambition.  

~
Earthstone~
attack_cold( mob, ch, 3d7+10, "chilling touch" );

attack_cold( mob, ch, 3d7+10, "chilling touch" );

if( random( 1, 10 ) > 3 )

attack_cold( mob, ch, 3d7+10, "chilling touch" );

attack( mob, ch, 3d8+10, "spectral touch" );

~
!
0 11 28 0 0 0 0 10
0 0 0 4000 893372987 0 36
295475 0 4108 0 4
30
12 17 12 25 15
0 0 100 0 100 0 0
1000 12 misty form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78645130 26214464
1788 27 0 772 0
M 0 4 0
-1
-1

#538
Earthril~
~
aged invoker~
~
~
is here, relaxing in his quarters.~
aged invokers~
~
~
are here, relaxing in their quarters.~
This short little man has white hair and is withered with age.  His

stooped shoulders and bent back make him look even more diminutive than

he truly is.  His blue eyes are surprisingly sharp and snap with a

strength and fire rarely seen in such an old man.  His hands, curiously,

are wrinkled not at all, unlike the rest of his body.

~
Earthstone~
attack_weapon( mob, victim, 8d8+15, "right hand" );

attack_weapon( mob, victim, 8d8+15, "left hand" );

attack( mob, ch, 8d8+15, "kick" );

i = 1d4;

if( i == 4 ) {

  send_to_room( #meteor, room );

  do_spell( fireball, mob, rand_player( room ) );

  do_spell( fireball, mob, rand_player( room ) );

  }

if( i == 1 ) {

  act_room( #storm, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, 10d7+50, "ice storm" );

    }

  }

if( i == 3 ) {

  act_room( #zap, ch );

  do_spell( lightning bolt, mob, rand_player( room ) );

  do_spell( lightning bolt, mob, rand_player( room ) );

  }

~
E
meteor~
@RThe invoker gestures and a swarm of fireballs wink into existence!@n

~
E
storm~
@CThe invoker releases a furious storm of ice!@n

~
E
zap~
@YThe Invoker gestures sharply, hurling lightning bolts in a random pattern!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 899239471 0 34
4424995 164233 20 48 4
50
6 19 19 20 8
35 40 50 20 50 -15 0
1000 15 slender body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 48 4 0
2020 17 1509949540 7 0
453 17 1509949443 14 0
413 17 1509949475 5 0
488 16 1509949505 5 0
2040 17 1509949540 10 0
2122 17 1509949540 8 0
872 17 1509949490 -1 0
872 17 1509949490 -1 0
1504 17 1509949442 1 0
-1
8 -1
hi hello~
tell( mob, ch, #hi );

~
E
hi~
Are you looking for trouble?  Go away.

~
!
-1

#539
Morseth~
morseth monk older small~
small, older monk,~
~
~
is here enjoying his dinner.~
small, older monks~
~
~
are here, enjoying their dinner.~
A small, older man, dressed in the brown garb of the monk order is here. 

He looks aged and withered, with a slight air of wisdom about him.  He

eats with a voracious appetite and is always looking for spices.

~
Earthstone~
attack( mob, victim, 4d5+15, "dragon strike" );

attack( mob, victim, 4d5+15, "dragon strike" );

if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 4d5+15, "dragon strike" );

if( random( 0, 3 ) < 2 ) {

  act_notchar( #wail, mob );

attack( mob, victim, 5d15+15, "spinning kick" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

attack( mob, rch, 2d10+20, "renewed attack" );

      }

    }

  }

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@CMorseth leaps into the air, becoming a deadly blur.

~
E
echo~
@eMorseth attacks with renewed fury!@n

~
E
ram~
@eMorseth charges forward!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 898339764 0 32
4425123 0 0 16 4
40
16 17 15 20 18
50 25 25 25 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 26214464
0 1 0 0 0
M 16 4 0
2121 17 1509949540 8 0
347 17 1509949442 5 0
600 17 1509949490 7 0
-1
0 -1
~
if( done_quest( ch, 14 ) ) {

  interpret( mob, "smile" );

  end;

  }

if( !doing_quest( ch, 14 ) ) {

  wait( 2 );

  send_to_char( #assign, ch );

  end;

  }

if( doing_quest( ch, 14 ) ) {

  send_to_char( #ch, ch );

  end;

  }

~
E
ch~
Morseth scowls slightly, "What?  Couldn't ya find the bloody stuff?"

~
E
assign~
Morseth says, "Hey there, could you go get me some paprika for this

meat.  It could really use it." 


"Just tell me yes and I will expect ya to get it fer me."

~
!
8 -1
yes~
if( !has_quest( ch, 14 ) ) {

  send_to_char( #ch, ch );

assign_quest( ch, 14 );

  end;

  }

else {

  send_to_char( #none, ch );

  end;

  }

~
E
none~
Morseth looks confused.

~
E
ch~
Morseth says, "Great!  There should be some in the kitchen."

~
!
6 430
~
if( doing_quest( ch, 14 ) ) {

update_quest( ch, 14 );

  junk_obj( obj );

  send_to_char( #thanks, ch );

  act_notchar( #thank, ch );

  }

~
E
thanks~
Morseth thanks you.

~
E
thank~
Morseth is thankful for the paprika.

~
E
room~
~
E
char~
~
!
8 -1
hi hello~
send_to_char( #hi, ch );

~
E
hi~
Morseth nods to you.

~
!
-1

#540
~
~
lizardman child~
~
~
is climbing in the thorns, trimming overgrown vines.~
~
~
~
are climbing in the thorns, trimming overgrown vines.~
You see a small child climbing in the vines.  He knows what he is doing,

for he easily avoids the thorns.  As you watch, he trims one of the

overgrown vines with his machete.  

~
Sssar~
attack_weapon( mob, victim, 2d4, "punch" );

attack( mob, victim, 2d3+1, "kick" );

~
!
5 0 12 0 0 0 0 10
0 0 3 4000 893373101 0 0
250343 0 0 0 4
3
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
39 9 0 71 499
M 0 4 0
429 17 1509949465 16 0
-1
-1

#541
~
~
black pudding~
~
~
is here.~
black puddings~
~
~
are here.~
Covered by hundreds of tiny little mouths and black ooze, this monster

clings to the walls as it slithers by.  Black ichor drips to the floor,

disappearing behind the rock pile.  You realize that touching this

horrific creature wouldn't be advantageous.

~
Dragos~
attack( mob, victim, 5d6+4, "tiny mouths" );

attack( mob, victim, 2d10+1, "corrosive saliva" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893373129 0 0
4227125 0 0 0 8
11
7 16 11 15 16
0 0 99 99 0 0 0
1000 3 exposed flesh~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
0 1 0 0 0
N 0 5 0
180 17 1509949540 -1 0
-1
-1

#542
~
~
carrion crawler~
~
~
clings to the wall behind the throne.~
carrion crawlers~
~
~
cling to the walls behind the throne.~
This long creature appears to be a somewhat bulbous centipede.  Moving

quickly on multiple feet, this tentacle clad creature crawls on floors,

walls and ceiling alike.

~
Dragos~
attack( mob, victim, 2d5+1, "flailing tentacles" );

attack( mob, victim, 2d5+1, "flailing tentacles" );

attack( mob, victim, 2d5+1, "flailing tentacles" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 893373150 0 0
213045 8193 0 0 4
7
13 5 5 14 15
0 -10 -10 10 20 0 0
500 9 hardened head~
800 3 bulbous body~
1000 1 tentacles~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 1 0 0 0
F 0 7 0
-1
-1

#543
~
~
young adult gold dragon~
~
~
rests here gently.~
young adult gold dragons~
~
~
rest here gently.~
The gold dragon's long serpent body curls around and within itself. 

Scales and claws shine bright, due to the golden color of the scales.  

~
Dragos~
attack( mob, victim, 6d8+5, "claw" );

attack( mob, victim, 6d8+5, "claw" );

attack( mob, victim, 6d4+8, "bite" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #room, room );

  attack_room( mob, 4d10+30, "fire breath" );

  end;

  }

if( random( 1, 10 ) > 6 ) {

  send_to_room( #room2, room );

  attack_room( mob, 4d10+30, "breath of chlorine gas" );

  poison( ch );

  }

if( random( 1, 10 ) < 5 ) {

  act_room( #swipe, ch );

  attack_room( mob, 5d25+25,  "tail swipe" );

  }

~
E
room~
The gold dragon belches out a ball of fire which engulfs the room.

~
E
room2~
The gold dragon lets a breath of chlorine gas escape her deep throat

which clings to your skin and burns.  

~
E
swipe~
The dragon lashes out with its tail!

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 893373176 0 0
229667 39846849 28 0 3
48
15 17 19 14 18
45 25 25 75 60 0 0
500 25 golden scales~
800 18 golden talons~
1000 14 golden snout~
0 1000 ~
0 1000 ~
0
225444490 26214464
0 1 0 0 0
M 0 9 0
-1
-1

#544
~
~
farmer~
~
~
stands here, staring at nothing in particular.~
farmers~
~
~
stand here, staring at nothing in particular.~
A tanned and burly human dressed in overalls and muddy boots is here.  He

looks you straight in the eye for a moment, pauses, and then stares

silently into the sky.

~
Kiian~
attack_weapon( mob, victim, 2d5, "right hand" );

attack_weapon( mob, victim, 2d5, "left hand" );

if( random( 1, 10 ) < 6 )

attack( mob, victim, 2d5+2, "kick" );

~
!
1 0 0 0 0 0 0 10
0 0 79 4000 893373201 0 0
230821 8192 0 0 3
5
18 10 14 10 14
0 0 15 0 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
19923714 39324801
9197 674 0 6495 179879
M 0 4 0
770 17 1509949445 -1 0
738 17 1509949470 5 0
600 17 1509949470 7 0
875 17 1509949470 8 0
598 17 1509949490 6 0
599 17 1509949515 -1 0
-1
-1

#545
~
~
gray ooze~
~
~
sucks you into its slimy interior.~
gray oozes~
~
~
are here.~
This slimy substance wiggles along at an extremely slow pace, crawling

along the walls.  

~
Dragos~
attack_acid( mob, victim, 4d3+3, "corrosive touch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 6d6+2, "psychic crush" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893373228 0 0
6324275 0 12 0 8
11
7 16 11 15 16
99 99 99 0 99 0 0
1000 1 gooey surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
0 1 0 0 0
N 0 4 0
-1
4 -1
~
send_to_char( #char, ch );

act_notchar( #room, ch );

obj_to_char( oload( 3033 ), ch );

~
E
room~
$n searches the remainders of the gray ooze, and finds a medium mace.

~
E
char~
Searching the remainders of the gray ooze, you find a medium mace.

~
!
-1

#546
~
~
giant slug~
~
~
slithers along, leaving a trail of slime.~
giant slugs~
~
~
slither along, leaving a trail of slime.~
This large pale gray beast slithers along the hall leaving a trail of

slime.  The giant slug's white underbelly flashes in the glow of your

light when it raises its head to feel the air.  

~
Dragos~
attack(mob, victim, 5d4+1, "bite" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #room, room );

  attack_acid( mob, victim, 6d5+3, "acid saliva" );

  loop( followers ) {

    attack_acid( mob, victim, 6d5+3, "acid saliva" );

    }

  }

~
E
room~
The giant slug spits highly corrosive acid saliva at you.

~
!
0 0 30 0 0 0 0 10
0 0 21 4000 893373249 0 0
1114149 0 0 0 4
13
15 9 11 9 18
0 0 0 0 0 0 0
1000 10 thick rubbery hide~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079373 26214464
1962 95 0 4810 190085
N 0 7 0
2428 17 1509949475 -2 0
-1
-1

#547
~
~
slithering tracker~
~
~
is barely seen, its outline showing up against the shadows.~
slithering trackers~
~
~
are barely seen, their outlines showing up against the shadows.~
This monster is transparent and extremely hard to see in these dark and

dank halls.  Its body is made up of a completely semi-fluid body, it

flows along the ground in search of prey.

~
Dragos~
attack_acid( mob, victim, 4d5+10, "corrosive acid spittle" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893373290 0 0
114997 20480 0 0 4
13
10 16 12 14 15
0 0 0 0 0 0 0
1000 2 fluid filled body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079373 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#548
~
~
ochre jelly~
~
~
climgs to the walls and ceiling.~
ochre jellies~
~
~
cling to the walls and ceiling.~
This amorphous form appears to be one giant amoeba cell which oozes about the halls.

~
Dragos~
send_to_room( #room, room );

attack_room( mob, 6d10+0, "flesh dissolving liquid" );

~
E
room~
The ochre jelly begins to squirt a liquid which seems to eat at your exposed flesh.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893373309 0 0
49189 538968064 0 496 4
15
7 16 11 15 16
0 0 0 99 0 0 0
1000 1 fluid filled body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
N 496 6 0
-1
-1

#549
~
~
naga~
~
gigantic~
towers over you and the pile of treasure.~
nagas~
~
gigantic~
tower over you and the pile of treasure.~
This snake-like creature hovers high above you.  The guardian naga is

covered in green-gold scales with silvery triangles along the back.  Her

face is humanoid, with large, dagger-like fangs and golden eyes which

stare at you.  

~
Dragos~
attack( mob, victim, 6d7+3, "striking fangs" );

attack( mob, victim, 3d4+3, "crushing coils" );

if( random( 1, 10 ) < 4 )

  cast_spell( poison cloud, mob, victim );

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893544464 0 0
229411 0 8 992 4
16
18 18 14 13 13
0 0 0 0 0 0 0
900 15 long scaly body~
1000 3 scaly head~
0 1000 ~
0 1000 ~
0 1000 ~
0
41943696 26214464
0 1 0 0 0
F 992 5 0
246 17 1509949540 -1 0
-1
-1

#550
~
~
intellect devourer~
~
~
is here.~
intellect devourers~
~
~
are here.~
What appears to be nothing so much as a giant, exposed brain atop four

mighty, clawed legs stands in front of you.  The claws appear to be razor

sharp, glinting in the light.  Grey from top to bottom, you can only

imagine what king of psychic powers this creatures holds.

~
Dragos~
attack( mob, victim, 3d5, "tendril" );

attack( mob, victim, 3d5, "tendril" );

attack( mob, victim, 1d15, "mental attack" );

if( random( 0, 6 ) == 6 )

  drain_stat( ch, int, 10, -1 );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893373360 0 0
16673 1048576 4 0 4
9
12 20 18 16 12
15 5 -10 5 80 0 0
600 7 pulsating brain~
1000 6 clawed legs~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322244 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#551
~
~
beholder~
~
~
floats slowly towards you.~
beholders~
~
~
float slowly towards you.~
Atop the sphere are ten eyestalks, while in its central area are a great

eleventh eye and a large mouth filled with pointed teeth.  The eye stalks

seem to wiggle and squirm atop this floating orb.  Perhaps you should

hightail it out of here.

~
Dragos~
attack( mob, victim, 3d6+0, "pointy teeth" );

if( random( 1, 10 ) > 7 ) {

  send_to_char( #char, ch );

  act_notchar( #not, ch );

  do_spell( sleep, mob, victim );

  }

if( random( 1, 10 ) < 4 ) {

  send_to_char( #char2, ch );

  act_notchar( #not2, ch );

  attack_shock( mob, victim, 5d3+23, "death ray" );

  }

if( random( 1, 10 ) > 8 ) {

  send_to_char( #char3, ch );

  act_notchar( #not3, ch );

  do_spell( fireball, mob, victim );

  }

~
E
char~
The beholder's central eye shoots a ray at you which makes you feel drowsy.

~
E
not~
The beholder's central eye shoots a ray at $n which makes $m feel drowsy.

~
E
char2~
One of the beholder's eyestalks shoots a black ray at you.

~
E
not2~
One of the beholder's eyestalks shoots a black ray at $n.

~
E
char3~
A fireball shoots out of one of the beholder's eyestalk and hits you.

~
E
not3~
A fireball shoots out of one of the beholder's eyestalks and hits $n.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893373412 0 0
98353 2097153 4 0 8
28
13 22 15 15 16
75 25 25 35 65 0 0
800 15 hard chitinous covering~
1000 1 eyestalk~
0 1000 ~
0 1000 ~
0 1000 ~
0
120586890 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#552
~
behemoth frog froghemoth~
{behemoth of a frog} Froghemoth~
~
~
with six legs stands near a giant rock.~
{behemoth frogs} Froghemoths~
~
~
are here.~
A creature barely recognizable as an overgrown frog is in front of you. 

It has six legs and no arms and several thick slimy tentacles.  When you

can catch glimpses of the underside of the monstrosity, you see that it

is a light yellow, the rest of the creature is a dark green.  The

creature sees with a single eye that is set on a short stalk in the

middle of its back.

~
Sssar~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 3d7, "barbed tongue" );

attack( mob, victim, 3d5+1, "tentacle");

attack( mob, victim, 3d5+1, "tentacle" );

attack( mob, victim, 3d5+1, "tentacle" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5+1, "tentacle" );

if( attack( mob, victim, 3d5+1, "tentacle" ) ) {

  if( Random( 1, 2 ) == 1 ) {

    act_tochar( #cgrab, victim, obj, mob );

    act_notchar( #rgrab, victim, obj, mob );

    i = 20d5+10;

    dam_message( victim,  i, "The crushing jaw" );

    inflict( ch, mob, i, "a Froghemoth" );

    }

  }

~
E
cgrab~
The barbed tongue catches you and pulls you into it's mouth.

~
E
rgrab~
$n is caught by the $N and pulled into it's mouth.

~
!
0 0 15 0 0 0 0 10
0 0 2 4000 899450155 0 27
200755 25178370 4 0 4
30
19 4 4 16 18
15 50 0 25 50 0 0
50 0 tender eyestalk~
150 5 strong tongue~
800 20 thick tentacle~
1000 13 huge body~
0 1000 ~
0
117965770 32769601
2305 34 0 1600 249035
M 0 9 0
-1
-1

#553
~
~
Northern bat~
~
screaming, flapping~
is here.~
Northern bats~
~
screaming, flapping~
are here.~
This large furry white bat is at home in the icy caves of the north. 

Preying on rabbits and other rodents, they keep themselves relatively fat

to keep out the cold.  

~
Phule~
attack( mob, victim, 2d10+10, "needle-like fang" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10+10, "needle-like fang" );

if( find_stat( ch, level ) < 91 ) {

  if( !is_silenced( mob ) )

    attack( mob, ch, 4d10+10, "piercing shriek" );

  }

~
!
0 0 19 0 0 0 0 10
0 0 179 4000 900163482 0 34
4394353 4202880 0 0 4
25
12 3 7 22 12
10 0 80 10 25 0 0
300 15 frostlike wing~
450 17 warm soft body~
550 10 sightless head~
1000 20 strangely armoured belly~
0 1000 ~
0
65536665 26214464
33981 1132 0 93660 5878643
N 0 4 0
1465 17 1509949445 -2 0
-1
-1

#554
~
~
atomie sprite~
~
very small~
stands here, looking nervous.~
atomie sprites~
~
very small~
stand here, looking nervous.~
This is a very small sprite.  His features are very attractive with a

pointy cast and he is very thin with thin limbs and fingers.  He is very

quick and uses the plants and roots a lot for cover.  

~
Amon~
attack_weapon( mob, victim, 1d2+0, "small fists");

attack_weapon( mob, victim, 1d2+0, "small fists");

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 893544524 0 27
235427 1077944584 0 0 3
3
4 11 11 19 14
20 -10 10 10 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 1 0
-1
2 -1
hark's finger~
send_to_char( #c_hark, ch );

act_notchar( #r_hark, ch );

wait( 2 );

if( char_in_room( ch, room ) )

  act_room( #hark, ch );

~
E
hark~
@b@GIn a small pipping voice he says@n, '@bLosso wee folk fleed that area, cept

those dreeds that been treen to heal the fury freends.  Geents been doing

this, like ye usually do.@n'

~
E
r_hark~
$n asks the Atomie about Hark's Finger.

~
E
c_hark~
You ask the Atomie about Hark's Finger.

~
!
0 -1
~
act_room( #leave );

~
E
leave~
@GAn Atomie runs into the folliage and disappears almost immediately.

~
!
2 -1
giants geents~
send_to_char( #c_t, ch );

act_notchar( #r_t, ch );

wait( 2 );

if( char_in_room( ch, room ) )

act_room( #t, ch );

~
E
t~
@b@GIn a tiny voice@n, '@bGeents?  You 'r all geents.  But to be true as a

wig, these were veery big geents. Hitting fury freends with trees.@n'

~
E
r_t~
$n ask the Atomie about the "Giants".

~
E
c_t~
You ask the Atomie about the "Giants".

~
!
-1

#555
Veronica~
~
well-trained monk~
~
~
is here, helping the chef with his daily work.~
well-trained monks~
~
~
are here, helping the chef with his daily work.~
Here is a human female monk.  She is well trained in many of the monk

styles, and has fashioned one of her own.  She glances around as you

enter the room, then returns to what she was doing.  

~
Earthstone~
i = random( 1, 10 );

attack( mob, victim, 4d5+5, "nasty chop" );

attack( mob, victim, 4d5+5, "nasty chop" );

if( i < 5 )

  attack( mob, victim, 4d5+5, "nasty chop" );

if( i > 6 ) {

  send_to_room( #kick, room );

  attack( mob, victim, 5d20+20, "flip kick" );

  }

~
E
kick~
Veronica does a flip and whirls around, readying herself to kick!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893606209 0 0
230817 6300032 4 0 4
30
19 12 13 25 17
25 10 10 75 100 0 0
850 10 rigid muscles~
850 10 tight clothing~
0 1000 ~
0 1000 ~
0 1000 ~
0
131078401 26214464
0 1 0 0 0
F 0 4 0
449 17 1509949442 5 0
450 17 1509949442 7 0
600 16 1509949538 7 0
2162 17 1509949465 5 0
2121 17 1509949540 8 0
2042 17 1509949470 10 0
-1
8 -1
hi hiya hello~
send_to_char( #hi, ch );

~
E
hi~
Veronica says, "Well?  Do ya wanna spar or not?"

~
!
8 -1
yes yeah okay~
send_to_room( #spar, room );

wait( 3 );

attack( mob, ch, 2d2+2, "starting slap" );

~
E
spar~
Veronica says, "All right!"

~
!
-1

#556
Sarconus~
~
spirit,~
~
~
floats here.~
spirits~
~
~
float here.~
The dark cloud of the spectre has given way to the bright veil of a

joyous spirit.  Sarconus finally gains eternal rest.  

~
Phule~
attack( mob, victim, 5d5+0, "bone rattling wail" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893373659 0 0
230179 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
mob = mob_in_room( 504, find_room( 34532 ) );;

if( !mob ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    wait( 2 );

    send_to_room( #a_a, room );

    wait( 6 );

    send_to_room( #a_b, room );

    wait( 6 );

    send_to_room( #a_c, room );

    obj_to_room( oload( 515 ), room );

    obj_to_room( oload( 516 ), room );

    obj_to_room( oload( 518 ), room );

    obj_to_room( oload( 520 ), room );

    obj_to_room( oload( 520 ), room );

    obj_to_room( oload( 520 ), room );

    obj_to_room( oload( 520 ), room );

    obj_to_room( oload( 521 ), room );

    obj_to_room( oload( 521 ), room );

    wait( 6 );

    send_to_room( #a_d, room );

    junk_mob( mob );

    }

  }

else

  act_tochar( #slay, ch );

~
E
a_d~
Sarconus vanishes out of sight, released at last.

~
E
a_c~
"Morioh protected his treasure with a powerful curse." Sarconus makes a

mystic hand position and utters a phrase in a tongue you have never heard

before.  "Now it is safe to take what is rightfully yours." 

~
E
a_b~
Sarconus appears to momentarily listen to an unseen voice as he begins to

rise up through the chamber.  "I am afraid I have but a short time to

show my gratitude." 

~
E
a_a~
Beaming a long-hidden smile, the released spirit of Sarconus proudly

looks you in the eye. "Worthy adventurers," he greets you warmly. "You

have set me free!  There is nothing I could ever do to repay you for what

you have given me on this day." 

~
E
slay~
Please slay morioh!! The aged spirit pleads.

~
!
-1

#557
~
~
bandage-enshrouded figure~
~
~
looms nearby.~
bandage-enshrouded figures~
~
~
loom nearby.~
~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893373726 0 0
230177 0 0 0 4
25
16 5 5 8 14
25 -40 75 0 100 -40 100
200 8 bandaged arm~
400 8 bandaged leg~
750 8 bandage-covered chest~
930 6 outstretched hand~
1000 3 bandage-covered head ~
0
99616644 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#558
~
~
neophyte monk~
~
White Oak~
stands here, practicing his meditation techniques.~
neophyte monks~
~
White Oak~
stand here, practicing their meditation techniques.~
This neophyte monk is hardly more than a child.  Very young and still

unsure of himself, he lacks the grace of the older monks.  His body is

just starting to take on the sinuous musculature of the White Oak martial

artist.

~
Earthstone~
attack_weapon( mob, victim, 3d7+10, "locust kick" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 3d7+10, "locust kick" );

if( random( 1, 10 ) < 3 )

  attack_weapon( mob, victim, 3d7+10, "locust kick" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #ram, room );

  if( random( 1, 10 ) < 3 ) {

    interpret( mob, "bash" );

    continue;

    }

  }

~
E
ram~
@eThe angry monk throws himself forward in a vicious lunge!

~
!
0 11 0 0 0 0 0 10
0 0 0 4000 893555164 0 31
4425123 0 0 0 4
20
16 13 17 14 17
15 -4 3 5 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
341 8 0 25 0
M 0 4 0
447 17 1509949470 5 0
-1
8 -1
hi hiya hello~
send_to_char( #hi, ch );

~
E
hi~
The monk ignores you and continues to meditate.

~
!
-1

#559
Hzzth~
~
mighty lizardman~
~
~
relaxes in the pool.~
mighty lizardman monks~
~
~
relax in the pool.~
Large and teeming with muscles, this lizardman shows all the

capapbilities of a master monk.  His scales glisten in the humidity of

the room, and he seems to thrive here.  

~
Earthstone~
attack( mob, victim, 8d8+15, "shredding claw" );

attack( mob, victim, 8d8+15, "shredding claw" );

attack( mob, victim, 8d8+15, "shredding claw" );

if( random( 1, 4 ) == 2 ) {

  send_to_room( #sweep, room );

  i = 8d8+8;

  attack_room( mob, i, "mighty tail" );

  interpret( mob, "bash" );

  }

~
E
sweep~
Hzzth swings his mighty tail!

~
!
5 11 7 0 0 0 0 10
0 0 0 4000 893606266 0 26
103459 4202880 0 0 4
50
19 12 14 23 19
25 50 0 0 65 0 0
400 12 scaly skin~
400 10 scaly legs~
400 10 scaly arms~
300 8 scaly head~
1000 3 tail~
0
209716490 26214464
0 1 0 0 0
M 0 5 0
2915 17 1509949445 9 0
-1
8 -1
hi hiya hello~
wait( 2 );

tell( mob, ch, #die );

~
E
die~
Go away now, I am relaxing.

~
!
-1

#560
~
~
high priest of the Nhilist Anarchist Horde~
~
~
is here.~
high priests of the Nhilist Anarchist Horde~
~
~
are here.~
enter description here

~
Ruthler~
attack_weapon( mob, victim, 4d6, "right fist" );

attack_weapon( mob, victim, 4d6, "left fist" );

act_room( #change, ch );

loop( all_in_room ) {

  if( ch != rch ) {

    i = 6d6;

    dam_message( rch, i, "the flash" );

    inflict( rch, mob, i, "Thalias" );

    }

  }

mload( 562, room );

junk_mob( mob );

~
E
change~
@b@R With an immense flash Thalius no longer stands before you.  In his

place is the mighty demon Druaga. @n

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893435205 0 0
231331 2228480 0 0 4
80
16 18 18 15 15
25 25 25 25 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608778 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
wait( 2 );

send_to_room( #look, room );

wait( 1 );

send_to_room( #say1, room );

~
E
say1~
Thalius says 'I see you have come a long way to find me.  What is it that

you seek?  ' 

~
E
look~
Thalius looks up from his work as you enter.

~
!
2 -1
attack demon slash~
if( class( ch ) == monk )

  act_tochar( #!class, ch );

else {

  if( find_stat( ch, level ) < 32 )

    act_tochar( #no, ch );

  else {

    act_tochar( #yes, ch );

    act_room( #change, ch );

    mload( 562, room );

    junk_mob( mob );

    }

  }

~
E
change~
@b@R With an immense flash Thalius no longer stands before you.  In his

place is the mighty demon Druaga. @n

~
E
yes~
Thalius says 'I see that you are prepared to learn this lesson.'

~
E
!class~
Thalius says 'You are not destined to know such things.'

~
E
no~
Thalius says 'You are not yet ready to know such things.'

~
!
-1

#561
~
~
small homonculous~
~
~
skulks in the shadows and peers about greedily.~
small homonculi~
~
~
skulk in the shadows and peer around greedily.~
A freakish humanoid, the homonculous stands 18 inches tall and has green,

leathery skin and bat-like wings.  It skitters nervously, its cold black

eyes darting from place to place.  It wets its lips and rubs its clawed

hands.

~
Kreel~
attack( mob, victim, 1d8, "raking claw" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d2, "jagged teeth" );

if( random( 1, 10 ) > 5 )

attack( mob, victim, 1d2, "jagged teeth" );

~
E
hiss~
$N hisses, and leaps at you with its glistening fangs.

The bite of $N makes you sleepy!

~
E
allhiss~
$N hisses and lunges at $n with its glistening fangs.

~
!
0 0 11 0 0 0 0 10
0 0 15879 4000 896639717 0 27
196961 0 0 10 8
2
6 5 2 14 9
2 -5 4 0 10 -5 2
1000 1 leathery body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
139278 73312 0 413571 1255398
M 10 1 0
-1
-1

#562
Druaga~
~
mighty demon lord,~
~
~
stands here, snarling as it senses your presence.~
mighty demon lords~
~
~
stand here, snarling as they sense your presence.~
This huge being is covered by incredible ruby-red scales.  Muscled arms

end in huge fists and long nails of shiny black material.  Its four legs

end in clumps of snakelike protrusions while the head is a snarling

red-scaled bulls head, with great shiny black ram's horns curling.


Druaga is a Demon Lord, and you cannot begin to imagine what he is doing

here.

~
Ruthler~
attack_weapon( mob, victim, 6d6, "claw" );

attack_weapon( mob, victim, 6d6, "claw");

attack_weapon( mob, victim, 6d6, "claw");

attack_weapon( mob, victim, 6d6, "claw" );

attack( mob, victim, 6d6, "claw" );

attack( mob, victim, 6d6, "claw" );

attack( mob, victim, 6d6, "claw" );

attack( mob, victim, 6d6, "claw" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893435350 0 25
230179 0 0 0 8
80
22 18 18 16 22
75 100 -25 0 20 0 0
100 15 head~
250 20 leg~
400 20 arm~
1000 25 body~
0 1000 ~
0
393216650 26214464
0 1 0 0 0
M 0 7 0
433 16 1509949440 16 0
-1
-1

#563
~
~
shambling mound~
~
~
of plantlife is looming over you here.~
shambling mounds~
~
~
of plantlife are looming over you here.~
Intermixed plant forms, and oozing chlorophyl make up this beast.  This

massive plantform moves toward you, instilling a feeling of menace.  You

can't help but notice that it looks somewhat humanoid.  

~
Earthstone~
if( random( 1, 10 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 20d3+0, "pounding fist" );

attack( mob, victim, 20d3+0, "pounding fist" );

if( random( 1, 10 ) < 4 ) 

  attack( mob, victim, 20d2+40, "smother" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #heals );

  i = random( 10, 100 );

  heal( mob, i );

  }

if( attack( mob, victim, 20d3+0, "pounding fist" ) ) {

  if( random( 1, 3 ) == 1 )

    poison( victim );

  }

~
E
heals~
The Shambling Mound regenerates.

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893435392 0 0
53297 1075847552 0 0 4
45
24 3 3 16 24
50 0 50 99 99 0 0
600 18 seething greenery~
900 14 green feeler~
990 14 brown crawlies~
1000 8 tender eye stalk~
1000 5 tender eye stalk~
0
183501460 26214464
0 1 0 0 0
M 0 8 0
-1
8 -1
hi hiya hello~
send_to_room( #huh, room );

~
E
huh~
The shambling mound does not understand speech.

~
!
-1

#564
~
~
monk in training~
~
~
is here.~
monks in training~
~
~
are here.~
This young human is training vigorously to learn the ways of the monk. 

He is dangerous to the untrained eye, but any well trained person could

easily show him the ways of the world.  

~
Earthstone~
attack( mob, victim, 4d2+4, "untrained fist" );

attack( mob, victim, 4d2+4, "untrained fist" );

attack( mob, victim, 4d2+4, "untrained fist" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893435413 0 0
230179 0 0 0 4
8
14 12 10 16 15
12 -4 4 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39323201 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hiya hello~
send_to_room( #hey, room );

~
E
hey~
The monk says, "Hey leave us alone, ya fool.  Can't you see we are busy."

~
!
-1

#565
~
~
monk in training~
~
~
is here.~
monks in training~
~
~
are here.~
This young ogre is training in the ways of the monk.  Unskilled as most

monks tend to become, this ogre is still a dangerous adversary.  

~
Earthstone~
attack( mob, victim, 4d2+4, "untrained fist" );

attack( mob, victim, 4d2+4, "untrained fist" );

attack( mob, victim, 4d2+4, "untrained fist" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893435433 0 0
230179 0 0 0 4
8
16 12 10 16 15
12 -4 4 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39323201 26214464
0 1 0 0 0
M 0 5 0
-1
8 -1
hi hiya hello~
send_to_room( #shh, room );

~
E
shh~
The monk says, "Please don't bother us, we are busy."

~
!
-1

#566
~
~
woodworm hatchling~
~
thick white~
is here, chewing on a chunk of wood.~
woodworm hatchlings~
~
thick white~
are here, chewing on a chunk of wood.~
The semi-transparent hatchling pulses sickeningly as it eats its way into

the side of the passage.  Looking at it you realize that it is blind and

unaware of your presence.  The only thing on this hatchlings tiny mind is

to get enough woodpulp into its gut to allow it to survive its pupa stage.

~
Ashkai~
attack( mob, victim, 2d4, "spit" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 1d4, "sharp bite" );

~
!
0 0 45 0 0 0 0 10
0 0 1091 4000 893606306 0 28
32803 536870912 0 0 4
2
12 3 4 5 12
0 0 0 0 20 0 0
800 2 transparent body~
1000 4 tiny head~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
7992 2739 0 33596 156290
N 0 1 0
589 17 1509949465 -1 0
-1
-1

#567
~
~
boneshaper~
~
~
is here, carving at a long bone.~
boneshapers~
~
~
are here, carving at long bones.~
You see an older lizardman sitting on a stool carving a machete from a

rib.  

~
Sssar~
attack_weapon( mob, victim, 4d5+4, "sharp claw" );

attack_weapon( mob, victim, 4d5+4, "sharp claws");

attack_weapon( mob, victim, 4d5+4, "sharp claws");

attack_weapon( mob, victim, 4d5+4, "sharp claw" );

attack( mob, victim, 5d5, "kick" );

send_to_char( #char, ch );

act_notchar( #room, ch );

dam_message( ch, 6d5, "jagged bone" );

inflict( ch, mob, 6d5, "jagged bone" );

if( random( 1, 5) < 4 ) {

  act_notchar( #call, mob );

  summon( mob, victim );

  }

if( random( 1, 3) < 4)

  interpret( mob, "bash");

~
E
call~
The boneshaper blows on a bone whistle, calling the guards.

~
E
char~
The boneshaper picks up a jagged bone from the ground and heaves it at

you.

~
E
room~
The boneshaper picks up a jagged bone from the ground and heaves it at $n.

~
E
~
No description.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435527 0 0
1073976743 1090527232 0 144 4
40
18 15 11 15 15
25 25 25 40 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 144 4 0
534 17 1509949540 16 0
-1
8 -1
hi~
wait( 0 );

act_tochar( #hi, ch );

~
E
hi~
The boneshaper replies, '@b@GHello to you.  I am the boneshaper of the

tribe.  I make many useful tools, type @n@blist@n@b@G to see them.  I can also

make a blessed @n@bamulet@n@G out of a @n@bpython@G skull.@n'

~
!
2 -1
amulet~
wait( 0 );

act_tochar( #amu, ch );

~
E
amu~
The boneshaper tells you '@b@GThe amulet is blessed by the gods and has

special powers.@n' 

~
!
2 -1
python skull~
wait( 1 );

act_tochar( #pyt, ch );

~
E
pyt~
The boneshaper tells you '@b@GThe python is a very special creature, it

is very close to Sst'rasa.  They are allowed to roam freely throughout

the village.  Sometimes Sst'rasa allows them to be slain for the special

purpose of making an amulet.@n However, I would avoid the animals in the

Speaker of Animals tent, he seems to have a special bond with them.' 

~
!
2 -1
dragon sires~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about dragon sires.

~
E
stat1~
I heard of some giant dragon sires in the desert once.  There were two

kinds.  Brown, flightless dragons and yellow sand dragons with lithe

bodies.

~
!
-1

#568
~
~
huntmaster~
~
~
is here, carving up a snake carcass.~
huntmasters~
~
~
are here, carving up a snake carcass.~
Each year the village of Sos-Kul holds a competition to see who will be

the next Huntmaster.  This man obviously deserved to win.  He is very

large and has bulging muscles, a very intimidating person.  

~
Sssar~
attack( mob, victim, 5d6+3, "sharp claw");

attack( mob, victim, 5d6+3, "sharp claw");

attack( mob, victim, 5d6+3, "sharp claw");

attack( mob, victim, 5d6+3, "sharp claw");

attack( mob, victim, 5d6+2, "kick" );

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

act_notchar( #room, ch );

  attack( mob, victim, 1d30+10, "grapple" );

  }

if( random( 1, 4) < 2)

  interpret( mob, "bash");

if( random( 1, 4 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 33d3, "flailing tail" );

attack( mob, victim, 5d7, "tail swipe" );

~
E
summon~
The sounds of the battle echo off, sure to bring help.

~
E
extra~
The huntmaster grabs you around your chest and starts to squeeze.

~
E
room~
The huntmaster grabs $n around $s chest and starts to squeeze.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435558 0 0
234919 1090527232 4 16 4
60
22 12 12 15 17
10 15 -19 5 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 16 5 0
562 17 1509949540 14 0
-1
8 -1
hi~
act_tochar( #hi, ch );

~
E
hi~
The huntmaster tells you '@b@GHello $n, are you hungry?  Would you like

some snake meat?@n' 

~
!
8 -1
yes~
if( rflag( reset0, room ) ) {

  act_tochar( #hun, ch );

  obj_to_char( oload( 437 ), ch );

  interpret( ch, "eat meat");

  remove_rflag( reset0, room );

  } else

act_tochar( #not, ch );

~
E
not~
The huntmaster laughs, '@b@GYou do not look that hungry to me.  If you

need some meat, you must buy it.@n' 

~
E
hun~
The huntmaster tells you '@b@GYou do look hungry, here have some snake meat.@n'

~
!
-1

#569
~
~
leatherworker~
~
~
works on some armor.~
leathermasters~
~
~
are here, working on some armor.~
This man is very good at working with leather.  He makes all the leather

goods for the entire village, including all the tents.  

~
Sssar~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack( mob, victim, 5d5, "kick" );

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  act_notchar( #room, ch );

  dam_message( ch, 4d6+1, "spear jab" );

  inflict( ch, mob, 4d6+1, "spear jab" );

  }

if( random( 1, 4 ) < 2 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
extra~
The leatherworker jabs at you with his spear.

~
E
summon~
The leatherworker calls out for help.

~
E
room~
The leatherworker jabs at $n with his spear.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435596 0 0
230819 0 0 16 4
35
19 12 12 15 17
10 15 -19 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
121 4 0 5 0
M 16 4 0
2001 17 1509949540 5 0
2080 17 1509949540 6 0
2123 17 1509949540 8 0
3006 17 1509949540 16 0
-1
8 -1
hi~
act_tochar( #hi, ch );

~
E
hi~
The leatherworker replies, '@b@GHello $n, I hope you are doing well today.@n'

~
!
-1

#570
~
~
woodworm wormling~
~
~
is here, feeding on the pulp of the shuvana.~
woodworm wormlings~
~
~
are here, feeding on the pulp of the shuvana.~
This vermiform has a brown and green body working up to an oversized head

with large mandibles.  By looking closely at the form you would guess

that this worm is about halfway through his metamorphosis from hatchling

to full-grown woodworm.

~
Ashkai~
attack( mob, victim, 3d6+3, "vicious bite" );

if( random( 1, 3 ) == 1 ) {

  ch = rand_char( room );

  if( race( ch ) != woodworm ) {

    act_tochar( #acid, ch );

    act_notchar( #racid, ch );

    if( !attack_acid( mob, ch, 2d4+2, "acid spray" ) ) {

      act_tochar( #miss, ch );

      act_notchar( #rmiss, ch );

      }

    }

  }

~
E
acid~
@b@YA wormling opens its mouth and sprays acid at you!@n

~
E
racid~
@YA wormling opens its mouth and sprays acid at $n

~
E
miss~
@b@YFortunately you manage to duck out of the way just in time.@n

~
E
rmiss~
@YFortunately $n manages to duck out of the way just in time.@n

~
!
0 36 45 0 0 0 0 10
0 0 4803 4000 893435775 0 28
198177 8192 0 0 4
7
12 3 5 4 12
0 0 0 0 0 0 0
800 2 soft body~
1000 8 plated head~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
209415 24077 0 293913 6603899
M 0 2 0
590 17 1509949455 -1 0
-1
-1

#571
~
~
Speaker to Animals~
~
~
is here, talking to his friends.~
aged lizardmen~
~
~
are here, talking to their friends.~
It is said that this man can talk to animals and that they can talk to

him.  Judging from the actions of the animals in this room, it looks like

there might be truth to the tales.

~
Sssar~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack( mob, victim, 4d6+1, "sharp claws" );

attack( mob, victim, 5d5, "kick" );

if( random( 1, 10 ) < 3 )

  summon( mob, victim );

attack( mob, victim, 4d6+1, "tail swipe" );

attack( mob, victim, 33d2, "flailing tail" );

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435904 0 0
1073976739 1090527232 0 16 4
35
19 12 12 15 17
10 15 -19 5 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
0 1 0 0 0
M 16 4 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #rain );

~
E
rain~
I was just finding out if we were due for rain soon.  The birds

know when there will be a storm up to a day before it arrives.

~
E
hi~
Hello $n

~
!
-1

#572
~
~
giant python~
~
~
slithers along the ground.~
giant pythons~
~
~
slither along the ground.~
Thick and perhaps in excess of 20' in length, a huge snake slithers on

the ground before you, no doubt sizing you up as a potential next meal.

~
Sssar~
attack( mob, victim, 1d4+5, "bite" );

if( attack( mob, victim, 2d4+5, "enveloping coils" ) ) {

  if( random( 1, 6 ) == 1 ) {

    act_tochar( #tighten, ch );

    act_notchar( #rtighten, ch );

    attack( mob, victim, 4d3+3, "tightening coils" );

    }

  }

~
E
tighten~
@GA python constricts its coils around you, making it hard to breathe.@n

~
E
rtighten~
@G$n gasps for air as a python coils about $m!@n

~
!
0 0 17 0 0 0 0 10
0 0 2380 4000 893435927 0 0
5443701 8192 0 0 4
8
9 3 3 15 12
0 0 -50 0 25 0 0
600 8 thick scaly body~
1000 4 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
115110 13885 0 229938 4146983
N 0 2 0
435 17 1509949441 -1 0
1308 17 1509949465 -1 0
-1
-1

#573
~
~
Armorshaper~
~
~
stands here, working on a piece of armor.~
Armorshapers~
~
~
stand here, working on a piece of armor.~
The armorshaper is the only one in town.  He fashions the skins and

scales brought back by the hunters into real armor.  Usually lizardman

don't need armor though do he has time to make the armor well.  

~
Sssar~
attack_weapon( mob, victim, 5d6+1, "claw");

attack_weapon( mob, victim, 5d6+1, "claw");

attack_weapon( mob, victim, 5d6+1, "claw");

attack( mob, victim, 5d5+1, "kick" );

if( random( 1, 4 ) < 3 ) 

  attack_weapon( mob, victim, 5d6+1, "claw");

if( random( 1, 4 ) < 2 ) 

  summon( mob, victim );

if( random( 1, 4) < 2)

  interpret( mob, "bash");

attack( mob, victim, 33d3, "flailing tail" );

attack( mob, victim, 4d6+1, "tail swipe" );

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435959 0 0
1073972647 1090527616 12 240 4
50
19 13 15 15 17
40 40 10 40 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 240 4 0
2044 17 1509949540 10 0
2024 17 1509949540 7 0
3006 17 1509949540 16 0
-1
8 -1
hi hello~
tell( mob, ch, #hi );

~
E
hi~
@b@GHello $n, are you in need of protection?  I make very high quality

@n@bitems@G.@n 

~
!
2 -1
items~
tell( mob, ch, #it );

~
E
it~
My prize piece of equipment is this breastplate.  It is very strong, and

very light.  Unfortunatly they take quite some time to make, making them

very rare.

~
!
-1

#574
~
~
blind lizardman~
~
~
walks slowly about the area.~
blind lizardmen~
~
~
walk slowly about the area.~
This harmless being is very old and walks hunched over.  When he turns to

face you, you see his eyes are the white of the blind, and that many of

his deep green and brown scales now hold a greyish cast.  He is obviously

worried, but tries to give a tentative smile.  

~
Ssstra~
attack( mob, victim, 2d4, "right hand" );

if( random( 1, 10) < 9 )

  attack( mob, victim, 2d4, "left hand" );

if( random( 1, 10 ) < 5 ) { 

  summon( mob, victim );

  act_room( #help, ch );

  }

~
E
help~
@G@bThe blind lizardman cries out for help!

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893435980 0 0
169441 16777220 0 48 3
7
10 12 18 12 16
0 0 0 0 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350855 26214464
103 21 0 65 0
M 48 4 0
-1
8 -1
~
if( is_name( arg, "hi") ) 

act_tochar( #hi, ch );

~
E
hi~
The blind man looks confused for a second then says, 

'Hello, I'm not feeling well and really should rest.

~
!
-1

#575
~
~
lizardman orphan~
~
~
looks at you with woeful eyes.~
lizardman orphans~
~
~
look at you with woeful eyes.~
This is a lizardman child whose parents have been killed by the monsters

in the swamps beyond the town.  

~
Ssstra~
attack_weapon( mob, victim, 2d4, "right hand" );

attack( mob, victim, 2d4, "kick" );

if( random( 1, 10 ) < 4 )

  summon( mob, victim );

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893436007 0 0
250343 16785408 0 0 4
3
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#576
~
~
small fish~
~
~
is swimming around, nibbling on roots and bugs.~
small fish~
~
~
are swimming around, nibbling on roots and bugs.~
This fish is small and fast, he keeps darting away from you as you try to

get near.  

~
Sssar~
attack( mob, victim, 1d8+2, "bite" );

~
!
0 0 29 0 0 0 0 10
0 0 1 4000 893436033 0 0
4427875 25165824 0 0 4
4
13 3 3 19 13
0 0 0 0 0 0 0
200 2 hard head~
1000 5 stiff scales~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311042 26214464
0 1 0 12 5
M 0 1 0
1228 17 1509949450 -2 0
-1
-1

#577
~
~
tangle vine~
~
~
is here, growing wild, thick, and without abandon.~
tangle vines~
~
~
are here, growing wild, think, and without abandon.~
This plant is growing very quickly.  It is covering all the other plants

in the area with its large broad leaves.  Small, purple buds not yet in

bloom grow up and down some of the thick green vines, nestled

protectively near thorns.

~
Sssar~
if( attack( mob, victim, 1d7, "thorny tendril" ) )

  attack( mob, victim, 1d7, "thorny tendril");

if( attack( mob, victim, 1d7, "thorny tendril" ) )

  attack( mob, victim, 1d7, "thorny tendril");

if( attack( mob, victim, 1d7, "thorny tendril" ) )

  attack( mob, victim, 1d7, "thorny tendril");

if( attack( mob, victim, 1d7, "thorny tendril" ) )

  attack( mob, victim, 1d7, "thorny tendril" );

if( random( 1, 10 ) == 1 ) {

  act_tochar( #sleep, ch );

  act_notchar( #rsleep, ch );

  do_spell( sleep, mob, victim );

  }

~
E
sleep~
@BA flower on the tangle vine opens and projects pollen in your face.@n

~
E
rsleep~
@BA flower on the tangle vine opens and projects pollen in $n's face.@n

~
!
0 0 31 0 0 0 0 10
0 0 16 4000 893436075 0 27
4358195 4096 0 0 4
10
14 3 3 12 13
0 -25 0 0 100 100 0
100 0 buried root~
200 2 tendril at the ground~
300 4 flowery core~
600 6 tendril at the core~
1000 7 tough tendril~
0
26215050 26214464
2485 207 0 2407 62466
M 0 4 0
-1
-1

#578
~
~
snapping turtle~
~
~
moves slowly about the area.~
snapping turtles~
~
~
move slowly about the area.~
You see a small turtle, slowly going about its search for food.  

~
Sssar~
attack( mob, victim, 3d3+1, "bite" );

~
!
0 0 15 0 0 0 0 10
0 0 21 4000 893436098 0 26
200745 553648128 0 0 4
2
6 4 3 12 15
0 0 0 0 50 0 0
50 2 head~
100 3 leg~
1000 8 hard shell~
0 1000 ~
0 1000 ~
0
5243522 13108801
93 42 0 575 1991
M 0 3 0
-1
-1

#579
~
~
master of visions~
~
~
is here, lost in thought, stooped over a crystal ball.~
masters of visions~
~
~
are here, lost in thought, stooped over a crystal ball.~
This man looks like he is in a daze.  He is not paying much attention to

you, and is instead lost in his thoughts.  He probably has to keep

reviewing the tribal history, since you see nothing written down except

the murals.

~
Sssar~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack( mob, victim, 4d6+1, "strong kick" );

if( random( 1, 4 ) < 2 ) {

  send_to_room( #extra, room );

  i = 10d10;

  dam_message( victim, i, "The echoing word");

  inflict( ch, mob, i, "the master of visions" );

  }

if( random( 1, 4 ) < 2 )

  summon( mob, victim );

~
E
extra~
The master points at you and yells a single word.

The word echos around in your head, causing great pain.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893436142 0 32
1073972643 262144 0 16 4
30
19 12 12 15 17
10 15 -19 5 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 16 4 0
-1
8 -1
hi hello greetings salutations~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Hello.  Would you like to hear the @bhistory@n of this tribe?

~
!
2 -1
history~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #hist );

~
E
hist~
Many generations ago we lived as nomads, wandering around the swamp to

follow the food.  This was right after the great upheaval, when the

valley sank from the forest.  We had a nice village in that forest until

the gods destroyed it.


As nomads we fractrured into various tribes, each following a different

vision, waring among each other.  Though we fought amongst ourselves we

learned strength of a necessity.  Then, over the years, two tribes came

into dominance over all the others and soon the others fell into line

behind one or the other of the two clans.


Then, on the eve before a blood war was begun between the two factions a

sorrowful tragedy befell the clans and in their grief they were united. 

Soon after the clans were again united and our village was built.  Though

we have travelled a painful road and fought hardship and chaos it has

taught us wisdom in the end.

~
E
ask~
You ask $N about the history of his tribe.

~
!
2 -1
gwendolyn divine world detect good evil~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
stat1~
I am too busy to teach anything but the art of casting auguries. 

Gwendolyn was a good pupil, but not even for her can I free up time to

teach you.  The shaman might have spare time though.

~
E
ask~
You ask $N about Gwendolyn.

~
!
-1

#580
~
~
monk patrolman~
~
~
is here.~
monk patrolmen~
~
~
are here.~
Tall in stature and sleak in prowess, the monk patrolmen have been trained

in some of the finest martial arts known.  They all wear a fine

compliment of tanned leathers with the monks very own mystical runes

placed upon them.  With a grim look in their eyes, the patrolmen look as

if they wont take anything from your likes.  

~
Earthstone~
if( random( 1, 10 ) < 5 ) {

  act_room( #spinkick, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 2d4+4;

      dam_message( rch, i, "the spinning kick" );

      inflict( rch, mob, i, "the monk sentry" );

      }

    }

  }

attack( mob, victim, 4d3+2, "martial fist" );

attack( mob, victim, 4d3+2, "martial fist" );

attack( mob, victim, 5d5+5, " flaming fist" );

i = 2d5+0;

dam_message( mob, i, "the flaming fist" );

inflict( victim, mob, i, "the monk sentry" );

if( random( 1, 10 ) < 4 )

  do_spell( cure serious, mob, mob );

if( random( 1, 10 ) < 6 ) {

  attack( mob, victim, 4d3+2, "martial fist" );

  };

else {

  i = 10d5+5;

  dam_message( victim, i, "The monk sentry's Ki punch" );

  }

~
E
spinkick~
The monk leaps into the air, doing a spinkick.

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893436160 0 0
230305 0 0 0 4
35
19 12 12 24 17
20 15 10 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072296 26214464
0 1 0 0 0
M 0 5 0
2081 16 1509949440 6 0
2042 16 1509949440 10 0
2022 16 1509949440 7 0
2003 16 1509949440 5 0
-1
8 -1
hi hiya hello~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Don't you have someplace to be?  Go there before I have to take you away.

~
!
-1

#581
~
~
yeti~
~
~
is here.~
yetis~
~
~
are here.~
This is a large furry white bipedal mammal.  He looks very ferocious and

very unkempt.  He lumbers back and forth and almost always is hungry. 


~
Earthstone~
attack( mob, victim, 5d3+6, "clubbing fist" );

attack( mob, victim, 5d3+6, "clubbing fist" );

~
!
0 0 19 0 0 0 0 10
0 0 95 4000 893436178 0 0
230177 128 0 0 4
15
18 7 6 13 19
0 -5 99 15 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536138 26214464
13797 665 0 14599 877357
M 0 7 0
-1
-1

#582
~
~
water moccasin~
~
~
slithers along.~
water moccasins~
~
~
slither along.~
You have stumbled upon a small poisonous snake which is swimming in the

water.

~
Sssar~
attack( mob, victim, 1d7, "bite");

if( attack( mob, victim, 1d7, "bite" ) ) {

  attack( mob, victim, 1d7, "tail");

  if( random( 1, 3) < 2 )

    poison( ch );

  }

~
!
0 0 15 0 0 0 0 10
0 0 1364 4000 893436196 0 24
200737 1056768 12 0 4
3
5 3 3 16 8
0 0 -50 0 0 0 0
200 2 pointed head~
1000 5 long scaly body~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
21 18 0 169 25346
M 0 4 0
-1
-1

#583
Orclerth the Brave~
~
towering human~
~
~
is here, guarding the entrance to the endless domains.~
towering humans~
~
~
are here, guarding the entrance to the endless domains.~
Large and bold, this man towers above normal humans.  He is dressed in

magnificent plate armour, and has a wondrous shield.  Deep brown eyes and

a startlingly friendly smile, this man seems to be guarding something. 


~
Earthstone~
attack( mob, victim, 3d11+6, "defensive slash" );

attack( mob, victim, 3d11+6, "defensive slash" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 4d11+6, "moderate slash" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 4d11+6, "moderate slash" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 5d11+6, "heavy slash" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #mist, room );

  do_spell( sleep, mob, victim );

  }

~
E
mist~
Orclerth releases the mists of sleep!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893606592 0 0
230179 33090 4 0 3
80
20 14 15 16 19
21 33 43 25 11 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
327680670 26214464
0 1 0 0 0
M 0 5 0
459 17 1509949540 11 0
-1
8 -1
hi hello hiya~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
I am sorry, but I am too busy protecting the realms to spend time

speaking with you.  

~
!
-1

#584
~
~
deadly snake~
~
~
hisses at your presence.~
deadly snakes~
~
~
hiss at your presence.~
Long, sharp fangs are the first thing you notice on this snake.  Although

you can't determine what kind of snake this may be, you can obviously

tell that it would be dangerous to mess with.  Abnormally long, the tail

spirals away into darkness.  

~
Dragos~
attack( mob, victim, 1d2+1, "fangs" );

if( random( 1, 6 ) < 2 )

  attack( mob, victim, 1d2+1, "tightening coils" );

if( num_in_room( room ) < 6 ) {

  send_to_room( #room, room );

  if( random( 1, 10 ) < 4 )

    mload( 584, room );

  }

if( !is_open( room, up ) )

  open( room, up );

~
E
room~
As you fight the snake, another snake can be seen coming through small

cracks in the wall.

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893457115 0 0
229427 0 0 0 4
2
12 6 8 14 13
0 0 0 0 0 0 0
900 4 body~
1000 1 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
M 0 1 0
-1
4 -1
~
if( is_open( room, up ) )

  close( room, up );

~
!
-1

#585
Mordic-Helm~
~
mighty demon lord~
~
~
is here, flames rippling from his body.~
mighty demon lords~
~
~
are here, flames rippling from their bodies.~
Vicious and evil incarnate, this demon lord ripples with muscles and

seethes with rage and chaos.  Never a soul has gotten away from him

without forever being scarred.  Immense flaming wings unfurl from his

back, shadowing the room in a strange flickering light.  Vorpal horns

protrude from his head and shoulders, ready to sever your lifeless corpse

when he is through with you.  

~
Earthstone~
attack( mob, victim, 10d3+10, "ripping talons" );

attack( mob, victim, 10d3+10, "ripping talons" );

attack( mob, victim, 10d3+10, "ripping talons" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 10d3+10, "ripping talons" );

if( random( 1, 10 ) < 5 ) 

  attack( mob, victim, 10d3+10, "ripping talons" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #flame, room );

  i = 100d5+0;

  attack_room( mob, i, "Firey Breath" );

  }

~
E
flame~
Mordic-Helm releases his Firey Breath!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893457169 0 0
230177 142208 13 0 8
85
25 19 15 20 25
40 99 -20 50 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
445644800 26214464
0 1 0 0 0
M 0 9 0
-1
-1

#586
~
~
atomie sprite~
~
~
stands here watching you from behind a plant.~
atomie sprites~
~
~
stand here watching you.~
This is a very small sprite.  His features are very attractive with a

pointy cast and he is very thin with thin limbs and fingers.  He is very

quick and uses the plants and roots a lot for cover.  

~
Dragos~
attack_weapon( mob, victim, 1d2+0, "small fists" );

attack_weapon( mob, victim, 1d2+0, "small fists" );

if( random( 1, 10 ) < 3 ) {

  send_to_char( #char, ch );

  i = 3d2+3;

  inflict( victim, mob, i, "dancing lights" );

  dam_message( victim, i, "The dancing lights" );

  act_notchar( #room, ch );

  }

~
E
char~
You begin to see lights dancing in front of you.

~
E
room~
$n stops fighting for a moment, and looks dazed and confused.

~
!
0 0 67 0 0 0 0 10
0 0 3180 4000 893457200 0 0
4429297 1077944584 0 0 4
5
12 14 11 19 14
20 0 10 10 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
61278 23844 0 196331 998003
M 0 1 0
-1
-1

#587
~
~
venus bird trap~
~
~
with a single large blue blossom grows here.~
venus bird traps~
~
~
grow here.~
This plant stands about five feet tall and has hundreds of leaves growing

from its main stalk.  Its roots are only partly visible, and where they

are it appears some animal or parasites have been chewing on them.  Each

leaf have a jagged, serrated edge that is a shade more green than the

rest of the leaf.  Growing from the center of the plant, like a huge

mouth, is a single blue blossom.  A single feather sticks out of the

semi-closed blossom.

~
Sssar~
attack( mob, victim, 2d5, "serrated leaf" );

attack( mob, victim, 2d5, "serrated leaf" );

if( attack( mob, victim, 2d10, "pair of enfolding, serrated leaves" ) )

  attack( mob, victim, 3d7, "chomping blossom" );

~
!
0 0 31 0 0 0 0 10
0 0 8 4000 893457365 0 30
163875 8192 0 0 4
10
12 12 12 12 12
0 0 0 0 0 0 0
100 1 stalk at the base~
300 10 tough stem~
500 5 broad leaf~
1000 3 green pod~
0 1000 ~
0
26215050 26214464
783 53 0 1309 41432
N 0 4 0
1121 17 1509949441 -2 0
1229 16 1509949441 -2 0
585 16 1509949441 -2 0
586 16 1509949441 -2 0
-1
-1

#588
~
~
avatar of Kerog~
~
~
is here.~
avatars of Kerog~
~
~
are here.~
Standing here is a VERY large red half-ogre.  His greasy black hair falls

to about mid-back and is gathered into a pony tail with a hair piece that

looks to be made of an entire elven skull.  He doesn't look too happy to

see you.  

~
Ashkai~
attack( mob, victim, 10d10, "right hand" );

attack( mob, victim, 10d10, "left hand" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d10, "kick" );

ch = rand_player( room );

if( find_Stat( ch, level ) < 91 ) {

  if( is_fighting( ch ) )

    attack( mob, ch, 10d10, "bite" );

  }

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893458031 0 0
99235 6726027 28 0 8
90
25 25 25 25 25
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
353897290 26214464
0 1 0 0 0
M 0 7 0
350 17 1509949540 -1 0
-1
6 484
~
junk_obj( obj );

if( doing_quest( ch, 16 ) ) {

  update_quest( ch, 16 );

  wait( 1 );

  tell( mob, ch, #return );

  wait( 1 );

  tell( mob, ch, #recieve );

  end;

  };

~
E
recieve~
The avatar bends down and presses his hand against your breast, and you

feel the power of the god of fury flowing through you!  

~
E
return~
Good I see you are a warrior, worthy of the notice of the mighty Kerog! 

Join now with your god and recieve his gifts.  

~
!
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #tell );

~
E
tell~
$n why have you summoned me, could it be perhaps you have come to

@bjoin@n the mighty @bKerog@n?  

~
!
8 -1
yes~
wait( 1 );

if( find_stat( ch, align ) == 0 ) {

  tell( mob, ch, #good );

  end; 

  }

if( find_stat( ch, level ) < 10 ) {

  tell( mob, ch, #level );

  end;

  }

if( class( ch ) == mage ) {

  tell( mob, ch, #mage );

  end;

  }

if( class( ch ) == thief ) {

  tell( mob, ch, #thief );

  end;

  }

if( done_quest( ch, 16 ) ) {

  send_to_char( #didit, ch );

  end;

  };

if( has_quest( ch, 16 ) ) {

  send_to_char( #doing, ch );

  end;

  };

tell( mob, ch, #yes );

wait( 1 );

tell( mob, ch, #quest );

assign_quest( ch, 16 );

assign_quest( ch, 17 );

~
E
yes~
good you have decided to join forces with Kerog!!  

~
E
quest~
Your quest is to slay the dragon and return with it's tooth as proof of

the deed.  Now go and complete the quest, and hurry I will not wait

forever!  

~
E
doing~
~
E
didit~
You are already a follower of Kerog I cannot do more for you.

~
E
ok~
Hmmm You may do.....  But first, to prove that you are worthy, you must

complete a @bquest@n for Kerog!

~
E
thief~
You little sneak, you wish to join forces with the mighty Kerog??  Go

away before I swat you like the weakling you are!!!  

~
E
mage~
You, a PUNY spell caster, wish to join the forces of Kerog??  Go away

before I crush you!!  

~
E
level~
You are too weak and puny to join the forces of Kerog!  Go and learn more

of the art of killing before you return!  

~
E
good~
You are too good and righteous, now leave before I squash your skull like

a grape!  

~
E
ask~
You ask the avatar to allow you to join the minions of kerog.

~
!
2 -1
kerog~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #kerog );

wait( 1 );

tell( mob, ch, #kerog1 );

~
E
kerog1~
If you wish to join with Kerog ask me about @bjoining@n!  

~
E
kerog~
Our order is bound to the mighty Kerog!  As such we live by the codes he

sets.  We do not allow the weak or unworthy to taint our order.   

~
E
ask~
You ask $N about Kerog.

~
!
11 -1
~
wait( 1 );

act_room( #attack, ch );

junk_mob( mob_in_room( 588, room ) );

set_rflag( reset0, room );

transfer( ch, find_room( 34754 ) );

transfer_all( room, find_room( 34751 ) );

~
E
attack~
@bThe Avatar shouts '$n You have offended me, you will be punished, as

for the rest of you BEGONE!!"@n 

~
E
no~
Begone puny fools before you feel my wrath!!

~
!
2 -1
joining~
if( find_stat( ch, align ) == 0 ) {

  tell( mob, ch, #good );

  end; 

  };

if( find_stat( ch, level ) < 10 ) {

  tell( mob, ch, #level );

  end;

  };

if( class( ch ) == mage ) {

  tell( mob, ch, #mage );

  end;

  };

if( class( ch ) == thief ) {

  tell( mob, ch, #thief );

  end;

  };

if( done_quest( ch, 16 ) ) {

  send_to_char( #didit, ch );

  end;

  };

tell( mob, ch, #yes );

~
E
didit~
You are already in Kerog's favor, now go and find a battle to win!  

~
E
thief~
You little sneak, you wish to join forces with the mighty Kerog??  Go

away before I swat you like the insect you are!!!  

~
E
mage~
You, a PUNY spell caster, wish to join the forces of Kerog??  Go away

before I crush you!!  

~
E
level~
You are too weak and puny to join the forces of Kerog!  Go and learn more

of the art of killing before you return!  

~
E
good~
You are too good and righteous, now leave before I squash your skull like

a grape!  

~
E
yes~
So you are interested in joining forces with mighty @bKerog@n.  Well,

here's how it works.  First you are examined to see if you meet the

qualifications of Kerog.  If you are considered worthy, you will be given

a @bquest@n to complete.  Only after you complete the @bquest@n will you

be allowed to follow Kerog.  If you agree with this and wish to take the

quest, @btell@n me @byes@n!  

~
!
2 -1
quest~
tell( mob, ch, #quest );

~
E
quest~
Your quest is to slay the dragon, and bring back its tooth as proof that

you did the deed.  If you accept and finish this quest you will be

dedicating yourself to Kerog!  If you wish to do this @btell@n me @byes@n.

~
!
-1

#589
~
~
netmaker~
~
~
is here.~
netmakers~
~
~
are here.~
The netmaker is here working on a very large net.  The nets are made from

small strips of leather, and he appears to be very adept at weaving the

strips into nets.  

~
Sssar~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack( mob, victim, 5d5+1, "kick" );

if( random( 1, 4 ) < 2 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 4d6+1, "claw");

  }

if( random( 1, 10 ) < 3 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 32d2, "flailing tail" );

attack( mob, victim, 4d6, "tail swipe" );

~
E
extra~
The Netmaker tries to entangle you in one of his hunting nets.

~
E
summon~
The Netmaker cries for help.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 893458049 0 0
251299 8192 0 16 4
20
19 12 12 15 17
10 15 -19 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 16 4 0
-1
8 0
hi~
if( room == find_room( 30761 ) )

act_tochar( #hi1, ch );

else

act_tochar( #hi2, ch );

~
E
hi2~
The hunter tells you '@GHello, I'm very busy right now and have no time to talk.@n'

~
E
hi1~
The hunter tells you '@GThe master hunter is in charge of meetings with

the warleader.@n' 

~
!
-1

#590
~
~
ice spider~
~
large crystal-blue~
roams the walls.~
ice spiders~
~
large crystal-blue~
roam the walls.~
A large spider roams around the walls, glaring at you.  It radiates a

slow frost that can be felt in the room.  It is almost crystal blue in

color and has dark ebony eyes.  

~
Earthstone~
i = random( 1, 10 );

attack( mob, victim, 4d2+3, "leg slash" );

attack( mob, victim, 4d2+3, "leg slash" );

attack( mob, victim, 4d2+3, "leg slash" );

attack( mob, victim, 4d2+3, "leg slash" );

if( i < 7 )

  attack( mob, victim, 4d2+3, "leg slash" );

if( i < 4 )

  attack( mob, victim, 4d2+3, "leg slash" );

if( random( 1, 3 ) == 1 ) { 

  ch = rand_player( room );

  if( is_fighting( ch ) ) {

    if( find_stat( ch, level ) < 91 )

      attack( mob, victim, 5d5+5, "bite" );

    }

  }

if( i > 7 ) { ch = rand_player( room ); 

  if( is_fighting( ch ) ) {

    if( find_stat( ch, level ) < 91 )

      send_to_room( #web, room );

    do_spell( web, ch );

    }

  }

~
E
web~
@bThe ice spider shoots out a nasty web!

~
!
0 0 25 0 0 0 0 3384
0 0 0 4000 899960475 0 35
98355 12416 0 0 4
25
17 8 6 23 18
53 -25 100 75 75 0 0
250 10 slender leg~
100 5 small head~
1000 25 thick exoskeleton~
0 1000 ~
0 1000 ~
0
91751055 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#591
Dartohk~
~
ancient red dragon~
~
~
is here, dripping with hot lava.~
~
~
~
~
One of the truly evil beings of power in the Realms, the Great Red

Dartohk stretches his wings to full extension, engulfing the cavern in

darkness.  He does not seem to notice the lava pouring off of his

armored, powerful body.

~
Phule~
attack( mob, victim, 5d50+0, "flesh-rending claw" );

attack( mob, victim, 5d50+0, "flesh-rending claw" );

if( random( 1, 2 ) == 2 ) {

  act_room( #wings, mob );

  loop( all_in_room ) {

    if( mob != rch ) {

      if( find_stat( rch, dex ) > random( 1, 36 ) ) { 

        i = 2d80;

        act_tochar( #c_tumble, rch, obj, mob );

        act_notchar( #r_tumble, rch, obj, mob );

        do_spell( slow, mob, rch ) ;

        dam_message( rch, i, "Dartohk's wind attack" );

        inflict( rch, mob, i, "Dartohk's wind attack" );

        }

      else {

        act_tochar( #dodge, rch, obj, mob );

        act_notchar( #r_dodge, rch, obj, mob );

        }

      }

    }

  }

else {

  if( random( 1, 2 ) == 2 ) {

    rch = rand_char( room );

    if( rch != mob )

      attack( mob, rch, i, "wing slap" );

    rch = rand_char( room );

    if( rch != mob )

      attack( mob, rch, i, "wing slap" );

    }

  else {

    act_room( #lava, mob );

    attack_room( mob, 4d50+0, "tail-sent wave of lava" );

    }

  }

if( random( 1, 2 ) == 2 )

  attack( mob, victim, 3d75, "cavernous maw" );

else {

  if( random( 1, 3 ) == 1 ) {

    act_room( #flame, mob );

    attack_room( mob, 5d50+300, " breath of flame" ); 

    }

  }

~
E
lava~
@RDartok @bslams his tail into a pool of lava near you.

~
E
flame~
@RDartohk @bpulls back, sucking in a huge gale of wind.

~
E
wings~
@RDartohk @b@Crises into the air, snapping his wings toward you.

~
E
c_tumble~
The @b@Cblast of wind@n sends you head-over-heels, smashing into stone.

~
E
r_tumble~
The blast of wind sends $n flying.

~
E
dodge~
You tumble out of the way of the lava wave.

~
E
r_dodge~
$n tumbles out of way of the lava wave.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893458111 0 25
231735 8576 1 0 8
90
25 17 19 15 21
35 100 -50 20 99 50 80
400 38 hard red body~
600 23 muscelbound wing~
750 30 long neck~
850 28 bony head~
1000 42 extended foreleg~
0
838862730 26214464
0 1 0 0 0
M 0 9 0
-1
4 -1
~
send_to_room( #death, room );

remove_rflag( status0, room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 520 ), room );

obj_to_room( oload( 455 ), room );

obj_to_room( oload( 455 ), room );

obj_to_room( oload( 455 ), room );

obj_to_room( oload( 455 ), room );

wait( 4 );

act_room( #sinks, mob );

loop( all_in_room ) {

  i = 3d50+10;

  dam_message( rch, i, "the wave of lava" );

  inflict( rch, mob, i, "a wave of lava" );

  }

~
E
sinks~
@b@RThe dragon's body sinks into the lava, pushing a wave of lava

outward.  

~
E
death~
@bAs life leaves the dragon's body, a small section of the river of lava

disappears, having been an illusion created by the dragon to hide his

treasure hoard.  

~
!
-1

#592
~
~
baby marilith~
~
~
is here.~
baby mariliths~
~
~
are here.~
This nasty looking creature has the long scaly body of a snake.  The

upper part of the body is an unclothed woman with eight arms.  Each hand

looks very nasty sinced it containes some nasty little weapon that is

meant to harm.  

~
Earthstone~
attack( mob, victim, 4d2+2, "slash" );

attack( mob, victim, 4d2+2, "slash" );

attack( mob, victim, 4d2+2, "slash" );

attack( mob, victim, 4d2+2, "slash" );

attack( mob, victim, 1d8+0, "hack" );

attack( mob, victim, 1d4+2, "chop" );

attack( mob, victim, 2d2+2, "whippping" );

if( random( 1, 10 ) < 2 ) { 

  send_to_room( #si, room );

  attack( mob, victim, 4d4+2, "squeeze" );

  }

if( random( 1, 10 ) < 2 ) {

  send_to_room( #burst, room );

  do_spell( burning hands, mob, victim );

  }

~
E
si~
The baby marilith squeezes its victim with its tail!

~
E
burst~
Searing flames pour from the marilith's hands!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893458134 0 0
230179 896 4 0 4
20
14 15 16 17 15
99 0 0 0 99 0 0
600 3 arm~
600 4 body~
600 2 head~
1000 4 tail~
0 1000 ~
0
78644481 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#593
~
~
high vrock~
~
~
is here.~
high vrocks~
~
~
are here.~
enter description here

~
Earthstone~
attack( mob, victim, 2d4+4, "shredding talons" );

attack( mob, victim, 2d4+4, "shredding talons" );

attack( mob, victim, 4d4+4, "lashing foot talons" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #tilt, room );

  attack( mob, victim, 4d4+4, "lashing foot talons" );

  }

attack( mob, victim, 5d4+4, "snapping beak" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #spore, room );

  attack_room( mob, 5d5+5, "burning disease" );

  }

if( random( 1, 10 ) < 3 ) {

  if( num_in_room( room ) < 5 ) {

    send_to_room( #all, room );

    mload( 3500, room );

    }

  }

~
E
tilt~
The vrock quickly jumps to the other foot to get another attack!

~
E
spore~
The Vrock releases a cloud of viscous disease!


~
E
all~
@b@WThe Vrock lays back his head and lets out a spine chilling screech!


@b@YSQURRKKRRRKKRRKKK!!!

@MExpunged from a rip in the fabric of reality steps forth into the world

another Vrock!

~
!
0 30 20 0 0 0 0 10
0 0 0 4000 893458205 0 0
231219 2 4 0 8
40
17 13 14 25 15
70 90 50 100 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
0 1 0 0 0
N 0 5 0
-1
11 -1
~
send_to_room( #quick, room );

attack( mob, ch, 4d2+2, "quick talons" );

~
E
quick~
The High Vrock quickly sidesteps and attacks!


~
!
-1

#594
~
~
priest of the dragon~
~
~
stands here in silence.~
priests of the dragon~
~
~
stand here in silence.~
The intesity of the blood red color of the priest's robe is matched only

by the fierceness of his gaze, a look of pure hatred and contempt for

your presence.

~
Phule~
act_room( #lash, mob );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 3 ) == 3 ) {

  act_room( #casts, mob );

  loop( all_in_room )

    if( rch != mob )

    cast_spell( harm, mob, rch );

  }

~
E
casts~
@MThe priest prepares a magical spell...

~
E
lash~
@RThe priest lashes at you with a snake-headed whiip!!

~
!
0 94 3 0 0 0 0 10
0 0 0 4000 893458257 0 0
246691 0 0 0 8
20
17 18 18 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 4 0
511 17 1509949540 5 0
-1
-1

#595
~
~
statue of might~
~
~
is standing before you.~
statues of might~
~
~
are standing before you.~
This is a huge statue with bulging muscles that stands before you.  The

immensity of this statue brings fear and trepidation to your heart. 

~
Dragos~
attack_weapon( mob, victim, 3d9+2, "right hand" );

attack_weapon( mob, victim, 3d9+2, "left hand" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 5d10+4, "critical hit" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893458295 0 0
32931 33554433 28 2288 4
22
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
89129610 26214464
0 1 0 0 0
N 2288 4 0
486 17 1509949540 -1 0
-1
-1

#596
~
~
sossta~
~
~
chews on some swamp ferns.~
sosstas~
~
~
chew on some swamp ferns.~
A cow sized beast with a fat head, loose skin, and shaggy fur.  It

munches on the swamp plants and looks at you with soulful eyes.  

~
Derna~
attack( mob, victim, 2d8, " horned head" );

attack( mob, victim, 2d4, "kick" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893458317 0 0
234275 536870912 0 0 4
3
10 5 10 5 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
6554242 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#597
~
~
fire elemental~
~
~
sends waves of heat at you.~
fire elementals~
~
~
send waves of heat at you.~
The pillar of red and yellow fire crackles and pops and moves as if

alive.  Sometimes you think you see eyes in the flames and a humanoid

form's outlines at others.  The heat washing over you lights little

fires wherever it goes.  

~
Phule~
attack_fire( mob, victim, 10d10+35, "burning tongue" );

attack_fire( mob, victim, 10d10+35, "flaming attacks" );

if( random( 1, 2 ) == 1 )

  attack_fire( mob, victim, 10d10+35, "firey smother" );

if( random( 1, 2 ) == 1 )

  attack_fire( mob, victim, 10d10+35, "burning heat" );

if( random( 1, 6 ) == 6 ) {

  act_room( #aura, mob );

  loop( all_in_room ) {

    if( rch != mob )

      attack_fire( mob, rch, 2d80+30, "expanding aura" );

    }

  }

~
E
aura~
@b@YThe pillar flashes and an auro of flames snaps off expanding outward.

~
!
0 98 63 0 0 0 0 10
0 0 0 4000 893458341 0 0
4213009 1073885057 2097156 0 4
80
14 10 10 20 20
30 100 -100 0 100 100 100
1000 15 leaping flames~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359700 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#598
~
~
lava elemental~
~
~
is here, shifting with strange motions.~
lava elementals~
~
~
are here, shapes shifting with strange motions.~
This fiery creature is comprised completely of lava.  It appears to have

limbs, but they morph and flow as the creature moves, much like an

amoeba.  The heat radiating from the thing is enourmous.  Its only fixed

feature is a pair of smoldering red eyes where its head could be imagined

to be.  

~
Phule~
attack_fire( mob, victim, 6d4+6, "wicked flame slash" );

attack_fire( mob, victim, 5d8+50, "burning touch" );

attack_fire( mob, victim, 5d8+50, "burning touch" );

if( random( 1, 10 ) < 5 ) {

  act_room( #fire, mob );

  loop( all_in_room ) {

    i = 6d6+10;

    if( rch != mob )

      attack_fire( mob, rch, i, "wicked waves of fire" );

    }

  }

~
E
fire~
@b@RThe walls of the room burst with flames that threaten to devour you!@n

~
!
0 0 36 0 0 0 0 10
0 0 0 4000 893458381 0 0
4556595 8448 4 0 4
50
19 12 12 14 19
20 100 -20 46 40 70 100
500 20 shifting lava body~
1000 20 glowing appendage~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26214464
65 1 0 0 0
N 0 7 0
1470 17 1509949442 17 0
2786 17 1509949448 -1 0
-1
-1

#599
Metharrr'en~
~
violent and ill-tempered red dragon~
~
~
looks angry.~
violent and ill-tempered red dragons~
~
~
look angry.~
This long, sleek red dragon's body is slender, but well-muscled.  His

eyes glow a dark, smoldering coal red, sending fear into the eyes of

those who meet his terrible gaze.

~
Phule~
i = 5d30+10;

attack( mob, victim, 5d40+20, "raking claw" );

attack( mob, victim, 5d40+20, "raking claw" );

if( random( 1, 6 ) < 6 )

  attack_room( mob, 4d20+20, "huge tail sweep" );

if( random( 1, 20 ) < 20 ) {

  act_room( #breath, rch, obj, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      if( random( 1, 7 ) > 3 ) {

        i = 5d40+50;

        attack_fire( mob, rch, i, "fiery breath" );

        }

      }

    }

  }

else {

  i = 10d10+800;

  ch = rand_char( room );

  if( ch != mob ) {

    act_tochar( #eats, ch );

    act_notchar( #reats, ch );

    dam_message( ch, i, "Metharrr'en's attempt to devour" );

    inflict( ch, mob, i, "being eaten by Metharrr'en" );

    }

  }

~
E
eats~
@GMetharrr'en opens his jowels wide and attempts to @Rdevour @Gyou!!

~
E
reats~
@GMetharrr'en opens his jowels wide and attempts to @Rdevour @G$n!!

~
E
breath~
@R$N rears back and seems to suck in all the air in the area!

~
!
0 0 18 0 0 0 0 10
0 0 1 4000 893458444 0 25
231719 8576 1 0 8
80
25 17 19 15 21
30 100 -10 20 99 20 80
400 38 hard red body~
600 23 muscelbound wing~
750 30 long neck~
850 28 bony head~
1000 42 extended foreleg~
0
655361930 26214464
0 1 0 1362 9
M 0 9 0
13 17 1509949444 -1 0
959 17 1509949465 -1 0
-1
4 -1
~
act_room( #save, mob );

acode( room, 2 );

~
E
save~
@b@CA feeling of peace overcomes you as you realize that you have ridden

the realms of a being of true evil.

~
!
-1

#600
~
~
white goblin~
~
~
is here, trying to rest from a recent raid~
white goblins~
~
~
are here, trying to rest from a recent raid.~
Larger and more heavily-muscled than their more widely known cousins, the

goblins, the white goblins also have a much higher intelligence.  While

there are rumors of a large city that serves as the center for large

armies, this particular white appears to be part of a small rogue band

that raids the Vaasa and outermost Medienne from this keep.

~
Phule~
if( random( 1, 10 ) < 4 )

  interpret( mob, "bash" );

attack( mob, victim, 2d10, "right hand" );

attack( mob, victim, 2d10, "snap kick" );

attack( mob, victim, 2d10, "left hand" );

attack( mob, victim, 2d10, "ravenous bite" );

attack( mob, victim, 5d5+10, "snap kick" );

~
!
0 41 49 0 0 0 0 10
0 0 149 4000 893458525 0 21
231345 8576 1 48 8
20
15 9 11 18 17
10 0 65 20 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
16428 506 0 43163 4168725
M 48 4 0
2124 17 1509949460 8 0
2201 17 1509949460 13 0
461 17 1509949490 6 0
611 17 1509949455 10 0
615 17 1509949455 7 0
607 17 1509949455 5 0
2002 16 1509949525 5 0
-1
-1

#601
~
~
white goblin chieftain~
~
~
is standing here, weapon drawn.~
white goblin chieftains~
~
~
are standing here, their weapons drawn.~
This large, imposing figure is the leader of a band of white goblins that

has taken up home in this keep.  While the average white goblin stands at

nearly six feet tall, this is a rare specimen, towering at ten feet.  His

eyes also appear very intelligent.

~
Phule~
attack_weapon( mob, victim, 2d4+4, "roundhouse punch" );

attack_weapon( mob, victim, 2d4+4, "uppercut" );

attack_weapon( mob, victim, 2d4+4, "stone-fisted jab" );

attack( mob, victim, 3d5+15, "elbow smash" );

if( random( 1, 2 ) == 2 )

  loop( all_in_room ) {

  if( rch != mob ) {

    act_room( #spins, mob );

    attack_weapon( mob, rch, 2d20+10;, "blind flurry of blows" );

    }

  }

else {

  rch = rand_char( room );

  if( mob != rch ) {

    act_room( #gets, mob );

    if( random( 1, 2 ) == 1 ) {

      act_tochar( #hits, rch );

      act_notchar( #rhits, rch );

      i = 2d20+10;

      dam_message( rch, i, "the book's impact" );

      inflict( rch, mob, i, "large white goblin" );

      }

    else {

      act_tochar( #miss, rch );

      act_notchar( #rmiss, rch );

      }

    }

  }

if( random( 0, 7 ) == 7 ) {

  summon( mob, victim );

  send_to_room( #yell, room );

  }

~
E
spins~
@YThe goblin stretches out his arms and starts to spin wildly!!

~
E
hits~
@YThe book @Rhits @Yyou and knocks you over!

~
E
rhits~
@YThe book @Rhits @Y$n and knocks $m over!

~
E
miss~
@YThe book @Gmisses @Yyou and smacks against the wall with a *thud*.

~
E
rmiss~
@YThe book @Gmisses @Y$n and smacks against the wall with a *thud*.

~
E
gets~
@MThe goblin grabs a book from the shelf and prepares to throw...

~
E
yell~
The chieftan calls for his white goblins to aid him.

~
!
0 41 49 0 0 0 0 10
0 0 19 4000 893469040 0 21
1073989043 41089 0 0 8
50
22 15 14 20 21
26 30 80 40 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
8792 111 0 13596 4723385
M 0 5 0
508 17 335544350 17 0
509 17 1509962242 5 0
607 16 1509949490 5 0
747 17 1509949445 8 0
748 17 1509949450 5 0
749 17 1509949443 9 0
615 17 1509949490 7 0
746 17 1509949443 13 0
461 17 167772235 6 0
465 17 1509949443 16 0
1081 16 83886177 16 0
611 17 1509949490 10 0
-1
4 -1
~
end;

if( random( 1, 100 ) == 1 ) {

  obj_to_room( oload( 1100 ), room );

  send_to_room( #ring, room );

  }

~
E
ring~
A small ring falls from the dead goblin's finger onto the floor.

~
!
-1

#602
~
~
white goblin raider~
~
~
is here, dressed as if a member of a raiding party.~
white goblin raiders~
~
~
are here, dressed as if members of a raiding party.~
A large, heavily-muscled and armored figure, this white goblin is

apparently the member of a raiding party.  A jagged-toothed blade rests

casually in his hands, as if it were a comfortable extension of the

creature's arm.

~
Phule~
attack_weapon( mob, victim, 4d5+6, "viscious uppercut" );

attack_weapon( mob, victim, 4d5+6, "head spike" );

attack_weapon( mob, victim, 4d5+6, "hand thrust" );

attack( mob, victim, 5d5+6, "snap kick" );

attack( mob, victim, 5d5+8, "shield bash" );

if( random( 1, 5 ) == 1 ) {

  i = 5d10+5;

  send_to_room( #call, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      attack_cold( mob, victim, i, "mysterious wind born of ice" );

      continue;

      }

    }

  }

~
E
call~
The white goblin calls upon the powers of cold from his homeland.

~
!
0 41 49 0 0 0 0 10
0 0 123 4000 893458667 0 21
247731 8576 0 48 8
25
19 10 11 16 17
16 12 65 22 26 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751055 26214464
31497 769 0 41991 5644264
M 48 4 0
461 17 1509949465 6 0
508 17 1509949515 11 0
507 17 1509949445 16 0
968 16 1509949535 16 0
611 17 1509949470 10 0
615 17 1509949470 7 0
607 17 1509949470 5 0
-1
-1

#603
~
~
great snow worm~
~
~
is here, partually immersed in the snow.~
great snow worms~
~
~
are here, partially immersed in the snow.~
This worm makes its home deep beneath the snow, burrowing through rock

and earth with ease as it travels in search of food.  Its cavern-like maw

suggests that this prey could easily be as large as a horse, or a

humanoid.  

~
Phule~
act_room( #rears, mob );

i = 20d6+50;

dam_message( victim, i, "a great snow worm's attempt to devour" );

inflict( victim, mob, i, "being devoured by a great snow worm" );

attack( mob, victim, 3d30+15, "massive tail" );

attack( mob, victim, 3d30+15, "eerie roar" );

attack( mob, victim, 3d5+15, "glancing squash" );

~
E
rears~
@BThe worm rears back and opens its mouth wide!!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893358279 0 0
151653 8448 0 0 4
50
22 12 12 18 20
40 -25 95 20 99 0 0
500 25 scaled white body~
750 35 head horn~
1000 20 soft head spot~
0 1000 ~
0 1000 ~
0
196609610 26214464
103 2 0 0 0
N 0 9 0
-1
-1

#604
~
~
old lizardman hermit~
~
~
is playing with a strange device at a table.~
old lizardman hermits~
~
~
are playing with a strange device at a table.~
A wiry old codger mumbling to himself and tinkering with a strange device.

~
Derna~
attack( mob, victim, 2d5+5, "clawed left hand" );

attack( mob, victim, 2d5+5, "clawed right hand" );

attack( mob, victim, 4d4, "kick" );

~
!
5 0 7 0 0 0 0 10
0 0 1 4000 893606835 0 0
229543 1073741824 0 0 4
11
8 14 18 8 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
601 25 0 186 7671
M 0 4 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( rflag( reset0, room ) ) {

remove_rflag( reset0, room );

send_to_room( #yell, room );

wait( 2);

send_to_room( #yell2, room );

wait( 4);

if( char_in_room( ch, find_room( 30861 ) ) ) {

  if( find_stat( ch, level ) < 90)

    attack( mob, ch, 4d6+6, "clawed hand");

  }

}

~
E
yell2~
An old lizardman hermit yells: "I mean it!  Get out or I will kill you!"

~
E
yell~
An old lizardman hermit yells: "Get Out!!!"

~
!
8 -1
hi hello~
send_to_char( #go, ch );

~
E
go~
The hermit screams at you: "Go away!!!  Get away from my house!!!"

~
!
-1

#605
~
~
lizardman fisherman~
~
~
is here.~
lizardman fishermen~
~
~
are here.~
You see a strong and lean lizardman swimming around after some fish to

try to catch them in his net.  

~
Sssar~
attack_weapon( mob, victim, 5d5, "claw" );

attack_weapon( mob, victim, 5d5, "claw" );

attack( mob, victim, 3d5, "kick" );

if( random( 1, 4) < 2 )

  interpret( mob, "bash" );

~
!
5 0 12 0 0 0 0 10
0 0 0 4000 893606879 0 0
234915 16777216 0 0 4
25
17 12 12 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 0 4 0
129 17 1509949540 -1 0
-1
4 -1
~
obj = has_obj( 5024, mob );

if( obj ) {

  junk_obj( obj );

  act_room( #out, mob );

  }

~
E
out~
The ball of light held by the fisherman fades out as the fisherman dies.

~
!
-1

#606
U'lulandriel~
elven warrior U'lulandrial elf~
old elven warrior~
~
~
leans on a branch, lost in thought.~
old elven warriors~
~
~
lean on several branches, lost in thought.~
U'lulandrial, son of the legendary Ulandrial, stands to be a little over

two meters tall.  His deep emerald eyes hold a strange egoless confidence

found in very few inhabitors of this world.  Wrapped about him drapes a

dark forest green cloak, falling to just below his knees.  A small

medallion of personal importance dangles about his neck along with a

larger pendant with an intricate pattern carved into it.  Interwoven into

his shoulder length brown hair are feathers and beads, in remembrance of

friends, long since departed from this world.

~
Athyle~
if( random( 1, 5 ) == 1 )

  interpret( mob, "disarm" );

attack( mob, victim, 5d5+5, "open fist" );

attack( mob, victim, 1d30+5, "swipe" );

attack( mob, victim, 5d5+15, "elbow bash" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@G@bU'lulandrial whistles for help!

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893458738 0 0
247203 2105730 12 16 3
50
12 12 12 12 12
70 45 45 20 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930378 26214464
129 5 0 10 0
M 16 4 0
-1
0 -1
~
if( !cflag( 1, ch ) ) {

  act_tochar( #enter, ch, obj, mob );

  set_cflag( 1, ch );

  wait( 1 );

  tell( mob, ch, #greet );

  wait( 1 );

  tell( mob, ch, #advice );

  }

else {

  if( find_stat( ch, level ) < 5 ) {

    wait( 1 );

    interpret( mob, "smile", ch );

    }

  }

~
E
advice~
I have traveled the great valley of the Vaasa for many years and I know

many of it's secrets, some of which I may relate to you.  If you need

@badvice@n, simply type @bask elf advice@n.  

~
E
greet~
@b Hello $n - Welcome to Forest's Edge.  @n 

~
E
enter~
$N looks up at you and smiles warmly.

~
!
8 -1
hello hi~
wait( 1 );

interpret( mob, "smile", ch );

wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, what can I do for you today? Do you need @badvice@n?

~
!
2 -1
advice~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #ad1 );

wait( 1 );

tell( mob, ch, #ad2 );

~
E
ad2~
Now, I can give you advice on any of the following: @bweapons, spells,

armor, @nand @badventuring@n.  Simply @bask elf <topic>@n for advice.

~
E
ad1~
Well, for starters, try to @btell@n a NPC @bhi@n, they will often

respond, giving you vital information or advice.  You can also @bask@n

them about things.

~
E
ch~
You ask $N for advice.

~
!
8 -1
yes~
tell( mob, ch, #ask );

~
E
ask~
Then @bask@n me for it.

~
!
2 -1
armor~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #armor );

~
E
armor~
There is a man by the name of Urelze, he is the the armorer for these

parts, seek him out and he can help you.  

~
E
look~
$N looks at you.

~
E
ch~
You ask $N about armor.

~
!
2 -1
weapons spells~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

if( class( ch ) == mage ) {

  tell( mob, ch, #mage );

  end;

  }

if( class( ch ) == cleric ) {

  tell( mob, ch, #cleric );

  end;

  }

if( class( ch ) == monk ) {

  tell( mob, ch, #monk );

  end;

  }

tell( mob, ch, #other );

~
E
other~
I see you are neither a mage nor a cleric, monk so you have some use for

weapons.  I would suggest you seek out Saurd, the great weaponsmith, and

learn about the art of fighting with your favorite weapon.  Saurd can be

found above, and near, the entrance of the city.

~
E
mage~
I see you are a mage, I would suggest you seek out Athlynius, he is a

great magician.  His humble shop is in a secluded area to the south west. 

He should be able to teach you some basic spells.  You should also go and

see Saurd, the great weaponsmith, he can sell you daggers and staves

suitable for the fine art of fighting.  Saurd can be found in the trees

above, and near the entrance to the city.

~
E
cleric~
I see you are a cleric, I would suggest that you find the cleric who

resides in the celestial observatory to the south west.  I believe that

he should be able to help you learn spells.  I would also suggest seeking

out Saurd, the great weaponsmith, and ask if he can teach you about maces

or staves.  Saurd can be found in the trees above, and near the entrance

to the city.

~
E
look~
$N looks at you.

~
E
ch~
You ask $N about weapons and spells.

~
E
monk~
Aha, I see you are a monk.  Well, you would have little use for the

weapons we could craft here.  Neither would any of the spellcraft our

masters know be of any use to you.  About all we could offer you here

might be armor that you may find of use.  If you seek more than that I

would suggest you seek out the monastary somewhere on the other side of

the Dragonspire Mountains.

~
!
2 -1
4 adventuring adventure~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #advent );

wait( 1 );

tell( mob, ch, #advent2 );

~
E
advent2~
I must warn you of two places, first a strange rock formation called

Hark's Finger where it is rumored that strange beasts live, and a trail

to the south east of the entrance to this city, there are some very

dangerous creatures there.  You mustn't cross the river which the trail

runs into.

~
E
advent~
When you are ready for adventuring I would suggest you leave the city and

head north on the trail, and then at the first branch in the trail you

come to, head eastward.  Also, after killing something try to @bskin@n

their @bcorpse@n, this often will give you their skin or meat.

~
E
ch~
You ask $N about adventuring in these parts.

~
!
11 -1
~
if( find_stat( ch, level ) < 5 ) {

  tell( mob, ch, #no1 );

  wait( 1 );

  tell( mob, ch, #no2 );

  }

else

  continue;

~
E
no2~
Type @bconsider <NPC name>@n to see if it reasonable to attack them.

~
E
no1~
You don't want to do that $n.

~
!
2 -1
high druid tiercen~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

~
E
asking~
You ask U'lulandrial about Tiercen, the High Druid.

~
E
tiercen~
U'lulandrial lets out a soft chuckle accompanies by a mirthful smile.

"So you've heard of him have you?  Perhaps some day you'll even meet him,

but if you do, it will not be because of me.  I may admit to knowing the

ways to meet him, but I also know he values his privacy.  Perhaps another

will set you on a path that will lead to him." 

~
!
2 -1
forest Vaasa woods~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #vaasa, ch );

wait( 2 );

act_tochar( #vaasa2, ch );

wait( 3 );

act_tochar( #vaasa3, ch );

~
E
asking~
You ask U'lulandrial about the mighty Vaasa.

~
E
vaasa~
The Vaasa is the heart of all life in the world.  At least, that is what

many of the eldest scholars have declared and I am inclined to believe

them.

~
E
vaasa2~
Some of the trees here are older even than our memory of humans.  This

one you stand in was old long before even I was born, and I am one of the

elders of this village.

~
E
vaasa3~
Life abounds here, and all manner of animals can be found within the

Vaasa if only you look.

~
!
-1

#607
~
~
huge crocodile~
~
~
looks at you and grins toothily.~
huge crocodiles~
~
~
grin at you and grin toothily.~
A huge armor plated reptile flashes huge teeth at you.  He seems to be

considering having you for dinner.  

~
Derna~
attack( mob, victim, 4d6+5, "tearing teeth" );

attack( mob, victim, 3d5, "thrash");

if( random( 0, 3) == 1 ) {

  act_room( #tail, victim );

  ch = rand_player( room );

  attack( mob, ch, 6d2+10, "tail swipe" );

  }

~
E
tail~
The crocodile swings his tail about fiercely.

~
!
0 0 15 0 0 0 0 10
0 0 23 4000 893458773 0 0
234019 1 0 0 4
13
16 5 12 13 14
0 0 0 0 0 0 0
100 0 soft underbelly~
200 0 scaley leg~
300 5 thrashing tail~
600 5 knobby head~
1000 10 hard, scale covered body~
0
34079373 26214464
1992 103 0 3185 139801
M 0 6 0
-1
-1

#608
~
~
stirge~
~
small batlike~
flies about you in a maddening pattern.~
stirges~
~
small batlike~
fly about you in a maddening pattern.~
The feathers of a stirge are rusty red to red brown.  Its eyes and feet

are yellowish.  The dangling proboscis of the stirge is pink at the tip,

fading to grey at the base.

~
Dragos~
attack( mob, victim, 2d2, "sharp beak" );

if( random( 1, 10 ) == 1 ) {

  act_tochar( #to_char, victim );

  inflict( ch, mob, 2d6+2, "sting" );

  poison( victim );

  }

~
E
to_char~
The stirge swoops in and stings you!

~
!
0 0 23 0 0 0 0 10
0 0 47 4000 893606909 0 0
198929 4194304 12 0 8
4
8 3 3 18 13
0 0 0 0 0 0 0
800 10 insect-like body~
1000 7 bat wings~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
707 584 180 3981 6804
N 0 1 0
-1
-1

#609
~
~
cloud of insects~
~
~
swarm the area.~
clouds of insects~
~
~
swarm the area.~
A cloud of biting insects is swarming around, biting any exposed skin

they can find.  The insects are very small and when you slap at one, five

more replace it.

~
Sssar~
attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

attack( mob, victim, 1d2+1, "stinging bite" );

~
!
0 0 26 0 0 0 0 10
0 0 162 4000 899231474 0 0
4261937 1080041480 4 0 4
12
3 12 12 25 12
0 -50 -50 40 99 0 0
200 3 swarming mass~
400 4 chaotic fringe~
1000 4 central portion~
0 1000 ~
0 1000 ~
0
31457932 26214464
2804 2049 0 23909 54134
N 0 3 0
-1
-1

#610
a skliss~
skliss~
large bipedal reptile~
~
~
walks around here.~
large bipedal reptiles.~
~
~
walk around here.~
You see a large bipedal reptile walking around, looking for something to

eat.  You are surprised by how fast a skliss can move, considering its

size.  It notices you and fixes you with its hungry gaze.

~
Sssar~
i = random( 1, 6 );

if( i == 6 )

  interpret( mob, "bash" );

attack( mob, victim, 4d5+5, "tremendous bite" );

attack( mob, victim, 2d5, "tail swipe" );

if( attack( mob, victim, 2d5, "tail swipe" ) ) {

  act_tochar( #oops, ch );

  act_notchar( #oopr, ch );

  attack( mob, victim, 10d5+20, "stomp" );

  }

~
E
oops~
The skliss tries to knock you down with its tremendous tail.

~
E
oopr~
The skliss tries to knock $n down with its tail swipe.

~
E
sta~
You quickly jump to your feet.

~
E
star~
$n jumps to $s feet.

~
!
0 0 15 0 0 0 0 10
0 0 44 4000 894249347 0 27
200753 8192 12 0 4
25
20 4 5 11 18
0 50 30 25 50 0 0
100 10 scaled body~
500 12 long tail~
700 8 huge leg~
600 9 thick arm~
1000 8 thick head~
0
91751370 19662401
23491 573 0 17244 2476573
N 0 8 0
1817 17 1509949442 -1 0
-1
-1

#611
~
~
snake-charmer~
~
~
is here, braving death by staring a cobra in the eyes.~
snake-charmers~
~
~
are here, bracing death by staring cobras in the eyes.~
Short and skinny, this dark-skinned man's ribcage is easily visible.  His

hairline has receded no small amount.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d10, "bony-fisted punch" );

attack( mob, victim, 2d10, "bony-fisted punch" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d10, "savage kick" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893457966 0 0
229795 0 0 0 4
15
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#612
~
~
yeti~
The towering form of~
~
rises from the white terrain.~
yetis~
The towering forms of~
~
rise from the white terrain.~
The yeti is a creature from your darkest nightmare.  A hulking 25 feet

tall with snarling fangs and long, burly arms, this creature could crush

you with its bare hands given the chance.  

~
Phule~
attack( mob, victim, 4d10, "foot stomp" ) ;

attack( mob, victim, 3d10+20, "foot stomp" );

attack( mob, victim, 3d10+20, "angry kick" );

attack( mob, victim, 3d10, "giant claw swipe" );

if( !is_silenced( mob ) ) {

  attack( mob, victim, 2d15, "earth shattering bellow" );

  send_to_room( #shake, room );

  loop( all_in_room ) {

    i = 2d5+8;

    if( is_player( rch ) ) {

      dam_message( rch, i, "the violent shaking" );

      inflict( rch, mob, i, "a yeti's earth-shattering bellow" );

      }

    }

  }

else

  send_to_room( #muffle, room );

~
E
shake~
@b@RThe ground shakes in response to the yeti's roar!!@n

~
E
muffle~
The yeti rears back its head in a roar, but no sound is heard!

~
!
0 0 30 0 0 0 0 10
0 0 270 4000 893606990 0 25
247601 8320 0 0 4
35
23 7 12 12 20
25 -10 85 20 25 0 0
200 20 big hairy back~
500 22 powerful chest~
600 20 large white head~
800 17 powerful legs~
1000 18 long spindly arms~
0
117965465 39328001
185501 1134 0 149213 88558865
N 0 7 0
1463 17 1509949445 -2 0
456 17 1509949445 -2 0
-1
-1

#613
~
~
slarg~
~
stocky~
watches you warily.~
slargs~
~
stocky~
watch you warily.~
Before you stands a short creature with mottled brown skin.  His features

are reminiscent of a troll, but there are differences.  This creature is

much shorter, and has no hair at all.  Also, his skin is a darker, less

green color than a troll normally possesses.

~
Sssar~
attack_weapon( mob, victim, 3d8+8, "right claw" );

attack_weapon( mob, victim, 3d8+8, "head butt");

attack_weapon( mob, victim, 3d8+8, "left claw" );

attack( mob, victim, 6d5+2, "kick" );

if( random( 1, 4) < 2 ) 

  interpret( mob, "bash");

~
!
0 0 15 0 0 0 0 10
0 0 1 4000 893473953 0 0
233505 1075847169 0 0 4
20
15 12 12 12 22
10 15 -15 5 50 0 15
200 10 bald head~
400 8 left claw~
600 8 left claw~
800 12 mottled brown hide~
1000 8 clawed foot~
0
52429460 26215682
1383 19 0 36 24956
M 0 4 0
0 0 1509949460 -1 0
-1
-1

#614
~
~
bandersnatch~
~
~
is here.~
bandersnatches~
~
~
are here.~
This monster is enonmous.  It walks around on 4 shont stubby legs, but

looks like it prefers to swim.  The bandersatch is a dark green, blending

in with the swamp very well.  It looks at you with intelligent eyes. 

It's head is very flat to it's body, and the creature has no neck.  The

eyes are well spaced however, giving it a wide range of vision.

~
Sssar~
attack( mob, victim, 2d10+10, "crushing bite" );

attack( mob, victim, 5d10+15, "crushing bash");

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893473992 0 0
233763 2097152 0 0 4
45
17 19 12 12 12
0 50 50 0 99 0 0
500 10 stubby leg~
600 6 soft skull~
1000 15 soid body~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 0 9 0
-1
-1

#615
~
~
blacksmith~
~
burly~
is here pounding iron against iron.~
blacksmiths~
~
burly~
are here pounding iron against iron.~
This man is huge, with arms to match.  He is completely covered with

soot, and he pounds hammer on anvil with ease, ringing blows again and

again.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 2d4+0, "punch" );

if( random( 1, 10 ) < 7 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe blacksmith calls for help!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893474038 0 0
4424163 262528 0 48 4
50
19 12 12 12 12
50 50 0 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930378 26214464
0 1 0 0 0
M 48 4 0
654 17 1509949540 16 0
-1
-1

#616
~
~
shadow demon~
~
~
attempts to hide in the darkness.~
shadow demons~
~
~
attempt to hide in the darkness.~
A dark shadow glides across the room.  His eyes are hidden in the

darkness, but you see a slight grin form across his lips.  He stalks you 

with excitement and anticipation of the kill.  Suddenly, from out of the

darkess fly lightning-quick hands that aim straight for your throat!

~
Sprout~
i = random( 5, 25 );

if( attack( mob, victim, 5d5+15, "draining touch" ) )

  if( random( 0, 1 ) == 0 )

  drain_stat( victim, str, 1, i );

if( attack( mob, victim, 5d5+15, "draining touch" ) ) 

  if( random( 0, 2 ) == 2 )

  drain_stat( victim, con, 1, i );

if( random( 1, 2 ) == 1 ) {

  attack( mob, victim, 2d25+10, "bite" );

  if( attack( mob, victim, 2d25+10, "bite" ) ) {

    if( random( 1, 2 ) == 1 )

      poison( victim );

    }

  }

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893474066 0 0
297009 38941065 12 0 8
40
18 22 22 22 18
35 50 35 45 100 -10 0
1000 15 shadowy form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073930 39328001
0 1 0 0 0
N 0 4 0
740 17 1509949445 17 0
-1
-1

#617
~
~
Llewyrr sentinel~
~
~
stands alert, guarding the entrance.~
~
~
~
stand alert, guarding the entrance.~
The llewyrrian sentinel stands alert, scanning those who enter the

village to be sure of their intent.  A long brown and green mottled cape

is draped over his shoulders, hiding his armor and sword beneath it.  In

his hair you see the green and brown beads that represent the guards of

the llewyrr.

~
Athyle~
attack_weapon( mob, victim, 2d5+5, "right hand" );

attack_weapon( mob, victim, 2d5+5, "right hand" );

attack( mob, victim, 10d3+20, "swift kick" );

attack( mob, victim, 10d3+20, "swift kick" );

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

~
E
summon~
@G@bThe sentinel emits a shrill whistle!

~
E
to_pit~
Several elven guards break from the cover of the foliage and surround you. 

The next thing you know a sharp pain spikes in the back of your head as

you are pummeled from behind and black out.  You awake to a falling

sensation ...

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893474123 0 27
235427 2105729 12 48 3
40
19 16 16 19 18
20 20 20 20 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501578 26214464
680 6 0 19 0
M 48 4 0
504 17 1509949515 7 0
499 17 1509949515 8 0
502 17 1509949490 10 0
503 17 1509949490 9 0
498 17 1509949540 5 0
138 17 1509949445 16 0
1079 16 1509949535 16 0
-1
3 -1
~
if( cflag( 40, ch ) ){

  interpret( mob, "point $n" );

  act_room( #get_him, ch );

  attack_weapon( mob, ch, 2d5+5, "right hand" );

  attack_weapon( mob, ch, 2d5+5, "left hand" );

  attack( mob, ch, 10d3+20, "swift kick" );

  attack( mob, ch, 10d3+20, "swift kick" );

  }

~
E
get_him~
@bYou!  You're one of the ones killing elves!@n

~
!
0 -1
~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    if( has_obj( 337, ch )|| has_obj( 2436, ch )

      || has_obj( 2553, ch )|| has_obj( 2554, ch ) ) {

      act_tochar( #gotcha, ch );

      act_notchar( #rgotcha, ch );

      wait( 1 );

      if( !is_fighting( mob ) ) {

        if( !is_silenced( mob ) ) {

          act_tochar( #to_pit, ch );

          i = 4d5;

          dam_message( ch, i, "The rocky bottom of the pit rises up and" );

          inflict( ch, mob, i, "galling down the Eleint pit" );

          act_notchar( #arrive, ch );

          acode( find_room( 19051 ), 3 );

          }

        }

      }

    }

  }

~
E
gotcha~
His careful eye noticing objects crafted of elven skin in your

possession, the llewrryian sentinel whistles for guards to help him

remove your presence from the village.

~
E
rgotcha~
The llewyrrian sentinel whistles and suddenly several guards break from

their hidden positions among the canopy, grab $n, and hustle $m off into

the foliage.

~
E
arrive~
$n comes crashing down from overhead.

~
E
to_pit~
Several elven guards break from the cover of the foliage and surround you. 

The next thing you know a sharp pain spikes in the back of your head as

you are pummeled from behind and black out.  You awake to a falling

sensation ...

~
!
-1

#618
~
~
Sau'n guard~
~
ghostly~
silently makes his rounds.~
Sau'n guards~
~
ghostly~
silently make their rounds.~
A tall, vaguely humanoid figure in flowing indigo robes stands before you. 

His face and hands are obscured beneath its folds, yet you cannot help

but notice the incessant flashes of purple light and an incessant, barley

audible crackling of harnessed electricity.

~
Kiian~
attack( mob, victim, 4d6+6, "strike" );

attack( mob, victim, 4d6+6, "strike" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 5d3+5, "open-handed strike" );

if( attack( mob, victim, 2d5, "strike" ) ) {

  if( random( 1, 4 ) < 2 )

    do_spell( shock, mob, victim );

  }

~
E
flash~
@b@BA brilliant blue light floods the room!

~
!
0 0 30 0 0 0 0 10
0 0 3 4000 893474232 0 0
364337 8584 12 0 4
20
16 9 9 16 14
25 0 0 50 50 0 0
600 10 indigo robes~
1000 12 dark folds~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644804 32769601
200 10 0 993 44227
M 0 5 0
-1
-1

#619
~
~
blind old man~
~
~
is here, listening for intruders.~
blind old men~
~
~
are here, listening for intruders.~
This blind old man seems at ease, despite a bloody bandage across his

face where a sword's slash took his sight.  It would not be wise to cross

swords with this master.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 1d8+4, "round kick" );

attack_weapon( mob, victim, 1d8+4, "back spin kick" );

if( random( 1, 8 ) > 5 ) {

  act_tochar( #hyst, ch );

  attack( mob, victim, 2d12+6, "eye gouge" );

  }

~
E
hyst~
@G@bThe blind swordmaster laughs hysterically and prepares for his next

cunning attack.

  

~
!
0 0 3 0 0 0 0 10
0 0 1 4000 893474254 0 0
181155 384 0 0 4
40
17 18 17 19 15
0 0 0 0 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
34 6 0 294 6291
M 0 4 0
342 17 1509949540 5 0
397 17 1509949540 7 0
17 17 1509949445 16 0
3104 16 1509949535 16 0
-1
4 -1
~
set_cflag( 20, ch );

transfer( ch, find_room( 37502 ) );

act_tochar( #yield, ch );

wait( 1 );

junk_obj( obj_in_room( 10, room ) );

~
E
yield~
The man kneels before you, somehow still alive.  @G"I yield to your

prowess, stranger.  I will teach you what I know." 

~
!
8 -1
hi hello hiya~
act_tochar( #duel, ch );

wait( 1 );

attack( mob, ch, 2d6+6, "sharp whipping rapier" );

~
E
duel~
"So you've come to challenge the sword master, eh?" the old man shouts. 

"Here I am!  You won't learn anything from me until you prove your worth. 

En guarde!!" 

~
!
-1

#620
~
~
cat~
~
large male ginger~
lies here basking in the sun.~
cats~
~
large male ginger~
lie here basking in the sun.~
A spotted belly invites scratching...do so at your own risk.

~
Padraig~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 1 4000 893474838 0 0
213807 524352 16 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 76 5
M 0 4 0
-1
-1

#621
a banshee~
~
forlorn spirit of a small, frail woman~
~
~
haunts these undying halls.~
forlorn spirits~
~
~
haunt these undying halls.~
An ethereal being frantically flies about the room in a hopeless attempt

at freedom.  This spirit was once a beautiful carefree woman.  But her

wanton ways have led her to an afterlife of pain, suffering and

entrapment.

~
Sprout~
attack( mob, ch, 3d20+20, "piercing wail" );

if( random( 1, 2 ) == 1 )

  attack_room( mob, 3d20+20, "piercing wail" );

if( random( 1, 4 ) == 1 ) 

  attack( mob, ch, 3d20+20, "piercing wail" );

if( random( 1, 10 ) == 1 ) 

  attack( mob, ch, 3d20+20, "piercing wail" );

~
E
wail~
@b@YSuddenly the banshee raises its undying voice and wails at $n!

~
!
0 0 28 0 0 0 0 10
0 0 2 4000 894249432 0 32
1074007089 6300042 12 240 8
40
19 20 20 19 19
35 50 50 75 100 75 100
1000 12 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104860170 39324801
1375 15 0 1250 339602
F 240 6 0
5029 17 1509949445 3 0
876 17 1509949445 -1 0
910 17 1509949445 -1 0
939 17 1509949445 -1 0
-1
-1

#622
~
~
gopher~
~
furry~
scrambles about, looking for food.~
gophers~
~
furry~
scramble about, looking for food.~
A small furry animal a little larger than a rabbit, this gopher lives

underground in a small hole, coming out to look for food.

~
Phule~
attack( mob, victim, 1d4, "sharp claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d4, "sharp claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d4+2, "sharp teeth" );

~
!
0 0 14 0 0 0 0 10
0 0 3134 4000 893607220 0 0
197419 0 0 0 4
2
4 3 4 15 9
0 0 0 0 0 0 0
400 2 furry paw~
800 1 soft body~
1000 0 furry head~
0 1000 ~
0 1000 ~
0
5243522 13108801
17509 22707 0 90492 118379
M 0 1 0
1138 17 1509949475 -1 0
-1
-1

#623
~
~
heavy war horse~
~
~
prances about.~
heavy war horses~
~
~
prance about.~
A large stallion bred for war.  This proud mount looks as though it can

carry a man in full armor with no problem.

~
Vulcan~
attack( mob, victim, 3d5+2, "hooves" );

attack( mob, victim, 3d5+2, "hooves" );

if( random( 1,10) < 3 )

  if( attack( mob, victim, 4d5+4, "trample" ) )

  interpret( mob, "bash" );

~
!
0 0 35 0 0 0 0 10
25000 0 12 4000 893607270 0 0
209225 0 0 0 4
13
30 5 5 14 17
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
34079373 52429450
1403476 47079 0 0 70976
M 0 6 0
-1
-1

#624
~
~
crystalline dragon~
~
~
flaps its iridescent wings.~
crystalline dragons~
~
~
flap their iridescent wings.~
Iridescent fire shimmers on the scales of the mighty dragon.  Wickedly

sharp talons and powerfull wings demonstrate the true strength of this

noble beast, but the hard glittering eyes tell the true tale.  Embedded

in the center of the dragon's chest is a brilliant red crystal that

throbs and pulsates.

~
Padraig~
attack( mob, ch, 5d10+80, "talon" );

attack( mob, ch, 5d10+80, "talon" );

attack( mob, ch, 10d4+75, "rakes you with her teeth and" );

if( attack( mob, ch, 10d10+50, "steely gaze" ) ) {

  if( random( 1, 8 ) == 1 ) {

    act_tochar( #aura, ch );

    interpret( ch, "flee" );

    }

  }

if( !is_silenced( mob ) ) {

  if( random( 1, 10) > 3 ) 

    attack_room( mob, 10d10+50, "mind shattering roar" );

  }

if( random( 0, 5 ) == 5 ) {

  act_tochar( #tail, ch );

  act_notchar( #ttail, ch );

  interpret( mob, "bash" );

  }

~
E
aura~
@bThe dragon's eyes bore into your very soul!


~
E
tail~
@RThe dragon's tail whips out and tries to bash you to the ground!@n

~
E
ttail~
@RThe dragon's tail whips around, trying to bash $n to the ground!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893607318 0 24
231715 141698 0 992 4
80
20 25 9 21 19
30 100 20 75 100 20 0
500 25 scales~
750 20 poised scaled leg~
900 17 poised scaled head~
970 15 scaled snout~
1000 2 scintillating eye~
0
157287100 26214464
0 1 0 0 0
F 992 9 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

 if( !is_fighting( mob ) ) {

   act_room( #attack, mob );

   attack( mob, ch, 3d10, "lightning fast slash" );

   attack( mob, ch, 3d10, "lightning fast slash" );

   }

 continue;

~
E
attack~
@b@RThe crystalline dragon whirls to defend her home!!

~
!
4 -1
~
act_room( #pulse, ch );

wait( 2 );

if( 1d100 < 50 ) {

  act_room( #roll, ch );

  obj_to_room( oload( 2698 ), room );

  }

else

  act_room( #nada, ch );

~
E
pulse~
@RA warm red glow pulses from within the dragon's chest as it falls to

the ground, defeated.@n 

~
E
roll~
@RAs the glow fades, a small crystalline object rolls away from the

dragon's corpse.

~
E
nada~
@BThe dragon slowly sinks to the ground as it dies.@n

~
!
-1

#625
D'Naahl the Shadow Wraith~
~
frost-wreathed cloud of shadow~
~
~
hovers here.~
frost-wreathed clouds of shadow~
~
~
hover here.~
A shadowy figure rises up from the floor, a cloak of shadow billowing

around it in a cold and unnatural wind.  Two @Ccyan@n eyes flicker and

flare, rife with the rage brought on by a thousand years of imprisonment

and frustration.  As you watch, it rises up and seems to gain in stature,

drawing strength from the room's deep banks of shadow.

~
Kiian~
i = random( 1, 10 );

attack_cold( mob, victim, 5d10+20, "shadowfrost claw" );

attack_cold( mob, victim, 5d10+20, "shadowfrost claw" );

attack( mob, victim, 3d10+20, "elbow bone spike" );

attack( mob, victim, 3d10+20, "sweeping horn" );

if( i < 4 ) {

  act_notchar( #room, ch );

  act_tochar( #target, ch );

  do_spell( fireball, mob, victim );

  do_spell( fireball, mob, victim );

  if( random( 1, 2 ) == 1 )

    do_spell( fireball, mob, victim );

  }

if( i > 7 ) {

  act_room( #heal, ch );

  j = random( 25, 50 );

  heal( mob, j );

  }

~
E
room~
@YThe shadow wraith opens a portal to hell directly in front of $n!!

~
E
target~
@YThe shadow wraith opens a portal to hell directly in front of you!!

~
E
heal~
@CFrost wreaths the demon wraith like a whirlwind!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 898190120 0 35
297015 2109834 572522508 496 8
70
16 20 20 18 16
40 35 100 50 100 50 100
500 20 darkened form~
800 20 boney arms~
900 25 frost-encircled body~
1000 30 dark countenance~
1000 30 dark countenance~
8580
183501510 26214464
0 1 0 0 0
M 496 6 0
392 17 1509949441 5 0
309 17 1509949441 6 0
393 17 1509949441 10 0
2482 17 1509949441 13 0
961 17 1509949441 1 0
649 17 1509949441 2 0
876 17 1509949445 -1 0
403 17 1509949441 7 0
878 17 1509949445 -1 0
2713 17 1509949445 -1 0
144 17 1509949445 -1 0
740 17 1509949441 -1 0
2450 17 1509949540 -1 0
-1
-1

#626
Ohmahr~
~
master serpent leathersmith~
~
~
flicks his forked tongue in and out.~
master serpent leathersmiths~
~
~
flick their forked tongues in and out.~
This strong serpent's smooth scales are black, tinged with gold and

silver tracings.  Hidden mostly within the folds of a red cloak, his

clawed hands and feet are nonetheless evident, showing his race's close

kinship with that of the lizardman.  His fingers look strong and deft,

and his long, forked pink tongue hisses slowly in and out in careful

thought.

~
Phule~
if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 3d10, "heavy claw-slash" );

attack( mob, victim, 4d20, "massive tail pound" );

if( random( 0, 1 ) == 1 )

attack( mob, victim, 5d50+50, "somersault kick" );

~
E
summon~
You hear a cry for help!

~
!
11 50 7 0 0 0 0 10
0 0 0 4000 893607437 0 0
230307 0 0 0 4
35
15 12 12 15 14
20 30 -10 0 0 100 40
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429490 26214464
0 1 0 0 0
M 0 4 0
1233 17 1509949540 5 0
678 17 1509949540 8 0
-1
-1

#627
Khadihff~
~
smooth-scaled serpentman~
The keeper of the snakes,~
~
is here.~
smooth-scaled serpentmen~
~
~
stare at you with unblinkking eyes.~
This reptilian humanoid appears very serpent-like, as a forked tongue

hisses in and out of his mouth between two long fangs.  His smooth scales

are green.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d20, "claw rake" );

attack( mob, victim, 2d20, "claw rake" );

i = random( 1, 10 );

if( i < 8 )

  attack( mob, victim, 2d10+5, "power kick" );

if( i < 6 )

  attack( mob, victim, 2d10+5, "bite" );

if( i < 3 )

  attack( mob, victim, 2d10+15, "tail lash" );

attack( mob, victim, 5d20+50, "knife-hand thrust" );

~
E
summon~
You hear a cry for help!

~
!
11 50 7 0 0 0 0 10
0 0 0 4000 893706154 0 0
229795 0 0 0 4
35
10 12 12 17 12
-5 20 -20 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072660 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#628
~
direwolf dire wolf~
direwolf~
the yellow eyes of~
~
stare at you intently.~
~
~
~
~
A huge wolf the size of a pony, stands before you.  Its fur is a matted

black, its yellow eyes glowing in its dim surrounding like evil lamps. Its

lips are curled back to reveal thick, six-inch canines, greenish drool

dripping from its mouth.

~
Padraig Kaos~
if( random( 1, 7 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 4d8+8, "clawed foreleg" );

  attack( mob, victim, 4d8+8, "clawed foreleg" );

  attack( mob, victim, 5d8+8, "bite" );

if( attack( mob, victim, 5d8+8, "bite" ) ) {

  if( random( 1, 5 ) == 1 )

    poison( victim );

  }

~
!
0 10 55 0 0 0 0 10
0 0 3 1000 893299350 0 0
16982325 7352704 1032 0 8
35
20 7 7 24 15
60 40 40 80 100 0 0
500 15 thick hide~
750 15 muscled leg~
950 12 fierce snout~
1000 5 soft underbelly~
0 1000 ~
0
91751075 32771201
4487 53 40 2427 897219
M 0 6 0
601 17 1509949445 -2 0
-1
5 -1
~
interpret( mob, "get all corpse" );

interpret( mob, "drop all" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

~
!
-1

#629
a bent~
~
gnarled tree~
~
~
moves slowly away from you.~
gnarled trees~
~
~
move slowly away from you.~
This large tree towers over you, its branches looming like a wooden web. 

It is devoid of foliage, and it does not appear that anything else

inhabits its intimidating structure.  Its bark is dark, almost black, and

only reinforces the grim visage that stands before you.

~
Padraig~
attack( mob, victim, 3d5+5, "gnarled fist" );

attack( mob, victim, 3d5+5, "gnarled fist" );

attack( mob, victim, 3d5+5, "gnarled fist" );

attack( mob, victim, 3d5+5, "gnarled fist" );

if( random( 1, 10) < 3 ) {

  attack_room( mob, 5d10+0, "stomp shakes the ground and" );

  end;

  }

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894249572 0 0
4292657 34611201 8192 0 5
30
24 10 12 10 20
50 -25 100 75 100 0 0
750 24 gnarled trunk~
900 20 misshapen arm~
975 17 moss bearded head~
1000 10 rotting center~
0 1000 ~
0
78645130 26217601
759 17 0 132 0
M 0 7 0
556 17 1509949445 -1 0
-1
-1

#630
a drachna~
drachna~
humanoid lizard~
~
~
looks up at you from his disturbed meal.~
humanoid lizards~
~
~
look up at you.~
You are looking at what appears, at first glance, to be a ancient human,

hunched over with age.  Then you realize that it is no human, but a

humanoid lizard.  He grins at you with a mouth full of sharp teeth and

peers at you with intelligent eyes.

~
Derna~
attack( mob, victim, 3d5+5, "sharp claws" );

attack( mob, victim, 3d5+5, "sharp claws" );

attack( mob, victim, 4d5+5, "vicious bite" );

if( random( 1, 4 ) == 1 ) {

  send_to_room( #kick, room );

  attack( mob, victim, 5d6+10, "wild kick" );

  }

~
E
kick~
The drachna crouches and leaps into the air with a cry!!!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894249646 0 0
230051 0 0 0 4
20
14 15 10 14 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
60293780 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#631
~
~
lesser shadow~
~
~
regards you maliciously.~
lesser shadows~
~
~
regard you maliciously.~
A small, hateful creature crouches in the darkness before you.  The size

of a small gnome, its twisted form is a flat black hue, its white pupils

blank and expressionless.  The only sound you hear is the incessant,

rhythmical scraping of serrated claws against one another in a slow,

hypnotic motion.

~
Kiian~
attack( mob, victim, 10d2+10, "jagged claws" );

attack( mob, victim, 10d2+10, "jagged claws" );

if( random( 1, 5 ) < 3 ) 

attack( mob, victim, 10d2+20, "vicious bite" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894250066 0 23
4213877 3158272 12 0 8
20
17 7 7 22 16
50 35 75 75 99 0 0
1000 6 dark form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644485 39324801
0 1 0 0 0
N 0 3 0
-1
-1

#632
~
~
woodworm pupa~
~
small moist~
is here searching for pulp to feed on.~
woodworm pupa~
~
small moist~
are here searching for pulp to feed on.~
This mottled brown and green beast resembles a giant maggot in shape.  He

is about two feet long and nearly a foot high, his short spear-like legs

aid him in moving slowly from feeding spot to feeding spot as he needs. 

His soft and moist outer skin is slowly firming up as he metamorphoses

into a wormling.

~
Athyle~
attack( mob, victim, 2d3+2, "tearing bite" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d2+3, "ripping bite" );

~
!
0 0 45 0 0 0 0 10
0 0 3173 4000 894249808 0 28
32801 8192 0 0 4
4
9 3 3 7 12
0 0 0 0 40 0 0
100 0 multi-faceted eye~
300 1 small soft head~
1000 2 soft moist body~
0 1000 ~
0 1000 ~
0
10486404 26214464
58155 17226 0 161026 1033103
M 0 2 0
-1
-1

#633
~
~
woodworm adult~
~
massive~
inches its way along in search of wood.~
woodworm adults~
~
massive~
inch their way along in search of wood.~
This massive woodworm is over two meters long and almost a meter high. 

His massive elongated body is covered by several large plates forming a

tough exoskeleton.  Dwarfed by his massive body are his short spear-like

legs that are barbed at the ends to facilitate climbing inside a dead

tree.  Around his mouth several large mandibles can be seen, obviously

for tearing pieces of wood into digestable sizes.

~
Athyle~
attack( mob, ch, 3d6+3, "vicious bite" );

attack( mob, ch, 3d6+3, "cruel jaw" );

if( random( 1, 4 ) == 1 ) {

  ch = rand_char( room );

  if( race( ch ) != woodworm ) {

    act_tochar( #acid, ch );

    act_notchar( #racid, ch );

    if( !attack_acid( mob, ch, 3d3+6, "acid spray" ) ) {

      act_tochar( #miss, ch );

      act_notchar( #rmiss, ch );

      }

    }

  }

~
E
acid~
@b@YAn adult opens its mouth and spits acid at you!@n

~
E
racid~
@YAn adult opens its mouth and spits acid at $n@n

~
E
miss~
@b@YFortunately you mange to duck out of the way just in time.@n

~
E
rmiss~
@Ywho manages to duck out of the way just in time.@n

~
!
0 36 45 0 0 0 0 10
0 0 1968 4000 894250274 0 28
230945 8192 0 0 4
10
12 5 5 12 14
0 0 0 0 0 0 0
100 3 multi-faceted eyes~
300 5 stout head~
1000 8 tough exoskeleton~
0 1000 ~
0 1000 ~
0
26215050 26214464
188003 11007 0 193720 8684255
M 0 5 0
590 17 1509949465 -1 0
-1
-1

#634
~
~
woodworm queen~
The gigantic and bloated body of~
~
is sitting here.~
woodworm queens~
The gigantic and bloated bodies of~
~
are sitting here.~
The massive body of the woodworm queen is almost four meters long and at

least a meter thick.  Thick plates of old skin come together to form a

hard exoskeleton over all of the queen's body, and only her eyes poke out

from under the protective exoskeleton.  Under her body, short stiff

spear-like legs can be seen.

~
Athyle~
attack( mob, ch, 3d5+5, "tearing bite" );

if( random( 1, 2 ) == 1 )

  attack( mob, ch, 4d5+5, "vicious bite" );

attack( mob, ch, 2d5+5, "sharp claw" );

if( random( 1, 4 ) == 1 ) {

  ch = rand_char( room );

  if( race( ch ) != woodworm ) {

    act_tochar( #acid, ch );

    act_notchar( #racid, ch );

    if( !attack_acid( mob, ch, 3d10+5, "acid spray" ) ) {

      act_tochar( #miss, ch );

      act_notchar( #rmiss, ch );

      }

    }

  }

~
E
acid~
@b@YThe woodworm queen opens her mouth and sprays acid at you!@n

~
E
racid~
@YThe woodworm queen opens her mouth and sprays acid at $n. @n

~
E
miss~
@B@YFortunately you duck out of the way just in time.@n

~
E
rmiss~
@Ywho manages to duck out of the way just in time.@n

~
!
0 36 45 0 0 0 0 10
0 0 196 4000 894257113 0 28
1073972259 8192 0 0 4
15
14 9 9 9 14
0 0 0 30 50 0 0
100 6 thick leg~
300 9 hard plated head~
200 8 stiff underside~
50 3 vulnerable eye~
1000 12 thick exoskeleton~
0
52429450 26214464
35643 1733 0 43896 2171637
F 0 6 0
592 17 1509949465 -1 0
-1
3 -1
~
if( cflag( 31, ch ) ) {

  if( !cflag( 33, ch ) ) {

    act_tochar( #skin, ch );

    act_notchar( #rskin, ch );

    obj_to_char( oload( 592 ), ch );

    junk_obj( obj_in_room( 10, room ) );

    end;

    }

  else

    continue;

  }

else

  continue;

~
E
skin~
You skin the corpse of a woodworm queen producing an exoskeleton.

~
E
rskin~
$n gets an exoskeleton from a woodworm queen.

~
!
-1

#635
~
~
nightmare~
~
~
snorts angrily at you.~
nightmares~
~
~
snort angrily at you.~
A ghostly stallion snorts angrily at your puny form.  Crackling flames

dancing about its powerful body, the jet-black Nightmare stands over

eighteen hands high.


It does not appear pleased to see you.

~
Kiian~
i = random( 1, 10 );

if( i == 5 )

  interpret( mob, "bash" );

attack( mob, victim, 2d10+10, "flaming hoof" );

attack( mob, victim, 2d10+10, "flaming hoof" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10+10, "flaming hoof" );

if( i < 3 )

  attack( mob, victim, 3d10+20, "searing kick" );

if( i > 7 )

  attack( mob, victim, 5d20+20, "burning chomp" );

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 894257158 0 23
4439347 6300033 12 0 8
40
23 8 8 16 18
50 99 0 50 75 50 99
1000 20 dark body~
400 17 powerful legs~
100 10 mane~
1000 15 head~
0 1000 ~
0
104860808 78656001
0 1 0 0 0
N 0 6 0
-1
-1

#636
Grattza~
~
long-dead king~
~
~
regards you with contempt.~
long-dead kings~
~
~
regard you with contempt.~
A greatly decayed zombie stands before you, his putrid stench filling the

room, causing bile to rise from the back of your throat.  Even though his

appearance is filthy and disgusting, you still feel the urge to bow

before his regal presence.

~
Sprout~
i = random( 1, 10 );

attack( mob, victim, 2d25+8, "barbaric slash" );

attack( mob, victim, 4d13+6, "thrust" );

attack( mob, victim, 5d11+3, "pommel smash" );

attack( mob, victim, 5d11+3, "knee strike" );

if( attack( mob, victim, 5d5+5, "claw" ) ) {

  if( i < 7 ) {

    act_tochar( #infect, ch );

    poison( ch );

    }

  }

if( i < 6 ) {

  ch = rand_player( room );

  if( is_player( ch ) ) {

    act_room( #strangle, ch );

    attack( mob, ch, 3d25+25, "throat strike" );

    }

  }

if( i > 7 ) {

  send_to_room( #gag, room );

  loop( all_in_room ) {

    drain_stat( rch, con, i, -1);

    heal( mob, 43 );

    }

  }

~
E
infect~
@YThe zombie king's jagged nails tear into your flesh!

~
E
strangle~
@RThe zombie king leaps forward at $n, his off-hand pulled back for a

strike!

~
E
gag~
@YA horrid stench rises from Grattza, causing you to nearly retch!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 894257280 0 32
33975 35660035 28 192 8
60
23 23 23 24 23
35 35 35 50 100 10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183502090 26214464
48 2 0 0 0
M 192 6 0
2449 17 1509949540 -1 0
634 17 1509949490 10 0
635 17 1509949490 7 0
619 17 1509949515 5 0
2187 17 1509949490 14 0
2187 17 1509949490 15 0
876 17 1509949445 -1 0
967 17 1509949445 -1 0
603 17 1509949445 -1 0
178 17 1509949441 16 0
185 16 1509949537 16 0
144 17 1509949445 -1 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( !is_fighting( mob ) ) {

  wait( 1 );

  interpret( mob, "clap" );

  wait( 1 );

  act_room( #attack, mob );

  wait( 1 );

  attack( mob, ch, 3d10, "lightning fast slash" );

  attack( mob, ch, 3d10, "lightning fast slash" );

  attack( mob, ch, 3d10, "lightning fast slash" );

  inflict( mob, ch, 3d10, "lightning fast slash" );

  }

continue;

~
E
attack~
@CThe Zombie King draws his weapon...

~
!
-1

#637
~
~
ghost of Duke Vadis Ehm~
~
~
hovers before you.~
ghosts of Duke Vadis Ehm~
~
~
hover before you.~
The ghostly figure of a long-dead Duke hovers in front of you.  His

fleshless countenance pierces your soul, his face a mask of sorrow and

loss beyond anything your mortal heart can know.  Once a powerfully-built

man, you can still see the ghostly image of his once-impressive frame,

still wearing the accoutrements of battle that once were his and his

alone.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 3d10+10, "gauntleted punch" );

attack( mob, victim, 3d10+10, "gauntleted punch" );

attack( mob, victim, 2d10+20, "sword thrust" );

attack( mob, victim, 4d10+20, "swing" );

attack( mob, victim, 4d10+20, "spectral blade" );

if( i < 6 ) {

  act_notchar( #wail, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 2d10+45, "acid rain" );

    }

  }

if( i > 7 )

  do_spell( cure critical, mob, mob );

~
E
wail~
@YThe Duke gestures, and the room is filled with the howling rains of@n

@RHELL@n@Y!!!


~
!
0 8 28 0 0 0 0 10
0 0 0 4000 894257328 0 25
1078232183 39854472 4108 336 2
65
20 15 12 16 18
65 65 100 20 99 100 99
400 15 spectral head~
600 20 ghostly body~
800 30 ghostly arms~
900 35 wispy legs~
1000 40 faint hand~
0
157287100 65542401
0 1 0 0 0
M 336 5 0
647 17 1509949441 5 0
555 17 1509949441 6 0
902 17 1509949450 -1 0
814 17 1509949445 14 0
301 17 1509949441 9 0
297 16 1509949515 9 0
295 17 1509949465 5 0
2016 17 1509949455 5 0
298 17 1509949455 7 0
299 17 1509949455 8 0
296 17 1509949455 10 0
877 17 1509949445 -1 0
5021 17 1509949441 13 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( !is_fighting( mob ) ) {

  interpret( mob, "say I was wondering when you would come..." );

  wait( 3 );

  act_room( #attack, mob );

  wait( 2 );

  attack( mob, ch, 3d10, "lightning fast slash" );

  inflict( mob, ch, 3d10, "lightning fast slash" );

  }

continue;

~
E
attack~
@RThe Duke draws a spectral blade with a tired hand, but undeniable skill...

~
!
-1

#638
~
~
pond thing~
The foul, waving tentacles of~
~
reach out to greet you.~
pond things~
~
~
are here.~
Looking at you from its one giant eye, the pond "thing" doesn't look to

be even near as intelligent as the armor that you are wearing.  Its

twenty green tentacles constantly writhe in search of food, folks, or fun. 

Peeking out over the surface of the water, you cannot help but wonder

what is contained of the pond thing in the depths.  Hunger and boredom 

look to make up this creature's existance.

~
Padraig~
i = random( 1, 10 );

if( i > 8 ) {

  act_room( #web, ch );

  do_spell( web, mob, ch );

  }

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

attack( mob, victim, 3d3+3, "tentacle" );

if( random( 1, 10) < 5 ) {

  attack( mob, victim, 2d50+10, "cavernous maw" );

  end;

  }

~
E
web~
@bTentacles reach in from all directions in a living parody of a spider's

web!!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894257379 0 26
1078034487 33563008 4 0 8
50
18 4 3 22 20
30 10 10 10 100 0 0
750 20 scaled tentacle~
900 18 tentacle succer~
1000 15 protected eye~
0 1000 ~
0 1000 ~
0
131072690 64
237 4 0 0 0
N 0 7 0
2070 17 1593835525 -1 0
2069 16 1593835535 -1 0
-1
1 -1
~
i = random( 1, 2 );

if( i == 1 ) { 

  act_tochar( #cflee, ch );

  act_notchar( #rflee, ch );

  end;

  }

else

  continue;

~
E
rflee~
@b@GThe writhing tentacles of the pond thing toss $n back into the pool!

~
E
cflee~
@b@GThe writhing tentacles of the pond thing wrap around your body and

toss you back into the pool!!

~
!
-1

#639
a mummy champion~
~
putrid, mummified figure~
~
~
stands before you.~
putrid, mummified figures~
~
~
stand before you.~
A putrid, mummified figure stands before you on unsteady legs.  Its

toothless mouth and small, glowing eyes sit atop a rigid body covered in

tattered funerary wrappings.  An oozing greenish-yellow puss coats its

decomposing body.  Moving closer, you are nearly overcome by a sickening

stench.

~
Sprout~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 10d2+3, "bite" );

attack_weapon( mob, victim, 2d5, "brutal club" );

if( i < 8 )

  attack( mob, victim, 4d4+3, "kick" );

if( i < 6 )

  attack_weapon( mob, victim, 2d5, "brutal club" );

if( i < 4 )

  if( attack( mob, victim, 2d20+20, "choke" ) ) {

  act_tochar( #plague, ch );

  if( random( 1, 2 ) == 1 )

    plague( victim );

  }

~
E
plague~
@G@bYou suddenly feel a sickness enter your body!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894257422 0 0
165047 35922179 12 192 8
35
21 7 9 13 21
50 5 25 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144180165 26214464
0 1 0 0 0
M 192 5 0
615 17 1509949490 7 0
619 17 1509949465 5 0
611 17 1509949490 10 0
2205 17 1509949445 13 0
938 17 1509949445 -1 0
426 17 1509949450 16 0
1089 16 1509949500 16 0
1083 16 1509949470 16 0
-1
-1

#640
~
~
ghost of Brother Grullf~
~
~
is here.~
ghosts of Brother Grullf~
~
~
are here.~
A short, squat, Ghost of a Footman is in front of you.  He wears a

suit of armor around his ethereal body, and a pained expression on his

sallow face.  Devoted to his liege in life, He waits patiently for

his master to call for him from beyond the grave.

~
Kiian~
i = random( 1, 10 );

j = random( 3, 30 );

attack( mob, victim, 2d10+15, "smash" );

attack( mob, victim, 2d10+15, "smash" );

attack( mob, victim, 2d10+15, "smash" );

if( i > 5 ) {

  act_room( #light, mob );

  do_spell( harm, mob, ch );

  }

if( i < 4 ) {

  act_room( #heal, mob );

  do_spell( heal, mob, mob );

  }

~
E
wail~
Suddenly the soft moaning emitted by the ghost starts to increase in

volume culminating in a mind-shattering blast of sound!

~
E
light~
@YGrullf calls down the powers of the Heavens!

~
E
heal~
@CGrullf lays hands on himself.

~
!
0 0 28 0 0 0 0 10
0 0 0 1000 894257456 0 0
1074054257 2105728 4108 144 2
50
15 10 10 14 15
15 25 100 50 100 95 99
600 20 ghostly form~
750 23 wispy arm~
950 25 ephermal leg~
1000 15 spectral head~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 144 4 0
877 17 1509949445 -1 0
2127 17 1509949442 8 0
918 17 1509949441 16 0
2490 16 1509949441 16 0
-1
-1

#641
~
~
ghost of Kehff D'hreszant~
~
~
hovers here in lotus position.~
ghosts of Kehff D'hreszant~
~
~
hover here.~
Once a young squire on the cusp of knighthood, the Ghost of Kehff

D'hreszant has been driven mad at the prospect of waiting an eternity

without reaching his goal.


His dark eyes regard your youthful, living forms with undisguised

contempt and hatred.

~
Kiian~
i = random( 1, 10 );

j = random( 27, 57 );

attack( mob, victim, 3d10+10, "locust kick" );

attack( mob, victim, 3d10+10, "locust kick" );

attack( mob, victim, 3d10+10, "shadow strike" );

attack( mob, victim, 4d10+20, "bear grasp" );

attack( mob, victim, 4d10+20, "bear grasp" );

if( i > 7 ) {

  act_notchar( #wail, mob );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      dam_message( rch, j, "the flying flurry of strikes" );

      inflict( rch, mob, j, "the flying flurry of strikes" );

      }

    }

  }

~
E
wail~
@CThe ghostly monk leaps into the air, his fists and feet flying to fast

for the eye to see!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894257496 0 0
1074038449 2105728 4108 192 8
50
18 14 14 24 16
10 15 100 50 100 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 192 4 0
139 17 1509949465 16 0
226 17 1509949475 9 0
902 17 1509949442 -1 0
2483 17 1509949441 15 0
-1
-1

#642
~
~
Priest of Osse~
A large merman dressed in the blue robes of~
~
is here.~
Priests of Osse~
~
~
are here.~
This odd creature is a strange cross between a human and an extremely

large fish.  Below his waist his slender body tapers down into a pair of

large, thickly scaled, fins.  It seems his skin has an odd sort of blue

hue to it, and it appears to be lightening a little as he is out of the

water.

~
Phule~
~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894257572 0 35
250787 18907146 4 0 4
45
20 17 19 12 18
45 0 50 45 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 0 5 0
550 17 1509949540 3 0
559 17 1509949540 16 0
560 17 1509949540 5 0
561 17 1509949445 14 0
-1
2 -1
join joining~
act_tochar( #ask, ch );

wait( 1 );

if( find_stat( ch, level ) < 10 )

  act_tochar( #nope, ch );

else {

  act_tochar( #quest, ch );

  wait( 2 );

  act_tochar( #q2, ch );

  wait( 2 );

  act_tochar( #q3, ch );

  if( !has_quest( ch, 20 ) )

    assign_quest( ch, 20 );

  }

~
E
q3~
The priest's voice grows stern.  @C"But the gem was stolen and lost, and

has yet to be recovered.  Find this gem, and you will be granted the

fellowship of Osse.  To begin your quest, speak with the human mage

Prenslie in the town of Chiiron.  He knows much of magical items, and

perhaps he knows the whereabouts of the gem." 

~
E
q2~
The priest continues.  @C"Many years ago, Osse had a beautiful gem

crafted to rest in the foremost of his royal crown, the @bsapphire

diamond." 

~
E
nope~
The priest shrugs and says, @C"You are not experienced enough in the ways

of this world to be ready to follow a way from another." 

~
E
quest~
The priest turns his eyes upon you and says, @C"I see that you might be

worthy of being chosen to follow my master, Osse.  But you must further

prove your worth to both him and me." (more) 

~
E
ask~
You ask the priest about @b@Cjoining.

~
!
6 -1
sapphire diamond~
junk_obj( has_obj( 572 ) );

act_tochar( #give, ch );

wait( 1 );

if( !has_quest( ch, 20 ) )

  act_tochar( #why, ch );

else {

  act_tochar( #thanks, ch );

  update_quest( ch, 20 );

  }

~
E
give~
You carefully hand the sapphire diamond to the priest.

~
E
thanks~
The priest smiles.  @C"You ahve proven your worth to both myself and my

god, Osse.  You are now one of his followers." 

~
E
why~
"I don't know how you obtained this relic, but I think you nonetheless

for its return." 

~
!
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Hello $n, I am one of the many followers of @bOsse@n, the god of the seas.

~
!
2 -1
religion Osse~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

wait( 1 );

tell( mob, ch, #2 );

~
E
2~
~
E
1~
"Soon The Immortals will implement this.  Please come back then."

~
E
ch~
You ask the priest about Osse.

~
!
-1

#643
~
~
ghost of Eftis Turan~
~
~
hovers over its crypt.~
ghosts of Eftis Turan~
~
~
hover over their crypt.~
The ghost of Eftis Turan floats before you.  Once an important advisor to

his dread lord, this ghost's gaunt form wears a set of loose dark robes.

~
Kiian~
i = random( 1, 10 );

j = random( 40, 60 );

attack_cold( mob, victim, 2d6+5, "chilling touch" );

if( i > 4 ) {

  act_notchar( #o-drain, ch );

  act_tochar( #drain, ch );

  do_spell( burning hands, mob, victim );

  }

if( i > 8 ) {

  act_tochar( #missile, ch );

  act_notchar( #o-missile, ch );

  do_spell( prismic missile, mob, victim );

  }

if( i < 4 ) {

  act_notchar( #wail, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, j, "firestorm" );

    }

  }

~
E
wail~
@eWith broad mystic gestures, the spectre calls up a @RFIRESTORM!!@n

~
E
missile~
@bThe spectre makes a simple gesture, hurling bolts of corruscating light

at you!!

~
E
o-missile~
@bThe spectre makes a simple gesture, hurling bolts of corruscating light

at $n!!

~
E
drain~
@YThe spectre reaches for you with ethereal hands!

~
E
o-drain~
@YThe spectre reaches for $n with ethereal hands!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894257617 0 21
1074119859 2107784 4108 112 8
40
12 20 14 22 15
50 25 90 20 90 95 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 112 4 0
511 17 1509949540 5 0
563 17 1509949442 3 0
474 17 1509949540 -1 0
929 17 1509949445 -1 0
2201 17 1509949465 13 0
742 17 1509949443 6 0
-1
-1

#644
djinn~
~
djinn~
~
~
A djinn is here.~
~
~
~
~
~
Phule~
~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#645
a medium war horse~
~
tall, well-built horse~
~
~
stands here.~
tall, well-built horses~
~
~
stand here.~
A proud, well-trained war horse, waiting for the command to charge into

battle. 

~
Vulcan~
attack( mob, victim, 3d5, "hooves" );

attack( mob, victim, 3d5, "hooves" );

if( random( 1,10 ) < 3 )

attack( mob, victim, 3d5+3, "trample" );

~
!
0 0 35 0 0 0 0 10
20000 0 1 4000 894257698 0 0
209705 0 0 0 4
11
22 5 5 14 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
28836491 52429450
18587 772 0 0 3878
M 0 6 0
-1
-1

#646
a light war horse~
~
muscular, yet sleek steed~
~
~
stands here.~
muscular, yet sleek steeds~
~
~
stand here.~
A swift horse, bred for war, commonly used by light cavalry.

~
Vulcan~
attack( mob, victim, 3d4, "hooves" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4, "hooves" );

~
!
0 0 35 0 0 0 0 10
15000 0 0 4000 894257733 0 0
209161 0 0 0 4
9
21 4 4 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
31457926 52429450
29619 2218 0 0 0
M 0 6 0
-1
-1

#647
a riding horse~
~
slender, lean stallion~
~
~
stands here, pawing at the ground.~
slender, lean stallions~
~
~
stand here, pawing at the ground.~
A finely-bred horse, perfect for a calm ride in the country.

~
Vulcan~
attack_weapon( mob, victim, 2d4, "hooves" );

~
!
0 0 35 0 0 0 0 10
15000 0 1 4000 894257770 0 0
209705 0 0 0 4
7
16 4 4 18 14
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
23593605 78643850
13097 2983 0 0 409
M 0 6 0
-1
-1

#648
~
~
shade~
~
dark and spiteful~
is here.~
shades~
~
dark and spiteful~
are here.~
This hateful spirit has no material form, but merely hovers in the air in

front of you, its red eyes glaring in unblinking hatred.

~
Kiian~
i = random( 1, 10 );

j = random( 1, 10 );

attack( mob, victim, 2d20, "darkness" );

attack( mob, victim, 2d20, "darkness" );

if( i < 6 )

  drain_stat( victim, str, j, -1 );

if( i > 5 )

  drain_stat( victim, con, j, -1 );

if( random(1, 10 ) < 6 ) {

  act_room( #wail, mob );

  attack_room( mob, 4d20+20, "cloud of darkness" );

  }

~
E
wail~
@b@BThe Shade's suffocating cloud of darkness envelops you!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894257804 0 23
298097 7369096 12 0 8
40
18 8 8 25 19
35 35 95 95 95 0 0
1000 15 dark form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073612 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#649
the Sultan of Narak~
~
obese, gap-toothed, green-skinned goblin~
~
~
is here.~
obese, gap-toothed, green-skinned goblins~
~
~
stare at you, stupified.~
This goblin is large, fat, and yet very commanding.  Scars on his face

speak of fierce battles in days past, and a mighty scimitar at his side

seems at home only in his hand.  His eyes are striking, strangely full of

wisdom, compassion, and yet also a burning fire of remembered fury.

~
Phule~
if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 3d300+300, "chop of power" );

~
E
summon~
You hear a cry for help!

~
!
11 50 11 0 0 0 0 10
0 0 0 4000 894004304 0 33
246179 0 0 0 4
85
20 17 15 17 20
50 50 50 50 50 50 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
353895050 26214464
0 1 0 0 0
M 0 4 0
465 17 1509949540 16 0
1179 17 1509949540 6 0
-1
2 -1
Osse sapphire diamond gem~
if( !has_quest( ch, 20 ) )

  act_tochar( #why, ch );

else {

  act_tochar( #ask, ch );

  wait( 1 );

  act_tochar( #p1, ch );

  wait( 2 );

  act_tochar( #p2, ch );

  act_tochar( #p3, ch );

  wait( 2 );

  }

~
E
p3~
"Search the taverns in Kha-da, asking the barkeeps about a special brew. 

Bring me a barrel of their fine brewery, and you shall have your sapphire

diamond." 

~
E
p2~
You see, I have a taste for the brew of the dwarves of the far north, but

it is extremely costly to send ships that far." 

~
E
p1~
The sultan smiles warmly.  "Ah yes, the sapphire diamond.  I have it

sitting in my vault, collecting dust.  While it is a beautiful treasure,

it just does not go with my color scheme for my walls." "I suppose that

if you have a use for it, I could part with it...on one condition.

~
E
ask~
You ask the sultan about the Sapphire Diamond the Priest of Osse spoke of.

~
E
why~
The sultan looks at you quizzically and frowns.  "Why would you ask me

that?" 

~
!
6 573
~
end;

if( has_quest( ch, 20 ) ) {

  junk_obj( obj, 1 );

  wait( 1 );

  if( cflag( 30, ch ) ) {

    act_tochar( #already, ch );

    end;

    }

  act_tochar( #good, ch );

  wait( 1 );

  obj_to_char( oload( 572 ), ch );

  act_tochar( #hands, ch );

  set_cflag( 30, ch );

  }

else {

  junk_obj( obj, 1 );

  act_tochar( #give, ch );

  wait( 1 );

  act_tochar( #why, ch );

  }

~
E
already~
"I thank you for the brew," the sultan says, "But I've already given you

the diamond!" 

~
E
why~
"I don't know why you gave me this," the sultan says as he smiles

happily, "but thank you nonetheless!!" 

~
E
hands~
The sultan hands you the object his runner gave to him, the Sapphire

Diamond.

~
E
good~
The sultan smiles happily and snaps his fingers.  Soon a runner comes,

hands the sultan something you can not see, and takes the barrel down the

marble steps.

~
E
give~
He easily holds its bulky weight with one arm.

~
E
not~
The sultan frowns. "You don't have a barrel of my special brew!"

~
!
-1

#650
Areadle~
~
snobbish young woman~
~
~
looks down her nose at you.~
snobbish young women~
~
~
look down their noses at you.~
This young woman's well-curved figure is accentuated by several hoops of

gold and silver which stand out in stark contrast to darkly tanned skin. 

A strange, intoxicating perfume emanates from her person, and you

suddenly realize why this store is so profitable.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d10+5, "stinging slap" );

attack( mob, victim, 2d10+5, "stinging slap" );

if( random( 1, 5 ) == 3 ) {

  if( attack( mob, victim, 3d10+10, "eye rake" ) )

    do_spell( blind, mob, victim );

  }

attack( mob, victim, 3d50+10, "double-slap" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004365 0 33
230307 0 0 0 4
20
12 17 17 18 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
F 0 4 0
678 17 1509949540 8 0
1180 17 1509949540 5 0
-1
8 -1
hello hi heya hiya~
act_tochar( #snub, ch );

~
E
snub~
She ignores you, muttering something about filthy vermin.

~
!
-1

#651
Veglar~
~
large gnome in a turban~
the master chef~
~
awaits your order.~
large gnomes in turbans~
~
~
await your order.~
Short and round, this gnome appears to have sampled many of his own

dishes.  Repeatedly.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 10d10, "belly bounce" );

attack( mob, victim, 3d30, "hungry bite" );

~
E
summon~
You hear a cry for help!

~
!
11 50 2 0 0 0 0 10
0 0 0 4000 894004479 0 33
229795 0 0 0 4
30
15 12 12 12 13
30 30 -10 30 40 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144179850 26214464
0 1 0 0 0
M 0 3 0
1179 17 1509949540 6 0
463 17 1509949540 5 0
1177 17 1509949540 16 0
-1
2 -1
steak dragon spicy specialty~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

act_tochar( #dragon, ch );

~
E
dragon~
Veglar smiles with glee and pride.  @C"Ah yes, steak of dragon mine. 

Three years past (the chef holds up four long-nailed fingers) hunters

dragon find.  Keep cool, down (the chef points up).  Much magic (he grins

a sharp-toothed grin)"@n.  With that it seems he has lost track of his

thoughts for a moment.  Chuckling to himself, he smiles at you.  @C"Try

it.  Is good."@n 

~
E
rask~
$n asks Veglar about his specialty.

~
E
ask~
You ask Veglar about his specialty: @b@Rspicy dragon steak@n.

~
!
2 0
legbone~
act_tochar( #ask, ch );

if( rflag( status0, room ) ) {

  if( find_stat( ch, level ) < 30 )

    act_tochar( #no, ch );

  else {

    remove_rflag( status0, room );

    if( random( 1, 30 ) == 1 ) {

      act_tochar( #yes, ch );

      obj_to_char( oload( 222 ), ch );

      }

    else

      act_tochar( #no, ch );

    }

  }

~
E
no~
Veglar thinks a minute (a @b@Wfull@n minute, mind you) and frowns. 

@b@C"Sorry.  No legbone today."@n 

~
E
yes~
Veglar thinks a minute (a @b@Wfull@n minute, mind you) and smiles. 

@b@C"Legbone I have!"@n he proclaims.  He quickly runs into a storeroom

in the back and fetches an item and hands it to you proudly.  @b@C"You

take.  Bye-bye!!"@n 

~
E
ask~
You ask Veglar if he has a legbone of a dragon.

~
!
-1

#652
~
~
scarecrow~
~
~
stands here, arms outstretched.~
scarecrows~
~
~
stand here, arms outstretched.~
The body for this flimsy creature is held together by straw and rags. 

Tattered and ripped clothing cover this monstrosity.  With a face

completely painted on and weather worn clothing, this creature has

definitely seen better days.  Between the patches on its clothing and the

holes eaten into its oversized workboots, one would hardly call this

thing a work of art.

~
Dragos~
attack_weapon( mob, victim, 1d5, "right hand" );

attack_weapon( mob, victim, 1d5, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 3d4+2, "booted kick" );

  }

~
E
char~
Straw falls from the scarecrow's pants as it swings a booted foot at you.

~
E
room~
Straw falls from the scarecrow's pants as it swings a booted foot at $n.

~
!
0 0 30 0 0 0 0 10
0 0 48 4000 894257838 0 28
32931 0 12 0 4
5
17 3 12 6 18
10 -50 100 -20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
1739 254 0 2941 38176
N 0 4 0
-1
11 -1
~
send_to_room( #room, room );

continue;

~
E
room~
The scarecrow rips itself from its moorings.

~
!
-1

#653
Rallmallo~
~
overweight and jolly man with a large smile~
~
~
stands here.~
overweight and jolly men with large smiles~
~
~
stand here.~
This large, fat innkeeper's arm is not foreign to battle, as he shares

many tales of adventure on the open desert with his guests and friends.

~
Phule~
if( random( 1, 3 ) == 1 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d10+10, "heavy-handed punch" );

attack( mob, victim, 2d10+10, "heavy-handed punch" );

if( random( 1, 10 ) < 8 ) {

  attack( mob, victim, 2d10+10, "heavy-handed punch" );

  if( random( 1, 10 ) < 6 ) {

    attack( mob, victim, 2d10+10, "heavy-handed punch" );

    if( random( 1, 10 ) < 4 ) {

      attack( mob, victim, 2d10+10, "heavy-handed punch" );

      if( random( 1, 10 ) < 2 )

        attack( mob, victim, 2d10+10, "heavy-handed punch" );

      }

    }

  }

if( random( 1, 5 ) == 3 ) {

  if( attack( mob, victim, 4d40+100, "belly bump" ) )

    act_tochar( #squash, ch );

  }

~
E
charge~
Rallmallo backs up, stick out his large belly and charges!!

~
E
summon~
You hear a cry for help!

~
E
squash~
Rallmallo squashes you!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004528 0 33
250787 0 0 0 4
40
16 16 17 14 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287060 26214464
0 1 0 0 0
M 0 4 0
342 17 1509949530 5 0
1175 17 100 16 0
1162 17 1509949490 8 0
1159 17 1509949520 7 0
1179 17 1509949525 6 0
-1
8 -1
hi hello hiya~
act_tochar( #welcome, ch );

~
E
welcome~
Rallmallo laughs heartily, welcoming you to his inn.  @b@C"You are

welcome to use the room upstairs any time you like, traveller." 

~
E
tell~
You tell Rallmallo hello.

~
!
2 -1
oak tree~
act_tochar( "You ask Rallmallo about his oak tree.", ch );

act_notchar( "$n asks Rallmallo something.", ch );

act_tochar( #tree, ch );

~
E
tree~
Rallmallo smiles.  "Although it's been quite some expense, I'm glad I

brought the tree with me when I came to Narak.  It just feels like

Chiiron to me." 

~
!
2 -1
wyvern inn~
act_tochar( "You ask Rallmallo about the wyvern emblem.", ch );

act_notchar( "$n asks Rallmallo something.", ch );

act_tochar( #wyvern, ch );

~
E
wyvern~
Rallmallo grins.  "Back in my adventuring days I came across one of those

beasts.  Just seemed fitting to name my inn after it, to remind me of

those great times of old!" 

~
!
-1

#654
Tuluki~
~
powerfully-build monk~
~
~
stands here, wiping swear from his brow.~
powerfully-built monks~
~
~
stand here, wiping sweat from their brows.~
This is by far the most powerfully built vyan you have ever seen.  Skin

darkened by the sun, sweat gleams from his neck and arms, and you imagine

how toylike the smith's hammer must seem in his hands.  Tuliki is

realms-reknowned for his craftsmanship with metals.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 6 ) < 3 ) {

  act_tochar( #kill, ch );

  act_notchar( #rkill, ch );

  attack( mob, victim, 3d10+50, "death kick" );

  do_spell( slay, mob, victim );

  }

if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

~
E
kill~
@b@RThe monk leaps through the air, aiming a death-dealing blow at your

temple!!

~
E
rkill~
@b@RThe monk leaps through the air, aiming a death-dealing blow at $n's

temple!!

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893976043 0 33
230307 0 0 0 4
30
25 16 16 18 17
50 50 50 50 80 50 90
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144179850 26214464
0 1 0 0 0
M 0 4 0
447 17 1509949540 5 0
654 17 1509949480 16 0
-1
2 -1
dragonbone sabre~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

~
E
ask~
You ask Tuluki about the dragonbone sabre.  His eyes brim with

half-hidden tears.  "Truly a masterpiece, the most marvelous sword I can

forge." 

~
E
rask~
$n asks Tuluki about something.

~
!
-1

#655
Hajim~
~
man who smells like a camel~
~
~
stands here.~
men who smell like camel dung~
~
~
stand here.~
This particular human is short, squat, and has a huge gap between his

front teeth.  Several other teeth have been knocked out and replaced by

gold.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summ, room );

  summon( mob, victim );

  }

send_to_room( #pile, room );

attack( mob, victim, 3d10, "hurled camel dung" );

attack( mob, victim, 3d10, "hurled camel dung" );

attack( mob, victim, 2d20+10, "gangrenous bite" );

attack_weapon( mob, victim, 3d3, "short punch" );

attack_weapon( mob, victim, 3d3, "short punch" );

~
E
summ~
Hajim yells for help from the cityguard!

~
E
pile~
@b@GHajim grabs a pile of camel dung and flings it forward!@n

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894257894 0 33
230307 0 0 0 4
25
13 10 10 16 12
0 15 -20 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 0 4 0
3025 17 1509949540 16 0
-1
-1

#656
~
white duck-frog~
{white duck} duck-frog~
~
large, strange-looking~
looks at you curiously.~
{white ducks} duck-frogs~
~
large, strange-looking~
look at you curiously.~
This odd creature looks at you through large round eyes.  It has the head

and bill of a duck, yet its webbed feet and legs are slimy and green like

those of a frog.  Its feathers are white.  Its wings are also white, but

the tips are a black-green color.

~
Olah~
attack( mob, victim, 1d4+3, "quick peck" );

attack( mob, victim, 1d4+4, "slimy kick" );

if( random( 1, 5 ) < 4 )

  attack( mob, victim, 2d2+3, "wing flurry" );

i = random( 1, 6 );

if( i == 3 )

  send_to_room( #quack, room );

if( i == 4 )

  send_to_room( #ribbit, room );

~
E
quack~
The duck-frog starts @rquacking@n loudly!

~
E
ribbit~
The duck-frog lets out a noisy @gRrrrribbit@n!

~
!
0 0 16 0 0 0 0 10
0 0 1344 3500 897691902 0 28
203113 8388608 67112960 0 4
5
4 3 3 14 8
0 -5 -5 0 0 0 0
600 2 brown-feathered body~
800 1 flapping wings~
1000 5 blue bill~
0 1000 ~
0 1000 ~
0
14418564 23594561
45926 12246 0 107542 634170
R 0 3 0
3174 17 1509949460 -2 0
216 17 1509949465 -2 0
-1
-1

#657
Brahle~
~
shapely young gnome~
~
~
is here, ready to give you a refreshing massage.~
shapely young gnomes~
~
~
are here, ready to give you a refreshing massage.~
This young gnome female is as tall as a short human and is extremely

well-proportioned.  She appears quite intelligent and with a wriggle of

her fingers she appears to know her craft quite well.

~
Phule~
if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 4d30, "pressure-pinch" );

attack( mob, victim, 3d20+10, "swift kick" );

~
E
summon~
You hear a cry for help!

~
!
11 50 2 0 0 0 0 10
0 0 0 4000 893976106 0 33
229795 0 0 0 4
20
10 14 15 18 12
35 0 0 0 40 0 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
F 0 4 0
-1
2 -1
massage~
act_tochar( #tell, ch );

act_tochar( #resp, ch );

~
E
resp~
Brahle tells you, "Massages are only for registered citizens of Narak."

~
E
tell~
You ask Brahle about getting a massage.

~
!
-1

#658
Yhujar~
~
skilled worker of leathers~
~
~
sits here implementing his skills.~
~
~
~
sit here implementing their skills.~
A young human male, this brown-haired leatherworker skillfully crafts

articles of armor from pieces of leather.  His fingers are deft and

strong, and the light hair on his head has just started to turn to grey.

~
Phule~
if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893976162 0 33
230307 0 0 0 4
30
17 15 13 18 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
0 1 0 0 0
M 0 4 0
486 17 1509949540 16 0
-1
-1

#659
~
~
half-orc outlaw~
~
haggard~
snarls at you, just for practice.~
half-orc outlaws~
~
haggard~
snarl at you.~
A haggard figure dressed in worn leathers stands before you.  His face

unshaven, his dark features covered in trail grime, he eyes you with a

cool, level glance which pauses on your purse.  There are several patches

of scar tissue up and down his body that look to be the result of badly

healed burns.  Some of them look quite painful.

~
Kiian~
i = random( 1, 10 );

if( i == 5 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4+4, "right hand" );

attack_weapon( mob, victim, 2d4+4, "left hand" );

if( i > 8 )

  attack_weapon( mob, victim, 2d4+4, "combination" );

if( i < 3 )

  attack( mob, victim, 3d10, "kick" );

~
!
0 0 10 0 0 0 0 10
0 0 83 4000 894257936 0 0
229877 1056768 0 64 8
20
18 9 9 17 15
5 5 5 5 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644804 26214725
24946 1820 0 26175 926560
M 64 5 0
3016 17 1509949540 16 0
2062 17 1509949540 17 0
655 17 1509949445 -1 0
607 17 1509949450 5 0
611 17 1509949450 10 0
615 17 1509949450 7 0
938 17 1509949445 -1 0
3029 17 1509949455 -1 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( !is_player( ch ) ) 

  end;

if( find_stat( ch, level ) > 9 ) { 

  if( random( 1, 2 ) == 1 ) {

    ch = rand_playeR( room );

    if( find_stat( ch, level ) < 90 ) 

      attack( mob, ch, 3d10+10, "backstab" );

    }

  }

~
!
2 -1
wounds burns injuries hedge wizard khutek~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about his wounds.

~
E
rask~
$n asks $N something.

~
E
stat1~
Me no like to talk about it much. But me just lucky that hedge guy was home!

~
!
2 -1
efreet~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

act_tochar( #size, ch );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat1~
Look! Me said me no wanna talk about me wounds or the fire thing!

~
E
ask~
You ask $N about the efreet.

~
E
rask~
$n asks $N about something.

~
E
size~
The half-orc outlaw sizes you up, looking at your obvious wealth.

~
E
stat2~
But me could be persuaded to tell you, if you gave me a diamond!  A

shiny, new diamond that is green and red like the mold and blood oozing

from my arm here.  Me'd like that.

~
!
6 2155
~
wait( 1 );

act_tochar( #give, ch );

act_notchar( #rgive, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
give~
The half-orc outlaw greedily pockets the diamond you gave him.

~
E
rgive~
The half-orc outlaw greedily pockets something $n gave him.

~
E
stat1~
Okies, me tell you what me saw.  When that wizard came after me, she

pulled something from her robe.  I dunno what is was, but the little

fragment glowed like a lot of campfires!

~
!
-1

#660
a snake-piper~
~
dark man in a turban~
~
~
is here playing a pipe to charm a snake.~
dark men in turbans~
~
~
are here.~
A skinny, frail man, the piper's arms are like twigs covered with rough. 

leathery, dark skin.  His legs are no bigger around than his ankles. 

Truly a stick of a man.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 3d8+10, "swift kick" );

attack( mob, victim, 3d8+10, "swift kick" );

if( random( 1, 6 ) < 3 )

  attack( mob, victim, 3d8+10, "swift kick" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258049 0 33
229795 0 0 0 4
15
10 10 7 16 12
0 20 -20 0 0 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#661
Jackal~
~
Jackal~
~
~
lopes from side to side, feeding the snakes.~
dark-eyed men~
~
~
lope from side to side.~
This dark-eyed man lopes easily from one side of the room to the other,

staring steadily forward.  He is well-built, while short, and his hands

clench firmly around the grip of his whip.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 3d10, "leopard rake" );

attack( mob, victim, 2d15+15, "save spinning backhand" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258042 0 33
230307 0 0 0 4
25
18 12 12 15 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 0 4 0
3025 17 1509949540 16 0
-1
-1

#662
Bhutrash~
~
rugged, short orc~
~
~
is here, cleaning out the cages.~
rugged, short orcs~
~
~
are here, cleaning out the cages.~
A rugged, short orc, Bhutrash is built more like a dwarf than his

ancestry would decree.  Broad shoulders, a wide stance, and large hands

equip this shopkeeper well for anything from cleaning pens to arm

wrestling.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 3d10, "heavy backhand" );

attack( mob, victim, 2d10+15, "pound kick" );

attack( mob, victim, 4d20+50, "ruthless head butt" );

~
E
summon~
You hear a cry for help!

~
!
11 50 10 0 0 0 0 10
0 0 0 4000 894258085 0 33
230307 0 0 0 4
25
18 12 12 15 17
0 40 -40 0 0 40 40
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 0 3 0
92 17 1509949540 16 0
-1
-1

#663
~
~
Dockmaster~
~
~
is here, checking schedules and selling passage.~
Dockmasters~
~
~
are here, checking schedules.~
Grizzled and strengthened by a life at sea, the dockmaster has retired

from the seafaring life to run this shipyard.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 4d6, "cunning spin kick" );

attack( mob, victim, 2d6, "kidney punch" );

if( random( 1, 4 ) == 1 )

interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

send_to_char( #char, ch );

act_notchar( #room, ch );

attack( mob, victim, 6d6+6, "snap kick" );

}

if( random( 1, 10 ) < 6 ) {

send_to_room( #fire, room );

attack( mob, victim, 4d20+20, "energy blast" );

}

if( random( 1, 10 ) < 6 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

~
E
char~
The dockmaster leans forward and snaps a kick at you.

~
E
room~
The dockmaster leans forward and snaps a kick at $n.

~
E
summon~
The Dockmaster yells for assistance.

~
E
fire~
The Dockmaster unleashes a brillant bolt of energy.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258093 0 33
1073976739 0 0 0 4
50
19 12 12 12 19
30 50 50 30 50 50 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215130 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#664
~
~
grue~
~
~
is here.~
grues~
~
~
are here.~
Although it appears to be some kind of large hedgehog, you have never

before seen one that seemed to blend into the shadows so easily.  Also,

hedgehogs usually don't have two inch long teeth!

~
Vulcan~
attack_weapon( mob, victim, 2d5+2, "right claw" );

attack_weapon( mob, victim, 2d5+2, "left claw" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894258140 0 0
230177 8576 12 0 4
5
13 9 9 14 19
75 90 90 50 90 0 0
500 8 dark-furred body~
800 6 clawed legs~
1000 7 fanged snout~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#665
~
~
greater grue~
~
~
is here.~
greater grues~
~
~
are here.~
The size of a full-grown gnome, this creature appears very dangerous. 

With claws that tunnel through the very earth, and three inch long teeth,

it is not a creature to mess with.

~
Vulcan~
attack_weapon( mob, victim, 4d5+4, "right claw" );

attack_weapon( mob, victim, 4d5+4, "left claw" );

if( random( 1, 3) == 1)

attack_weapon( mob, victim, 2d7+2, "teeth" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894258154 0 0
230177 0 0 0 4
9
15 11 11 14 20
80 95 95 60 95 0 0
500 10 dark-furred body~
800 8 clawed legs~
1000 9 fanged snout~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#666
Ur-Grue~
~
massive grue~
~
~
is here.~
massive grues~
~
~
are here.~
Standing on it's hind legs, the largest grue you have yet seen in these

caverns growls a warning at you.  With it's tough, black skin to deflect

your blows, and four inch long claws and teeth, it looks very fearsome.

~
Vulcan~
attack_weapon( mob, victim, 6d5+6, "right claw" );

attack_weapon( mob, victim, 6d5+6, "left claw" );

if( random( 1, 3) == 1) {

  attack_weapon( mob, victim, 3d7+3, "teeth" );

poison( ch );

  }

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894258175 0 0
491811 384 0 0 4
20
18 13 13 15 25
90 100 100 75 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643200 26214464
0 1 0 0 0
M 0 4 0
575 17 1509949450 -1 0
575 17 1509949490 -1 0
575 17 1509949540 -1 0
-1
-1

#667
~
~
forlorn ghost~
~
~
is here.~
forlorn ghosts~
~
~
are here.~
Trapped and tormented this forlorn spirit seeks to strike back at all who

disturb her rest.

~
Padraig~
attack( mob, victim, 2d10+10, "chilling grasp" );

attack( mob, victim, 2d10+10, "clawing hand" );

attack( mob, victim, 2d10+10, "chilling grasp" );

attack( mob, victim, 2d10+10, "clawing hand" );

if( random(1,10) < 7 ) { 

  act_notchar( #moan, mob );

  attack_room( mob, 3d5, "sorrowing wail" );

  end;

  }

~
E
moan~
The sorrowing wail of the spirit rends the soul.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894258197 0 0
295991 2106242 4108 192 8
35
19 20 20 19 19
10 35 35 35 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751062 26214464
0 1 0 0 0
F 192 4 0
576 17 1509949445 -1 0
577 16 1509949535 -1 0
-1
-1

#668
Jharlo~
~
old critchey vyan~
~
~
stands here, taking inventory.~
old critchety vyans~
~
~
stand here, taking inventory.~
This vyan is old, but not over the hill, or sand dune in his case.  His

white beard is long, as is what hair he stil has left, and he has a

slight limp in his left leg.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 7 ) < 4 ) {

send_to_room( #summon, room );

summon( mob, victim );

}

attack( mob, victim, 40d2+20, "deft counterpunch" );

attack( mob, victim, 3d20+20, "feint and thrust" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258220 0 33
229795 0 0 0 4
20
17 12 12 14 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 4 0
3001 17 100 16 0
-1
-1

#669
~
~
spotted leopard~
~
~
is here, eyes glinting as it watches you.~
spotted leopards~
~
~
are here, eyes glinting as they watch you.~
You see before you an animal who reaches your waist in height.  He has a

soft white spotted coat of fur and his sleep muscles ripple as he moves. 

His teeth are razor-sharp, as are his claws.  But this leopard is trained

and under control, panting peacefully.  However there is no doubt he

could once again awaked primal fire from within if called on.

~
Phule~
attack( mob, victim, 5d2, "claw rake" );

attack( mob, victim, 5d2, "claw rake" );

attack( mob, victim, 5d2+5, "snarling bite" );

if( random( 1, 5 ) < 3 )

  attack( mob, victim, 3d5, "fierce paw flurry" );

~
!
0 0 22 0 0 0 0 10
5000 0 0 4000 894258252 0 28
217421 8192 0 0 4
7
15 13 13 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
8
5243225 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#670
~
~
puma~
~
~
is here, tongue lolling lazily.~
pumas~
~
~
are here, tongues lolling lazily.~
Standing before you is a tamed puma.  Her coat is a soft, supple, thick

black covering.  His body is pure muscle except for razorlike claws and

vice-like teeth.

~
Phule~
attack( mob, victim, 2d5+0, "bite" );

attack( mob, victim, 2d5+0, "paw rake" );

if( random( 1, 5 ) < 3 )

attack( mob, victim, 2d5+5, "pounce and maul" );

~
!
0 0 22 0 0 0 0 10
5000 0 0 4000 894258282 0 32
196973 2105344 0 0 4
6
13 6 6 14 11
0 20 20 0 10 0 10
800 4 black-furred body~
1000 2 extended paw~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#671
Ynerin~
~
large-fisted barkeep~
~
~
is behind the bar, filling drinks.~
large-fisted barkeeps~
~
~
are behind the bar, filling drinks.~
This orc's hands are large and powerful as are his arms, easily seen as

he lifts large kegs of liquor without much effort.  His smock is covered

in beer stains.

~
Phule~
attack( mob, victim, 3d6, "right hand pound" );

attack( mob, victim, 3d6, "left hand pound" );

if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 3d50, "heavy pummel" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 3d100, "haymaker" );

~
E
summon~
You hear a cry for help!

~
!
11 50 10 0 0 0 0 10
0 0 0 4000 894258320 0 33
230307 0 0 0 4
45
18 15 14 13 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello greetings~
act_tochar( "Ynerin nods at you, winks, and wipes the bar.", ch );

~
!
2 -1
Grummarsh Braedwald Kheffiss~
act_tochar( #merc, ch );

~
E
merc~
Ynerin chuckles.  "A mercenary for hire, or so I hear.  But then again,

I've heard quite a few rumors." 

~
!
2 -1
rumors~
act_tochar( "You ask Ynerin if he's heard any rumors lately.", ch );

act_notchar( "$n asks Ynerin something.", ch );

act_tochar( #rumor, ch );

~
E
rumor~
Ynerin sighs. "I haven't heard anything interesting in a while."

~
!
-1

#672
Koheleth~
~
strong and limber vyan~
~
~
is here, ready to train you.~
strong and limber vyans.~
~
~
are here, ready to train you.~
This vyan is in top physical condition, and he demonstrates this by

besting every student he trains.  Each movement is perfect in form and

balance.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, ch, 3d15+10, "knife hand" );

attack( mob, ch, 3d15+10, "knife hand" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 3d25+15, "heavy chop" );

if( random( 0, 2 ) == 1 ) {

  send_to_room( #fire, room );

  attack_fire( mob, victim, 4d150+80, "channelled burst of flame" );

  }

interpret( mob, "spin" );

~
E
summon~
You hear a cry for help!

~
E
fire~
@b@RThe combat instructor forms a ball of burning flame in his

hands......@n 

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258383 0 33
250275 0 0 0 4
30
18 18 18 18 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
strange weapon~
act_tochar( "You ask Koheleth about the strange weapon.", ch );

act_notchar( "$n asks Koheleth something.", ch );

act_tochar( #ans, ch );

~
E
ans~
Koheleth smiles. "My nunchakus? I would never part with them."

~
!
2 -1
nunchakus~
act_tochar( "You ask Koheleth about his nunchakus.", ch );

act_notchar( "$n asks Koheleth something.", ch );

act_tochar( #nun, ch );

~
E
nun~
Koheleth eyes you closely. "They aren't for sale.", ch );

~
!
-1

#673
~
~
old lizardwoman~
~
~
works busily at her loom, weaving.~
old lizardwomen~
~
~
are here.~
You are watching an old woman.  She is very adept at using her loom, and

as you watch, she places the hair in the loom and creates some cloth.

~
Sssar~
attack( mob, victim, 3d4, "sharp claw");

attack( mob, victim, 3d4, "sharp claw");

attack( mob, victim, 3d4, "sharp claw");

attack( mob, victim, 5d4, "kick" );

attack( mob, victim, 2d3, "bite" );

if( random( 1, 2 ) == 2 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 2d3, "bite" );

  }

if( random( 1, 4) < 3)

  summon( mob, victim );

~
E
char~
The old woman rushes up and bites you again with her sharp teeth.

~
E
room~
The old woman rushes up and bites $n again with her sharp teeth.

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 895009980 0 27
230819 1073750016 0 16 4
15
12 10 16 12 12
0 15 -5 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
F 16 4 0
-1
-1

#674
~
~
insane druid~
~
~
stands here drooling.~
insane druids~
~
~
stand here drooling.~
You see vacant eyes, that flash from an insane intelligence to daft

inchoherance in the span of a few moments.  Robes hang in tatters from

the thin bony shoulders of this pitiful creature.

~
Padraig~
i = random( 1, 10 );

attack( mob, victim, 7d6+10, "wild swing" );

attack( mob, victim, 7d6+10, "wild swing" );

if( random(1,10) < 6)

  attack( mob, victim, 9d4+10, "crazed grasp" );

if( i == 3 )

  do_spell( fireball, mob, victim );

if( i == 4 )

  do_spell( harm, mob, victim );

if( i == 5 )

do_spell( heal, mob, mob );

if( i > 7 )

  do_spell( lightning bolt, mob, victim );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894258427 0 0
229799 41034179 16 0 7
40
17 20 20 25 16
25 25 25 15 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144181130 26214464
0 1 0 0 0
N 0 4 0
249 17 1509949465 -1 0
18 17 1509949441 -1 0
579 17 1509949441 13 0
938 17 1509949443 -1 0
953 17 1509949443 -1 0
902 17 1509949443 -1 0
1045 17 1509949443 -1 0
-1
-1

#675
~
~
Priestess of Meriada~
~
white-robed~
is standing here quietly.~
Priestesses of Meriada~
~
white-robed~
are standing here quietly.~
Her peace descends upon you like a beam of sunlight, washing over you,

making your worries lessen.  As long as she is near, neither good, nor

evil, may lay a hand upon you.  Her face is young and serene, and her

hands smooth and supple.

~
Phule~
send_to_room( #wield, room );

attack( mob, victim, 5d500+100, "divine power of Meriada" );

~
E
wield~
The priestess holds out her hands and wields the divine power of her deity.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258500 0 0
230307 0 0 0 4
80
17 19 18 15 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715857 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#676
a fortune-teller~
~
queer old woman~
~
~
is here, meddling with a few jars.~
queer old women~
~
~
are here, meddling with a few jars.~
This old woman wears an assortment of dark-coloured scarves and robes. 

Strange is all her covering, because it seems that beneath all the rags

hides a beautiful young female.  It is as if she is trying to seem old

and decrepit on purpose.

~
Phule~
attack( mob, victim, 5d10+50, "psychic pound" );

attack( mob, victim, 2d10+50, "psychic slap" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 2d10+50, "psychic slap" );

if( random( 0, 5 ) < 3 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
You hear the fortune-teller call for help!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894258535 0 0
229795 0 0 0 4
40
15 15 16 14 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
F 0 4 0
-1
2 -1
fortune~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

if( !rflag( reset0, room ) ) {

  act_tochar( #tired, ch );

  end;

  }

i = random( 1, 10 );

if( i < 11 )

  act_tochar( #none, ch );

remove_rflag( reset0, room );

~
E
ask~
You ask the fortune-teller to tell your fortune.

~
E
rask~
$n asks the fortune-teller something.

~
E
none~
The fortune teller tells you, "Your fortune is unclear to me now."

~
E
tired~
The fortune-teller turns you away. "I am tired."

~
!
-1

#677
Damon Hill~
tall skinny dwarf damon hill~
tall and skinny dwarf~
~
~
stands here, thinking about precious metals.~
tall and skinny dwarves~
~
~
stand here.~
Although taller and skinnier than most dwarves, Damon still looks as

though he spent a bit of time digging gemstones out of mines, instead of

selling them, as he does now.

~
Vulcan~
attack_weapon( mob, victim, 3d10, "right hand" );

attack_weapon( mob, victim, 3d10, "left hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 3d10+10, "spin kick" );

if( random( 1, 2 ) == 1 )

  summon( mob, victim );

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 900699183 0 35
230819 8576 8 144 4
50
12 17 17 14 16
25 50 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 144 4 0
-1
-1

#678
~
~
stablehand~
~
~
stands here ready to serve you.~
stablehands~
~
~
stand here ready to serve you.~
A stablehand who conducts all the business here while his master is away.

~
Vulcan~
attack_weapon( mob, victim, 4d2, "right hand" );

attack_weapon( mob, victim, 4d2, "left hand" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 4d2, "left hand" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe stablehand calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894258628 0 25
230819 262400 8 16 4
25
15 11 11 14 15
20 0 0 25 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
0 1 0 0 0
M 16 4 0
2040 17 1509949520 10 0
2020 17 1509949520 7 0
2000 17 1509949520 5 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Hi, come on in.  I'm not sure what I have on hand in the stables today,

but feel free to look.  I'm probably one of the few experts there is on

mounts.

~
E
rask~
$n tells $N something.

~
!
2 -1
mythic mounts~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

i = random( 1, 16 );

if( rflag( reset2, room ) ) {

tell( mob, ch, #stat0 );

wait( 1 );

  if( i == 1 )

    tell( mob, ch, #stat1 );

  if( i == 2 )

    tell( mob, ch, #stat2 );

  if( i == 3 )

    tell( mob, ch, #stat3 );

  if( i == 4 )

    tell( mob, ch, #stat4 );

  if( i == 5 )

    tell( mob, ch, #stat5 );

  if( i == 6 )

    tell( mob, ch, #stat6 );

  if( i == 7 )

    tell( mob, ch, #stat7 );

  if( i == 8 )

    tell( mob, ch, #stat8 );

  if( i == 9 )

    tell( mob, ch, #stat10 );

  if( i > 9 ) {

    remove_rflag( reset2, room );

    tell( mob, ch, #stat9 );

    }

  }

else

  tell( mob, ch, #stat9 );

~
E
stat1~
Sir Herroldus's favorite mount use to be a copper dragon.  He said there

was none to match it in power.

~
E
stat2~
One of the first mounts a paladin calls to aid them is a trained war

stallion.  It's just a little more trained than a heavy war horse.  Sir

Walltier use to carry a battle standard with him on this mount all the

time.

~
E
stat3~
After his griffon died, Sir Walltier chose to fight with a pegasus at his

side.

~
E
stat4~
Aside from his copper dragon, Sir Heralldus most faithful companion was

his spirit horse.  It never failed him, not even in death, he use to

brag.

~
E
stat5~
Though a fiersome and loyal mount, the androsphinx is rumored to be

tempermental.  Sir Jerrvus use to run with one, but I hear that he

preferred the hyperactive and giddy hippocampus more, even though it was

awkward to ride over land.

~
E
stat6~
Though not as powerful as his griffon, Sir Walltier use to regale me with

tales about the loyalty of his battle lion.

~
E
stat7~
Dame Jennagyen absolutely adored her mistmare.  She found her more

reliable and a stronger ally than her hippocampus at times.

~
E
stat8~
Though not as strong as a dragon or as faithful as her spirit horse, Dame

Pollana often preferred the company of her pegacorn.

~
E
ask~
You ask $N about mounts.

~
E
rask~
$n asks $N something.

~
E
stat9~
You might try back later.  My mouth is sort of dry and I'm really busy.

~
E
stat10~
In order to get their mounts, I'm known some paladins to carry around

some odd things.  Not sure what for, but Quzar, I hear he is an expert on

it.

~
E
stat0~
Well, I really only know about magic mounts that paladins ride...

~
!
-1

#679
~
~
shadowspawn~
~
~
springs for your throat!~
shadowspawns~
~
~
spring for your throat!~
From the depths of the gloom under the trees a shadow gropes for you! 

Red eyes glow in a featureless face, and ghastly translucent hands

stretch for your throat.  The lack of legs does not seem to hamper this

creature's ability to move, as it seems to relentlessly follow anything

unlucky enough to grab its attention.

~
Padraig~
i = random( 5, 25 );

attack( mob, victim, 2d10+10, "chill touch" );

if( attack( mob, victim, 2d10+10, "draining touch" ) )

  if( random( 0, 6 ) == 0 )

  drain_stat( victim, str, i, -1);

if( attack( mob, victim, 2d10+10, "draining touch" ) ) 

  if( random( 0, 6 ) == 0 )

  drain_stat( victim, con, i, -1);

if( random( 0, 2 ) == 1 ) {

  act_notchar( #shadows, mob );

  attack_room( mob, 4d10+10, "howling shadows" );

  }

~
E
shadows~
@bThe shadows of the forest rise up to defend their bretheren!!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894258668 0 33
21233713 1192193 67108876 0 8
35
18 22 22 22 18
35 35 50 25 100 0 0
900 15 shadowy body~
1000 10 featureless head~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 26214464
122 2 0 0 0
M 0 4 0
510 17 1509949441 -1 0
-1
-1

#680
a renegade gnome guard~
~
smallish, muscular gnome~
~
~
guards the area.~
smallish, muscular gnomes~
~
~
guard the area.~
Small for his race, but muscular, this guard eyes you warily as you

approach.  Making the decision that you are here to steal his treasures

he attacks!

~
Tempus~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d6, "punch" );

attack_weapon( mob, victim, 2d6, "punch" );

if( i > 8 )

  interpret( mob, "bash" );

if( i < 4 )

  attack( mob, victim, 5d3+5, "kick" );

~
E
help~
@bThe guard calls out for his comrades!

~
!
0 28 2 0 0 0 0 10
0 0 863 4000 894258718 0 25
231349 8192 0 48 4
18
15 9 8 15 18
10 10 10 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429448 26217601
66538 6913 0 191646 4640009
M 48 3 0
2123 17 1509949450 8 0
2042 17 1509949465 10 0
2022 17 1509949465 7 0
26 17 1509949445 -1 0
973 17 1509949515 16 0
3002 16 1509949465 16 0
983 17 1509949450 -1 0
2060 17 1509949540 11 0
2001 17 1509949490 5 0
2002 16 1509949465 5 0
-1
-1

#681
~
~
guardian spirit~
~
~
is here, watching for intruders.~
guardian spirits~
~
~
are here, watching for intruders.~
The ethereal manifestation of a hulking, vaguely humanoid figure hovers

before you.  Mindless and seemingly ageless, it knows no other purpose

but to follow its master's instructions.

~
Kiian~
attack_weapon( mob, victim, 3d10+40, "ethereal fist" );

attack_weapon( mob, victim, 3d10+40, "ethereal fist" );

if( random( 1, 10 ) < 7 )

attack_weapon( mob, victim, 5d10+30, "ethereal kick" );

if( random( 1, 10 ) < 4 )

  do_spell( mists of sleep, mob, victim );

interpret( mob, "bash" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894258742 0 0
33459 538968448 12 0 4
25
23 12 12 16 20
35 35 99 75 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072000 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#682
Swang the Diseased~
~
immense, vaguely humanoid form~
~
~
is here.~
immense, vaguely humanoid forms~
~
~
are here.~
An immense, vaguely humanoid form dressed in tattered rags towers over

you.  Countless limbs radiate out from a twisted form coated with a dark,

sinister ichor.  Its decayed face and speckled skin is cracked and

weathered.  The creature's gnarled face is at once ancient and ageless,

and its potent stare regards you with a contempt borne out of eons of

imprisonment.  A horrid stench assaults your nostrils; the creature grins.

~
Kiian~
if( random( 1, 10 ) < 8 )

  plague( ch );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 10d5+10, "stinking puss" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 10d5+10, "oozing boils" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 10d5+30, "stroke of pestilence" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 10d5+30, "diseased ichor" );

if( random( 1, 10 ) < 8 )

  do_spell( blind, mob, ch );

if( random( 1, 10 ) < 3 )

  do_spell( poison cloud, mob, ch );

if( random( 1, 10 ) < 3 )

  interpret( ch, "bash" );

if( random( 1, 10 ) < 3 ) {

  if( num_in_room( room ) < 4 ) {

    send_to_room( #gate, room );

    mob = mload( 696, room );

    }

  }

if( random( 1, 10 ) < 2 )

  interpret( mob, "cackle" );

~
E
gate~
Swang grins, drools on himself, and calls for a friend to join him in the kill.

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894258784 0 0
115767 6300040 12 0 8
60
24 18 18 22 25
50 50 25 50 100 0 0
600 25 glistening torso~
450 20 rotted limbs~
450 20 diseased appendages~
850 15 decayed countenance~
1000 10 dark form~
0
393216000 26214464
0 1 0 0 0
N 0 7 0
596 17 1509949445 17 0
551 16 1509949535 -1 0
-1
-1

#683
a renegade gnome warrior~
~
gnome warrior~
~
~
surveys the area.~
gnome warriors~
~
~
survey the area.~
This is one of the gnome warriors who are dedicated to protect the gnome

treasure.  He calmly patrols these caverns.  He is tall for a gnome and a

strong fighter.

~
Tempus~
attack_weapon( mob, victim, 2d5, "punch" );

attack_weapon( mob, victim, 2d5, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d5, "elbow smash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5+5, "tackle" );

~
!
0 28 2 0 0 0 0 10
0 0 506 4000 894258877 0 25
230837 8192 0 48 4
20
17 10 9 15 14
5 15 15 15 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643210 26216001
54637 3617 0 137426 5437349
M 48 3 0
2125 17 1509949465 8 0
611 17 1509949450 10 0
615 17 1509949450 7 0
738 17 1509949450 5 0
3004 17 1509949465 16 0
744 16 1509949515 16 0
607 17 1509949450 5 0
2001 16 1509949490 5 0
1066 17 1509949445 -1 0
-1
-1

#684
~
~
barracuda~
~
~
is here.~
barracudas~
~
~
are here.~
~
Pandor~
attack_weapon( mob, victim, 2d35, "bite" );

attack_weapon( mob, victim, 2d15, "tail lash" );

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894258963 0 0
234033 22085632 0 0 4
12
15 9 8 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13108483 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#685
~
~
sword-swallower~
~
~
is here, swallowing swords.~
sword-swallowers~
~
~
are here, swallowing swords.~
This dark-skinned man earns his keep by swallowing swords, some even

large curving scimitars.  His most prominent features, other than his

large mouth, are a large, warty nose, along with a long neck covered

with a collar made of gold rings. 

~
Phule~
if( random( 0, 4 ) != 3 ) {

  if( !is_silenced( mob ) ) {

    act_room( #yell, mob );

    summon( mob, victim );

    }

  else

    act_room( #arg, mob );

  }

attack( mob, victim, 3d30, "savage barbarian attack" );

attack( mob, victim, 3d30, "savage barbarian attack" );

attack( mob, victim, 3d30, "savage barbarian attack" );

~
E
arg~
$n tries to call for help, but is silenced!!

~
E
yell~
$n yells for help!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004814 0 33
230307 0 0 0 4
15
12 12 12 12 12
10 10 -5 0 30 0 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#686
~
~
shivering gnome~
~
pale~
lies trembling on the floor before you.~
shivering gnomes~
~
pale~
lie trembling on the floor before you.~
A small gnome lies before you, his eyes wild and his small body trembling

with fear.  It is clear that whatever this diminutive figure has seen has

shaken him out of his wits, and that he will not soon recover from his

fright.

~
Kiian~
attack_weapon( mob, victim, 2d4+10, "pudgy fist" );

attack_weapon( mob, victim, 2d4+10, "pudgy fist" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894259086 0 36
229667 0 0 16 3
10
14 12 12 15 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215045 26214464
0 1 0 0 0
M 16 4 0
-1
0 -1
~
if( is_follower( ch ) )

end;

if( !char_in_room( ch, room ) )

end;

if( find_stat( ch, level ) > 20 )

act_tochar( #highchar, ch );

else {

act_tochar( #lowchar, ch );

interpret( mob, "sigh" ); } 

~
E
lowchar~
The gnome looks at you, rolls its eyes, and gasps,


@b@Y "I implore you, turn back!  I too thought I could brave these

depths, but now I stand here without equipment or comrades.  Turn back,

before it is too late!

~
E
highchar~
The gnome looks up at you for a moment, and then croaks,


@b@Y "Please do be extremely careful!  The horrors down below got the

best of my comrades, and nearly took my life as well!  Though you are

stronger than me, still I feel duty bound to warn you that great perils

await you below!

~
!
-1

#687
~
~
{blight} globe~
~
dark, sinister~
hovers in midair.~
{blights} globes~
~
dark, sinister~
hover in midair.~
A midnight-colored globe hums softly in midair before you.  Smooth and

featureless, the sphere is approximately 5' in diameter, but continually

expands and contracts in what appears to be a strange type of respiratory

activity.  Small black tendrils shoot out from the globe sporadically,

crackling with energy and malice.  You sense that this entity holds

little aside from deep hatred for all that lives and breathes.

~
Kiian~
attack_weapon( mob, victim, 1d10+10, "dark tendril" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 2d10+10, "dark tendril" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 3d10+10, "dark tendril" );

attack_weapon( mob, victim, 4d10+10, "dark tendril" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 899928359 0 33
265777 3146120 12 0 8
25
10 6 10 25 17
30 30 20 50 20 0 0
700 8 dark globe~
400 6 black tendril~
1000 6 dark glove~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
N 0 5 0
21 17 1509949540 -1 0
-1
-1

#688
a fire spirit~
~
sheet of living fire~
~
~
blazes in front of you.~
fire spirits~
~
~
blaze in front of you.~
A 7' high sheet of fire blazes in front of you.  Its white-hot flames

form into a vague, expressionless face which blankly stares at you,

curving slowly into an incendiary smile as it recognizes you as something

which...burns.

~
Kiian~
attack_weapon( mob, victim, 3d10+5, "column of fire" );

attack_weapon( mob, victim, 3d10+5, "column of fire" );

if( random( 1, 10 ) < 7 )

  attack_room( mob, 2d10+15, "fire cloud" );

if( random( 1, 10 ) < 5 )

  attack_room( mob, 4d10+10, "fiery smother" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894260169 0 25
33331 0 0 0 4
15
20 3 3 20 15
25 100 0 65 0 0 0
600 0 leg~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644490 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#689
Anastasia~
~
tall brunette human~
~
~
smiles at you.~
tall brunette humans~
~
~
smile at you.~
~
Synergyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894260256 0 0
230273 514 0 0 4
30
10 12 16 15 12
20 10 10 0 95 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#690
~
~
tiger~
~
~
is here.~
tigers~
~
~
are here.~
~
Greyclaw~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894260345 0 0
197417 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#691
~
~
Ushekk~
~
bull-like~
paws the ground before you.~
Ushekks~
~
bull-like~
paw the ground before you.~
A huge dark crimson bull with the head of a wolf paws the ground before

you.  A sinister flicker of its eyes and gaunt countenance signals that

this dark creation possess an otherworldly intelligence and a hatred for

all which lives.

~
Turok~
attack_weapon( mob, victim, 2d10+5, "obsidian hooves" );

attack_weapon( mob, victim, 2d10+5, "obsidian hooves" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 2d10+10, "wolf bite" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #charge, room );

  attack_weapon( mob, victim, 4d20, "thunderous charge" );

  }

if( random( 1, 10 ) < 3 ) {

if( num_in_room( room ) < 5 ) {

    send_to_room( #gate, room );

    mload( 691, room );

    }

  }

~
E
gate~
@b@y The Ushekk howls with rage!

@b@Y Another Ushekk appears in a cloud of dark ash!

~
E
charge~
The Ushekk screams and gathers itself for a charge.

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894260489 0 0
99889 2105344 513 0 8
30
25 18 12 14 20
25 25 0 15 99 0 0
800 10 bullish body~
400 7 gaunt limbs~
1000 5 wolfish head~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#692
~
~
giant frog~
~
~
sits on a very large rock.~
giant frogs~
~
~
sit on very large rocks.~
This frog looks much larger than the other frogs in this area.  It

probably can catch and eat an average sized bird.  It licks its lips

hungrily with its large and sticky tongue as it looks at you.

~
Aurelian~
attack( mob, victim, 1d8+1, "bite");

~
!
0 0 15 0 0 0 0 10
0 0 2482 4000 894103304 0 27
200739 0 0 0 4
3
6 3 4 11 8
0 0 0 0 0 0 0
600 3 body~
800 2 legs~
950 2 flanks~
1000 0 head~
0 1000 ~
0
7864963 17040961
49463 23502 0 121594 382490
N 0 3 0
983 17 1509949442 -1 0
216 17 1509949465 -2 0
-1
-1

#693
Selentrina~
~
slender Llewyrr woman~
~
~
moves elegantly about, tending to the valerian bushes.~
slender Llewyrr women~
~
~
move elegantly about, tending to the valerian bushes.~
Several lockes of dark-brown hair cascade softly over the high forehead

of this elegantly slender llewyrr woman.  Woven into one of these locks

of hair are several painted stone and wood beads.  You also notice that

tied to the end of the longest lock of hair are several large feathers.

This woman holds herself in a humble yet elegant way, as if she has

greater purpose to her life, as if she has found meaning here.

~
Athyle~
attack( mob, victim, 10d20, "hit" );

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 894260620 0 0
250275 2 0 0 3
60
15 17 17 18 16
75 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359178 26214464
0 1 0 0 0
F 0 4 0
-1
8 -1
hi 3 hello~
wait( 1 );

tell( mob, ch, #greet2 );

~
E
greet~
Greetings, traveller!  I humbly welcome you to my cradle of life.  We,

the dedicated followers of @bCynnis@n, acknowledge this circle as a

gateway to her divine ladyship.

~
E
greet2~
Greetings, traveller!  I humbly welcome you to my cradle of life.  I bid

you find peace and safety in my circle.

~
!
2 -1
2 Cynnis ways~
end;

send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #cyn );

~
E
cyn~
Cynnis is our Lady of Life, the provider for the realms of nature.  She

fuels the plants and creatures with life energy and allows us all to

exist.  By worshipping her, we glorify harmony between all races.  Simply

ask if you wish to @bjoin@n or glorious worship of the Goddess Cynnis.

~
E
ch~
You ask Selentrina about Cynnis.

~
!
2 -1
4 joining~
end;

send_to_char( #ch, ch );

wait( 1 );

~
E
final~
Now that I have told you all I am free to tell you of the good woman

@bCynnis@n, you must decide for yourself.  If you would like to join the

followers of Cynnis, simply @btell@n me @GI would like to join the

followers of Cynnis@n, and we shall go from there.

~
E
ch~
You ask Selentrina about joining the followers of Cynnis.

~
!
8 -1
~
end;

if( !has_quest( ch, 22 ) && !done_quest( ch, 22 ) ) {

  wait( 1 );

  if( is_name( arg, "I would like to join the followers of Cynnis." ) ) {

    wait( 1 );

    interpret( mob, "nod" );

    if( cflag( 11, ch ) ) {

      wait( 1 );

      tell( mob, ch, #ok );

      wait( 1 );

      tell( mob, ch, #quest );

      wait( 1 );

      tell( mob, ch, #last );

      assign_quest( ch, 22 );

      }

    else {

      wait( 1 );

      tell( mob, ch, #join );

      wait( 1 );

      tell( mob, ch, #join2 );

      }

    }

  }

else {

  wait( 1 );

  tell( mob, ch, #bleh );

  }

~
E
bleh~
You have allready expressed your hopes to me, you don't need to do so

again.

~
E
join2~
If you wish to learn about @bCynnis@n and her ways you may @bask@n about

them.

~
E
join~
It would be...unwise...on your part to wish to dedicate your life to

@bCynnis@n without knowing what she is reall about.

~
E
last~
Ask him about the @bseeds@n and he will in turn tell you where to go from

there.

~
E
quest~
You must first find a @bseed of life@n, once you find one of these such

seeds you must seek out the elven ranger who roams the Medienne Forrest.

~
E
ok~
You are one fit to follow Cynnis $n, and so it shall be, if you can 

prove your dedication with a quest.

~
!
0 -1
~
end;

if( !doing_quest( ch, 22 ) )

  end;

wait( 1 );

if( !cflag( 14, ch ) ) 

  tell( mob, ch, #help );

else {

  tell( mob, ch, #1 );

  wait( 1 );

  tell( mob, ch, #2 );

  wait( 1 );

  tell( mob, ch, #3 );

  acode( room, 4 );

  }

~
E
3~
Free your mind of the non-essentials now and prepare to be joined with

the wonderous forces of nature.

~
E
2~
You have helped spread the wonderous ways of @bCynnis@n throughout the

world, and so shall be allowed to join her humble following.

~
E
1~
Greetings once again $n, I have heard that you have indeed planted the

seed of life.

~
E
help~
$n, you must seek out the ranger in Medienne Forest, he can tell you

where to go, or who to talk to about the Valerian seeds.

~
!
-1

#694
~
~
mail daemon~
~
impatient-looking~
is fidgeting around.~
mail daemons~
~
impatient-looking~
are fidgeting around.~
~
Synergyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894260734 0 0
230273 4194560 64 0 4
3
7 11 10 25 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486275 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#695
~
~
Rathos~
~
~
are here.~
snake-like demons~
~
~
~
A long, snaking body supports a humanoid torso with a grinning, fanged

maw and dark red eyes.  Two prehensile tentacles covered in ochre extend

out from the torso, their ends coming to a fine jagged point.  The

creature's oblong eyes burn with deep hatred.

~
Turok~
attack_weapon( mob, victim, 5d5+5, "tentacle attack" );

attack_weapon( mob, victim, 5d5+5, "tentacle attack" );

if( random( 1, 10 ) < 6 )

  attack_weapon( mob, victim, 5d5+25, "jagged fangs" );

if( random( 1, 10 ) < 2 )

  attack_weapon( mob, victim, 10d5, "tail swipe" );

if( random( 1, 10 ) < 4 ) {

if( num_in_room( room ) < 3 ) {

    send_to_room( #gate, room );

    mload( 695, room );

    }

  }

~
E
gate~
@b@Y The demo screams and splits in two!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894260978 0 25
99377 2105344 0 288 8
18
16 17 16 16 17
25 50 0 50 99 0 0
700 10 snaking body~
500 10 long tentacles~
1000 5 scaly head~
0 1000 ~
0 1000 ~
0
32768645 26214464
0 1 0 0 0
N 288 5 0
-1
-1

#696
~
~
mnissit~
~
~
beats its dark wings and glares at your puny frame.~
mnissits~
~
~
beat their dark wings and glare at your puny frame.~
A ruddy, winged 8' tall humanoid slouches before you, standing on thin,

leathery limbs.  Its goats head and shimmering red-brown scales provide

an eerie contrast to the dark midnight hue of its raven's wings.  Looking

at you, it flashes a toothy grin and moves toward its prey.

~
Kiian~
attack_weapon( mob, victim, 3d10, "dark claws" );

attack_weapon( mob, victim, 3d10, "dark claws" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 5d10, "sinister bite" );

if( random( 1, 10 ) < 2 ) {

  drain_exp( ch, 10d100 );

  do_spell( drain life, mob, ch );

  modify_mana( ch, -2d10 );

  }

if( random( 1, 10 ) < 3 ) {

  if( num_in_room( room ) < 6 ) {

    send_to_room( #gate, room );

    mob = mload( 696, room );

    }

  }

~
E
gate~
@BThe Mnissit bellows, beats its wings, and is joined by one of its fellows!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894261018 0 25
99889 6300032 0 0 8
25
18 20 15 20 16
10 25 0 99 75 0 0
500 10 dark wings~
300 20 ruddy scales~
200 15 leathery jowels~
1000 15 gangly limbs~
0 1000 ~
0
104859208 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#697
~
~
hobgoblin~
~
cruel~
wanders about, looking for something to bully.~
hobgoblins~
~
cruel~
wander about, looking for something to bully.~
Bigger and meaner than their smaller cousins, the goblins, hobgoblins

stand as tall as a man and weigh considerably more.  Known to bite

opponents during battle, and for a penchant for sinister weapons designed

to maximize cruelty, this is a race universally despised - and feared.

~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 2d4, "swift kick" );

~
!
0 31 42 0 0 0 0 10
0 0 2548 4000 895691811 0 25
230837 8192 8 32 8
7
16 9 10 15 16
0 0 0 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
131169 14559 0 241198 4799634
M 32 4 0
2062 17 1509949490 17 0
875 17 1509949465 8 0
2185 17 1677721602 14 0
2021 17 1509949465 7 0
2041 17 1509949465 10 0
1039 17 1509949450 -1 0
983 17 1509949445 -1 0
2001 17 1509949490 5 0
2080 17 1509949450 6 0
1060 17 1509949465 16 0
1043 16 1509949515 16 0
-1
-1

#698
~
~
hobgoblin guard~
~
~
prowls through the area.~
hobgoblin guards~
~
~
prowl through the area.~
A burly humanoid stands before you, its thick limbs rippling with muscle,

its ruddy skin covered with ritual scars and tatoos.  Amber eyes

flickering in the surrounding darkness, you sense that this creature

would enjoy bringing an end to your days.

~
Kiian~
i = random( 1, 15 );

if( i > 12 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( i < 6 )

  attack( mob, victim, 3d4, "kick" );

~
!
0 31 42 0 0 0 0 10
0 0 976 4000 895691790 0 25
231349 8192 8 32 4
9
18 9 10 14 15
10 10 0 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215048 26214464
58766 6107 0 124374 2728518
M 32 5 0
2001 17 1509949490 5 0
2124 17 1509949450 8 0
2081 17 1509949450 6 0
2041 17 1509949465 10 0
2021 17 1509949490 7 0
1039 17 1509949465 -1 0
983 17 1509949450 -1 0
869 17 2 -1 0
938 17 1509949442 -1 0
1043 19 1509975090 16 0
2061 18 1509975040 17 0
3004 16 1509949490 16 0
1287 17 1509949441 14 0
-1
-1

#699
~
~
guardian familiar~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894261051 0 0
197417 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#700
~
~
field hand~
~
~
wipes his brow and mutters about the harvest.~
field hands~
~
~
wipe their brows and mutter about the harvest.~
Big, burly, and hard-working, a farm laborer stands before you

dressed in muddy clothes and a wide-brimmed hat.

~
Kiian~
attack_weapon( mob, victim, 2d5+1, "right hand" );

attack_weapon( mob, victim, 2d5+1, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 6 4000 899953599 0 0
230817 0 0 0 3
3
15 10 10 12 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
281 29 0 194 1948
M 0 4 0
599 17 1509949515 -1 0
598 17 1509949465 6 0
-1
-1

#701
~
~
weary ent~
~
~
rests here, standing still as the trees around it.~
weary ents~
~
~
rest here, standing still as the trees around it.~
This large forest ent towers over you, his branch-like arms hanging

like clubs to his knees.  His skin is nearly black and very rough,

heightening the grim visage that stands before you.  He is covered with

new wounds, and part of one ear looks as if it were chewed off.

~
Padraig~
attack( mob, victim, 3d20+20, "knobby punch" );

attack( mob, victim, 3d20+20, "knobby punch" );

~
!
0 0 5 0 0 0 0 10
0 0 0 4000 894261118 0 0
229795 0 0 0 3
40
16 10 12 11 15
10 -20 20 -20 0 15 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#702
~
~
villager~
~
~
eyes you warily.~
villagers~
~
~
eye you warily.~
A simple villager is here, keeping his distance from strangers.  His

rough clothes and haggard look mark him as a local; that he has remained

in the valley demonstates his profound attachment to home and hearth.

~
Kiian~
attack_weapon( mob, victim, 2d3, "right hand" );

attack_weapon( mob, victim, 2d3, "left hand" );

if( random( 1, 10 ) < 4 ) { 

  summon( mob, victim );

  send_to_room( #help, room );

  }

~
E
help~
The village cries out for help!

~
!
1 0 0 0 0 0 0 10
0 0 253 4000 893968903 0 0
230817 0 0 0 3
2
14 10 10 12 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
6310 1456 0 9951 74474
M 0 4 0
599 17 1509949520 -1 0
-1
-1

#703
~
~
master of the hunt~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894261232 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#704
~
~
wolf of the hunt~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 55 0 0 0 0 3381
0 0 0 4000 899959855 0 0
268632873 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#705
~
~
steel shadow~
~
~
is here.~
steel shadows~
~
~
are here.~
Once a proud warrior this poor creature is doomed to walk the earth for

one mistake.  Cowardice in battle, a flee or a surrender it matters not,

has doomed his soul to eternal servitude.  Fear the wrath of Kerog ye who

sell your souls to him for he is a master to be feared.


~
Padraig~
attack_weapon( mob, victim, 1d20, "snaking strike" );

attack_weapon( mob, victim, 1d20, "snaking strike" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894261262 0 23
32807 4325641 16 192 8
35
22 14 9 18 22
25 80 50 50 80 0 0
300 28 leg~
600 28 arm~
800 25 chest~
900 22 head~
1000 20 neck~
0
115344040 26214464
0 1 0 0 0
N 192 4 0
-1
-1

#706
Old Gwendolyn~
old woman gwendolyn~
old woman~
~
~
sits here, remembering halcyon days past.~
~
~
~
~
An aged human woman with shockingly white hair down to her knees is here. 

Her pale blue eyes have remained clear despite her advanced age, and as

you approach they twinkle as the rest of her face curves into a smile.

~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 897802703 0 29
229667 4464648 0 0 4
10
8 18 18 10 10
75 99 99 99 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
F 0 4 0
488 17 1509949540 12 0
-1
2 -1
history past valley~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

act_room( #old, ch );

wait( 1 );

tell( mob, ch, #history1 );

wait( 3 );

tell( mob, ch, #history2 );

wait( 4 );

act_tochar( #dark, ch, obj, mob );

wait( 2 );

tell( mob, ch, #history3 );

wait( 3 );

tell( mob, ch, #hist4 );

~
E
history3~
Gradually...things...changed.  At first we didn't notice it much, being

wrapped up in the construction of the great stone walls around Pennan

that would make our small village secure for all time.  We even hoped

that one day our village would move beyond being an appendage to Chiiron,

and join the ranks of the greatest cities of the realm.  This was, alas,

not to be.  Slowly but surely, the trade routes which meet at Pennan

withered and died, like a great plant whose roots find only rocky soil.

~
E
history2~
In the days of my youth, this valley was a fine center of agriculture

and trade.  Standing along the great trade route between Narak, Medienne

and Orlumber, Pennan was a fine place to be.  The great caravans would

crisscross the Valley Road like so many ants at work in their tunnels,

always busy and always with something to do and somewhere to go.

~
E
history1~
Your question may seem simple to you, but a great many things are tied in

with this valley, and none of them are so clear cut as we would like

ourselves to believe.

~
E
old~
The old hag chuckles.

~
E
dark~
Her face darkens, and the pace of Gwendolyn's speech slows.

~
E
hist4~
The great caravans no longer reached Pennan, and the Gnomes of Orlumber

sent word that their city faced great troubles of their own, troubles

which precluded further contact with 'the larger folk.' As trade dried

up, so too did the funds for our wall, and our leaders' grand illusion. 

Now, with our great fortifications incomplete and crumbled by the

elements, it seems as if we cannot protect ourselves from even the

smallest menaces..Each day, the raiders grow bolder, and our warders more

weary.

~
E
ask~
You ask $N about the history of the valley.

~
!
2 -1
mistletoe~
act_tochar( #chuckle, ch, obj, mob );

act_notchar( #rchuckle, ch, obj, mob );

wait( 2 );

tell( mob, ch, #tell );

~
E
tell~
It used to grow down by the stream, but times have changed.  I'd look

down there, but there's also a special place in the hills where you can

get it sometimes.  It's hidden, and only for the pious and reflective,

but if you are careful I think you can find it... 

~
E
chuckle~
Old Gwendolyn chuckles, and whispers into your ear.

~
E
rchuckle~
Old Gwendolyn chuckles, and whispers into $n's ear.

~
!
0 2
~
if( reputation( ch, Secomber ) > 0 )

  if( cflag( 22, ch ) ) {

  act_tochar( #mutter, ch, obj, mob );

  wait( 2 );

  tell( mob, ch, #hills );

  end;

  }

else {

  set_cflag( 22, ch );

  act_tochar( #intro, ch );

  wait( 1 );

  tell( mob, ch, #ch );

  }

else {

  act_tochar( #no, ch );

  act_notchar( #no2, ch );

  transfer( ch, find_room( 37020 ) );

  end;

  }

~
E
ch~
A warning, $n - dark times have befallen my little valley.  Come, stay

and rest here a while, for you shall soon be grateful that you took the

time to pause by the fire for a momentary respite.

~
E
intro~
The old woman rises from her knitting and looks you in the eye.

~
E
no2~
Old Gwendolyn looks up as $n enters, and frowns.


"Your evil ways are not welcome here, $n."


A powerful unseen force pushes $n out the door.

~
E
no~
Old Gwendolyn looks up as you enter, and frowns.


"Your evil ways are not welcome here, $n."


A powerful unseen force pushes you out the door.

~
E
hills~
Well, there's a stone cairn up there somewhere, where the mistletoe used

to grow, but that's probably overgrown by now...

~
E
mutter~
Old Gwen stirs in her chair, muttering.

~
!
2 -1
werefox fox~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about werefox allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Oh, dear, I remember having to nurse a werefox back to health a few years

ago.  Frightened little thing, she was.  s see' She's she was abandoned

by her previous master and left to starve.  But after a few weeks, with

my help, she recovered.  I could tell because when I found her, her coat

was a dull, black color and when she left, her coat was a serene, almost

ghostly grey.

~
!
1 2
~
if( is_player( ch ) )

  if( class( ch ) == cleric ) {

  if( find_stat( ch, level ) > 3 ) {

    if( find_skill( ch, detect good ) < 1 ) {

      tell( mob, ch, #stat1 );

act_tochar( #wave, ch );

      continue;

      }

    }

  else if( find_stat( ch, level ) > 3 ) {

    if( class( ch ) == paladin ) {

      if( find_skill( ch, detect good ) < 1 ) {

        tell( mob, ch, #stat1 );

act_tochar( #wave, ch );

        continue;

        }

      }

    }

  }

continue;

~
E
stat1~
My dear, before you leave, I sense that you lack the ability to see into

the world of good.  If you ever wish to know more, simply ask.

~
E
wave~
The old woman waves to you as you leave.

~
!
2 -1
world good detect~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the world of good.

~
E
stat1~
The world of good exists all around you.  And it is always useful to be

about to sense not only your enemies, but your friend's too.  I am too

old to instruct you in divining the good of people, but perhaps the

master of visions can, should he prove able to pull himself away from his

scaly tasks.

~
!
2 -1
~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the neutralize spell.

~
E
stat1~
An ugly young girl, off to collect slug skins she said, came by here not

too long ago and offered me the spell.  But I'm too old to be learning

new tricks.

~
!
-1

#707
~
~
smallholder~
~
~
stands before you, desperation in his eyes.~
smallholders~
~
~
stand before you, desperation in their eyes.~
A citizen of middling means stands before you.  From his panicked 

countenance you realize that he, like the rest of the residents

of Pennan, has not escaped injury from the recent raids.

~
Kiian~
attack_weapon( mob, victim, 1d6, "right hand" );

attack_weapon( mob, victim, 1d6, "left hand" );

if( random( 1, 10 ) < 8 ) { 

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@bThe smallholder cries out for assistance!@n

~
!
1 0 0 0 0 0 0 10
0 0 39 4000 893967892 0 0
230817 0 0 0 3
3
15 12 13 12 14
0 0 15 0 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
1080 198 0 1540 14412
M 0 4 0
33 17 1509949480 16 0
1031 17 1509949450 6 0
-1
-1

#708
Bennis~
hardy shopkeeper bennis~
hardy shopkeeper~
~
~
stands ready to serve you.~
~
~
~
stand here ready to serve you.~
A tall man of nondescript bearing, Bennis exudes an air of confidence. 

You sense that this man, who is able to run a shop in such dire

surroundings, must know how to handle trouble.

~
Kiian~
i = random( 0, 5 );

attack( mob, ch, 10d5+20, "crush" );

attack( mob, ch, 10d5+20, "smash" );

attack( mob, ch, 10d5+20, "punch" );

  attack( mob, ch, 2d25+25, "body slam" );

if( i < 4 )

  do_spell( confuse, mob, ch );

if( i < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@bBenfis calls for the guard!@n

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 897507898 0 35
1078165927 6562176 4 400 3
60
14 15 20 20 14
25 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26215045
0 1 0 0 0
M 400 4 0
600 17 1509949540 7 0
2162 17 1509949540 3 0
2201 17 1509949540 13 0
2124 17 1509949540 8 0
-1
2 -1
4 theatre singer performer~
act_tochar( #uask, ch );

act_notchar( #nch, ch );

wait( 1 );

if( done_quest( ch, 41 ) ) {

  tell( mob, ch, #already );

  end;

  }

if( cflag( 63, ch ) ) {

  tell( mob, ch, #highondrugs );

  end;

  }

if( !doing_quest( ch, 41 ) )

  tell( mob, ch, #oncrack );

else {

  tell( mob, ch, #info1 );

  wait( 3 );

  interpret( mob, "sigh" );

  wait( 1 );

  tell( mob, ch, #info2 );

  set_cflag( 63, ch );

  }

~
E
oncrack~
Why would I want to tell you anything about that?

~
E
uask~
You ask Bennis about finding a performer to sing at the theatre.

~
E
info1~
Hmmm?  Oh, yes.  I recall being invited to a travelling wagon show where

some bartender had the most beautiful voice I ever heard.  I'm not

entirely sure, but I think the bartender still works somewhere.

~
E
info2~
That was a long time ago.  I'm afraid that's all that my memory can come

up with.  Good luck, $n.

~
E
highondrugs~
I already told you about that once.  I'm afraid I have lost the patience

to tell you again.

~
E
nch~
$n asks Bennis for some information.

~
E
already~
I heard that you already found a singer.

~
!
-1

#709
Corahnin, Lord High Warder ...~
~
large, heavily muscled man~
~
~
stands before you.~
large, heavily muscled men~
~
~
stand before you.~
An extremely large, muscled man stands before you dressed in heavy battle

armor.  He carries no weapons, but wears a pair of heavy, steel gauntlets.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 7d12, "uppercut" );

attack( mob, victim, 7d12, "right cross" );

attack( mob, victim, 7d12, "roundhouse left" );

if( i < 9 )

  attack( mob, victim, 7d12+20, "stiff jab" );

if( i < 4 )

  attack( mob, victim, 7d12+30, "haymaker" );

if( random( 1, 10 ) < 9 ) { 

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@bCorahnin bellows for his men!@n

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894261321 0 0
230823 6433152 16 96 3
65
20 15 15 20 20
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262145930 26214464
0 1 0 0 0
M 96 5 0
2125 17 1509949540 8 0
2201 17 1509949540 13 0
635 17 1509949480 7 0
634 17 1509949480 10 0
2162 17 1509949540 5 0
814 17 1509949445 14 0
-1
0 -1
~
if( reputation( ch, Secomber ) > 0 ) {

  if( cflag( 23, ch ) )

    end;

  set_cflag( 23, ch );

  wait( 2 );

  act_tochar( #problems, ch );

  }

~
E
problems~
The Lord Warder of Pennan looks up at you and sighs.


"Greetings, traveler.  Though darkness reaches out for Pennan from its

home among the hills all around us, still I must extend my greetings,

lest we lose even the last vestiges of civilized life in the face of the

threat facing the valley.  Please, do respect custom while you remain

among us; rest assured that my warders, though now scattered and few in

number, will brook no further trouble from outsiders."


His soliloquy having come to an end, Corahnin stares at you in silence.

~
!
2 -1
raiders~
if( done_quest( ch, 23 ) ) {

  send_to_char( #thanks, ch );

  end;

  }

if( has_quest( ch, 23 ) ) {

  send_to_char( #have, ch );

  end;

  }

wait( 2 );

assign_quest( ch, 23 );

send_to_char( #quest, ch );

~
E
quest~
Corahnin looks you in the eye.


"So you are interested in helping with our raider problem, eh?"


"Well then, find the lair of the raiders, and bring me the head of their

chief!" 

~
E
have~
Do not despair, my friend! Even as we speak I continue to lead

my warders in our neverending search to find the radiers' lair!

~
E
thanks~
I again thank you for putting an end to the raiders.

~
!
2 -1
valley pennan history darkness threat~
send_to_char( #history1, ch );

wait( 3 );

send_to_char( #history2, ch );

wait( 4 );

send_to_char( #history3, ch );

~
E
history3~
Today...things continue to deteriorate.  The hills surrounding Pennan are

no longer safe, and the highwaymen who once skulked about along the

shadowy roadsides now stand and mock us from just outside bowshot. 

Pennan itself has been attacked on numerous occasions, by small, strange

figures who steal into the village at night and set fire to our homes and

fields.  These raiders must be stopped...yet my finest men have been

unable to track them back to their lair.

~
E
history2~
Look about you, and observe, for Pennan was not always as it appears

today.  Once, the Rua Valley was known through the lands of humanity as a

prosperous center of trade and agriculture alike.  Individuals of all

races would cross paths here, at the small square only a few strides from

where we now stand.  Yet...things somehow changed.  I know not the exact

details, those were events of my father's lifetime, and of his father's

time before him.  Ask the sage, or Gwendolyn, if such things suit

you...I'm not one to dwell in the past.


Corahnin stops for a moment to reflect.

~
E
history1~
The Valley Warder looks at you for a moment, and pauses.

~
!
6 381
~
junk_obj( obj );

if( doing_quest( ch, 23 ) ) {

  update_quest( ch, 23 );

  send_to_char( #thanks, ch );

  end;

  }

if( done_quest( ch, 23 ) )

  send_to_char( #again, ch );

else

  send_to_char( #how, ch );

~
E
how~
How did you know I wanted this? Very interesting, strange one...

~
E
again~
Thank you, but you have already performed this service for me.


[You cannot gain additional quest points for completing the same quest

multiple times.] 

~
E
thanks~
I am truly impressed...you have done a great service for Pennan.

Your deeds will not be forgotten.

~
!
8 -1
hi hello hiya~
send_to_room( #hi, room );

~
E
hi~
Corahnin nods in your direction.  "Hello."

~
!
2 -1
note notes merc mercenaries mercenary~
act_notchar( #asks, ch );

act_tochar( #you, ch );

act_tochar( #merc, ch );

~
E
you~
You ask Corahnin about the mercenaries.

~
E
%# raiders.  We'd appreciate any help~
you could give - I doubt we could handle the combined strengths of the

mercenaries and the raiders for long.  " 


"I've heard they are hiding out in a cave somewhere."

~
E
merc~
Corahnin raises his eyebrow for a moment, and then whispers to you,


"We've just learned that a band of mercenaries may be somewhere in the

hills, apparently hired by those confounded gnomes..." 

~
E
asks~
$n asks Corahnin about the mercenaries.

~
!
6 3370
~
if( !cflag( 94, ch ) )

  end;

act_tochar( #grumble, ch );

set_cflag( 95, ch );

obj_to_char( oload( 3371 ), ch );

~
E
grumble~
Corahnin grumbles some foul words and says: @W"Thank you for delivering

this message.  I must dispatch help to Medienne as well as Shadybrook. 

Although the road may be dangerous you must return this message to

Shadybrook quickly."@n 

~
!
-1

#710
Etrahnin~
sage Etrahnin~
sage~
~
~
relaxes in a comfortable chair.~
sages~
~
~
relaxes in a comfortable chair.~
A wizened, bearded figure leans heavily on a knotty silverwood cane.  His

deep blue eyes and silver hair are fresh with both knowledge and a spark

of interest at the reason for your visit.  The grey-white robes in which

he is dressed nearly reach the floor, not quite covering up a pair of

worn house slippers covering two gnarled feet.

~
Kiian~
i == random( 1, 10 );

attack_weapon( mob, victim, 2d4+10, "right hand" );

attack_weapon( mob, victim, 2d4+10, "left hand" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 2d4+10, "combination punch " );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 5d5+10, "kick" );

if( i == 1 ) {

  send_to_room( #flavor, room );

  do_spell( lightning bolt, mob, ch );

  do_spell( lightning bolt, mob, ch );

  do_spell( lightning bolt, mob, ch );

  }

if( i == 2 ) 

  do_spell( confuse, mob, ch );

if( i == 3 ) {

  interpret( mob, "open east" );

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@bEtrahnin screams `Rohav!' and the door opens in a brilliant flash of light!

~
E
flavor~
@bEtrahnin utters strange syllables and begins to tremble!

~
!
1 0 1 0 0 0 0 10
0 0 0 4000 897507946 0 29
1073971623 35924361 156 192 3
75
30 24 20 18 16
50 50 25 50 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367002890 32768650
0 1 0 0 0
M 192 4 0
727 17 1509949540 16 0
687 17 1509949540 17 0
-1
0 -1
~
wait( 0 );

if( random( 1, 10 ) < 6 ) { 

  if( cflag( 27, ch ) )

    end;

  set_cflag( 27, ch );

  send_to_char( #tales, ch );

  }

~
E
tales~
Etrahnin considers you for a moment, and then reaches for his pipe. 

After a few pensive puffs, his ageless azure eyes warmly meeting your

gaze.


"Hey-ho, stranger...we don't get many of your kind, nowadays, with all

the rhubarb, er, I mean hubbub, about.  Welcome to my small corner,

please stay a while by the fire, and feel free to chat.  Old age isn't

very exciting, you know, and with those confounded raiders causing

trouble, I don't get many visitors nowadays." 


With that remark, the old sage seems to forget himself for a moment, and

turns to watch the fire as it splits a log in two.

~
!
2 -1
runes mallander~
wait( 1 );

send_to_char( #runes, ch );

~
E
runes~
A long moment passes before the sage responds to your words.


"Remembering takes time, you know...and I am not the man I once was.  Ask

again, perhaps, on a day when my melancholy fire burns a bit brighter,

for then you will learn as quickly as a fire spreads."

~
!
2 -1
gnomes renegade thieves raiders~
send_to_room( #gnomes, room );

~
E
gnomes~
Etrahnin looks around nervously when he hears you are interested in the

renegade gnomes.


"Be careful, young ones.  In my early days I was ambitious as you are,

and let me say I faced many a peril and some luck kept me from meeting

many a dark end.  But these raiders are a sinister lot.  Though I have

gained great knowledge in my travels, I am rickety and old.  Even if I

were yet a spry and ambitious fortune-seeker, I would steer clear of the

Black Hills and that gang of malcontents and cutthroats.  I warn you;

find adventure elsewhere.".

~
!
8 -1
hi hello heya hiya~
wait( 2 );

send_to_char( #hi, ch );

~
E
hi~
Etrahnin smiles.  "Hello, young one."

~
!
2 -1
mistletoe~
send_to_char( #mistletoe, ch );

~
E
mistletoe~
Etrahnin thinks for a moment.


"Might want to look around the old cairn, strange things used to go on

'round there..." 

~
!
2 0
drukkha~
if( find_Stat( ch, level ) < 20 ) {

  act_tochar( #weak, ch );

  end;

  }

if( done_quest( ch, 28 ) ) {

  send_to_char( #thanks, ch );

  end;

  }

if( has_quest( ch, 28 ) ) {

  send_to_Char( #have, ch );

  end;

  }

if( find_stat( ch, level ) < 10 ) {

  send_to_char( #no, ch );

  end;

  }

send_to_Char( #quest, ch );

assign_quest( ch, 28 );

~
E
weak~
Etrahnin looks at you for a moment and chuckles.


"Perhaps ye better wait to face such a beast until ye have seen more of

the realms." 

~
E
no~
Etrahnin looks at you.

"Patience, young one...the Drukkha is a fearsome creation, a blight upon

nature, or so it would seem.  Travel the lands some more, and learn from

the roads that you follow.  Return when time has dulled the edge of

inexperience from your blade." 

~
E
quest~
The wrinkled sage raises an eyebrow and looks at you for a moment.


"I really need its special living hide for my research, and I'm not as

young as I used to be." 


Etrahnin chuckles.


"Fortunately, you look like the enterprising soul.  Perhaps you can

track down and find the fabled Drukkha somewhere in the hills west of

here.  Good luck to you." 

~
E
have~
Etrahnin raises an eyebrow.  "Ah, I see you have not been able to find

its home yet.  Perhaps with time you will find it yet." 

~
E
thanks~
Etrahnin smiles.  "I appreciate your help with my research, young one."

~
!
6 913
~
junk_obj( obj );

if( doing_quest( ch, 28 ) ) {

  update_quest( ch, 28 );

  send_to_char( #thanks, ch );

  end;

  }

if( done_quest( ch, 28 ) )

  send_to_char( #again, ch );

else

  send_to_char( #how, ch );

~
E
sigh~
~
E
how~
Etrahnin raises a bushy eyebrow.  "How did you know I wanted that?  Thank

you, ye generous soul." 

~
E
again~
Etrahnin scratches his long beard.  "Thank you, but you have already

helped me complete that experiment." 

~
E
thanks~
Etrahnin smiles.  "Thank you."

~
!
2 -1
vyans~
interpret( mob, "ponder" );

wait( 1 );

act_tochar( #vyan, ch );

~
E
vyan~
@I"Vyan, vyans.... hmmmm.  Ah yes!  Vyans.  My fellow sage, Tsarith, has

informed me that he has finished deciphering an ancient @ecodex@n.  Barely

legible, it was, but Tsarith has reconstructed the aged text and

interesting reading it is, indeed!  It gives a full (though rather

one-sided, I must say) account of the @eGreat Assault@n!

~
!
2 -1
great assault~
act_tochar( #great, ch );

wait( 2 );

act_tochar( #great2, ch );

wait( 2 );

act_tochar( #great3, ch );

~
E
great~
@I"Ah yes, the Great Assault.  Well, vyans and elves are mortal enemies,

you know.  Long about a thousand years ago now, the vyans decided it was

time to take over the city of Vaasa.  Lovely city, that.  A bit high off

the ground for my taste, but elves...." The sage trails off into a mutter.

~
E
great2~
@I"Where was I?  Ah, yes, Vaasa.  The vyans decided Vaasa should be theirs

so they massed an army and marched on the arboreal city.  Terrible,

terrible it was.  Casualties were numerous on both sides, but the Llewyrr

drove off the attackers in the end.

~
E
great3~
@I"The vyans retreated to their city to lick their wounds and bury their

dead.  The leading house of the city at the time was called @eShai'zarn@n.

Since they'd lead the attack, their casualties were the highest.  The

seven greatest @ewarriors@n of the house were killed.

~
!
2 -1
warriors~
act_tochar( #warrior, ch );

~
E
warrior~
@I"Hmmmm, warriors... Yes, seven of the finest warriors, they were, and

laid to rest in the family crypt outside the city.  The vyan nobles feared

the @eLlewyrr@n were massing for a counter strike.  They sent a patrol of

their finest warriors and a prestigious mage to guard the sacred crypt

until the nobles ordered them home, and sealed them in with binding

enchantments."

~
!
2 -1
llewyrr~
act_tochar( #llew, ch );

~
E
llew~
@I"That counterstrike came, indeed.  The entire Shai'zarn house was

obliterated, down to the last child.  But according to the codex, the

crypt was never touched.  Protected by its binding magic, the door could

not be opened.  The last line of the codex reads:   @eThe key lies in the

runes...@n"

~
!
2 -1
codex~
interpret( mob, "snort" );

act_tochar( #codex, ch );

~
E
codex~
@b"Tsarith has the original copy, go ask him!"

~
!
2 -1
shai'zarn~
act_tochar( #shai, ch );

~
E
shai~
@I"Shai'zarn was the name of the most powerful house in the Vyan

hierarchy.  Before clan Dvyie was formed, the vyans battled amongst

themselves for domination of their kin.  Shai'zarn emerged victorious and

swiftly set out to add Vaasa to its territories. "

~
!
2 -1
oracle~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

act_tochar( #oracle, ch );

~
E
oracle~
@e"Eh? What?  Ah, yes.  The Oracle.  Hmph."@n Etrahnin grumbles to himself

for a moment before continuing. @e"Many have quested for the Oracle of

Ages.  Legend has it that it will answer you a question, flashing images

of the future before you.  The last person to find it was an elven

@Cenchantress@n @eby the name of Anaya Coran, some 90 years ago."@n

~
E
ask~
You ask Etrahnin about the Oracle of Ages.

~
E
rask~
$n asks Etrahnin about the Oracle of Ages.

~
!
2 -1
enchantress~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

act_tochar( #enchant, ch );

~
E
enchant~
@e"Ahhhh, she was lovely, was Anaya.  Moonbeam pale hair, and indigo eyes

But a temper?  Ye gods, the woman could curdle water with her tongue!"@n

Etrahnin smiles reminiscently. @e"She disappeared some years ago, more's

the pity.  I hear her collection of works is in the hands of the priests

of @RRi'lahl."@n

~
E
ask~
You gently prompt Etrahnin about the enchantress.

~
E
rask~
$n asks Etrahnin about an elven enchantress.

~
!
2 -1
deity Ri'lahl~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

act_tochar( #god, ch );

~
E
god~
Etrahnin frowns slightly. @e"Ri'lahl is the ancient Secomber god of war.

A cruel god with glory and victory his only objectives, Ri'lahl's worship

was eclipsed by Kerog's a good hundred years or so ago, but now seems to

be making a resurgence in the eastern part of the world.  A @Ctemple@e was

constructed by his clergy, near Medienne, I believe."

~
E
ask~
You ask Etrahnin about the diety Ri'lahl.

~
E
rask~
$n asks Etrahnin about a strange god.

~
!
2 -1
temple~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 1 );

act_tochar( #temple, ch );

wait( 1 );

if( !has_quest( ch, 45 ) ) {

  act_tochar( #quest, ch );

  assign_quest( ch, 45);

  }

else

act_tochar( #done?, ch );

~
E
temple~
Etrahnin's eyes suddenly become piercing and intense, all pretense of

vagueness gone.  @e"Tread softly if you venture within its walls, young

one.  If you are determined to go, then I shall not stop you.  However,

the priests there may.  Harm none within the walls, or their wrath will

descend upon you."@n

~
E
ask~
You ask Etrahnin about the temple.

~
E
rask~
$n asks about a temple near Medienne.

~
E
quest~
@e"I have heard that the followers of Ri'lahl have raised the battle

standard of the ancient god of war and fly it within sight of Medienne's

walls. I feel a storm gathering, child..."@n Etrahnin looks deep into your

eyes, considering for a long moment before continuing. @e"I believe Anaya

constructed a gateway to the Oracle of Ages, and perhaps Ri'lahl holds her

secrets in His great library.  Find the Oracle, young one, and ask it of

the coming trouble.  I must know."@n

~
E
done?~
@e"Have you not yet begun the search for the Oracle, child?"@n Etrahnin

asks you anxiously.

~
!
6 2543
~
wait( 1 );

if( doing_quest( ch, 45 ) ) {

  act_tochar( #thank, ch );

  act_notchar( #rthank, ch );

  wait( 2 );

  act_room( #tell, ch );

update_quest( ch, 45 );

  wait( 2 );

  act_tochar( #give, ch );

  act_notchar( #rgive, ch );

  wait( 2 );

  act_tochar( #trick, ch );

  act_notchar( #rtrick, ch );

  end;

  }

if( done_quest( ch, 45 ) )

  act_tochar( #gasp, ch );

else

  act_tochar( #gasp, ch );

~
E
thank~
Etrahnin gladly takes the phial of twilight from you, clasping it close to

him.  He removes the silvery stopper and twilight pours out of the crystal

phial, drifting up to wreath his head in pale blue.  His eyes flicker and

he gives a small start.  His jaw drops, and he heaves a great sigh of

relief.  The twilight begins to dissipate, then suddenly coalesces,

becoming the solid silver of a blade.  The mist clears away and Etrahnin

is left holding a softly pulsing sword of silver and sable.

~
E
tell~
Etrahnin examines the sword with a bemused expression.  @e"It seems that

this is your reward for aiding me.  This sword was the weapon of Ri'lahl's

Knight Protector, passed down from father to son for many years.  It still

holds a portion of the souls of that great line.  It is alive, though not

in a human sense.  Be wary of it, and use it wisely."

~
E
rgive~
Etrahnin starts to hand the bastard sword to $n but thinks better of it

and looks $s over, considering.

~
E
rthank~
Etrahnin gladly takes the phial of twilight from $n, clasping it close to

him.  He removes the silvery stopper and twilight pours out of the crystal

phial, drifting up to wreath his head in pale blue.  His eyes flicker and

he gives a small start.  His jaw drops, and he heaves a great sigh of

relief.  The twilight begins to dissipate, then suddenly coalesces,

becoming the solid silver of a blade.  The mist clears away and Etrahnin

is left holding a softly pulsing sword of silver and sable.

~
E
give~
Etrahnin starts to hand you the sword, but then thinks better of it.  You

see a mischievious glint in his eye as he looks you over.

~
E
gasp~
Etrahnin gasps in astonishment and snatches the twilight from you. 

@e"Where did you get this, you young lout?!" He growls angrily.

~
E
trick~
Etrahnin smiles and says, @e"You have done well.  I have another small

task for you, should you choose to accept it."@n The crafty old sage

glances at the sword and winks at you.

~
E
rtrick~
Etrahnin smiles and says, @e"You have done well, $n.  I have another small

task for you, should you choose to accept it."@n The crafty old sage

glances at the sword and winks at $n.

~
!
6 2546
~
act_tochar( #sword, ch );

act_notchar( #hand, ch );

wait( 1 );

act_tochar( #give, ch );

act_notchar( #rgive, ch );

obj_to_char( oload( 2555 ), ch );

~
E
sword~
You give the sword to Etrahnin, explaining that you cannot use such a

weapon.  He frowns at the sword for a moment, then makes an obscure

gesture while muttering a few arcane words.  The sword pulses in his

hands, and becomes a length of sable wood, streaked with silver!

~
E
give~
Etrahnin gives you a silver and sable staff.

~
E
rgive~
Etrahnin gives a silver and sable staff to $n.

~
E
hand~
$n hands a sword to Etrahnin.

~
!
2 -1
task~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

wait( 2 );

if( !cflag( 77, ch, ) ) {

  if( done_quest( ch, 45 ) ) {

    act_room( #task, ch );

    wait( 3 );

    act_tochar( #nod, ch );

    act_notchar( #rnod, ch );

    wait( 2 );

    act_room( #coffer, ch );

    wait( 2 );

    act_room( #warn, ch );

    wait( 3 );

    act_tochar( #give, ch );

    act_notchar( #rgive, ch );

    obj_to_char( oload( 2584 ), ch );

    set_cflag( 77, ch );

    }

  else {

    interpret( mob, "snort" );

    act_tochar( #hmph, ch );

    }

  }

else {

  interpret( mob, "roll" );

  act_tochar( #lost, ch );

  }

~
E
ask~
You ask Etrahnin about the task at hand.

~
E
task~
Etrahnin nods thoughtfully.  @e"What I have learned here must be told to

Tsarith, the sage of Voaleth.  He will, perhaps, not like the omens for

his race, but the knowledge must be passed on.  Take this to him, and he

will be able to see what has transpired by invoking the runes inscribed

upon it."@n

~
E
nod~
You nod eagerly, ready to take on whatever task the sage will set for you,

if only he'll give you that sword!

~
E
rnod~
$n nods eagerly, ready to accept any task to get that sword!

~
E
coffer~
Etrahnin rummages around in his desk for a moment, before producing a

runed ivory coffer.

~
E
warn~
@e"Simply have Tsarith open this coffer, and it will invoke the spell."@n

Etrahnin pauses and fixes you with a stern glare. @e"You must remember

that only Tsarith can invoke the enchantment around this container.  If

you try to open it, the magic will misfire and I cannot promise that you

will survive it.  This is very powerful magic."@n

~
E
give~
Etrahnin hands you the ivory coffer, still glaring at you meaningfully.

~
E
rgive~
Etrahnin hands an ivory coffer to $n, glaring at $m meaningfully.

~
E
rask~
$n asks Etrahnin about the latest task.

~
E
hmph~
@e"One MIGHT assume that you might finish the first task regarding the

Oracle before asking for another." 

~
E
lost~
@e"What happened to the box I gave you?  If you lost one box, you'll only

lose another.  Go bother someone else, child."@n 

~
!
2 -1
sword~
if( done_quest( ch, 46 ) ) {

  if( !cflag( 81, ch ) ) {

set_cflag( 81, ch );

    act_tochar( #ask, ch );

    act_notchar( #rask, ch );

    wait( 2 );

    act_room( #sword, ch );

    wait( 2 );

    act_tochar( #give, ch );

    act_notchar( #rgive, ch );

    obj_to_char( oload( 2546 ), ch );

    }

  else

    act_tochar( #got, ch );

  }

if( doing_quest( ch, 46 ) ) {

  interpret( mob, "grumble" );

  act_tochar( #done, ch );

  }

if( !has_quest( ch, 46 ) )

  act_tochar( #bah, ch );

~
E
sword~
@e"Ah yes, the sword..."@n Etrahnin rummages around in a giant chest and

pulls out the lovely silver and sable bastard sword.  He runs his finger

down the silvery blade.  @e"Use this wisely, child.  It is alive, in its

own way."@n 

~
E
give~
Etrahnin clasps your hand briefly, then gives you a silver and sable

bastard sword.

~
E
rgive~
Etrahnin clasps $n's hand briefly, then gives $m a silver and sable

bastard sword.

~
E
ask~
You ask the sage about the lovely sword you've been promised.

~
E
rask~
$n asks the sage about the lovely sword $e's been promised.

~
E
done~
@e"One MIGHT think you could finish Tsarith's task first, young one."@n

~
E
bah~
@e"Finish the task I set you, first, child." @n  The sage grumbles.

~
E
got~
@e"Do not try to trick me, child.  I know you have been given the sword

already."@n Etrahnin says in a menacing voice.

~
!
2 -1
gemlongrin~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N if $E knows anything about Gemlongrin.

~
E
stat1~
I cannot say I have heard of him. But I do not leave my house much.

I don't prefer to bother much with the farmers around here.

~
!
-1

#711
~
~
human child~
~
~
is playing here.~
human children~
~
~
are playing here.~
A small human child dressed in coarse, tattered clothing eyes you

suspiciously.

~
Kiian~
attack( mob, victim, 1d3+0, "punch" );

~
!
1 0 0 0 0 0 0 10
0 0 91 4000 893969051 0 0
229859 0 0 0 3
1
8 10 8 12 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2621825 26214464
28 117 0 840 689
M 0 3 0
-1
-1

#712
~
~
basilisk~
~
dark-scaled~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 894261422 0 0
229939 74112 0 0 8
15
20 14 14 20 16
50 0 0 0 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858890 26214464
0 1 0 0 0
N 0 8 0
-1
-1

#713
Jhirrik~
~
bespectacled old gnome~
~
~
calls for more ale.~
~
~
~
~
A wizened, bespectacled old gnome leans on a crooked staff and smiles at

you through thick glass lenses.  Dressed in loose grey clothing and

wearing a thick brown cloak, the gnome returns your glance, seemingly and

intrigued by your presence.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 6d10+5, "arthritic punch" );

attack_weapon( mob, victim, 6d10+5, "rickety fist" );

if( i > 6 )

  attack( mob, victim, 2d40+20, "grandfatherly bop" );

if( i == 1 )

  do_spell( confuse, mob, ch );

if( i > 2 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@B@RJhirrik grumbles and calls for assistance!

~
!
1 0 2 0 0 0 0 10
0 0 0 4000 893969650 0 0
4425127 6561856 0 48 4
40
12 16 16 22 14
20 20 20 50 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26214464
0 1 0 0 0
M 48 3 0
774 17 1509949450 6 0
2181 17 1509949450 15 0
2181 17 1509949450 14 0
2022 17 1509949480 7 0
2042 17 1509949480 10 0
2002 17 1509949490 5 0
2081 17 1509949470 6 0
2102 17 1509949470 9 0
116 17 1509949480 8 0
-1
2 -1
ale~
i = random( 1, 5 );

wait( i );

interpret( mob, "chuckle" );

send_to_char( #bemused, ch );

~
E
bemused~
He looks up from his mug, and smiles in amusement.  "A fine ale," he

says, "is worth more than you can understand, young one." 

~
!
0 -1
~
i = random( 1, 10 );

if( random( 1, 10 ) < 2 ) { 

  wait( i );

  send_to_room( #ale, room );

  }

~
E
ale~
Jhirrik smiles at the bartender, and wipes some foam from the corner of

his mouth.  "That hit the spot." 

~
!
2 -1
raiders raider renegades~
wait( 2 );

send_to_room( #renegades, room );

~
E
renegades~
Jhirrik is asked about the raiders.


Jhirrik looks up from his frosted mug and frowns.


"Them renegades is no good.  Never have been, never will.  Even before

they got the boot from Orlumber, they was always causin' trouble.  My

advice is to stay away from them, wherever they turn up.


You'll be sorry if you don't."

~
!
-1

#714
Egrham~
~
portly barkeep~
~
~
waits for your order.~
portly barkeeps~
~
~
wait for your order.~
A short and portly man dressed in a tidy apron stands behind a spotless

bar.  Somewhat excited by your presence, he nervously wipes the bar and

waits for you to order.

~
Kiian~
attack_weapon( mob, victim, 3d5+5, "roundhouse punch" );

attack_weapon( mob, victim, 3d5+5, "haymaker" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 3d5+5, "body blow" );

if( random( 1, 10 ) < 5 )

  attack_weapon( mob, victim, 5d20+20, "body slam" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #yell, room );

  send_to_room( #open, room );

  send_to_char( #expel, ch );

  act_notchar( #expel2, ch );

  send_to_room( #expel3, find_room( 37084 ) );

  transfer( ch, find_room( 37084 ) );

  send_to_room( #close, room );

  }

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

~
E
yell~
@BThe barkeep yells `Enough! I've had it with you ruffians!'@n

~
E
expel~
Ergham grabs you by the scruff of your neck and throws you out the door!

~
E
expel2~
Ergham grabs $n and throws him out the door!

~
E
expel3~
$n comes flying out the door, head over heels!

~
E
open~
Egrham opens the door.

~
E
close~
Ergham slams the door shut in a fit of rage.

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893969604 0 0
230823 6562241 5 496 4
50
25 10 14 20 18
25 25 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 496 5 0
463 17 1509949540 13 0
2022 17 1509949540 7 0
-1
2 -1
raiders gnomes renegades~
act_tochar( #tell, ch );

wait( 1 );

tell( mob, ch, #history );

~
E
history~
Well, I don't know you and I don't tell what I don't know to your types. 

Old Gwendolyn, she might be more inviting, and maybe the sage'll tell you

a thing or three, but as for me I keep my mouth shut and try to hold onto

the little business I have left.  It's hard making a living with no

travelers, you know.  Now, what'll it be?

~
E
tell~
You ask the barkeep about the gnome renegades.

~
!
8 -1
hi hiya heya hello~
act_tochar( #hi, ch );

act_notchar( #hi2, ch );

~
E
hi2~
$n says something in greeting to the barkeep.  Egrham nods in response.

~
E
hi~
Egrham nods in greeting.  "Hello, how may I help you?"

~
!
2 -1
mercenaries mercs band~
act_notchar( #ask, ch );

act_tochar( #ask2, ch );

act_room( #mercs, ch );

~
E
mercs~
Egrham scratches his heard.  "Yeah, heard some shepherds talking about

strange tracks in the hills, and some missing animals.  You might wanna

check up there, but be careful.  Strange things are going on, in more

than one way, if ya catch my drift..."

~
E
ask2~
You ask the barkeep about the mercenaries.

~
E
ask~
$n asks the barkeep about mercenaries.

~
!
2 -1
haggis~
act_tochar( #yum, ch );

~
E
yum~
Ah, my own family's special recipe.  All the normal bits go into it,

heart, lungs, liver, suet, onions, oatmeal, but the seasoning is the key. 

The seasonings we've used are a family secret handed down through the

generations and its the best haggis I've ever tasted, if I do say so

myself.  Bring me some fresh entrails and I'll make you some.

~
!
2 -1
rumors deserts naraki endurus~
act_tochar( #asks, ch );

act_notchar( #rask, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
asks~
You ask Egrham about some rumors regarding a desert.

~
E
rask~
$n asks Egrham the barkeep something.

~
E
stat1~
A few weeks ago, this gnome came runnin' in here, all excited like.  Kept

goin' on about a desert with four sands and such.  I didn't catch the

rest of it, too busy with my customers.  He did, though, keep mentioning

somethin' about a landslide.

~
!
-1

#715
~
~
ettin~
~
immense~
argues with itself.~
~
~
immense~
argue with themselves.~
An immense, two-headed humanoid towers over you.  Its twin heads regard

you hungrily, and begin to drool as it considers the fleshy little morsel

standing before it.  Grasped in one of its oversized, leathery fists is

is a sinister wooden club, a jagged spike nailed through one end.

~
Kiian~
attack_weapon( mob, victim, 2d20+15, "crushing blow" );

attack_weapon( mob, rand_player( room ), 2d20+15, "crushing blow" );

attack( mob, rand_player( room ), 2d20+15, "crushing blow" );

attack( mob, victim, 2d20+15, "crushing blow" );

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

if( random( 1, 10 ) < 3 ) {

  send_to_char( #swat, ch );

  act_notchar( #swat2, ch ); 

  attack_weapon( mob, rand_player( room ), 2d20+15, "crushing blow" );

  }

remove_rflag( reset0, find_room( 37214 ) );

~
E
cackle~
@BThe Ettin's two heads look at one another and cackle maniacally!@n

~
E
swat~
The ettin winds up and swats you with his giant spiked club!

~
E
swat2~
The ettin swats $n with their giant spiked club, sending him flying!

~
E
impale~
The Ettin drives the spike of his club into your body!

~
E
impale2~
The Ettin drives the jagged spike of his club into $n's body!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893970221 0 0
229687 2105472 12 1296 8
50
24 8 8 18 20
15 0 25 15 50 25 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head trap~
1000 16 right head~
460768
196608665 13110401
0 1 0 0 0
M 1296 7 0
1106 17 1509949445 -1 0
938 17 1509949445 -1 0
929 17 1509949450 -1 0
758 17 1509949441 -1 0
20 17 1509949465 -1 0
671 17 1509949540 16 0
750 17 1509949540 5 0
734 17 1509949442 -1 0
655 17 1509949450 -1 0
810 17 1509949442 -1 0
876 17 1509949445 -1 0
829 17 1509949442 -1 0
893 17 1509949445 -1 0
-1
-1

#716
~
~
flame-spitter~
~
~
is here, entertaining passers-by.~
flame-spitters~
~
~
are here, entertaining passers-by.~
This woman takes some strange liquid into her mouth, then blows it out

and lights it with a small torch.  It looks dangerous, to say the least. 

If you ask her, she will be more than happy to show off her daring-do

for you.

~
Phule~
attack_weapon( mob, victim, 2d10, "right hand" );

attack_weapon( mob, victim, 2d10, "left hand" );

if( random( 0, 2 ) == 1 ) {

  send_to_room( #inhale, room );

  attack_fire( mob, victim, 5d30+20, "billowing gout of fire" );

  }

if( random( 0, 4 ) != 3 ) {

  if( !is_silenced( mob ) ) {

    summon( mob, victim );

    act_room( #yell, mob );

    }

  else

    act_room( #ack, mob );

  }

~
E
inhale~
@b@RThe woman inhales a breath and holds a small torch in front of her

mouth ..  ..  ..  UH OH!!@n 

~
E
yell~
$n yells for help.

~
E
ack~
$n tries to yell for help, but is silenced!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004881 0 33
229795 0 0 0 4
15
10 12 12 13 12
0 30 -20 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
F 0 4 0
-1
2 -1
flame fire spit blow~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

send_to_room( #flame, room );

if( random( 1, 7 ) < 3 ) {

  send_to_room( #oops, room );

  loop( all_in_room ) {

    i = 3d4+1;

    if( rch != mob ) {

      dam_message( ch, i, "searing flame" );

      inflict( ch, mob, i, "accidental roasting" );

      }

    }

  }

~
E
oops~
@b@RThe flame-spitter loses control of her flame, and spits fire all over

the area!

~
E
flame~
The woman sucks in a large amount of the strange liquid she carries and

holds her small torch to her lips.  With a burst of flame she spews fire

upward into a billowing cloud of flame.

~
E
rask~
$n asks the flame-spitter to do a special stunt with the fire.

~
E
ask~
You ask the flame-spitter to do a special stunt with the fire.

~
!
-1

#717
~
~
scarred man~
~
~
is here lying on a bed of nails.~
scarred men~
~
~
are here lying on a bed of nails.~
This old man has scarred, wrinkled, sunbuned, and baggy skin.  He is

lying on a bed of nails with apparent ease and comfort.

~
Phule~
send_to_room( #bed, room );

attack( mob, victim, 40d3, "swung bed of nails" );

if( random( 1, 4 ) != 3 ) {

  if( !is_silenced( mob ) ) {

    act_room( #yell, mob );

    summon( mob, victim );

    }

  else

    act_room( #muffle, mob );

  }

~
E
bed~
The benailed man picks up his bed of nails as swings wildly!

~
E
muffle~
$n tries to yell for help, but is silenced!!

~
E
yell~
$n yells for the cityguard!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004595 0 33
230307 0 0 0 4
15
15 19 19 12 20
50 80 80 50 100 50 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#718
~
~
Fountain Guard of Narak~
~
~
leans on his halberd.~
Fountain Guards of Narak~
~
~
lean on their halberds.~
This guard is huge.  His muscles tell the tale of years of hard labor and

work, and the callouses on his hands tell you he wields his menacing

halberd with ease and skill.  Woe to the fool who attempts to steal from

his only trust, the Twin-Dolphin Fountain of Narak.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 4d6, "cunning spin kick" );

attack( mob, victim, 2d6, "kidney punch" );

if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #fire, room );

  attack( mob, victim, 4d20+20, "energy blast" );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
char~
The guard leans forward and snaps a kick at you.

~
E
room~
The guard leans forward and snaps a kick at $n.

~
E
fire~
The Guardsman unleashes a brilliant bolt of energy!

~
E
summon~
The Guardsman yells for assistance.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004923 0 33
230307 0 0 0 4
60
23 12 12 15 20
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 5 0
714 17 1509949450 16 0
2107 17 1509949450 9 0
2125 17 1509949540 8 0
715 17 1509949540 5 0
-1
-1

#719
None~
~
none~
~
~
is here.~
huge wrath wyrms~
~
~
is here.~
~
Nivel~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894347138 0 0
99239 0 0 0 4
65
21 13 12 18 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91750760 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#720
~
~
HammerHead Shark~
~
~
is here.~
~
~
~
~
Slicing through the water, 

~
Pandor~
attack_weapon( mob, victim, 3d20, "Bite" );

attack_weapon( mob, victim, 2d15, "tail whip" );

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894261584 0 0
201393 65536 0 0 4
15
16 12 12 15 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536138 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#721
~
~
creeping vine~
Twisting tightly around the trees,~
~
is slowly killing them.~
creeping vines~
Twisting tightly around the trees,~
~
are slowly killing them.~
This vine wraps itself around many branches in the trees.  As you approach

it seems to loosen its grip on the tree and prepare for an attack.

~
Shatterstar~
attack( mob, victim, 1d6+1, "thorns" );

attack( mob, victim, 1d6+1, "thorns" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch, obj, mob );

  attack( mob, victim, 1d4+3, "thorns" );

  }

~
E
char~
The Creeping Vine lashes you with its thorny tentacles!

~
E
room~
The Creeping Vine lashes $n with its thorny tentacles!

~
!
0 0 31 0 0 0 0 10
0 0 563 4000 894261611 0 26
4194307 8192 0 0 4
3
18 3 3 14 20
10 0 0 100 100 0 0
900 12 tentacle~
1000 4 body~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
28233 3291 0 31362 430032
N 0 8 0
-1
-1

#722
~
~
shark~
~
~
is here.~
sharks~
~
~
are here.~
Mottled colors provide this predator with adequate disguise in its watery

depths.  Above water, the wary may notice his dreaded mark, the dorsal

fin.  As it approaches, it catches a large fish in its mouth and you

notice many rows of very sharp teeth.

~
Talis~
attack( ch, mob, 3d6, "bite" );

attack( ch, mob, 3d6, "bite" );

i = random( 1, 8 );

if( i < 3 )

  interpret( mob, "bash" );

if( random( 1, 10 ) < 4 )

  act_tochar( #ouch, ch );

  act_notchar( #rouch, ch );

  attack( mob, victim, 5d6+4, "viscious bite" );

~
E
ouch~
@RThe shark bites deep into your skin, then shakes back and forth tearing

ragged chunks of flesh from your body.@n 

~
E
rouch~
@RThe shark bites deep into $n's skin, then shakes back and forth

tearing ragged chunks of flesh off.@n

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894261621 0 0
201761 25165824 0 0 4
12
18 3 3 18 18
10 0 5 5 10 0 0
300 18 Dorsal Fin~
900 14 Rubbery Skin~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#723
~
insane pruner~
skinny old man~
~
~
searches through a pile of tools.~
skinny old men~
~
~
search through a pile of tools.~
You stare at this creature that was once a human being.  He wobbles

around his shack on knobby legs that look too thin to support any weight. 

Entirely covered in mud and grime, he gives off a stench that would make

even those with the heartiest constitution queasy.

~
Shatterstar~
attack_weapon( mob, victim, 1d7+1, "left fist" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 1d7+1, "right fist" );

if( random( 0, 1 ) == 0 ) 

 attack_weapon(mob, victim, 1d6+3, "rabbit punch" );

~
E
char~
The Mad Gardner claws at you with his dirty fingernails.

~
E
room~
The Mad Gardner claws with dirty fingernails.

~
!
0 0 0 0 0 0 0 10
0 0 2157 4000 894455567 0 0
229763 4202497 0 16 8
5
16 7 7 16 12
0 0 0 0 -50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
92570 12853 0 111862 1733885
M 16 4 0
2040 17 1509949490 10 0
2000 17 1509949470 5 0
2020 17 1509949515 7 0
1047 17 1509949443 -1 0
902 17 1509949443 -1 0
1106 17 1509949443 -1 0
6 1 1509949460 1 0
14 1 1509949470 -1 0
-1
-1

#724
a mad villager~
~
villager~
~
wild-eyed and crazed~
eyes you suspiciously.~
villagers~
~
wild-eyed and crazed~
eye you suspiciously.~
The mad villager is dressed in rags, his hair disheveled.  He clutches a

digging stick and glares at you with the look of a caged animal.

~
Kiian~
attack_weapon( mob, victim, 1d5, "right hand" );

attack_weapon( mob, victim, 1d5, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 2573 4000 894261702 0 0
229811 0 0 0 4
4
14 9 9 14 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
64241 18602 0 98347 785219
M 0 4 0
599 17 1509949540 16 0
1031 17 1509949465 6 0
737 17 1509949460 -1 0
1000 17 1509949450 -1 0
-1
-1

#725
~
~
gnome brigand~
~
~
scowls at you from a short distance.~
gnome brigands~
~
~
scowl at you.~
A small, surly gnome stands here, grasping two sharp knives in each of

his hands.  His face, or what you can make out of it from beneath his

loose brown cloak, is twisted in a crooked and bitter scowl.

~
Kiian~
attack_weapon( mob, victim, 1d5+1, "right hand" );

attack_weapon( mob, victim, 1d5+1, "combination" );

attack_weapon( mob, victim, 1d5+1, "left hand" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d7+4, "kick" );

~
!
0 0 2 0 0 0 0 10
0 0 611 4000 894261730 0 0
230385 4198400 0 0 8
8
14 9 9 16 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215046 19662401
39670 5293 0 69642 1130893
M 0 3 0
3028 17 1509949540 16 0
738 17 1509949450 5 0
893 17 1509949442 -1 0
-1
-1

#726
~
~
{figure} gnomish cutpurse~
~
small haggard~
leans on his blade, watching you.~
{figures} gnomish cutpurses~
~
small haggard~
lean on their blades, watching you.~
A haggard gnome dressed in torn clothing glances in your direction, his 

eyes and bearing exhibiting a clear lack of interest in his surroundings.

He nonchalantly fingers a short blade as he observes your movements.

~
Kiian~
attack_weapon( mob, victim, 1d4+1, "right hand" );

attack_weapon( mob, victim, 1d4+1, "left hand" );

if( random( 1, 10 ) < 2 ) {

  attack_weapon( mob, victim, 1d4+1, "flurry of blows" );

  attack_weapon( mob, victim, 1d4+1, "flurry of blows" );

  attack_weapon( mob, victim, 1d4+1, "flurry of blows" );

  }

~
!
0 0 2 0 0 0 0 10
0 0 1347 4000 895371953 0 21
230321 4206592 0 48 4
10
15 7 12 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 19662401
120537 13058 0 203055 4273773
M 48 3 0
2080 17 1509949450 6 0
3002 17 1509949540 16 0
3029 17 1509949540 18 0
116 17 1509949470 8 0
743 17 1509949445 -1 0
2002 17 1509949465 5 0
2022 17 1509949490 7 0
983 17 1509949442 -1 0
1039 17 1509949465 -1 0
1106 17 1509949445 -1 0
-1
-1

#727
The Duelist~
~
tall elf~
~
~
stands casually on the tree trunk~
tall elves~
~
~
stand casually on the tree trunk.~
A tall elf dressed in green breeches and a brown tunic leans on thick

staff.  He seems at ease on his perch on the long log, high above the

chasm floor.  His eyes twinkle with mischief as he sizes you up.

~
Kiian~
i = 3d28+10;

j = 2d20;

attack_weapon( mob, victim, 3d4, "right hand" );

attack_weapon( mob, victim, 3d4, "left hand" );

if( random( 1, 10 ) < 4 )

  attack_weapon( mob, victim, 3d4, "pivot and swipe" );

if( attack( mob, victim, 3d4, "pivot and swipe" ) ) {

  if( find_stat( ch, dex ) < 28 ) {

    send_to_char( #swipe, ch );

    act_notchar( #swipe2, ch );

    transfer( ch, find_room( 37178 ) );

    dam_message( ch, i, "the fall" );

    inflict( ch, mob, i, "the fall" );

    end;

    }

  else

    if( random( 1, 10 ) < 7 ) {

    send_to_char( #swipe, ch );

    act_notchar( #swipe2, ch );

    transfer( ch, find_room( 37178 ) );

    dam_message( ch, i, "the fall" );

    inflict( ch, mob, i, "the fall" );

    end;

    }

  else

    if( random( 1, 10 ) < 4 ) {

    send_to_char( #smack, ch );

    dam_message( ch, j, "the sharp blow" );

    inflict( ch, mob, j, "the sharp blow" );

    end;

    }

  }

~
E
swipe~
The elf knocks you off balance and pitches you off of the tree and into the gorge!

~
E
swipe2~
The elf knocks $n off the tree trunk and into the gorge below!

~
E
smack~
The elfs hits you with a stinging body blow!

~
!
0 0 1 0 0 0 0 10
0 0 1 4000 894262023 0 0
230307 6299648 0 48 4
20
16 12 12 30 15
45 45 45 45 45 45 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643978 26214730
4466 85 0 1308 103308
M 48 4 0
2102 17 1509949515 9 0
2022 17 1509949515 -1 0
2042 17 1509949515 10 0
116 17 1509949505 8 0
2002 17 1509949515 5 0
706 17 1509949538 16 0
752 16 1509949442 16 0
876 17 1509949445 -1 0
-1
1 -1
~
if( random( 1, 20 ) < 11 ) {

  send_to_char( #sneaking, ch );

  act_notchar( #room_sneak, ch );

  continue;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room_sneak~
$n gets past the elf.

~
E
sneaking~
You manage to get past the elf.

~
E
room~
The elf chuckles and steps in front of $n.

~
E
char~
The elf chuckles and steps in front of you.

~
!
-1

#728
~
~
renegade gnome thief~
~
~
sneaks around in the shadows here.~
renegade gnome thieves~
~
~
cling to the shadows.~
This sly and crafty thief is just the right height to either swiftly pick

pockets or to attack wondering adventuers in small bands.  His eyes

skillfuly look you over trying to find a weakness in your armor.

~
Tempus~
attack( mob, victim, 2d4+1, "right hand" );

attack_weapon( mob, victim, 1d4, "left hand" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d5+5, "kick" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d10, "sharp elbow" );

~
!
0 28 2 0 0 0 0 10
0 0 28 4000 898853699 0 0
230901 5255168 0 16 4
11
14 9 11 17 14
5 5 10 5 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
41943686 32769601
773 112 0 4752 78879
M 16 3 0
2003 17 1509949465 5 0
2022 17 1509949465 7 0
2103 17 1509949465 9 0
2042 17 1509949465 10 0
2181 17 1509949465 15 0
2181 17 1509949465 14 0
3029 17 1509949540 16 0
-1
-1

#729
Calenhan~
~
captain's son~
~
~
is looking at you strangely.~
captain's sons~
~
~
are looking at you strangely.~
Before you stands the captian's son, a short burly young man that looks

like someone you shouldn't pick a fight with.

~
Ashkai~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894262128 0 0
1073972129 0 0 992 4
10
17 12 12 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 992 4 0
-1
0 -1
~
~
!
-1

#730
~
~
seed puff~
~
white~
floats calmly on a breeze.~
seed puffs~
~
white~
float calmly on a breeze.~
If all goes well this'll never be seen.

This works with object# 733.

~
Athyle~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894262225 0 0
2083 0 0 0 4
0
3 3 20 25 3
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65 26214464
0 1 0 0 0
M 0 4 0
-1
3 -1
~
i = random( 1, 6 );

if( i == 1 ) {

  if( is_open( room, west ) ) {

    interpret( mob, "west" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

if( i == 2 ) {

  if( is_open( room, east ) ) {

    interpret( mob, "east" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

if( i == 3 ) {

  if( is_open( room, north ) ) {

    interpret( mob, "north" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

if( i == 4 ) {

  if( is_open( room, south ) ) {

    interpret( mob, "south" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

if( i == 5 ) {

  if( is_open( room, up ) ) {

    interpret( mob, "up" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

if( i == 6 ) {

  if( is_open( room, down ) ) {

    interpret( mob, "down" );

    mpcode( mob, 2 );

    }

  else

    mpcode( mob, 1 );

  }

~
!
3 -1
~
room = get_room( mob );

obj_to_room( oload( 733 ), room );

junk_mob( mob );

~
E
room~
Bleh

~
!
-1

#731
~
~
disgruntled mail daemon~
~
~
is here.~
disgruntled mail daemons~
~
~
are here.~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894262239 0 0
250275 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#732
~
~
tasloi youth~
small~
~
glares at you for being in its way.~
tasloi youths~
small~
~
glare at you for being in their way.~
A small, semi-erect creature glares at you with golden cat-like eyes. 

Smaller than others, this youth of its race has obviously not learned

caution yet.  Its lustrous green skin is covered by patches of mud, dried

blood and gore.

~
Talis~
if( random( 1, 5 ) == 5 ) {

  i = 3d4+4;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "a hurled javelin" );

inflict( victim, mob, i, "a hurled javelin" );

  }

attack_weapon( mob, victim, 2d2+4;, "left claw" );

attack_weapon( mob, victim, 2d2+4;, "right claw" );

if( has_obj( 213, mob ) ) {

  attack( mob, victim, 3d3+3, "vicious stab" );

  end;

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 58 0 0 0 0 10
0 0 21 4000 894262246 0 27
247781 12288 0 0 8
8
10 5 5 18 10
5 5 5 0 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
1288 163 0 765 26585
N 0 2 0
2060 17 1509949480 11 0
736 17 1509949540 17 0
1408 17 1509949500 16 0
-1
-1

#733
~
~
adult tasloi~
~
~
is here sharpening its javelins.~
adult tasloi~
~
~
are here sharpening their javelins.~
You see a small creature in a semi-errect posture looking warily back at

you.  Its golden cat-like eyes are offset by the lustrous green of its

skin.  Its feral smile displays unnervingly sharp teeth covered in old

gore.

~
Talis~
if( random( 1, 5 ) == 5 ) {

  i = 5d5;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "a hurled javelin" );

  inflict( victim, mob, i, "a hurled javelin" );

  }

attack_weapon( mob, victim, 2d3+4, "left claw" );

attack_weapon( mob, victim, 2d3+4, "right claw" );

attack_weapon( mob, victim, 2d3+4, "vicious bite" );

if( has_obj( 213, mob ) ) {

  attack( mob, victim, 3d3+3, "wicked back-slash" );

  attack( mob, victim, 3d3+3, "thrust" );

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 58 0 0 0 0 10
0 0 46 4000 893446544 0 0
247777 8192 0 0 8
14
10 8 8 18 10
10 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
4949 545 0 6565 177628
N 0 2 0
2060 17 1509949490 11 0
736 17 1509949540 17 0
1408 17 1509949490 16 0
-1
-1

#734
~
~
warder captain~
~
~
observes your movements.~
warder captains~
~
~
observe your movements.~
A tall and lean human stands before you, dressed in a loose brown cloak

and muddy trail leathers.  He regards you with a suspicious eye, his

hands concealed within the deep folds of his cloak.  You sense an

experience beyond his years in the individual before you.

~
Kiian~
i = random( 0, 5 );

if( i < 3 )

  interpret( mob, "bash" );

attack( mob, victim, 6d5+20, "swipe" );

attack( mob, victim, 6d5+20, "smash" );

attack( mob, victim, 6d5+20, "punch" );

attack( mob, victim, 6d5+20, "stomp" );

if( i < 5 )

  attack( mob, victim, 6d5+20, "jab" );

if( i == 1 )

  do_spell( fireball, mob, ch );

if( i < 5 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
summon~
@bThe warder captain calls for his men!@n

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894262268 0 0
4425509 6300035 140 48 3
60
20 11 14 20 15
50 50 50 75 100 50 50
600 18 body~
500 18 leg~
600 18 arm~
600 18 head~
1000 18 hands~
2017
262144660 52429450
5382 58 0 171 0
M 48 4 0
708 17 1509949500 5 0
2162 16 1509949480 5 0
600 17 1509949540 7 0
2200 17 1509949465 13 0
2125 17 1509949540 8 0
-1
0 -1
~
if( cflag( 24, ch ) ) 

  end;

set_cflag( 24, ch );

send_to_char( #warning, ch );

~
E
warning~
The valley warder squints at you for a moment, and then speaks in a low,

hushed voice.


"Tread softly, stranger, whilst in Pennan, for strange times have brought

strange events with them to our fair valley.  We will not brook abuse of

our homes, our animals or our valley by outsiders.  A warning - times

have worn our tolerance thin.  " 

~
!
-1

#735
~
~
castle servant~
~
~
is here cleaning up.~
castle servants~
~
~
are here cleaning up.~
The servant looks at you and sighs thinking of all this extra work that

needs to be done.

~
Dragos~
attack( mob, victim, 2d4+0, "right hand" );

attack( mob, victim, 2d4+0, "punch" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d4+0, "right hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d4+0, "left hand" );

attack( mob, victim, 5d3+0, "kick" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894262288 0 0
229861 0 0 0 4
8
13 10 10 10 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
M 0 4 0
26 17 1509949540 0 0
-1
0 -1
~
if( !has_quest( ch, 26 ) ) {

  if( !cflag( 26, ch ) ) {

    if( random( 0, 10 ) < 3 ) {

      if( mob_in_room( 735, room ) )

        act_tochar( #mumble, ch );

      }

    }

  }

~
E
mumble~
As you walk by the servant, you hear him mumbling something about a

bucket.

~
!
2 -1
bucket~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

if( done_quest( ch, 26 ) ) {

  tell( mob, ch, #tell );

  end;

  }

if( !has_quest( ch, 26 ) ) {

  tell( mob, ch, #bucket );

  assign_quest( ch, 26 );

  end;

  }

if( has_quest( ch, 26 ) )

  tell( mob, ch, #t2 );

~
E
t2~
I still need that bucket, will you please find it for me.

~
E
bucket~
Please retrieve my bucket for me.  I do not have the time or energy to

look for it.

~
E
tell~
I have no need for the bucket anymore, thank you.

~
E
ch~
You ask the servant about his bucket.

~
!
6 762
~
junk_obj( obj );

if( doing_quest( ch, 26 ) ) {

  send_to_char( #thanks, ch );

  update_quest( ch, 26 );

  set_cflag( 16, ch );

  end;

  }

if( done_quest( ch, 26 ) )

  send_to_char( #have_one, ch );

else

  send_to_char( #looking, ch );

~
E
looking~
The servant tells you, 'Hmmm...I am looking for one of these, but how did

you know I needed one?' 

~
E
have_one~
The servant tells you, 'Thanks, but you have already found a bucket for me.'

~
E
thanks~
The servant inspects the bucket and tells you, 'Thanks!  I am so glad

that you have taken the time to find my bucket.  Now I will be able to

clean the floors.' 

~
!
-1

#736
~
~
wizened old farmer~
~
~
smokes his pipe and stares into space.~
wizened old farmers~
~
~
smoke their pipes and stare into space.~
A wrinkled and weathered old human stands before you, smoking a large

pipe.  Dressed in overalls and mud-stained boots, he appears wise beyond

his years as he puffs slowly and regards you with an intense, piercing

gaze.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 4d5+5, "right hand" );

attack_weapon( mob, victim, 4d5+5, "left hand" );

if( i < 4 )

  attack( mob, victim, 4d10+4, "kick" );

if( i < 7 ) {

  summon( mob, ch );

  send_to_room( #help, room );

  }

if( random( 1, 10 ) < 4 ) { 

  send_to_room( #fireball, room );

  do_spell( fireball, mob, ch );

  }

~
E
help~
@bThe wizened farmer cries out for help!@n

~
E
fireball~
@bThe wizened farmer cups his hands around his pipe, and suddenly a

bright ball of fire appears!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893969526 0 29
229795 8576 8 48 3
40
18 15 15 18 14
25 25 25 25 85 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287060 26214464
238 6 0 60 0
M 48 4 0
598 17 1509949515 6 0
600 17 1509949515 7 0
770 17 1509949540 17 0
763 17 1509949445 8 0
2125 16 1509949510 8 0
2200 17 1509949490 13 0
-1
2 -1
gemlongrin monk~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N is he has seen any monks lately.

~
E
stat1~
Aye, nope. Can't says that me have, nope.

~
E
stat2~
I did sees a strange feller once, messing around me barn.  But he

disappeared like a scattering swarm of locusts before I could fetch me

shovel.

~
!
-1

#737
~
~
great white shark~
~
~
is here.~
~
~
~
~
~
Pandor~
attack_weapon( mob, victim, 6d10+20, "bite" );

~
!
0 0 29 0 0 2000 0 10
0 0 0 4000 894290878 0 0
285414965 16842752 0 0 5
29
17 10 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536793 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#738
~
~
Llewyrr bard~
~
~
stands here humming a tune or tale to himself.~
Llewyrr bards~
~
~
stand here humming tunes to themselves.~
Standing to about two meters tall the bard wears clothing of dark greens

and brown, as is customary for all elves.  Odd musical instruments and

scrolls of parchment hang from the thick brown belt tied about this

llewyrr bards long tunic.  A cheery smile and eyes that glitter are the

formost features of his face, shadowed by an odd sort of green hat.

~
Athyle~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 894292042 0 27
234401 8448 0 48 3
15
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 48 4 0
-1
-1

#739
~
~
giant millipede~
~
~
clings to the rock walls.~
giant millipedes~
~
~
cling to the rock walls.~
The millipede is remarkably similar to the centipede except it is black

and has about ten times as many legs.  Looking at it, you would think a

lab experiment had gone haywire.

~
Dragos~
attack( mob, victim, 3d3+1, "bite" );

attack( mob, victim, 3d3+1, "bite" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  dam_message( ch, 4d5, "The trampling" );

  inflict( ch, mob, 4d5, "trample" );

  }

~
E
char~
The millipede charges at you, trampling you beneath its feet.

~
E
room~
The millipede charges at $n, trampling $m beneath its feet.

~
!
0 0 26 0 0 0 0 10
0 0 8 4000 894292066 0 0
229427 0 0 0 4
8
12 12 12 12 12
0 0 0 0 0 0 0
200 4 leg~
800 20 exoskeleton~
1000 13 hard head~
0 1000 ~
0 1000 ~
0
20972168 26214464
1544 123 0 1490 32275
N 0 3 0
-1
-1

#740
~
~
griffon~
~
~
scratches the rocky earth with a claw.~
griffons~
~
~
scratch the rocky earth with their claws.~
Before you stands Mother Nature's creation gone awry.  Half eagle and

half lion, this monster is surely a dangerous carnivore.  Large wings

carry it up to its lair high above.  Its head has an enourmous beak, and

the front claws are obviously lion.  However, somewhere halfway down its

torso, you can see the body of a lion emerging.  The tail whips about

behind its hindquarters.

~
Dragos~
attack( mob, victim, 6d7+1, "powerful beak" );

send_to_room( #room, room );

attack( mob, victim, 4d5+2, "claw" );

attack( mob, victim, 4d5+2, "claw" );

if( random( 1, 10 ) < 4 ) 

  attack( mob, victim, 3d8+1, "beating wings" );

attack( mob, victim, 4d5, "kicking hindquarters" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 2d1+3, "swinging tail" );

~
E
room~
The griffon rears back on its hindquarters and slashes at a horse with

its front claws.

~
!
0 0 23 0 0 0 0 10
0 0 0 4000 894321649 0 0
231731 0 0 0 3
32
19 14 10 17 19
10 0 20 0 0 0 0
200 5 sharp claws~
500 8 strong beak~
700 3 feathered wings~
1000 10 strong hide~
0 1000 ~
0
141558410 26214464
0 1 0 0 0
M 0 6 0
-1
5 -1
~
wait( 1 );

send_to_room( #room, room );

junk_mob( mob );

~
E
room~
The griffon flaps its wings and flies up to its lair.

~
!
-1

#741
~
~
gate warden~
~
~
is here.~
~
~
~
~
The gate warden stands here, as the first line of defense for the keep.

He is resplendent in his armor, and is wearing his badge of office.

~
Vulcan~
attack_weapon( mob, victim, 3d6+3, "right hand" );

attack_weapon( mob, victim, 3d6+3, "left hand" );

if( random( 1,10 ) < 6 )

  attack_weapon( mob, victim, 5d6+5, "uppercut" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894321676 0 0
1073973123 65792 4 0 4
25
22 14 15 14 20
5 10 30 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#742
~
~
umber hulk~
~
~
is here.~
umber hulks~
~
~
are here.~
Before you stands a night black creature with a yellowish gray underbelly. 

Its head is a dark gray, and the huge four foot mandibles jutting from

its jaws are ivory colored.  Bulky and hard as rocks, this creature with

iron-like claws jutting from its hands and feet, opens its gaping mouth

to bear its sharp fangs.

~
Dragos~
attack( mob, victim, 5d4+5, "iron-like claws" );

attack( mob, victim, 5d4+5, "iron-like claws" );

if( random( 1, 2 ) == 2 )

  attack( mob, victim, 6d8+1, "mandibles" );

if( random( 1, 10 ) < 4 ) {

  attack( mob, victim, 9d6+7, "stomp" );

  end;

  }

if( random( 1, 10 ) < 3 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 3d5+3, "thrown rock" );

  }

~
E
char~
The umber hulk picks up a rock and pelts it at you.

~
E
room~
The umber hulk picks up a rock and pelts it at $n.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894321738 0 0
196915 6299905 12 0 4
40
20 6 6 16 20
25 50 50 75 75 0 0
500 50 hulking body~
800 35 mandibles~
1000 60 bulbous head~
0 1000 ~
0 1000 ~
0
104858900 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#743
~
~
purple worm~
~
~
slowly slithers here.~
purple worms~
~
~
slowly slither here.~
Taking up most of the trail between the rock walls, this elongated

monster squirms along at an extremely slow pace.  This creature appears

to be eating everything in its path, so you better make sure you aren't

in its way.  Purple and massive, this worm-like creature looks to be

extremely tough.

~
Dragos~
attack_weapon( mob, victim, 4d10+5, "bite" );

if( attack( mob, victim, 4d10+5, "bite" ) ) {

  if( random( 1,10 ) < 4 ) {

    act_tochar( #swallow, ch );

    act_notchar( #swallow2, ch );

    transfer( ch, find_room( 23166 ) );

    act_notchar( #arr, ch );

    acode( find_room( 23166 ), 2 );

    }

  }

else {

  act_tochar( #miss, ch );

  act_notchar( #miss2, ch );

  }

attack_weapon( mob, victim, 3d10+3, "stinger tail" );

if( attack_weapon( mob, victim, 3d10+3, "stinger tail" ) ) {

  if( random( 1,10 ) < 7 ) 

    poison( ch );

  }

~
E
swallow~
The maw of the purple worm opens and swallows you whole.

~
E
swallow2~
You watch horrified as the purple worm swallows $n whole!

~
E
miss~
You narrowly avoid being swallowed by the monstrous purple worm!

~
E
miss2~
$n barely avoids being swallowed by the purple worm!

~
E
arr~
$n appears to have been swallowed as well.

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894321752 0 0
98341 0 8 0 4
30
25 6 6 10 20
0 10 5 0 99 0 0
900 20 thick hide~
1000 15 head~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
N 0 8 0
-1
4 -1
~
if( char_in_room( ch, find_room( 23166 ) ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  room = find_room( 23166 );

  transfer_all( room, find_room( 23107 ) ); 

  act_notchar( #arr, ch );

  }

else

  continue;

~
E
arr~
$n crawls out of the corpse of the purple worm.

~
E
room~
$n crawls out of the corpse of the purple worm.

~
E
char~
You crawl out of the corpse of the purple worm.

~
!
-1

#744
~
~
giant wasp~
~
~
is buzzing around its nest.~
giant wasps~
~
~
are buzzing around their nests.~
You are looking at a black wasp being held aloft by four enormous wings

which flutter rapidly.  The stinger at the end of its drooping posterior

looks extremely dangerous.

~
Dragos~
attack( mob, victim, 5d4+1, "stinger" );

attack( mob, victim, 5d4+1, "stinger" );

~
!
0 0 26 0 0 0 0 10
0 0 8 4000 899929949 0 0
199731 0 4096 0 4
8
8 9 7 20 20
0 -20 10 0 10 0 0
400 12 chitinous body~
600 5 wing~
800 11 chitinous head~
1000 23 stinger~
0 1000 ~
0
20972168 26214464
1093 96 0 1012 22291
N 0 2 0
-1
11 -1
~
send_to_char( #char, ch );

act_notchar( #room, ch );

continue;

~
E
room~
The wasp swings down to attack $n with its stinger.

~
E
char~
The wasp swings down to attack you with its stinger.

~
!
-1

#745
~
~
scorpion~
~
~
stands here cleaning itself.~
scorpions~
~
~
stand here cleaning themselves.~
Before you stands a monstrous scorpion wielding its notorious poisonous

tail.  Standing on eight legs, its front pincers reach forward to cleave

you.  Its whole body is covered by a strong exoskeleton.

~
Dragos~
attack( mob, victim, 3d3+1, "bite" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  i = 1d1+50;

  dam_message( ch, i, "stinging tail" );

  inflict( ch, mob, i, "stinging tail" );

  poison( ch );

  }

~
E
char~
The scorpion holds you with its front pincers and reaches over to sting

you with its tail.

~
E
room~
The scorpion holds $n with its front pincers and reaches over to sting $m

with its tail.

~
!
0 0 26 0 0 0 0 10
0 0 2 4000 894321792 0 0
196659 1 0 0 4
12
14 7 5 11 20
0 30 60 10 0 0 0
200 9 left pincer~
400 9 right pincer~
500 12 poisonous tail~
1000 45 exoskeleton~
0 1000 ~
0
31457932 26214464
858 26 50 819 103029
F 0 4 0
-1
-1

#746
~
old robed man~
robed man~
~
old~
stands here serenely watching you.~
robed men~
~
old~
stand here serenely watching you.~
This tall, old man stands proud and erect.  His long robe bears the same

whirling pattern of intermingled blue and green as the marble floors of

the room.  His mane of white hair trails down his back in a snowy cascade. 

His fierce, hawk-like features are accented by piercing dark eyes. 

Branded on the back of each of his hands is an eight sided shape

containing the striking falcon emblem of Ri'lahl.

~
Orb~
attack( mob, ch, 20d5+50, "locust kick" );

attack( mob, ch, 20d5+50, "bear grasp" );

attack( mob, ch, 20d7+50, "dragon strike" );

attack( mob, ch, 20d10+70, "eagle claw" );

if( random( 1, 10 ) > 4 ) {

  act_room( #acid, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 10d10+60, "acidic mist" );

    }

  }

if( random( 1, 3 ) == 2 ) 

  attack( mob, ch, 20d5+50, "eagle claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, ch, 20d7+50, "crushing blow" );

~
E
acid~
@GThe robed man calls the mist down around you!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893595160 0 21
230179 11 0 0 7
80
12 30 30 30 12
50 10 -100 30 100 100 0
1000 25 robed body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
261885106 26214464
0 1 0 0 0
M 0 4 0
976 17 1509949539 5 0
2544 16 1509949441 5 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( rflag( reset0, room ) ) {

  wait( 1 );

  if( !is_follower( ch ) )

    act_room( #greet, ch );

  }

else

  end;

if( doing_quest( ch, 46 ) ) {

  act_tochar( #sigh, ch );

  tell( mob, ch, #back );

  }

~
E
greet~
The old man turns his gaze your way and says: @e"Greetings, child.  Have

you come to consult the Oracle of Ages?"@n

~
E
sigh~
The old man sighs softly.

~
E
back~
So, you've returned.  Few find their way here twice in a lifetime.

~
!
8 16
yes~
act_room( #yes, ch );

~
E
yes~
The old man smiles slightly and says: @e"Indeed?  I charge one platinum

coin for the service of gathering the Oracle.  Pay me the fee or

depart."@n 

~
!
6 16
~
if( !mob_in_room( 1730, room ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    interpret( mob, "agree" );

    wait( 1 );

    act_room( #chant, ch );

    wait( 1 );

    act_room( #mist, ch );

    mload( 1730, room );

    wait( 2 );

    act_room( #ask, ch );

    wait( 2 );

    act_room( #list, ch );

    }

  else {

    act_room( #nothing, ch );

    act_tochar( #thief, ch );

    }

  }

else {

  act_room( #ask, ch );

  wait( 1 );

  act_room( #list, ch );

  }

~
E
chant~
The old man raises his withered arms and the brands on the backs of his

hands glow with a white light.

~
E
mist~
The luminous green mists of the room coalesce into a vaguely humanoid

figure in the middle of the octagon.

~
E
ask~
The old man turns back to you.  He gives you a searching look then asks,

@e"What do you wish to ask the Oracle?  Sometimes the answer is not what

you would wish to hear, or what you might expect.  Ask your question,

child, but only you can interpret the answer."

~
E
list~
The old man pauses for a moment before speaking again.  @e"The Oracle of

Ages will speak on these matters:  Love, Battle, and Death.  Choose which

you will ask.  When the Oracle has spoken, simply tell me of your desire

to return and I will transport you back to your point of origin."@n

~
E
nothing~
The old man frowns slightly and says, @e"The Oracle has spoken this day. 

Return with the sunrise and you may ask another question."@n 

~
E
thief~
You notice the old man does not return your coin.

~
!
8 -1
no return~
act_room( #nope, ch );

transfer_all( room, find_room( 57575 ) );

interpret( mob, "buhbye" );

~
E
nope~
The old man nods solemnly and makes a gesture.  The room is engulfed in a

white light and you are transported to another place.

~
E
arrive~
@eA bright glow fills the room, pulsing once, then dissipating.

~
!
2 -1
aurelia sorceress~
tell( mob, ch, #vyan );

wait( 2 );

tell( mob, ch, #vyan2 );

~
E
vyan~
Aurelia is a lovely woman.  Vyan, with flashing green eyes, she has has a

lustrous mane of white hair.  Petite she is, and beautiful to look upon,

but deadly as a viper.  She specializes in the magic of flame.  Beware her

searing touch.

~
E
vyan2~
She is a wanderer, rarely living in one spot, she travels the realms

making camp wherever she chooses.  Ask her for the phial, perhaps she

will give it to you without a fight.  And perhaps not.

~
!
-1

#747
~
~
mage guardian~
~
~
is here.~
mage guardians~
~
~
are here.~
A tall, robed human stands before you, his dark eyes regarding you with

cold indifference.  This man will brook no disrespect, whether directed

at him personally, or at his fellow clan members, or at his town in

general.

~
Padraig~
i = random( 1, 10 );

attack( mob, victim, 2d6+0, "left hand" );

if( i < 9 )

  attack( mob, victim, 2d6+0, "right hand" );

if( i < 7 )

  attack( mob, victim, 2d6+0, "left hand" );

if( i < 5 )

  attack( mob, victim, 2d6+0, "right hand" );

if( i < 3 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

i = random( 1, 10 );

if( i == 6 )

  do_spell( web, mob, victim );

if( i == 5 )

  do_spell( confuse, mob, victim );

if( i == 3 )

  do_spell( fireball, mob, victim );

if( i == 2 )

  do_spell( fireball, mob, victim );

attack( mob, victim, 50d50+200, "angry shove" );

~
E
help~
@bThe mage calls for assistance!@n

~
!
1 0 0 0 0 996 3001 10
0 0 1 4000 893556779 0 35
71550373 39977419 140 16 3
50
15 20 20 12 15
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
1
196608665 131075210
99472 164 0 2082 2874810
M 16 4 0
765 17 1509949540 5 0
-1
-1

#748
Polgar~
~
enormous ogre~
~
~
stands here protecting the pier.~
enormous ogres~
~
~
stand here protecting the pier.~
Before you stands an enormous ogre.  Standing over 7 feet tall he is a

menacing presence.  Standing with his feet shoulder length appart and his

hands resting on a two-handed sword, he peers at you 

~
Pandor~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 894406533 0 0
4424483 32768 0 0 4
29
17 12 12 18 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
75748
26216326 26214464
0 1 0 0 0
M 0 7 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

wait( 2 );

if( !char_in_room( ch, room ) )

  end;

if( find_stat( ch, level ) > 16 )

  act_tochar( #highchar, ch );

else {

  act_tochar( #lowchar,ch );

  interpret( mob, "grunt");

  wait( 2 );

  transfer( ch, find_room( 36565 ) );

  }

~
E
highchar~
The large ogre greats you with a half hearted grunt.  Looks you up and

down and says "You seem worthy enough to me, you may pass but I take no

responsibility for what happens.

~
E
lowchar~
The massive ogre picks you up by your neck and says, "You have no

business here stranger.  I suggest returning home!" With this he throws

you with all of his strength.

~
!
-1

#749
~
~
efreet~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894406548 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#750
~
~
{exposed brain} grell~
~
giant~
hovers in the air before you.~
{exposed brains} grells~
~
giant~
hover in the air before you.~
What appears to be a giant exposed brain hovers in the air before you, 

a jagged, almost avian beak protruding from its front, and a mass

of olive-green tentacles hovering in the air beneath it.

~
Kiian~
ch = rand_player( room );

i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 1d10, "olive tentacle" );

attack( mob, victim, 1d10+10, "olive tentacle" );

attack( mob, ch, 1d10+10, "olive tentacle" );

ch = rand_player( room );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 1d10+10, "olive tentacle" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 2d10+10, "olive tentacle" );

if( random( 1, 10 ) < 7 ) { 

  if( find_stat( ch, level ) < 91 )

    attack( mob, victim, 2d10+10, "olive tentacle" );

  }

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 2d10+20, "olive tentacle" );

if( attack( mob, victim, 2d10+20, "olive tentacle" ) ) {

  if( random( 1, 10 ) == 1 )

    interpret( mob, "bash" );

  }

~
!
0 0 30 0 0 0 0 10
0 0 119 4999 893971253 0 25
2865 2105728 4 0 4
30
16 7 7 18 14
10 15 15 100 100 35 50
400 12 olive tentacles~
250 25 beak~
1000 12 exposed brain~
0 1000 ~
0 1000 ~
0
117965455 26217601
36603 778 0 70448 9666557
N 0 7 0
740 17 1509949441 -1 0
940 17 1509949445 -1 0
1816 17 1509949445 -1 0
-1
-1

#751
~
~
githyanki~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894406575 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#752
~
~
ghoul~
~
~
is here.~
ghouls~
~
~
are here.~
Apparently, this creature has no recollection of it's death, only that

it can't rest until it complete's some quest. It's flesh hangs about it

like more of a hindrance than anything.

~
Kiian~
attack( mob, victim, 3d2+2, "raking claws" );

attack( mob, victim, 3d2+2, "raking claws" );

if( random( 1, 20 ) < 4 ) {

  act_tochar( #hit, victim, obj, mob );

  drain_exp( victim, 10 );

  }

else {

  act_tochar( #miss, victim, obj, mob );

  };

~
E
hit~
GHOUL HIT

~
E
miss~
MISS

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894406629 0 0
163969 65920 12 16 8
5
16 4 3 16 17
25 -25 99 70 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 16 5 0
-1
-1

#753
~
chief~
tasloi chieftain~
~
~
is here looking imperious.~
tasloi chieftains~
~
~
look ready to fight for dominance.~
You see small creature in a semi-errect posture looking warily back at

you.  Its sallow eyes are offset by the sickly green color of its skin. 

It is sparsely covered in short, wiry dark hair.

~
Talis~
if( random( 1, 3 ) == 3 ) {

  if( is_fighting( rand_char( room ) ) ) {

    i = 5d5;

    act_tochar( #c_javelin, victim );

    act_notchar( #r_javelin, victim );

    act_tochar( #backin, victim );

    dam_message( victim, i, "the hurled javelin" );

    inflict( victim, mob, i, "the hurled javelin" );

    }

  }

if( random( 1, 2 ) == 2 ) {

  if( is_fighting( rand_char( room ) ) ) {

    i = 5d4+5;

    act_tochar( #c_javelin, victim );

    act_notchar( #r_javelin, victim );

    act_tochar( #backin, victim );

    dam_message( victim, i, "the hurled javelin" );

    inflict( victim, mob, i, "the hurled javelin" );

    }

  }

attack_weapon( mob, victim, 2d5+3, "left claw" );

attack_weapon( mob, victim, 2d5+3, "right claw" );

attack_weapon( mob, victim, 4d5+4, "vicious bite" );

if( has_obj( 1052, mob ) ) {

  attack( mob, victim, 3d6+7, "vicious slice" );

  attack( mob, victim, 3d5+8, "powerful thrust" );

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
E
comehere~
The chieftain begins howling for his warriors.

~
!
0 35 58 0 0 0 0 10
0 0 0 4000 893446637 0 27
247715 1056768 0 0 8
25
15 10 10 20 15
25 30 15 20 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751055 26214464
0 1 0 0 0
M 0 3 0
2060 17 1509949530 11 0
2022 17 1509949535 7 0
2003 17 1509949535 5 0
736 17 1509949540 17 0
1052 17 1509949540 16 0
89 17 1509949450 -1 0
-1
1 4
u up~
send_to_char( #nochar, ch );

act_notchar( #noroom, ch );

~
E
noroom~
The chieftain uses his sword to block $n from going up.

~
E
nochar~
The chieftain blocks your passage with his sword.

~
!
-1

#754
~
~
Gate Guardsman of Narak~
~
~
is here, defending the city.~
Gate Guardsmen of Narak~
~
~
are here, defending the city.~
This tower of a man stands easily seven feet tall, and built as heavily

as an ogre.  Human intelligence and perception gleam in his eyes,

however, and you think it best to move on.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 4d6, "cunning spin kick" );

attack( mob, victim, 2d6, "kidney punch" );

if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 6 ) {

send_to_room( #fire, room );

  attack( mob, victim, 4d20+20, "energy blast" );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
fire~
The Guard closes his eyes and sends a mysterious blast of energy over you!

~
E
summon~
The Guard raises a hand to his mouth and yells loudly and clearly for

help.

~
E
char~
The Guard leans forward and lets loose a viscious snap kick.

~
E
room~
The Guard leans forward and snaps a kick at $n.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893975972 0 35
230819 0 0 0 4
60
19 14 13 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 5 0
715 17 1509949540 5 0
512 17 98 16 0
1166 17 1509949540 6 0
1168 17 10 6 0
1158 16 90 6 0
2125 17 1509949520 8 0
648 17 45 5 0
2002 16 1509949495 5 0
-1
-1

#755
~
~
rabbit~
~
~
quietly munches on some grass.~
rabbits~
~
~
quietly munch on the nearby grass.~
You see a small brown rabbit with a white fluffy tail.  It has black

eyes which it inspects you carefully with.  It does not seem disturbed

by your presence and continues eating.  

~
Kiian~
if( random( 0, 1 ) == 0 )

  attack( mob, victim, 1d3, "sharply pointed teeth" );

if( random( 0, 4 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 1d2, "little sharp claws" );

  end;

  }

if( random( 0, 3 ) == 0 )

  act_tochar( #to_char, victim );

~
E
to_all~
Quickly the rabbit ducks in for an extra attack.

~
E
to_char~
The rabbit goes to work on your ankle, and you can't shake it loose!

~
!
0 0 39 0 0 235 997 3374
1000 0 476 4000 899959698 0 26
196905 0 0 0 4
1
6 4 4 15 12
0 0 0 0 0 0 0
200 1 furry body~
400 1 fluffy haunch~
600 1 soft head~
750 1 long floppy ear~
1000 1 cottony tail~
0
3932801 13108801
1239 4244 0 8698 4847
N 0 1 400
35 17 1509949475 -1 0
40 17 1509949470 -1 0
5020 17 1509949445 -1 0
1299 17 1509949475 -1 0
-1
4 -1
~
if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    obj_to_char( oload( 532 ), ch );

    send_to_char( #ch, ch );

    act_notchar( #Nch, ch );

    end;

    }

  else

    end;

  }

if( random( 1, 5 ) == 4 )

acode( find_room( 67000 ), 1 );

~
E
Nch~
After killing the rabbit, $n kneels down and slices off one of its ears.

~
E
ch~
After killing the rabbit you kneel down and slice off one of its ears.

~
!
-1

#756
~
~
wolverine~
~
~
sidles up to you.~
wolverines~
~
~
sidle up to you.~
Covered with dark fur, this hideous creature is the bane of those

creatures which it encounters.  Sharp claws, a viscious maw and an even

more surly attitude ensure that the wolverine gets into many a tangle,

and, for the most part, comes out with a fresh kill each time.

~
Kiian~
attack( mob, victim, 2d4, "sharp claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d4, "sharp claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 3d4+4, "vicious bite" );

~
!
0 0 60 0 0 0 0 10
0 0 71 4000 897510133 0 29
197425 4202496 0 0 4
10
14 4 5 18 14
5 0 75 5 25 0 0
800 7 dark fur~
50 25 sharp claw~
600 5 furry tail~
500 5 furry leg~
1000 5 head~
0
31457928 26217601
9337 1445 0 13622 174581
M 0 3 0
-1
-1

#757
Fadgar the Shepherd~
~
tall, lean man~
~
~
wanders here, looking for his flock.~
~
~
~
~
A tall, lean man dressed in nondescript clothing stands before you.  His

gaunt face is furrowed and weathered; you sense that this man leads a

difficult life.

~
Kiian~
attack_weapon( mob, victim, 2d3, "right hand" );

attack_weapon( mob, victim, 2d3, "left hand" );

if( random( 1, 10 ) < 2 ) 

  attack_weapon( mob, victim, 2d3, "swipe" );

~
!
0 16 0 0 0 0 0 10
0 0 487 4000 893969283 0 0
229793 0 128 0 4
10
13 12 12 16 14
5 0 10 5 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215178 26214464
37915 6611 0 58314 708154
M 0 4 0
706 17 1509949465 16 0
116 17 1509949470 8 0
2201 17 1509949450 13 0
738 17 1509949460 5 0
600 17 1509949470 7 0
1039 17 1509949490 -1 0
983 17 1509949445 -1 0
-1
2 -1
wool sheep~
send_to_room( #wool, room );

~
E
wool~
So you are perhaps interested in some wool, eh?  My flocks were the

finest in the valley, even before the raiders came.  Go now, and bring me

a garnet, and I will trade you some of my finest-quality wool.

~
!
6 737
~
junk_obj( obj );

send_to_char( #trade, ch );

act_notchar( #trade2, ch );

send_to_char( #give, ch );

act_notchar( #give2, ch );

obj_to_char( oload( 691 ), ch );

~
E
give2~
Fadgar smiles and hands $n a small clump of wool.

~
E
give~
Fadgar smiles and hands you a small clump of wool.

~
E
trade2~
$n gives Fadgar a small garnet.

~
E
trade~
The gaunt shepherd raises an eyebrow as you give him the garnet.

~
!
2 -1
raiders~
send_to_room( #raiders, room );

~
E
raiders~
$n asks Fadgar about the raiders.


He scowls.  "They make life impossible.  Every day it seems one of my

animals disappears, or turns up cut to shreds in some secluded area of

the hills, or along the roads.  Bennis even said he saw a few of the

little bastards inside Pennan the other night.  Something's got to happen

soon.  Maybe you could talk to Corahnin; I know his warders are searching

high and low for the blasted raiders, but they're just spread too thin to

be effective.


Please, do something, before an honest shepherd loses what remains of his

flock." 

~
!
-1

#758
~
~
tower gatekeeper~
~
~
stand here.~
tower gatekeepers~
~
~
~
An ancient, wrinkled, and hunched old man peers at you, as if

reconsidering having let you in.  His face is set in a permanent scowl,

unhappy at being disturbed by your presence.  He leans heavily on a staff

nearly as old as he is, and fiddles with the key hanging on a string

around his neck.

~
Derna~
attack_weapon( mob, victim, 2d11+10, "whirling staff" );

attack_weapon( mob, victim, 2d11+10, "sweeping staff" );

attack_weapon( mob, victim, 2d11+10, "jabbing staff" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 4d10+20, "flurry of vicious blows" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894478667 0 0
1073972643 0 0 1488 0
50
16 17 19 9 15
10 0 0 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073620 26214464
0 1 0 0 0
M 1488 4 0
1098 17 1509949540 -1 0
-1
3 -1
~
if( reputation( ch, Secomber ) > 0 ) {

  interpret( mob_in_room( 758, room ), "unlock gate" );

  interpret( mob_in_room( 758, room ), "open gate" );

  }

~
!
-1

#759
~
~
garden imp~
~
~
skulks among the weeds.~
garden imps~
~
~
skulk among the weeds.~
A small green creature sits here.  Its beady black eyes dart around

mischievously.  As it moves the wings on its back slowly beat back and

forth.  Deviously, it raises its tiny clawed hands and motions as if it

wished you to come closer.

~
Shatterstar~
attack( mob, victim, 2d3, "small claw" );

attack( mob, victim, 2d3, "small claw" );

~
!
0 0 20 0 0 0 0 10
0 0 1080 4000 894478693 0 0
230369 12288 0 0 8
4
8 12 8 22 15
0 0 0 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
17670 8990 0 51938 188071
M 0 1 0
-1
-1

#760
a renegade gnome scout~
renegade gnome scout~
small cloaked figure~
~
~
stalks you.~
small cloaked figures~
~
~
stalk you.~
A small figure wearing a long cloak eyes you from just outside reach.  He

is dressed in plain, dark clothes, and as he moves you think you see a

flash of metal beneath the folds of his garments.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d3+1, "right hand" );

attack_weapon( mob, victim, 2d3+1, "left hand" );

attack_weapon( mob, victim, 2d3+1, "swipe" );

if( i == 6 )

  attack( mob, victim, 4d10, "snap kick" );

if( i == 4 ) {

  act_room( #chant, ch );

  do_spell( shock, mob, ch );

  }

if( i == 3 ) {

  act_room( #chant2, ch );

  do_spell( cure serious, mob, mob );

  }

if( i == 2 ) {

  act_room( #chant, ch );

  do_spell( shock, mob, ch );

  }

if( i == 1 ) {

  act_room( #chant3, ch );

  do_spell( blind, mob, ch );

  }

~
E
blind~
The gnome renegade scout casts blind!

~
E
chant~
The gnome renegade begins to chant clipped-sounding harsh words. 

Suddenly he reaches for $n and...

~
E
chant2~
The gnome renegade utters several liquid sounding words and places a hand

over one of his gaping wounds.

~
E
chant3~
The gnome renegade mutters a string of clipped words in rapid succession

and points at $n.

~
!
0 28 2 0 0 0 0 10
0 0 39 4000 899902645 0 0
229877 5255296 0 64 4
25
18 13 11 19 14
15 30 10 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26220801
9019 382 0 18315 1166197
M 64 4 0
3029 17 1509949540 18 0
607 17 1509949465 5 0
2003 16 1509949515 5 0
615 17 1509949460 7 0
2022 16 1509949520 7 0
707 17 1509949445 16 0
3002 16 1509949535 16 0
246 17 1509949465 -1 0
877 17 1509949443 -1 0
116 17 1509949465 8 0
902 17 1509949443 -1 0
954 17 1509949443 -1 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( find_stat( ch, level ) > 90 )

  end;

if( find_stat( ch, level ) > 15 ) {

  if( is_player( ch ) ) {

    if( random( 1, 10 ) < 6 ) {

      send_to_room( #leaps, room );

      attack( mob, ch, 5d10+10, "backstab" );

      }

    }

  }

~
E
leaps~
A small shadowy figure leaps to attack, blades flashing!

~
!
-1

#761
a renegade gnome hunter~
~
squat gnome~
~
~
growls at you.~
squat gnomes~
~
~
growl at you.~
A squat gnome squints at you, sizing you up.  His face and arms are

covered with scars and tatoos - you're not really sure which - and the

look in his eye tells you that he is quite serious about his work,

whatever that may be...

~
Kiian~
i = 1d10;

attack_weapon( mob, victim, 2d3+2, "swipe" );

attack_weapon( mob, victim, 2d3+2, "swipe" );

if( i == 4 ) {

  act_room( #chant, ch );

  do_spell( burning hands, mob, ch );

  }

if( i == 3 )

  interpret( mob, "disarm" );

if( i == 2 ) {

  act_room( #chant2, ch );

  do_spell( web, mob, ch );

  }

if( i == 1 ) {

  act_tochar( #chant3, ch );

  do_spell( shock, mob, ch );

  }

~
E
chant~
The renegade gnome mumbles something under his breath and you see his

hands begin to glow as he reaches for $n.

~
E
chant2~
The renegade gnome recites something in a raspy language and points at $n.

~
E
chant3~
The renegade gnome recites something in a clipped, harsh-sounding

language and reaches for $n.

~
!
0 28 2 0 0 0 0 10
0 0 542 4000 894478776 0 0
234485 1060992 0 48 4
15
18 13 10 17 16
15 5 15 5 35 0 0
100 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536645 26214464
55520 3914 0 138493 4570171
M 48 3 0
2061 17 1509949540 11 0
2022 17 1509949490 7 0
6 17 1509949450 -1 0
2042 17 1509949490 10 0
2162 17 1509949450 5 0
607 17 1509949450 5 0
2003 16 1509949530 5 0
2081 17 1509949455 6 0
3029 17 1509949540 16 0
-1
0 -1
~
if( find_stat( ch, level ) > 90 )

  end;

if( find_stat( ch, level ) > 14 ) {

  if( random( 1, 10 ) < 5 ) {

    if( is_player( ch ) ) {

      send_to_room( #leaps, room );

      attack( mob, ch, 2d10+10, "backstab" );

      }

    }

  }

~
E
leaps~
A small figure leaps out of the shadows toward you!

~
!
-1

#762
~
~
wild-eyed shepherd~
~
~
covered in trail dust looks at you and growls.~
wild-eyed shepherds~
~
~
covered in trail dust look at you and growl.~
A tall, tanned human with a strange fire in his eyes.  He regards you in

a strange, animalistic manner, the corners of his mouth turned downward

in a suspicious snarl.

~
Kiian~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 1d5, "right hand" );

attack_weapon( mob, victim, 1d5, "left hand" );

if( i == 2 )

  attack( mob, victim, 3d5+5, "smash" );

if( i == 1 )

  attack( mob, victim, 4d5+4, "bite" );

~
!
0 0 0 0 0 0 0 10
0 0 437 4000 893436272 0 0
251299 4202496 0 32 4
15
18 9 14 16 15
0 0 15 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26215045
40081 5532 0 93642 1508481
M 32 4 0
738 17 1509949450 5 0
2022 17 1509949465 7 0
2102 17 1509949460 9 0
708 17 1509949450 5 0
116 17 1509949450 8 0
60 17 1509949490 16 0
26 17 1509949465 -1 0
901 17 1509949442 -1 0
983 17 1509949450 -1 0
-1
-1

#763
Drukkha~
Drukkha~
giant patch of dark moss~
~
~
moves slowly toward you.~
giant patches of dark moss~
~
~
move slowly toward you.~
A mass of tangled vines, dark earth and sinister moss edges slowly in

your direction.  Somehow, you sense a dark intelligence guiding the mound

of organic material, and as it approaches you notice the vague outline of

a face, including a large open maw...

~
Kiian~
attack( mob, victim, 4d5+5, "mossy appendage" );

attack( mob, victim, 3d8+10, "dark green shoot" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 3d8+10, "dark green shoot" );

if( random( 1, 10 ) < 7 ) { 

  attack( mob, victim, 2d20, "twisting vine" );

if( attack( mob, victim, 2d20, "twisting vine" ) ) {

    if( random( 1, 10 ) < 6 ) 

      poison( ch );

    }

  }

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 4d20+20, "cavernous maw" );

if( random( 1, 10 ) < 2 ) { 

  send_to_room( #heals, room );

  i = random( 10, 25 );

  heal( mob, i );

  }

~
E
heals~
@b@GThe drukkha rolls over in the thick brush, and some of its wounds

disappear!

~
!
0 0 31 0 0 0 0 10
0 0 4 4000 894478827 0 26
1049139 35660160 12 0 4
40
20 4 4 16 20
25 0 25 100 100 0 0
400 15 thick vines~
800 20 mossy hide~
1000 17 dark green appendage~
0 1000 ~
0 1000 ~
0
157287690 26214464
1624 45 10 4128 547216
N 0 8 0
913 17 1509949465 -1 0
-1
-1

#764
~
~
large rat~
~
~
scurries about.~
large rats.~
~
~
scurry about.~
The rat appears to be larger than most and just as ugly.  He also has

very sharp claws and teeth.

~
Shatterstar~
attack( mob, victim, 1d6, "bite" );

if( random( 0, 10 ) == 8 )

  attack( mob, victim, 1d4, "claw" );

if( random( 0, 10 ) == 6 )

  attack( mob, victim, 1d4, "claw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893436579 0 0
198511 8192 0 0 4
4
5 3 3 16 15
0 0 0 0 0 0 0
700 1 body~
300 1 leg~
1000 0 head~
0 1000 ~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#765
a renegade gnome infiltrator~
~
shadowy figure~
~
~
eyes you suspiciously.~
shadowy figures~
~
~
eye you suspiciously.~
A shadowy little figure stands off a few paces from you, a long cloak

billowing slightly in the breeze.  A short, thick beard conceals the cut

of his jaw, but you nonetheless sense something dark about this character.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 2d6+4, "right hand" );

attack( mob, victim, 2d6+4, "left hand" );

if( i < 7 )

  attack( mob, victim, 2d6+4, "hammer kick" );

if( i > 6 )

  attack( mob, victim, 6d4+4, "sharp stroke" );

if( i < 3 ) {

  act_room( #chant, ch );

  do_spell( blink, mob, mob );

  }

if( i == 1 ) {

  act_room( #chant2, ch );

  do_spell( cure critical, mob, mob, );

  }

~
E
chant~
The renegade gnome utters a single short word in the language of magic.

~
E
chant2~
The renegade gnome mutters something softly under his breath and places a

hand over one of his wounds.

~
!
0 28 2 0 0 0 0 10
0 0 20 4000 894478859 0 0
102885 7352457 8 144 8
30
15 12 12 20 15
20 25 20 20 35 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
22663 316 0 17489 4395030
M 144 3 0
488 17 1509949540 5 0
600 17 1509949490 7 0
2042 17 1509949490 10 0
788 17 1509949450 9 0
2102 16 1509949530 9 0
2081 17 1509949490 6 0
2200 17 1509949490 13 0
1039 17 1509949475 -1 0
998 17 1509949460 -1 0
951 17 1509949443 -1 0
893 17 1509949443 -1 0
1106 17 1509949443 -1 0
878 17 1509949445 -1 0
3029 17 1509949490 18 0
1408 16 1509949465 18 0
1105 16 1509949465 18 0
1312 17 1509949445 14 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( find_stat( ch, level ) > 90 )

  end;

if( is_player( ch ) ) {

  if( random( 1, 10 ) < 8 ) {

    send_to_room( #leaps, room );

    attack( mob, ch, 3d25+25, "backstab" );

    }

  }

~
E
leaps~
@B@ROut of nowhere, a small figure leaps to attack you!

~
!
-1

#766
~
~
orcish thug~
~
large ugly~
growls in your direction.~
orcish thugs~
~
large ugly~
growl in your direction.~
A big, dumb, burly orc who likes to kill, and little else.  He probably

doesn't have many friends, mostly because he finds it fun to kill them.

~
Kiian~
i = random( 1, 20 );

if( i > 15 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d5, "right hand" );

attack_weapon( mob, victim, 2d5, "right hand" );

if( i < 10 )

  attack_weapon( mob, victim, 2d5, "left hand" );

if( i < 5 )

  attack( mob, victim, 1d20+5, "body slam and head stomp" );

~
!
0 0 10 0 0 0 0 10
0 0 283 4000 897568369 0 25
229873 8192 16 16 5
12
17 7 7 14 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186566 26214464
41134 3054 0 52170 1694038
M 16 5 0
5 17 1509949490 -1 0
615 17 1593835530 7 0
2061 17 1509949515 11 0
116 17 1509949465 8 0
2042 17 1509949480 10 0
665 17 1509949465 16 0
1080 16 1509949515 16 0
607 17 1509949450 5 0
-1
2 -1
paladin mount reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

interpret( mob, "scratch ugly" );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about paladin mounts.

~
E
rask~
$n asks $N something.

~
E
stat1~
Me not know much about dat.  Me kill a paldin once, and his pretty little

horsie.  From the paldin, me take a shiny pole with a flag and a piece of

string that look like night.

~
!
-1

#767
~
~
small tasloi child~
small~
~
peeks at you from behind a branch.~
tasloi children~
small~
~
peek at you from behind a branch.~
You see a very small goblinoid creature.  Its skin is a vibrant green and

just begins to sprout small clusters of short wiry hairs.  It looks back

at you, amber cat-like eyes shining with curiosity.

~
Talis~
attack_weapon( mob, victim, 2d2, "left claw" );

attack_weapon( mob, victim, 2d2, "right claw" );

if( has_obj( 213, mob ) ) {

  attack( mob, victim, 2d2+2, "viscious stab" );

  end;

  }

~
!
0 35 58 0 0 0 0 10
0 0 11 4000 893446731 0 27
247777 12288 0 0 8
3
8 4 4 15 8
5 5 5 0 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 28836481
76 70 0 308 490
N 0 2 0
2060 17 1509949460 11 0
1408 17 1509949480 16 0
-1
-1

#768
~
~
elderly tasloi~
~
~
looks up in surprise, dropping the net it was mending.~
elderly taslois~
~
~
look up in surprise.~
The creatures semi-erect posture displays a more pronounced stoop than

most of its species.  Its once lustrous skin now shows as a faded green,

wrinkled with age.  Its cat-like golden eyes, however, remain as vigilant

as ever.

~
Talis~
if( random( 1, 5 ) == 5 ) {

  i = 4d4+4;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "a hurled javelin" );

inflict( victim, mob, i, "a hurled javelin" );

  }

attack_weapon( mob, victim, 2d2+2, "left claw" );

attack_weapon( mob, victim, 2d2+2, "right claw" );

attack_weapon( mob, victim, 2d3+2, "vicious bite" );

if( has_obj( 213, mob ) ) {

  attack( mob, victim, 3d3+3, "wicked back-slash" );

  end;

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 58 0 0 0 0 10
0 0 42 4000 893446762 0 27
247777 1048576 0 0 8
10
10 10 10 18 10
10 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
2868 372 0 4192 72943
N 0 3 0
2060 17 1509949500 11 0
736 17 1509949540 17 0
1408 17 1509949490 16 0
-1
-1

#769
~
~
tasloi warrior~
~
~
looks at you, grinning a feral grin.~
tasloi warriors~
~
~
look at you, grinning a feral grin.~
You see a small creature in a semi-errect posture looking warily back at

you.  It looks at you through golden cat-like eyes and licks its gore

covered lips hungrily.  You notice fresh spots of blood on its lustrous

green skin from some other recent kill.

~
Talis~
if( random( 1, 4 ) == 4 ) {

  i = 5d5;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "a hurled javelin" );

  inflict( victim, mob, i, "a hurled javelin" );

  }

if( random(  1, 3 ) == 3 ) {

  if( is_fighting( rand_char( room ) ) ){

    i = 5d4+5;

    act_tochar( #c_javelin, victim );

    act_notchar( #r_javelin, victim );

    dam_message( victim, i, "a hurled javelin" );

    inflict( victim, mob, i, "a hurled javelin" );

    act_tochar( #backin, victim );

    }

  }

attack_weapon( mob, victim, 2d5+2, "left claw" );

attack_weapon( mob, victim, 2d5+2, "right claw" );

attack_weapon( mob, victim, 3d5+2, "vicious bite" );

if( has_obj( 3000, mob ) ) {

  attack( mob, victim, 3d6+5;, "wicked back-slash" );

  attack( mob, victim, 3d6+5;, "wicked thrust" );

  end;

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 30 0 0 0 0 10
0 0 9 4000 893446774 0 27
247793 12288 0 0 8
20
12 8 8 20 12
10 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537285 26214464
1997 187 0 937 51583
N 0 2 0
2060 17 1509949510 11 0
736 17 1509949540 17 0
2003 17 1509949490 5 0
2022 17 1509949480 7 0
3000 19 1509962340 16 0
1408 16 1509962240 16 0
-1
-1

#770
~
~
tasloi shaman~
~
~
is here mixing a noxious poultice.~
tasloi shamans~
~
~
are here mixing noxious poultices.~
You see small creature in a semi-errect posture looking warily back at

you.  Its sallow eyes are offset by the sickly green color of its skin. 

It is sparesly covered in short, wiry dark hair.

~
Talis~
attack( mob, victim, 4d5, "glowing claw" );

attack( mob, victim, 4d5, "glowing claw" );

if( !is_silenced( mob ) ) {

  act_tochar( #rmake, ch );

  act_notchar( #make_ball, ch );

  attack( mob, victim, 3d5+5, "dark ball of energy" );

  }

else

  attack( mob, victim, 3d5, "vicious bite" );

if( !is_silenced( mob ) ) {

  if( random( 1, 4 ) == 4 ) {

    i = 5d6+10;

    send_to_room( #spell_begin, room );

    act_tochar( #hit_char_spell, victim );

    act_notchar( #room_see_spell, victim );

    dam_message( victim, i, "A spirit wrack spell" );

    inflict( victim, mob, i, "A spirit wrack spell" );

    }

  }

~
E
spell_begin~
@MThe shaman crushes a handful of elven teeth and tosses the dust in the air.@n

~
E
hit_char_spell~
@MThe shaman recites a guteral sound and all the dust glows violently, then       streaks at you causing searing wounds.@n

~
E
room_see_spell~
@MThe shaman recites a guteral sound and all the dust glows violently, then       streaks at $n leaving searing welts.@n

~
E
make_ball~
The shaman mutters something unintelligable and a @Mdark ball@n of

crackling energy coalesces in his hand.  When he throws it, it streaks

toward $n with unerring accuracy.

~
E
rmake~
The shaman mutters something unintelligable and a @Mdark ball@n of

crackling energy coalesces in his hand.  When he throws it, it streaks

toward you with unerring accuracy.

~
!
0 35 58 0 0 0 0 10
0 0 2 4000 893446797 0 27
247779 1188096 0 0 8
20
10 14 14 18 10
30 10 10 10 15 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536655 26214464
426 18 0 344 32258
N 0 3 0
37 17 1509949470 -1 0
37 17 1509949470 -1 0
304 17 1509949450 -1 0
284 17 1509949460 -1 0
78 17 1509949500 -1 0
81 17 1509949520 -1 0
81 17 1509949520 -1 0
818 17 1509949540 -1 0
818 17 1509949540 -1 0
818 17 1509949540 -1 0
818 17 1509949480 -1 0
818 17 1509949460 -1 0
818 17 1509949450 -1 0
1505 17 1509949520 -1 0
-1
-1

#771
~
~
undead dark paladin~
~
~
stands here resting on the pommel of his sword.~
undead dark paladins~
~
~
stand here resting on the pommels of their swords.~
This once mighty servant of evil is even more so in death, choosing an

eternal existance of championing in servitude rather than rewards earned

in the afterlife.  This undead paladin was once the holiest of evil

warriors in all the Realms, but now his name is as forgotten as his god.

~
Phule~
attack_weapon( mob, victim, 4d3, "right jab " );

attack_weapon( mob, victim, 4d3, "left hook " );

if( random( 1, 3 ) == 2 )

  attack_weapon( mob, victim, 8d3, "heavy crush chop" );

i = random( 1, 4 );

if( i == 1 ) {

  send_to_room( #wounds, room );

  loop( all_in_room )

    if( mob != rch )

    do_spell( cause light, mob, rch );

  }

if( i == 3 ) {

  act_tochar( #harm, ch );

  do_spell( cause serious, mob, victim );

  }

~
E
wounds~
@b@BThe dark paladin raises his voice and calls on his unholy power to

smite his enemies!!

~
E
slay~
@b@RThe dark paladin fixes an unholy gaze upon you and begins to cast

@GSlay@R on you!!

~
E
harm~
@b@CThe dark paladin fixes a wrathful gaze upon you and begins to cast

@GHarm@C on you!!

~
E
wind~
@b@WThe dark paladin calls forth a chill wind from beyond the grave.@n

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897989636 0 0
4247731 2097152 0 0 8
23
22 15 17 16 12
100 40 100 100 80 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
89129870 26214464
0 1 0 0 0
M 0 5 0
2006 17 1090519060 10 0
2044 17 1090519060 7 0
2024 17 1090519060 5 0
820 17 1509949442 16 0
744 16 1090519140 16 0
-1
4 -1
~
open( find_room( 36110 ), down );

send_to_room( #open, room );

~
E
open~
@b@WAs the undead dark paladin falls to the floor, you hear in the

distance the sound of a trapdoor opening.@n

~
!
-1

#772
~
~
caryatid column~
~
~
is here.~
caryatid columns~
~
~
are here.~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893436887 0 0
33699 35725696 0 0 4
20
15 6 6 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#773
~
~
clubnek~
~
~
is here.~
clubneks~
~
~
are here.~
A giant green and brown bird, much resembling an ostrich stands a short

distance from you.  Its pair of long, jagged claws grip tightly at the

earth beneath it as its bony beak emits a series of nervous clicks at

you, the intruder.

~
Kiian~
attack( mob, victim, 1d8, "claw" );

attack( mob, victim, 1d8, "claw" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d6, "beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960055 0 0
197433 4202496 0 0 4
4
16 4 4 16 14
0 0 0 0 0 0 0
500 5 dark green feathers~
500 6 yellowish-green underbelly~
400 8 hard beak~
1000 5 legs~
0 1000 ~
0
15729282 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#774
~
~
undead arch-cleric~
~
~
stands here, hands clutching an evil-looking whip.~
undead arch-clerics~
~
~
stand here, clutching evil-looking whips.~
Gods of evil have many fanatical followers, many servants who would die

willingly to further the god's aims.  Yet very few have the will and

power and serve yet more powerfully in death than in life, and this evil

cleric far exceeds even that mold.  The leader of a devout sect in life,

this insanely evil being now has the control of powers only dreamed of by

mortals.

~
Phule~
attack_weapon( mob, victim, 6d2+10, "unholy touch" );

attack_weapon( mob, victim, 6d2+10, "unholy touch" );

attack_weapon( mob, victim, 7d3, "icy chest rake" );

if( random( 1, 5 ) < 3 ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  attack( mob, victim, 1d20+10, "death-like touch" );

  }

i = random( 1, 15 );

if( i < 4 ) {

  act_tochar( #cause, ch );

  act_notchar( #rcause, ch );

  do_spell( cause critical, mob, victim );

  }

if( i == 12 ) {

  send_to_room( #death, room );

  loop( all_in_room ) {

    if( rch != mob )

      do_spell( cause serious, mob, rch );

    }

  }

~
E
reach~
@b@RThe undead cleric reaches out for your shoulder with a grave-cold hand!

~
E
rreach~
@b@MThe undead cleric reaches out for $n's shoulder with grave-cold hands!

~
E
cause~
@b@RThe undead cleric pours from his soul several shards of pure evil and

spews them at you!!

~
E
rcause~
@b@MThe undead cleric pours from his soul several shards of pure evil and

spews them at $n!!

~
E
harm~
@b@RThe undead cleric breathes a magical death upon you!!

~
E
rharm~
@b@MThe undead cleric breathes a magical death towards $n!!

~
E
death~
@b@RTHE UNDEAD CLERIC CALLS UPON HIS EVIL DEITY TO SLAY YOU ALL!!!

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 898026228 0 0
4378803 2097152 0 0 8
28
17 19 20 15 17
50 10 100 50 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
94373130 26214464
362 8 0 376 53406
M 0 4 0
821 17 1509949540 17 0
253 17 1509949455 9 0
2006 17 1090519065 5 0
2044 17 1090519065 10 0
2024 17 1090519065 7 0
2089 17 335544325 6 0
2204 17 1090519055 13 0
-1
4 -1
~
open( find_room( 36113 ), down );

send_to_room( #open, room );

~
E
open~
@b@WAs the arch-cleric falls to the floor, you hear the sound of a

trapdoor opening.@n 

~
!
-1

#775
Rotahir~
~
master armorsmith,~
~
~
stands before you.~
master armorsmiths~
~
~
stand before you.~
At first glance Rotahir is a flabby human of immense stature and plain

features.  Weak, nearsighted eyes peer out at you under shaggy eyebrows. 

But then you watch as he single-handedly moves an anvil from one side of

the room to another.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( i < 4 ) {

  send_to_char( #coals, ch );

  attack( mob, victim, 4d20+20, "hot coals" );

  }

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
coals~
Rotahir picks up a handful of coals from the forge and hurls them at you!

~
E
help~
@BRotahir calls for the guard!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893436963 0 0
98723 6586371 16 0 3
50
18 15 13 15 18
10 50 0 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 0 5 0
600 17 1509949540 7 0
652 17 1509949540 5 0
-1
-1

#776
Tnelazu~
~
ice demon lord~
~
~
stands here, flapping his wings.~
ice demon lords~
~
~
stand here, flapping their wings.~
This gigantic creature nearly fills this room with its chill-sending

presence.  It's body is coated with ice, and sheer cold emanates from its

body.  Its name, or the name mortals call it, is Tnelazu, the Ice Demon

Lord.  It is rumored that Tnelazu is the bastard son of Ulthi and an evil

enchantress, but it is no rumor that its powers are great and its temper

short.  It is fact.  Also fact is that where Tnelazu can be found can be

found the very hand of chaos itself.

~
Phule~
attack( mob, victim, 2d8+10, "raking talon" );

attack( mob, victim, 2d8+10, "raking talon" );

attack( mob, victim, 2d8+10, "raking talon" );

attack( mob, victim, 2d8+10, "raking talon" );

if( random( 1, 7 ) < 4 ) {

  act_room( #storm, mob );

  attack_room( mob, 8d2+10, "ice storm attack" );

  }

else {

  act_tochar( #horn, ch );

  act_notchar( #rhorn, ch );

  if( attack( mob, victim, 4d40+40, "lethal horn charge" ) ) {

    if( random( 1, 120 ) == 7 ) {

      act_tochar( #lethal, ch );

      act_notchar( #rlethal, ch );

      dam_message( ch, 1d1+998, "the death blow" );

      inflict( ch, mob, 1d1+998, "being impaled through the heart" );

      }

    }

  }

~
E
storm~
@b@RTnelazu raises his head and roars mightily, sending a stinging storm

of ice upon you!!

~
E
horn~
@b@BTnelazu dips his head and charges you!!

~
E
lethal~
@b@YThe horn impales you and rips out your heart!!

~
E
rhorn~
@b@BTnelazu dips his head and charges $n!!

~
E
rlethal~
@b@BTnelazu's horn impales $n and rips out his heart!!

~
E
works~
IT WORKS!!! EUREKA!! PHULE IS COOL!!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 898122771 0 0
182307 2105728 0 0 8
38
23 19 15 25 30
30 10 100 50 100 100 100
200 20 musclebound wing~
500 30 muscled and ice-covered body mass~
600 15 evil-horned head~
1000 24 trunklike legs~
0 1000 ~
0
141558420 26214464
0 1 0 0 0
M 0 7 0
941 17 1509949445 -1 0
1106 17 1509949445 -1 0
908 17 1509949441 -1 0
902 17 1509949445 -1 0
1004 17 1509949445 -1 0
-1
-1

#777
~
~
giant wasp~
~
~
hovers in the air.~
giant wasps~
~
~
hover in the air.~
You are looking at a black wasp being held aloft by four enormous wings

which flutter rapidly.  The stinger at the end of its drooping posterior

looks extremely dangerous.

~
Talis~
attack( mob, victim, 3d5, "stinger" );

attack( mob, victim, 3d5, "stinger" );

attack( mob, victim, 3d5, "stinger" );

if( random( 1,5 ) == 5 ) {

  i = 3d10;

  act_tochar( #sting, victim );

  act_notchar( #stung, victim );

  dam_message( victim, i, "wasp's sting" );

  inflict( victim, mob, i, "wasp's sting" );

  }

~
E
sting~
The wasp ducks in quickly for a well placed sting.

~
E
stung~
The wasp ducks in quickly for a well placed sting on $n.

~
!
0 35 26 0 0 0 0 10
0 0 8 4000 893437108 0 32
216577 4194304 4096 0 4
15
10 3 3 18 18
0 0 0 0 0 0 0
400 5 chitinous leg~
500 10 stinger~
1000 8 chitinous body~
0 1000 ~
0 1000 ~
0
39322570 34079363
11971 604 0 4835 234482
N 0 3 0
-1
-1

#778
~
~
tasloi wasp rider~
~
~
awaits its mount.~
tasloi wasp riders~
~
~
await their mounts.~
You see a small goblinoid creature looking warily back at you.  Its

normally semi-erect posture somewhat corrected by years of trying to

retain a seat on its airborne mount.  It stands here looking for its

particular mount.

~
Talis~
if( random( 1, 2 ) == 2 ) {

  i = 5d7+5;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "the well hurled javelin" );

  inflict( victim, mob, i, "the well hurled javelin" );

  }

i = 4d3+4;

act_tochar( #c_javelin, victim );

act_notchar( #r_javelin, victim );

act_tochar( #backin, victim );

dam_message( victim, i, "a hurled javelin" );

inflict( victim, mob, i, "a hurled javelin" );

attack( mob, victim, 3d4, "javelin thrust" );

attack( mob, victim, 3d4, "javelin thrust" );

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurles a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n.@n

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 58 0 0 0 0 10
0 0 0 4000 893446825 0 27
230305 0 0 0 8
20
12 8 8 20 12
10 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52430090 34079363
205 9 0 89 0
N 0 3 0
2060 17 1509949510 11 0
736 17 1509949540 17 0
2003 17 1509949490 7 0
2022 17 1509949480 5 0
-1
-1

#779
Tiercen~
high druid~
druid and guardian of the Eleint~
~
~
stands here studying a blade of grass.~
druids~
~
~
stand here studying a blade of grass.~
The elf before you is of indeterminate age.  His hazel eyes have an

ancient quality as if this elf has seen centuries pass.  Sun weathered

skin also give the effect of great age, yet its appearant suppleness and

his lithe bearing defy age.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( !is_silenced( mob ) ) {

  i = random( 1, 5 );

  if( i == 1 ) {

    j = 10d7+10;

    send_to_room( #spell1, room );

    act_tochar( #hit_spell1, victim );

    act_notchar( #rhit_spell1, victim );

    dam_message( victim, j, "grasping thorns" );

    inflict( victim, mob, j, "grasping thorns" );

    }

  if( i == 2 ) {

    j = 10d7+10;

    send_to_room( #spell2, room );

    act_tochar( #hit_spell2, victim, obj, mob );

    act_notchar( #rhit_spell2, victim, obj, mob );

    dam_message( victim, j, "multiple lightning bolts" );

    inflict( victim, mob, j, "multiple lightning bolts" );

    }

  if( i == 3 ) {

    j = 10d7+10;

    send_to_room( #spell3, room );

    act_tochar( #hit_spell3, victim, obj, mob );

    act_notchar( #rhit_spell3, victim, obj, mob );

    dam_message( victim, j, "earth spike" );

    inflict( victim, mob, j, "earth spike" );

    }

  if( i == 4 ) {

    send_to_room( #spell4, room );

    do_spell( heal, mob, mob );

    end;

    }

  }

~
E
spell1~
Tiercen utters an arcane spell reaching down to the earth, and there is a

sensation of movement beneath you.

~
E
hit_spell1~
@GSuddenly there are several thorn-covered vines writhing up your legs,

rippiing flesh you tear free.@n 

~
E
rhit_spell1~
@G$N is suddenly caught in the grasp of vines growing up $s legs. 

Ripping flesh away, $e manages to tear free.@n 

~
E
spell2~
Tiercen utters a sharp syllable thrusting his hands into the air, and

there is rumbling from above.

~
E
hit_spell2~
@YLightning bolts flash rabidly out of the sky, hitting you repeatedly.@n

~
E
rhit_spell2~
@Y$N is hit repeatedly by several bolts of lightning.@n

~
E
spell3~
Tiercen utters a gravelly sound and thrusts a hand deep into the earth

and an ominous rumbling follows.

~
E
hit_spell3~
@RA lancing pain spikes through you as a sharp spike of stone thrusts out

of the earth and impales you.@n

~
E
rhit_spell3~
@R$N is suddenly impaled by a sharp spike of stone as it thrusts up out

of the earth.@n 

~
E
spell4~
Tiercen recites something in an melifluous tone, touching his chest.

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 895442999 0 0
251299 8323 -2147483644 0 4
40
12 19 18 15 15
30 10 20 10 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 0 4 0
706 17 1509949540 16 0
976 17 1509949540 5 0
772 19 1509954640 6 0
1076 16 1509969920 6 0
-1
3 -1
~
if( rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  wait( 2 );

  ch = mob_in_room( 779, room );

  act_room( #summon_bears, ch );

  wait( 1 );

  act_room( #bears_arrive, ch );

  mload( 1300, room );

  mload( 1300, room );

  }

~
E
bears_arrive~
@YTwo bears seem to have answered Tiercen's strange call.@n

~
E
summon_bears~
@C@bTiercen lifts his head and calls out something indecypherable in a

stentorian voice.@n 

~
!
2 -1
swords~
if( rflag( status2, room ) ) {

  if( cflag( 35, ch ) ){

    act_tochar( #done_it, ch );

    end;

    }

  if( find_stat( ch, level ) > 14 ) {

    act_tochar( #swords, ch );

    wait( 2 );

    act_tochar( #sword2, ch );

    wait( 3 );

    act_tochar( #sword3, ch );

    wait( 1 );

    act_tochar( #sword4, ch );

    wait( 1 );

    act_tochar( #pause, ch );

    wait( 3 );

    act_tochar( #sword5, ch );

    if( find_stat( ch, align ) == 2 ){

      act_tochar( #thats_all, ch );

      end;

      }

    act_tochar( #sword7, ch );

    wait( 1 );

    act_tochar( #sword8, ch );

    }

  else

    act_tochar( #sword5, ch );

  }

~
E
sword8~
Only the true guardians of our way earn the right to bear the truest

steel.  Dare you undertake the testing to become one of them?  One of the

Shuvanaguard?  If you would commit yourself to this task tell me @byes@n now,

but be warned, you will be tested only once.

~
E
sword7~
However, I think you seek something more.

~
E
sword5~
If you seek a simple weapon, then seek out Saurd or Urelze, they can

provide you with ones of fine quality.

~
E
pause~
The High Druid contemplates what he is about to say.

~
E
sword4~
Or, perhaps you are wrong.

~
E
sword3~
Perhaps you are right and the need is great enough.

~
E
sword2~
Do you think your worth is greater than the lands?  Surely you must know

that in the mining of the steel the land may be harmed.

~
E
swords~
Ah, you seek a weapon of steel.

~
E
done_it~
You have already completed the task.  Surely you have not lost your sword

so soon?  To lose your sword is a disgrace beyond all others.  If it has

worn out, then you have completed all that the forest has need of from

you and it is time for you to see enlightenment elsewhere.

~
E
thats_all~
That's the best advice I can offer you reguarding weapons.  The taint of

evil upon your soul is blight enough upon the land and I would not offer

you better means to destroy what is already in danger.

~
!
8 -1
yes~
if( rflag( status2, room ) ) {

  if( cflag( 35, ch ) ){

    act_tochar( #yes?, ch );

    end;

    }

  if( find_stat( ch, level ) > 14 ) {

    if( find_stat( ch, align ) == 2 ){

      interpret( mob, "shake" );

      end;

      }

    if( !cflag( 31, ch ) ) {

      set_cflag( 31, ch );

      act_tochar( #you_accept, ch );

      wait( 2 );

      act_tochar( #the_path, ch );

      wait( 5 );

      act_tochar( #the_path2, ch );

      wait( 4 );

      act_tochar( #stag, ch );

      }

    else {

      act_tochar( #already, ch );

      end;

      }

    }

  }

~
E
stag~
The white stag is my emissary.  Should you need to return here, seek him out.

You have but to @bask@n the stag @bto follow@n it.

 

Be warned however, that should you slay him neither he nor I will help

you and your quest will be at an end.

~
E
already~
You have already agreed to the task.  When you return and @bgive@n

the exoskeleton of the woodworm queen to me, I will place your feet on

the path.

~
E
the_path2~
Go forth and slay the source of the woodworms.  Return with proof that

you have slain their queen, perhaps her exoskeleton, and I shall set you

upon the next steps of your path.

~
E
the_path~
To earn the right of the Guard, you must first prove your worth.  While

all life should be revered, there are those who would also defile all

life and it falls to the Guard to defend the defenseless.  Right now the

Vaasa itself is under attack by a force it can not repell and the balance

has been disturbed.  To prove your worth, I ask that you do your part in

ending this threat.

~
E
you_accept~
Ah, you accept then.  Good.

~
E
yes?~
Yes, it is good to see you again too, member of the Guard.

~
!
2 -1
shuvanaguard guard~
if( rflag( status2, room ) ) {

  act_tochar( #guard, ch );

  wait( 4 );

  act_tochar( #guard2, ch );

  wait( 2 );

  act_tochar( #guard3, ch );

  wait( 5 );

  act_tochar( #guard4, ch );

  wait( 6 );

  act_tochar( #guard5, ch );

  }

~
E
guard5~
That is the history of the Shuvanaguard as all know it.  There is little

more to tell.  Only that they know their own, and that they carry their

badge of kinship, a finely crafted sword that is their honor.

~
E
guard4~
In the centuries since its inception, the Guard has grown and changed as

all things must.  When we first learned of dwarves and humans we had our

troubles.  Treat them as all other visitors who had thus far come to our

land or grant them the same trust we initially granted those firstcomers

who did so much harm to our precious woods?  Even now there are some who

would close our borders to them in hopes of repairing the inestimable

damage that remains.  Yet the Guard still grows, and a handful of humans

has joined its number, aye, even a dwarf wears the name.  Many see that

alone as a sign of the new changewinds, ones that blow our fortune in the

guise of integration.

~
E
guard3~
First we were to learn of the violence inherent to the baser races, the

orcs, ogres, goblins and their ilk.  We tried to befriend them, bring

them into the harmony of the world, but they rebelled calling us weak

slaves chained to philosophies weaker than the grass upon which we stand. 

It was in those days that the Shuvanaguard was first formed to protect

the Vaasa from their vile encroachment.  Not to slaughter our foes with

the senseless brutality they brought to our lands, but to repell them

with wisdom and righteous strength.

~
E
guard2~
Then it all ended as the changewinds brought the stench of carnage, of

brutal, senseless death.

~
E
guard~
Long, long ago we elves lived in peace knowing complete harmony with our

homeland here in the Vaasa.  The peace was total and complete and our

lives very fulfilling.  An elf could spend an age merely contemplating a

change or perfecting a craft.  The land itself was at peace.

~
!
2 -1
circle clearing ring grove~
if( rflag( status2, room ) ) 

  act_tochar( #circle, ch );

~
E
circle~
The circle is the product of a natural crossing of several ley lines in

the earth.  In this spot I can work my greatest magics to protect the

land and help it to grow.  The altar of course was brought here, as were

the marker stones, by my predacessors.

~
!
6 592
~
if( rflag( status2, room ) ) {

  junk_obj( obj, 1 );

  if( cflag( 31, ch ) ) {

    act_tochar( #brought_exo, ch );

    wait( 3 );

    act_tochar( #next_step, ch );

    wait( 4 );

    act_tochar( #next_step2, ch );

    set_cflag( 90, ch );

    }

  else{ 

    act_tochar( #no, ch );

    end;

    }

  }

~
E
no~
A fine gift, but why do you give it to me?

~
E
next_step2~
The making of the blades requires much.  Foremost among these is the

steel from which it is to be formed.  More importantly you will need

unsullied water of the earth touched by the stars.  Bring to me the

starwater and 2 ingots of steel that I may fashion the blade.  The steel

may come from anywhere.  There is a ranger in the Medienne Wood, seek him

if you would know the location of the starwater.

~
E
next_step~
By this one act alone the forest stands one pace closer to the peace it

once knew.  For this, I will set you upon the trail.  If you still seek

the blade, then listen close.

~
E
brought_exo~
Ah, I see you have brought forth the exoskeleton of the woodworm queen. 

You have done your task well.

~
!
0 -1
~
if( cflag( 31, ch ) ) {

  if( has_obj( 1088, ch ) ) {

    wait( 1 );

    if( !rflag( status2, room ) ) {

      act_tochar( #busy, ch );

      end;

      }

    if( cflag( 35, ch ) )

      end;

    if( !cflag( 33, ch ) ){

      act_tochar( #bring_ingots, ch );

      end;

      }

    if( !cflag( 34, ch ) ){

      act_tochar( #one_more, ch );

      end;

      }

    act_tochar( #good, ch );

    mpcode( mob, 8 );

    set_cflag( 35, ch );

    remove_cflag( 31, ch );

    end;

    }

  if( has_obj( 826, ch ) )

    act_tochar( #cup, ch );

  }

~
E
bring_ingots~
I see you have aquired the starwater, hold onto it until I am ready for

it.  Now, give me the steel ingots and I will fashion for you the sword. 

Do not rush me though, I can only handle one of them at a time, so hand

me the first now.

~
E
one_more~
I see you have the starwater, continue to hold onto it until I ask for it. 

Now, give me the second steel ingot and I will fashion for you the sword.

~
E
good~
Good, good, you have all the ingredients.  Now, I can fashion the sword. 

Now hold onto the starwater while I begin the work.

~
E
busy~
Tiercen looks a bit busy at the moment.  Perhaps you should come back in

a little bit?

~
E
cup~
Ah, I see you have a suitable container for the starwater.  Now if you

would fetch the starwater by the appropriate means I would be able to

fashion you the longsword and join you to the Shuvanaguard.

~
!
3 -1
~
act_room( #step1, ch );

wait( 2 );

act_room( #step2, ch );

wait( 2 );

act_room( #step3, ch );

junk_obj( has_obj( 1088, ch ) );

wait( 3 );

act_room( #step4, ch );

wait( 3 );

act_room( #step5, ch );

wait( 3 );

act_room( #step7, ch );

wait( 3 );

act_room( #step8, ch );

wait( 3 );

act_room( #step9, ch );

wait( 3 );

act_room( #step10, ch );

wait( 5 );

act_room( #KABOOM, ch );

wait( 2 );

act_room( #step12, ch );

wait( 3 );

act_room( #step13, ch );

wait( 3 );

act_room( #step14, ch );

i = random( 1, 3 );

if( i == 1 )

  obj_to_char( oload( 1348 ), ch );

if( i == 2 )

  obj_to_char( oload( 1349 ), ch );

if( i == 3 )

  obj_to_char( oload( 1350 ), ch );

if( i == 1 )

obj_to_room( oload( 1348 ), find_room( 5 ) );

if( i == 2 )

obj_to_room( oload( 1349 ), find_room( 5 ) );

if( i == 3 )

obj_to_room( oload( 1350 ), find_room( 5 ) );

~
E
step1~
The high druid places both ingots of steel upon the stone alter.

~
E
step2~
From within the folds of his robes he pulls forth a small ritual hammer

and several packets of herbs.

~
E
step3~
He looks about for something he seems to have misplaced.  When he sees

you are still holding the starwater, he motions for you to hand it to him

and you comply.

~
E
step4~
The high druid closes his eyes, and for a while even the forest seems to

join in silence with him.

~
E
step5~
@bSuddenly his eyes snap open and he begins chanting strange, liquid words

in a mellifluous voice.@n

~
E
step7~
@CHe reaches forth in the midst of his chant and tosses the herbs over

the ingots.  Before your eyes they seem to sizzle and melt into a single

glowing mass.@n

~
E
step8~
@CHis voice seems to grow deeper as the chanting continues.  He reaches

forth and strikes the mass with the hammer and it begins to glow faintly,

slowly taking the shape of a sword.@n

~
E
step9~
He steps back from the altar and his voice grows deeper still and seems

to resonate throughout the forest.  You begin to feel an odd build up of

power and step back several paces yourself.

~
E
step10~
Then as suddenly as he started, the high druid ceases his chant and

silence reigns supreme.  

~
E
KABOOM~
@MKAAAABOOOOOOOOM!!!!!!!!@n a searing bolt of lightning crashes upon the

altar emanating from a cloudless sky.

~
E
step12~
Temporarily blinded by the bright flare of light, you only hear the

sizzle of water striking hot metal as the high druid pours the starwater

over the sword.

~
E
step13~
When you can see again, a gleaming sword rests upon the altar in all its

glory.  The high druid picks up the sword, and presses its sharp tip lightly

against your chest.

~
E
step14~
He speaks, his voice somewhat raw from the incantations, saying "By your

word and deed you have accepted the duties of the Shuvanaguard.  You are

charged by your honor to fulfill those duties.  Go forth, and bear your

honor brightly member of the Shuvanaguard".  So saying, he reverses the

sword and hands it to you with a warm smile.

~
!
6 640
~
if( rflag( status2, room ) ) {

  if( cflag( 33, ch ) ){

    junk_obj( obj, 1 );

    set_cflag( 34, ch );

    act_tochar( #done, ch );

    if( has_obj( 1088, ch ) ){

      act_tochar( #has_water, ch );

      set_cflag( 35, ch );

      wait( 3 );

      mpcode( mob, 8 );

      end;

      }

    else{

      act_tochar( #get_water, ch );

      end;

      }

    }

  if( cflag( 31, ch ) ){

    junk_obj( obj, 1 );

    set_cflag( 33, ch );

    act_tochar( #one_more, ch );

    end;

    }

  else

    act_tochar( #thanks, ch );

  }

~
E
thanks~
Thank you for the gift, but why do you bring it to me?

~
E
one_more~
That is one ingot, now give me the other.

~
E
done~
Ah, now both ingots are collected.  Now the starwater, do you have it?

~
E
has_water~
Ah, yes, I see you have it.  Now hold onto it while I perform the magic. 

I will take it when I need it.

~
E
get_water~
That takes care of the ingots.  Now, you need to seek out the starwater. 

Remember, the ranger in the Medienne Wood may know where some is located.

~
!
11 -1
~
set_rflag( status2, room );

if( cflag( 31, ch ) ) {

  remove_cflag( 31, ch );

  remove_cflag( 35, ch );

  act_tochar( #failed, ch );

  }

if( has_obj( 1348, ch ) ) {

  act_tochar( #shatters, ch );

  junk_obj( has_obj( 1348, ch ) );

  act_notchar( #rshatter, ch );

  }

if( has_obj( 1349, ch ) ) {

  act_tochar( #shatters, ch );

  junk_obj( has_obj( 1349, ch ) );

  act_notchar( #rshatter, ch );

  }

if( has_obj( 1350, ch ) ) {

  act_tochar( #shatters, ch );

  junk_obj( has_obj( 1350, ch ) );

  act_notchar( #rshatter, ch );

  }

if( !mob_in_room( 1300, room ) ) {

  mpcode( mob, 1 );

  continue;

  }

else

  continue;

~
E
failed~
You attack me?  I will not aid you any longer.

~
E
shatters~
@RTiercen utters a single word in the language of magic and you feel your

sword shattering.@n 

~
E
rshatter~
@RTiercen utters a single word in the language of magic and a cloud of

darkness momentarily passes over $n as if the light had momentarily

withdrawn from $m.  @n 

~
!
0 -1
~
if( rflag( status2, room ) ) {

  if( has_obj( 337, ch )|| has_obj( 728, ch )|| has_obj( 1221, ch )

    || has_obj( 1458, ch )|| has_obj( 1481, ch )|| has_obj( 1672, ch )

    || has_obj( 1710, ch )|| has_obj( 1711, ch )|| has_obj( 2553, ch )

    || has_obj( 2554, ch ) ) {

    remove_rflag( status2, room );

    act_room( #whistle, ch );

    wait( 2 );

    if( is_fighting( mob ) )

      end;

    act_room( #patience, ch );

    wait( 3 );

    if( is_fighting( mob ) )

      end;

    act_room( #waiting, ch );

    wait( 3 );

    if( is_fighting( mob ) )

      end;

    act_room( #glance, ch );

    wait( 3 );

    if( is_fighting( mob ) )

      end;

    act_room( #fairy, ch );

    wait( 2 );

    if( is_fighting( mob ) ) {

      act_room( "At the first sign of danger the fairies scatter", ch );

      end;

      }

    act_room( #fairy2, ch );

    wait( 2 );

    loop( all_in_room ) {

      if( has_obj( 337, rch )|| has_obj( 728, rch )|| has_obj( 1221, rch )

        || has_obj( 1458, rch )|| has_obj( 1481, rch )|| has_obj( 1672, rch )

        || has_obj( 1710, rch )|| has_obj( 1711, rch )|| has_obj( 2553, rch )

        || has_obj( 2554, rch ) ) {

        act_tochar( #begone, rch );

        act_notchar( #rbegone, rch );

        act_tochar( #leaving, rch );

        act_notchar( #left, rch );

        i = random( 1, 8 );

        if( i == 1 )

          transfer( rch, find_room( 33029 ) );

        if( i == 2 )

          transfer( rch, find_room( 25537 ) );

        if( i == 3 )

          transfer( rch, find_room( 23145 ) );

        if( i == 4 )

          transfer( rch, find_room( 38321 ) );

        if( i == 5 )

          transfer( rch, find_room( 38324 ) );

        if( i == 6 )

          transfer( rch, find_room( 374 ) );

        if( i == 7 )

          transfer( rch, find_room( 28076 ) );

        if( i == 8 )

          transfer( rch, find_room( 28125 ) );

        act_notchar( #arrive, rch );

        set_rflag( status2, room );

        end;

        }

      }

    set_rflag( status2, room );

    wait( 1 );

    act_room( #ok, ch );

    }

  }

~
E
whistle~
Tiercen looks skyward and lets out a shrill whistle.  High overhead a

hawk wheels off its intended course, circles twice, and breaks off

sharply southward.

~
E
patience~
Tiercen smiles thinly and nods his head a few times, softly speaking to

himself in such a way that you can not understand the words.  You manage

to catch only a fragment, something about "...get here soon".

~
E
waiting~
Tiercen hold up a hand motioning you to wait patiently.

~
E
glance~
Tiercen peers off into the deep forest, seems to find what he's looking

for and motions something over.

~
E
fairy~
A glittering light bobs its way through the forest, followed by another,

then another.  Suddenly you notice a swarm of glittering little lights

merrily flitting their way through the forest to this clearing.

~
E
fairy2~
The swarm of fairies, easily identifiable once they clear the woods, fill

the clearing.  After a few sounds like bells chiming (fairy talk

perhaps?) they coalesce into a whirlwind of light swirling around each

person in the clearing one at a time.

~
E
rbegone~
Tiercen points at $n and loudly intones "@GBegone fould despoiler of my

people@n"!

~
E
left~
$n is surrounded by a whirlwind of glittering dairy lights.  When they

disperse you see that $n is no longer there.

~
E
leaving~
A whirlind of glittering fairy lights surrounded you, their chiming

voices like the ringing of bells.  When you finally get them to disperse,

you realize you are no longer in the clearing.

~
E
arrive~
A glowing whirlwind of glittering lights begins to coalesce, becomes

nearly blinding, then suddenly winks out of existence leaving $n looking

dazed where the lights had been.

~
E
begone~
Tiercen points at you and loudly intones

"@GBegone foul despoiler of my people!@n"


~
E
ok~
Tiercen looks about briefly and says, " My appologies for the wait, I

just don't take well to people carrying about bits of my deceased cousins. 

I imagine it will be a while before the ufortunate soul the fairies took

off returns.  Perhaps they will think better of their accoutrements

before returning.


Now, how can I help you?"

~
!
2 -1
joining shuvanaguard join shuvanaguard~
if( rflag( status2, room ) ) {

  if( find_stat( ch, align ) == 2 ) {

    act_tochar( #no_evil, ch );

    end;

    }

  if( cflag( 35, ch ) ) {

    act_tochar( #done_it, ch );

    end;

    }

  if( find_stat( ch, level ) > 14 ) {

    act_tochar( #welcome, ch );

    end;

    }

  else {

    act_tochar( #later, ch );

    end;

    }

  }

~
E
no_evil~
Alas no, I can assure you that the Shuvanaguard would not accept one who

has the taint of evil upon $s soul.  Perhaps if you sought enlightenment

elsewhere and turned to the cause of goodness they would accept you then,

but not before.  As you stand now, I would even go further and suggest

you leave the Vaasa now if you value your life before one of them takes

it upon themselves to cleanse your foul being from the land.

~
E
done_it~
But you have already joined the Shuvanaguard $n.  What more would you

have of me?

~
E
welcome~
Tiercen looks you over and tells you, "I think you are just the sort of

person they would welcome into the fold of their group.  If you do wish

to join the Shuvanaguard perhaps I could tell you a little about the

swords they carry that are the badge of their success?" 

~
E
later~
Ah, 'tis a noble group of defenders you ask to join, but I can tell you

they would have you learn more of the world first.  Go forth and

experience more of it before you return.  Prove yourself and you will be

permitted to join.

~
!
-1

#780
~
~
street tough~
~
~
wanders about, looking for trouble.~
street toughs~
~
~
wander about, looking for trouble.~
A big human with a jagged scar across his left cheek regards you with a

surly sneer.  With nothing better to do, he'd probably enjoy mixing it up

with you.

~
Kiian~
attack( mob, victim, 2d4, "hard punch" );

attack( mob, victim, 2d4, "stomp" );

if( random( 1, 10 ) < 3 )

attack( mob, victim, 3d5+5, "eye gouge" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479095 0 0
230177 0 0 0 8
6
16 9 6 13 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593922 19662401
0 1 0 0 0
M 0 4 0
-1
-1

#781
~
~
graverobber~
~
~
stalks in the shadows here.~
graverobbers~
~
~
stalk in the shadows here.~
~
Kaos~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894479129 0 0
230177 0 0 0 4
8
16 13 12 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#782
~
~
Piercer~
~
~
is here.~
Piercers~
~
~
are here.~
This unique creature resembles a stalactite in every conceivable detail

except for two small eye stalks protruding from the top of its spiked

head.  Its two stubby arms fold neatly into its body; completing the

disguise.  It hovers over you ready to fall at any moment.

~
Laurana~
attack_weapon( mob, victim, 1d4, "right claw" );

attack_weapon( mob, victim, 1d4, "left claw" );

attack_weapon( mob, victim, 1d10, "spiked head" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894479154 0 0
82995 12417 4 0 4
4
12 6 8 14 20
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#783
~
~
{mass of writhing tentacles} lurker~
~
~
crouches in the shadows.~
{masses of writhing tentacles} lurkers~
~
~
crouch in the shadows.~
This mass of writing tentacles is a sickly greenish color.  Slime oozes

from its disgusting body, running down its tentacles to splatter on the

walls and floor.  A gaping maw filled with inch-long fangs is the only

feature this creature has.

~
Laurana~
attack( mob, ch, 2d10, "lashing tentacle" );

attack( mob, ch, 2d10+5, "lashing tentacle" );

if( random( 1, 3 ) == 2 ) {

  act_room( #thrash, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 15d2, "spray of acidic slime" );

    }

  }

~
E
thrash~
@GThe lurker flails its tentacles wildly, sending a spray of acidic slime

through the room!@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 895369147 0 27
82227 540029376 0 0 4
10
13 3 16 14 15
0 10 -10 0 0 10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
44 5 0 0 0
N 0 4 0
-1
-1

#784
~
~
hydra~
~
seven-headed~
considers the morsel before it.~
hydras~
~
seven-headed~
consider the morsel before them.~
A huge, seven-headed serpent dominates the area directly in front of you. 

Its thick, scaly hide glistens in the light as its many heads hiss and

snarl at you, its dinner.

~
Kiian~
if( random( 1, 5 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 1d10, "bite" );

attack( mob, victim, 1d10+5, "bite" );

attack( mob, victim, 1d10+10, "bite" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 1d10+10, "bite" );

if( random( 1, 10 ) == 5 )

  attack( mob, victim, 1d10+15, "bite" );

if( random( 1, 10 ) == 7 )

  attack( mob, victim, 1d10+20, "bite" );

if( random( 1, 10 ) > 8 )

  attack( mob, victim, 2d10+20, "bite" );

if( attack( mob, victim, 2d10+20, "bite" ) ) {

  if( random( 1, 4 ) == 1 )

    act_tochar( #zap, victim );

  do_spell( shock, mob, victim );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #all, victim );

  attack_room( mob, 8d6+16, "tail whip" );

  }

~
E
all~
@B@bThe hydra lashes out with its immense tail!

~
E
zap~
@B@bThe hydra's bite shocks you!

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 894479221 0 31
65591 18882944 12 0 8
40
21 7 6 18 17
50 25 75 75 50 0 0
500 19 main body~
600 12 first head~
700 12 second head~
800 12 third head~
1000 15 slashing tail~
0
183501450 13108801
0 1 0 0 0
N 0 8 0
-1
4 -1
~
act_room( #death, ch );

remove_rflag( reset0, room );

~
E
death~
@bAs the hydra breathes its last, it tumbles to the ground with a

thunderous crash, exposing what appears to be its nest!

~
!
-1

#785
~
~
cave fish~
~
large~
swims with the current.~
cave fish~
~
large~
swim with the current.~
A giant, scaled fish.  Its color is pale, and its eyes malformed from

generations of its kind living in the dark reaches of the underground

seas.

~
Kiian~
i = random( 1, 20 );

attack( mob, victim, 3d5+5, "bite" );

attack( mob, victim, 4d4+10, "whipping tail" );

  attack( mob, victim, 2d10+10, "razor-sharp fin" );

if( i == 20 )

  summon( mob, victim );

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894479266 0 31
4331057 20979840 12 0 4
15
16 4 3 16 16
0 0 50 25 100 0 0
300 20 scaly head~
50 15 gills~
200 17 sharp fins~
1000 25 boney body~
0 1000 ~
0
58984003 26217601
826 20 0 70 0
N 0 5 0
-1
-1

#786
~
~
Sau'n elder~
~
gaunt~
levitates in the air before you.~
Sau'n elders~
~
gaunt~
levitate in the air before you.~
A tall, gaunt figure wearing a loose indigo robe limps about the room. 

His features obscured by his loose clothing, you watch in amazement as

blue waves of energy ripple about his person in a constant display of 

energy.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 3d5+5, "open-handed strike" );

attack( mob, victim, 3d5+5, "open-handed strike" );

attack( mob, victim, 3d5+5, "open-handed strike" );

if( attack( mob, victim, 3d5+5, "open-handed strike" ) )

  do_spell( shock, mob, victim );

if( i == 1 )

  do_spell( shock, mob, victim );

if( i > 7 ) {

  send_to_Room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@BA brilliant blue flash floods the room!

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893971667 0 0
298033 2105736 12 0 4
30
10 15 15 15 13
50 15 15 75 75 0 0
1000 10 indigo aura~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144180802 26214464
109 6 0 687 31567
M 0 4 0
-1
-1

#787
~
~
Sau'n initiate~
~
thin spirit of a~
floats in the air.~
Sau'n initiates~
~
thin spirits of~
float in the air.~
A figure whose long robe obscures his features stands before you, hands

joined in a mute gesture.  As he moves, the air crackles with a

purplish-bluish energy.  You try to keep your distance.

~
Kiian~
attack( mob, victim, 2d3, "strike" );

attack( mob, victim, 2d3, "strike" );

if( attack( mob, victim, 2d3, "strike" ) ) {

  if( random( 1, 6 ) == 1 ) 

    do_spell( shock, mob, victim );

  }

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893971766 0 0
298017 8192 0 0 4
10
14 13 13 13 14
25 0 0 25 25 0 0
500 5 indigo aura~
1000 5 darkish folds~
0 1000 ~
0 1000 ~
0 1000 ~
66024
39323202 13108801
1 2 0 195 145
M 0 4 0
-1
-1

#788
a bloodbug~
~
shiny red bug~
~
~
scurries across the floor.~
shiny red bugs~
~
~
scurry across the floor.~
This small crimson red bug has a large pair of pincers at the head of its

round body.  It runs around on the ground on six short legs.  Its tiny

yellow eyes are attached to its head by long black feelers that extend

from its head.  This bloodbug seems to be leaving a bright red trail

behind it as it moves.

~
Kaos~
attack_weapon( mob, victim, 2d4+1, "gaping jaw" );

attack_weapon( mob, victim, 1d4, "thin leg" );

~
!
0 0 26 0 0 0 0 10
0 0 1 4000 894479359 0 25
230193 0 0 0 4
5
14 12 12 18 12
0 0 0 0 0 0 0
500 10 hard skin~
600 8 thin leg~
1000 2 fragile head~
0 1000 ~
0 1000 ~
0
13107845 26214464
24 10 0 68 292
M 0 4 0
-1
-1

#789
a street urchin~
~
dirty, grime-covered human~
~
~
skulks about the area.~
dirty, grime-covered humans~
~
~
skulk about the area.~
A grubby human wearing little more than rags stands a short distances

from you, leaning against the wall.  His face covered in grime and his

hair matted from living on the street, you recognize this individual as a

survivor.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 2d5, "punch" );

attack( mob, victim, 2d5, "punch" );

if( i == 3 )

  attack( mob, victim, 3d5+5, "bite" );

if( i == 2 )

  attack( mob, victim, 4d5+10, "fingernail rake" );

if( i == 1 )

  attack( mob, victim, 5d5+15, "kick in the groin" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479356 0 0
229861 1060864 0 0 4
15
10 10 14 20 13
15 0 0 0 35 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537602 26214464
0 1 0 0 0
M 0 4 0
738 17 1509949500 5 0
2121 17 1509949490 8 0
2040 17 1509949470 10 0
2000 17 1509949470 5 0
2020 17 1509949480 7 0
28 17 1509949460 -1 0
-1
0 -1
~
if( is_player( ch ) ) {

  if( find_Stat( ch, level ) < 90 ) {

    if( find_stat( ch, level  ) > 10 ) {

      if( random( 1, 10 ) < 2 ) {

        send_to_char( #surprise, ch );

        attack( mob, ch, 4d5+5, "backstab" );

        }

      }

    }

  }

~
E
surprise~
@bA street urchin makes a bid for your purse!

~
!
-1

#790
Aubrik~
~
apprentice armorsmith~
~
~
stands before you.~
~
~
~
~
A young man, obviously still learning his trade, this apprentice is still

awkward in his dealings with people.  He is only starting to form the

massive shoulders and powerfull musculature required by his profession.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BAubrik calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968271 0 0
197027 262144 0 0 4
15
18 14 8 10 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#791
Palisar~
~
journeyman armorsmith~
~
~
stands before you.~
~
~
~
~
Knowledgeable in his craft the journeyman armorsmith is capable of

fashioning a variety of armor items.  Burn scars on his hands and massive

muscles are a testimony to the long hard hours he dedicated to learning

his craft.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BPalisar calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968392 0 0
229667 262144 0 0 4
20
19 12 12 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#792
a mercenary~
~
scarred and sunburned human~
~
~
sneers at you.~
scarred and sunburned humans~
~
~
sneer at you.~
A large man wearing a long dark cloak eyes you cynically.  As you

consider him, you note a great many scars across his his face and arms,

and a hint of steel under his cloak.  You sense that this is not an

individual to tangle with lightly.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d3, "right hand" );

attack_weapon( mob, victim, 3d3, "left hand" );

attack_weapon( mob, victim, 3d3, "combination" );

if( i < 5 )

  attack( mob, victim, 6d6, "kick" );

if( i > 8 )

  attack( mob, victim, 6d6+6, "kick" );

if( i < 3 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@BThe mercenary calls for the rest of his band!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479404 0 0
230881 37757058 0 48 4
30
17 10 13 20 15
50 25 25 25 35 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073604 32769601
0 1 0 0 0
M 48 5 0
611 17 1509949455 10 0
615 17 1509949455 7 0
3017 17 1509949500 16 0
3016 16 1509949480 16 0
116 17 1509949490 8 0
2185 17 1509949460 14 0
738 17 1509949465 5 0
607 17 1509949460 5 0
1039 17 1509949465 -1 0
998 17 1509949445 -1 0
24 17 1509949442 -1 0
-1
-1

#793
Fiogis~
~
armor smith~
~
~
sits here, busily carving.~
~
~
~
~
A slight, palid looking man Fiogis' hands are never quiet.  He is

surrounded by small bits and pieces of jewelry and armor which he is

busily decorating in a variety of carved and enameled patterns.

~
Padraig~
attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

if( random( 1, 10 ) < 6 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@BFiogis calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968229 1078456124 0
1073971619 -2140929664 0 0 4
50
12 18 15 21 8
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573441 26214464
0 1 0 0 0
M 0 4 0
3002 17 1509949540 16 0
-1
-1

#794
Vardus~
~
apprentice armorsmith~
~
~
fumbles around here.~
~
~
~
~
A young man, obviously still learning his trade, this apprentice is still

awkward in his dealings with people.  He is only starting to form the

massive shoulders and powerfull musculature recquirred by his profession.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BVardus calls for help!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893968470 0 0
197027 262144 0 0 4
15
18 14 8 10 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#795
Eosai~
~
apprentice armorsmith~
~
~
is here.~
~
~
~
~
A young man, obviously still learning his trade, this apprentice is still

awkward in his dealings with people.  He is only starting to form the

massive shoulders and powerfull musculature recquirred by his profession.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BEosai calls for help!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968310 0 0
197027 262144 0 0 4
15
18 14 8 10 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#796
Taliven~
~
journeyman armorsmith~
~
~
works here.~
~
~
~
~
Knowledgeable in his craft the journeyman armorsmith is capable of

fashioning a variety of armor items.  Burn scars on his hands and massive

muscles are a testimony to the long hard hours he dedicated to learning

his craft.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BTalisen calls for the guards!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968334 0 0
229667 262144 0 0 4
20
19 12 12 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#797
Rory~
~
journeyman armorsmith~
~
~
looks at you quizically.~
~
~
~
looks at you quizically.~
Knowledgeable in his craft the journeyman armorsmith is capable of

fashioning a variety of armor items.  Burn scars on his hands and massive

muscles are a testimony to the long hard hours he dedicated to learning

his craft.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BRory calls for help!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968421 0 0
229667 262144 0 0 4
20
19 12 12 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#798
Pepsin~
~
journeyman armorer~
~
~
pounds merrily away.~
~
~
~
~
Knowledgeable in his craft the journeyman armorsmith is capable of

fashioning a variety of armor items.  Burn scars on his hands and massive

muscles are a testimony to the long hard hours he dedicated to learning

his craft.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BPepsin shouts for the guards!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968442 0 0
229667 262144 0 0 4
20
19 12 12 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#799
Dikias~
~
journeyman armorsmith~
~
~
dreams over his work.~
~
~
~
~
Knowledgeable in his craft the journeyman armorsmith is capable of

fashioning a variety of armor items.  Burn scars on his hands and massive

muscles are a testimony to the long hard hours he dedicated to learning

his craft.

~
Padraig~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d8, "punch" );

attack_weapon( mob, victim, 2d8, "counter-punch" );

if( i < 6 )

  attack_weapon( mob, victim, 2d8+4, "uppercut" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
@BDikias shouts for someone to save him!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893968359 0 0
229667 262144 0 0 4
20
19 12 12 15 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#800
~
~
drunk~
~
~
staggers about the room.~
~
~
~
~
The drunk does not seem particularly aware of his surroundings.

He is singing himself a rather crude tune and walking very unsteadally.

~
Kiian~
attack( mob, victim, 1d6+0, "swing" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893363441 0 0
229857 0 0 16 4
1
14 12 7 6 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2621954 26214464
0 1 0 0 0
N 16 4 0
24 17 1509949500 -1 0
-1
-1

#801
Oiudar~
~
cloaked human,~
~
~
stands before you.~
~
~
~
~
One of the most feared and respected Arch Mages around, Oiudar has

mastered the art of chaotic magic over many centuries.  His face is

concealed by a dark hood under which you can only see a small bit of his

grey beard and a pair of glowing green eyes.  His dark robes run the

length of his body, concealing his build and skin color.  An aura of

power surrounds his body, proof that he is well trained in the art of

magic.

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d50+300, "hard punch" );

attack_weapon( mob, victim, 2d50+300, "head butt" );

attack_weapon( mob, victim, 2d50+300, "swift kick" );

if( attack( mob, victim, 2d5+5, "fist" ) ) {

  if( random( 1, 2 ) == 1 )

    do_spell( shock, mob, victim );

  }

if( i > 4 ) {

  act_room( #twitch, mob );

  do_spell( drain life, mob, victim );

  do_spell( drain life, mob, victim );

  do_spell( drain life, mob, victim );

  do_spell( drain life, mob, victim );

  }

if( i < 4 ) { 

  act_room( #glow, mob );

  do_spell( lightning bolt, mob, victim );

  do_spell( lightning bolt, mob, victim );

  }

if( i == 4 )

  do_spell( confuse, mob, victim );

if( i == 5 )

  do_spell( heal, mob, mob );

if( random( 1, 2 ) == 1 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
twitch~
@b@B$n shivers as a black cloud engulfs the room!

~
E
help~
@eOiudar screams for the guards to aid him!

~
E
glow~
@bThe air crackles with dark energy!

~
!
0 74 0 0 0 0 0 10
0 0 0 4000 893363798 0 0
99747 35924361 12 64 8
90
14 22 19 16 15
80 40 40 40 100 85 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655363208 26214464
0 1 0 0 0
M 64 4 0
726 17 1509949540 5 0
-1
2 -1
obsidian gargoyles~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about obsidian gargoyles.

~
E
rask~
$n asks $N something.

~
E
stat1~
Obsidian gargoyles are extremely strong and fierce.  With claws of

sharpened obsidian, they are quite deadly.  A block of obsidian is the

most likely reagent to summon one with.  Like calls to like.

~
!
-1

#802
Y'va'an~
~
cloud of shimmering light spheres~
~
~
dances before you.~
~
~
~
~
You find yourself awestruck, standing in the midst of a cloud of

shimmering lights.  All about you, they hover in the darkness, winking

and incessantly appearing and disappearing from view.

~
Kiian~
attack_shock( mob, victim, 5d5, "shimmering globe" );

attack_shock( mob, victim, 7d5, "crackling energy" );

attack_shock( mob, victim, 10d5, "electrical surge" );

attack_fire( mob, victim, 15d5, "white-hot bolt" );

i = 10d10+10;

if( random( 1, 4 ) == 1 ) {

  act_room( #storm, mob );

  loop( all_in_room ) {

    if( rch != mob )

      attack_shock( mob, rch, 10d10+10, "the crackling electrical storm" );

    }

  }

~
E
storm~
@BAn electrical storm surges through the room!!@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972803 0 21
264497 39870856 1073741836 0 4
70
8 3 3 30 20
50 50 20 100 100 100 100
300 15 glowing orb~
400 15 shimmering ball~
600 20 sphere of energy~
1000 20 sparkling aura~
0 1000 ~
0
209716510 13108801
0 1 0 0 0
N 0 9 0
-1
1 -1
~
if( find_skill( ch, sneak ) > random( 5, 20 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room_sneak, ch );

  continue;

  }

send_to_char( #room, ch );

~
E
room_sneak~
$n steps into the cloud of shimmering lights and is gone.

~
E
room~
Bewildered by the shimmering lights, you stagger a bit and blink, utterly

confused.

~
E
char~
Dizzy and more than a little bit confused, you manage to somehow stumble

between the scores of dancing, pulsating orbs.

~
!
-1

#803
~
~
Sau'n guard~
~
~
silently makes his rounds.~
Sau'n guards~
~
~
silently make their rounds.~
A tall, vaguely humanoid figure in flowing indigo robes stands before you. 

His face and hands are obscured beneath its folds, yet you cannot help

but notice the incessant flashes of purple light and an incessant, barley

audible crackling of harnessed electricity.

~
Kiian~
attack( mob, victim, 3d5, "strike" );

attack( mob, victim, 3d5, "strike" );

if( random( 1, 10 ) < 3 )

  attack( mob, victim, 3d5+5, "open-handed strike" );

if( attack( mob, victim, 3d5+5, "strike" ) ) {

  if( random( 1, 4 ) < 2 )

    do_spell( shock, mob, victim );

  }

if( random( 1, 10 ) < 3 ) {

  send_to_Room( #flash, room );

  summon( mob, victim );

  }

~
E
flash~
@b@BA brilliant blue flash floods the room!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893971825 0 0
4492339 8584 67108864 0 4
15
16 9 9 16 14
25 10 10 50 50 100 100
600 10 indigo robes~
1000 12 darkish aura~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537602 32769601
0 1 0 0 0
M 0 5 0
-1
-1

#804
~
~
frightened tasloi~
~
~
is here looking very lost.~
frightened tasloi~
~
~
are here looking very lost.~
You see a small creature in a semi-errect posture looking warily back at

you.  Its golden cat-like eyes are offset by the lustrous green of its

skin.  Its feral smile displays unnervingly sharp teeth covered in old

gore.

~
Talis~
if( random( 1, 4 ) == 4 ) {

  i = 4d5+5;

  act_tochar( #c_javelin, victim );

  act_notchar( #r_javelin, victim );

  act_tochar( #backin, victim );

  dam_message( victim, i, "a hurled javelin" );

  inflict( victim, mob, i, "a hurled javelin" );

  }

attack_weapon( mob, victim, 2d2+2, "left claw" );

attack_weapon( mob, victim, 2d2+2, "right claw" );

attack_weapon( mob, victim, 2d3+2, "vicious bite" );

if( has_obj( 213, mob ) ) {

  attack( mob, victim, 3d3+3, "wicked back-slash" );

  attack( mob, victim, 3d3+3, "thrust" );

  }

~
E
c_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at you.@n

~
E
r_javelin~
@GThe tasloi nimbly scrambles away, turns and hurls a javelin at $n@n.

~
E
backin~
@WHaving thrown the javelin, the tasloi lunges to attack you again.@n

~
!
0 35 58 0 0 0 0 10
0 0 0 4000 893446869 0 27
251893 1060864 0 0 8
14
10 8 8 18 10
10 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 3 0
2060 17 1509949480 11 0
736 17 1509949540 17 0
1408 16 1509949510 16 0
-1
-1

#805
S'elonnyr the Undying~
~
wraith~
~
~
hovers in the air.~
~
~
~
~
The frail figure of a tall, thin humanoid levitates in the air in front

of you, his tattered robe of deepest indigo slowly coursing back and

forth in spite of the stillness of the surrounding air.  Its head

concealed beneath the deep folds of its softly shimmering robe, you sense

the heavy weight of its gaze fall upon your all too mortal frame.

~
Kiian~
i = random( 1, 10 );

j = random( 20, 60 );

attack( mob, victim, 2d6+5, "spectral strike" );

attack( mob, victim, 2d6+5, "spectral strike" );

attack( mob, victim, 2d6+5, "spectral strike" );

if( i > 4 ) {

  act_notchar( #o-drain, ch );

  act_tochar( #drain, ch );

  do_spell( chilling touch, mob, victim );

  }

if( i > 8 ) {

  act_notchar( #word, mob );

  do_spell( prismic missile, mob, victim );

  }

if( i < 4 ) {

  act_notchar( #fire, mob );

  loop( all_in_room )

    if( rch != mob ) {

    dam_message( rch, j, "elder fire" );

    inflict( rch, mob, j, "the elder fire" );

    }

  }

~
E
fire~
@b@RS'elonnyr the Undying summons a vortex of colorless fire!

~
E
word~
@b@BS'elonnyr utters a string of strange, alien-sounding syllables!

~
E
o-drain~
@bThe spirit reaches out to grasp you!

~
E
drain~
@bThe spirit reaches out to grasp $n!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972891 0 26
298035 2154890 12 0 4
50
6 25 16 19 20
50 10 50 50 100 50 100
1000 25 tattered robe~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
2048
235930250 26214464
0 1 0 0 0
M 0 5 0
1009 17 1509949490 -1 0
305 17 1509949443 -1 0
-1
-1

#806
~
~
ghostly form~
~
billowing,~
hovers in the air.~
ghostly forms~
~
billowing~
hover in the air.~
A pale spirit floats in the air here, its billowing, immaterial form

vaguely resembling a human.  Its face, however is twisted and wracked

with the torment of an eternity without rest, its hands bent into

sinister claws.

~
Kiian~
i = random( 500, 2500 );

attack( mob, victim, 5d5+5, "rake" );

attack( mob, victim, 5d5+5, "rake" );

if( random( 1, 10 ) < 6 )

attack( mob, victim, 5d5+5, "rake" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 5d5+5, "rake" );

if( attack( mob, victim, 5d5+5, "rake" ) ) {

  if( random( 1, 2 ) == 1 ) 

    drain_exp( victim, i );

  }

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893972959 0 30
264243 2105736 12 0 8
35
15 13 13 20 15
15 0 25 25 100 0 0
800 15 immaterial form~
600 12 tormented countenance~
1000 14 sinister claws~
0 1000 ~
0 1000 ~
0
131072660 26214464
0 1 0 0 0
N 0 4 0
870 17 1509949540 -1 0
-1
4 -1
~
i = random( 1, 25 );

if( i < 5 ) {

  act_room( #glow, ch );

  if( i == 1 ) 

    obj_to_room( oload( 808 ), room );

  if( i == 2 )

    obj_to_room( oload( 850 ), room );

  if(  i == 3 )

    obj_to_room( oload( 876 ), room );

  if( i == 4 )

    obj_to_room( oload( 877 ), room );

  }

~
E
glow~
@b@RYou hear something clatter to the stone floor below.

~
!
-1

#807
~
~
creeping coin~
~
~
is here.~
creeping coins~
~
~
are here.~
~
Greyclaw~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 3 4000 894479560 0 0
131873 65536 0 100000 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
152 25 0 188 2506
M 100000 4 0
-1
-1

#808
Ishar'n~
~
Aspect of Lust~
~
~
floats in midair.~
~
~
~
~
Wisps of silver fog twine and gather, taking on a form that seems human. 

A slender woman, delicately formed, with a thick corona of hair that

still hints at its living color, a soft gold.  Her eyes are large and

fixed with great intensity.  Her lips are full and likewise tinted with a

trace of color, so alive in their aspect that one could almost imagine a

breath passing through them, and a heartbeat behind it.

~
Kiian~
attack( mob, victim, 4d5+5, "pale fist" );

attack( mob, victim, 4d5+5, "pale fist" );

attack_fire( mob, victim, 4d10+10, "burning touch" );

attack_fire( mob, victim, 4d10+10, "burning touch" );

if( random( 1, 2 ) == 1 ) {

  interpret( mob, "say What sick, ridiculous puppets..." );

  wait( 1 );

  loop( all_in_room ) {

    i = random( 1, 4 );

    if( is_player( rch ) ){

      act_tochar( #puppet, rch );

      if( i == 1 )

        interpret( rch, "groan" );

      if( i == 2 )

        interpret( rch, "moan" );

      if( i == 3 )

        interpret( rch, "cry" );

      if( i == 4 )

        interpret( rch, "grovel" );

      }

    }

  }

~
E
shimmer~
@bIshar'n is cloaked in a deep blue light!

~
E
puppet~
@CYou feel the will of the Ishar'n jerk you about like a puppet...@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972023 0 33
1078202097 10249 12 0 8
40
10 15 15 14 10
10 100 15 25 50 30 0
1000 8 indigo robe~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 19662401
0 1 0 0 0
F 0 4 0
2545 17 1509949441 3 0
3 1 1509949465 -1 0
-1
-1

#809
Qurell~
~
Aspect of Gluttony~
~
~
fills the air with a foul stench.~
~
~
~
fill the air with a foul stench.~
Draped in rolls of corpulent, oozing flesh, this creature barely seems as

though it could move as its body's fluids spread across the smooth stone

floor.  The creature does move, however, whether propelled by concealed

legs or by some snail-like psuedopod, it lurches across the floor.

~
Kiian~
attack( mob, victim, 5d7+5, "ham-like fist" );

attack( mob, victim, 5d7+5, "ham-like fist" );

attack( mob, victim, 5d7+5, "ham-like fist" );

if( random( 1, 4 ) == 1 ) {

  interpret( mob, "say and drowsiness shall clothe a man with rags..." );

  wait( 1 );

  do_spell( sleep, mob, ch );

  }

if( random( 0, 3 ) == 0 ) {

  act_notchar( #roll, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 2d20+20, "crushing flesh" );

    }

  }

~
E
summon~
@bQurell is cloaked in a deep blue light!

~
E
roll~
@YQurell rolls about the room like an avalanche of putrescent flesh!@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972698 0 34
1080034865 8321 12 0 4
45
14 14 15 14 11
15 15 15 25 100 0 0
700 16 sweating flesh~
800 14 flabbly limbs~
900 12 thick neck~
1000 10 nearly-enveloped head~
0 1000 ~
0
117965485 26216001
0 1 0 0 0
M 0 5 0
2547 17 1509949441 -1 0
3 1 1509949444 -1 0
-1
-1

#810
A'lline~
~
Aspect of Sloth~
~
~
oozes out over the floor.~
~
~
~
~
Draped in rolls of corpulent, oozing flesh, this creature barely seems as

though it could move as its body's fluids spread across the smooth stone

floor.  The creature does move, however, whether propelled by concealed

legs or by some snail-like psuedopod, it lurches across the floor, a

dreamy smile on its hideously feminine face.

~
Kiian~
attack( mob, victim, 5d7+5, "ham-like fist" );

attack( mob, victim, 5d7+5, "ham-like fist" );

attack( mob, victim, 5d7+5, "ham-like fist" );

if( random( 1, 4 ) == 1 ) {

  interpret( mob, "say Slothfullness casts into a deep sleep, and a proud man shall suffer..." );

  wait( 1 );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( slow, mob, rch );

    }

  }

if( random( 0, 3 ) == 0 ) {

  act_notchar( #roll, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 2d20+20, "acidic fluid" );

    }

  }

~
E
summon~
@b@BA'lline opens her arms and glows with an intense light!

~
E
roll~
@CA'lline hurls his arms wide, spattering thick fluids across you!!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972556 0 27
1080034865 2236808 12 0 4
40
30 15 15 14 30
25 20 20 60 100 13 0
700 10 corpulent flesh~
800 12 oozing flank~
900 10 flabby arm~
1000 8 tiny head~
0 1000 ~
0
104858280 32769601
0 1 0 0 0
F 0 9 0
2542 17 1509949441 -1 0
3 1 1509949444 -1 0
-1
-1

#811
Effinh~
~
Aspect of Envy~
~
~
lurks in the shadows.~
~
~
~
~
Draped in a flowing, ethereal indigo robe, a gaunt humanoid glares in

your direction as he floats mere inches above the ancient stone floor.

~
Kiian~
attack( mob, victim, 7d5+15, "spiteful strike" );

attack_cold( mob, victim, 7d5+15, "chilling strike" );

if( attack( mob, victim, 4d8+8, "crackling fist" ) )

  do_spell( lightning bolt, mob, victim );

attack( mob, victim, 7d5+15, "hate-filled claw" );

~
E
summon~
@b@BEffinh's countenance turns dark for the slightest of moments.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972595 0 29
1078201969 2122123 12 0 4
45
15 18 20 15 15
30 20 20 70 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 0 4 0
1611 17 1509949441 0 0
3 1 1509949444 -1 0
-1
-1

#812
Nive Retalhmna~
~
Aspect of Greed~
~
~
seeps through the shadows.~
~
~
~
~
The ageless spirit of a silver-haired humanoid floats in midair. 

Rotating slowly, his form is cloaked in an aura of deepest indigo, which

twinkles and shines under your scrutiny.

~
Kiian~
i = 6d5+5;

attack( mob, victim, 4d9+9, "pale fist" );

attack( mob, victim, 4d9+9, "pale fist" );

if( attack( mob, victim, 4d9+9, "pale fist" ) ) {

  if( random( 1, 3 ) == 1 ) { 

    dam_message( ch, i, "colorless fire" );

    inflict( ch, mob, i, "colorless fire" );

    }

  }

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972637 0 31
4460209 36708745 12 1008 4
40
17 21 21 17 17
30 20 20 80 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 1008 5 0
312 17 1509949441 -1 0
3 1 1509949444 -1 0
-1
-1

#813
Uehen-Ihr~
~
Aspect of Pride~
~
~
fills the room.~
aspects of pride~
~
~
fill the room.~
A small spirit of a deep blue skinned humanoid floats in midair, his

etheral hair tusseled and his eyesockets hidden behind a deep veil of

everpresent shadow.  Hands folded in his lap, his loose robes flap in the

still air, as if subject to an unseen astral wind.

~
Kiian~
i = random( 1, 10 );

attack( mob, victim, 7d5+15, "disdainful backhand" );

attack( mob, victim, 7d5+15, "offhand cuff" );

attack_cold( mob, victim, 7d5+15, "chilling strike" );

if( i < 6 )

  attack_shock( mob, victim, 7d5+15, "shocking strike" );

if( attack( mob, victim, 7d15+15, "disdainful backhand" ) ) {

  if( random( 1, 3 ) == 1 ) {

    send_to_room( #aura, room );

    interpret( ch, "flee" );

    }

  }

~
E
aura~
The Aspect says, @Y"Disgrace goes before destruction, and Pride before Misfortune..."@n 

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893971991 0 35
1078206193 57680264 1677721612 0 4
45
16 23 23 16 20
35 25 25 90 100 0 0
1000 15 veil of shadow~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 32769601
0 1 0 0 0
M 0 7 0
2548 17 1509949441 17 0
3 1 1509949444 -1 0
-1
-1

#814
Ru'ouvan~
~
Aspect of Wrath~
~
~
looms over you.~
~
~
~
~
An immense, shimmering presence hovers in midair.  Colorless, and lacking

definition, it somehow resembles a humanoid in form.  You suddenly feel

cold, small, and mortal.

~
Kiian~
j = random( 1, 5 );

attack_fire( mob, victim, 4d5+10, "burning touch" );

attack_fire( mob, victim, 4d5+10, "flaming aura" );

attack( mob, victim, 4d5+10, "spectral blade" );

attack( mob, victim, 4d5+10, "spectral blade" );

attack_fire( mob, victim, 4d5+10, "burning aura" );

attack_fire( mob, victim, 4d5+10, "firey strike" );

if( j == 1 ) {

  send_to_room( #room, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = random( 10, 200 );

      attack_fire( mob, rch, i, "colorless fire" );

      }

    }

  }

if( random( 1, 10 ) < 3 ){

  summon( mob, victim );

  send_to_room( #help, room );

  }

~
E
room~
@b@BThe Aspect of Wrath unleashes a rain of colorless fire!

~
E
help~
@RThe Aspect of Wrath calls for Aid!!!@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893972510 0 25
1078234673 6334728 12 0 8
75
18 25 25 14 15
40 30 30 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930885 26217601
0 1 0 0 0
M 0 5 0
497 17 1509949441 16 0
3 1 1509949444 -1 0
-1
-1

#815
~
~
gambler~
~
wealthy-looking~
is here, playing dice.~
gamblers~
~
wealthy-looking~
are here, playing dice.~
Dressed in finely tailored clothes, this gambler is wrapped up in a game

of dice.  Before every toss of the dice he blows on them and whispers

something to them and closes his eyes as he whips them against the wall. 

His eyes are dead-locked on his game and seems to be unaware of anything

around him except for his current game.

~
Kiian~
attack_weapon( mob, victim, 2d5+5, "right hook" );

attack_weapon( mob, victim, 2d5+5, "left hook" );

attack_weapon( mob, victim, 2d5+5, "wild kick" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479643 0 25
4424099 8195 4 48 8
5
15 20 8 30 30
10 10 10 -10 -25 -10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729922 13107200
408 9 0 11 0
M 48 4 0
-1
-1

#816
a swamp fish~
~
slime-covered fish~
~
~
swims slowly through the pond.~
slime-covered fish~
~
~
swim slowly through the pond.~
A giant, malformed fish, covered in slime and weeds swims in the barely

deep enough waters of the swamp.

~
Padraig~
attack( mob, victim, 3d5+5, "bite" );

attack( mob, victim, 3d5+5, "fin slap" );

attack( mob, victim, 2d10+10, "razor-sharp fin" );

~
!
0 0 29 0 0 0 0 10
0 0 18 4000 894479675 0 0
4330545 20979840 12 0 4
15
16 4 3 16 16
0 0 50 0 99 0 0
300 20 scaly head~
50 15 gills~
200 17 sharp fins~
1000 25 boney body~
0 1000 ~
0
58984003 26216001
7685 290 0 8610 434138
N 0 5 0
-1
-1

#817
~
~
tasloi~
singing~
~
is waitining here for you to greet him.~
tasloi~
singing~
~
are waiting here for you to greet them.~
You see a small creature in a semi-errect posture looking warily back at

you.  Its golden cat-like eyes are offset by the lustrous green of its

skin.  Its feral smile displays unnervingly sharp teeth which someone has

taken the time to clean today.  Most unusual of all is the brightly

colored party hat connected to his head by an elastic chin strap.

~
Talis~
if( random( 1, 2 ) == 2 ) {

  i = 1d6;

  send_to_room( #cake_grab, room );

  act_tochar( #cake_hits, victim );

  act_notchar( #food_fight, victim );

  dam_message( victim, i, "flung cake bits" );

  inflict( victim, mob, i, "flung cake bits" );

  end;

  }

else

  send_to_room( #cake_grab, room );

  send_to_room( #cake_eat, room );

~
E
cake_grab~
@YA singing tasloi grabs some birthday cake.@n

~
E
cake_hits~
@MThe singing tasloi hurls a bit of bithday cake at you.@n

~
E
food_fight~
@MThe singing tasloi hurls a bit of birthday cake at $n.@n

~
E
cake_eat~
@YA singing tasloi looks ready to hurl his chunk of cake, but changes his

mind and eats it instead.@n 

~
!
0 35 30 0 0 0 0 10
0 0 0 4000 893446935 0 27
250851 8192 0 0 8
10
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
261881921 26214464
0 1 0 0 0
M 0 2 0
-1
8 -1
hi hello greet greetings salutations~
act_room( #line1, ch );

wait( 2 );

act_room( #line8, ch );

wait( 2 );

act_room( #line1b, ch );

wait( 2 );

act_room( #line2, ch );

wait( 3 );

act_room( #line3, ch );

wait( 1 );

act_room( #line4, ch );

act_room( #line5, ch );

wait( 2 );

act_room( #line4, ch );

act_room( #line6, ch );

wait( 2 );

act_room( #line4, ch );

act_room( #line7, ch );

wait( 1 );

act_room( #line8, ch );

wait( 2 );

act_room( #line9, ch );

wait( 3 );

act_room( #line4, ch );

act_room( #line5, ch );

wait( 3 );

act_room( #line10, ch );

mob = mob_in_room( 817, room );

interpret( mob, "sleep" );

~
E
line10~
The tasloi looks rather giddy at having successfully completing so

daunting a task, then promptly collapses from the exertion.

~
E
line1b~
@bA tasloi says: "for Greyclaw."@n

~
E
line9~
@bA tasloi sings: "to @n@GGREEEEEEYYCLAAAaaaaaaW@n@b!!!"@n

~
E
line8~
The tasloi quickly looks at a tag attached to his wrist.

~
E
line7~
@bA tasloi sings: "to, uh, umm......."@n

~
E
line6~
@bA tasloi sings: "to YoooOOOOOOoooooUUUUUuuuuuu."@n

~
E
line5~
@bA tasloi sings: "to YoooOOOOOooooouuuuuuu."@n

~
E
line4~
@bA tasloi sings: "Happy Birthday"@n

~
E
line3~
The tasloi clears his throat.

~
E
line2~
The tasloi attempts to look serious, which is rather difficult when you

are a little under 3 feet tall and bright green.

~
E
line1~
@bA tasloi says: "Hi, I"m a tasloi, here with a singing telegram

for....umm........"@n 

~
!
-1

#818
a monk sentry~
~
strongly muscled monk~
~
~
patrols the grounds.~
strongly muscled monks~
~
~
patrol the grounds.~
Tall in stature and sleak in prowess, the monk sentries have been trained

in some of the finest martial arts known.  They all wear a fine

compliment of tanned leathers with the monks very own mystical runes

placed upon them.  With a grim look in their eyes, the sentries look as

if they wont take anything from your likes.  

~
Kiian~
attack( mob, victim, 3d5+12, "tiger paw" );

attack( mob, victim, 3d5+12, "tiger paw" );

if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 3d5+12, "tiger paw" );

if( random( 0, 3 ) < 2 ) {

  act_notchar( #wail, mob );

  attack( mob, victim, 5d10+15, "spinning kick" );

  if( random( 0, 5 ) < 2 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 1d10+5, "renewed attack" );

      }

    }

  }

if( random( 0, 5 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@CThe monk leaps into the air, becoming a deadly blur.

~
E
echo~
@eThe monk renews his attack as he hits the ground.

~
E
ram~
@eThe strong sentry lunges forward!

~
!
0 11 8 0 0 0 0 10
0 0 0 4000 894479721 0 34
231201 6300032 140 0 4
35
19 12 12 17 17
25 25 10 15 80 0 0
250 10 strongly muscled arm~
350 10 strongly muscled leg~
1000 12 hard-muscled chest~
0 1000 ~
0 1000 ~
0
157287050 26214464
1076 18 0 24 0
M 0 5 0
139 17 1509949445 -1 0
-1
8 -1
hi hello~
wait( 1 );

send_to_char( #hi, ch );

~
E
hi~
The monk grumbles slightly, and ignores you.

~
!
-1

#819
an ornac~
~
bird~
~
large, greyish~
eyes you from across the rooftop.~
birds~
~
large, greyish~
eye you from across the rooftop.~
Yellow eyes and pointed beak angled in your direction, a squat bird the

size of a small child occupies a nearby corner of the rooftop.  Its

plumage ranging from dark grey to off white on its head and wingtips, its

jagged claws and beak signal that this bird of prey is able to defend

itself.

~
Kiian~
i = random( 1, 4 );

attack( mob, victim, 4d4+8, "beak" );

if( i == 1 )

  attack( mob, victim, 3d4+3, "kick" );

if( i == 2 )

  attack( mob, victim, 3d4+3, "kick" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960057 0 0
198947 8192 4096 0 4
10
9 5 5 22 10
0 0 0 0 0 0 0
500 8 greyish feathers~
500 6 dark grey belly~
750 6 wing~
1000 4 head~
0 1000 ~
0
39322245 1601
0 1 0 0 0
M 0 3 0
-1
-1

#820
~
doom spore mushroom shroom mold mycota~
doom spore~
~
~
shivers as if aware of your presence.~
doom spores~
~
~
shiver as if aware of your presence.~
A large fungus, the doom spore primarily grows in colonies.  A round

spongy sphere, growing as large as 1 foot across, grows atop a short

stalk.  Covered in somber shades of violet and red, it is as beautiful as

it is dangerous.  It releases a virulent spore when living things

approach.  Single growths are often known to explode dangerously to

protect the colony.

~
Talis~
if( random( 1, 4 ) == 4 ) {

  act_room( #kaboom, ch );

  junk_mob( mob );

  loop( all_in_room ) {

    if( race( rch ) != plant ) {

      i = 3d3;

      dam_message( rch, i, "doom spores" );

      inflict( rch, mob, i, "doom spores" );

      }

    }

  }

else

  attack( mob, ch, 1d4, "burning spores" );

~
E
kaboom~
@RThe doom spore begins to constrict, then suddenly explodes scattering

its spores everywhere.@n 

~
!
0 65 31 0 0 0 0 10
0 0 0 4000 893447124 0 32
1059 0 0 0 4
1
5 1 0 5 10
0 -10 -10 10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 0 0
N 0 1 0
1880 17 1509949540 -2 0
-1
-1

#821
~
~
giant praying mantis~
~
~
creeps around here.~
giant praying mantises~
~
~
creep around here.~
This large green insect seems to loom over you.  His enormous green

pincers do not look fun to play with.  As he turns his head, you can

make out his huge green eyes looking in your direction.  Caution may be

the best idea to keep in mind when approaching this beast.

~
Padraig~
attack( mob, victim, 4d6, "right pincer" );

if( random( 1, 3 ) < 3 )

  attack( mob, victim, 4d6, "left pincer" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 4d10+10, "viscious bite" );

~
!
0 0 26 0 0 0 0 10
50000 0 178 4000 894562461 0 0
204845 4194304 0 0 4
15
15 13 10 14 15
0 0 0 0 0 0 0
250 4 long arm~
400 8 right pincer~
500 8 left pincer~
750 9 long body~
1000 10 large head~
12582912
39322255 26215042
87710 3261 0 31016 2075491
M 0 6 0
-1
-1

#822
Grimpen~
~
Grimpen~
~
~
A Grimpen is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#823
a wind elemental~
~
swirling elemental mass of cloud and wind~
~
~
floats here, spinning wildly.~
swirling elemental masses of cloud of wind~
~
~
float here, spinning wildly.~
This wispy creature is comprised completely of swirling wind.  It appears

to have limbs, but they whirl and flow as the creature moves, much like

an amoeba.  The wind whipping from the thing is enormous.  Its only

fixed feature is a pair of crackling electric-blue eyes where its head

could be imagined to be.

~
Phule~
attack_cold( mob, victim, 10d10+50, "icy wind attack" );

attack_cold( mob, victim, 10d10+50, "chilling touch" );

if( random( 1, 10 ) < 5 ) {

  act_room( #fire, mob );

  loop( all_in_room ) {

    i = 2d80+30;

    if( rch != mob ) {

      dam_message( rch, i, "the cutting winds" );

      inflict( rch, mob, i, "powerful winds" );

      }

    }

  }

~
E
fire~
The elemental calls on powerful forces to cause the winds to surge and

buffet you.

~
!
0 98 30 0 0 0 0 10
0 0 0 4000 894562523 0 0
536905267 8576 0 4 4
80
19 12 12 14 19
20 20 20 46 40 0 0
500 20 shifting cloud body~
1000 20 icy wind appendage~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359700 26214464
0 1 0 0 0
N 4 4 0
-1
-1

#824
~
~
drudge skeleton~
~
~
is drudging along here.~
drudge skeletons~
~
~
are drudging along here.~
This large skeleton has bits of clothing and what looks like decaying

flesh hanging from almost every part of its body.  Its lack of eyes and

constantly chattering teeth make for a gruesome figure that stands before

you.

~
Kaos~
attack_weapon( mob, victim, 3d5, "shattered left hand" );

attack_weapon( mob, victim, 3d6, "boney kick" );

~
!
0 0 28 0 0 0 0 10
0 0 12 4000 899875014 0 0
688545 0 0 0 8
12
18 10 11 14 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 60
M 0 4 0
-1
-1

#825
~
~
Door of Bone~
~
~
blocks the entrance to the north.~
Doors of Bone~
~
~
block stand here.~
~
Kaos~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894562587 0 0
230179 0 0 0 8
20
20 14 12 5 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429462 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#826
~
~
stone statue~
~
~
is here.~
stone statues~
~
~
are here.~
You see before you a statue of stone brought to life by a disturbace.  It

looks quite disgruntled and likely to attack, though if given time might

return to stand on its pedastal.

~
Dragos~
attack_weapon( mob, victim, 5d6+5, "stone fist" );

attack_weapon( mob, victim, 5d6+5, "stone fist" );

if( random( 1, 5 ) == 1 ) 

  attack( mob, victim, 4d10+5, "crushing blow" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894562610 0 0
98467 8193 140 0 4
21
17 6 10 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
55050901 26214464
0 1 0 0 0
M 0 4 0
3006 17 1509949540 16 0
-1
-1

#827
~
~
ent~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894562624 0 0
229921 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#828
Zamkin~
zamkin ogre~
ogre~
~
bare-chested~
stands here, hammering a piece of armor.~
ogres~
~
bare-chested~
stand here, hammering out armor.~
Master armorship, accomplished warrior, the only ogre to ever challenge a

cleric of Morr and live, Zamkin is probably Darkhaven's most famous

resident.  He stands about nine feet tall and has light grey skin and

stringy black hair.  His arms are very muscular and covered in burn scars

from his years forging armor for many Darkhaven lords.  His eye are like

a piece of grey slate, cold and emotionless.

~
Kiian~
attack( mob, victim, 20d25+400, "brutal punch" );

attack( mob, victim, 20d25+400, "brutal backhand" );

attack( mob, victim, 20d25+400, "massive headbutt" );

attack( mob, victim, 20d25+400, "strong kick" );

if( random( 1, 3 ) == 1 ) {

  i = 10d10+700;

  act_tochar( #bash, ch );

  act_notchar( #bash1, ch );

  dam_message( victim, i, "The brutal smash" );

  inflict( victim, mob, i, "The brutal smash" );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@eLike a roaring lion, Zamkin hollars for the city guards!

~
E
bash~
@eZamkin grabs you and smashes your head into the wall!

~
E
bash1~
@eZamkin grabs $n and smashes $s head into the wall!

~
!
0 74 8 0 0 0 0 10
0 0 0 4000 894313999 0 24
4425127 2498947 12 48 4
90
17 14 14 30 15
30 30 30 30 65 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
707789460 26214464
0 1 0 0 0
M 48 5 0
600 17 1509949540 7 0
2125 17 1509949540 8 0
654 17 100 16 0
-1
-1

#829
Haleroen~
~
Tower's butler~
~
~
looks down his nose at you.~
butlers~
~
~
look down their noses at you.~
Haleroen stands ramrod straight in a dour black suit.  He appearance is

quite plain, except for the severe expression on his face.  This is man

utterly without humor.  He stands waiting for you to tell him where he

can direct you in the tower, but his expression shows he does not approve

of your presence.

~
Derna~
attack_weapon( mob, victim, 5d6+20, "right hand" );

attack_weapon( mob, victim, 5d6+20, "left hand" );

attack_weapon( mob, victim, 5d6+20, "snap kick" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  i = 5d6+30;

  attack_room( ch, i, "glowering stare" );

  }

~
E
ch~
Jeeves suddenly stands up straight and looks you in the eye.

You feel an intense burning sensation behind your eyes.

~
E
not~
You see Jeeves suddenly stiffen and look $n in the eyes.

$n winces in pain.

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894562687 0 0
1073972131 1 0 3200 4
45
13 17 18 13 16
10 10 -10 -5 3 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 3200 4 0
-1
0 2
~
wait( 1 );

act_tochar( #ch, ch );

~
E
ch~
Haleroen look at you condescendingly and asks, "What is your business

here?" 


He continues, "If you are here to customize armor, please tell me what

type you need.  The Masters make adamantine @Rplate@n or @Rplatemail@n and

electrum @Rringmail@n or @Rchainmail@n."


He concludes, "If you are not here for business, please leave."

He sniffs haughtily, and looks down his nose at you.

~
!
8 -1
plate~
act_tochar( #ch, ch );

interpret( mob, "unlock n" );

interpret( mob, "open n" );

~
E
ch~
Haleroen tells you, "Proceed alone to the room to the north and follow the

path of Earth.  You will find the Master you seek there." 

~
!
8 -1
platemail~
act_tochar( #ch, ch );

interpret( mob, "unlock n" );

interpret( mob, "open n" );

~
E
ch~
Haleroen tells you, "Proceed alone to the room to the north, and enter the

chambers of fire.  You will find the Master you seek there." 

~
!
8 -1
chainmail~
act_tochar( #ch, ch );

interpret( mob, "unlock n" );

interpret( mob, "open n" );

~
E
ch~
Haleroen tells you, "Proceed alone to the room to the north.  From there

follow the stairs to the path of air.  You will find the Master you seek

there." 

~
!
8 -1
ringmail~
act_tochar( #ch, ch );

interpret( mob, "unlock n" );

interpret( mob, "open n" );

~
E
ch~
Haleroen tells you, "Proceed to the room to the north.  From there follow

the path of water.  You will find the Master you seek there." 

~
!
1 0
~
if( class( ch ) == cleric ) {

  act_tochar( #not, ch );

  transfer( ch, find_room( 40750 ) );

  interpret( mob, "close door" );

  interpret( mob, "lock door" );

  end;

  }

if( class( ch ) == thief ) {

  act_tochar( #not, ch );

  transfer( ch, find_room( 40750 ) );

  interpret( mob, "close door" );

  interpret( mob, "lock door" );

  end;

  }

if( class( ch ) == bard ) {

  act_tochar( #not, ch );

  transfer( ch, find_room( 40750 ) );

  interpret( mob, "close door" );

  interpret( mob, "lock door" );

  end;

  }

if( class( ch ) == psionic ) {

  act_tochar( #not, ch );

  transfer( ch, find_room( 40750 ) );

  interpret( mob, "close door" );

  interpret( mob, "lock door" );

  end;

  }

else {

  interpret( mob, "close door" );

  interpret( mob, "lock door" );

  continue;

  }

~
E
not~
Haleroen tells you, "Your class is not allowed into the Tower," as he grabs

your arm and steers you to the exit from the Tower.

~
!
4 -1
~
if( has_obj( 1832, mob ) ) {

  obj = has_obj( 1832, mob );

  junk_obj( obj, 1 );

  obj_to_char( oload( 1840 ), ch );

  }

~
!
0 -1
~
interpret( mob_in_room( 829, find_room( 40750 )), "close n" );

interpret( mob_in_room( 829, find_room( 40750 )), "lock n" );

~
!
-1

#830
~
~
Tower guard~
~
~
eyes you suspiciously.~
Tower guards~
~
~
eye you suspiciously.~
Dark eyes glare out at you from a helmeted and armored figure.  He keeps

his weapons close at hand and watches you carefully.  You suspect that

this character is not one to have a sense of humor or show any affection

for outsiders.

~
Derna~
attack_weapon( mob, victim, 5d6+20, "furious slash" );

attack_weapon( mob, victim, 5d6+20, "back handed slash" );

attack_weapon( mob, victim, 5d6+20, "heavy booted kick" );

if( random( 1, 4 ) == 1 ) {

  send_to_room( #room, room );

  attack_weapon( mob, victim, 5d12+40, "lightning etched sword" );

  }

if( random( 1, 4 ) == 1 ) {

  send_to_room( #chain, room );

  attack_room( ch, 5d12+40, "chain lightning" );

  }

~
E
room~
You see the Tower guard's sword crackle with stored lightning.

~
E
chain~
The guard's sword explodes with crackling burst of lightning.

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894562728 0 0
4425123 128 4 48 1
50
18 12 12 16 15
5 5 -5 -3 3 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 26214464
0 1 0 0 0
M 48 4 0
-1
-1

#831
~
~
Mallander~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894562739 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#832
~
~
water sprite~
~
~
flits about the room.~
water sprites~
~
~
flit about the room.~
A tiny human shaped figure with glittering wings and blue skin flits

about the room.  It has a cute little smile on its face and a flirting

wink directed at you.

~
Derna~
attack_weapon( mob, victim, 2d5, "stinging slap" );

attack_weapon( mob, victim, 2d5, "fluttering wings" );

if( random( 1, 10 ) == 1)

  attack_weapon( mob, victim, 6d6, "kamikaze divebomb" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893790227 0 35
102307 8192 0 288 4
5
8 15 17 20 10
10 -10 -10 -10 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 288 1 0
-1
8 -1
armor~
if( rflag( reset1, room ) ) {

act_tochar( #happy, ch );

remove_rflag( reset1, room );

}

~
E
happy~
The sprite smiles and whispers to you," We are happy to hear that.  The

Master is across the pool to the north.  You may only get there by paths

of magic." 

~
!
8 -1
war~
act_tochar( #not, ch );

if( !rflag( reset1, room ) ) 

  set_rflag( reset1, room );

if( rflag(reset2, room ) ) {

  mob = mload( 832, room );

  mob = mload( 832, room );

  mob = mload( 832, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  act_room( #room, ch );

  remove_rflag( reset2, room );

  }

act_tochar( #sure, ch );

continue;

~
E
sure~
The sprite looks at you woefully and says,"Are you sure you want to do

this?  Can't you just tell me you want to be @Cfriends@n and forget the

whole thing?" 

~
E
room~
You see several water elementals leave their play in the water and come

over to assist their friend.

~
E
not~
The sprite frowns unhappily and says to you,"We are not pleased to hear

this.  Perhaps you should just leave.  We will not allow you to cross to

the other side." 


~
!
8 -1
hi hello~
if( !mob_in_room( 832, room ) )

mob = mload( 832, room );

act_tochar( #ch, ch );

act_notchar( #not, ch );

act_tochar( #what, ch );

continue;

~
E
what~
The sprite whispers in your ear,"What do you seek here?  Do you seek to

peacefully make customed @Rarmor@n, or do you wish to make @Rwar@n?" 

The sprite continues,"We will not let you pass if you are not a friend."


~
E
not~
You see $n getting the attention of one of the water sprites.  It goes to

$n with a tittering laugh.

~
E
ch~
When you pay attention to the little creature it comes flying up to you. 

It titters happily and alights on your shoulder.



~
!
11 -1
~
act_tochar( #not, ch );

if( !rflag( reset1, room ) ) 

  set_rflag( reset1, room );

if( rflag(reset2, room ) ) {

  mob = mload( 832, room );

  mob = mload( 832, room );

  mob = mload( 832, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  mob = mload( 834, room );

  act_room( #room, ch );

  remove_rflag( reset2, room );

  }

continue;

~
E
room~
Several water elementals leave their play in the pool to assist their

friend.

~
E
not~
The tiny sprite retreats and calls to her friends in the pool.

~
!
8 -1
friend friends~
if( rflag( reset1, room ) ) {

act_tochar( #happy, ch );

remove_rflag( reset1, room );

}

~
E
happy~
The sprite smiles and whispers to you," We are happy to hear that.  The

Master is across the pool to the north.  You may only get there by paths

of magic." 

~
!
-1

#833
~
~
crystal mite~
~
~
searches for a glistening snack.~
crystal mites~
~
~
search for a glistening snack.~
A strange arachnoid creature covered in a hard crystaline shell.  The

mite lives on crystals found deep in the earth thus it is rarely seen by

those who dwell above ground.  Its soft body secretes an adhesive mucous

to which the dust of the crystals it eats adheres, forming an incredibly

tough shell.

~
Talis~
attack( mob, victim, 3d5, "powerful pincers" );

attack( mob, victim, 3d5, "powerful pincers" );

if( random( 1, 4 ) == 4 ) {

  i = 5d4;

  act_tochar( #acid_spit, victim );

  act_notchar( #acid_spat, victim );

  dam_message( victim, i, "corrosive acid" );

  inflict( victim, mob, i, "corrosive acid" );

  }

~
E
acid_spit~
@YThe crystal mite spits corrosive acid at you.@n

~
E
acid_spat~
@YThe crystal mite spits corrosive acit at $n.@n

~
!
0 0 26 0 0 0 0 10
0 0 3 4000 893447183 0 35
18225 0 0 0 4
10
20 5 5 20 15
20 20 -10 20 15 0 0
600 10 armored legs~
700 10 armored head~
1000 15 armored body~
0 1000 ~
0 1000 ~
0
13107845 26214464
320 16 0 29 5062
M 0 2 0
-1
-1

#834
~
~
naiad~
~
~
smiles invitingly at you from the water.~
naiads~
~
~
smile invitingly at you from the water.~
A comely woman with an inviting smile looks up at you from the water. 

She looks a bit lonely and pouts a bit when you decline her offer to join

her in the depths...

~
Derna~
attack_weapon( mob, victim, 3d4+5, "backhanded slap " );

attack_weapon( mob, victim, 3d4+5, "right cross " );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  attack( mob, victim, 4d4+6, "drowning embrace" );

  }

if( random( 1, 10 ) == 1 ) {

  act_room( #room, ch );

  transfer_all( find_room( 40755 ), find_room( 40751 ) );

  }

~
E
ch~
The naiad calls sweetly to you.  You feel a stange compulsion to join her

in the water.

~
E
not~
The naiad calls $n in a beautiful voice.  $n steps into the naiad's arms

and falls into the water.

~
E
room~
The water elementals gatther themselves in a bunch and call to someone to

help them.  They are answered by a powerful force...


You are pushed reeling from the room by a wall of water directed by the

water elementals.

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894563578 0 28
104355 0 0 896 4
10
8 18 18 18 13
10 -10 -10 -10 4 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 896 2 0
-1
-1

#835
~
~
wooly spider~
~
giant black and grey~
moves around, ready to attack.~
wooly spiders~
~
giant black and grey~
move around, ready to attack.~
A large arachnid approaches you, moving swiftly on its many elegant limbs. 

Yellow eyes peer at you with unnatural hate and intelligence, whilst grey

and black tufts of fur cover the sinister curves of its dark body.  You

sense that this is no mere product of natural selection, but the end

result of a twisting of nature and darkish magical energies.

~
Kiian~
i = random( 1, 4 );

attack( mob, victim, 1d7+3, "scratch" );

attack( mob, victim, 1d7+3, "scratch" );

if( i > 1 )

  attack( mob, victim, 1d7+3, "scratch" );

if( i > 2 )

  attack( mob, victim, 1d7+3, "scratch" );

if( i == 1 ) {

  act_tochar( #web, ch );

  do_spell( web, mob, ch );

  }

if( i == 2 ) { 

  ch = rand_player( room );

  act_tochar( #spit, ch );

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, victim, 3d5+5, "spittle" );

  }

~
E
web~
@b@GA wooly spider quivers and spits out a mass of sticky webbing!

~
E
spit~
@b@GA wooly spider ejects a column of putrid bile!

~
!
0 89 25 0 0 0 0 3384
0 0 331 4000 899960478 0 30
198001 4202496 0 0 4
15
10 4 4 20 14
0 10 25 0 25 0 0
500 6 leg~
600 6 leg~
900 6 body~
1000 3 soft head~
0 1000 ~
0
39322570 19662401
37692 3551 0 77145 1725577
F 0 6 0
-1
-1

#836
~
~
mandalorian Guard~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894563599 0 0
230185 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#837
a zombie vulture~
~
large, decomposing vulture~
~
~
glares at you.~
large, decomposing vultures~
~
~
glare at you.~
A putrid beast sits out on a limb of the tree.  Its gnarled and mangled

body still has a spark of life in it.  The boney wings stretch out

revealing holes and gouges in the decaying body.  The sharp beak looks as

if it can still render the flesh from the victims it overcomes.

~
Kaylen~
attack( mob, victim, 3d4+3, "boney talon" );

attack( mob, victim, 3d4+3, "talon" );

attack( mob, victim, 4d5+5, "beak" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 7d5+10, "shriek" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 894563732 0 0
559159 536879104 0 0 8
17
13 5 5 9 16
0 0 0 0 0 0 0
600 10 boney wings~
900 7 mangled body~
1000 2 decomposing head~
0 1000 ~
0 1000 ~
0
44565137 26214464
54 7 0 355 5293
N 0 3 0
-1
-1

#838
~
~
huge metal scorpion~
~
~
attacks you with its vicious claws.~
huge metal scoprions~
~
~
attack you with their vicious claws.~
This gigantic metal scorpion moves throught the caves searching for its

next victim.  It swings its tail back and forth relentlessly looking down

every passage and corridore.

~
Shatterstar~
attack_weapon( mob, victim, 5d5+5, "jagged claw" );

attack_weapon( mob, victim, 5d5+5, "jagged claw" );

if( random( 1, 10 ) < 8 )

act_room( #sting, ch );

attack( mob, victim, 6d4+10, "electrical sting");

~
E
sting~
The scaldars tail glows with an electrical charge and strikes.

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 894563990 0 0
229425 8193 136 100000 4
12
20 5 5 10 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
1
31457932 26214464
0 1 0 0 0
M 100000 8 0
-1
-1

#839
~
~
elephant~
~
massive, lumbering~
regards you, then munches on some grass.~
elephants~
~
massive, lumbering~
regard you, then munch on some grass.~
This is one of the largest creatures you have ever seen.  Its towering

height alone would give it staggering size, but with its length and

width, it is easily eight tons of muscle and bone.  Its long trunk sways,

strong enough to bend trees to the ground, yet agile enough to bend and

grasp the smallest blade of grass.  On either side of the trunk are a

pair of ivory tusks.

~
Phule~
if( random( 0, 4 ) == 1 )

  send_to_room( #trumpet, room );

if( attack( mob, victim, 2d10+20, "massive charge" ) ) {

  if( random( 0, 4 ) == 1 ) {

    send_to_room( #bash, room );

    interpret( mob, "bash" );

    }

  }

if( !is_resting( mob ) ) {

  if( is_resting( victim ) ) {

    send_to_room( #trample, room );

    i = 2d10+40;

    dam_message( victim, i, "the elephant's trample" );

    inflict( victim, mob, i, "being trampled by an elephant" );

    if( random( 0, 2 ) == 2 ) {

      send_to_room( #gore, room );

      attack( mob, victim, 3d10+20, "tusk thrust" );

      }

    }

  attack( mob, victim, 3d10+10, "heavy trunk swipe" );

  }

~
E
trumpet~
@GThe elephant trumpets a loud blast through its trunk, then charges.@n

~
E
bash~
@GThe elephant continues its charge!!

~
E
trample~
@RThe elephant tramples its fallen victim with 8 tons of crushing power.@n

~
E
gore~
@RThe elephant aims its tusk for a thrust at its prone victim...@n

~
!
0 66 19 0 0 0 0 10
0 0 47 4000 893972333 0 27
205609 0 0 0 4
40
24 4 5 6 19
30 20 -10 10 80 25 50
100 18 blocking tusks~
600 11 thick grey skin~
900 12 thick, rubbery trunk~
1000 4 exposed rump~
0 1000 ~
8388608
131073295 26214464
14253 280 0 36475 5117555
M 0 8 0
1921 17 1509949447 -1 0
1108 17 1509949445 -1 0
-1
-1

#840
~
~
wraith~
~
~
hovers in midair.~
wraiths~
~
~
hover in midair.~
Its ethereal form hovering in midair, the dark and wispy wraith looks

upon the living, and finds an outlet for its undying rage...

~
Kiian~
ch = rand_player( room );

if( find_stat( ch, level ) < 91 ) 

  attack( mob, victim, 2d10+5, "darkness" );

ch = rand_player( room );

if( find_stat( ch, level ) < 91 )

  attack( mob, victim, 2d10+5, "darkness" );

if( random( 1, 7 ) == 1 ) { 

  act_room( #wail, ch );

  attack_room( mob, 4d10+5, "veil of darkness" );

  }

~
E
wail~
The wraith generates a cloud of darkness about you!

~
!
0 0 28 0 0 0 0 10
0 0 693 4000 893970088 0 32
4458547 3154312 12 0 8
25
3 16 16 20 10
35 10 50 100 100 50 100
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91752006 13108801
142768 4273 0 354523 40321592
N 0 5 0
-1
4 -1
~
i = random( 1, 25 );

room = find_room( 39300 );

act_room( #die, ch );

obj_to_room( oload( 1023 ), room );

if( i == 1 )

  obj_to_room( oload( 5004 ), room );

if( i == 2 )

  obj_to_room( oload( 877 ), room );

if( i < 5 )

  obj_to_room( oload( 998 ), room );

if( i == 3 )

  obj_to_room( oload( 1065 ), room );

if( i == 4 )

  obj_to_room( oload( 3103 ), room );

~
E
die~
As the wraith departs this plane at long last, you notice a few items

previously obscured by your undying assailant.

~
!
-1

#841
Erwic~
~
elvish hattier~
~
~
waits to show you his wares.~
~
~
~
~
Gaily dressed in flowing colorfull silk robes this outgoing elf trots

around the room.  His large shoulders and long frame would look more

appropriate on a warrior and not on a flighty hattier.

~
Padraig~
attack_weapon( mob, victim, 4d5+5, "right hand" );

attack_weapon( mob, victim, 4d5+5, "left hand" );

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RErwic calls for the guard!

~
!
1 0 1 0 0 0 0 10
0 0 0 4000 894564080 0 0
230179 262528 12 0 3
35
5 12 8 18 14
25 25 25 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500800 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#842
~
~
clay golem~
~
~
is here.~
clay golems~
~
~
are here.~
A hulking, 8' humanoid stands before you on bowed, unsteady legs.  A

vacant stare and pupiless eyes inform you that this is a creation of

magic, and not of nature, an artifice fashioned from nothing for a single

purpose - to be a mindless servant.

~
Kiian~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 3d5+5, "burly fist" );

attack( mob, victim, 3d5+5, "burly fist" );

if( i > 7 )

  attack( mob, victim, 4d5+15, "crush" );

~
!
0 0 33 0 0 0 0 10
0 0 1 4000 894564114 0 0
573441 16785408 12 0 4
20
18 4 4 14 15
10 -10 10 0 50 0 0
500 10 chest~
750 10 leg~
750 10 arm~
1000 5 head~
0 1000 ~
0
52430090 13108803
173 12 0 0 4526
N 0 5 0
-1
-1

#843
~
~
wooly spider~
~
giant black and grey~
moves around, ready to attack.~
wooly spiders~
~
giant black and grey~
move around, ready to attack.~
A large arachnid approaches you, moving swiftly on its many elegant limbs. 

Yellow eyes peer at you with unnatural hate and intelligence, whilst grey

and black tufts of fur cover the sinister curves of its dark body.  You

sense that this is no mere product of natural selection, but the end

result of a twisting of nature and darkish magical energies.

~
Kiian~
i = random( 1, 4 );

attack( mob, victim, 1d7+3, "scratch" );

attack( mob, victim, 1d7+3, "scratch" );

attack( mob, victim, 1d7+3, "scratch" );

if( i > 1 )

  attack( mob, victim, 1d7+3, "scratch" );

if( i > 2 )

  attack( mob, victim, 1d7+3, "scratch" );

if( i == 1 ) {

  act_tochar( #web, ch );

  do_spell( web, mob, ch );

  }

if( i == 2 ) { 

  ch = rand_player( room );

  act_tochar( #spit, ch );

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, victim, 3d5+5, "spittle" );

  }

~
E
web~
@b@GA wooly spider quivers and spits out a mass of sticky webbing!

~
E
spit~
@b@GA wooly spider ejects a column of putrid bile!

~
!
0 89 25 0 0 0 0 3384
0 0 239 4000 899960527 0 30
231025 6299648 0 0 4
15
10 4 4 20 14
10 5 25 0 25 0 0
500 6 leg~
600 6 leg~
900 6 body~
1000 3 soft head~
0 1000 ~
0
39322570 19662401
35405 2612 0 54627 1588313
F 0 6 0
-1
-1

#844
~
~
dew sprite~
~
~
hovers in the air making faces at you.~
dew sprites~
~
~
hover in the air making faces at each other and you.~
Like all of its kind, this sprite is small, barely larger than an apple. 

Its skin is a gray-white skin is perfectly suited to its natural

environment of the mists.

~
Talis~
attack( mob, victim, 2d5, "dew magic" );

if( random( 1, 2 ) == 1 ) {

  act_tochar( #blind, ch );

  act_notchar( #rblind, ch );

  do_spell( blind, mob, victim );

  }

~
E
blind~
@CThe sprite waves its hands around in an arcane gesture and suddenly your

eyes are clouded by mist.@n

~
E
rblind~
@CThe sprite waves its hands around in an arcane gesture and suddenly $n's

eyes take on a milky hue.@n

~
!
0 0 67 0 0 0 0 10
0 0 52 4000 893447228 0 35
33790821 1061248 4096 0 4
2
5 10 10 15 10
20 0 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
194 97 0 437 2563
N 0 1 0
-1
-1

#845
~
mistwalker~
fade~
~
~
is lurking about looking dangerous.~
fades~
~
~
are lurking about looking quite dangerous.~
Before you stands the elusive fade, a creature of myth and magic.  The

feline creature stands larger than most, its shoulder almost to the

height of a gnome's head.  Prized for its soft grey coat adapted for

blending in perfectly with the mists of its hunting grounds, it is

equally feared for its brutal hunting prowess.  Most worrisome of all is

the rumor that it is a creature of some forgotten magic that can turn

itself to mist at will.

~
Talis~
attack( mob, victim, 4d5, "vicious bite" );

attack( mob, victim, 3d4, "mauling claws" ); 

if( random( 1, 4 ) < 4 )

  attack( mob, victim, 3d4, "mauling claws" );

if( random( 1, 4 ) == 4 ) {

  i = 6d5;

  act_tochar( #mistwalk, ch );

  act_notchar( #rmistwalk, ch );

  dam_message( victim, i, "A fade's trample" );

  inflict( victim, mob, i, "a fade" );

  }

~
E
mistwalk~
@CThe fade seems to disappear into the swirling mists, leaving you

momentarily confused.  Then suddenly it bounds at you from an unexpected

angle.@n 

~
E
rmistwalk~
@CThe fade seems to disappear into the swirling mists, then suddenly

reappears as it comes crashing into $n's back.@n 

~
!
0 0 22 0 0 0 0 10
0 0 132 4000 893447300 0 31
217889 1060992 0 0 4
15
20 8 8 15 20
20 -20 10 5 -15 0 0
200 8 tough claws~
400 10 misty aura~
1000 5 tough hide~
0 1000 ~
0 1000 ~
4194336
39322255 26214464
57485 2076 0 11465 983145
M 0 4 0
989 17 1509949465 -1 0
2115 17 1509949455 -1 0
-1
-1

#846
a pegasus~
~
proud silver steed with feathered wings~
~
~
stands here.~
proud silver steeds with feathered wings~
~
~
stand here.~
A proud silver steed with gossamer wings and a flowing gold mane stands

before you.

~
Shatterstar~
attack_weapon( mob, victim, 5d10, "right hoof" );

attack_weapon( mob, victim, 5d10, "left hoof" );

attack_weapon( mob, victim, 4d20, "wing buffet" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 894564242 0 0
207659 -2141017149 5 0 3
45
12 18 18 25 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
117965485 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#847
Quin Tetregas~
~
a gaudily-clad human~
~
~
is here, clashing with the scenery.~
gaudily-clad humans~
~
~
are here, clashing with the scenery.~
Never before have you seen anyoe dressed quite so gaudily, yet somehow

you could not see this person dressed any other way.  Every piece of

clothes he wears clashes with every other piece, but the overall effect

is tacky, rather than eye-shattering.

~
Vulcan~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894564296 0 0
234401 384 12 0 4
30
14 12 5 20 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 131072564
0 1 0 0 0
M 0 4 0
-1
-1

#848
~
~
bull~
~
~
is here.~
~
~
~
~
~
Kiian~
attack( mob, victim, 4d4, "gore" );

if( random( 1, 10 ) < 4 )

attack( mob, victim, 6d4+4, "charge" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 894564309 0 0
197417 65536 0 0 4
6
18 3 3 14 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215682 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#849
~
~
elf~
~
ancient~
awaits his freedom.~
elves~
~
ancient~
awaits their freedom.~
Before you stands an elf so ancient his hair has long since faded to gray. 

His tattered clothes appear to be centuries out of date.  As he looks at

you his eyes seem to hold some measure of hopefulness.

~
Talis~
attack( mob, victim, 5d4+5, "vicious punch" );

attack( mob, victim, 5d4+5, "vicious punch" );

attack( mob, victim, 5d6+10, "painful spin kick" );

if( random( 1, 10 ) < 3 )

  send_to_room( #cast_spell, room );

  attack( mob, victim, 5d10+10, "magic bolts" );

~
E
cast_spell~
An ancient elf recites a litany of archaic words resulting in several

rather bright bolts of magic shooting out of his hands.

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894564335 0 0
247203 393 128 0 3
30
18 15 15 19 17
30 10 10 5 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78645130 26214464
0 1 0 0 0
M 0 4 0
-1
3 1
~
if( has_obj( 100, mob_in_room( 849, room ) ) )

  junk_mob( mob_in_room( 849, room ) );

  act_room( #freedom, ch );

~
E
freedom~
The ancient elf slips a ring on his finger and with a quiet grace leaves

the room.

~
!
8 -1
hi hello greetings salutations hola hiya~
act_room( #hi, ch );

wait( 2 );

act_room( #out, ch );

~
E
hi~
Greetings friend.  You can not know how wonderful it is to see another

living being again after so many years.

~
E
out~
Ah, perhaps if you got in, you have a way out?  If you do, perhaps we can

@bhelp@n each other out?

~
!
8 -1
out help how~
act_room( #fell_in, ch );

wait( 2 );

act_room( #fell_in2, ch );

wait( 2 );

act_room( #fell_in3, ch );

wait( 2 );

act_room( #fell_in4, ch );

wait( 3 );

act_room( #fell_in5, ch );

~
E
fell_in~
Alas, many years ago, I fell off a precipice and landed in the turbulent

waters.

~
E
fell_in2~
I can not swim, and nearly drowned in the waters before I washed up here

in this cave.

~
E
fell_in3~
I have lived here in solitude for many years living off the crystal mites

and dreaming of freedom.

~
E
fell_in4~
I once had a ring that would allow me to breath underwater, most useful. 

Perhaps if you found one for me so I could escape at long last, I could

create a cloak that is @bcustom@n fit to you.

~
E
fell_in5~
Of course, I'd also need a few other things to make it as well, but I'm

sure you would find it of great use.

~
!
-1

#850
a dragonet~
~
large reddish-brown serpent~
~
~
gazes at you, eyes smouldering.~
large reddish-brown serpents~
~
~
gaze at you, eyes smouldering.~
What appears to be a smallish dragon, about 8' high at the shoulder and

some 25' long, stands a short distance away, eyeing you from a bank of

deep shadow.  Its rough, scaly hide is reddish-brown in hue, and its

orange-red eyes flicker with an animalistic rage.  Long, twisted teeth

protrude from a sizeable maw, their length second only to the claw spikes

found on each of the creature's limbs and tail.

~
Kiian~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 4d4+3, "spiked claw" );

attack( mob, victim, 4d4+3, "spiked claw" );

if( i < 4 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 )

    attack( mob, ch, 5d4+3, "spiked tail lashes out and" );

  }

if( i == 1 )

  attack( mob, victim, 2d10+10, "viscous jaws bite down and" );

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 894564445 0 24
197745 2105600 12 0 4
25
15 7 7 14 15
15 15 15 15 50 35 35
400 8 scaled head~
900 7 scaled body~
500 4 underbelly~
1000 8 spikes~
0 1000 ~
0
78644490 19664001
0 1 0 0 0
M 0 6 0
1024 17 1509949450 -1 0
-1
-1

#851
~
~
goblin mercenary~
~
scruffy-looking~
leers at you.~
goblin mercenaries~
~
scruffy-looking~
leer at you.~
A scruffy-looking goblin wearing a hodgepodge of battered pieces of

skin, armor and bits of unidentified matter flashes a toothy grin in your

direction.  His face covered in scars, and with one earlobe missing, you

sense that this creature has seen - and survived, somehow - many a battle.

~
Kiian~
attack_weapon( mob, victim, 2d4+2, "right hand" );

attack_weapon( mob, victim, 2d4+2, "left hand" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5, "kick" );

~
E
room~
@b@GThe goblin yells 'lookout, intruders!'

~
!
0 25 11 0 0 0 0 10
0 0 4302 4000 895367494 0 25
230837 1056768 0 16 4
6
15 10 9 15 13
5 0 5 0 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
188955 27106 0 350519 4918886
M 16 4 0
9 17 1509949441 -1 0
2101 17 1509949445 9 0
2041 17 1509949450 10 0
2021 17 1509949450 7 0
2022 16 1509949445 7 0
2001 17 1509949460 5 0
3007 17 1509949460 16 0
3008 16 1509949450 16 0
1060 16 1509949445 16 0
3014 16 1509949460 16 0
3000 16 1509949460 16 0
968 16 1509949445 16 0
3001 16 1509949460 16 0
-1
-1

#852
the mercenary leader~
~
very large, one-eyed goblin~
~
~
regards you with contempt.~
very large, one-eyed goblins~
~
~
regard you with contempt.~
A very large, very scarred, and very ugly goblin regards you with his one

remaining eye.  Dressed in battered armor and grubby rags, an open cut on

his left cheek still oozing blood and pus, he flashes a sinister grin and

motions for his fellows to watch his back...

~
Kiian~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 3d3, "right hand" );

attack_weapon( mob, victim, 3d3, "combination" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 3d3, "left hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 3d3, "cross" );

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 10 ) < 4 ) 

  attack( mob, victim, 5d5+5, "grapple" );

~
E
help~
@bThe mercenary leader screams for his men!

~
!
0 25 11 0 0 0 0 10
0 0 476 4000 894564519 0 0
230901 1056769 8 64 4
20
16 11 13 18 15
15 15 15 15 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 32769601
103673 6166 0 155039 6675852
M 64 4 0
2103 17 1509949450 9 0
2182 17 1509949445 14 0
2003 17 1509949465 5 0
2002 16 1509949490 5 0
2022 17 1509949465 7 0
2042 17 1509949465 10 0
2081 17 1509949465 6 0
998 17 1509949445 -1 0
1023 17 1509949445 -1 0
24 17 1509949450 -1 0
956 17 1509949443 -1 0
1001 17 1509949443 -1 0
1039 17 1509949470 -1 0
2062 17 1509949540 11 0
1027 17 1509949441 2 0
281 17 1509949490 16 0
1090 16 1509949445 16 0
1080 16 1509949480 16 0
969 16 1509949445 16 0
3231 17 5 8 0
-1
-1

#853
~
~
{big orc covered in tattoos} orc mercenary~
~
~
sneers as you enter.~
{big orcs covered in tattoos} orc mercenaries~
~
~
sneer as you enter.~
Big and dumb, a surly orc snarls at you.  Covered with tatoos and scars,

he wears a mixture of leather clothing and rusty armor.  Clearly not the

friendly type.

~
Kiian~
if( random( 1, 6 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "swipe" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 10 )  < 3 )

  attack( mob, victim, 5d3+3, "kick" );

~
E
help~
@b@RThe orcish mercenary snarls, calling for others to join the fray!

~
!
0 25 10 0 0 0 0 10
0 0 1257 4000 895370452 0 26
231349 8192 0 32 4
10
16 7 7 14 15
5 0 0 5 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 26217601
116380 10020 0 195671 4891663
M 32 4 0
2062 17 1509949455 11 0
2061 16 1509949525 11 0
2081 17 1509949445 6 0
2180 17 1509949445 14 0
2101 17 1509949445 9 0
230 17 1509949445 -1 0
983 17 1509949445 -1 0
665 17 1509949465 16 0
1080 16 1509949465 16 0
281 16 1593835545 16 0
3003 16 1509949465 16 0
985 17 1509949450 5 0
2001 16 1509949480 5 0
2021 17 1509949480 7 0
2022 16 1509949450 7 0
2041 17 1509949450 10 0
3057 17 1509949445 -1 0
-1
-1

#854
~
~
High Priest of Morr~
~
dark-robed~
quietly chants dark prayers.~
~
~
~
~
Shrouded in dark robes and shadows, this priest of Morr is a mystery like

the god himself.  His robes conceal all of his features and only a pair

of glowing red eyes can be seen from beneath his hood.  Peering closely

you notice that his hand is not normal, but like that of a skeleton,

completely stripped of flesh and showing only bleached-white bone.  He

quietly chants dark prayers, asking Morr for guidance and wisdom.

~
Kiian~
if( random( 1, 1 ) == 1 ) {

  act_room( #slew, ch );

  do_spell( cause critical, ch );

  do_spell( cause critical, ch );

  do_spell( cause critical, ch );

  do_spell( cause critical, ch );

  do_spell( cause critical, ch );

  }

if( random( 1, 3 ) == 1 ) {

  act_tochar( #slay, ch );

  act_notchar( #slay1, ch );

  do_spell( slay, mob, ch );

  }

if( random( 1, 2 ) == 1 ) {

  act_tochar( #harm, ch );

  act_notchar( #harm1, ch );

  do_spell( harm, mob, ch );

  do_spell( curse, mob, ch );

  }

~
E
slew~
@eThe high priest of Morr utters an ancient spell and begins to throw a

slew of spells!

~
E
slay~
@b@RRaising his holy symbol in the air, the priest calls upon Morr to

slay you!

~
E
slay1~
@b@RRaising his holy symbol in the air, the priest calls upon Morr to

slay $n!

~
E
harm~
@b@YThe priest bellows out a curse unto you and all your kin!

~
E
harm1~
@b@YThe priest bellows out a curse unto $n and all $s kin!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894434738 0 21
1074167847 6463881 13 0 2
60
20 20 20 20 20
100 50 50 50 100 0 0
1000 40 darkness~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235931530 26214464
0 1 0 0 0
N 0 5 0
-1
2 -1
Morr God Death Master~
act_tochar( #ask, ch );

act_notchar( #ask1, ch );

Wait( 1 );

act_room( #rage, ch );

~
E
rage~
The priest of Morr looks up in rage and bellows: @e"Ye have no right to

ask about my master!  When thee has entered Morr's circle then ye can be

aware of his teachings!"@n 

~
E
ask~
You ask the priest of Morr about the god himself.

~
E
ask1~
$n asks the priest of Morr about his master.

~
!
0 2
~
wait( 1 );

if( is_player( ch ) )

  if( class( ch ) == cleric ) {

  if( find_stat( ch, level ) > 3 ) {

    if( find_skill( ch, detect evil ) < 1 ) {

act_tochar( #look, ch, obj, mob );

wait( 2 );

      tell( mob, ch, #stat1 );

      continue;

      }

    }

  else if( find_stat( ch, level ) > 3 ) {

    if( class( ch ) == paladin ) {

      if( find_skill( ch, detect evil ) < 1 ) {

act_tochar( #look, ch, obj, mob );

wait( 2 );

        tell( mob, ch, #stat1 );

        continue;

        }

      }

    }

  }

continue;

~
E
stat1~
Hmmph.  You don't know what evil is, until you can read into its heart. 

But doing so is for the weak, like those swamp diggers.

~
E
look~
$N looks up in comtempt.

~
!
2 -1
neutralize~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the neutralize spell.

~
E
stat1~
Hmmph.  Me tell you exactly what I told that ugly waif.  Nothing.  How

dare she come in here preaching!  The hermit can have her!

~
!
-1

#855
~
~
cave turtle~
~
~
lumbers toward you.~
cave turtles~
~
~
lumber toward you.~
A very large turtle moves toward you, its pale grey-white shell covered

with many small spikes.  Slow moving, but not quite cumbersome, you note

its sharp claws and oddly-shaped teeth as it approaches.

~
Kiian~
attack( mob, victim, 5d5+5, "bite" );

~
!
0 0 15 0 0 0 0 10
0 0 24 4000 894564596 1078550332 28
196657 8448 12 0 4
10
6 3 3 10 18
0 0 0 0 50 0 0
900 25 shell~
700 10 leg~
50 10 tail~
1000 5 head~
0 1000 ~
0
34079367 6555201
3666 333 0 3482 86270
M 0 6 0
-1
-1

#856
~
~
blind fish~
pale and malformed,~
~
swims through the dark water.~
blind fish~
pale and malformed,~
~
swim through the dark water.~
A very pale fish swims in the dark water, its vestigal eyes and twisted

fins and lobes creating a horrifying, if very real, sight.

~
Kiian~
attack( mob, victim, 3d3, "bite" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d5, "sharp fin" );

~
!
0 0 29 0 0 0 0 10
0 0 170 4000 894564620 0 0
4329523 25174016 0 0 4
4
4 3 3 16 14
0 -25 25 -25 100 0 0
1000 4 scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
410 374 0 9599 17531
N 0 3 0
-1
-1

#857
~
~
hobgoblin guard~
~
~
charges toward you, in defense of his post.~
burly hobgoblin guards~
~
~
charge toward you, in defense of their post.~
An immense humanoid stands before you, its burly limbs rippling with

muscle, its ruddy skin covered with ritual scars and tatoos.  Amber eyes

flickering in the surrounding dimness, you sense that this creature would

enjoy bringing an end to your days.

~
Kiian~
i = random( 1, 15 );

if( i > 13 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( i < 7 )

  attack( mob, victim, 3d4, "kick" );

~
!
0 31 42 0 0 0 0 10
0 0 397 4000 899681651 0 24
230839 8192 8 48 8
9
18 11 12 16 15
10 10 0 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
24436 2433 0 47006 1100830
M 48 5 0
2122 17 1509949450 8 0
1039 17 1509949445 -1 0
983 17 1509949442 -1 0
68 17 1509949443 -1 0
2181 17 1509949450 14 0
2061 19 1509975090 17 0
1043 18 1509975040 16 0
3004 16 1509949490 16 0
2001 17 1509949465 5 0
2041 17 1509949465 10 0
2021 17 1509949490 7 0
-1
-1

#858
~
~
hobgoblin chieftain~
~
immense~
grins evilly as you enter.~
~
~
immense~
grin evilly as you enter.~
A truly immense hogoblin stands here, wearing heavy armor and grinning

ear to ear as he sizes up his latest victim.  Missing an ear and with

scars covering every visible portion of his towering frame, he quickly

closes with you, readying for combat...

~
Kiian~
i = random( 1, 10 );

if( i == 8 )

  interpret( mob, "bash" );

if( i > 8 )

  interpret( mob, "rescue incantrix" );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( i < 7 )

  attack_weapon( mob, victim, 2d4, "smash" );

if( i < 4 )

  attack_weapon( mob, victim, 2d4, "throttle" );

if( i == 1 )

  attack( mob, victim, 2d20, "eyebite" );

if( random( 1, 10 ) < 2 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe hobgoblin chieftain bellows, "Intruders!"

~
!
0 31 42 0 0 0 0 10
0 0 183 4000 893970915 0 24
231415 2105344 8 96 4
15
18 13 13 17 18
15 10 10 10 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
18047 1476 0 40596 1148004
M 96 4 0
2125 17 1509949490 8 0
2081 17 1509949490 6 0
2202 17 1509949445 13 0
2200 16 1509949520 13 0
898 17 1509949540 16 0
1039 17 1509949445 -1 0
998 17 1509949445 -1 0
2104 17 1509949445 9 0
944 17 1509949445 6 0
2064 17 1509949470 17 0
686 17 1509949445 -1 0
607 17 1509949465 5 0
2003 16 1509949515 5 0
2021 17 1509949515 7 0
615 16 1509949465 7 0
2041 17 1509949515 10 0
611 16 1509949465 10 0
1054 17 1509949490 -1 0
-1
-1

#859
~
~
female hobgoblin~
~
~
snarls as you enter.~
female hobgoblins~
~
~
snarl as you enter.~
A female hobgoblin, still quite large and burly but somewhat shorter than

the males, snarls at you as you enter.  Her tattered clothing and tousled

hair is grimey, and her face covered with ritual scars.

~
Kiian~
attack_weapon( mob, victim, 2d3, "right hand" );

attack_weapon( mob, victim, 2d3, "left hand" );

if( i < 10 )

  attack( mob, victim, 1d10, "bite" );

if( i == 15 )

  attack( mob, victim, 2d5, "eye gouge" );

~
!
0 31 42 0 0 0 0 10
0 0 528 4000 895691876 0 24
230881 8192 8 16 4
6
13 9 11 14 14
0 0 10 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
23664 4024 0 41737 511382
F 16 4 0
2041 17 1509949465 10 0
2021 17 1509949465 7 0
2001 17 1509949465 5 0
875 17 1509949465 8 0
1043 17 1509949490 16 0
1039 17 1509949460 -1 0
983 17 1509949442 -1 0
-1
-1

#860
~
~
young hobgoblin~
~
grubby little~
skulks about the area.~
young hobgoblins~
~
grubby little~
skulk about the area.~
Already the size of a gnome, this grubby little creature has a face that

only a hobgoblin could love.  Devious and quick to learn how to kill and

bully, those hobgoblins which survive the first few years of life are

known to become less than friendly to outsiders...

~
Kiian~
attack_weapon( mob, victim, 2d2, "right hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d2, "left hand" );

~
!
0 31 42 0 0 0 0 10
0 0 313 4000 893970839 0 28
229857 8192 0 0 8
3
8 6 6 12 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
226 405 0 13092 12392
M 0 3 0
3029 17 1509949465 16 0
2000 17 1509949465 5 0
2020 17 1509949465 7 0
-1
-1

#861
~
~
pack hound~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 55 0 0 0 0 10
0 0 0 4000 894564645 0 0
197417 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#862
~
~
hobgoblin incantrix~
~
~
regards you with cold contempt.~
hobgoblin incantrixes~
~
~
regard you with cold contempt.~
A very large female hobgoblin stands here, dressed in a strange

hodgepodge of metal armor, feathers, and ritualistic paint.  As you

enter, she begins an ominous chant...

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d3, "right hand" );

attack_weapon( mob, victim, 3d3, "left hand" );

if( i == 1 )

  cast_spell( fireball, mob, victim );

if( i == 2 )

  cast_spell( burning hands, mob, victim );

if( i == 3 )

  cast_spell( blind, mob, victim );

if( i == 4 )

  cast_spell( burning hands, mob, victim );

if( random( 1, 10 ) < 3 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bThe incantrix calls for her guards!

~
!
0 31 42 0 0 0 0 10
0 0 184 4000 893970966 0 31
230819 8192 12 144 4
15
13 15 15 13 13
25 25 25 25 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
8238 1839 0 41867 390689
F 144 4 0
1041 17 1509949445 3 0
938 17 1509949445 -1 0
1023 17 1509949442 -1 0
983 17 1509949450 -1 0
2181 17 1509949465 14 0
2022 17 1509949515 7 0
875 17 1509949490 8 0
348 17 1509949450 5 0
738 16 1509949465 5 0
985 17 1509949500 5 0
2042 17 1509949500 10 0
189 17 1509949490 -1 0
79 17 1509949490 -1 0
983 17 1509949490 -1 0
946 17 1509949445 17 0
1065 17 1509949445 -1 0
1408 17 1509949465 16 0
1315 17 1509949445 1 0
-1
-1

#863
~
~
fairy guard~
~
~
maintains a watchful eye for enemies.~
fairy guards~
~
~
maintain watchful eyes for enemies.~
This short, stocky fellow eyes you warily.  He appears to be weighing the

odds of whether you are a spy attempting to infiltrate the castle and

destroy the fairies.  

~
Kiian~
attack_weapon( mob, victim, 1d4+1, "punch" );

attack_weapon( mob, victim, 1d4+1, "punch" );

attack( mob, victim, 3d4+3, "abnormally strong kick" );

if( random( 1, 8 ) == 1 )

  interpret( mob, "disarm" );

if( random( 1, 10 ) < 4 )

  cast_spell( faerie fire, mob, victim );

if( random( 1, 10 ) < 3 ) {

  summon( mob, victim );

  act_room( #help, ch );

  interpret( mob,  "open door" );

  }

~
E
help~
@G@bA fairy guard calls for help!

~
!
0 33 27 0 0 0 0 10
0 0 0 4000 894564674 0 0
231345 8192 0 16 4
14
14 15 12 14 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 32771201
51 3 0 9163 0
M 16 3 0
243 17 1509949465 -1 0
3000 17 1509949465 16 0
1052 16 1509949515 16 0
-1
-1

#864
~
drunk~
drunk~
~
~
stands here on wobbly legs.~
drunks~
~
~
stand here on wobbly legs.~
This drunken shell of a man does not seem particularly aware of his

surroundings.  His bloodshot eyes meet yours as you look upon him, and

for a moment he approaches lucidity.  Quick as it came, the moment

passes, and he resumes sinnging a rather crude tune.

~
Kiian~
attack( mob, victim, 1d6+0, "wild swing" );

~
!
0 0 0 0 0 996 3001 10
0 0 2113 4000 896033826 0 34
230339 536870912 0 0 4
1
14 12 7 6 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 13108801
5824 3017 0 22646 75182
N 0 4 0
24 17 1509949490 -1 33
24 17 1509949465 -1 1
1209 17 1509949540 -1 2
-1
8 -1
hi hiya hey heya hello~
act_tochar( #hi, ch );

~
E
hi~
The drunk mumbles about life being cruel


"Hic..."

~
!
2 -1
life cruelty sad~
if( done_quest( ch, 49 ) ) {

  send_to_char( #thanks, ch );

  end;

  }

if( has_quest( ch, 49 ) ) {

  send_to_char( #have, ch );

  end;

  }

wait( 2 );

send_to_char( #quest, ch );

wait( 1 );

send_to_char( #quest2, ch );

wait( 1 );

send_to_char( #quest3, ch );

~
E
thanks~
The drunk nods silently at you, his eyes haunted by his painful loss.

~
E
have~
Looking up from his drink, the drunk mumbles, "Any news?"

~
E
quest~
The drunk tries to straighten himself, and looks you in the eyes, "Aye,

life is a cruel mistress.  She has visited much pain on me." 

~
E
quest2~
He slumps a little, as if beaten down by his memories, "First, my lovely

wife was taken from me while giving birth to my daughter.  And now, my

daughter, my only child, was kidnapped by bandits while picking flowers

south of town.  I fear for her life, and the local authorities are too

busy dealing with those renegade dwarves to check into the matter." 

~
E
quest3~
The drunk looks at you expectantly, "Could you help me?"

~
!
6 2629
blank~
if( doing_quest( ch, 49 ) ) {

  wait( 1 );

  send_to_char( #done, ch );

  wait( 1 );

  send_to_char( #done2, ch );

  act_notchar( #poof, ch );

  update_quest( ch, 49 );

  junk_mob( mob );

  }

~
E
done~
The drunks face melts as he recognizes the tattered rags that once

clothed his only child.  He cradles the cloth as he would a baby, and

tears stream down his face as he begins to sob uncontrollably.

~
E
done2~
He looks at you with a look mixed with relief and despair, the emotions

wracking his alcohol addled brain.  He manages to stutter out a strained

"Thank you, thank you for your help," before walking out of the bar,

fighting back tears.

~
E
poof~
After talking to $n, the drunk walks out of the bar.

~
!
0 -1
~
act_tochar( #mutter, ch );

~
E
mutter~
The drunk mumbles about life being cruel...

~
!
8 -1
yes~
assign_quest( ch, 49 );

~
!
-1

#865
~
~
bugbear guard~
~
~
glares menacingly at everyone he sees.~
bugbear guard~
~
~
glare menacingly at everyone they see.~
Standing about seven feet tall, this creature looks to be about the same

size as a human adult.  The massive bugbear's body is covered in dark

brown fur and his facial features look as though they are being

simultaneously twisted by hunger and anger.  Wicked, serrated nails tip

the bugbear's gnarled, thick fingers.

~
Kiian~
if( random( 1, 6 ) == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 1d6+2, "punch" );

attack_weapon( mob, victim, 1d6+2, "punch" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d6+2, "kick" );

~
!
0 6 34 0 0 1683 1682 10
0 0 1014 4000 894179042 0 29
230837 8192 0 64 8
12
16 9 9 16 17
10 0 20 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700810 26216001
75773 8452 0 189788 3583857
M 64 5 0
2003 17 1509949475 5 0
985 16 1509949505 5 0
2042 17 1509949460 10 0
2022 17 1509949460 7 0
986 17 1509949441 1 0
968 17 1509949450 16 0
3002 16 1509949530 16 0
2061 17 1509949520 11 0
1039 17 1509949465 -1 0
983 17 1509949445 -1 0
1317 17 1509949441 14 0
-1
-1

#866
~
~
Chiiron guard~
~
member of the~
patrols the area.~
Chiiron guards~
~
~
patrol the area.~
A bright-eyed, burly human dressed in the colors of the Chiiron guard

watches the area.  Strong and well-trained to deal with any problems

which might threaten the village, it is this individual and others like

him which protect Chiiron from the perils which lurk so near to its walls.

~
Kiian~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

act_notchar( #summon, mob );

summon( mob, victim );

attack( mob, victim, 50d50+200, "angry push" );

~
E
summon~
@R@bA guard calls for backup!

~
E
room~
The guard executes a deft snap kick on $n.

~
E
char~
The guard snap kicks you!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893556799 0 27
4425633 6431107 140 48 3
50
18 12 12 18 16
25 15 25 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 78646402
16301 72 0 53 0
M 48 5 0
607 17 1509949490 5 0
611 17 1509949490 10 0
615 17 1509949490 7 0
2200 17 1509949515 13 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hello, ch );

~
E
hello~
The town guard tells you, 'Greetings $n'.

~
!
-1

#867
Wellburn~
~
large, burly orc~
~
~
lovingly hones his longsword.~
~
~
~
~
Wellburn is a large, hulking orc, with long, stringy brown hair.  His

right eye is slightly larger than his left, and you can just barely see

his mis-matched eyes through their narrowed slits.  Despite his

intimidating appearance, he is a friendly helpful sort -- just ask him.

~
Merior~
attack( mob, victim, 3d10+5, "swift kick" );

attack( mob, victim, 4d12+10, "swift kick" );

attack( mob, victim, 4d12+5, "sharp jab" );

attack_weapon( mob, victim, 3d12+8, "angry punch" );

if( random( 1, 10 ) < 7 ) {

  act_room( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@GWith a loud yell, Wellburn calls for assistance!@n

~
!
8 18 10 0 0 0 0 10
0 0 0 4000 894433615 0 0
229795 2367872 0 992 8
50
20 15 14 22 20
20 0 0 30 50 0 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 992 4 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #look, ch );

wait( 1 );

tell( mob, ch, #help );

wait( 1 );

~
E
look~
@GWellburn looks up at you, carefully inspecting your weaponry.

~
E
help~
I have many weapons here.  You can type @blist@n to see what I have, or

@bbuy item@n to buy something.  If you have something to sell, type

@bsell item@n, or @bvalue item@n if you want to know what it is worth.

~
!
-1

#868
~
~
Medienne guard~
~
member of the~
patrols the area.~
Medienne guard members~
~
~
patrol the area.~
A bright-eyed, burly human dressed in the livery of the Medienne guard

watches the area.  Strong and well-trained to deal with any problems

which might threaten the town, it is this individual and others like him

which protect Medienne from the perils which lurk so near to its walls.

~
Kiian~
if( random( 1, 2 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d6+6, "head slap" );

attack( mob, victim, 6d6+6, "pummel" );

attack( mob, victim, 6d6+6, "throttle" );

attack( mob, victim, 6d6+12, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@R@bA guard calls for help!

~
E
room~
The guard executes a deft snap kick on $n!

~
E
char~
The guard snap kicks you!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 895752562 0 35
4446113 6431107 140 48 3
50
18 12 14 18 16
25 25 25 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 78646402
1929 29 0 69 0
M 48 5 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hello, ch );

~
E
hello~
The town guard tells you, 'Greetings $n'.

~
!
-1

#869
Snarblak~
~
troll shopkeeper~
~
~
stands ready to help you.~
troll shopkeepers~
~
~
stand ready to help you.~
This large troll seems to fill almost his entire shop.  He turns rapidly

back and forth, as if trying to decide whether to sell some food or

organize his furs.  His dark skin does little to hide the numerous scars

on his hands, scars that look as if they could be made by a skinning

knife.

~
Merior~
attack_weapon( mob, victim, 5d10+20, "swift kick" );

attack_weapon( mob, victim, 5d10+20, "strong punch" );

attack_weapon( mob, victim, 5d10+1, "spin kick" );

attack_weapon( mob, victim, 5d10+2, "punch" );

if( random( 1, 7 ) < 5 ) {

  act_room( #all, victim );

  summon( mob, victim );

  }

loop( all_in_room ) {

  i = 5d5+30;

  dam_message( rch, i, "the sweeping kick" );

  inflict( mob, rch, i, "kick" );

  }

~
E
all~
@RSnarblak calls for the guards to protect him!@n

~
!
7 18 9 0 0 0 0 10
0 0 0 4000 894094212 0 27
229667 270336 0 176 2
40
16 14 14 20 20
50 0 0 0 50 0 25
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
199230218 26214464
0 1 0 0 0
M 176 4 0
1077 17 1509949540 7 0
342 17 1509949540 5 0
264 17 1509949540 8 0
443 17 1509949540 16 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #duties );

wait( 1 );

~
E
hi~
Snarblak looks at you and smiles broadly.

~
E
duties~
Hello, $n.  I would be happy to sell you some foods, or I will buy or

sell either edibles or animal skins.  But I also have a few tricks up my

sleeves as well, just in case you are inclined to the magical arts.

~
!
-1

#870
~
~
leper~
~
~
is here.~
~
~
~
~
~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894564726 0 0
230309 65536 512 0 4
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215690 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#871
~
~
Tower guard~
~
~
watches you from his post.~
Tower guards~
~
~
watch you from their posts.~
A bright-eyed, burly human dressed in the colors of the Chiiron guard

watches the area.  Strong and well-trained to deal with any problems

which might threaten the village, it is this individual and others like

him which protect Chiiron and its outlying areas from the nearby perils.

~
Kiian~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
char~
A guard snap kicks you!

~
E
room~
A guard snap kicks $n!

~
E
summon~
@R@bA tower guard shouts, "Intruders!"

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894564758 0 34
4425635 6431107 140 48 3
50
18 12 12 18 16
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 78646402
381 8 0 10 0
M 48 5 0
607 17 1677721700 5 0
611 17 1677721700 10 0
615 17 1677721700 7 0
2200 17 1509949540 13 0
2124 17 1509949540 8 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hello, ch );

~
E
hello~
The town guard tells you, 'Greetings $n'.

~
!
0 -1
~
if( is_player( ch ) )

if( rflag( reset0, find_room( 21009 ) ) )

  if( class( ch ) == warrior )

  if( find_skill( ch, second attack ) > 6 )

  if( find_skill( ch, berserk ) < 1 )

  if( random( 1, 2) == 1 ) {

  act_tochar( #rumor, ch );

  remove_rflag( reset0, find_room( 21009 ) );

  end;

  }

~
E
rumor~
As you enter the area, you hear one guard mention something about a magic

short sword to the other.

~
!
2 -1
magic short sword~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about a magic short sword.

~
E
rask~
$n asks $N something.

~
E
stat1~
Heh.  What do you want to know for?  It's not likely you'll be able to

find it.

~
E
stat2~
For a platinum piece, I'll tell you what I know though.

~
!
6 16
~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 3 );

tell( mob, ch, #stat3 );

wait( 3 );

tell( mob, ch, #stat4 );

wait( 3 );

tell( mob, ch, #stat5 );

~
E
rask~
$N pockets a coin $n gave $M.

~
E
stat1~
Alright, fair is fair.

~
E
stat2~
I heard from my pappy once, who was a guardsman before I joined up, that

there was a great warrior who wielded a magical short sword.  The sword's

magic was suppose to prevent the death of its wielder.  But just before

his last battle, the short sword was stolen from him by his best friend.

~
E
stat3~
Consequently, the warrior was killed and his body was cast by his enemy

into a pool, hidden beneath a giant obelisk.

~
E
stat4~
The sword itself was said to have been made my a magesmith by the name of

Alegra.  Only someone wise and versed in the craftsmanship of truly

magnificient weapons would know anything more.

~
E
stat5~
If I can ever get leave I'm gonna search for the sword myself so don't

get no ideas!

~
!
-1

#872
~
~
sinister water weird~
~
~
is here.~
sinister water weirds~
~
~
are here.~
The light of the candles from the altar is absorbed by this water weird's

shiny black surface.  You can almost feel the evil energy that holds the

water in its present form.  It can easily form whatever size appendage it

wants from the mass of water that it is made of.

~
Caer~
if( random( 1, 6 ) < 6 ) {

  attack_weapon( mob, victim, 2d6, "liquidy blow" );

  remove_rflag( status0, room );

  }

attack_weapon( mob, victim, 2d6, "liquidy blow" );

if( !rflag( status0, room ) ) {

  attack_weapon( mob, victim, 3d6+6, "envelops and" );

  set_rflag( status0, room );

  }

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894564777 0 0
36915 31457536 0 0 8
10
6 3 3 18 14
0 0 0 0 0 0 0
1000 10 watery surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#873
~
~
giant white ferret~
~
~
bares her teeth at you.~
giant white ferrets~
~
~
bare their teeth at you.~
A huge white ferret, with streaks of blood caked in her fur, stands ready

to attack.  She makes a strange, almost keening sound, as she looks about

her for support.

~
Caer~
if( random( 0, 1) == 0 )

   attack( mob, victim, 3d5, "sharp teeth" );

if( random( 0, 4 ) < 2 )

  attack( mob, victim, 3d5, "claw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 894564814 0 21
196883 0 0 0 8
8
5 10 5 14 7
0 0 50 0 80 0 0
400 2 body~
600 2 flank~
900 3 foreleg~
1000 1 head~
0 1000 ~
0
20972168 13108801
0 1 0 0 0
F 0 2 0
1257 17 1509949450 -1 0
-1
-1

#874
~
~
gigantic antlion~
~
~
lies in wait of a meal.~
gigantic antlions~
~
~
lie in wait of a meal.~
The creature's most noticeable feature is the set of huge mandibles that

it swings in your direction.  Behind them you see four sets of alien eyes

set on its large armored head.  As it quests about with its body, feeling

around the room in search of food, you realize that its eyes are too poor

to see you.  You get a shiver in you spine, however, as you realize the

food he searches for is you.  Thick plates of chitin and spiny bristles

protect its body, and its powerful, short legs hold it in a low wide

stance.  It clacks its mandibles fiercely and charges toward you in a

berserker rage.

~
Derna~
attack( mob, victim, 5d10+10, "huge mandibles" );

attack( mob, victim, 5d5+5, "wildly thrashing spiny body" );

if( random( 1, 5 ) ) {

  ch = rand_player( room );

  act_tochar( #spinch, ch );

  act_notchar( #spinnot, ch );

  }

if( random( 1, 6 ) == 1 ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  i = 5d10+10;

  dam_message( ch, i, "the antlion's crushing mandible's embrace" );

  inflict( ch, mob, i, "antlion's the antlion's crushing mandibles" );

  }

else {

  if( random( 1, 10) == 1 ) {

    act_tochar( #ch2, ch );

    act_notchar( #not2, ch );

    i = 6d10+20;

    dam_message( ch, i, "the antlion's crushing weight" );

    inflict( ch, mob, i, "by being squished by an antlion" );

    }

  }

~
E
ch~
The antlion catches you between its mandibles and crushes you in its grip.

~
E
not~
You see the antlion catch $n between it mandibles.

~
E
ch2~
The antlion charges you, knocks you down, and crushes you beneath its weight.

~
E
not2~
You see the antlion charge $n, knock $m over, and crush $m beneath it heavy body.

~
E
spinch~
The antion suddenly spins in its track and leaps to attack you!

~
E
spinnot~
The antlion chitters fiercly and attacks $n.

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894564846 0 25
163891 256 0 0 8
30
20 5 8 13 17
8 5 0 -3 -10 0 0
200 6 short, thick leg~
300 0 odd alien eye~
400 10 spiny, chitin covered body~
600 10 heavily armored head~
1000 10 clacking mandibles~
0
104858890 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#875
~
swineherd grubby~
swineherd~
~
grubby~
wipes his nose on his sleeve and eyes you warily.~
swineherds~
~
grubby~
wipe their noses on their sleeves and spit alot.~
Thin and dressed in little more than rags, this shadow of a man makes his

living caring for the few pigs which he has managed, at least thus far,

to protect from harm.  His eyes are bloodshot, his eyes unsteady, and as

you approach he eyes you with a suspicion borne out of worldy experience.

~
Kiian~
attack_weapon( mob, victim, 2d2, "right hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d2, "left hand" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d4, "kick" );

~
!
0 0 0 0 0 0 0 10
0 0 3705 4000 895953341 0 29
230307 0 0 0 3
3
11 7 9 13 15
0 0 0 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
48624 21083 0 121763 496975
M 0 4 0
2000 17 1509949465 5 0
2020 17 1509949465 9 0
2040 17 1509949465 10 0
6 17 1509949445 -1 0
5 17 1509949445 -1 0
26 17 1509949460 -1 0
3005 17 1509949465 16 0
33 16 1509949465 16 0
14 1 1509949460 -1 0
-1
-1

#876
~
~
murk beast~
~
~
has crawled out of the murk and looks rather hungry.~
murk beasts~
~
~
have crawled out of the murk and look rather hungry.~
Murk beasts are usually passive, docile bottom-dwellers of marshes and

swamps and other murky places.  When hungry or provoked, however, a murk

beast can be a ferocious attacker.  Adult murk beasts can grow to about 7

tons in weight.  Their protective grey murk-like covering camouflages

them so well that they appear to be simply another patch of marsh or grey

rock.

~
Phule~
attack( mob, victim, 5d3+5, "teeth slash" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 5d3+5, "vicious claw swipe" );

else

  if( random( 1, 10 ) < 4 )

  attack( mob, victim, 6d4+6, "ravenous maul" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 896639463 0 33
148257 0 0 0 4
15
19 12 12 12 20
10 -2 -2 1 15 20 50
400 10 massive neck~
900 8 oily body~
1000 4 gaping maw~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 8 0
1108 17 1509949450 -1 0
-1
-1

#877
~
~
armadillo~
~
~
with its thick armor gleaming is scurrying about.~
armadillos~
~
~
with their thick armor gleaming is scurrying about.~
The armadillo has been called a rodent with platemail.  This is due to

the hard, hard shell which covers its body with protection against nearly

all natural enemies.  It has also been called nature's wrecking ball,

after its uncanny ability to roll into a ball became famous throughout

the desert region.

~
Phule~
attack( mob, victim, 4d2+2, "snarling bite" );

attack( mob, victim, 3d2, "tail whip" );

if( random( 1, 10 ) < 7 ) {

  act_tochar( #roll, ch );

  act_notchar( #rroll, ch );

  attack( mob, victim, 6d2+5, "ferocious charge" );

  }

~
E
roll~
@b@RThe armadillo rolls into a ball and heads straight for you!!@n

~
E
rroll~
@b@MThe armadillo rolls into a ball and heads straight for $n!!@n

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 894564936 0 31
197481 0 0 0 4
6
14 12 12 18 16
0 0 0 0 0 0 0
800 8 rock-hard armor covering~
900 1 thick-skinned tail~
1000 0 unprotected head~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#878
~
~
dune rat~
~
unusually large~
forages about in the sand.~
dune rats~
~
unusually large~
forage about in the sand.~
This is your regular common variety dune rat, except that it has

grown to nearly the height of a large human child.  The same, cute,

innocent look is now hideously grown into an almost sneer-like expression,

and what were once cute, tiny paws could now inflict serious damage.

~
Phule~
attack( mob, victim, 4d2+2, "right claw swipe" );

attack( mob, victim, 4d2+2, "left claw swipe" );

attack( mob, victim, 5d3+5, "squeaking pounce and shred" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 894564984 0 35
197409 0 0 0 4
5
12 12 12 29 12
0 0 0 0 0 0 0
100 2 whiskered nose~
500 4 finely-furred hide~
700 3 white tail~
1000 3 extended front paw~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#879
~
~
Tower Gate guard~
~
~
watches you carefully.~
Tower Gate guards~
~
~
watch you carefully.~
A stern looking man, the guard glares about with suspicion as if he

expects everyone and everything to turn against him.  This paranoia

extends to you, apparently, as he keeps an eye on you, just waiting for

you to step out of line.  The well cared for and well used look to his

weapons and armor give evidence that he has acted on his suspicions from

time to time.

~
Derna~
attack_weapon( mob, victim, 4d10+10, "slash" );

if( random( 1, 2 ) == 1 )

attack_weapon( mob, victim, 4d10+10, "thrust" );

if( random( 1, 4 ) == 1 )

attack_weapon( mob, victim, 4d10+10, "backhanded slash" );

if( random( 1, 6 ) == 1 )

attack_weapon( mob, victim, 4d20+10, "viscious counterattack" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894565013 0 29
231329 128 4 96 4
50
18 10 14 17 14
10 5 -5 -5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
67681
131078405 26214464
0 1 0 0 0
M 96 4 0
-1
-1

#880
~
~
desert lion~
~
snarling~
is here, purring extremely loudly.~
desert lions~
~
snarling~
are here, purring extremely loudly.~
The lion, the proverbial king of the jungle, is seldom found in the dense

tropical regions fabled to be his home.  More often found romping amongst

the highly game-populated areas of the plains, these ferocious and

ravenous hunters are dangerous foes, with claws which can rip a man into

shreds and a powerful jaw which can chew a man in half.  As they age,

however, their skills diminish somewhat, and this beast is no exception,

which accounts for his choice of this cool cave and easier prey in this

desert area.

~
Phule~
attack( mob, victim, 5d4+5, "right claw rake" );

attack( mob, victim, 5d4+5, "left claw rake" );

if( random( 1, 5 ) < 3 ) {

  act_tochar( #eat, ch );

  attack( mob, victim, 8d4+8, "savage bite" );

  }

else

  attack( mob, victim, 5d3, "tail flick" );

~
E
eat~
@b@YThe lion roars and savagely tries to bite a chunk out of you!!@n

~
!
0 0 22 0 0 0 0 10
0 0 0 4000 894565062 0 0
197411 0 0 0 4
25
19 12 12 16 19
0 0 0 0 0 0 0
400 10 well-muscled body~
600 6 gaping maw~
800 4 short-furred tail~
1000 6 raking claw~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
M 0 4 0
1110 17 1509949460 -2 0
-1
-1

#881
a greater will-o-wisp~
~
giant ball of light~
~
~
is here spinning madly.~
giant balls of light~
~
~
are here spinning madly.~
All you see is a dancing ball of lights, no-one really knows what these

creatures are.  Very similar to its smaller and weaker kin, the

will-o-wisp, the greater will-o-wisp has some ability to manipulate

objects and has a much higher ability to channel electrical energy. 

While it is generally believed that will-o-wisp's are not malevolent, the

greater wisps' intentions are not known.

~
Phule~
attack_shock( mob, victim, 8d5+10, "electric shock" );

attack_shock( mob, victim, 5d4+5, "electric shock" );

if( random( 1, 6) < 2 ) { 

  act_tochar( #con, ch );

  cast_spell( confuse, mob, victim );

  }

~
E
con~
@b@GThe Greater Will-o-Wisp dances about in an attempt to confuse you.@n

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894565102 0 31
4196705 4194696 4 0 4
25
6 8 5 25 18
0 0 0 100 100 0 0
1000 10 ball of light~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#882
~
~
sidewinder~
~
venemous~
slithers strangely sideways.~
sidewinders~
~
venemous~
slither strangely sideways.~
This venemous reptile is a peculiarity among snakes, as it slithers not

along its length, but sideways, wriggling through the sand in a deadly

dance.

~
Phule~
if( attack( mob, victim, 7d5+5, "bite" ) ) {

  if( random( 1, 3 ) == 1 )

    poison( victim );

  }

~
!
0 0 15 0 0 0 0 10
25000 0 0 4000 894565148 0 29
5440009 0 0 0 4
10
12 3 3 19 13
25 25 25 25 25 0 0
1000 8 sand-coloured scales~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 13108801
0 1 0 0 0
N 0 1 0
1243 17 1509949455 -2 0
-1
-1

#883
Franz~
~
hattier~
~
~
waits to serve you.~
hattiers~
~
~
wait to serve you.~
Finely tailored floor length robes adorn this elf.  Not a hair is out of

place, every crease is indelibly pressed.

~
Padraig~
attack_weapon( mob, victim, 4d5+5, "right hand" );

attack_weapon( mob, victim, 4d5+5, "left hand" );

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RFranz calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894583796 0 29
229795 262528 12 0 4
30
6 14 10 15 11
25 25 25 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157286400 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#884
~
~
Pier Gaurdian~
~
~
A Pier Gsa is here.~
~
~
~
~
~
Pandor~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 894586734 0 0
230179 65536 16 0 4
24
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65568
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#885
~
~
moose~
The majestic form of~
~
struts before you.~
moose~
The majestic forms of~
~
strut before you.~
This moose's perfect rack of antlers are marred only by a few scratches

where it appears someone tried to actually carve something into the

living bone.  The moose enjoys a quiet drink at a gentle stream or brook,

and can often be found prancing or charging boisterously through the

forest.

~
Phule~
if( random( 1, 10 ) == 1 ) {

  act_room( #all, victim );

  attack( mob, victim, 7d5+3, "charge" );

  interpret( mob, "bash" );

  }

attack( mob, victim, 4d4+4, "antler swipe" );

~
E
all~
@G@bThe moose retreats back to charge!@n

~
!
0 0 37 0 0 0 0 10
0 0 1382 4000 894586849 0 0
202089 8192 0 0 4
12
15 5 5 16 14
0 0 20 0 0 0 0
100 4 foreleg~
250 100 rack of antlers~
400 3 head~
600 3 chest~
1000 3 flank~
0
31457932 26214464
248007 20138 0 206039 5468995
M 0 6 0
93 17 1509949455 -1 0
-1
-1

#886
~
~
seahawk~
~
~
has landed nearby and is cracking open a mussel shell.~
seahawks~
~
~
have landed nearby and are cracking open a mussel shell.~
This sharp-eyed and sharper-taloned hawk inhabits ocean areas feeding

from sea fish which carelessly drift too close to the ocean's surface.

~
Phule~
i = random( 1, 10 );

  attack( mob, victim, 2d4, "pecking" );

if( i < 7 )

  attack( mob, victim, 2d4, "pecking" );

if( i < 5 )

  attack( mob, victim, 2d4, "beak" );

if( i < 3 )

  attack( mob, victim, 2d4, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960059 0 35
199465 0 0 0 4
8
7 3 3 18 10
0 0 0 0 0 0 0
600 4 body~
800 2 wing~
1000 1 head~
0 1000 ~
0 1000 ~
0
10486403 26214464
0 1 0 0 0
M 0 2 0
1111 17 1509949490 -2 0
-1
-1

#887
~
~
hermit crab~
~
~
scurries underfoot.~
hermit crabs~
~
~
scurry underfoot.~
This crab's shell is hard and could take quite a bit to crack.  You also

notice that this crab seems much bigger than others of its kind.

~
Phule~
attack( mob, victim, 2d5, "right claw" );

attack( mob, victim, 2d5, "left claw" );

if( random( 1, 5 ) < 3 ) {

  send_to_room( #noth, room );

  attack( mob, victim, 2d5, "swift left claw" );

  }

~
E
noth~
@b@RThe hermit crab ducks in for another attack!@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894586944 0 33
197165 0 0 0 4
5
8 5 5 18 10
0 0 0 0 0 0 0
100 3 leg~
1000 10 hard shell~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107530 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#888
~
~
pink jellyfish~
~
~
is floating nearby. Watch your step.~
pink jellyfish~
~
~
are floating nearby. Watch your step.~
This pink jellyfish looks harmless enough, but beware its poisonous

tentacles.

~
Phule~
attack( mob, victim, 1d8+2, "bite" );

attack( mob, victim, 1d3+2, "stinging tentacle" );

attack( mob, victim, 1d3+2, "stinging tentacle" );

attack( mob, victim, 1d3+2, "stinging tentacle" );

attack( mob, victim, 1d3+2, "stinging tentacle" );

if( attack( mob, victim, 1d3+2, "stinging tentacle" ) )

  poison( ch );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894586975 0 33
4131 16 0 0 4
6
9 10 13 14 10
0 0 0 0 0 0 0
600 3 soft body mass~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#889
~
~
oyster~
~
~
has been carried onto the edge of the beach.~
oysters~
~
~
have been carried onto the edge of the beach.~
~
Phule~
attack( mob, victim, 1d2, "pinching clamp" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894587023 0 37
197163 0 0 0 4
90
12 12 12 12 12
0 0 0 0 0 0 0
1000 2 firm shell~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
641 26214464
0 1 0 0 0
N 0 1 0
1114 17 1509949460 -2 0
-1
-1

#890
~
~
blowfish~
~
~
has left the corals and now braves the shallow water.~
blowfish~
~
~
have left the corals and now brace the shallows.~
This spiky fish has been given the ability to blow itself up to a size

which intimidates many other fish.  When provoked, though, they are not

the terrors they pretend to be.

~
Phule~
attack( mob, victim, 5d4+5, "spiked charge" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894587066 0 0
201251 0 0 0 4
6
12 12 12 12 12
0 0 0 0 0 0 0
1000 10 bony surface~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#891
~
~
sand shark~
~
sleek~
swims nearby, deadly eyes watching you closely.~
sand sharks~
~
sleek~
swim nearby, deadly eyes watching you closely.~
This sand-coloured predator of the waters is nearly invisible amongst the

waves.  Rubbery skin and razor-like teeth make this fish a deadly one.

~
Phule~
attack( ch, mob, 3d6, "bite" );

attack( ch, mob, 3d6, "bite" );

if( random( 1, 10 ) < 4 )

  act_tochar( #ouch, ch );

  act_notchar( #rouch, ch );

  attack( mob, victim, 5d6+4, "viscious bite" );

~
E
ouch~
The sand shark abandons all reason and charges madly at you!

~
E
rouch~
The sand shark abandons all reason and charges madly at $n!

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894587125 0 0
201779 25165824 0 0 4
10
18 3 3 18 18
10 0 5 5 10 0 0
300 8 rubbery skin~
1000 8 rubbery skin~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 4 0
1115 17 1509949490 -1 0
1115 17 1509949490 -1 0
1118 17 1509949450 -1 0
-1
-1

#892
a peasant~
~
dirty, ragged-looking man~
~
~
is pulling up the weeds.~
dirty, ragged-looking men~
~
~
are pulling up the weeds.~
You see a ragged, dirty man.  He is pulling up the weeds which seem to

enjoy growing here as much as the other plant life.  He moves slowly but

steadily, wearily as though the spirit has long since been crushed from

him.

~
Kevona~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894587163 0 0
229795 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
600 17 1509949490 7 0
708 17 1509949490 5 0
1117 17 1509949465 13 0
-1
-1

#893
~
~
giant cicada~
~
~
is here, beating its wings in a frenzy of attack.~
giant cicadas~
~
~
are here, beating their wings in a frenzy of attack.~
This gigantic bug towers at at least 8 feet in length, with huge,

bunecrushing pincers before a now-gaping maw.

~
Phule~
attack( mob, victim, 2d5, "eerie shriek" );

i = random( 1,5 );

if( i < 3 )

  attack( mob, victim, 2d8, "wing flurry" );

if( i == 4 )

  attack( mob, victim, 5d4, "crushing bite" );

if( i == 5 )

  attack( mob, victim, 2d5, "razor leg-swipe" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894587257 0 33
199201 0 0 0 4
12
17 5 5 10 14
0 0 0 0 0 0 0
100 2 delicate wing~
400 3 many-pincered head~
1000 5 hard exoskeleton~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#894
~
dwarven prisoner warrior TR#~
dwarven warrior~
~
~
sits chained to the wall, with a forlorn look on his face.~
dwarven warriors~
~
~
sit playing pick up sticks with straw.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894412397 0 34
230187 262144 0 0 4
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 2
~
act_tochar( #yell, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
yell~
Chained to the wall, a dwarf looks up at you as you enter the chamber.

~
E
stat1~
Watch your step or you'll be trapped in here too!

~
!
-1

#895
~
~
large antlion~
~
~
scrabbles about, looking for food.~
large antlions~
~
~
scrabble about in search of food.~
A set of mandibles protrudes from the creature's head, reaching out about

the length of its body.  It's head and body are heavily armored in

chitinous plates and sharp spikes.  It sits partially buried in sand and

holds itself very still, perhaps attempting to hide from your eyes.

~
Derna~
attack_weapon( mob, victim, 3d5+10, "slashing mandibles" );

attack_weapon( mob, victim, 3d5+10, "spiked forelegs" );

attack_weapon( mob, victim, 3d5+10, "viscious bite" );

if( random( 1, 4 ) )

  attack( mob, victim, 3d10+20, "sharp spikes" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894587343 0 28
17006645 1052672 0 0 4
20
17 8 10 14 18
10 5 -5 -5 0 0 0
200 5 short, thick leg~
300 0 evil alien eye~
400 10 spiny, chitin covered body~
600 10 heavily armored head~
1000 10 clacking mandibles~
0
52430090 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#896
~
~
mouse~
~
small white~
tries to hide in the corner.~
mice~
~
small white~
try to hide in the corner.~
A small, white mouse stands very quietly, as if trying to hide.  He has

small pink ears, large pink eyes, and a long, thin, pink tail.

~
Merior~
attack(mob, victim, 1d3+2, "tiny bite");

~
!
0 0 14 0 0 0 0 10
0 0 5553 4000 894237159 0 0
197473 0 0 0 4
1
3 3 3 14 6
0 0 0 0 0 0 0
1000 1 small white body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311041 13108801
4378 7433 0 46363 57055
M 0 1 0
1596 17 1509949450 -1 0
-1
-1

#897
~
~
ghost of a young girl~
~
small, pale~
drifts by.~
ghosts of young girls~
~
small, pale~
drift by.~
The pale, ghostly figure of a young girl drifts silently by.  She is

wearing a flowing white nightgown, and reaches out her arm towards the

broken doll on the floor.  The light just catches her face to reveal tiny

tears.

~
Merior~
attack( mob, victim, 2d3+1, "ethereal fist" );

attack( mob, victim, 2d4+1, "wispy foot" ) ;

~
!
0 0 28 0 0 0 0 10
0 0 6159 4000 894237250 0 37
264865 8192 4108 0 4
3
10 8 8 12 10
10 10 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 6555201
153867 30322 0 248521 2159231
F 0 4 0
-1
-1

#898
~
~
bloody orc~
~
remains of a~
lie in a decomposing heap.~
~
~
~
~
What appeared from a distance to be a bloody heap of rags is actually the

corpse of an orc.  The blood is dried a brownish-red, and is so pervasive

that an actual wound cannot be seen.

~
Merior~
attack( mob, victim, 2d3, "bloody hand" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d3, "oozing head" );

if( random(1, 5 ) == 1 )

  attack_weapon( mob, victim, 1d4, "bloody foot" );

~
!
0 0 28 0 0 0 0 10
0 0 1020 4000 897501168 0 25
1073742003 8192 12 0 4
4
14 10 10 12 12
0 25 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 19660865
29217 8167 0 57098 361376
M 0 5 0
875 17 1509949480 8 0
3006 17 1509949465 16 0
1000 17 1509949450 -1 0
-1
-1

#899
~
~
highwayman~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894587423 0 0
230177 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#900
~
~
ghost of the banker~
~
pale, white~
hovers nearby.~
ghosts of bankers~
~
pale, white~
hover nearby.~
A long, white blur almost solidifies, and forms into a fuzzy

representation of the former owner of this mansion.  His long, white hair

is matted, and his eyes seem to glow as they search for his killers.

~
Merior~
attack( mob, victim, 2d4, "ghostly fist" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 2d4, "ghostly foot" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d4, "kick" );

~
!
0 0 28 0 0 0 0 10
0 0 3386 4000 894237238 0 37
264355 8192 4108 16 4
5
10 8 10 14 10
10 10 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
512
13107845 26214464
104533 28075 0 225030 1499543
M 16 4 0
2101 17 1509949465 9 0
-1
-1

#901
~
~
brown duck~
~
~
is here, looking for a reason to quack.~
brown ducks~
~
~
are here, quacking at each other.~
A plain, simple, even-tempered brown-feathered duck.  It looks at you and

quacks. Its feathers are short and soft, and seem to repel rather than

absorb the water around it, as with a quick shake the duck sends a fine

sprinkling shower of droplets into the air.

~
Phule~
attack( mob, victim, 1d5, "bill bite" );

if( random( 1, 3 ) < 3 )

  attack( mob, victim, 1d5, "wing flurry" );

~
!
0 0 16 0 0 0 0 10
0 0 478 4000 899880384 0 28
203049 8388608 0 0 4
3
4 3 3 12 8
0 0 0 0 0 0 0
500 2 soft-feathered body~
800 2 flapping wings~
1000 4 hard bill~
0 1000 ~
0 1000 ~
0
7864963 19662401
2454 4455 0 20480 15774
M 0 1 0
1121 17 1509949460 -2 0
-1
4 -1
~
send_to_room( #quack, room );

~
E
quack~
The duck manages a final, sorrowful "Quack?" with its last dying breath.

~
!
-1

#902
~
~
bullfrog~
~
~
sits here on a large lilypad.~
bullfrogs~
~
~
sit here on a large lilypad.~
This large, round frog sits around, deep croaks issuing intermittently

into the hollow air of the pond.

~
Phule~
attack( mob, victim, 1d8+1, "bite");

~
!
0 0 15 0 0 0 0 10
0 0 3123 4000 894155256 0 27
200737 8388608 0 0 4
2
4 3 3 9 11
0 0 0 0 0 0 0
600 3 body~
800 2 legs~
950 2 flanks~
1000 0 head~
0 1000 ~
0
3932803 26214464
41760 21158 0 114265 297112
N 0 2 0
216 17 1509949500 -2 0
-1
0 -1
~
~
!
-1

#903
~
~
gray goose~
~
~
is here, soft feathers blowing gently in a breeze.~
gray geese~
~
~
are here, soft feathers blowing gently in a breeze.~
This sleek gray goose looks agile and could be a dangerous opponent when

cornered into fighting.  Its short feathers are soft, you can't help but

think about a giant goosedown pillow or bed.  Goosedown coats are pretty

nice in the winter or late autumn.....

~
Phule~
attack( mob, victim, 1d6, "vicious beaking" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d6, "wing flurry" );

if( random( 1, 5 ) < 3 )

  attack( mob, ch, 2d3, "ear-piercing honk" );

~
!
0 0 16 0 0 0 0 10
0 0 287 4000 899880391 0 36
203561 8388608 0 0 4
4
6 3 3 13 11
0 0 0 0 0 0 0
500 3 soft gray body~
800 2 widespread wings~
1000 1 long gray neck~
0 1000 ~
0 1000 ~
0
6554563 13108801
4563 2687 0 14527 34856
M 0 2 0
1122 17 1509949460 -2 0
-1
-1

#904
~
~
pond frog~
~
~
lazily observes the movements of a nearby deerfly.~
pond frogs~
~
~
lazily observe the movements of a nearby deerfly.~
A small green frog sits here.  It observes the movements of a deer fly,

and seems ready to jump into the water should it feel threatened.

~
Phule~
attack( mob, victim, 1d4+0, "bite" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #char_licked, ch );

  act_notchar( #room_licked, ch );

  attack( mob, victim, 1d2+2, "lick" );

  }

~
E
char_licked~
The frog's red tongue lashes out and licks you - the contact burns.

~
E
room_licked~
The frog's red tongue lashes out at $n.

~
!
0 0 15 0 0 0 0 10
0 0 787 4000 897516267 0 26
200809 29360128 0 0 4
1
4 2 2 11 6
0 0 0 0 0 0 0
600 2 rubbery green body~
1000 2 big-eyed frog head~
0 1000 ~
0 1000 ~
0 1000 ~
0
2359681 6555201
841 2369 0 10711 7627
N 0 1 0
216 17 1509949490 -2 0
221 17 1509949445 -2 0
495 17 1509949445 -1 0
-1
-1

#905
~
~
deer fly~
~
pesky~
buzzes around a few feet above the water.~
deer flys~
~
pesky~
buzz around a few feet above the water.~
This pesky little insect buzzes around the area every few seconds or so,

only to alight on yet another lilly pad, cattail, then buzz out of sight.

~
Phule~
attack( mob, victim, 1d4+0, "bite" );

~
!
0 0 26 0 0 0 0 10
0 0 5895 4000 894078420 0 25
198709 4194304 4096 0 4
1
3 2 2 21 18
0 0 0 0 0 0 0
1000 1 exoskeleton~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311361 26214464
9210 33370 0 63450 49301
N 0 0 0
-1
-1

#906
~
~
dwarven thief~
~
small~
dressed in black is in the corner.~
dwarven thieves~
~
small~
dressed in black are in the corner.~
A small dwarf, dressed in black, is surrounded by rubble.  He holds a

small bag filled with goodies that he may have found on the premises.

~
Merior~
attack_weapon( mob, victim, 1d5+1, "right hand" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d5+1, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 3440 4000 894237353 0 0
230311 8192 0 16 4
4
11 8 8 14 10
0 0 0 0 0 0 0
100 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26216001
53721 26092 0 174021 628561
M 16 3 0
6 49 1509949540 -1 0
983 81 1509949445 -1 0
2001 17 1509949460 5 0
2021 17 1509949460 7 0
3007 17 1509949465 16 0
1025 17 1509949445 -1 0
-1
-1

#907
~
~
cockroach~
~
large, black~
approaches you.~
cockroaches~
~
large, black~
approach you.~
A large, black cockroach scurries about, looking for anything it can find

to eat.  It is quite fearless, and rapidly approaches you.

~
Merior~
attack( mob, victim, 2d5, "clicking jaws" );

~
!
0 0 26 0 0 0 0 10
0 0 7817 4000 894237001 0 0
131121 8192 0 0 4
2
5 2 2 15 15
0 50 0 0 50 0 0
1000 1 hard carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 19662401
83238 49352 0 227407 656780
M 0 0 0
-1
-1

#908
~
~
renegade gnome guard~
~
~
stands at the ready.~
renegade gnome guards~
~
~
stand at the ready.~
Small for his race, but muscular, this guard eyes you warily as you

approach.  Making the decision that you are here to steal his treasures

he attacks!

~
Kiian~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "punch" );

if( i > 8 )

  interpret( mob, "bash" );

if( i < 6 )

  attack( mob, victim, 5d4+5, "kick" );

~
E
help~
@bThe guard calls out for his comrades!

~
!
0 28 2 0 0 0 0 10
0 0 1188 4000 894587495 0 0
230837 8192 0 48 4
18
15 9 8 15 18
10 10 10 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429448 26217601
98895 8088 0 263577 7851718
M 48 3 0
2123 17 1509949450 8 0
2022 17 1509949465 7 0
2042 17 1509949465 10 0
2001 17 1509949490 5 0
2002 16 1509949465 5 0
973 17 1509949515 16 0
3002 16 1509949465 16 0
2060 17 1509949490 11 0
2061 16 1509949490 11 0
-1
-1

#909
Ossen~
~
retired gnomish knight~
~
~
sits happily behind the counter.~
~
~
~
~
This brave gnome sat as High Protectorate of the gnomish army for years,

until a horriffic encounter with a dragon robbed him of his axe-hand. 

Now the shortest knight in the Realms is the retired owner of this coffee

shop, his axe hanging on the mantle behind him, and enjoys the company of

fine friends and hearty laughter he sacrificed so much to earn.

~
Phule~
attack_weapon( mob, victim, 2d5, "one-arm pound" );

attack_weapon( mob, victim, 2d5, "one-arm pound" );

attack_weapon( mob, victim, 2d5, "one-arm pound" );

attack_weapon( mob, victim, 2d5, "one-arm pound" );

if( random( 1, 4 ) < 4 )

  attack( mob, victim, 5d50+50, "thunder kick" );

if( random( 1, 4 ) == 1 )

  cast_spell( harm, mob, ch );

if( random( 1, 10 ) < 8 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

attack( mob, victim, 4d30, "shoulder-ram" );

~
E
help~
Ossen yells for help.

~
!
3 50 2 0 0 0 0 10
0 0 0 4000 894587512 0 0
230819 0 0 0 4
54
18 15 12 15 17
30 30 30 30 60 30 70
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144660 26214464
0 1 0 0 0
M 0 3 0
1163 17 1509949540 5 0
1169 17 1509949485 5 0
1162 17 1509949540 8 0
1172 17 1509949540 16 0
-1
2 -1
arm axe Osse~
act_tochar( #ask, ch );

act_tochar( #no, ch );

~
E
no~
"I don't want to talk about that," he says.

~
E
ask~
You ask Ossen about the loss of his arm.

~
!
-1

#910
Liam Sea-Worn~
~
Liam Sea-Worn~
~
~
leans against the wall.~
~
~
~
~
This half-elf has been through a lot since he took up the harp. 

Determined to pen the tale of Ossen, the great gnomish knight, Liam

followed the paladin on his fateful journey which led him to his

crippling meeting with an evil dragon.  Ossen eventually made his home

here in Narak, close to the mighty seas of the West ruled by his God.

Liam joined him to build this shop where young musicians could find their

start a better one that his.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 3d4, "snap kick" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 5 ) < 3 )

  do_spell( burning hands, mob, ch );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, mob );

  summon( mob, victim );

  }

attack( mob, victim, 3d100, "song of pain" );

~
E
help~
$n yells for the guards.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894587553 0 0
1073972643 0 0 0 4
35
14 16 15 19 14
50 50 50 10 0 10 35
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
0 1 0 0 0
M 0 4 0
1160 17 60 6 0
1162 17 1509949500 8 0
1159 17 1509949530 7 0
342 17 1509949510 5 0
1171 17 100 16 0
-1
2 -1
Ossen dragon~
act_tochar( "You ask Liam to tell you about Ossen.", ch );

act_notchar( "$n asks Liam something.", ch );

act_tochar( "Liam's eyes darken, as if struggling with a painful memory.", ch );

act_tochar( "Liam turns away.", ch );

~
!
-1

#911
Hobin~
~
mischeivous thief~
~
~
stands here sharpening his daggers.~
~
~
~
~
A sly grin graces this human's face, and merry eyes look at you with

mischief glinting from within.  One of Ossen's longtime friends and

companions, Hobin has settled (temporarily, of course) in Narak to visit

his friend.

~
Phule~
if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d10+5, "lightning tiger strike" );

if( random( 0, 2 ) == 2 )

  attack( mob, victim, 2d10+5, "lightning tiger strike" );

if( random( 0, 3 ) == 3 )

  attack( mob, victim, 2d10+5, "lightning tiger strike" );

if( random( 0, 4 ) == 4 )

  attack( mob, victim, 2d10+5, "lightning tiger strike" );

attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 3d4, "kick" );

if( random( 1, 5 ) < 5 )

  attack( mob, victim, 5d50+50, "viscious throat chop" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, mob );

  summon( mob, victim );

  }

~
E
help~
$n yells for the guards.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894587580 0 0
234915 0 0 32 4
30
12 15 16 19 13
30 10 10 30 40 30 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 32 4 0
1163 17 1509949490 5 0
1181 17 1509949540 5 0
1162 17 1509949540 8 0
1164 17 1509949540 16 0
1177 17 1509949520 18 0
-1
7 -1
~
wait( 1 );

interpret( mob, "sit 4.barstool" );

~
!
-1

#912
Rood~
~
stout cleric of Taranth~
~
~
stands nearby in conversation with his deity.~
~
~
~
~
This stout human holds his cross with a straight face, deep in

conversation with his deity at nearly all times.  Having taken a vow of

poverty, the cross, his clothes, and a few odds and ends are his only

possessions.  A longtime friend and companion of Ossen, Rood has come to

Narak for twofold reasons: one, to be with his friend in his dark hour of

need, and two, to keep track of Hobin, his mischievous rogue friend.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

i = random( 1, 3 );

if( i == 1 )

  do_spell( harm, mob, ch );

if( i == 2 )

  interpret( mob, "bash" );

if( i == 3 )

  do_spell( cause serious, mob, ch );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, mob );

  summon( mob, victim );

  }

attack( mob, victim, 5d50+50, "spiritual hammer" );

~
E
help~
$n yells for the guards.

~
!
1 50 0 0 0 0 0 10
0 0 0 4000 894587643 0 0
234915 32768 0 0 0
30
18 13 16 15 19
50 50 50 50 60 50 95
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
32
131072650 26214464
0 1 0 0 0
M 0 4 0
933 17 100 16 0
1166 17 1509949540 6 0
1181 17 1509949540 5 0
1165 17 1509949540 6 0
116 17 1509949540 8 0
-1
7 -1
~
wait( 1 );

interpret( mob, "sit 5.barstool" );

~
!
-1

#913
~
~
{large wooden box} mimic~
{} Pretending to be a large wooden box~
~
{is placed in the corner here.} sits here.~
{large wooden boxes} mimics~
~
~
~
A large, wooden box hides quietly in the corner.  It seems almost to be

watching your every move, as if waiting to pounce.

~
Merior~
attack( mob, victim, 1d4, "left plank" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d4, "right plank" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d4, "splintery foot" );

~
!
0 0 30 0 0 0 0 10
0 0 1607 4000 893620647 0 26
8389155 8192 4 0 4
5
10 5 5 3 12
0 0 50 50 50 0 0
200 1 wooden leg~
500 2 wooden torso~
1000 4 wooden arm~
0 1000 ~
0 1000 ~
0
13107845 13107289
29418 14448 0 140475 457521
N 0 4 0
902 17 1509949450 -1 0
909 17 1509949450 -1 0
-1
-1

#914
~
~
nymph~
~
~
are here.~
nymphs~
~
~
~
Her long hair is wet, as if just splashed with the waters of a crystal

brook or stream.  Her movements are full of grace and wild abandon as she

dances along the forest path.  You hear laughter like the sound of

running water and you cannot be sure if it is her singing or a brook in

the distance.  She calls out to you to join her in her dance.

~
Padraig~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894587729 0 0
234273 0 0 0 4
8
9 14 3 16 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#915
guardian~
~
guardian~
~
~
A towering cloaked wraith~
~
~
~
~
The creature before you is a nearly invisible wraith wrapped in a black,

tattered cloak and holding a wicked looking black longsword.  He moves

in and out of the shadows without a sound; as he sees you approach he

lets out an evil scream of anger and sadness and rushes you.

~
Padraig~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 854874456 0 0
229795 69760 0 0 8
15
16 2 2 10 20
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 7 0
1196 17 100 -1 0
607 17 1509949540 5 0
611 17 1509949540 10 0
615 17 1509949540 7 0
744 17 1509949540 16 0
-1
-1

#916
Khutek~
~
hedge wizard~
~
~
stops chanting as you enter his small abode.~
hedge wizards~
~
~
stop chanting as you enter their small abode.~
Small and wild-eyed, a slightly hunched, tanned human with an unsteady

gait returns your inquiring eye.  Shocks of white hair dance about a pair

of flickering eyes, and you notice a greenish tinge to his mane as he

looks at you...

~
Kiian~
attack( mob, victim, 2d5, "small fist" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d5, "small fist" );

if( random( 1, 2 ) == 1 ) {

  act_room( #storm, ch );

  attack_room( mob, 5d20+20, "raging sleet and hail" );

  }

~
E
storm~
@b@BKhutek calls upon the elements!

~
!
1 0 30 0 0 0 0 10
0 0 0 4000 894135695 0 33
1073971491 6562178 4 144 4
45
6 20 16 15 11
50 50 75 50 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
170394265 39324801
0 1 0 0 0
M 144 4 0
488 17 1509949540 5 0
2121 17 1509949540 8 0
-1
2 -1
request ally spell components reagents proper~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the components necessary for request ally.

~
E
rask~
$n asks $N something.

~
E
stat1~
What? I don't know what you are talking about! Who sent you here?

~
!
8 -1
zarander's assistant~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 1 );

tell( mob, ch, #stat2 );

~
E
rask~
$n tells $N something.

~
E
stat1~
He did? Hmmph. Last time I swap spells with him,

~
E
stat2~
Yeah, I know a little about summoning allies, but only neutral ones.  I

don't dabble with any others.  Is there a specific ally you want to know

about?

~
!
2 -1
dragons~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about dragons.

~
E
rask~
$n asks $N about something.

~
E
stat1~
What dragon ally do you what to know about?  Crystal dragons or amethyst

ones?  Be quick, I haven't got all day.

~
!
2 -1
crystal~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about crystal dragon allies.

~
E
stat1~
As you might well imagine, a crystal dragon really is made of crystal. 

Thus, a large piece of it is likely to call to one.  To my knowledge, a

crystal dragon is the most powerful of the allies.

~
!
2 -1
young amethyst~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $n something.

~
E
ask~
You ask $N about young amethyst dragons.

~
E
stat1~
Well, to be honest, I've only summoned a young amethyst dragon as an ally

once.  I didn't like his attitude much, but he was a strong mount, I'll

say that.  When I cast the spell that day, it was with a gemstone I

picked up somewhere near Old Gwendolyn's place.

~
!
2 -1
dao~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

interpret( mob, "cackle" );

~
E
ask~
You ask $N about dao allies.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Heh, Daos.  I haven't thought about them in quite a while.  Though they

make fair allies, I never had much appreciation for mine.  Maybe that's

because he kept doing strange things to the ground.  I'm not sure if

summoning that Earth Djinni was a good thing or a bad thing.  But either

way, the orc wasn't pleased that I stole his rock to do so.

~
!
2 -1
dune stalker~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about dune stalker allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Never had much of a chance to summon one of those.  But I hear that a

shaman in the swamps, I forget his name, tried summoning one once.  You

might try him.

~
!
2 -1
ice gargoyles~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

interpret( mob, "shiver" );

wait( 2 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about ice gargoyle allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Ice gargoyles are too close to them blasted ice demons, may they melt a

slow and painful death!  Never touched them.  But Khiren, he might know

something about them.

~
!
2 -1
djinnis~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about djinn allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Djinns!  Now they are quite the graceful ally!  Unfortunately, I never

was of a mind to summon them - mainly because I couldn't figure out what

they were attunded to.  The mage in Medienne might know though.  I saw

one hiding in his shop once when I went to consult with him.

~
!
2 -1
werefox fox~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about werefox allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Universally, all werefoxes are females.  And like their name implies, I

assure you, they are foxes.  I've never summoned one, especially after I

saw the poor, pathetic werefox left to die in Pennan.  Luckily, Old

Gwendolyn took her in.

~
!
2 -1
lightning golem~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about lightning golem allies.

~
E
rask~
$n asks $N something.

~
E
stat1~
Though iron and stone golems have given him more trouble than any, I

recall once that a lightning golem once gave Gimnod a lot of problems one

spring.

~
!
2 -1
marid~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about marid allies.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I hate water djinnis, just as much as I hate taking a bath.  I never have

nor will I have anything to do with one.  Closest thing to them are water

sprites and I avoid them too!

~
!
2 -1
efreet~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
For a high price, I once tended the wounds of a half-orc that lived

somewhere up in the pennan hills.  The wounds were definitely burn marks. 

While I wrapped his burns, the half-orc kept mutter about some wizard and

his efreet.  It's likely the half-orc still lives up there, though his

injuries have forced him to become an outlaw.

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about efreet allies.

~
!
2 -1
find mount~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about find mount reagents.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I'm not sure who told you I dealt in reagents a paladin might find

useful, but I do no such thing.  However, I do know that Aiden, a

dispicable fellow in the Naraki desert has been known to traffic in the

stuff.

~
!
2 -1
clay marionette~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the clay marionette.

~
E
rask~
$n asks $N about something.

~
E
stat1~
In my spare time, I often make toys out of the clay which I often find

along the banks of the river.

~
!
2 -1
meteor swarm~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
I'm afraid Quzar is slipping a bit these days.  I know for a fact that he

knows more about weather magic than I.  Thyme always seems to jog his

memory.

~
E
ask~
You ask Khutek about meteor swarm.

~
E
rask~
$n asks $N something.

~
!
2 -1
mist-filled marsh~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

tell( mob, ch, #what );

interpret( mob, "scratch" );

wait( 1 );

tell( mob, ch, #oh );

wait( 1 );

tell( mob, ch, #spell );

wait( 2 );

tell( mob, ch, #dir );

interpret( mob, "shrug" );

~
E
ask~
You ask Khutek about the mist-filled marsh.

~
E
nask~
$n asks Khutek about the mist-filled marsh.

~
E
what~
@GWhat?@n

~
E
oh~
@GOh!  That marsh.  I remember it vaguely...@n 

~
E
spell~
@GI was trying to create a new spell which would calm a bunch of creatures

with an intoxicating mist.  I must have gotten the incantation and

reagents wrong because all the plants and wildlife suddenly got bigger,

and some of the creatures started to mutate.@n

~
E
dir~
@GIt's south of the Elhanni River, but I haven't visited that area ever

since that failed attempt.@n 

~
!
0 3
~
wait( 3 );

if( is_player( ch ) ) {

  if( find_skill( ch, fireball ) > 7 )

    if( find_skill( ch, shock ) > 6 )

    if( find_skill( ch, lightning bolt ) < 1 ) {

    act_tochar( #look, ch, obj, mob );

    tell( mob, ch, #stat1 );

    wait( 2 );

act_tochar( #stat2, ch, obj, mob );

wait( 1 );

interpret( mob, "shiver" );

    }

  }

~
E
look~
$N looks up from what he is doing.

~
E
stat1~
There is something familar about you, but I cannot place it.

~
E
stat2~
$N then mutters something that sounds like you remind him of a mind

flayer.

~
!
-1

#917
~
~
Palace Guardsman of Narak~
~
~
is here, guarding the palace.~
Palace Guardsmen of Narak~
~
~
are here, guarding the palace.~
This tall human stands motionless, eyes straight ahead in a disciplined

stare.  Broad-shouldered and obviously strong of arm, his firm stance

does not, however, imply stupidity.  His eyes have the look of a trained

officer; perhaps his post is a position of honor.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 4d6, "cunning spin kick" );

attack( mob, victim, 2d6, "kidney punch" );

if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 6 ) {

send_to_room( #fire, room );

  attack( mob, victim, 4d20+20, "energy blast" );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
summon~
You hear a cry for help!

~
E
char~
The guard snaps a kick forward at you!

~
E
room~
The guard snaps a kick forward at $n!

~
E
fire~
The guard concentrates and sends forth a blast of energy!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894004062 0 33
230819 0 0 0 4
60
19 14 13 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 5 0
512 17 1509949520 16 0
1165 17 1509949500 6 0
715 17 1509949540 5 0
-1
-1

#918
~
~
Street Guardsman of Narak~
~
~
is here, keeping watch.~
Street Guardsmen of Narak~
~
~
are here, keeping watch.~
This tower of a man stands easily seven feet tall, and built as heavily

as an ogre.  Human intelligence and perception gleam in his eyes,

however, and you think it best to move on.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 4d6, "cunning spin kick" );

attack( mob, victim, 2d6, "kidney punch" );

if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d4+2, "head slap" );

attack( mob, victim, 6d4+2, "pummel" );

attack( mob, victim, 6d4+2, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 6 ) {

send_to_room( #fire, room );

attack( mob, victim, 4d20+20, "energy blast" );

  }

if( random( 1, 10 ) < 6 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
char~
The guard leans forward and snaps a kick at you.

~
E
room~
The guard leans forward and snaps a kick at $n.

~
E
fire~
The Guardsman unleashes a brilliant bolt of energy!

~
E
summon~
The Guardsman yells for assistance.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 894003528 0 33
231329 0 0 0 4
60
19 14 13 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 5 0
1176 16 25 16 0
512 17 75 16 0
1166 17 1509949500 6 0
1168 16 10 6 0
1165 17 1509949530 6 0
2125 17 1509949475 8 0
715 17 1509949540 5 0
2002 17 1509949520 5 0
-1
8 -1
hi hello greetings~
act_tochar( "The guard examines you, nods, and walks by.", ch );

~
!
-1

#919
~
~
cloud of flies~
~
~
buzzes about.~
clouds of flies~
~
~
buzz about.~
With large green bodies and nearly invisible wings, the swarm cavorts

among itself, while it searches for a new feeding ground.

~
Mange~
attack_weapon( mob, victim, 2d4, "bite" );

attack_weapon( mob, victim, 2d4, "bite" );

~
!
0 0 26 0 0 0 0 10
0 0 158 4000 899231743 0 27
4261985 0 4 0 4
5
9 3 2 18 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
5977 1315 0 11192 82558
N 0 0 0
-1
-1

#920
~
~
ogre guard~
~
~
patrols the area.~
ogre guards~
~
~
patrol the area.~
Not particularliy bright, but extremely strong, the ogre guards defend

their territory like nothing else.  Backed by their brawny arms and

trusty clubs they are a force to be reconed with.  

~
Kiian~
i = random( 1, 10 );

if( i == 1 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d10+10, "strong punch" );

attack( mob, victim, 2d10+10, "strong punch" );

attack( mob, victim, 2d10+10, "strong punch" );

if( random( 1,4 ) == 1 )

  attack( mob, victim, 4d5+10, "kick" );

if( random( 1,10 ) == 1 )

  attack( mob, victim, 3d8+10, "head butt" );

if( random( 1, 10 ) < 4 ) {

  act_room( #to_char, ch );

  summon( mob, ch );

  }

~
E
to_char~
@b@RThe Ogre guard calls for help!

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894477549 0 27
4425125 8576 0 48 8
50
21 9 12 17 18
25 25 50 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196609610 32771201
0 1 0 0 0
M 48 5 0
-1
-1

#921
~
~
Ogre Marauder~
~
~
is here.~
Ogre Marauders~
~
~
are here.~
Huge gruesome teeth fill the wicked mouth of this Ogre.  it's matted fur

and beedy yellow eyes are all that's distinguishable about him.  His

entire purpose in life is to pillage and destroy the towns and people of

the good races.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10) < 6 )

  attack_weapon( mob, victim, 2d4+0, "uppercut" );

if( random( 1, 10) < 4 )

attack( mob, victim, 5d2+2, "kick" );

else {

  if( random( 1, 10) < 3 )

attack( mob, victim, 5d1+2, "shield rush" );

    }

if( random( 1, 10) < 2 ) {

  send_to_room( #help!, room );

  summon( mob, victim );

  }

~
E
help!~
The ogre calls for help.

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 894587790 0 0
230833 8192 1 0 8
20
19 12 12 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
0 1 0 0 0
M 0 5 0
1206 17 1509949540 16 0
-1
-1

#922
Trink~
~
small woman wearing a bright blue gown~
~
~
stands behind the glass case.~
small women wearing bright blue gowns~
~
~
stand behind the glass case.~
A slender human stands here, fastiduously looking over her dress and

things.

~
Phule~
attack_weapon( mob, victim, 2d30, "right hand" );

attack_weapon( mob, victim, 2d30, "left hand" );

attack( mob, victim, 4d30+20, "claw rake" );

if( random( 0, 5 ) < 2 )

  attack_fire( mob, victim, 3d100, "hurled fireball" );

if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d300+50, "hurled shower of trinkets" );

~
E
summon~
You hear a cry for help!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893976355 0 33
229795 0 0 0 4
30
14 15 14 17 9
30 30 -5 20 30 -10 60
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144179850 26214464
0 1 0 0 0
F 0 4 0
1264 17 1509949540 5 0
-1
-1

#923
Hraxlan~
~
huge scarred ogre~
~
~
is busy tanning some hides.~
huge scarred ogres~
~
~
are busy tanning some hides.~
Huge in every sense of the word, Hraxlan has brownish-green skin and jet

black hair.  His beady eys seem to be made of burning coal.  His skin has

many cuts and scrapes along with countless scars from battles of ages

past.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 10 ) < 5 ) {

send_to_room( #help, room );

summon( mob, victim );

}

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894476116 0 27
230691 8576 12 0 8
50
20 13 12 16 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
42 4 0 8 0
M 0 5 0
-1
-1

#924
Sargoth~
~
pockmarked ogre~
~
~
is waiting for you to make a purchase.~
pockmarked ogres~
~
~
are waiting for you to make a purchase.~
This ogre has pasty brown skin that is pocked with a multitude of scars

and burn marks.  Greasy strands of black stringy hair hangs down about

his shoulders and face.  Set deep into his skull are greenish-yellow orbs

that flicker back and forth but never seem to settle on anything for a

moment.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10 ) < 4 ) {

  act_room( #to_room, ch );

  summon( mob, victim );

  }

if( random( 0,1 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "head butt" );

if( random( 1,10 ) < 3 )

  attack_weapon( mob, victim, 3d10+20, "shoulder bash" );

~
E
to_room~
@b@YSargoth bellows for someone to get the enforcers!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894477113 0 27
230819 8576 12 0 4
30
19 13 12 16 17
10 15 25 20 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
69 3 0 8 0
M 0 5 0
2125 17 1509949540 8 0
969 17 1509949540 16 0
-1
-1

#925
Osglorn~
~
red-eyed ogre~
~
~
looks about here for any forgotten tidbits.~
red-eyed ogres~
~
~
look about for any forgotten tidbits.~
Small in stature for an ogre, Osglorn makes up for his size with his

quickness.  He has blackish-blue skin and fire-red eyes.  His hair is

black with a strange white streak down the left side.  Many scars

crisscross his face and neck.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

if( random( 0,1 ) == 1 )

  attack_weapon( mob, victim, 2d4+0, "head butt" );

if( random( 1,10 ) < 3 )

  attack_weapon( mob, victim, 3d10+20, "shoulder bash" );

if( random( 1, 10 ) < 5 ) {

send_to_room( #help, room );

summon( mob, victim );

}

~
E
help~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894475805 0 25
230819 8576 12 240 4
50
19 13 12 16 17
40 60 50 40 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 240 5 0
-1
-1

#926
Wyrlnar~
~
sweating ogre~
~
~
is standing here pounding on a large shield.~
are standing here forging a large shield.~
~
~
~
Wyrlnar has black-brown eyes, protruding yellow teeth and greenish black

hair.  His greenish skin is covered with the marks of a warrior who has

seen many battles.

~
Mange~
attack_weapon( mob, victim, 2d4+0, "right hand" );

attack_weapon( mob, victim, 2d4+0, "left hand" );

act_room( #to_room, ch );

summon( mob, victim );

if( random( 0,1 ) == 1 )

attack_weapon( mob, victim, 2d4+0, "head butt" );

if( random( 1,10 ) < 3 )

attack_weapon( mob, victim, 3d10+20, "shoulder bash" );

~
E
to_room~
@b@YThe shopkeeper bellows for someone to get the city guard!@n

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894476438 0 27
230819 8576 12 0 4
30
19 13 12 16 17
15 25 20 30 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183500865 26214464
61 3 0 0 0
M 0 5 0
3020 17 1509949540 16 0
-1
-1

#927
Kharssky~
~
white-cloaked serpentman~
~
~
awaits your order.~
white-cloaked serpentmen~
~
~
await your order.~
This white-cloaked figure is more serpentine than reptilian, with

smooth-scaled skin the color of fine sand.

~
Phule~
attack_weapon( mob, victim, 2d20, "right claw" );

attack_weapon( mob, victim, 2d20, "left claw" );

if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack( mob, victim, 3d40, "tail lash" );

if( random( 0, 4 ) < 2 )

  attack( mob, victim, 2d5+50, "long-fanged bite" );

~
E
summon~
You hear a cry for help!

~
!
11 50 7 0 0 0 0 10
0 0 0 4000 893976275 0 33
230179 0 0 0 4
30
10 12 12 19 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536650 26214464
0 1 0 0 0
M 0 4 0
1402 17 1509949540 5 0
-1
-1

#928
~
~
two-headed arachnid~
~
gigantic~
creeps in your direction.~
~
~
gigantic~
creep in your direction.~
A huge, dark-colored arachnid moves toward you, its many limbs splayed out

at odd angles.  Two great heads split out from its twisted torso, their

eyes glowing yellow with an unnatural fire, the twin maws clicking

angrily at you, the intruder...

~
Kiian~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) {

    act_notchar( #web, ch );

    act_tochar( #char, ch );

    do_spell( web, mob, victim );

    }

  }

if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) {

    act_tochar( #char, ch );

    act_notchar( #web, ch );

    do_spell( web, mob, ch );

    }

  }

attack( mob, victim, 3d5+5, "scratch" );

attack( mob, victim, 3d5+5, "scratch" );

if( i < 8 )

  attack( mob, victim, 3d5+5, "scratch" );

if( i < 4 )

  attack( mob, victim, 3d5+5, "scratch" );

if( i == 1 ) {

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) {

    act_notchar( #grab, ch );

    act_tochar( #grab2, ch );

    attack( mob, victim, 1d25+25, "bite" );

    attack( mob, victim, 1d25+25, "bite" );

    }

  }

~
E
web~
@b@GThe two-headed spider spins a web about $n!

~
E
char~
@b@GThe two-headed spider spins a web around you!

~
E
grab~
@bYThe giant two-headed spider pulls you toward its twin maws!

~
E
grab2~
@b@YThe giant two-headed spider pulls you toward its twin maws!

~
!
0 0 25 0 0 0 0 3384
0 0 17 4000 899960481 0 29
196657 2105600 12 0 4
30
20 5 6 16 18
20 20 50 25 65 0 0
700 10 leg~
900 10 body~
900 10 head~
1000 10 eye~
0 1000 ~
0
104858890 19664001
2715 72 0 11416 961456
N 0 6 0
-1
-1

#929
Kernidan~
~
massive ogre~
~
~
wanders about enforcing his will.~
massive ogres~
~
~
wander about enforcing their will.~
Huge even by ogre standards, Kernidan has long jet black hair that

streams down about his face.  His skin is an olive-brown color with many

white scars criss-crossing his body.

~
Mange~
i = random( 1, 20 );

if( i < 5 )

  interpret( mob, "bash" );

if( i > 15 )

  interpret( mob, "disarm" );

attack( mob, victim, 3d10+10, "brawling" );

attack( mob, victim, 3d10+10, "grappling" );

attack( mob, victim, 3d10+10, "grappling" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 3d10+10, "dirty brawling" );

if( random( 1, 10 ) < 8 ) 

  attack( mob, victim, 3d10+10, "grappling" );

if( random( 1, 10 ) < 7 ) {

  act_notchar( #help, mob );

  summon( mob, victim );

  }

if( random( 1, 10 ) < 5 ) 

  attack( mob, victim, 3d10+10, "uppercut" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #c_wham, ch );

  act_notchar( #r_wham, ch ); }

~
E
help~
Kernidan Yells, 'Lazy Guards!! Come get these intruders!!'

~
E
c_wham~
Kernidan smashes your head massively hard, making blood run into your eyes.

~
E
r_wham~
Kernidan smashes $n incredible hard, causing $e to stagger under the blow.

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894433859 0 27
99809 40012171 12 496 8
70
23 17 18 20 20
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367001600 39324803
30 2 0 0 0
M 496 5 0
2067 17 1509949540 11 0
615 17 1509949540 7 0
2125 17 1509949540 8 0
847 17 1509949540 10 0
607 17 1509949540 5 0
1206 17 1509949540 16 0
-1
2 -1
kidnappings disappearances 7 wererats~
send_to_char( #char, ch );

if( doing_quest( ch, 2 ) ) {

  send_to_char( #not_done_yet!, ch );

  end;

  }

if( !has_quest( ch, 2 ) ) {

  act_notchar( #room, ch );

  send_to_char( #quest, ch );

  assign_quest( ch, 2 );

  end;

  }

if( done_quest( ch, 2 ) )

  send_to_char( #done!, ch );

~
E
not_done_yet!~
People are still disappearing.  Have you found out whats happening to

them?  Is there some way you can remove the problem for good, so it

doesn't arise again later?  

~
E
done!~
We have had not further problems with Wererats.  You must have taken care

of what attracted them to this area.  

~
E
quest~
Lord Richard says, 'I don't think it's kidnappings really.  Nothing is

ever heard from them again.  It started a couple weeks ago, about the

time we started loosing sewer cleaning workers.  I think there is a

connection.  There is an entrance to the sewers on the west side of town,

in an alley.  You must find out what happening to the citizens, and find

a way to keep it from happening again or reoccurring.

~
E
room~
$n goes over and talks with Lord Richard.  From what you can hear, you

think it's about the kidnappings.  

~
E
char~
You ask Lord Richard about the citizens disappearing.

~
!
-1

#930
~
~
fire ant drone~
~
large~
is here, wandering the tunnels.~
fire ant drones~
~
large~
are here, wandering the tunnels.~
This massive red ant rumbles back and forth down the tunnel carrying food

and rubble.  His jagged mandibles waver curiously in the air in your

direction as the insectine eyes blaze red for attack.

~
Phule~
attack( mob, victim, 2d5, "bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d5, "pincers" );

if( random( 1,10 ) < 5 )

  attack( mob, victim, 1d15, "mandible slash" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894587901 0 25
197153 0 0 0 8
8
10 5 5 10 14
0 80 -80 0 30 0 0
400 2 soft torso~
800 4 hard mandible~
1000 3 quizzical head~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
M 0 3 0
1227 17 1509949445 -1 0
-1
-1

#931
~
~
cardinal~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960060 0 0
199465 65536 0 0 4
4
4 4 4 17 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
644 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#932
~
~
red robin~
~
small~
flies by, holding something in his beak.~
red robins~
~
small~
fly by, singing prettily.~
A small red, red robin flies by, searching for his mate.  He has a large

piece of straw in his beak, and looks a bit front-heavy and likely to tip

over.

~
Merior~
attack( mob, victim, 1d5, "sharp beak" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d3, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 261 4000 899960062 0 24
4393257 0 4096 0 4
2
3 3 3 12 6
0 0 0 0 0 0 0
700 2 wing~
700 2 torso~
400 2 head~
1000 0 feathers~
0 1000 ~
0
5243522 26216002
462 972 0 7831 5465
N 0 1 0
1229 17 1509949460 -2 0
1594 17 1509949445 -1 0
1595 17 1509949445 -1 0
1600 17 1509949443 -1 0
-1
-1

#933
~
~
fire ant worker~
~
large~
is here, clearing rubble from the tunnel.~
fire ant workers~
~
large~
are here, clearing rubble from the tunnel.~
This enourmous red ant rumbles back and forth down the tunnel clearing it

of rubble and the odd intruder.  His jagged mandibles waver curiously in

the air in your direction as the insectine eyes blaze red for attack.

~
Phule~
attack( mob, victim, 2d5, "bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d5, "pincers" );

if( random( 1,10 ) < 5 )

  attack( mob, victim, 1d15, "mandible slash" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894587958 0 25
197153 0 0 0 8
10
10 5 5 10 14
0 80 -80 0 30 0 0
400 2 soft torso~
800 4 hard mandible~
1000 3 quizzical head~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 3 0
1227 17 1509949445 -1 0
-1
-1

#934
~
~
yellow bee~
~
small~
buzzes by.~
yellow bees~
~
small~
buzz by.~
This is a pretty large bumble bee.  It's buzzing loudly as is flys back

and forth sweeping the area for flowers.  

~
Merior~
attack( mob, victim, 2d4+4, "stinger" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894587993 0 28
4393249 0 4 0 4
3
3 3 3 15 7
0 0 0 0 0 0 0
1000 2 body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 0 0
-1
-1

#935
~
~
eaglet~
~
~
is here, chirping hungrily.~
small eaglets~
~
~
are here, chirping hungrily.~
A small baby eagle.

~
Kiian~
i = random( 1, 5 );

if( i < 4 )

  attack( mob, victim, 1d4, "peck" );

if( i < 5 )

  attack( mob, victim, 1d6, "tiny talon rake" );

if( i == 1 )

  attack( mob, victim, 1d6, "hungry peck" );

if( i > 3 )

  attack( mob, victim, 1d4, "beak chomp" );

send_to_room( #chirp, room );

summon( mob, victim );

~
E
chirp~
@b@YThe eaglet chirps in a cry for help.@n

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960066 0 0
230177 8192 0 0 4
3
6 3 4 14 12
0 0 0 0 0 0 0
1000 0 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#936
~
~
mother eagle~
~
large~
sits about tending to her nest.~
mother eagles~
~
large~
sit about tending to their nests.~
This large, formidible eagle is the size of large gnome.  It has very

sharp talons and does not look at all bothered by your presence.

~
Phule~
attack( mob, victim, 2d6+0, "talon" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d6+0, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+0, "peck" );

~
!
0 0 23 0 0 0 0 3382
0 0 3 4000 899960069 0 0
198451 8192 67112960 0 4
8
5 4 4 15 9
0 0 10 0 0 0 0
400 4 feathers~
600 2 underbelly~
900 3 wing~
500 2 head~
1000 50 beak~
0
15729924 26217601
89 27 0 378 1848
F 0 2 0
-1
-1

#937
~
~
adult white-tailed eagle~
~
~
claws at the rock.~
adult white-tailed eagles~
~
~
claw at the rock.~
This large, formidible eagle is the size of small human.  It has very

sharp talons and does not look at all bothered by your presence.

Its white tailfeathers blow gently in the soft breeze.

~
Phule~
attack( mob, victim, 2d8+2, "talon" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d8+2, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+0, "peck" );

~
!
0 0 23 0 0 0 0 3382
0 0 2 4000 899960080 0 0
200491 0 0 0 4
10
7 4 4 15 9
0 0 10 0 0 0 0
400 4 feathers~
600 2 underbelly~
900 3 wing~
500 2 head~
1000 50 beak~
0
20974083 26217601
44 13 0 178 1495
M 0 2 0
1231 17 1509949460 -2 0
1600 17 1509949445 -1 0
-1
-1

#938
~
~
adult bald eagle~
~
majestic~
claws at the ground.~
adult bald eagles~
~
majestic~
claw at the ground.~
This large, formidible eagle is the size of small human.  It has very

sharp talons and does not look at all bothered by your presence.

Its white-feathered head bobs and looks at you quizzically.

~
Phule~
attack( mob, victim, 2d10+2, "talon" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d10+2, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+0, "peck" );

~
!
0 0 16 0 0 0 0 10
0 0 4 4000 899880360 0 0
200491 0 0 0 4
12
9 4 4 15 9
0 0 10 0 0 0 0
400 4 feathers~
600 2 underbelly~
900 3 wing~
500 2 head~
1000 50 beak~
0
26216964 26217601
149 16 0 231 14418
M 0 3 0
-1
-1

#939
~
~
giant golden eagle~
~
enormous~
watches you hungrily.~
giant golden eagles~
~
enormous~
watch you hungrily.~
This enormous golden-feathered eagle has talons the length of long

daggers.  His strong wings are folded tightly against his sides and his

tawny eyes glint at you from under his feathered brow.

~
Phule~
attack( mob, victim, 2d15+2, "talon" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d15+2, "talon" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d10+0, "peck" );

~
!
0 0 16 0 0 0 0 10
0 0 4 4000 899880363 0 0
208681 8192 0 0 4
20
12 4 4 15 12
0 0 10 0 0 0 0
400 4 feathers~
600 2 underbelly~
900 3 wing~
500 2 head~
1000 50 beak~
8388608
52430090 52435202
655 23 0 359 71415
M 0 6 0
1230 17 1509949445 -2 0
-1
-1

#940
~
~
fire ant soldier~
~
large~
guards the cave.~
fire ant soldiers~
~
large~
guard the cave.~
Trained to kill, this evil weapon incarnate lurks about in these tunnels,

guarding them against any who dare trespass.  Razor-sharp mandibles click

together in anger and a challenge as it approaches.

~
Phule~
attack( mob, victim, 2d10, "bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d10, "pincers" );

if( random( 1,10 ) < 5 )

  attack( mob, victim, 1d15, "mandible slash" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894588294 0 25
197153 0 0 0 8
12
12 5 5 12 14
0 80 -80 0 30 0 0
400 2 soft torso~
800 4 hard mandible~
1000 3 quizzical head~
0 1000 ~
0 1000 ~
0
31458058 26214464
0 1 0 0 0
M 0 3 0
1227 17 1509949450 -1 0
-1
-1

#941
~
~
gila monster~
~
hissing~
is here.~
gila monsters~
~
hissing~
are here.~
This large lizard has tough gold scales edged in black which cover its

body and a long forked tongue which hisses slowly in and out.  Its clawed

legs and mighty tail look as if each could be used as a weapon if need be.

~
Phule~
attack( mob, victim, 2d10, "claw rake" );

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 1d10, "claw rake" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d10, "tongue lash" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #gila, ch );

  act_tochar( #ouch, ch );

  attack( mob, victim, 1d25, "tail whip" );

  }

~
E
gila~
@b@GThe gila monster springs into the air, spinning around to lash $n

with his mighty tail!!@n 

~
E
ouch~
@b@GThe gila monster springs into the air, spinning to lash you with its

mighty tail.

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894588366 0 27
197161 0 0 0 4
10
12 12 12 12 12
0 10 -30 0 35 0 0
200 4 thick tail~
400 4 foreleg~
700 4 scaled head~
1000 8 hard-scaled body~
0 1000 ~
0
10488324 26214464
0 1 0 0 0
M 0 4 0
1213 17 1509949455 -2 0
-1
-1

#942
Xardinan~
~
ogre bartender~
~
~
stands here, sampling his supply.~
ogre bartenders~
~
~
stand here, sampling their supply.~
The relatively pale skin and light colored hair reveal that the barkeep

is a half-ogre.  He has the same build as an ogre yet the lighter skin

and hair of the humans.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894477267 0 35
230691 8576 12 0 4
40
30 14 10 15 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

act_room( #shift, ch, obj, mob );

~
E
stat1~
Hmmph! Either buy my beer or get out of here.

~
E
rask~
$n tells $N something.

~
E
shift~
Xardinan shifts his coin pouch filled with gold meaningfully.

~
!
6 2
~
act_tochar( #get, ch, obj, mob );

act_notchar( #rget, ch, obj, mob );

wait( 1 );

if( class( ch ) == mage )

tell( mob, ch, #trainer );

else

tell( mob, ch, #rumor );

~
E
get~
Xardinan stuffs the coin in his ample coin pouch.

~
E
rget~
Xardinan stuffs $n's coin into $S pouch.

~
E
trainer~
You might be interested in knowin' this.  A while back, before his home

was destroyed, a mage of some small power lived in the north part of the

town.  I'm sure the place has been ransacked, but you never know what you

might find.  Of course, I'll be expecting my fair share.

~
E
rumor~
Hmmph!  A single gold.  That doesn't buy you much these days.  But I hear

from some of the denizens of the desert that there is something strange

going on within its confines.  Something about a Dragonne waiting to

enter a forbidden place.

~
!
-1

#943
~
~
ogre runt~
~
~
cringes away from you.~
ogre runts~
~
~
cringe away from you.~
Small in stature, and lacking in the pure brute force of an ogre, this

toadie cowers away in fear of anything bigger than it.  His wirey hair

sticks straight out, his bulbous nose is smashed at an awkward angle, and

his teeth are half rotted out.  Even a mother would have a tough time

loving this one.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack_weapon( mob, victim, 2d4, "right hand" );

~
!
6 0 8 0 0 0 0 10
0 0 26 4000 894018315 0 27
247269 8192 0 0 8
5
16 8 12 13 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243525 26214464
549 46 0 344 14020
M 0 4 0
-1
-1

#944
~
~
buzzard~
~
~
pecks madly at the ground, searching for a forgotten morsel.~
buzzards~
~
~
peck madly at the ground, searching for forgotten morsels.~
The buzzard stands about one meter in height and has a wingspan of about

2 meters.  The bird is covered with black feathers up to the base of it's

neck.  It's red head and neck is featherless and covered with small

nobules.  It has small, black eyes and a sharp beak that's ideal for

tearing flesh from corpses.

~
Mange~
attack( mob, victim, 2d5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d5, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5, "bite" );

~
!
0 0 23 0 0 1672 1671 3382
0 0 24 4000 899960082 0 27
216361 8192 0 0 8
7
6 3 5 16 17
0 0 0 0 0 0 0
350 4 stiff head~
1000 8 feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
1470 273 0 3357 27437
N 0 3 0
-1
-1

#945
~
~
giant white rabbit~
~
~
hops straight towards you, and begins to attack!~
giant white rabbits~
~
~
hop straight towards and attack!~
You see a huge white rabbit hopping by.  He stops, and peers at you,

twitching his great black nose.  Except for his extreme size, he looks

just like an ordinary rabbit.  Suddenly, his eyes become glazed, and he

begins to attack you.

~
Merior~
attack( mob, victim, 2d5, "bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d5, "hind leg" );

if( random( 1,10 ) < 5 )

  attack( mob, victim, 1d15, "fluffy tail" );

~
!
0 51 39 0 0 235 997 3374
0 0 863 4000 899959699 0 37
197425 8192 0 0 4
7
7 6 6 15 6
0 0 50 30 80 0 0
400 4 body~
500 5 hind leg~
800 2 fluffy tail~
1000 3 front paw~
0 1000 ~
0
18350727 13107265
45938 10323 0 79814 683622
M 0 2 0
1251 17 1509949450 -1 0
387 17 1509949450 -1 0
1512 17 1509949445 -1 0
-1
-1

#946
~
~
vole~
~
large brown~
runs by, as if looking for a safe place to hide.~
voles~
~
large brown~
run by, as if looking for safe places to hide.~
You see a vole, far larger than you have ever seen before.  He looks up

at you, and hesitates, as if you have frightened him.  Unlike many other

creatures you have encountered, he looks about for a safe place to hide.

~
Merior~
attack( mob, victim, 2d3+3, "pointed teeth" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 2d3+3, "bloody paw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 894588503 0 28
197473 8192 0 0 4
5
8 6 6 12 6
0 0 50 30 80 0 0
300 2 furry body~
400 0 leg~
800 4 hairless tail~
1000 0 ~
0 1000 ~
0
13107845 13107289
0 1 0 0 0
M 0 2 0
-1
-1

#947
Korthax~
~
Korthax~
~
~
Korthax is standing here.~
~
~
~
~
~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 8 0 0 0 0 10
0 0 1 4000 854874456 0 0
230689 65536 12 0 8
90
25 17 16 19 23
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072670 26215050
0 1 0 640 0
M 0 6 0
-1
8 -1
~
~
!
-1

#948
~
~
giant bumble bee worker~
~
~
calmly waves her antennae at you.~
giant bumble bee workers~
~
~
calmly wave their antennae at you.~
This bumblebee worker's current job is to be on the lookout for possible

raiders of the hive.  Her carapace is matte black, with a dense coating

of black plumose hairs.  A small patch of yellow hairs is near the end of

her abdomen, while at the tip her barbed stinger glistens with venom.

~
Kabashira~
attack( mob, victim, 2d8+2, "jagged mandibles" );

if( has_obj( 1254, mob ) ) {

  if( random( 1,10 ) > 8 ) {

    i = 4d10+30;

    act_tochar( #sting, victim );

    act_notchar( #stung, victim );

    dam_message( victim, i, "A worker guard's sting" );

    junk_obj( has_obj( 1254, mob ) );

    inflict( victim, mob, i, "A worker guard's sting" );

    victim = mob;

    dam_message( mob, 50, "A worker guard's stinger loss");

    inflict( victim, mob, 50, "bee's stinger loss" );

    }

  }

~
E
sting~
A worker guard impales you with its stinger!

~
E
stung~
A worker guard impales $n with its stinger!

~
!
0 45 26 0 0 0 0 10
0 0 664 4000 896388824 0 37
4425251 8320 4 0 4
15
17 4 1 12 18
0 10 -20 5 100 0 0
650 6 fuzzy black abdomen~
350 7 glossy black thorax~
350 4 bristly black leg~
1000 10 hard black head~
0 1000 ~
0
44567682 26215045
82629 5114 0 121015 4431154
F 0 4 0
1254 17 100 -1 0
-1
0 -1
~
if( random( 1, 10 ) > 4 ) {

  act_tochar( #buzz, ch );

  act_notchar( #obuzz, ch );

  end;

  }

~
E
obuzz~
Noticing $n, a worker guard @Mbuzzes@n loudly.

~
E
buzz~
Noticing you, a worker guard @Mbuzzes@n loudly.

~
!
-1

#949
~
~
giant brown rabbit~
~
~
hops straight towards you, eyes flashing madly.~
giant brown rabbits~
~
~
hop straight towards you, eyes flashing madly.~
You see a huge brown rabbit hopping by.  She stops, and seems to peer at

you while twitching her great black nose.  Except for her extreme size,

she looks just like an ordinary rabbit.  Then, her eyes become glazed,

and she begins to attack you.

~
Merior~
attack( mob, victim, 1d5, "front teeth" );

if( random( 1, 3 ) < 3 ) 

  attack( mob, victim, 2d5, "hind leg" );

~
!
0 51 39 0 0 235 997 3374
0 0 2053 4000 899959701 0 28
197425 8192 0 0 4
6
6 4 4 14 6
0 0 50 30 80 0 0
300 4 body~
300 2 hind leg~
500 3 fluffy tail~
1000 2 front paw~
0 1000 ~
0
15729286 13107200
49181 28181 0 173553 538939
F 0 2 0
1251 17 1509949460 -1 0
387 17 1509949450 -1 0
1512 17 1509949450 -1 0
-1
-1

#950
a new bumble bee queen~
~
newly emerged giant bumble bee queen~
~
~
rests here, cleaning herself.~
newly emerged giant bumble bee queens~
~
~
rest here, cleaning themselves.~
This bee is still glistening with moisture from having just emerged from

her pupa.  She is busily cleaning herself, so that her wings will dry

properly.  You realize that she is slightly larger than the workers, and

looks much more capable in a fight.

~
Kabashira~
attack( mob, victim, 2d18+10, "jagged mandibles" );

if( random( 1,10 ) > 8 ) {

  i = 2d10+50;

  act_tochar( #sting, victim );

  act_notchar( #stung, victim );

  dam_message( victim, i, "A new bumble bee queen's sting" );

  inflict( victim, mob, i, "A new bumble bee queen's sting" );

  }

~
E
sting~
@MThe new queen bumble bee stings you!!@n

~
E
stung~
@MThe new queen bumble bee stings $n!!@n

~
!
0 0 26 0 0 0 0 10
0 0 123 4000 894588611 0 0
199203 128 4 0 4
17
19 4 2 17 18
10 20 10 10 30 25 75
600 6 glistening black abdomen~
400 7 shiny black thorax~
350 5 hairy black leg~
1000 10 slimy black head~
0 1000 ~
0
44565137 26214464
24350 782 0 32672 2304682
F 0 4 0
1329 17 1509949445 -1 0
1837 17 1509949445 -1 0
-1
-1

#951
~
~
new bumble bee drone~
~
~
crawls around the chamber.~
new bumble bee drones~
~
~
crawl around the chamber.~
This bee has only one purpose in life: mate with a new queen.  Upon

finishing his task, he will die.  He looks like the other worker bees,

except that his eyes are twice as large.  These large compound eyes make

it easier for him to find a mate on the wing.  His wings quiver as he

prepares to leave the hive and heed the call of nature.

~
Kabashira~
attack( mob, victim, 2d5+2, "sharp mandibles" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d5+9, "mandible slash" );

~
!
0 45 26 0 0 0 0 10
0 0 157 4000 895166486 0 0
4393507 128 4 0 4
4
14 2 1 15 15
10 5 10 -10 -5 5 30
650 4 fuzzy black abdomen~
350 2 spiny black leg~
1000 6 large black head~
1 0 ~
0 1000 ~
0
10488961 26214464
3607 447 0 9417 146122
M 0 4 0
-1
-1

#952
~
white stag~
white stag~
~
rare~
struts proudly before you.~
white stags~
~
rare~
~
You see a beautiful, sleek creature standing before you.  His thick fur

is the purest white of the undriven snow.  His jet black eyes seem to

reguard you with an unnatural intelligence.  Upon his head rests a

magnificent rack of antlers.  His legs are long and thin, perfect for

quick running and prancing around the forest.

~
Talis~
if( random( 1, 7 ) == 1 ) {

  act_room( #all, victim );

  attack( mob, victim, 7d5+3, "charge" );

  interpret( mob, "bash" );

  }

attack( mob, victim, 4d4+4, "antler swipe" );

~
E
all~
@G@bThe stag retreats back to charge!

~
!
0 0 37 0 0 1046 1045 10
0 0 16 4000 899789551 0 36
197985 8192 0 0 4
12
12 10 10 18 16
25 0 0 0 0 0 0
100 5 foreleg~
300 110 rack of antlers~
400 4 head~
600 4 chest~
1000 4 flank~
0
31457932 28837441
2670 258 0 3902 61409
M 0 5 0
36 17 1509949470 -1 0
697 17 1509949470 -1 0
-1
2 -1
to follow~
if( is_fighting( mob ) ){

  act_tochar( #not_now, ch );

  end;

  }

if( cflag( 31, ch ) ){

  act_tochar( #nod, ch );

  act_notchar( #bye, ch );

  junk_mob( mob );

  wait( 1 );

  act_tochar( #lost, ch );

  transfer( ch, find_room( 19389 ) );

  loop( followers ) {

    ch = rch;

    mpcode( mob, 1 );

    }

  }

else{

  act_tochar( #not_you, ch );

  act_notchar( #rnot_you, ch );

  end;

  }

~
E
rnot_you~
$n entreats something of the white stag to no avail.  The stag stops

grazing long enough to assess the threat $e poses, then resumes grazing.

~
E
not_you~
The white stag studies you momentarily with eyes that shine with

apparent intelligence then resumes his grazing.

~
E
not_now~
The noble creature appears a bit busy just now as he is fighting for his

life.

~
E
bye~
$n entreats something of the white stag with the deference of one

speaking to a noble.  The white stag appears to nod once then leaps

gracefully into the woods.  Without hesitation, $n leaps after the white

stag, and both are quickly lost from sight in the boundless treescape.

~
E
lost~
Just when you are sure you have lost him for good you break into a

clearing.

~
E
nod~
The white stag studies you for a moment then seems to nod its head once

with sublime gracefullness.  He turns and suddenly bounds into the forest

with startling ease.  Thoughts of other things flee as you strive to keep

him in sight.

~
!
4 -1
~
if( cflag( 31, ch ) ) {

  act_tochar( #cruelty, ch );

  remove_cflag( 31, ch );

  }

~
E
cruelty~
As you leap to attack the noble white stag you feel you have transgressed

in some way upon the sanctity of the Shuvanaguard.

~
!
-1

#953
~
~
giant bumble bee worker~
~
~
works diligently here.~
giant bumble bee workers~
~
~
work diligently here.~
This bee looks like your garden variety bumble bee, except for the fact

that it is over 5 feet long and weighs around 200 pounds.  It pauses, as

if to determine whether or not you pose a threat.

~
Kabashira~
attack( mob, victim, 2d8+2, "jagged mandibles" );

if( has_obj( 1254, mob ) ) {

  if( random( 1,10 ) > 8 ) {

    i = 4d10+30;

    act_tochar( #sting, victim );

    act_notchar( #stung, victim );

    junk_obj( has_obj( 1254, mob ) );

    dam_message( victim, i, "A giant bumble bee worker's sting" );

    inflict( victim, mob, i, "A giant bumble bee worker's sting" );

    dam_message( mob, 50, "A giant bumble bee worker's stinger loss");

    inflict( mob, victim, 50, "bee's stinger loss" );

    }

  }

~
E
sting~
@MA giant bumble bee worker slips its barbed stinger into your flesh,

leaving it there!@n 

~
E
stung~
@MA giant bumble bee worker slips its barbed stinger into $n, leaving it there!@n

~
!
0 45 26 0 0 0 0 10
0 0 4703 4000 896389130 0 36
4391969 128 4 0 4
15
17 3 1 11 18
0 10 -20 6 100 0 0
650 6 fuzzy black abdomen~
350 7 glossy black thorax~
350 5 bristly black leg~
1000 10 hard black head~
0 1000 ~
0
45878402 26216001
471891 40968 0 829322 22536560
F 0 4 0
1254 17 100 -1 0
-1
-1

#954
~
~
giant bumble bee queen~
~
~
is here, laying eggs.~
~
~
~
~
Her black furry body is absolutely immense.  Her wings are folded neatly

across her back, and it appears as if they haven't been used in a very

long time.  The Queen's six stout legs bend slightly as she produces

forth another egg.  The multi-faceted eyes upon her shiny black head seem

to look right through you, as if she is unconcerned with your existence. 

Even though she seems lethargic in her egg laying, you do not doubt that

she could move with blinding speed if need be.

~
Kabashira~
attack( mob, victim, 2d10+2, "jagged mandibles" );

if( attack( mob, victim, 2d10+10, "tarsal claw" ) && attack( mob, victim, 2d10+10, "tarsal claw" ) ) {

  i = 2d13+23;

  act_tochar( #gsting, victim );

  act_notchar( #gstung, victim );

  dam_message( victim, i, "The giant bumble bee queen's sting" );

  inflict( victim, mob, i, "The giant bumble bee queen's sting" );

  }

if( random( 1,10 ) > 9 ) {

  i = 2d10+15;

  act_tochar( #sting, victim );

  act_notchar( #stung, victim );

  dam_message( victim, i, "The giant bumble bee queen's sting" );

  inflict( victim, mob, i, "The giant bumble bee queen's sting" );

  }

if( random( 1, 10 ) < 3 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

~
E
sting~
@b@CThe giant bumble bee queen gets in a lucky sting!@n

~
E
stung~
@b@CThe giant bumble bee queen gets lucky and stings $n!@n

~
E
gsting~
@MGrabbing you with both tarsal claws, she drives her stinger home!@n

~
E
gstung~
@MThe giant bumble bee queen grabs ahold of $n with her tarsal claws, and

drives her stinger home!@n 

~
E
summon~
@YThe giant bumble bee queen emits a strange high-pitched buzz.@n

~
!
0 45 26 0 0 0 0 10
0 0 45 4000 895166266 0 29
1073941027 128 4 0 4
25
19 4 3 16 18
0 8 -10 10 100 0 0
670 8 immense black abdomen~
400 10 massive black thorax~
350 5 strong black leg~
1000 12 glossy black head~
0 1000 ~
0
70782084 26214464
11226 245 0 21391 2141285
F 0 5 0
1329 17 25 -2 0
1439 17 10 -2 0
-1
4 -1
~
i = random( 1, 30 );

room = find_room( 44255 );

act_room( #die, ch );

obj_to_room( oload( 1294 ), room );

if( i < 10 )

  obj_to_room( oload( 1294 ), room );

if( i == 1 )

  obj_to_room( oload( 1069 ), room );

if( i == 2 )

  obj_to_room( oload( 1290 ), room );

~
E
die~
@BHeaving her dying breath, the giant bumble bee queen falls to the

ground, revealing some hidden items!@n 

~
!
-1

#955
a cowardly goblin~
~
cowardly goblin~
~
~
A small, frightened goblin stands here.~
~
~
~
~
Small, smelly, dirty.  Really says everything about this poor excuse for

a goblin.  Very definitely, very smelly.  

~
Mange~
attack_weapon( mob, victim, 1d5+0, "punch" );

 attack_weapon( mob, victim, 1d5+0, "punch" );

~
!
0 0 11 0 0 0 0 10
0 0 1 4000 854874456 0 0
230821 8192 0 0 8
1
12 7 5 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 13 0
M 0 3 0
-1
-1

#956
~
~
giant vole~
~
~
lunges towards you!~
giant voles~
~
~
lunge towards you!~
This creature looks just like an ordinary vole, except for her immense

size.  She looks at you, with an almost glazed look in her eyes, then

moves in to attack.

~
Merior~
attack( mob, victim, 2d3+3, "sharp teeth" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 2d3+3, "paw" );

~
!
0 0 14 0 0 0 0 10
0 0 0 4000 895166377 0 28
197497 8192 0 0 4
6
9 6 6 12 8
0 0 50 30 80 0 0
300 3 body~
500 4 hind leg~
800 3 hairless tail~
1000 0 ~
0 1000 ~
0
15729286 13107265
0 1 0 0 0
F 0 2 0
-1
-1

#957
Annorandai~
~
shopkeeper~
~
~
stands here patiently.~
shopkeepers~
~
~
stand here patiently.~
This young human female stands here, hands folded into a thick tan cloak. 

Her head is drawn back into the cloak's hood, but her large, innocent

brown eyes watch your every movement.

~
Phule~
if( random( 1, 7 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

attack_weapon( mob, victim, 3d5, "stinging slap" );

attack_weapon( mob, victim, 3d5, "stinging slap" );

if( random( 0, 4 ) == 2 ) {

  send_to_room( #think, room );

  if( attack( mob, victim, 3d20+15, "deft strike" ) ) {

    if( random( 0, 9 ) == 1 )

      inflict( ch, mob, 10d10, "pressure strike" );

    }

  }

~
E
summon~
You hear a cry for help!

~
E
think~
Annorandai seems to think for a moment, then attacks!!

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893976307 0 33
230307 0 0 0 4
25
10 15 14 17 11
0 30 -10 0 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
0 1 0 0 0
F 0 4 0
1401 17 1509949540 5 0
-1
-1

#958
a skunk~
skunk~
cute little black animal~
~
~
is here, a white streak of fur down its back.~
cute little black animals~
~
~
are here, white streaks of fur down their backs.~
This small, furry creature is mostly black, down to its cute little black

nose and innocent eyes.  A conspicuous streak of white fur runs down its

length, however, leading from a lock of white bangs down the creature's

back and continuing to the end of its large, fluffy tail.

~
Phule~
attack( mob, victim, 1d5, "tiny claw" );

attack( mob, victim, 1d5, "tiny claw" );

if( random( 1, 8 ) == 1 ) {

  act_room( #spray, victim );

  attack( mob, victim, 3d1, "acrid spray" );

  }

~
E
spray~
@b@MThe skunk turns and raises its tail to spray!@n

~
!
0 0 14 0 0 0 0 10
0 0 336 200 895682895 0 0
201513 0 0 0 4
3
6 12 12 13 12
0 0 0 0 0 0 0
300 0 furry tail~
800 0 white-streaked body~
1000 0 cute little head~
0 1000 ~
0 1000 ~
0
5243842 39322882
1320 1212 0 11525 18535
M 0 2 0
-1
0 -1
~
if( !is_follower( ch ) ) {

  if( random( 1, 5 ) == 2 ) {

    act_tochar( #lick, ch );

    act_notchar( #rlick, ch );

    }

  }

~
E
rlick~
The skunk cocks its head at $n in curiousity.

~
E
lick~
The skunk cocks its head at you in curiousity.

~
!
-1

#959
~
~
porcupine~
~
small~
with long, sharp quills is here, shuffling about.~
porcupines~
~
small~
with long, sharp quills are here, shuffling about.~
This small creature is about the size of a large badger, but seems much

more peaceful.  His fur is in the form of long, sharp quills which could

probably be quite painful if you rubbed the porcupine the wrong way.  The

little animal seems content to leave you well enough alone if you do the

same.

~
Phule~
attack( mob, victim, 1d6, "tiny bite" );

attack( mob, victim, 1d6, "claw scratch" );

if( random( 1, 3 ) == 1 ) {

  act_room( #shoot, ch );

  attack( mob, victim, 1d8+1, "quill attack" );

  }

~
E
shoot~
The porcupine shoots a quill into the air!

~
!
0 0 19 0 0 0 0 10
0 0 9024 4000 894342945 0 0
197417 0 0 0 4
4
8 9 4 11 12
0 0 0 0 0 20 50
1000 2 sharp-quilled body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
6554563 6555201
118016 50719 0 426973 1600839
M 0 2 0
1275 17 1509949470 -2 0
-1
-1

#960
~
lynx cat~
{predatory cat} lynx~
~
powerful~
is here, raking the ground with her huge paws.~
{predatory cats} lynxes~
~
powerful~
are here, raking the ground with their huge paws.~
This predatory cat's muscles are compact and extremely powerful, enabling

her claws to rake through even the strongest of steel.  The two

distinguishing characteristics of a lynx are their whiskers, thick and

long, and their beautiful ears.  This lynx sports a beautiful, soft coat

of warm fur and also bears the characteristically larger paw-size in

proportion to her body.

~
Phule~
attack( mob, victim, 2d10, "heavy paw swipe" );

attack( mob, victim, 2d10, "heavy paw swipe" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 1d10, "snapping bite" );

~
!
0 0 22 0 0 1296 1297 10
0 0 14735 4000 894507791 0 0
217897 8192 0 0 4
10
16 12 12 18 12
0 -5 30 0 0 30 25
1000 2 thick fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
2288548 131723 0 1092372 54500002
F 0 4 0
1276 17 1509949455 -2 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( random( 1, 10 ) == 2 ) {

  wait( 2 );

  interpret( mob, "growl" );

  }

~
!
-1

#961
~
~
fennec fox~
~
small~
with soft orange fur sits here, quietly listening.~
fennec foxes~
~
small~
with soft orange fur sit here, quietly listening.~
This small, soft-furred fox is of the smallest of all foxes, less than a

yard from nose to tail.  The fennec fox is set apart by its large ears,

nearly six inches in length, which hear every sound for several miles in

all directions.  The bright orange coloring of this fennec fox's fur mark

it as a male, trying to draw predators and hunters away from its mate and

den.

~
Phule~
attack( mob, victim, 1d5, "claw scratch" );

attack( mob, victim, 1d5, "claw scratch" );

attack( mob, victim, 1d5, "tiny bite" );

~
!
0 0 48 0 0 1059 1058 3381
0 0 1644 4000 899959941 0 0
197417 128 0 0 4
3
7 12 12 16 12
0 -10 10 0 0 0 0
500 2 bushy tail~
900 3 orange-furred body~
1 0 delicate ears~
0 1000 ~
0 1000 ~
0
5243843 26214464
12991 8836 0 84587 160730
M 0 1 0
1277 17 1509949465 -2 0
-1
-1

#962
~
~
woodpecker~
~
~
with a long, hard beak stands here, looking for bugs to eat.~
woodpeckers~
~
~
with long, hard beaks stand here, looking for bugs to eat.~
This bright red feathered woodpecker's beak is long, hard, and sharp. 

Its eyes flicker wildly in all directions, searching for signs of

movement.

~
Phule~
attack( mob, victim, 1d10, "hard peck" );

attack( mob, victim, 1d5, "claw scratch" );

~
!
0 0 16 0 0 0 0 10
0 0 791 4000 899880331 0 0
199465 0 4096 0 4
3
7 12 12 15 12
0 0 0 0 0 0 0
300 4 hard beak~
800 0 red-feathered body~
1000 0 thin wing~
0 1000 ~
0 1000 ~
0
5243082 26214464
9987 4254 0 33002 111793
F 0 1 0
-1
-1

#963
~
~
rhino~
~
large~
is here, squinting at you.~
rhinos~
~
large~
are here, squinting at you.~
This large, grey-skinned animal is squat to the ground, massive, and very

very strong.  A long, thick horn extends from the top of the end of its

nose, and it looks very capable of defending itself.

~
Phule~
send_to_room( #snort, room );

if( attack( mob, victim, 3d10+15, "charge" ) ) {

  if( random( 0, 4 ) == 1 ) {

    send_to_room( #bash, room );

    interpret( mob, "bash" );

    }

  }

if( !is_resting( mob ) ) {

  if( is_resting( victim ) ) {

    send_to_room( #trample, room );

    i = 3d10+10;

    dam_message( victim, i, "the heavy trampling" );

    inflict( victim, mob, i, "being trampled to death ");

    }

  attack( mob, victim, 2d10+15, "horn swipe" );

  }

~
E
snort~
@CThe rhino snorts loudly, ducks its horn, and charges!!@n

~
E
bash~
@CThe rhino continues its charge in a bash attempt.@n

~
E
trample~
@RThe rhino tramples its fallen victim.@n

~
!
0 66 19 0 0 0 0 10
35000 0 395 4000 893972375 0 25
205097 0 0 0 4
25
19 4 5 9 20
10 20 5 20 60 50 50
150 12 blocking horn~
600 4 thick grey skin~
900 7 thick forehead~
1000 2 exposed rump~
0 1000 ~
8388608
91751370 52429450
79200 1182 0 142812 39320943
M 0 6 0
1920 17 1509949447 -1 0
-1
-1

#964
a white riding horse~
~
slender white stallion~
~
~
paws at the ground.~
slender white stallions~
~
~
paw at the ground.~
A finely-bred horse, perfect for a calm ride in the country.

The horse's soft coat of white feels warm beneath your hand.

~
Phule~
attack_weapon( mob, victim, 2d4, "hooves" );

~
!
0 0 35 0 0 0 0 10
10000 0 0 4000 894588675 0 37
209705 0 0 0 4
7
16 4 4 18 14
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
23593605 78643850
0 1 0 0 0
M 0 6 0
-1
-1

#965
a black riding horse~
~
slender black stallion~
~
~
paws at the ground.~
slender black stallions~
~
~
paw at the ground.~
A finely-bred horse, perfect for a calm ride in the country.

The horse's soft coat of black feels warm beneath your hand.

~
Phule~
attack_weapon( mob, victim, 2d4, "hooves" );

~
!
0 0 35 0 0 0 0 10
15000 0 0 4000 894588705 0 0
209705 0 0 0 4
7
16 4 4 18 14
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
23593605 78643850
1022 164 0 0 0
M 0 6 0
-1
-1

#966
~
~
giant venus fly trap~
~
~
sends its tendrils toward you.~
giant venuys fly traps~
~
~
send their tendrils toward you.~
This giant plant must weigh over five tons of stalk and winding tendril. 

The major drawback of being a plant that size is you would have to find a

lot to eat.  The major advantage would be you could eat just about

anything you want.

~
Phule~
i = random( 1, 10 );

attack( mob, victim, 1d11+4, "tendril" );

attack( mob, victim, 1d11+4, "tendril" );

attack( mob, victim, 1d11+4, "tendril" );

if( i < 8 )

  attack( mob, victim, 1d11+4, "tendril" );

if( i < 6 )

  attack( mob, victim, 1d11+4, "tendril" );

if( i < 3 )

  attack( mob, victim, 1d11+4, "tendril" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "stalk" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "stalk" );

if( random( 1, 10 ) < 4 )

  attack_room( mob, 4d4, "mauling bite" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894588826 0 27
55 1075847552 4 0 4
22
17 5 11 10 14
0 0 0 50 100 0 0
700 15 torso~
200 5 head~
750 5 tendrils~
900 10 stalks~
1000 1 bud~
0
89129610 6555201
0 1 0 0 0
N 0 7 0
-1
0 3
~
attack( mob, victim, 3d4+2, "snake-like tendrils" );

~
!
-1

#967
~
~
giant daisy~
~
~
rolls its thick petals to consider you.~
giant daisies~
~
~
roll their thick petals to consider you.~
One of the rarest plants in the world, the giant predatory daisy

completes any plant collection.  From giant, thick petals used to bash

its prey to a spray of spores which causes foes to choke and cough, the

daisy is well equipped to survive in most environments.

~
Phule~
i = random( 1, 10 );

attack( mob, victim, 1d11+4, "savage leafing" );

attack( mob, victim, 1d11+4, "savage leafing" );

attack( mob, victim, 1d11+4, "savage leafing" );

if( i < 8 )

  attack( mob, victim, 1d11+4, "savage leafing" );

if( i < 6 )

  attack( mob, victim, 1d11+4, "savage leafing" );

if( i < 3 )

  attack( mob, victim, 1d11+4, "savage leafing" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "petal bash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d4+1, "petal bash" );

if( random( 1, 10 ) < 4 )

  attack_room( mob, 4d4, "spore spray" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894588871 0 29
55 1075847552 4 0 4
22
17 5 3 10 14
0 0 0 50 100 100 100
700 15 thick stalk~
200 5 head~
750 5 leafy arms~
900 0 ~
1000 0 bud~
0
89129610 6555201
0 1 0 0 0
N 0 7 0
-1
0 3
~
attack( mob, victim, 3d4+2, "snake-like tendrils" );

~
!
-1

#968
Habib~
~
dark-skinned human~
~
~
the owner/proprietor/operator of the shop is here.~
~
~
~
~
This short man has dark skin, and looks very busy.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack( mob, victim, 10d10+10, "panic-driven bite" );

~
!
11 50 3 0 0 0 0 10
0 0 0 4000 894004018 0 33
230179 0 0 0 4
20
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#969
a white charger~
~
enormous white stallion~
~
~
paws deep tracks in the ground.~
enormous white stallions~
~
~
paw deep tracks in the ground.~
A large stallion bred for war.  This proud mount looks as though it can

carry a man in full armor with no problem.  Trained for battle, this

charger's soft white coat covers powerful muscles.

~
Phule~
attack( mob, victim, 3d6+3, "hooves" );

attack( mob, victim, 3d6+3, "hooves" );

if( random( 1,10) < 3 )

  attack( mob, victim, 5d5+5, "trample" );

if( random( 1,10 ) == 8 ) {

  act_room( #charge, ch );

  interpret( mob, "bash" );

  }

~
E
charge~
@b@WThe white charger charges its adversary!!@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894588927 0 0
205129 0 0 0 4
15
30 5 5 14 17
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
39322255 39322250
0 1 0 0 0
M 0 6 0
-1
-1

#970
Serdiff~
~
weaponsmith~
~
~
waits to conduct business with you.~
~
~
~
~
A weaponsmith looks menacing with his swords.  It appears he knows how to

use what he sells.  As you approach old instincts come back to him as he

looks you over from head to toe.  

~
Kiian~
attack_weapon( mob, victim, 3d10+30, "martial arts attack" );

attack_weapon( mob, victim, 3d10+30, "martial arts attack" );

attack_weapon( mob, victim, 3d10+30, "martial arts attack" );

attack_weapon( mob, victim, 3d10+30, "martial arts attack" );

if( random( 1, 10 ) < 4 ) {

  if( attack( mob, victim, 10d5+300, "smash" ) )

    do_spell( confuse, mob, victim );

  }

if( random( 1, 10 ) < 7 ) {

  summon( mob, victim );

  send_to_room( #help, room );

  }

~
E
help~
@b@RThe weaponsmith calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893970342 0 27
4293027 6562177 12 144 3
50
25 10 11 19 19
50 50 35 35 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26220801
0 1 0 0 0
M 144 5 0
-1
-1

#971
~
~
pelican~
~
fat~
looks at you through large round eyes.~
pelicans~
~
fat~
look at you through large round eyes.~
The large yellow bill of this fat pelican is long and thick.  A wrinkly

pouch used to hold fish droops below the bill.  Its body is very wide and

rotund and covered in white feathers.  Its steely blue eyes are round and

about the size of a copper coin.

~
Olah~
attack( mob, victim, 2d3+1, "ferocious pecking" );

attack( mob, victim, 2d3+1, "flapping wing slap" );

if( random( 1, 11 ) < 6 ) {

  act_tochar( #dive, ch );

  act_notchar( #ndive, ch );

  attack( mob, ch, 2d3+2, "quick dive" );

  }

~
E
dive~
@yThe pelican temporarily backs up, then dives right at you!@n

~
E
ndive~
@yThe pelican temporarily backs up, then dives at $n!@n

~
!
0 0 16 0 0 0 0 10
0 0 460 3500 899880397 0 29
199465 0 67108864 0 4
5
8 5 6 15 12
0 0 0 0 0 -5 0
700 5 corpulent body~
300 3 white-feathered wings~
500 4 thick bill~
1000 3 feathered head~
0 1000 ~
0
13107971 26214464
18450 4469 0 21109 161935
R 0 2 0
-1
4 -1
~
i = random( 1, 12 );

if( i > 4 ) {

  send_to_room( #fish, room );

  obj_to_room( oload( 1333 ), room );

  }

~
E
fish~
@cThe bill of the pelican opens, and a fish falls out of it.@n

~
!
-1

#972
~
~
tan rabbit~
~
large~
bares its sharp teeth angrily.~
tan rabbits~
~
large~
bare their sharp teeth angrily.~
An unusually large rabbit hops by.  She stops and looks at you, starts to move,

then stops again.  Her tan fur is mottled with bits of dried blood, and

patches are missing, showing her scarred flesh.

~
Merior~
attack( mob, victim, 1d5, "tan paw" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d5, "furry foot" );

~
!
0 51 39 0 0 235 997 3374
0 0 3247 4000 899959703 0 29
198449 8192 0 0 4
4
5 4 4 14 5
0 0 50 30 50 0 0
300 3 bloody body~
400 1 hind leg~
500 3 fluffy tail~
1000 2 front paw~
0 1000 ~
0
10486404 13107200
14888 45208 0 180429 100573
F 0 2 0
1299 17 1509949445 -1 0
40 17 1509949445 -2 0
-1
-1

#973
~
~
black rabbit~
~
large~
black as night, looms menacingly.~
black rabbits~
~
large~
black as night, loom menacingly.~
A large, black rabbit stands quite still.  He looks much like those you

would find in the fields, only is twice as large.  His large front teeth

are covered with blood, and he doesn't look like he would care to be a

pet.

~
Merior~
attack( mob, victim, 1d5, "bloody teeth" );

if( random(1, 3 ) < 2 ) 

  attack( mob, victim, 1d5, "hind leg" );

~
!
0 0 39 0 0 235 997 3374
0 0 3960 4000 899959707 0 0
198449 8192 0 0 4
3
4 4 4 14 4
0 0 50 30 80 0 0
200 2 compact body~
400 1 hind leg~
500 2 fluffy tail~
1000 2 front paw~
0 1000 ~
0
7864963 13107200
15808 44984 0 161330 97941
M 0 2 0
1299 17 1509949445 -1 0
40 17 1509949445 -2 0
-1
-1

#974
~
~
red ant~
~
large~
crawls out of a hole and heads towards you!~
red ants~
~
large~
crawl out of a hole and head towards you!~
This red ant is quite large, and seems to struggle to get out of his hole. 

His carapace is a bright red, and reflects your light.  He stops to check

for supporters, then heads towards you, mandibles clacking.

~
Merior~
attack( mob, victim, 1d5+3, "mandibles" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d5+3, "pincers" );

if( random( 1, 10 ) == 1 )

 poison( ch );

~
!
0 0 26 0 0 0 0 10
0 0 32 4000 894589000 0 24
197685 8192 0 0 4
3
10 4 3 16 15
0 0 0 0 0 0 0
300 2 shiny red body~
500 2 shiny hard leg~
700 0 delicate antenna~
850 4 armored thorax~
1000 2 hard red head~
0
7864963 6555201
1931 457 140 1313 12342
N 0 0 0
-1
-1

#975
~
~
spotted pony~
~
small~
stands here calmly.~
spotted ponies~
~
small~
stand here calmly.~
A small spotted pony is here, its stubby but sturdy frame and hooves

well-suited for hard work without complaint.  Whether bearing burdens

over long distances or faithfully carrying a rider to his destination,

this animal will serve dutifully.

~
Kiian~
attack( mob, victim, 1d4, "chomp" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d4, "kick" );

~
!
0 0 61 0 0 0 0 10
10000 0 0 4000 894589034 0 28
205129 0 0 0 4
5
13 5 5 10 16
0 0 10 0 15 0 0
700 4 spotted body~
500 2 leg~
600 2 head~
400 2 hoof~
1000 1 tail~
29360128
13107845 39323202
627 255 0 0 0
M 0 6 0
-1
-1

#976
a giant bumble bee larva~
~
very large whitish grub~
~
~
squirms around here.~
very large whitish grubs~
~
~
squirm around here.~
This larva is a good four feet long.  Its small brown capsule head

posesses very tiny mandibles.  It slowly moves around feeding off of

small yellow spheres.  It senses you and attempts to move away.

~
Kabashira~
attack( mob, victim, 1d5, "small mandibles" );

~
!
0 0 26 0 0 0 0 10
0 0 296 4000 894589074 0 36
35 0 4 0 4
1
10 2 0 3 10
0 -5 -10 0 100 0 0
200 4 small brown head~
1000 0 soft white body~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
391 414 0 8781 14185
N 0 3 0
-1
-1

#977
~
~
wild dog~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 3381
0 0 0 4000 899959815 0 0
197417 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#978
~
~
living tree~
~
~
is here.~
~
~
~
~
This large oak provides shade and comfort to all those around it.  Lots

of small animals and birds can been seen way up in it's upper branches. 

It's branches seem to move on their own accord indepent of the wind.  It

seems to be talking or mumbling to something.  There appears to be a

small structure mid way up on one of the tree's larger branches.

~
Jeril~
loop( all_in_room ) {

  if( is_fighting( rch ) ) {

    if( rch != mob ) {

      i = random(1,3);

      if( i == 1) {

        act_tochar(#fear1_str,rch );

        act_notchar(#fear2_str,rch );

        j = random(1,100);

        if( find_stat( rch, level ) < j )

          interpret( rch,"flee");

        if( find_stat( rch, level ) > j )

          act_tochar(#fear3_str,rch );

        if( find_stat( rch, level ) == j )

          act_tochar(#fear3_str,rch );

        }

      if( i == 2) {

        act_tochar(#blink1_str,rch );

        act_notchar(#blink2_str,rch );

        do_spell(blink,rch );

        act_tochar(#arr1_str,rch );

        act_notchar(#arr2_str,rch );

        }

      if( i == 3) {

        act_tochar(#web1_str,rch );

        act_notchar(#web2_str,rch );

        drain_stat( rch,str,5,-1);

        do_spell(web,mob,rch );

        do_spell(calm,mob,rch );

        interpret(mob,"calm");

        }

      send_to_room(#heal_str,room );

      heal(mob,200);

      }

    }

  }

~
E
arr1_str~
The world returns to your vision as you find yourself in a different area

of the forest.

~
E
arr2_str~
$n appears in a sudden flash of light.

~
E
blink1_str~
The tree reaches down and gently taps you on the shoulder.

The world around you is engulfed in a bright flash of light.

~
E
blink2_str~
$n is tapped on the shoulder by one of the tree's branches and

disappears in a bright flash of light.

~
E
fear1_str~
The tree gently shakes a branch over your head causing leaves to rain

gently around you, all of a sudden you are gripped with fear and try to

run away.

~
E
fear2_str~
The tree extends a branch over $n and gently rains a shower of leaves

over them.

~
E
web1_str~
The tree quickly wraps many of it's smaller branches around your body.

~
E
web2_str~
The tree reaches down with some of it's branches and entangles $n.

~
E
heal_str~
A green aura forms around the tree then fades, leaving the tree looking

better.

~
E
fear3_str~
The wish to run quickly disappears as fast as it formed in your mind.

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894589102 0 0
4195363 1080033665 28 0 4
40
24 18 25 17 16
50 0 25 25 100 0 0
200 10 hardened branches~
400 16 weathered bark~
1000 40 wide trunk~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
N 0 9 0
-1
4 -1
~
send_to_char( #char, ch );

inflict( ch, mob, 4d3+5, "The tree's collapse" );

dam_message( ch, 4d3+5, "The tree's collapse" );

act_notchar( #room, ch );

~
E
char~
Your last blow crushes the tree's trunk and it falls down towards you.

~
E
room~
$n last blow crushes the tree's trunk and it falls down towards $m.

~
!
-1

#979
~
~
forest nymph~
~
~
is here.~
~
~
~
~
Her long hair is wet, as if just splashed with the waters of a crystal

brook or stream.  She appears to be talking to the tree while watching

out over the forest with mischievous looking eyes, she waves happily to

you as you approach.

~
Jeril~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

send_to_room( #spell1_str,room );

do_spell( confuse,mob,victim );

do_spell( blink,mob );

~
E
spell1_str~
The nymph's eyes glow bright green for a second.

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 894589115 0 0
234273 1077945224 8197 0 4
5
9 14 14 16 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243139 26214464
0 1 0 0 0
F 0 2 0
-1
-1

#980
~
~
hare~
~
~
is here.~
~
~
~
~
~
Kiian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 39 0 0 0 0 10
0 0 0 4000 894589155 0 0
197417 65536 0 0 4
1
12 4 3 15 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#981
~
~
small, scruffy dwarf~
~
~
dressed in mage's robes offers carrots to the rabbits.~
small, scruffy dwarves~
~
~
dressed in mage's robes offer carrots to the rabbits.~
You see a small dwarf, covered with dirt just like that inside the warren. 

Under the mess, you can see that he is wearing the traditional robes of a

itinerant wizard, and is wearing a wizard's peaked hat.  He has a pile of

carrots by his foot, and offers them to the rabbits passing by.

~
Merior~
attack( mob, victim, 2d5, "small fist" );

attack( mob, victim, 3d5, "jabbing knee" );

if( random( 1, 5 ) == 1 ) {

  send_to_char( #trouble, ch );

  do_spell( cure light, mob, mob );

  }

~
E
trouble~
The dwarf raises up a carrot, and points the small end towards himself

with a grin.

~
!
0 0 3 0 0 0 0 10
0 0 1385 4000 897069449 0 0
230179 0 0 0 4
10
7 12 12 7 8
50 0 0 0 80 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
77799 14589 0 178991 1925630
M 0 4 0
1332 17 1509949443 6 0
598 16 1509949537 6 0
488 17 1509949540 5 0
1299 17 1509949540 17 0
-1
-1

#982
Ghadl Savan~
~
dark, broad-shouldered wizard~
~
~
stands here, wrath in his gaze.~
dark, broad-shouldered wizards~
~
~
stand here, wrath in their gaze.~
A dark brown cloak rests on the body of this ageless mage, whose fierce,

fixing gaze locks yours in a challenge of wills.  Energy crackles between

his fingers, a display of the phenomenal magics he can bring to bear upon

you.  With a snarl of rage at your interruption he contemplates your

punishment.

~
Phule~
interpret( mob, "emote cackles insanely!" );

send_to_room( #prismic, room );

attack( mob, victim, 3d30+85, "prismic missile" );

attack( mob, victim, 3d30+85, "prismic missile" );

if( random( 0, 5 ) < 2 ) {

  attack( mob, victim, 3d30+85, "prismic missile" );

  if( random( 0, 8 ) < 2 ) {

    attack( mob, victim, 3d30+85, "prismic missile" );

    if( random( 0, 11 ) < 2 ) {

      attack( mob, victim, 3d30+85, "prismic missile" );

      if( random( 0, 14 ) < 2 ) {

        attack( mob, victim, 3d30+85, "prismic missile" );

        if( random( 0, 20 ) < 2 )

          attack( mob, victim, 3d30+85, "prismic missile" );

        }

      }

    }

  }

attack_weapon( mob, victim, 2d90, "earth fist" );

attack_weapon( mob, victim, 2d90, "earth fist" );

send_to_room( #spell, room );

i = random( 0, 5 );

if( i == 1 ) {

  send_to_room( #mind, room );

  loop( all_in_room ) {

    if( rch != mob )

      do_spell( mind blade, mob, rch );

    }

  }

if( i == 2 ) {

  send_to_room( #meteor, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack( mob, rch, 40d3+90, "meteor storm" );

    }

  }

if( i == 3 ) {

  send_to_room( #fires, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack_fire( mob, rch, 50d3+150, "firestorm" );

    }

  }

if( i == 4 ) {

  send_to_room( #ning, room );

  loop( all_in_room ) {

    if( rch != mob )

      do_spell( lightning bolt, mob, rch );

    }

  }

if( i == 5 ) {

  send_to_room( #ice, room );

  do_spell( freeze, mob, victim );

  do_spell( freeze, mob, victim );

  do_spell( ice storm, mob, victim );

  }

~
E
prismic~
@h@YGhadl Savan's hands reach toward you and he calls forth a shower of

prismic energy!!@n 

~
E
spell~
@b@YGhadl Savan's voice raises in the incantations of a powerful

spell!!@n 

~
E
mind~
@YYou feel Ghadl Savan's mind reach out to crush you!!@n

~
E
meteor~
@YPebbles flung from Ghadl Savan's fingertips grow into a giant meteor

storm!@n 

~
E
fires~
@RGhadl Savan calls forth a storm of billowing flame!!@n

~
E
ning~
@h@WGhadl Savan's fingers crackle with electricity and he hurls

lightning bolts forth from them!!@n 

~
E
ice~
@h@CThe room seemingly turns to frost!!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894589230 0 0
4424099 36046849 0 0 8
90
16 20 20 19 14
100 50 50 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288650 26214464
0 1 0 0 0
M 0 4 0
1360 17 1509949445 16 0
1334 17 1509949450 5 0
-1
-1

#983
a dark spectre~
~
misty dark grey figure~
~
~
floats before you.~
misty dark grey figures~
~
~
float before you.~
Before you floats a dark grey mist roughly formed into the outline of a

humanoid, a cold being from beyond death returned to seek the feel of

warm flesh.

~
Phule~
attack( mob, victim, 1d10+3, "punch" );

attack( mob, victim, 1d10+3, "punch" );

attack( mob, victim, 1d10+3, "piercing gaze" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #ghostly, room );

  attack_cold( mob, victim, 3d5+5, "chilling touch" );

  }

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d5+2, "kick" );

if( random( 1, 7 ) == 1 )

  cast_spell( poison cloud, mob, victim );

~
E
ghostly~
The dark spectre reaches out a ghostly hand...

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897989305 0 36
4489379 8192 12 0 8
18
18 17 21 15 14
25 -10 99 10 75 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
47186579 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
send_to_room( #open, room );

open( find_room( 36111 ), down );

~
E
open~
@b@WAs the dark spectre's corpse fades out of existence, you hear the

creak of a trapdoor opening.@n 

~
!
-1

#984
~
~
scruffy man~
~
~
stands here drooling on himself.~
~
~
~
~
A man dressed in rags stands here.  His face is dominated by a large nose

that resemble the beak of a parrot.  Two beady black eyes peer at you

from under a heavy brow, like a bird looking at a worm.  His peeling lips

are dry and chapped, As they curl back to form a gruesome leer, row after

row of teeth become visible.  They look like giant yellowing thorns, ones

at the outer most edge of his mouth are the largest.  Even though the

teeth decrease in size as they retreat into the depths of his mouth, you

do not think they are any less sharp.

~
S'ynn~
attack_weapon( mob, victim, 3d3, "left hand" );

attack_weapon( mob, victim, 4d4, "gaping maw" );

attack_weapon( mob, victim, 4d4, "stomping feet" );

~
!
0 0 0 2 0 0 0 10
0 0 0 4000 894589291 0 0
229811 1073742209 0 48 4
11
16 10 9 12 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 48 4 0
-1
0 -1
~
wait( 1 );

tell( mob, ch, "Welcome." );

wait( 1 );

interpret( mob, "close south" );

wait( 1 );

interpret( mob, "lock south" );

~
!
-1

#985
~
~
man with parrot-like features~
~
~
is here.~
~
~
~
~
~
S'ynn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894589301 0 0
230177 0 0 0 4
5
10 10 11 17 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#986
~
~
ogre grunt~
~
~
is patrolling the area.~
ogre grunts~
~
~
are patrolling the area.~
This ogre's pale green skin, is criss-crossed with large white scars. 

His taught muscles roll like caged serpents beneath his skin.  Black hair

hangs freely from his scalp and dangles far beneath his shoulders.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 10 ) < 7 ) {

  act_notchar( #help, mob );

  summon( mob, victim );

  }

~
E
help~
An @GOgre grunt@n yells, 'Guards!! I'm under attack!'

~
!
6 0 8 0 0 0 0 10
0 0 20 4000 894433947 0 27
230817 0 4 0 8
25
18 7 8 16 17
8 10 25 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
4010 176 0 4109 380775
M 0 5 0
2181 17 1509949540 14 0
2181 17 1509949520 15 0
2042 17 1509949500 10 0
2002 17 1509949480 5 0
2022 17 1509949460 7 0
343 17 1509949540 16 0
2061 17 1509949540 11 0
-1
-1

#987
~
~
Guardian~
~
~
stands here, clad in plate of swirling Tourmalaine.~
~
~
~
~
This giant human's body is armored by plates of swirling Tourmalaine.  In

each hand he carries a morningstar of the same metal, seemingly linked to

the plates on his arms but sturdy chains.

~
Phule~
attack( mob, victim, 2d50+95, "left smash" );

attack( mob, victim, 2d50+95, "right smash" );

attack( mob, victim, 3d20+35, "helmet smash" );

i = random( 1, 5 );

if( i == 1 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack( mob, rch, 5d35+35, "morngingstar flurry" );

    }

  }

if( i == 5 )

  interpret( mob, "bash" );

~
E
spin~
@b@CThe Tourmalaine Guardian spreads his arms and spins through the room,

morningstars flailing about like mad!!@n 

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 894589355 0 35
230179 0 0 0 5
55
19 12 12 16 21
100 50 50 50 50 50 100
1000 25 breastplate~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
327712
235936002 26214464
0 1 0 0 0
M 0 8 0
947 17 1509949445 5 0
958 17 1509949445 18 0
958 17 1509949445 16 0
-1
-1

#988
Crimson Guardian~
~
Guardian~
~
~
stands here, clad in plate of swirling Crimson.~
~
~
~
~
This is a being of flame, perhaps a distant relation of the fire giants

which have been rumored to exist in the volcanos to the north.  In his

hands he holds balls of fire.

~
Phule~
attack_fire( mob, victim, 2d60+100, "left fireball blast" );

attack_fire( mob, victim, 2d60+100, "right fireball blast" );

attack_fire( mob, victim, 3d30+100, "breath of fire" );

i = random( 1, 5 );

if( i == 1 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack_fire( mob, victim, 5d45+45, "fireball blast flurry" );

    }

  }

if( i == 5 )

  interpret( mob, "bash" );

~
E
spin~
@b@RThe Crimson Guardian points to each occupant of the room and

unleashes a gout of flame!!@n 

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 894589376 0 25
230179 0 0 0 4
60
21 12 12 15 19
100 100 -10 50 50 50 100
1000 25 breastplate~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
32
288364802 26214464
0 1 0 0 0
M 0 8 0
991 17 1509949445 5 0
-1
-1

#989
the Jade Adept~
~
slender woman cloaked in a jade-coloured robe~
~
~
stands here quietly, observing.~
~
~
~
~
Quiet, serene, the Jade Adept watches you like a dove observing her young

from across the room.  Slender as a willow, a strange sense of power and

peace and age emanates from her.  Something in her jade eyes tells you

that she is not human, but something far more ancient.

~
Phule~
if( random( 0, 2 ) == 1 ) {

  send_to_room( #jade, room );

  rch = rand_char( room );

  if( rch != mob ) {

    act_tochar( #youarefound, rch );

    act_notchar( #thisguyisfound, rch );

    attack( mob, rch, 2d50+85, "magic jade missile" );

    }

  rch = rand_char( room );

  if( rch != mob ) {

    act_tochar( #youarefound, rch );

    act_notchar( #thisguyisfound, rch );

    attack( mob, rch, 2d50+85, "magic jade missile" );

    }

  rch = rand_char( room );

  if( rch != mob ) {

    act_tochar( #youarefound, rch );

    act_notchar( #thisguyisfound, rch );

    attack( mob, rch, 2d50+85, "magic jade missile" );

    }

  }

if( random( 0, 1 ) == 1 ) {

  send_to_room( #dragon, room );

  attack( mob, victim, 3d100+20, "left claw slash" );

  if( random( 0, 1 ) == 1 )

    attack( mob, victim, 3d100+20, "right claw slash" );

  if( random( 0, 3 ) == 3 ) {

    send_to_room( #poison, room );

    i = 5d30+30;

    loop( all_in_room ) {

      if( rch != mob ) {

        dam_message( rch, i, "the noxious green cloud of poison" );

        inflict( rch, mob, i, "green dragon's poison breath" );

        if( random( 0, 1 ) == 1 )

          poison( rch );

        }

      }

    }

  send_to_room( #return, room );

  }

else {

  attack( mob, victim, 2d50+20, "locust kick" );

  attack( mob, victim, 3d50+85, "dragon strike" );

  send_to_room( #jadefire, room );

  i = 5d30+30;

  loop( all_in_room ) {

    if( rch != mob ) {

      dam_message( rch, i, "the immolating green fire" );

      inflict( rch, mob, i, "immolating green fire" );

      }

    }

  }

~
E
dragon~
@b@GThe Jade Adept rises from her robes in the form of a majestic green

dragon!!@n 

~
E
return~
@b@GThe Jade Adept returns to her guise as a slender human female.@n

~
E
jade~
@b@GMissiles of magic jade form in the Jade Adept's hands....@n

~
E
youarefound~
@b@GOne of the missiles is flung your way....@n

~
E
thisguyisfound~
@b@GA missile is hurled toward $n....@n

~
E
poison~
@b@GThe Green Dragon gusts a breath of noxious poison!@n

~
E
jadefire~
@b@GThe Jade Adept hurls a ball of jade-coloured fire which engulfs you

in green fire!!@n 

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894589431 0 27
235939 9088 0 0 4
75
15 21 21 16 15
55 30 60 35 90 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
340793602 26214464
0 1 0 0 0
F 0 4 0
1419 17 1509949445 5 0
992 17 1509949445 3 0
-1
4 -1
~
send_to_room( #speech, room );

obj_to_room( oload( 1335 ), room );

~
E
speech~
As the Jade Adept breathes her last, she stares skyward.  "My master will

not be pleased..." 

 

All life having left her body, the Jade Adept returns to her true shape,

a small green dragon.  Her magics gone, an astral staircase shimmers into

view.

~
!
-1

#990
~
~
ogre drunkard~
~
~
swaggers about here.~
ogre drunkards~
~
~
swagger about here.~
A large ogre with dusky skin that reflects light where the drool runs

unnoticed from his mouth.  A tankard hangs loosely from one fist the size

of a large ham, carelessly spilling the remainder of its contents on the

floor.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 894433406 0 27
230659 0 0 0 4
5
12 6 5 14 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
62 9 0 12 0
M 0 5 0
-1
-1

#991
~
~
goblin slave~
~
~
is cowering here in fear.~
goblin slaves~
~
~
cower here in fear.~
Greenish-brown skin covers the long sinewy limbs of this goblin.  It's

bulbous eys protrude oddly from beneath it's drooping brow.  It's large

pointed nose seems to be slightly crooked.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 1084 4000 894475677 0 27
230343 0 0 0 4
5
12 5 6 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
37748 6799 0 58040 583421
M 0 4 0
-1
-1

#992
~
~
goblin slave~
~
~
chips away at a large rock.~
goblin slaves~
~
~
chip away at a large rock.~
Greenish-brown skin covers the long sinewy limbs of this goblin.  It's

bulbous eys protrude oddly from beneath it's drooping brow.  It's large

pointed nose seems to be slightly crooked.

~
Mange~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894477851 0 27
230375 0 0 0 4
5
12 5 6 16 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#993
~
~
enormous mound of brambles~
~
~
towers above you, writhing around.~
enormous mounds of brambles~
~
~
tower above you, writhing around.~
This pile of rich green vines is in sharp contrast to the area in which

it inhabits.  Among the intertwined vines you can see sharp spines and

barbs covering the skin in places.  There is no apparent head or tail to

this clump of vegetation, but its constant movement within itself lets

you know that this thing is very much alive.

~
Kaos~
attack_weapon( mob, victim, 3d6, "long vine" );

if( random( 1, 4 ) == 1 )

  attack_weapon( mob, victim, 5d6, "thorny branch" );

~
!
0 13 31 0 0 0 0 10
0 0 731 4000 894589476 0 0
20971571 8320 12 0 4
13
9 6 4 15 10
0 -25 25 -25 50 0 0
500 10 long vine~
750 6 spiny vine~
1000 2 center of vines~
0 1000 ~
0 1000 ~
0
34079562 6400
87026 10141 0 117639 2566360
N 0 5 0
-1
1 -1
~
if( is_player( ch ) )

  {

send_to_char( #drag, ch );

transfer( ch, find_room( 46013 ) );

end;

}

~
E
drag~
The brambles drag you backwards.

~
!
-1

#994
Grummarsh~
~
BIG, floppy-eared troll~
~
~
stands here happily munching an apple.~
~
~
~
~
This large troll appears as characteristically empty-headed as most of

his race, as his large ears flop between eyes devoid of thought.  A

massive sword in his mighty grip suggests that he doesn't often have to

reason his way out of trouble.  He can probably brawl his way out.

~
Phule~
attack_weapon( mob, victim, 2d8, "head bonk" );

attack_weapon( mob, victim, 2d8, "head bonk" );

attack_weapon( mob, victim, 2d8, "head bonk" );

i = random( 1, 4 );

if( i < 3 )

  interpret( mob, "bash" );

if( i == 3 ) {

  interpret( mob, "drool self" );

  attack( mob, victim, 2d100+50, "head bonk" );

  }

if( i == 4 ) {

  act_tochar( #grab, ch );

  act_notchar( #rgrab, ch );

  if( attack( mob, victim, 3d20, "bearlike crush" ) ) {

    act_tochar( #squeeze, ch );

    act_notchar( #rsqueeze, ch );

    do_spell( sleep, mob, ch );

    }

  }

attack( mob, victim, 2d30+50, "head bonk" );

~
E
grab~
@b@GGrummarsh tries to reach his massive arms around you!@n

~
E
rgrab~
@b@GGrummarsh tries to reach his massive arms around $n!@n

~
E
squeeze~
@b@GGrummarsh continues to squeeze, trying to force you into

unconsciousness!@n 

~
E
rsqueeze~
@b@GGrummarsh continues to squeeze $n, trying to render him

unconscious!@n 

~
!
0 50 9 0 0 0 0 10
0 0 0 4000 894589566 0 27
230819 0 0 0 5
30
20 5 5 9 21
50 -10 50 50 -10 80 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
167773450 26214464
0 1 0 0 0
M 0 5 0
49 17 1509949510 -1 0
1170 17 1509949540 16 0
1373 17 1509949540 13 0
2181 17 1509949490 14 0
2181 17 1509949490 15 0
-1
2 -1
apple~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

if( has_obj( 49, mob_in_room( 994, room ) ) ) {

  i = random( 1, 3 );

  if( i == 1 ) {

    act_tochar( #okay, ch );

    junk_obj( has_obj( 49, mob ), 1 );

    obj_to_char( oload( 49 ), ch );

    act_tochar( #give, ch );

    act_notchar( #rgive, ch );

    }

  else {

    act_tochar( #sniff, ch );

    interpret( mob, "eat apple" );

    interpret( mob, "eat core" );

    }

  }

else {

  act_tochar( #cry, ch );

  if( mob_in_room( 1037, room ) ) {

    if( rflag( reset0, room ) ) {

      remove_rflag( reset0, room );

      act_tochar( #kheff, ch );

      obj_to_char( oload( 49 ), mob_in_room( 994, room ) );

      }

    }

  }

~
E
rask~
$n asks Grummarsh something.

~
E
ask~
You ask @b@GGrummarsh@n about his shiny red @b@Rapple@n.

~
E
okay~
Grummarsh smiles happily and nods, making his huge ears flop up and down. 

"Little person can have Grummarsh's apple." 

~
E
give~
Grummarsh hands you a @b@Rshiny red apple@n.

~
E
rgive~
Grummarsh gives $n a @b@Rshiny red apple@n.

~
E
sniff~
Grummarsh sniffs.  "But Grummarsh want apple....."

 

Grummarsh proceeds to happily munch the apple, and the core.

~
E
cry~
Grummarsh begins to sob.  "Grummarsh has no apple...."

~
E
kheff~
Kheffiss overhears Grummarsh's sobs.  "Oh, here you go, Grummarsh," the

scaled assissin hisses as he produces something @b@Rred and shiny@n from

within his cloak.

~
!
2 -1
Braedwald~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

if( mob_in_room( 1038, room ) ) {

  act_tochar( #inroom, ch );

  interpret( mob, "smile" );

  }

else {

  interpret( mob, "sniff" );

  act_tochar( #notroom, ch );

  interpret( mob, "sniff" );

  }

~
E
rask~
$n asks Grummarsh something.

~
E
ask~
You ask @b@GGrummarsh@n about @b@MBraedwald@n.

 

Grummarsh looks around to see if Braedwald is around.

~
E
inroom~
Grummarsh smiles and hugs Braedwald fiercely, arousing a few curses from

the latter.  @b@G"Grummarsh love Braedwald,"@n the big troll says as he

continues to crush the mercenary.

~
E
notroom~
"Braedwald nice to Grummarsh.  Where Braedwald?"

~
!
2 -1
Kheffiss~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

if( mob_in_room( 1037, room ) ) {

  act_tochar( #inroom, ch );

  interpret( mob, "smile" );

  }

else {

  interpret( mob, "sniff" );

  act_tochar( #notroom, ch );

  interpret( mob, "sniff" );

  }

~
E
ask~
You ask @b@GGrummarsh@n about @b@YKheffiss@n.

 

Grummarsh looks around to see if Kheffiss is in the room.

~
E
rask~
$n asks Grummarsh something.

~
E
inroom~
Filled with glee, Grummarsh grabs Kheffiss in a bone-crushing hug. 

"Grummarsh love Kheffiss," the big troll says while continuing to crush

the assassin.

~
E
notroom~
"Grummarsh miss Kheffiss.  Where Kheffiss?" the troll says, nearly in

tears.

~
!
8 -1
hi hello heya greetings~
act_tochar( #hello, ch );

~
E
hello~
@b@GGrummarsh@n's floppy ears bob up and down as he nods happily in

greetings.  "Hello little person.  Grummarsh say hello." 

~
!
6 49
~
act_tochar( #thank, ch );

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_tochar( #kheff, ch );

  obj_to_char( oload( 3113 ), ch );

  }

~
E
thank~
@b@GGrummarsh@n smiles happily as he accepts your gift.  "Grummarsh thank

little person for @b@Rapple@n." 

 

Grummarsh then jumps up and down and rushes out of the room, mumbling

something about "present for littler person." However the troll returns

empty-handed and scratching his head as if he has forgotten something. 

His name, perhaps.

~
E
kheff~
Kheffiss hands you a small yellow note.  "Use thisss..."

~
!
-1

#995
~
undead~
skeleton~
diminutive~
~
looks for something to destroy.~
skeletons~
diminutive~
~
look for something to destroy.~
Though several bones are cracked or missing even, you can easily make out

that the skeleton was once a humanoid of some kind.  A few tattered

shreds of decaying clothing, or perhaps it is flesh, still hang from pale

bones.  With a grating sound, bone slides against bone as the skeleton

moves toward you, empty sockets nothing more than wells of darkness.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 899875017 0 30
688817 16777600 0 0 8
5
8 3 3 6 10
25 0 -10 15 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#996
~
undead~
skeleton~
humanoid~
~
has bones that rattle as it walks.~
skeletons~
humanoid~
~
have bones that rattle as they walks.~
A humanoid skeleton about the size of a human, or perhaps an elf. 

Occassional bits of rotting cloth and flesh can be seen hanging from dull

white bones.  The empty hollows where its eyes should be seem to stare

out at you, somehow aware of your presence.

~
Talis~
attack_weapon( mob, victim, 2d4+3, "boney fist" );

attack_weapon( mob, victim, 2d4+3, "boney fist" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875020 0 36
709297 16777600 12 0 8
8
15 3 3 15 13
0 0 0 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 32768513
0 1 0 0 0
N 0 4 0
-1
-1

#997
~
rabbit zombie undead~
rabbit zombie~
~
~
stares blankly ahead.~
rabbit zombies~
~
~
stare blankly ahead.~
You see a small shape, that must have once been a rabbit.  It has dull,

listless eyes that stare blankly ahead.  Its pelt is ripped and torn, and

wet things can be seen glistening underneath.  One ear hangs limp from a

thin strand of fur.

~
Talis~
attack( mob, victim, 1d4, "sharp teeth" );

~
!
0 0 28 0 0 235 997 3374
0 0 34 4000 899959712 0 0
655921 536879104 12 0 8
1
3 0 0 8 10
0 5 5 15 100 0 0
1000 1 rotting fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
122 229 0 338 513
N 0 1 0
-1
-1

#998
~
undead~
zombie deer~
~
~
stands completely unmoving.~
zombie deer~
~
~
stand completely unmoving.~
This deer has grayish fur, with many ragged chunks ripped out.  It stares

blankly ahead, its eyes glazed over by death.

~
Talis~
attack( mob, victim, 1d6, "kick" );

~
!
0 0 28 0 0 236 998 10
0 0 12 4000 893447854 0 36
655921 536879104 12 0 8
2
6 0 0 12 10
0 5 5 20 100 0 0
1000 1 rotting hide~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26215042
109 75 0 175 647
N 0 4 0
-1
-1

#999
~
~
tumbleweed~
~
tangled mass of~
is here.~
tumbleweeds~
~
tangled mass of~
are here.~
This tangled growth is shaped into a ball and rolls around the area here. 

Upon closer inspection, you can see thorns and spines among other vines

and twigs that make up this creature.  Towards the center, this mess

grows quite dense.  You would be wise to stay out of the path of this

thing.

~
Kaos~
attack_weapon( mob, victim, 10d2, "thorny mass" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 2d6, "spiny root" );

if( random( 1, 3 ) == 1 )

  attack_weapon( mob, victim, 2d20, "lashing vine" );

~
!
0 13 31 0 0 0 0 10
0 0 500 4000 894011389 0 0
545 4194304 0 0 4
7
10 5 4 16 10
0 0 0 0 0 0 0
600 5 scraggly vine~
750 6 twisted bramble~
1000 2 viney center~
0 1000 ~
0 1000 ~
0
18350727 26214538
24435 1812 0 41811 1161134
N 0 4 0
-1
-1

#1000
Prenslie~
mage shopkeeper prenslie~
mage of vast powers~
~
~
is standing here.~
mages~
~
~
of vast powers, are standing here.~
Before you stands an elderly man whose presence fills the room.  You

immediately notice his crystal blue eyes filled with wisdom, a hint of

laughter and stories of old.  This man has definitely lived a full life. 

He is here to help you find the goods you seek, but perhaps he can also

help you complete your quest. 

~
sprout~
i = random( 1, 7 );


attack_weapon( mob, victim, 2d4+2, "left hand" );

attack_weapon( mob, victim, 2d4+2, "right hand" );

if( i < 5 )

  cast_spell( chain lightning, mob, victim );

else {

  if( i < 2 )

    do_Spell( blinding light, mob, victim );

  else {

    if( i < 3 )

      cast_spell( fireball, mob, victim );

    else {

      if( i < 2 )

        cast_spell( mists of sleep, mob, victim );

      else

        cast_spell( confuse, mob, victim );

      }

    }

  }

if( random( 1, 10 ) < 3 ) 

  interpret( mob, "open door" );

if( random( 1, 10 ) < 3 ) { 

  summon( mob, victim );

  send_to_room( #help, room );

  }

~
E
help~
@bPrenslie calls for the guards!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 900652260 0 32
4424103 40020363 28 192 4
80
15 20 20 15 15
75 75 75 75 100 0 0
1000 20 protection spells~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
419430400 26214464
0 1 0 0 0
M 192 4 0
76 17 1509949445 16 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n - would you like to buy any scrolls or potions today?  I

especially recommend scrolls of @b@Rrecall@n.

~
!
2 -1
recall~
act_tochar( #ask, ch );

wait( 1 );

tell( mob, ch, #recall );

~
E
recall~
Scrolls of recall are very useful.  They instantaneously transport you to

town.  They saved my life many times in my younger days - with one there

is little excuse for dying.

~
E
ask~
You ask Prenslie about scrolls of recall.

~
!
2 -1
sapphire diamond osse gem~
if( !has_quest( ch, 20 ) )

  act_tochar( #why, ch );

else {

  act_tochar( #ask, ch );

  wait( 1 );

  act_tochar( #see, ch );

  wait( 2 );

  act_tochar( #last, ch );

  }

~
E
last~
"Well," he continues, "I don't keep up much on gems and gods and the like. 

I'm more of a scroll and potion person myself.  You should ask my

colleague, Krasnog, in Medienne." 

~
E
see~
Prenslie seems to ponder your question a moment, then all of a sudden he

raising a finger and smiles.  "Ah, yes," he says.  "Osse's fabled

Sapphire Diamond." 

~
E
why~
Prelslie looks at you wearily and asks, "Why would you need to know

anything about that?" 

~
E
ask~
You ask Prenlie about the sapphire diamond the Priest of Osse spoke of.

~
!
0 -1
~
if( !done_quest( ch, 37 ) ) {

  if( !doing_quest( ch, 37 ) ) {

    if( is_player( ch ) ) {

      if( find_stat( ch, level ) < 4 )

        act_tochar( #welcome, ch );

      }

    }

  }

~
E
welcome~
Ah, greetings $n.  Perhaps you could do me a favor.  I am in need of

supplies for certain spells.  If you were to agree to bring me all the

things I needed, perhaps I could pay you a little for the work and when

you're all done I would cast spell on you that would provide you with

some protection for a short time.  If you are interested, just tell me

yes.

~
!
8 -1
yes~
if( has_quest( ch, 37 ) ) {

  act_tochar( #doing, ch );

  end;

  }

if( find_stat( ch, level ) > 4 ) {

  act_tochar( #done, ch );

  end;

  }

act_tochar( #thanks, ch );

assign_quest( ch, 37 );

~
E
doing~
Yes, what, my friend?  Have you already completed all the tasks set

before you?

~
E
done~
I thank you for the offer, friend, but I now have all the supplies I need. 

Perhaps some other time?

~
E
thanks~
Wonderful.  Now the first thing I'll need is a new rabbit skin, they are

very useful for casting shock you know.  There are plenty of rabbits just

outside of town, if you could kill one, @bskin@n it, and bring back a

rabbit skin, I'll pay you a silver and tell you the next thing I need.

~
!
6 40
~
if( !cflag( 50, ch ) ) {

  if( doing_quest( ch, 37 ) ) {

    set_cflag( 50, ch );

    act_tochar( #thanks, ch );

    wait( 2 );

    act_tochar( #give, ch );

    obj_to_char( oload( 14 ), ch );

    wait( 1 );

    act_tochar( #next, ch );

    }

  }

~
E
next~
Next I will need a rhenberry.  They no longer grow around Chiiron, so you

will have to ask around as to where you might find some.  Bring them to

me and I will tell you the next thing I need.

~
E
thanks~
This will come in quite useful, thank you.  Here's a silver coin in

exchange for your efforts.

~
E
give~
Prenslie gives you a silver coin.

~
!
6 835
~
if( !cflag( 51, ch ) ) {

  if( doing_quest( ch, 37 ) ) {

    set_cflag( 51, ch );

    act_tochar( #next, ch );

    wait( 1 );

    act_tochar( #give, ch );

    obj_to_char( oload( 14 ), ch );

    }

  }

~
E
next~
Ah, you managed to find one, marvelous.  With this, I will be able to

attempt my latest spell.  Oh, the locksmith here in town has a message

for me.  Could you go retrieve it now?

~
E
give~
Oh, I almost forgot.  Here's you're reward for the rhenberry.

  

Prenslie hands you a silver coin.

~
!
8 -1
Shadzar~
if( !cflag( 52, ch ) ) {

  if( doing_quest( ch, 37 ) ) {

    set_cflag( 52, ch );

    act_tochar( #thanks, ch );

    wait( 2 );

    act_tochar( #give, ch );

    obj_to_char( oload( 14 ), ch );

    wait( 1 );

    act_tochar( #last, ch );

    }

  }

~
E
thanks~
Ah, with that word the manuscript will be complete.  Perhaps the spell

will work now.  Here is another coin for your services.

~
E
give~
Prenslie gives you a silver coin.

~
E
last~
There is a balsa tree outside of Chiiron, near a rather large anthill.  A

young eagle has often been seen perching atop the tree.  If you could

aquire an eagle feather for me, it would be of great help.

~
!
6 80
~
if( doing_quest( ch, 37 ) ) {

act_tochar( #thanks, ch );

wait( 2 );

act_tochar( #give, ch );

obj_to_char( oload( 14 ), ch );

wait( 1 );

act_tochar( #casting, ch );

wait( 1 );

act_tochar( #casting2, ch );

wait( 1 );

act_tochar( #casting3, ch );

do_spell( barkskin, mob, ch );

wait( 1 );

act_tochar( #bye, ch );

update_quest( ch, 37 );

}

~
E
thanks~
Ah, the final thing I needed.  Many thanks, friend.  Here's a reward for

your hard effort, and in final payment I will also cast a protective

spell on you.  It will not last a very long time, so I would make use of

it while you can.

~
E
give~
Prenslie gives you a silver coin.

~
E
casting~
Prenslie closes his eyes and concentrates.

~
E
casting2~
Prenslie opens his eyes.

~
E
casting3~
Prenslie casts barkskin on you.

~
E
bye~
Fare well my friend, and good luck.

~
!
0 -1
~
if( is_player( ch ) ) {

  if( !done_quest( ch, 38 ) ) {

    if( !doing_quest( ch, 38 ) ) {

      if( !doing_quest( ch, 37 ) ) {

        if( find_stat( ch, level ) > 4 ) {

          if( find_stat( ch, level ) < 11 )

            act_tochar( #welcome, ch );

          }

        }

      }

    }

  }

~
E
welcome~
Ah, salutations $n.  Perhaps you could be of some assistance to me.  I am

in need of supplies to make scrolls for my customers and my assistant is

already off doing errands for me.  If you were to agree to bring me the

things I needed, I would draft a scroll for you in payment.  If you're

interested just tell me sure.

~
!
8 -1
sure~
if( has_quest( ch, 38 ) ) {

  act_tochar( #doing, ch );

  end;

  }

if( find_stat( ch, level ) > 100 ) {

  act_tochar( #done, ch );

  end;

  }

act_tochar( #thanks, ch );

assign_quest( ch, 38 );

~
E
doing~
Yes, what, my friend?  Have you already completed all the tasks set

before you?

~
E
done~
I thank you for the offer, friend, but I have all the scroll supplies I

need at this time.  Perhaps some other time?

~
E
thanks~
Marvelous.  Let's see, what do I need now.  Ah, yes, the first thing I'll

need is the specially prepared parchment.  My colleague Krasnog over in

Medienne always has a good supply.  Go to him and he'll give you some. 

While you're on your way I'll cast a spell that will allow me to tell him

you are working for me, so he will be expecting you.

~
!
6 1885
~
if( doing_quest( ch, 38 ) ) 

  act_tochar( #thanks, ch );

~
E
thanks~
Ah, the parchment, and it looks to be in excellent condition.  Next I

need the specially prepared ink for the scrolls.  My assistant always

gets it from someone named Quzar.  Quzar lives up north although I'm not

exactly certain where.  The lad swears he knows of no place closer to get

it.  If you could track down Quzar and get the ink, I would be that much

closer to starting my task, and you earning your scroll.

~
!
6 1887
~
if( doing_quest( ch, 38 ) ) {

  act_tochar( #thanks, ch );

  wait( 1 );

  act_tochar( #thanks2, ch );

  wait( 1 );

  act_tochar( #thanks3, ch );

  wait( 3 );

  act_tochar( #thanks4, ch );

  }

~
E
thanks~
Prenslie unstoppers the phial and smells the ink.

~
E
thanks2~
Ah, just right as always.  Now, I'm ready I think, let me just...

~
E
thanks3~
Prenslie seems to be searching his pockets for something.  Failing to

find that something in his pockets, he begins to rearrange various stacks

of papers and containers looking for it.

~
E
thanks4~
Well, it seems I no longer have the necessary writing implement.  If you

would go to Sos-kul and aquire a new one for me.  It has to be a quill

from a feathered serpent.  I wouldn't try killing one if you see one, the

feathered serpents are much more dangerous than their smaller cousins the

flying snake.  Just ask around and see if you can get one and I will be

able to make your scroll for you.

~
!
6 1886
~
if( doing_quest( ch, 38 ) ) {

  if( cflag( 54, ch ) && cflag( 55, ch ) ) {

    act_tochar( #thanks, ch );

    wait( 2 );

    act_tochar( #get_ready, ch );

    wait( 3 );

    act_tochar( #get_set, ch );

    wait( 3 );

    act_tochar( #wait_for_it, ch );

    wait( 5 );

    act_tochar( #wait, ch );

    wait( 5 );

    act_tochar( #now!, ch );

    obj_to_char( oload( 1018 ), ch );

    update_quest( ch, 38 );

    }

  else

    act_tochar( #what?, ch );

  }

~
E
thanks~
Ah, that's it!  Excellent.  Now I can get on with my work, and you shall

receive your reward.

~
E
get_ready~
Prenslie carefully selects a single sheet of parchment from the sheaf and

places it on his work table.  He opens the crystal phial of crimson ink

and sets it on the table near the parchment.

~
E
get_set~
Prenslie recites a short incantation and the candles around his desk

ignite, providing more than ample light to the area.

~
E
wait_for_it~
Next he pulls a hand-sized hexagonal crystal from a pocket and begins

examining the parchment through it.  On three occassions he moves the

crystal aside and runs his hand over patches of the parchment reciting an

incantation under his breath.

~
E
wait~
Finally, satisfied with the parchment, he puts away his crystal and picks

up the quill.  He sits in silent meditation for a moment, then with a

start, dips the quill into the phial of crimson ink and begins writing. 

You can just hear a non-stop series of incantations being subvocalized

under his breath while he writes.

~
E
now!~
Finally, after several minutes of subvocalized chanting and scribing,

Prenslie lays the feathered quill down and rubs his hands to work out the

kinks.  He stands and hands you the now completed scroll.  "To an

adventurer such as yourself, who comes in contact with various and

sundry items, this scroll, used to remove all cursed items from you,

should be of some use.  I hope it serves you well." he says.

~
E
what?~
I thank you for the gift, but I already have one.  Why did you bring this

to me?

~
!
2 -1
request ally reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about reagents for the request ally spell.

~
E
rask~
$n asks $N something.

~
E
stat1~
I'm really awfully busy.  Unless you had a specific creature in mind that

you are trying to summon, I'm afraid I don't have time bothering to find

the information for you.

~
!
2 -1
silver~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about a silver dragon.

~
E
rask~
$n asks $N something.

~
E
stat1~
Ah, metallic dragons are among the easiest creatures to summon to your

side, though whether they stay for long is entirely up to them.  A piece

of silver ore often is enough to request them as an ally.

~
!
2 -1
dragons~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about dragons in regard to request ally.

~
E
rask~
$n asks $N something.

~
E
stat1~
There are at least two types of dragons that I know of that would come to

the aid of a good mage.  One is silver and the other is gold.  Which do

you wish to know about?

~
!
2 -1
golden~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about gold dragons.

~
E
rask~
$n asks $N something.

~
E
stat1~
Like silver dragons, gold dragons are easy to summon.  An entire flight

of golden dragons has been known to arrive upon sensing the presence of a

single piece of gold ore.

~
!
2 -1
satyr~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about Satyrs.

~
E
rask~
$n asks $N something.

~
E
stat1~
Aside from knowing that no maiden's virtue is safe while a satyr is

present, I do not know much about the half man, half goat beasts. 

Perhaps you should ask the dryad that lives under the oak tree.

~
!
2 -1
marble gargoyle~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about marble gargoyles.

~
E
rask~
$n asks $N something.

~
E
stat1~
A marble gargoyle, hmm?  It's been a long time since I heard or even

thought about one of those.  The last mage that I know of to successful

summon one as an ally was a gnome who disappeared into the Naraki desert

one day.  I haven't heard from him since.

~
!
2 -1
aerial servant~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about aerial servants.

~
E
rask~
$n asks $N something.

~
E
stat1~
As, so you want to know what summons an aerial servant?  I myself

wouldn't bother with them if I were you.  But if you are determined, the

pixie sorceress knows what reagent calls to them.

~
!
2 -1
hamadryad hamadaryd~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about hamadryads and hamadaryds.

~
E
rask~
$n asks $N something.

~
E
stat1~
Hamadryads are female spirits of the forest, whose spirit lies within the

heart of a great tree.  She lives only so long as the tree does. 

Typically, hamadryad spirits center around oak trees.

~
E
stat2~
Hamadaryds live in much the same fashion but are male spirits of the

forest.  While a hamadryad lures away and kill young men would would harm

their forest, hamadaryds do the same thing to female trespassers.  Like a

hamadryad, a hamadaryd's spirit resides within a special tree. 

Hamadaryds though have only been known to center around pine trees.

~
!
2 -1
weretigers tigers~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about weretigers.

~
E
rask~
$n asks $N something.

~
E
stat1~
I haven't the first clue what lycanthropes like weretigers are drawn to. 

Perhaps Zarander's assistant knows?

~
!
2 -1
crystalline simulcrum~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about a crystal simulcrum.

~
E
rask~
$n asks $N something.

~
E
stat1~
You know, I can't remember what summons a crystal simulcrum to be a

mage's ally.  It has to be fairly rare and powerful, in order to lure it

away from the mage who built it in the first place.

~
E
stat2~
I do recall reading about it in a book I borrowed from the librarian that

lives in Zarander's tower, though.

~
!
2 -1
winged savant~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about a winged savant.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I myself have never seen a winged savant.  But from what I have read and

been told, they are like great, winged angels.  Perhaps you should ask

Brother Thomas.  He might know more about something of that nature more

than I.

~
!
2 -1
meteor swarm~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about meteor swarm.

~
E
rask~
$n asks $N something.

~
E
stat1~
Weather magic is not my forte. Perhaps you can ask Quzar?

~
!
-1

#1001
~
baker~
baker~
~
~
looks up at you, then continues making his bread.~
bakers~
~
~
look up at you, then continue making their bread.~
The skinny baker look exhausted, it seems he is always working. As he sees

you approach a quick smile forms on his lips as he wipes the flour from

his hands.

~
(null pointer)~
attack( mob, victim, 3d10+10, "martial arts attack" );

attack( mob, victim, 3d10+10, "martial arts attack" );

attack( mob, victim, 3d10+10, "martial arts attack" );

if( random( 1, 10 ) < 5 )

  summon( mob, victim );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893365294 0 0
229795 262144 0 240 4
30
13 10 10 10 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
141558538 26214464
0 1 0 0 0
M 240 4 0
-1
-1

#1002
~
grocer~
grocer~
~
~
stands behind a huge counter, ready to take your order.~
grocers~
~
~
stand behind a huge counter, ready to take your order.~
As you walk in, the 6-foot grocer stops stocking the shelves and looks at

you like you are the center of the universe.  

~
(null pointer)~
attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

attack_weapon( mob, victim, 3d10+1, "martial art attack" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
$n yells for help!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893365416 0 26
4425123 2359680 0 144 4
30
18 9 9 14 14
0 0 0 0 30 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
141558538 26214464
211 7 0 0 0
M 144 4 0
26 17 1509949540 -1 0
25 17 1509949540 -1 0
5 17 1509949540 -1 0
-1
-1

#1003
Trenhk~
weaponsmith~
weaponsmith~
~
~
polishes his merchandise.~
weaponsmiths~
~
~
polish their merchandise.~
A weaponsmith looks menacing with his swords.  It appears he knows how to

use what he sells.  As you approach old instincts come back to him as he

looks you over from head to toe.  

~
Dragos~
attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack" );

if( random( 1, 10 ) < 4 ) {

  if( attack( mob, victim, 10d5+10, "mace smash" ) ) {

    act_tochar( #c_whap, victim );

    act_notchar( #r_whap, victim, obj, mob );

    do_spell( confuse, mob, victim );

    }

  end;

  }

if( random( 1, 10 ) < 7 ) {

  summon( mob, victim );

  send_to_room( #help, room );

  }

~
E
help~
@b@YThe weaponsmith bellows for help!

~
E
c_whap~
@b@RThe smith hits you in the head hard enough to make you see stars.

~
E
r_whap~
@b@RThe smith hits $n so hard, $e goes crosseyed!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893365657 0 28
4424099 6562049 12 144 3
50
25 10 11 19 19
50 50 35 35 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 144 5 0
607 17 1509949520 5 0
615 17 1509949520 7 0
611 17 1509949520 10 0
-1
-1

#1004
Othin~
armourer armorer~
armourer~
~
~
stands here, pockets bulging with money.~
armourers~
~
~
stand here, pockets bulging with money.~
An aging but still powerful armourer is here taking care of his armor.

He is polishing and fixing up an old set of chain mail as you enter. 

~
Dragos~
attack_weapon( mob, victim, 3d10+1, "martial arts attack_weapon" );

attack_weapon( mob, victim, 3d10+1, "martial arts attack_weapon" );

attack( mob, victim, 3d20, "smash" );

attack( mob, victim, 5d10, "quick kick and strike" );

if( random( 1, 2 ) == 2 ) {

  send_to_room( #whis, room );

  summon( mob, victim );

  }

~
E
whis~
@b$N whistles for the town guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893365629 0 29
4294051 2367872 12 144 4
50
21 12 11 19 15
25 50 0 35 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
164 4 0 18 0
M 144 4 0
2145 17 1509949445 3 0
2145 17 1509949445 3 0
2204 17 1509949445 13 0
2124 17 1509949445 -1 0
619 17 1509949460 5 0
635 17 1509949460 7 0
634 17 1509949460 10 0
2187 17 1509949460 14 0
2187 17 1509949460 15 0
744 17 1509949540 16 0
-1
-1

#1005
~
jeweler~
jeweler~
~
~
is here, engrossed in a fiery ruby.~
jewelers~
~
~
are here, engrossed in fiery rubies.~
He is a short middle-aged man who seems engrossed in the sparkle of the

jewels around him. As you approach he smiles at you, and with a cracky

voice asks, "May I help you?"

~
(null pointer)~
attack( mob, victim, 3d10+10, "martial arts attack" );

attack( mob, victim, 3d10+10, "martial arts attack" );

attack( mob, victim, 3d10+10, "martial arts attack" );

if( random( 1, 10 ) < 6 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RThe jeweler calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893365734 0 0
4424099 270720 12 144 4
40
20 15 16 18 16
50 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
199230218 26214464
0 1 0 0 0
M 144 4 0
-1
-1

#1006
~
alchemist chemist~
alchemist~
~
~
is here, bottling his precious potions.~
alchemists~
~
~
are here, bottling their precious potions.~
The alchemist is surrounded by glass jars and flasks, with colors you

have never seen.  He looks quite mad with his wild silver hair, and thick

spectacles.  He doesn't even look up when you enter and keeps bustling

about creating a potion of some sort.  

~
(null pointer)~
i = random( 1, 10 );

attack( mob, victim, 3d7+4, "punch" );

if( i < 8 )

  attack( mob, victim, 3d10+5, "thrown vial of acid" );

if( i == 6 )

  attack( mob, victim, 4d10+5, "thrown jar of acid" );

if( i == 4 )

  attack( mob, victim, 5d10+5, "thrown potion" );

if( i == 3 )

  attack( mob, victim, 7d10+5, "thrown vial of liquid fire" );

if( random( 1, 10 ) < 9 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The alchemist begins shouting for HELP at the top of his lungs.

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893365803 0 29
4424099 2359296 0 80 3
30
14 18 18 15 15
25 25 25 25 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
141558538 26214464
0 1 0 0 0
M 80 4 0
2165 17 1509949445 5 0
488 16 1509949535 5 0
2122 17 1509949465 8 0
-1
2 -1
feather quest~
if( done_quest( ch, 1 ) ) {

  send_to_char( #thanks, ch );

  end;

  }

if( has_quest( ch, 1 ) ) {

  send_to_char( #have, ch );

  end;

  }

assign_quest( ch, 1 );

send_to_char( #quest, ch );

~
E
quest~
The alchemist looks at you and tells you he needs the feather of a giant

owl for a spell he is trying to cast and wonders if you could go find it

for him.  

~
E
have~
The alchemist looks at you eagerly and asks 'Were you able to find the

owl feather I need?  If so please give it to me.'

~
E
thanks~
The alchemist tells you 'Thanks for getting the feather, now if only I

could get the spell to work.' 

~
!
6 74
~
junk_obj( obj );

if( doing_quest( ch, 1 ) ) {

  update_quest( ch, 1 );

  send_to_char( #thanks, ch );

  end;

  }

if( done_quest( ch, 1 ) )

  send_to_char( #have_one, ch );

else

  send_to_char( #looking, ch );

~
E
looking~
The alchemist tells you 'Hmmm....  I am looking for one of these but how

did you know I wanted one?' 

~
E
have_one~
The alchemist tells you 'Thanks but you already gave me one and the spell

only requires it as a catalyst.' 

~
E
thanks~
The alchemist inspects the feather and tells you 'Thanks!  That is

exactly what I needed.  Now maybe I can get the spell to work.' 

~
!
2 -1
healing potion elf~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

if( has_quest( ch, 10 ) ) {

  tell( mob, ch, #reagents );

  wait( 1 );

  tell( mob, ch, #reagents2 );

  }

else

  tell( mob, ch, #no );

~
E
no~
You have no need for this potion.

~
E
ch~
You ask $N about the healing potion you need for the elf.

~
E
reagents2~
Type @bcustom@n to see what you need, and @bcustom potion@n to get it

once you have all the reagents needed.  

~
E
reagents~
I can make you the special potion you speak of, but I need several

reagents to do so and I do not have them at hand.

~
!
2 -1
frog legs rabbit skin~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

tell( mob, ch, #where );

~
E
where~
You can find rabbit skins on the rabbits east and south of town.  And to

the north of town you should be able to obtain frog legs.  

~
E
ch~
You ask $N about the frog legs and rabbit skin.

~
!
8 -1
hi hiya hello heya hey~
act_tochar( #hi, ch );

~
E
hi~
The alchemist smiles at you. "How may I help you today, $n?"

~
!
-1

#1007
Chet~
shopkeeper chet~
shopkeeper~
~
~
looks you over and raises his nose at you.~
shopkeepers~
~
~
look you over and raise their nose at you.~
Chet is all prim and proper, not a thread out of place on his fine suit.

He checks you out and raises his nose to you. With a deep nasal inhale he

snorts out a snobby 'hello'.

~
(null pointer)~
attack( mob, victim, 3d10+40, "martial arts attack" );

attack( mob, victim, 3d10+40, "martial arts attack" );

attack( mob, victim, 3d10+40, "martial arts attack" );

if( random( 1, 10 ) < 7 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bChet yells for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 898331506 0 0
4424067 262144 0 144 4
30
18 12 11 15 11
15 5 5 10 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965770 26214464
0 1 0 0 0
M 144 4 0
-1
2 -1
flockleader claw sceptre~
act_notchar( #Asks, ch );

act_tochar( #claw, ch );

~
E
claw~
Chet scoffs at you.  "Like you'd be able to slay a bird large enough to

make the sceptre...laugh.." 

~
E
asks~
$n asks Chet about one of his customs.

~
!
2 -1
small diamond~
act_tochar( #ask, ch );

~
E
ask~
You ask Chet about the small diamonds.  "I think a young green dragon has

been hoarding them lately." 

~
!
-1

#1008
Magyar~
shopkeeper~
shopkeeper~
~
~
smiles at you, eager for your business.~
shopkeepers~
~
~
smile at you, eager for your business.~
This look more like a junk yard than a store, Magyar is here looking

at all the wonderful items you have, his eyes urging you to sell them.

He looks downcast when you explain you still need them.

~
(null pointer)~
attack( mob, victim, 8d10+1, "martial arts attack" );

attack( mob, victim, 8d10+1, "martial arts attack" );

attack( mob, victim, 8d10+1, "martial arts attack" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@R@bMagyar calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893366043 1078787900 0
4424099 2359681 12 144 4
40
16 10 11 19 14
50 30 30 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26220801
0 1 0 0 0
M 144 4 0
744 17 1509949540 16 0
600 17 1509949540 7 0
738 17 1509949540 5 0
-1
-1

#1009
~
keeper tavernkeeper~
tavernkeeper~
~
barrel-chested~
works behind the bar, mixing drinks.~
tavernkeepers~
~
barrel-chested~
work behind the bar, mixing drinks.~
The friendly barkeep also runs the inn, he looks very supporting and 

would listen to everything you said. He shows you to the best table in the 

house and brings out menus.

~
(null pointer)~
attack_weapon( mob, victim, 2d10+1, "martial arts attack" );

attack_weapon( mob, victim, 2d10+1, "martial arts attack" );

attack_weapon( mob, victim, 2d10+1, "martial arts attack" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The tavernkeeper yells to one of the fleeing patrons to get the town guard!

~
!
1 0 3 0 0 0 0 10
0 0 1 4000 893480912 0 0
230819 262144 0 96 4
15
17 11 14 16 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
975 35 0 8 7487
M 96 3 0
-1
0 -1
~
if( random( 1, 10 ) < 4 )

  act_room( #all, ch );

~
E
all~
The tavernkeeper is listening to some people talk about the recent

disappearances, but when you enter, he goes back to cleaning glasses.

~
!
2 -1
madman idiot fool cullin~
act_notchar( #whisper, ch );

act_tochar( #reply, ch );

wait( 4 );

act_tochar( #cullin1, ch );

wait( 6 );

act_tochar( #cullin2, ch );

wait( 4 );

act_tochar( #cullin3, ch );

~
E
whisper~
$n and the barkeep momentarily share a hushed conversation.

~
E
reply~
The barkeep looks you over once and thinks over how much to tell you. 

Appearantly finding no harm in telling you, he replies in a quiet yet

audible voice.

~
E
cullin1~
@GOld Cullin?  That boy's been here in Medienne all his life, his whole

family has.  'course, he's the last one.  He was an only child and his

mother and father died years back.  None around here know of any

connection between their family and his, so near as we can tell he has no

kin around.@n

~
E
cullin2~
@GA few folks about with kind hearts keep an eye on him.  Help keep him

clean and in order.  He never hurts anyone, and he's no threat to himself.@n

~
E
cullin3~
@GI give him food when he comes in here, scraps I can spare.  People like

to see the kindness, and its good for business.  Guess most of us think

of him as a luck charm of sorts.  Taranth watches out for his kind, and

those who help them.@n

  

The barkeep offers you a pleasant smile in conclusion to all he seems

prepared to tell you.

~
!
-1

#1010
Alslaad~
leathersmith~
leathersmith~
~
~
is here, working his art.~
leathersmiths~
~
~
are here, working their art.~
This powerful man glares at you through eyes of steel, he looks as if

could rip a person's head off with little trouble at all.  But it seems

he has found his peace, sitting here sewing anything that uses leather.  

~
(null pointer)~
i = random( 1, 10 );

attack_weapon( mob, victim, 3d10+10, "martial arts attack" );

attack_weapon( mob, victim, 3d10+10, "martial arts attack" );

attack_weapon( mob, victim, 3d10+10, "martial arts attack" );

if( i < 7 )

  attack_weapon( mob, victim, 3d10+10, "martial arts attack" );

if( i > 2 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

if( random( 1, 10 ) < 3 ) {

  victim = rand_char( room );

  attack( mob, victim, 8d5+15, "hug" );

  }

~
E
help~
@b@YAlslaad bellows for someone to get the city watch!

~
E
hug~
@b@R Alslaad grabs $n and bear hugs him, which

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 893366254 0 31
4424099 2367744 0 736 4
40
25 9 9 17 19
35 0 0 25 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
193987338 26214464
0 1 0 0 0
M 736 4 0
-1
7 -1
~
wait( 23 );

interpret( mob, "close south" );

interpret( mob, "climb ladder" );

interpret( mob, "sleep" );

wait( 6 );

interpret( mob, "wake" );

interpret( mob, "stand" );

interpret( mob, "down" );

interpret( mob, "open south" );

~
!
2 -1
3 valerian 3 seeds 4 ranger 3 cynnis~
if( cflag( 12, ch ) ) {

  act_tochar( #ch, ch, obj, mob );

  wait( 1 );

  tell( mob, ch, #s1 );

  wait( 1 );

  tell( mob, ch, #s2 );

  set_cflag( 13, ch );

  }

else send_to_char( #no, ch );

~
E
no~
Alslaad tells you 'I know nothing about that'.

~
E
s2~
Oh right, those seeds.  I remember taking a whole bunch of seeds and

spreading them all over this land.  There's another place, though.  We

never made it to a faerie circle outside of Kha-Da.  If you could plant

those seeds of yours in this circle, I'm sure Cynnis will smile on you.

~
E
s1~
Ah, looking to follow the good lady of the woods, are you?  I remember my

days in the woods.  I was alot younger then.  I see you've spoken with my

elven friend.  We age differently, you know; he's still spry and climbing

trees and the like.

~
E
ch~
You ask Alslaad about the valerian seeds.

~
!
-1

#1011
Blacky~
shopkeeper blacky~
shopkeeper~
~
~
watches the room, eyes darting about the room nervously.~
shopkeepers~
~
~
watch the room, eyes darting about the room nervously.~
This hunched gnome has one eye closed over by a long scar, and is missing

a few of his front teeth.  Though husky in build, he's extremely quick

and fast, his movements usually being a jerking blur.  Odd guy, and

probably dangerous.  

~
(null pointer)~
send_to_room( #all, room );

attack_weapon( mob, victim, 2d6+0, "thrown dagger" );

attack_weapon( mob, victim, 2d6+0, "thrown dagger" );

attack_weapon( mob, victim, 2d6+0, "thrown dagger" );

if( random( 1, 10 ) == 6 )

  attack_weapon( mob, victim, 2d6+0, "thrown dagger" );

if( random( 1, 10 ) < 4 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
all~
@R@bDaggers appear in Blacky's hands as if out of nowhere.

~
E
summon~
@R@bBlack shouts for the guard!

~
!
1 0 2 0 0 0 0 10
0 0 0 4000 900700207 0 0
98723 2367872 8 64 8
40
14 9 11 20 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 64 3 0
2022 17 100 7 0
2002 17 100 5 0
2042 17 100 10 0
-1
2 -1
obsidian sculpture~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about obsidian sculptures.

~
E
rask~
$n asks $N something.

~
E
stat1~
When I'm not trying to undercut the jeweler's prices, I hone my lapidary

skills by carving and sculpting.  By adding a special resin found only in

a leathery vesicle from the desert, my sculptures often take on a life of

their own.  Wanna buy one?

~
!
2 -1
serpentine copper bracer~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the serpentine bracer.

~
E
stat1~
Oh, my yes.  These have a bite all of their own, yes, yes.  But the

stones are hard to find.  A traveler brought me two once, from a cavern. 

He narrowly escaped with his life.  He had to, in the end, leave all his

gear behind and flee past a brazen thief.

~
!
-1

#1012
Garth~
ogre bartender scarred~
bartender~
~
~
stands behind the bar in a leather apron.~
bartenders~
~
~
stand behind the bar in a leather apron.~
This is Garth.  Looking up his barrel chest, and into his close set

red-reflecting eyes, you quickly decide not to tell him how silly he

looks in that apron.  He's big and mean and can handle almost anything

that starts in his pub.  

~
(null pointer)~
attack( mob, victim, 3d8, "right claw" );

attack( mob, victim, 3d8, "left claw" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 3d8, "right claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 3d8, "left claw" );

if( random( 1, 10 ) < 4 ) {

  act_room( #all, ch );

  summon( mob, victim );

  }

~
E
all~
Garth shouts for someone to get the town guard!

~
!
1 0 8 0 0 0 0 10
0 0 0 4000 893366566 0 0
4424099 262144 0 288 8
20
20 8 10 15 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
83886858 26214464
0 1 0 0 0
M 288 5 0
615 17 1509949470 7 0
607 17 1509949470 5 0
611 17 1509949470 10 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
My tavern is a wonderful place of drinking and @bgossip@n.

~
E
hi~
Welcome, $n, to the Rusty Nail.

~
!
2 -1
gossip 5 rumors~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #1 );

~
E
1~
As of late there has been much talk over a newly discovered trail to the

east of town.

~
E
ch~
You ask Garth about local gossip and rumors.

~
!
0 -1
~
if( cflag( 63, ch ) ) {

  wait( 1 );

  act_tochar( #hums, ch );

  }

~
E
hums~
As you enter the Rusty Nail, you notice the barkeep humming a tune.

~
!
2 -1
4 theatre singer performer~
act_tochar( #asks, ch );

act_notchar( #ncasks, ch );

wait( 1 );

if( done_quest( ch, 41 ) ) {

  tell( mob, ch, #willsing );

  end;

  }

if( cflag( 64, ch ) ) {

  tell( mob, ch, #helped );

  end;

  }

if( cflag( 63, ch ) ) {

  tell( mob, ch, #hueylewis );

  wait( 1 );

  act_tochar( #thenews, ch );

  wait( 1 );

  act_tochar( #give, ch );

  act_notchar( #ncgive, ch );

  set_cflag( 64, ch );

  obj_to_char( oload( 2305 ), ch );

  wait( 1 );

  act_tochar( #thank, ch );

  act_notchar( #ncthank, ch );

  }

else

  tell( mob, ch, #stupid );

~
E
hueylewis~
Really?  They want me?  I would be happy to sing there.  Let me give you

a message to give the theatre manager.

~
E
thenews~
Garth quickly scribbles a note on a slip of paper and seals it in a solid

white envelope.

~
E
asks~
You ask Garth if he is interested in singing at the theatre.

~
E
ncasks~
$n asks Garth a question.

~
E
give~
Garth gives you a sealed envelope.

~
E
ncgive~
Garth gives $n a sealed envelope.

~
E
stupid~
I don't know anything about that.

~
E
thank~
Garth thanks you heartily.

~
E
ncthank~
Garth thanks $n heartily.

~
E
helped~
Are you going to deliver the envelope I gave you?

~
E
willsing~
Thank you for delivering the envelope to the theatre manager.  He

contacted me, and I plan on singing at the Theatre in the Hills soon.

~
!
-1

#1013
Jac~
grocer~
trader~
~
~
is here stocking his shelves.~
traders~
~
~
are here stocking their shelves.~
This tall powerful man used to be an adventurer like yourself, but found

it more profitable to run a shop. So here he is with a smile and his

face.

~
(null pointer)~
attack_weapon( mob, victim, 3d4+2, "punch" );

attack_weapon( mob, victim, 3d4+2, "punch" );

if( random( 0, 10 ) < 3 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
$n yells for help!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 894237644 0 29
4425123 2367872 12 496 4
40
18 13 15 13 11
40 40 40 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
M 496 4 0
-1
0 -1
~
if( random( 0, 10 ) > 2 ) {

  wait( 1 );

  act_tochar( #enter, ch );

  }

wait( 2 );

if( is_player( ch ) ) {

  if( class( ch ) == monk ) {

    if( find_stat( ch, level ) < 4 ) {

      if( random( 1, 3 ) == 1 )

        tell( mob, ch, #stat1 );

      }

    }

  }

~
E
enter~
As you enter Jac looks up from his work and says, 'Hello $n.'

~
E
stat1~
You remind me very much like a guy in Medienne I met once.  A strange guy

who looked like he could pull you apart with his bare hands. He tended to be a solitary man and lived much like a monk.

~
!
-1

#1014
Peter~
fur trader~
fur trader~
~
~
is here, cleaning his pelts.~
fur traders~
~
~
are here, cleaning their pelts.~
This guy loves fur. He is covered completely in the fur of some

poor woodland creature. He smiles up and you from cleaning his 

pelts and says "Ehhh You like umm too this Furs!"

~
(null pointer)~
attack( mob, victim, 3d4+4, "punch" );

attack_weapon( mob, victim, 3d5+5, "kick" );

attack_weapon( mob, victim, 3d5+5, "spin kick" );

if( random( 1, 10 ) < 7 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@bPeter calls for help!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 894237683 0 35
4425123 270720 12 192 4
25
17 15 16 18 16
25 25 25 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287178 26214464
135 3 0 0 0
M 192 4 0
-1
8 -1
hello hi~
wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello $n, I am $N.  When you @bskin@n animals, bring their skins here and

I will buy them from you.

~
!
2 -1
skin~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #skin );

~
E
skin~
Well, after killing an animal that you suspect might have a usable skin,

just type: @bskin corpse@n.  You will not, of course, always get a skin,

and some animals are not skinnable.

~
E
ch~
You ask Peter about skinning animals.

~
!
-1

#1015
~
dust monster~
dust monster~
Swirling about the room,~
~
hovers here, clearly unhappy.~
dust monsters~
Swirling about the room,~
~
hover here, clearly unhappy.~
Hundreds of particles of dust from under the bed begin swirling in the

air.  They slowly coalesce into a beast, and one that is unhappy to have

been disturbed from its slumber.

~
Merior~
attack( mob, victim, 3d5, "dusty foot" );

attack( mob, victim, 2d6, "choking fist" );

if( random( 1, 5 ) == 1 )

  cast_spell( sleep, mob, ch );

else

  attack_room( mob, 3d7, "cloud of dust" );

~
!
0 0 30 0 0 0 0 10
0 0 72 4000 893481024 0 32
4195123 0 0 0 4
10
10 4 4 14 14
50 0 0 0 0 0 0
300 2 swirling foot~
600 3 dusty arm~
1000 5 amorphous body~
0 1000 ~
0 1000 ~
0
26215050 26214464
8762 228 0 11729 890909
N 0 2 0
-1
-1

#1016
~
gargoyle small~
small gargoyle~
~
~
has been built into the corner of the roof.~
small gargoyles~
~
~
have been built into the corner of the roof.~
A small gargoyle juts off of the roof, holding one claw in the air.  Its

mouth gapes open and shut, and seems to be animated by some magical force. 

One of its eyes seems to sparkle in the light.

~
Merior~
i = random( 1, 10 );

if( i == 10 )

  interpret( mob, "bash" );

attack( mob, victim, 4d8+5, "stone paw" );

attack( mob, victim, 3d4+5, "hard jaws" );

~
E
ouch~
You manage to dislodge just one of the rocks.

~
!
0 0 30 0 0 0 0 10
0 0 577 4000 893381884 0 0
98339 8321 0 0 4
15
20 6 8 10 20
30 -20 20 99 99 0 0
500 5 stone limb~
1000 10 hard body~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429327 26214464
51515 2453 0 165964 6835011
N 0 5 0
575 17 1509949442 -1 0
31 16 1509949455 -1 0
1296 16 1509949445 -1 0
1039 16 1509949518 -1 0
-1
-1

#1017
~
rainbow-colored rainbow colored dragon~
rainbow-colored dragon~
~
~
swoops through the room.~
rainbow-colored dragons~
~
~
swoop through the room.~
A small, rainbow-colored dragon seems to emerge from the carpet.  Her

wings contain all of the colors of the rainbow, and never seem to come to

a full rest.

~
Merior~
attack( mob, victim, 5d9, "claw" );

attack( mob, victim, 4d5, "vicious jaws" );

attack( mob, victim, 4d5, "whipping tail" );

if( random( 1, 5 ) == 1 ) {

  loop( all_in_room ) {

    mob = mob_in_room( 1017, room );

    if( rch != mob )

      attack_fire( mob, rch, 3d6, "burning breath" );

    }

  }

~
!
0 0 18 0 0 0 1183 10
0 0 203 4000 893381856 0 0
229395 8192 0 0 4
30
15 8 8 15 16
0 50 -50 50 50 0 0
500 5 scaly sides~
1000 3 glittering wings~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
52501 1534 0 88793 8919736
F 0 6 0
77 17 1509949441 -1 0
721 16 1509949445 -1 0
1066 16 1509949459 -1 0
219 16 1509949515 -1 0
-1
-1

#1018
~
fire daemon~
fire daemon~
~
~
bursts from the ashes of the fireplace.~
fire daemons~
~
~
burst from the ashes of the fireplace.~
From the ashes, a small fire daemon bursts forth.  He stares at you with

glowing eyes, then gives you a bright, fiery grin.  Suddenly, the room

grows much warmer, as he moves towards you.

~
Merior~
attack_fire( mob, victim, 2d8+5, "column of fire" );

attack_fire( mob, victim, 2d10+15, "fire cloud" );

attack_fire( mob, victim, 2d8+10, "fiery sparks" );

~
!
0 0 30 0 0 0 0 10
0 0 50 4000 893381949 0 25
4292787 2099200 0 0 4
15
20 3 3 20 15
25 100 0 0 0 0 0
600 0 leg~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215055 26214464
11135 186 0 6567 1098520
M 0 5 0
346 17 1509949442 16 0
-1
-1

#1019
~
spectre long-dead dwarven warrior~
spectre of a dwarven warrior~
~
long-dead~
advances towards you.~
spectres of dwarven warriors~
~
long-dead~
advance toward you.~
Some souls are brought back by powerful magics to do the bidding of their

summoning master, be he good or evil, they have no choice.  Others are

tied to this plane by oath, or by curse.  This short spectre boasts

a massive frame which, although it may not be as mighty as it was in

life, certainly remains firm and as sturdy as a trunk.  What the being

desires is anything but clear, but your presence obviously is unwanted.

~
Phule~
attack_weapon( mob, victim, 3d7+10, "stone-fisted smash" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 3d7+10, "stone-fisted smash" );

if( random( 1, 10 ) < 3 )

  attack_weapon( mob, victim, 3d7+10, "stone-fisted smash" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #ram, room );

  if( random( 1, 10 ) < 3 ) {

    interpret( mob, "bash" );

    continue;

    }

  }

~
E
ram~
The dwarf skeleton ducks its shoulder and charges.

~
E
connect~
The dwarf skeleton connects and sends you flying!!

~
E
rconn~
The dwarf skeleton connects and knocks $n to the ground.

~
E
miss~
The dwarf skeleton's charge misses.

~
!
0 8 28 0 0 0 0 10
0 0 3730 4000 896168817 0 36
67405489 8576 16396 0 3
20
13 5 5 13 16
10 -25 10 10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
504199 23416 0 1068503 64859897
M 0 4 0
2006 17 1509949445 5 0
1361 16 1509949460 5 0
2044 17 1509949445 10 0
2024 17 1509949445 7 0
-1
4 -1
~
if( !cflag( 79, ch ) ) {

  act_tochar( #you, ch );

  set_cflag( 79, ch );

  }

~
E
you~
The dwarf curses... "You have been marked..."

~
!
-1

#1020
Neberyl~
~
furrier~
~
~
is here stitching hides together.~
furriers~
~
~
are here stitching hides together.~
A stern-looking elf glances at you as you arrive, but continues stitching

hides together.  His face is covered with tiny scars and bitemarks, and a

piece of his pointed ear has been torn away.  Although he looks young,

his attitude and the scars he bears betray a full life spent in the

forest.

~
Talis~
if( random( 1, 5 ) == 1 )

  interpret( mob, "disarm" );

attack( mob, victim, 4d5+5, "open fist" );

attack( mob, victim, 1d25+5, "swipe" );

attack( mob, victim, 5d5+10, "elbow bash" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@GNeberyl shouts for help.@n

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 894243393 0 0
230179 0 0 0 4
40
15 12 12 19 15
60 40 40 30 60 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
0 1 0 0 0
M 0 4 0
42 17 1509949450 -1 0
-1
-1

#1021
~
dwarven honor guards ghostly outlines~
spectre of a dwarven honor guard~
~
outline of a~
stands before you.~
spectres of dwarven honor guards~
~
outlines of~
stand before you.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

soldiers bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 2d5+10, "chilling touch" );

attack_cold( mob, victim, 2d5+10, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 2d5+10, "chilling touch" );

if( !is_silenced( mob ) ) {

  if( random( 0, 3 ) < 2 ) {

    act_notchar( #wail, mob );

    attack( mob, victim, 4d10+10, "dwarven bellow" );

    if( random( 0, 5 ) < 2 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

        if( is_player( rch ) ) {

          i = 1d10+5;

          dam_message( rch, i, "The spectre of a dwarven honor guard's dwarven bellow" );

inflict( rch, mob, i, "spectre of a dwarven honor guard" );

          }

        }

      }

    }

  }

else

  send_to_room( #mouth, room );

if( random( 0, 5 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe honor guard's image shudders as he bellows, "FOR KHEDRUS!!"@n

~
E
ram~
@b@CThe honor guard ducks a thick shoulder and charges!@n

~
E
echo~
@b@WThe bellow echos around the room, wreaking havok!@n

~
E
mouth~
@b@WThe dwarven spectre opens its mouth in a bellow, but no sound comes

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 1628 4000 896168831 0 0
17073825 8584 12 50 3
25
14 6 6 14 17
15 -20 15 15 55 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751370 19662401
352597 8415 0 519778 67600769
M 50 4 0
1355 17 1509949445 16 0
2006 17 1509949450 5 0
1361 16 1509949460 5 0
2024 17 1509949450 7 0
2044 17 1509949450 10 0
-1
0 -1
~
end;

if( !is_player( ch ) )

end;

if( reputation( ch, Khedrun ) < 0 ) {

send_to_room( #intruder, room );

attack_weapon( mob, ch, 3d4, "spectral grasp" );

}

~
E
intruder~
@b@RThe dwarven spectre snarls, "Intruder!!"@n

~
!
-1

#1022
~
snickering evil lesser gremlins~
lesser gremlin~
Grinning evilly at you,~
snickering, evil~
is standing here.~
lesser gremlins~
Grinning evilly at you,~
snickering, evil~
are standing here.~
This short, sinewy little monster possesses an insanely evil mind,

razor-like claws and sharp, short black teeth.  Its green skin is rubbery

and bumpy, as if something lurks beneath it, trying desparately to break

free.

~
Phule~
attack_weapon( mob, victim, 5d5+5, "wicked claw slash" );

attack_weapon( mob, victim, 5d5+5, "wicked claw slash" );

if( random( 0, 4 ) < 2 )

  interpret( mob, "cackle" );

if( attack( mob, victim, 7d2+4, "nasty-fanged bite" ) ) {

  if( random( 0, 2 ) == 1 )

    poison( victim );

  }

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 7d2+4, "sharp-clawed slash" );

else {

  if( random( 0, 4 ) < 2 )

    interpret( mob, "snicker" );

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 4d6+10, "ferocious claw flurry" );

  else

    if( random( 1, 15 ) == 1 )

    do_spell( blink, mob, mob );

  }

if( random( 0, 4 ) < 2 )

  interpret( mob, "grin" );

if( random( 0, 7 ) == 5 ) {

  rch = rand_player( room );

  if( rch != mob )

    attack( mob, rch, 5d5, "wicked bite" );

  }

~
!
0 12 20 0 0 0 0 10
10000 0 1602 4000 897245651 0 27
231217 1048576 0 16 8
30
15 12 12 30 13
70 15 5 15 50 80 100
500 2 scaled body~
1000 1 evil little head~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 26214464
333063 8066 3646 454000 73351050
M 16 3 0
16 17 1509949441 17 0
1412 17 1509949441 16 0
1501 17 1509949443 -1 0
-1
-1

#1023
~
monsters mist~
monster of the mist~
~
~
swirls threateningly about the room.~
monsters of the mist~
~
~
swirl threateningly about the room.~
The blue mist swirls above the cauldron, and a strange shape begins to

form before your eyes.  No longer is the mist a loose, amorphous mass,

but is a fierce, threatening creature.

~
Merior~
attack( mob, victim, 4d5, "swirling fist" );

attack( mob, victim, 3d4, "amorphous foot" ); 

attack( mob, victim, 3d4, "amorphous foot" );

if( random( 1, 4 ) == 4 ) {

  i = 6d5;

  act_tochar( #mistwalk, ch );

  act_notchar( #rmistwalk, ch );

  dam_message( victim, i, "the strangling arm of the monster" );

  inflict( victim, mob, i, "the strangling arm of the monster" );

  }

~
E
mistwalk~
The mist encircles your neck and makes it hard to breathe.

~
E
rmistwalk~
The mist encircles $n's neck.

~
!
0 0 20 0 0 0 0 10
0 0 42 4000 893383049 0 31
4456483 8320 0 0 4
15
15 8 8 20 20
20 -20 10 0 50 0 0
200 8 amorphous limbs~
400 10 misty aura~
1000 5 swirling body~
0 1000 ~
0 1000 ~
0
39322255 26214464
4712 239 0 8818 374133
M 0 4 0
-1
-1

#1024
~
semi-solid apparition spectre lieutenant dwarven~
spectre of a dwarven lieutenant~
~
apparition of a~
stands here.~
spectres of dwarven lieutenants~
~
apparitions of~
stand here.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

soldiers bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 3d5+12, "chilling touch" );

attack_cold( mob, victim, 3d5+12, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 3d5+12, "chilling touch" );

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack( mob, victim, 5d10+15, "dwarven bellow" );

    if( random( 0, 5 ) < 2 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

if( is_player( rch ) )

          attack( mob, rch, 1d10+5, "echoing bellow" );

        }

      }

    }

  else

    send_to_room( #mouth, room );

  }

if( random( 0, 5 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe lieutenant's image shudders as he bellows, "FOR KHEDRUS!!"@n

~
E
ram~
@b@CThe lieutenant ducks a thick-boned shoulder and charges!@n

~
E
echo~
@b@WThe bellow echos off the walls and around the room!!@n

~
E
mouth~
@b@WThe dwarven spectre opens its mouth in a bellow, but no sound comes

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 373 4000 896168838 0 36
17073825 8584 12 144 3
35
15 7 7 15 18
20 -15 20 20 60 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 19662401
131311 2418 0 155792 29546165
M 144 4 0
1355 17 1509949445 16 0
1364 17 1509949455 11 0
1370 17 1509949455 6 0
2006 17 1509949452 5 0
1361 16 1509949460 5 0
2024 17 1509949452 7 0
1369 16 1509949460 7 0
2044 17 1509949452 10 0
-1
0 -1
~
end;

if( !is_player( ch ) )

end;

if( reputation( ch, Khedrun ) < 0 ) {

send_to_room( #intruder, room );

attack_weapon( mob, ch, 3d4, "spectral grasp" );

}

~
E
intruder~
@b@RThe dwarven spectre snarls, "Intruder!!"@n

~
!
-1

#1025
~
dwarven captain glowing form~
spectre of a dwarven captain~
~
form of a~
positions itself before you.~
spectres of dwarven captains~
~
forms of~
position themselves before you.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

soldiers bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 4d5+15, "chilling touch" );

attack_cold( mob, victim, 4d5+15, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 4d5+15, "chilling touch" );

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack( mob, victim, 6d10+25, "dwarven bellow" );

    if( random( 0, 5 ) < 3 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

if( is_player( rch ) )

          attack( mob, rch, 2d10+5, "echoing bellow" );

        }

      }

    }

  else

    send_to_room( #mouth, room );

  }

if( random( 0, 5 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe dwarf captain bellows in rage at you in the name of Khedrus.@n

~
E
ram~
@b@WThe dwarf captain ducks a thick shoulder and charges.@n 

~
E
echo~
@b@WThe bellow echos off the walls and around the room!!@n

~
E
mouth~
@b@WThe dwarven spectre opens its mouth in a bellow, but no sound issues

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 23 4000 896168846 0 36
1074036899 8584 12 144 3
35
16 8 8 16 19
35 -10 50 35 100 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 19662401
8868 118 0 10668 2556322
M 144 4 0
1355 17 1509949445 16 0
1364 17 1509949455 11 0
2006 17 1509949455 5 0
1361 16 1509949465 5 0
2024 17 1509949455 7 0
1369 16 1509949465 7 0
2044 17 1509949455 10 0
-1
11 -1
~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_room( #help, room );

  open( find_room( 46757 ), north );

  open( find_room( 46757 ), south );

  open( find_room( 46760 ), north );

  open( find_room( 46760 ), south );

  open( find_room( 46760 ), east );

  open( find_room( 46765 ), north );

  open( find_room( 46765 ), south );

  open( find_room( 46766 ), north );

  open( find_room( 46766 ), south );

  open( find_room( 46766 ), west );

  summon( mob, ch );

  continue;

  }

continue;

~
E
help~
@b@RYou hear the sound of stone grinding on stone as the captain calls

for aid from his brethren.@n 

~
!
-1

#1026
~
ogre sentry~
ogre sentry~
~
~
is here, guarding the pit.~
ogre sentries~
~
~
are here, guarding the pit.~
With large protruding teeth and yellowish green skin, the ogre sentries

do their duty.  Huge sinewy arms and muscular bodies help them to enforce

their own ways among the other races.  Their tossled black hair looks as

if it's been torn and hacked at to keep a uniformed appearance.

~
Mange~
attack_weapon( mob, victim, 1d10+10, "punch" );

attack_weapon( mob, victim, 1d10+10, "punch" );

attack_weapon( mob, victim, 1d10+10, "punch" );

if( random( 0, 1 ) == 1 )

 act_room( #help, ch );

  summon( mob, victim );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 4d5+10, "kick" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 5d5+10, "head butt" );

~
E
help~
The ogre sentry bellows for aid.

~
!
6 0 8 0 0 0 0 10
0 0 0 4000 893383370 0 27
230787 0 0 0 8
50
20 6 5 17 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715860 26214464
0 1 0 0 0
M 0 5 0
350 17 1509949540 13 0
3035 17 1509949540 16 0
-1
-1

#1027
~
grappling vine~
grappling vine~
~
long~
extends from the ground here.~
grappling vines~
~
long~
extend from the ground here.~
This huge vine extends from the ground and is wriggling around, seemingly

looking for something.  It is thrashing at one moment, gentle at the next. 

It's dark green stalk has small studded brambles extending from it.  You

may not want to get too close to this vine.

~
Kaos~
attack_weapon( mob, victim, 2d6, "strong vine" );

if( random( 1, 3 ) < 3 ) 

  attack_weapon( mob, victim, 3d9, "brambly vine" );

~
!
0 0 31 0 0 0 0 10
0 0 2214 4000 897158300 0 0
4194867 8320 4 0 4
12
13 6 4 15 10
0 0 0 0 0 0 0
500 10 long vine~
750 6 spiny vine~
1000 2 vine husk~
0 1000 ~
0 1000 ~
0
26215050 6400
170505 17736 0 318099 6437076
N 0 5 0
-1
1 -1
~
if( is_player( ch ) )

  {

if( random( 1,6 ) > 2 )

  send_to_char( #drag, ch );

act_notchar( #moved, ch );

transfer( ch, find_room( 46013 ) );

}

else

continue;

~
E
drag~
The grappling vine drags you across the ground and you lose orientation

for the moment.

~
E
moved~
You see $n dragged by the vine.

~
!
-1

#1028
~
~
ghost of a maid~
~
~
hovers nearby.~
ghosts of maids~
~
~
hover nearby.~
A pale, wispy figure of a woman floats nearby.  Her features are vague

and blurred, but she is wearing the simple costume associated with maids

and other domestic help.

~
Merior~
attack( mob, victim, 2d6+2, "ethereal foot" );

attack( mob, victim, 2d6+2, "pale fist" );

attack_weapon( mob, victim, 3d5+4, "feather duster" );

~
!
0 0 28 0 0 0 0 10
0 0 593 4000 893383547 0 0
1074037989 0 4108 0 4
9
12 8 8 13 12
0 80 75 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
50115 3664 0 75449 2021268
F 0 4 0
1366 17 1509949475 16 0
463 17 1509949465 -1 0
3205 17 1509949445 -1 0
-1
-1

#1029
~
dwarven knight glowing form heavily-armed~
spectre of a dwarven knight~
~
form of a~
advances quietly toward you.~
spectres of dwarven knights~
~
forms of~
advance quietly toward you.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

knights bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 3d5+12, "chilling touch" );

attack_cold( mob, victim, 3d5+12, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 3d5+12, "chilling touch" );

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack( mob, victim, 5d10+15, "dwarven bellow" );

    if( random( 0, 5 ) < 3 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

if( is_player( rch ) )

          attack( mob, rch, 2d10+10, "echoing bellow" );

        }

      }

    }

  else

    send_to_room( #mouth, room );

  }

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe spectral knight bellows in rage!!@n

~
E
ram~
@b@WThe spectral knight ducks a shoulder and charges!@n

~
E
echo~
@b@WThe bellow echos off the walls and around the room!!@n

~
E
mouth~
@b@WThe dwarven spectre opens its mouth in a bellow, but no sound issues

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 703 4000 896168861 0 36
17073825 8584 12 144 3
35
17 9 9 17 20
30 -5 30 30 70 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 19662401
258090 3345 0 305268 83525339
M 144 4 0
1355 17 1509949445 16 0
1364 17 1509949455 11 0
1370 17 1509949455 6 0
2024 17 1509949457 7 0
1369 16 1509949470 7 0
2044 17 1509949457 10 0
2006 17 1509949457 5 0
1361 16 1509949470 5 0
-1
0 -1
~
end;

if( !is_player( ch ) )

end;

if( reputation( ch, Khedrun ) < 0 ) {

send_to_room( #intruder, room );

attack_weapon( mob, ch, 3d4, "spectral grasp" );

}

~
E
intruder~
@b@RThe dwarven spectre snarls, "Intruder!!"@n

~
!
-1

#1030
~
dwarven lords gruff stocky~
spectre of a dwarven lord~
~
~
observes you, his image not quite solid.~
spectres of dwarven lords~
~
~
observe you, their images not quite solid.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

lords bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 4d5+15, "chilling touch" );

attack_cold( mob, victim, 4d5+15, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 4d5+15, "chilling touch" );

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack( mob, victim, 5d15+15, "dwarven bellow" );

    if( random( 0, 5 ) < 3 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

if( is_player( rch ) )

          attack( mob, rch, 2d10+20, "echoing bellow" );

        }

      }

    }

  else

    send_to_room( #mouth, room );

  }

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe spectral lord bellows the name of Khedrus!@n

~
E
ram~
@b@WThe spectral lord ducks a shoulder and charges!@n

~
E
echo~
@b@WThe bellow echos off the walls and around the room!!@n

~
E
mouth~
@b@WThe dwarven spectre opens its mouth in a bellow, but no sound issues

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 132 4000 896168867 0 36
1090815649 8584 12 144 3
40
18 10 10 18 21
35 0 35 35 75 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
170395530 19662401
92154 871 0 82909 33123634
M 144 4 0
1364 17 1509949455 11 0
1370 17 1509949455 6 0
2006 17 1509949460 5 0
1361 16 1509949470 5 0
2024 17 1509949460 7 0
1369 16 1509949470 7 0
2044 17 1509949460 10 0
1404 17 1509949442 16 0
1355 16 1509949455 16 0
-1
0 -1
~
end;

if( !is_player( ch ) )

  end;

if( reputation( ch, Khedrun ) < 0 ) {

  send_to_room( #intruder, room );

  attack_weapon( mob, ch, 3d4, "spectral grasp" );

  }

~
E
intruder~
@b@RThe dwarven spectre snarls, "Intruder!!"@n

~
!
-1

#1031
~
dwarven guardian imposing figure~
spectre of a dwarven guardian~
~
~
positions itself before you.~
spectres of dwarven guardians~
~
~
position themselves before you.~
This short, squat figure is outlined in a pale white glow, an outline of

ethereal magic.  Yet his bulky form is still evident, making his blows

quite real.  Honored for their bravery in battle, very few dwarven

warriors bear the honor of being laid to rest as honor guards in their

king's tomb.  In life, this must have been a proud and fierce warrior.

~
Phule~
attack_cold( mob, victim, 4d5+20, "chilling touch" );

attack_cold( mob, victim, 4d5+20, "chilling touch" );

if( random( 0, 1 ) == 0 ) 

  attack_cold( mob, victim, 4d5+20, "chilling touch" );

if( random( 0, 3 ) < 2 ) {

if( !is_silenced( mob ) ) {

  act_notchar( #wail, mob );

  attack( mob, victim, 5d20+20, "dwarven bellow" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

if( is_player( rch ) )

        attack( mob, rch, 3d10+15, "echoing bellow" );

      }

    }

  }

else

send_to_room( #mouth, room );

}

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
wail~
@b@WThe spectral guardian bellows in rage at your desecration.@n

~
E
ram~
@b@WThe spectral guardian ducks a shoulder and charges!!@n

~
E
echo~
@b@WThe bellow echos off the walls and around the room!!@n

~
E
mouth~
@b@WThe dwarven spectre open its mouth in a bellow, but no sound issues

forth!!@n 

~
!
0 8 28 0 0 0 0 10
0 0 4 4000 896168873 0 36
295075 8584 12 144 3
45
19 11 11 19 22
40 5 40 40 80 0 0
1000 8 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
170396170 19662401
4217 34 0 2514 1018661
M 144 4 0
1355 17 1509949445 16 0
1364 17 1509949455 11 0
1370 17 1509949455 6 0
2006 17 1509949462 5 0
1361 16 1509949475 5 0
2024 17 1509949462 7 0
1369 16 1509949475 7 0
2044 17 1509949462 10 0
-1
11 -1
~
if( !is_fighting( mob ) ) {

  send_to_room( #help, room );

  open( find_room( 46778 ), east );

  open( find_room( 46778 ), west );

  open( find_room( 46780 ), west );

  open( find_room( 46780 ), east );

  open( find_room( 46780 ), north );

  open( find_room( 46779 ), east );

  open( find_room( 46779 ), west );

  open( find_room( 46781 ), east );

  open( find_room( 46781 ), west );

  open( find_room( 46781 ), south );

  summon( mob, victim );

  continue;

  }

continue;

~
E
help~
@b@RAs the spectral guardian leaps to attack, you hear the grating of

stone against stone as he summons aid from his buried brothers.@n 

~
!
-1

#1032
~
~
kodiak bear~
~
huge~
saunters around.~
kodiak bears~
~
huge~
saunter around.~
Covered with thick brown fur, this huge bear towers above most other

animals in the world.  His huge paws are armed with giant claws that are

ideal for digging and tearing.  It's monstrous gapping mouth contains

hundreds of razor sharp yellowish teeth that are dripping with saliva.

~
Mange~
attack_weapon( mob, victim, 4d4, "right paw" );

attack_weapon( mob, victim, 4d4, "left paw" );

if( random( 1, 10 ) > 5 )

  attack( mob, victim, 4d10, "bear hug" );

if( random( 1, 10 ) > 7 )

  attack( mob, victim, 5d10, "bite" );

~
!
0 0 9 0 0 241 1051 10
0 0 0 4000 893660064 0 27
229681 0 4 0 4
45
22 4 5 17 18
0 0 0 0 0 0 0
200 15 muscular leg~
400 10 furry torso~
600 10 muscled neck~
800 15 giant paw~
1000 20 head~
0
117965485 26214464
0 1 0 0 0
M 0 7 0
1407 17 1509949490 -2 0
-1
0 -1
~
if( random( 1, 10 ) > 3 ) {

  send_to_room( #roar, room );

  attack( mob, ch, 5d10+10, "charge" );

  }

~
E
roar~
The kodiak roars, and then charges.

~
!
5 -1
~
send_to_room( #roar, room );

send_to_area( #roar2, room );

interpret( mob, "get all corpse" );

interpret( mob, "drop all" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

interpret( mob, "eat corpse" );

~
E
roar~
@b@RThe kodiak roars mightily, a deafening cry of primal victory.@n

~
E
roar2~
A deafening roar echos through the woods.

~
!
-1

#1033
Harand-Da~
dwarven spectres~
dwarven spectre~
~
~
stands before you.~
dwarven spectres~
~
~
stand before you.~
The spectre stands before his bed of granite and eyes you carefully, not

knowing quite how it is you came to disturb his resting place.

~
Phule~
attack_weapon( mob, victim, 4d10+15, "frost-like punch" );

attack_weapon( mob, victim, 4d10+15, "frost-like punch" );

attack( mob, victim, 3d10+30, "spectral touch" );

if( random( 1, 5 ) < 3 )

  attack( mob, victim, 3d10+30, "spectral touch" );

i = random( 1, 5 );

if( i == 1 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

if( i == 2 ) {

  send_to_room( #twist, room );

  interpret( mob, "disarm" );

  }

if( i == 3 ) {

  if( is_silenced( mob ) )

    end;

  if( random( 1, 20 ) < 5 ) {

    send_to_room( #sleep, room );

    rch = rand_char( room );

    if( rch != mob )

      cast_spell( sleep, mob, rch );

    }

  }

if( i == 4 ) {

  if( is_silenced( mob ) )

    end;

  send_to_room( #cause, room );

  do_spell( harm, mob, ch );

  }

if( i == 5 ) {

  send_to_room( #barr, room );

  attack( mob, victim, 2d20+10, "brutal barrage of fury" );

  attack( mob, victim, 2d20+10, "brutal barrage of fury" );

  if( random( 1, 6 ) < 3 ) {

    attack( mob, victim, 2d20+10, "brutal barrage of fury" );

    if( random( 1, 10 ) < 3 ) {

      attack( mob, victim, 2d20+10, "brutal barrage of fury" );

      if( random( 1, 15 ) < 3 )

        attack( mob, victim, 2d20+10, "brutal barrage of fury" );

      }

    }

  }

attack( mob, victim, 4d10+15, "frost-like punch" );

attack( mob, victim, 4d10+15, "frost-like punch" );

if( random( 1, 10 ) < 5 ) {

  send_to_room( #frost, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack( mob, rch, 3d15+15, "icy gale winds" );

    }

  }

~
E
charge~
@b@WHarand-Da ducks a shoulder and charges!@n

~
E
twist~
@b@WHarand-Da dances about in a deft pattern.@n

~
E
sleep~
@b@WHarand-Da groans, an unearthly sound which beckons you to sleep.@n

~
E
cause~
@b@WHarand-Da calls upon the heavens to smite his enemies!@n

Harand-Da casts harm.

~
E
barr~
@b@WHarand-Da unleashes a barrage of relentless attacks!@n

~
E
frost~
@b@WHarand-Da brings forth a powerful gust of icy wind!@n

~
!
4 8 28 0 0 0 0 10
0 0 3 4000 896168885 0 36
492963 8576 12 0 3
60
21 15 15 21 25
50 20 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716510 26214464
1803 16 0 2097 983485
M 0 4 0
1352 17 1509949445 16 0
1355 16 1509949455 16 0
1354 17 1509949475 5 0
1370 17 1509949510 6 0
2006 17 1509949465 5 0
1361 16 1509949480 5 0
2024 17 1509949465 7 0
1369 16 1509949480 7 0
2044 17 1509949465 10 0
-1
0 -1
~
~
E
melt~
The spectre's body melts away as its spirit is released.

~
!
-1

#1034
The Keeper of the Tale~
old dwarf~
old dwarf~
~
~
rests here by the fire, weary age evident in his eyes.~
old dwarves~
~
~
rest here by the fire, weary age evident in their eyes.~
This dwarf hardly moves or speaks, as the centuries have evidently passed

unknowingly over him.  His age is nonetheless evident, as his furrowed

brow boasts more than a few wrinkles, and his crouched posture suggests

his muscles have all but given way.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893385928 0 36
230179 0 0 0 4
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144325 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1035
~
glow grub immense~
glow grub~
~
immense, whitish~
waits patiently for prey.~
glow grubs~
~
immense, whitish~
wait patiently for prey.~
The only thing visible on this hideous looking creature is its hard

armor-plated head.  Which, unfortunately, posesses a pair of sickle-like

mandibles each as long as a man's arm.  You notice some stubby little

legs as well when it lunges toward you from one of the holes the room.

~
Kabashira~
attack( mob, victim, 2d10+10, "razor sharp mandibles" );

if( random( 1, 10 ) > 7 ) {

  i = 4d10+10;

  act_tochar( #pull, victim );

  act_notchar( #pulled, victim );

  dam_message( victim, i, "A glow grub's pulling" );

  inflict( victim, mob, i, "A glow grub's pulling" );

  }

~
E
pull~
@WA glow grub grabs ahold of you with its mandibles and attempts to pull

you into its burrow!@n 

~
E
pulled~
@WA glow grub grabs ahold of $n with its mandibles and attempts to pull

$m into its burrow!@n 

~
!
0 45 26 0 0 0 0 10
0 0 113 4000 893660113 0 0
20971571 4480 16384 0 4
15
20 1 2 15 15
5 30 10 15 -10 65 95
700 10 hard chitinous head~
800 0 leg~
1000 -5 well-concealed body~
0 1000 ~
0 1000 ~
0
39322255 26214464
21604 894 0 28795 1625430
N 0 4 0
-1
-1

#1036
~
winged horse white~
winged horse~
~
white~
looks at you with intelligent eyes.~
winged horses~
~
white~
look at you with intelligent eyes.~
Aside from a rather large set of feathered wings, this appears to be

nothing more than a well bred horse of large stature.  Silken white hair

covers a well muscled body.  Legs, chorded with muscles, are tipped in

deadly looking hooves.  The wings are the pure white of the undriven snow

and look as soft as down.

~
Talis~
attack( mob, victim, 4d5+5, "kick" );

attack( mob, victim, 4d5+5, "kick" );

attack( mob, victim, 5d5, "well placed bite" );

if( random( 1, 4 ) == 1 ) {

  attack( mob, victim, 4d10+10, "dive attack" );

  interpret( mob, "bash" );

  }

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 893660211 0 30
4405545 0 0 0 4
25
25 8 8 18 20
30 10 20 10 25 0 0
400 5 feathered wings~
1000 1 flank~
0 1000 ~
0 1000 ~
0 1000 ~
20971520
65536665 52429450
0 1 0 0 0
M 0 6 0
-1
-1

#1037
Kheffiss~
assissin~
fork-tongued assassin~
~
~
watches you with unblinking eyes.~
fork-tongued assassins~
~
~
watch you with unblinking eyes.~
A forked tongue hisses in and out of a deep hood, rhythmically keeping

time as the world ticks by.  His clawed hands are hidden within his

cloak, perhaps clutching a dagger, perhaps not.

~
Phule~
attack_weapon( mob, victim, 2d40, "clawed slash" );

attack_weapon( mob, victim, 2d40, "clawed slash" );

attack_weapon( mob, victim, 2d40, "clawed slash" );

i = random( 1,10);

if( i == 1 ) {

  send_to_room( #bite, room );

  if( attack( mob, victim, 4d20, "fanged bite" ) ) {

    if( random( 1, 5 ) == 1 ) {

      send_to_room( #rip, room );

      attack( mob, victim, 4d20, "ripping fangs" );

      }

    }

  }

if( i == 2 ) {

  send_to_room( #tailtrip, room );

  interpret( mob, "bash" );

  }

if( i == 3 ) {

  if( attack( mob, victim, 5d20, "clawed kick" )) {

    send_to_room( #kick, room );

    attack( mob, victim, 5d35, "hind claw rake");

    }

  }

if( i == 4 ) {

  if( attack(mob, victim, 10d4+10, "tail flick" ))

    if( random(1,10) == 1) {

    send_to_room( #tailflick, room );

    do_spell( blind, mob, victim );

    }

  }

attack( mob, victim, 4d75+50, "circle backstab" );

~
E
bite~
@b@YKheffiss runs toward you with open maw!!@n

~
E
rip~
@b@YKheffiss rips his fangs out, tearing the flesh!!@n

~
E
tailtrip~
@b@YKheffiss tries to sweep your legs with his tail!!@n

~
E
kick~
@b@YKheffiss rakes down with his hind claws.@n

~
E
tailflick~
@b@YKheffiss swipes his tail across your face.@n

~
!
0 50 7 0 0 0 0 10
0 0 0 4000 894589913 0 29
230819 0 0 0 5
30
13 15 17 21 13
65 50 -10 20 80 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
0 1 0 0 0
M 0 4 0
1374 17 1509949540 16 0
1401 17 1509949540 5 0
-1
2 -1
Grummarsh~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

~
E
rask~
$n asks Kheffiss something.

~
E
ask~
You ask @b@YKheffiss@n about @b@GGrummarsh@n.

 

Kheffiss flicks his tongue in and out for a moment.

"Grummarsh is a s-s-s-strange troll indeed (hiss).  When I firs-s-s-st

met him he was-s-s-sss an animal, a devourer of corps-s-s-ses-s-s-sss. 

But I taught him to eat fruit, and s-s-s-since then he has been eating

@b@Rapples@n by the cartload." 

~
!
2 -1
Braedwald~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

~
E
rask~
$n asks Kheffiss something.

~
E
ask~
You ask @b@YKheffiss@n about @b@MBraedwald@n.

 

Kheffiss' tongue flicks in and out in thought.

"Braedwald is-s-s a mighty warrior and an adept s-s-strategis-s-st, a

true mercenary.  He is-s-s the only pers-s-son I was-s-s hired to kill

that I could not." 

~
!
8 -1
hi hello heya greetings~
act_tochar( #tell, ch );

~
E
tell~
@b@YKheffiss@n looks at you with an unblinking gaze.

"You should be more careful choosing the s-s-strangers with which to make

convers-s-sation." 

~
!
2 -1
assassin's guild~
act_tochar( "You ask Kheffiss about the Assassin's Guild.", ch );

act_notchar( "$n asks Kheffiss something.", ch );

act_tochar( "Kheffiss hisses at you and ignore the question.", ch );

~
!
-1

#1038
Braedwald~
mercenary~
heavily-muscled mercenary~
~
~
stands here, observing you carefully.~
heavily-muscled mercenary~
~
~
stand here, observing you carefully.~
Although looking mostly human, a primal glow of red lurks behind this

heavily-muscled mercenary's eyes.  A slight reddish tint to his skin

reveals a distant orcish heritage, but the casual, practiced lean his

hand makes on his sword hilt makes you think better of asking him about

it.

~
Phule~
attack_weapon( mob, victim, 2d15+10, "short punch" );

attack_weapon( mob, victim, 2d15+10, "short punch" );

attack_weapon( mob, victim, 2d15+10, "short punch" );

attack_weapon( mob, victim, 2d15+10, "short punch" );

attack_weapon( mob, victim, 2d15+10, "short punch" );

i = random( 1, 5 );

if( i == 1 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

if( i == 2 ) {

  send_to_room( #kick, room );

  attack( mob, victim, 2d80+40, "snap kick" );

  }

if( i > 3 ) {

  send_to_room( #back, room );

  attack( mob, victim, 2d80+20, "backhand" );

  }

attack( mob, victim, 4d30+10, "gruff shoulder-ram" );

~
E
charge~
@b@MBraedwald ducks a shoulder and charges!!@n

~
E
kick~
@b@MBraedwald snaps a leg forward in a kick!!@n

~
E
back~
@b@MBraedwald snaps out with a wicked backhand!!@n

~
!
0 50 10 0 0 0 0 10
0 0 0 4000 894589938 0 33
230819 0 0 496 5
30
30 15 16 13 20
80 50 50 50 50 30 90
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965770 26214464
0 1 0 0 0
M 496 4 0
1172 17 1509949540 16 0
-1
8 -1
hi hello heya greetings~
act_tochar( #tell, ch );

~
E
tell~
@b@MBraedwald@n regards you harshly.

"Mind your own business, or become mine."

~
!
2 -1
Grummarsh~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

interpret( mob, "shake" );

act_tochar( #sob, ch );

~
E
rask~
$n asks Braedwald something.

~
E
ask~
You ask @b@MBraedwald@n about @b@GGrummarsh@n.

 

The gruff mercenary's eyes narrow.  "Grummarsh and I have taken on many

campaigns together.  I hardly accept a commission anymore which does not

include his services as well." 

~
E
sob~
Braedwald continues, obviously upset about something.  "Although

@b@YKheffiss@n has him eating those damn @b@Rapples@n all the time." 

~
!
2 -1
Kheffiss~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

interpret( mob, "chortle" );

act_tochar( #kheff, ch );

~
E
rask~
$n asks Braedwald something.

~
E
ask~
You ask @b@MBraedwald@n about @b@YKheffiss@n.

~
E
kheff~
"Kheffiss is an old friend of mine.  I wouldn't ask too many questions

about him, if I were you.  His blade is deadlier than most." 

~
!
-1

#1039
~
~
monitor lizard~
~
large~
digs around in the dirt here.~
monitor lizards~
~
large~
dig around in the dirt here.~
This large monitor stands about 4 feet tall and is about 8 feet long. 

Huge taloned feet are connected to short muscular legs.  It's large head

contains it's even bigger mouth.  Narrow eyes on the side of it's head

peer about for it's next meal.  It's large forked tongue darts out of

it's mouth as it smells the air.  It's extremely long and thick tail is

held out horizontally to the ground and is studded with a ridge of

hardened scales down it's center.

~
Mange~
attack_weapon( mob, victim, 2d4, "right claw" );

attack_weapon( mob, victim, 2d4, "left claw" );

if( random( 1, 10 ) > 5 )

  attack( mob, victim, 2d20, "tail smash" );

if( random( 1, 10 ) > 8 ) {

  attack( mob, victim, 3d20, "bite" );

  dam_message( ch, 4d15, #shake );

  }

~
E
shake~
The monitors furious thrashing

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 894244373 0 27
17003065 384 0 0 4
40
19 4 3 16 16
15 20 10 15 20 0 0
200 25 scaled head~
400 14 scaled fore-leg~
600 15 scaled torso~
800 14 scaled rear leg~
1000 18 scaled tail~
0
104858280 131072065
0 1 0 0 0
M 0 6 0
-1
-1

#1040
~
~
chlorohorror~
~
monstrous~
hunkers here in a mass of vegetation.~
chlorohorrors~
~
monstrous~
hunker here in a mass of vegetation.~
This monstrosity is a creature out of nightmare -- oozing saps and

vitriolic liquids like a leper bleeding out its own life fluids.  A mass

of both healthy and rotting plant life, this creature is the size of a

small cottage, and may be vaguely humanoid in form, though it is

impossible to tell where the creature ends and the vines of the cave

begin.  This creature could very well be the deciding element in any

argument over whether nature is inherently neutral.

~
Damiel~
i = random( 1, 10 );

if( i == 9 ) {

  act_room( #web, ch );

  do_spell( web, mob, ch );

  }

if( i == 8 )

 act_notchar( #obash, ch );

 act_tochar( #bash, ch );

  interpret( mob, "bash" );

attack( mob, victim, 3d15+10, "pounding fist" );

attack( mob, victim, 3d15+10, "pounding fist" );

if( i < 4 )

  attack( mob, victim, 20d2+40, "smother" );

if( i < 3 ) {

  act_room( #heals, ch );

  heal( mob, random( 10, 100 ) );

  }

if( attack( mob, victim, 20d3+20, "ravening bite" ) ) {

  if( random( 1, 3 ) == 1 )

    poison( victim );

  }

if( random( 1, 10 ) == 1 ) {

  if( num_in_room( room ) < 12 ) {

    act_room( #to_all, ch );

    mload( 1027, room );

    }

  }

~
E
heals~
@bThe creature seems to somehow regenerate itself!!@n

~
E
web~
@b@GVines reach in from all directions in a horrid living parody of a

spider's web!!

~
E
to_all~
@bThe chlorohorrow gestures, and a @Ghuge vine@n @btears free of the wall

and leaps to attack!

~
E
bash~
@bThe horror swings a heavy backhand at you!@n

~
E
obash~
@bThe horror swings a heavy backhand at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893660322 0 29
53299 1075847552 0 0 4
55
24 3 3 16 24
50 0 50 99 99 0 50
600 18 seething greenery~
900 14 green feeler~
990 14 brown crawlies~
1000 8 tender eye stalk~
1000 5 tender eye stalk~
0
144179895 26214464
1954 14 0 142 0
N 0 8 0
1611 17 1509949443 -1 0
244 16 1509949450 -1 0
-1
1 -1
~
i = random( 1, 2 );

if( i == 1 ) {

 act_tochar( #cflee, ch );

 act_notchar( #rflee, ch );

 end;

 }

else

  continue;

~
E
rflee~
@b@GThe writhing vines toss $n into the cave!

~
E
cflee~
@b@GThe writhing vines of the cave wrap around your body and toss you

into the cave!!

~
!
-1

#1041
The Duck-Dragon~
dragon-sized duck~
dragon-sized duck~
~
~
is here, staring at you.~
dragon-sized ducks~
~
~
are here, staring at you.~
This massive, perhaps several-ton duck is without a doubt the largest

fowl you have ever seen.  With feathers several yards long and a bill

which could swallow you whole, the duck looks hungry as well.  It looks

peaceful enough, but when provoked it may prove a nasty opponent indeed.

~
Phule~
attack( mob, victim, 3d10, "viscious billing" );

attack( mob, victim, 3d10, "viscious billing" );

attack( mob, victim, 3d10+15, "wing slap" );

if( random( 1, 6 ) < 3 ) {

  send_to_room( #QUACK, room );

  attack_room( mob, 3d10, "thunderous QUACK!" );

  }

if( random( 1, 5 ) == 2 ) {

  send_to_room( #leap, room );

  attack( mob, victim, 10d20+20, "rampant squooshing" );

  }

~
E
QUACK~
@b@YThe duck-dragon inhales and produces a thunderous QUACK!!@n

~
E
leap~
@b@YThe duck-dragon leaps into the air, then starts to return to the

ground with rapid acceleration!!@n 

~
!
0 0 16 0 0 0 0 10
0 0 0 4000 893386968 0 29
4392739 0 0 0 4
45
19 9 8 9 21
0 0 0 0 0 0 0
500 4 enourmous side~
1000 2 long tailfeathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
M 0 9 0
-1
-1

#1042
~
~
Naraki Merchant~
~
~
stands here.~
Naraki Merchants~
~
~
stand here.~
This frail middle-aged man's skin is darkly-tanned by the desert sun, yet

his eyes are drawn from countless hours of work and no rest.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 7 ) < 6 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

attack( mob, victim, 2d10, "frantic fingernail rake" );

attack( mob, victim, 2d10, "frantic fingernail rake" );

~
E
help~
The Naraki merchant pulls a chain on the wall, and a loud clanging alarm

is sounded.

~
!
11 50 0 0 0 0 0 10
0 0 0 4000 893387018 0 0
230307 0 0 0 4
15
13 15 17 16 11
5 5 -10 -10 5 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536325 26214464
0 1 0 0 0
M 0 4 0
1394 17 1509949540 5 0
3031 17 1509949540 16 0
6 49 1509949540 -1 0
16 81 1509949500 -2 0
2 81 1509949540 -2 0
2 81 1509949530 -2 0
2 81 1509949520 -2 0
2 81 1509949510 -2 0
2 81 1509949500 -2 0
2 81 1509949490 -2 0
2 81 1509949480 -2 0
2 81 1509949470 -2 0
2 81 1509949460 -2 0
2 81 1509949450 -2 0
14 81 1509949540 -2 0
14 81 1509949533 -2 0
14 81 1509949526 -2 0
14 81 1509949519 -2 0
14 81 1509949512 -2 0
14 81 1509949505 -2 0
14 81 1509949498 -2 0
14 81 1509949491 -2 0
14 81 1509949484 -2 0
14 81 1509949477 -2 0
14 81 1509949470 -2 0
14 81 1509949463 -2 0
14 81 1509949456 -2 0
14 81 1509949449 -2 0
14 81 1509949442 -2 0
12 81 1509949540 -2 0
12 81 1509949535 -2 0
12 81 1509949530 -2 0
12 81 1509949525 -2 0
12 81 1509949520 -2 0
12 81 1509949515 -2 0
12 81 1509949510 -2 0
12 81 1509949505 -2 0
12 81 1509949500 -2 0
12 81 1509949495 -2 0
12 81 1509949490 -2 0
12 81 1509949485 -2 0
12 81 1509949480 -2 0
12 81 1509949475 -2 0
12 81 1509949470 -2 0
12 81 1509949465 -2 0
12 81 1509949460 -2 0
12 81 1509949455 -2 0
12 81 1509949450 -2 0
12 81 1509949445 -2 0
-1
-1

#1043
~
shifting~
ice elemental~
~
shifting~
lumbers about.~
ice elementals~
~
shifting~
lumber about.~
This crystalline creature is comprised completely of rigid ice.  It

appears to have limbs, but they melt and flow as the creature moves, much

like an amoeba.  The cold emanating from the thing is enourmous.  Its

only fixed feature is a pair of crackling electric-blue eyes where its

head could be imagined to be.

~
Phule~
attack_cold( mob, victim, 10d10+50, "wicked frost attack" );

attack_cold( mob, victim, 10d10+50, "chilling touch" );

if( random( 1, 10 ) < 5 ) {

  act_room( #fire, mob );

  loop( all_in_room ) {

    i = 2d80+30;

    if( rch != mob ) {

      dam_message( rch, i, "the cutting winds" );

      inflict( rch, mob, i, "hail winds" );

      }

    }

  }

~
E
fire~
@b@BThe ice elemental calls forth a cutting storm of hail!@n

~
!
0 98 30 0 0 0 0 10
0 0 0 4000 893660366 0 0
536891443 8576 0 4 4
80
19 12 12 14 19
20 100 -50 46 40 0 0
500 20 crystalline ice body~
1000 20 icy wind appendage~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359700 26214464
0 1 0 0 0
N 4 4 0
-1
-1

#1044
~
~
elven slave~
~
feeble~
is here, hastily packing supplies away.~
elven slaves~
~
feeble~
are here, hastily packing supplies away.~
This small elf stands securely fastened in leg irons.  His slim features

are that which show of starvation and mistreatment.  He moves slowly

around the room stowing supplies away when he catches a glimpse of you

and his eyes shine with a new hope.

~
Terek~
attack( mob, victim, 1d10+10, "weak punch" );

attack( mob, victim, 1d10+10, "shin-kick" );

attack( mob, victim, 1d10+10, "weak jab" );

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 893660387 0 31
229795 0 0 0 4
15
16 16 16 14 15
20 10 5 0 0 5 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( !char_in_room( ch, room ) )

  end;

act_room( #help, ch );

~
E
help~
One of the slaves looks up at you and says @b@W"Please! Help Us!"

~
!
2 -1
Orc raiders~
act_notchar( #ask, ch );

send_to_room( #raiders, room );

~
E
ask~
$n asks the elven slave about the orc raiders.

~
E
raiders~
The elf gives a low growl and says @W"We were on a peaceful mission to

survey the swamp until a storm struck and we were forced to use this cave

as shelter.  All i remember is waking up to at least ten orcs pointing

their spears at my throat.  They slaughtered most of our group and made

the rest of us slaves.  They have shown no mercy towards us nor will they

towards you, i suggest you leave this place as soon as you can.@n 

~
!
2 -1
Runes Glowing Rune~
act_notchar( #ask, ch );

send_to_room( #runes, room );

~
E
ask~
$n asks the elven slave about the runes.

~
E
runes~
The elf looks at you and says @W"Long before us a man named Jarrek

ventured into the swamp surrounding Sos-Kul, he was never seen again but

one of our group members found his diary.  He mentions something about

the runes in this cave being puzzle pieces to a secret area and that the

answer is in here somewhere.  The runes are guarded by some type of magic

that we could not even dispel.  I suggest you leave them alone for they

may cause you trouble.@n 

~
!
2 -1
Jarrek~
act_notchar( #ask, ch );

send_to_room( #dwarf, room );

~
E
ask~
$n asks the elven slave about the tracker Jarrek.

~
E
dwarf~
A tear trickles down the elf's cheek and he begins to speak, @W"Jarrek

was one of the greatest dwarven trackers and my best friend.  A few

months ago he set out for the swamps in search of what he called "The

mithril motherload" but he was never seen again.  He said that he knew of

a mithril vein and a treasure hoard that would set him for life. 

Apparently he found what he was looking for but he did not count on the

orcs catching him." 

~
!
2 -1
Help~
act_notchar( #ask, ch );

send_to_room( #help, room );

~
E
ask~
$n asks the elven slave for help.

~
E
help~
The elf sighs and begins to speak @W"I am afraid that i am in too weak a

state to offer any physical help but i can tell you this, the chieftain

of the raiders is in a room to the north-east of here but he is protected

by a unknown number of guards.  In his chamber lies the puzzle which

involves a set of runes that you must set into the right combination to

open the treasure room.  I am unsure of the combination and what actually

will happen if you complete the sequence in the right order.  Seek a room

with carvings of the rune shapes and then you will know what the sequence

is."@n 

~
!
-1

#1045
~
~
zombie stag~
~
~
stands here, motionless.~
zombie stags~
~
~
stand here, motionless.~
You see a once sleek and beautiful creature.  Its fur is a dull, gray

color.  Its eyes are milky white.  Upon its head stands a cracked and

chipped rack of antlers.  Its legs are nearly bone thin.  In many places,

wet bone glistens through ragged tears in the rotting pelt.

~
Talis~
if( random( 1, 7 ) == 1 ) {

  act_room( #all, victim );

  if( attack( mob, victim, 3d4, "charge" ) )

    interpret( mob, "bash" );

  }

attack( mob, victim, 2d4, "antler swipe" );

~
E
all~
@G@bThe zombie retreats back to charge!@n

~
!
0 0 28 0 0 1046 1045 10
0 0 12 4000 899696890 0 36
655921 536879360 12 0 8
3
10 0 0 12 12
0 5 5 20 100 0 0
800 2 rotting carcass~
100 2 abraided head~
1000 10 cracked antlers~
0 1000 ~
0 1000 ~
0
10486404 26215042
20873 6351 0 245 2339
N 0 5 0
-1
-1

#1046
~
~
skeletal stag~
~
~
glistens a dull bone white in the light.~
skeletal stags~
~
~
glisten a dull bone white in the light.~
Pale bone glistens duly in the light.  A few bits of parched muscle still

cling tenaciously between the bones.  A dim red glow seems to reside

where the eyes should be.  Upon the skull, a cracked and broken rack of

antlers still rests.

~
Talis~
if( random( 1, 7 ) == 1 ) {

  act_room( #all, victim );

if( attack( mob, victim, 4d4+3, "charge" ) )

    interpret( mob, "bash" );

  }

attack( mob, victim, 4d3, "antler swipe" );

~
E
all~
@G@bThe zombie retreats back to charge!@n

~
!
0 0 28 0 0 1046 0 10
0 0 0 4000 899876757 0 36
655921 4202752 12 0 8
6
14 0 0 15 12
0 10 10 40 100 0 0
800 4 pale bones~
200 6 pale skull~
1000 60 cracked antlers~
0 1000 ~
0 1000 ~
0
18350727 26215170
0 1 0 0 0
N 0 5 0
-1
-1

#1047
~
~
goat zombie~
~
~
is decomposing here.~
goat zombies~
~
~
are decomposing here.~
A lean and scruffy-looking corpse, this was once a goat.  Remnants of

its long hair still remain attached to its rotting flesh.

~
Talis~
attack( mob, victim, 1d5, "head butt" );

~
!
0 0 28 0 0 1048 1047 3380
0 0 5 4000 899959739 0 36
655921 536879104 12 0 8
1
8 0 0 8 10
0 5 10 20 100 0 0
900 1 rotting muscle~
1000 1 exposed bone~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26215041
486 471 0 0 78
N 0 3 0
-1
-1

#1048
~
~
goat skeleton~
~
~
stands here, empty sockets glowing dully.~
goat skeletons~
~
~
stand here, empty sockets glowing dully.~
A collection of bones stands upright in a form that much resembles a goat. 

A set of cruel looking horns rests on its head.  Its eye sockets glow

with an evil inner light.

~
Talis~
attack( mob, victim, 1d5+1, "head butt" );

if( random( 0, 4 ) < 2 ) {

  act_tochar( #foot_stomp_char, ch );

  act_notchar( #foot_stomp_room, ch );

  attack( mob, victim, 1d4, "foot stomp" );

  }

  

~
E
foot_stomp_char~
The goat stomps on your foot!

~
E
foot_stomp_room~
The goat stomps on $n's foot!

~
!
0 0 28 0 0 1048 0 10
0 0 0 4000 899875026 0 36
655921 8448 12 0 8
2
8 0 0 10 11
0 10 10 20 100 0 0
900 2 dull white bones~
1000 2 cracked horns~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26215042
0 1 0 0 0
N 0 3 0
-1
-1

#1049
~
~
zombie boar~
~
~
stands here, giving off a horrible stench.~
zombie boars~
~
~
stand here, giving off a horrible stench.~
A large rotting pig looks at you with death-glazed eyes.  He has small,

decaying tusks, and a big belly.  Innards hang from its his belly,

through a large tear in the flesh.

~
Talis~
attack( mob, victim, 2d4+2, "decaying tusks" );

~
!
0 0 28 0 0 1050 1049 10
0 0 24 4000 893389059 0 36
655921 536879104 12 0 8
2
8 0 0 9 10
0 5 5 20 100 0 0
950 2 decomposing body~
1000 3 cracked tusks~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26215041
2603 844 0 219 2943
N 0 3 0
-1
-1

#1050
~
~
boar skeleton~
~
~
stands here, bone gleaming a dull white in the light.~
boar skeletons~
~
~
stand here, bone gleaming a dull white in the light.~
A large pig-shaped skeleton looks at you out of deep, hollow eye sockets. 

Cracked tusks protrude from a deathly grin.

~
Talis~
attack( mob, victim, 3d4, "tusk" );

if( random( 1, 5 ) == 2 ) {

  act_room( #all, victim );

if( attack( mob, victim, 2d4, "charge" ) )

    interpret( mob, "bash" );

  }

~
E
all~
@G@bThe skeletal boar backs up, and then charges!@n

~
!
0 0 28 0 0 1050 0 10
0 0 0 4000 899875029 0 36
655921 8448 12 0 8
3
9 0 0 11 12
0 10 10 25 100 0 0
900 2 pale bones~
1000 3 cracked tusks~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#1051
~
bear zombie undead~
bear zombie~
~
~
looks quite dead, yet still moves.~
bear zombies~
~
~
look quite dead, yet still move.~
A large bear with chunks of flesh rotting off regards you without

appearant interest.  His coat is bloody and torn.  His eyes lack the

bright shine of the living.  His claws and teeth, however, appear to be

as sharp in death as they were in life.

~
Talis~
attack( mob, victim, 2d3, "claw" );

attack( mob, victim, 2d3, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d2+4, "bite" );

~
!
0 0 28 0 0 241 1051 10
0 0 22 4000 893389213 0 36
655921 536879104 12 0 8
5
12 0 0 12 14
0 10 10 25 100 0 0
500 2 roting body~
750 1 dessicated leg~
100 2 decomposing paw~
1000 1 rotting head~
0 1000 ~
0
10486404 26214464
19487 2841 0 336 12501
M 0 6 0
-1
-1

#1052
~
~
grizzly bear zombie~
~
~
stands here, looking menacing.~
grizzly bear zombies~
~
~
stand here, looking menacing.~
This zombie stands over 7 feet tall.  It towers above you in an

intimidating manner.  Its teeth look large enough to bite you in half,

and his paws could kill with one swipe.  In life, it appears as though it

could only have been a grizzly bear at some point.

~
Talis~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 1d5+4, "claw" );

attack( mob, victim, 1d5+4, "claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d2+5, "bite" );

~
!
0 0 28 0 0 0 1052 10
0 0 9 4000 893390402 0 36
655905 536879104 12 0 8
10
15 0 0 12 15
0 13 13 30 100 0 0
600 6 body~
800 4 foreleg~
900 3 leg~
1000 3 head~
0 1000 ~
0
13107845 32769601
11316 864 0 356 11558
N 0 6 0
-1
-1

#1053
~
undead skeletal grizzly bear~
skeletal grizzly bear~
~
~
looks quite menacing.~
skeletal grizzly bears~
~
~
look quite menacing.~
This skeleton stands over 7 feet tall.  It towers above you in an

intimidating manner.  Its teeth look large enough to bite you in half,

and his paws could kill with one swipe.  In life, it appears as though it

could only have been a grizzly bear at some point.

~
Talis~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 2d4+3, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d3+5, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 5d2+7, "hug" );

~
!
0 0 28 0 0 1053 0 10
0 0 0 4000 899876760 0 36
655905 8448 12 0 8
15
18 0 0 13 17
0 20 20 35 100 0 0
200 10 foreleg bone~
200 10 leg bone~
600 7 bony ribcage~
1000 5 skull~
0 1000 ~
0
26215050 32769601
0 1 0 0 0
N 0 6 0
-1
-1

#1054
~
undead wolf zombie~
wolf zombie~
~
~
stares blankly ahead.~
wolf zombies~
~
~
stare blankly ahead.~
This wolf's corpse is about the size of a large dog.  Its natural speed

and agility is much lessened by death.  You notice that the yellowed

fangs, remain sharp, perfect for ripping flesh from bones.

~
Talis~
attack( mob, victim, 2d7+1, "bite" );

~
!
0 0 28 0 0 1055 1054 3381
0 0 2 4000 899959860 0 36
655921 536870912 4 0 8
3
9 0 0 10 10
0 10 10 20 100 0 0
500 2 rotting pelt~
900 1 exposed muscle~
1000 2 exposed bone~
0 1000 ~
0 1000 ~
0
7864963 26215042
676 119 0 34 520
N 0 3 0
-1
-1

#1055
~
undead bone wolf skeletal~
bone wolf~
~
~
is here, dull white bones gleaming in the light.~
bone wolves~
~
~
are here, dull white bones gleaming in the light.~
This skeletal wolf is about the size of a large dog.  Its natural speed

and agility remain quite intact, even after death.  You notice that the yellowed

fangs, remain sharp, perfect for ripping flesh from bones.

~
Talis~
attack( mob, victim, 3d3+3, "bite" );

attack( mob, victim, 3d3+3, "bite" );

~
!
0 0 28 0 0 1055 0 10
0 0 0 4000 899876704 0 36
655921 4194304 12 0 8
5
12 0 0 12 11
0 15 15 25 100 0 0
600 2 cracked bones~
300 2 cracked skull~
1000 1 vertebrae~
0 1000 ~
0 1000 ~
0
13107845 26215681
0 1 0 0 0
N 0 3 0
2253 17 1509949448 -2 0
-1
-1

#1056
~
~
deep spider~
You can barely make out~
gray-white~
lurking in the shadows.~
deep spiders~
You can barely make out~
gray-white~
lurking in the shadows.~
This dog-sized spider has enormous, faceted eyes and needle-like white

fangs.  Her furry body is a dull, murky gray-white, making her eyes seem

blacker by contrast.

~
Kreel~
attack( mob, victim, 4d3, "glistening fang" );

attack( mob, victim, 4d3, "glistening fang" );

if( random( 1, 10 ) > 9 ) {

  act_room( #web, ch );

  if( victim != mob )

    do_spell( web, mob, victim );

  end;

  }

~
E
web~
@CThe spider rears back, her torso flaring.  She throws a web!@n

~
!
0 0 25 0 0 0 0 3384
0 0 73 4000 899960490 0 30
16859179 0 0 0 4
10
10 2 2 17 13
10 3 5 9 2 4 60
500 4 furred body~
700 3 spindly leg~
1000 4 head~
0 1000 ~
0 1000 ~
0
13107845 26214464
444909 49498 0 2540 67084
F 0 2 0
81 17 1509949520 -1 0
81 17 1509949490 -1 0
-1
-1

#1057
~
~
dust bunny~
~
~
hops around, leaving dust prints on the ground.~
dust bunnies~
~
~
hop around, leaving dust prints on the ground.~
Strands of red and blue lint are scattered throughout its grey clumpy fur. 

Its hazy grey eyes stare blankly out of the sides of its egg shaped head. 

Four clawed feet poke precariously out from under its dusty belly, each

tipped with a sharp claw like nail.

~
S'ynn~
attack_weapon( mob, victim, 4d5, "dusty paw" );

attack_weapon( mob, victim, 4d5, "hind foot" );

attack_weapon( mob, victim, 3d3, "swirl of dander" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 893395697 0 0
198433 0 0 0 4
8
14 3 4 10 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#1058
~
undead fox zombie~
fox zombie~
~
~
stares ahead with death-glazed eyes.~
fox zombies~
~
~
stare ahead with death-glazed eyes.~
You see a small fox's corpse watching you with a pair of milky-white eyes. 

It is covered with a coat of graying fur which has been hacked and torn

in many places.  Bone and muscle glisten wetly though many of the tears

in the coat.

~
Talis~
attack( mob, victim, 1d5, "bite" );

~
!
0 0 28 0 0 1059 1058 3381
0 0 5 4000 899959949 0 36
655921 536870912 12 0 8
2
2 0 0 8 8
0 5 5 10 100 0 0
100 1 decomposing head~
1000 1 rotting pelt~
0 1000 ~
0 1000 ~
0 1000 ~
0
5244161 26215041
39 53 0 80 99
N 0 4 0
-1
-1

#1059
~
undead skeletal fox~
skeletal fox~
~
~
stares at you with glowing eye sockets.~
skeletal foxes~
~
~
stare at you with glowing eye sockets.~
You see the skeleton that resembles a fox standing stock still before you. 

Pale white bone almost seems to glisten with a dull light.  A faint red

glow emenates from the empty eye sockets.

~
Talis~
attack( mob, victim, 2d3+3, "bite" );

~
!
0 0 28 0 0 1059 0 10
0 0 0 4000 899876765 0 36
655921 8448 12 0 8
4
4 0 0 10 10
0 10 10 25 100 0 0
200 1 boney head~
1000 2 pale white bone~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26215041
0 1 0 0 0
N 0 2 0
-1
-1

#1060
~
undead zombie ferret~
zombie ferret~
~
~
is here chewing on its own leg.~
zombie ferrets~
~
~
are here chewing on their own legs.~
The small vicious creature eyes you dully with glazed eyes.  Its sharp

teeth are now yellowed and rotting, yet remain frighteningly sharp.  Its

slow movements seem to have less to do with stealth then death.

~
Talis~
attack( mob, victim, 1d4+1, "bite" );

~
!
0 0 28 0 0 1061 1060 10
0 0 0 4000 893395938 0 36
655921 536879104 12 0 8
1
3 0 0 14 3
0 5 5 15 100 0 0
100 1 bloody head~
1000 1 dessicated body~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26215041
0 1 0 0 0
N 0 1 0
-1
-1

#1061
~
skeletal ferret skeleton undead~
skeletal ferret~
~
~
looks even thinner without any skin.~
skeletal ferrets~
~
~
look even thinner without any skin.~
The small vicious creature looks quite frail without the strength of its

muscles, however, it moves with a grace that belies its frail frame.  Its

sharp teeth look as though it could chew through steel, and without the

surrounding flesh, you can far too many of them.

~
Talis~
attack( mob, victim, 2d3+3, "bite" );

~
!
0 0 28 0 0 1061 0 10
0 0 0 4000 899876767 0 0
655921 8448 12 0 8
2
4 0 0 16 4
0 10 10 20 100 0 0
100 1 cracked skull~
1000 1 rotting bones~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26215041
0 1 0 0 0
N 0 1 0
-1
-1

#1062
~
tiny pixie mageling~
pixie mageling~
~
tiny~
flitters by on her tiny wings.~
pixie magelings~
~
tiny~
flitter by on their tiny wings.~
Only about 3 or 4 inches tall, this pixie flitters about on tiny, nearly

transparent wings.  This pixie seems young, yet a strange tiny power

flickers in her tiny pixie eyes.

~
Phule~
attack_weapon( mob, victim, 1d5, "tiny fist" );

attack_weapon( mob, victim, 1d5, "tiny fist" );

i = random( 0, 3 );

if( i == 0 ) {

  act_room( #bh, ch );

do_spell( burning hands, mob, ch );

  }

if( i == 1 ) {

  act_tochar( #hurl, ch );

  act_notchar( #hurl1, ch );

 do_spell( magic missile, mob, ch );

  }

if( i == 2 ) {

  act_room( #shock, ch );

do_spell( shock, mob, ch );

  }

if( i == 3 ) {

  act_room( #ice, ch );

do_spell( chilling touch, mob, ch );

  }

~
E
hurl~
@eThe pixie raises her hands and hurls a magic missile at you!

~
E
hurl1~
@eThe pixie raises her hands and hurls a magic missile at $n!

~
E
bh~
@b@RThe pixie mageling casts burning hands!

~
E
shock~
@b@YThe pixie mageling casts shock!

~
E
ice~
@b@BThe pixie mageling raises her hands to the sky and casts chilling

touch!

~
!
0 33 57 0 0 0 0 10
0 0 119 4000 893660554 0 0
4427041 8192 0 0 3
10
6 15 15 30 8
100 0 0 0 50 0 0
500 8 mystic shield~
600 3 dainty wing~
850 5 frail body~
1000 2 tender head~
0 1000 ~
0
26215050 26214464
13729 464 0 6480 693448
F 0 1 0
78 17 1509949500 -1 0
1421 17 1509949448 -2 0
-1
-1

#1063
Gerflak~
troll armorer~
armorer~
~
~
stands by his wares, guarding them from straying fingers.~
armorers~
~
~
stand by their wares, guarding them from straying fingers.~
A large troll stands in the center of the room, turning to face each

entering shopper.  His dark hair is cropped short, and several long

jagged scars peek out from under a small cap.  His eyes frantically dart

around the room, as if he is trying to ensure the safety of all of his

wares.  As you look at him, his coal-black eyes meet yours, and he snarls

softly.

~
Merior~
attack_weapon( mob, victim, 8d9+30, "martial arts attack_weapon" );

attack_weapon( mob, victim, 8d9+30, "martial arts attack_weapon" );

attack( mob, victim, 3d20, "smash" );

attack( mob, victim, 5d10, "quick kick and strike" );

if( random( 1, 2 ) == 2 ) {

open( room, west );

  send_to_room( #whis, room );

  summon( mob, victim );

  }

~
E
whis~
@BGerflak yells out for help!@n

~
!
7 0 9 0 0 0 0 10
0 0 0 4000 893396213 0 0
99619 2367872 12 144 8
50
21 12 11 23 20
25 50 25 35 99 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 144 4 0
-1
8 -1
hi~
wait( 1 );

send_to_char( #hi, ch );

wait( 1 );

tell( mob, ch, #sell );

wait( 1 );

~
E
hi~
The troll looks up at you, eyes blazing.

~
E
sell~
Well, I guess you must want something.  Since I've had to stop my work, I

guess I could help you.  If you want to know what I have for sale, just

type @blist@n.  If there is something you want to buy, type @bbuy

<item>@n.  If you have an item to sell to me, type @bsell <item>@n.  And,

if you just want to know what something you have is worth, type @bvalue

<item>@n.

~
!
2 -1
frock~
send_to_char( #frock, ch );

~
E
frock~
Gerflak tells you, "It'll keep yer skin from getting peeled off by acid,

that's what!  Ya gonna buy it or not?" 

~
!
2 -1
claad sash~
act_tochar( #sash, ch );

~
E
sash~
Gerflak looks at you.  "It's the warrior's sash!  What are ya, stupid?"

~
!
0 3
~
if( is_player( ch ) ) {

  if( class( ch ) == warrior ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == thief ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == monk ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 0 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == paladin ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  if( class( ch ) == ranger ) {

    if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 2 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    else if( find_skill( ch, dodge ) == 0 ) {

      if( find_stat( ch, level ) > 4 ) {

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
stat1~
You'll need more than armor beyond here.  Someone like you will need to

learn the art of dodging.  Just ask me about the dodge skill and I'll

tell you more.

~
!
2 -1
dodging dodge~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat1~
Dodge is a necessary skill for those hoping to avoid more of their

opponent's attacks.  It requires much dexterity to teach.

~
E
ask~
You ask $N about the dodge skill.

~
E
stat2~
Harklor up in Denab-Knur is a master of dodge.  He tends to hide out in a

small basement hidden by rubble somewhere off of Dragoth Way.

~
E
rask~
$n asks $N something.

~
!
-1

#1064
~
~
spectre of a dwarven cleric~
~
white-robed~
observes you sadly.~
spectres of dwarven clerics~
~
white-robed~
observe you sadly.~
The white-outlined figure before seems to be moving in and out of your

plane of existance, cycling from what appears to be a fully solid,

white-robed dwarf to a mere white outline of the figure.

~
Phule~
attack_cold( mob, victim, 3d5+15, "chilling touch" );

attack_cold( mob, victim, 3d5+15, "chilling touch" );

if( random( 0, 1 ) == 0 )

attack_cold( mob, victim, 3d5+20, "chilling touch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #blades, room );

  attack( mob, victim, 3d20+15, "blade wind" );

  if( random( 0, 5 ) < 2 ) {

    send_to_room( #spin, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 2d15+15, "blade wind" );

      }

    }

  }

if( random( 0, 6 ) < 2 ) {

  if( random( 0, 8 ) == 1 )

    do_spell( curse, mob, victim );

  if( random( 0, 8 ) < 3 )

    do_spell( cause critical, mob, victim );

  }

~
E
blades~
@b@WThe spectral cleric calls forth a circle of whirling blades!!@n

~
E
spin~
@b@WThe spectral dwarven cleric's blade wind ravages out of control!!@n

~
!
0 8 28 0 0 0 0 10
0 0 517 4000 896738333 0 36
67405489 8320 16396 0 4
35
16 15 17 15 14
30 0 50 25 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072660 26214464
218041 2936 0 250565 67493810
M 0 4 0
179 17 1509949442 5 0
1404 17 1509949445 16 0
2044 17 1509949465 10 0
2024 17 1509949465 7 0
1369 16 1509949470 7 0
2006 17 1509949465 5 0
1361 16 1509949470 5 0
207 17 1509949442 17 0
-1
-1

#1065
~
platypus~
platypus~
~
~
waddles through the mud here.~
platypi~
~
~
waddle through the mud here.~
A fuzzy little creature waddling through the mud.  You notice it has

webbed toes and a strange looking bill for a mouth.

~
Eldina~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893396387 0 0
197481 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486403 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#1066
~
wood imp sentry~
wood imp sentry~
~
~
scowls angrily at your presence.~
wood imp sentries~
~
~
scowl angrily at your presence.~
You see a small humanoid with a green complexion and long scraggly green

hair.  There is a sour scowl on its face, obviously not a friendly

gesture to intruders.

~
Eldina~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 893396457 0 26
229811 8192 0 16 4
15
12 12 12 16 16
20 0 0 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
66688
39322255 26214464
0 1 0 0 0
M 16 3 0
193 17 1509949490 16 0
2022 17 1509949480 7 0
2042 17 1509949480 10 0
2001 17 1509949465 5 0
2081 17 1509949465 6 0
-1
-1

#1067
~
graceful silver swan~
silver swan~
~
graceful~
arches her neck and looks at you inquisitively.~
silver swan~
~
graceful~
arch their neck and look at you inquisitively.~
Before you stands an amazing creature -- a large, graceful swan covered

in brilliant silver feathers.  Each shining feather lies perfectly along

her wings and back, and her long, gleaming neck arches high into the air

as she tilts her head just a little while looking you over.

~
Caer~
attack( mob, victim, 1d6, "gleaming silver beak" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d6, "wing flurry" );

if( random( 1, 5 ) < 3 )

  attack( mob, ch, 2d3, "shining wings" );

~
!
0 0 16 0 0 0 0 10
0 0 0 4000 899880402 0 35
8616713 25427968 130 0 3
50
30 10 10 30 30
0 0 0 0 0 0 0
500 3 shining silver body~
800 2 widespread wings~
1000 1 gleaming silver neck~
0 1000 ~
0 1000 ~
8388608
196609610 13108801
0 1 0 0 0
F 0 6 0
-1
-1

#1068
~
~
templar~
~
proud~
stands here guarding the hallway.~
templars~
~
proud~
stand here guarding the hallway.~
This tall man is handsome and strong.  His light brown hair and piercing

green eyes compliment a noble face and stern visage.  He stands with the

easy grace of a trained swordsman, his right hand cocked toward the hilt

of his weapon.  His bare forearms carry the octahedral brand of his faith.

~
Orb~
attack( mob, ch, 2d10+85, "vicious blow" );

attack( mob, ch, 1d15+65, "hard strike" );

attack( mob, ch, 2d10+80, "cruel slash" );

attack( mob, ch, 2d10+60, "crushing blow" );

if( random( 1, 10 ) <= 3 ) {

  act_room( #blur, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d5+70, "flurry of attacks" );

    }

  }

if( random( 1, 10 ) >= 7 ) {

  act_room( #charge, ch );

  attack( mob, ch, 40d2+25, "rushing charge" );

  }

~
E
blur~
@CThe templar whirls abruptly, striking out in a flurry of attacks!

~
E
charge~
@eThe templar lowers his sword and charges you!

~
!
0 72 0 0 0 0 0 10
0 0 0 2000 893595216 0 21
4424997 32771 4 896 1
72
30 12 12 30 30
30 10 -20 -15 75 35 0
200 17 left arm~
300 17 right arm~
500 18 right leg~
600 18 left leg~
1000 22 broad chest~
0
314573450 26214464
0 1 0 0 0
M 896 4 0
616 17 1509949490 7 0
612 17 1509949490 10 0
185 17 1509949535 16 0
2423 16 1509949445 16 0
2343 17 1509949441 15 0
2468 17 1509949441 17 0
-1
-1

#1069
~
~
anaconda~
~
~
slithers along here.~
~
~
~
slither along here.~
No description.

~
Void~
attack_weapon( mob, victim, 5d20+50, "powerful bite" );

attack_weapon( mob, victim, 10d20+50,  "whipping tail" );

attack_weapon( mob, victim, 15d20+50, "lashing tail" );

if( random( 1, 5 ) == 1 ) {

i = 20d20+75;

act_notchar( #r_squeeze, victim );

dam_message( victim, i, "the anaconda coils around you and its squeeze" );

}

~
E
r_squeeze~
The Anaconda coils its body around $n, squeezing them tightly.

~
!
0 0 17 0 0 0 0 10
0 0 2 4000 893660767 0 0
22250281 0 4 0 4
65
25 15 13 23 18
5 -5 15 -10 10 -15 0
500 17 scaly tail~
750 18 slimy looking body~
1000 15 bony head~
0 1000 ~
0 1000 ~
0
262147220 26214464
0 1 0 0 16
M 0 7 0
-1
-1

#1070
~
~
troll guard~
~
~
stands here, glowering menacingly.~
troll guards~
~
~
stand here, glowering menacingly.~
~
S'ynn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893396855 0 0
230177 0 0 0 4
5
19 12 12 15 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
wait( 1 );

send_to_room( #death, room );

~
E
death~
The corpse 

which quickly freezes and blends into the surroundings.

~
!
-1

#1071
~
~
frozen ogre guardian~
~
~
is here, blocking the northern path.~
frozen ogre guardians~
~
~
are here, blocking the northern path.~
Tiny shards of ice crystals hang off of his great bushy eyelashes and

brows.  His skin has turned blue from the exposure to the cold.  All of

the elasticity and vitality that resided in him is long gone, replaced

with a cold zombie like stare.

~
Sadis~
attack_weapon( mob, victim, 4d4+4, "right handed punch" );

attack_weapon( mob, victim, 4d4+4, "left handed punch" );

if( has_obj( 1484, mob ) )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 3d4+4, "quick jab" );

if( !has_obj( 1484, mob ) ) {

  if( random( 1, 5 ) == 1 ) {

    act_notchar( "$n grabs a handful of frozen stones.", mob );

    act_notchar( "$n throws a handful of frozen stones.",  mob );

    loop( all_in_room ) {

      if( find_stat( rch, dex ) < random( 9, 21 ) ) {

        i = 3d4+4;

        dam_message( rch, i, "the thrown stones" );

        inflict( rch, mob, i,  "thrown frozen stones" );

        }

      else {

        act_notchar( "$n dodges the frozen stones.", ch, obj, mob );

        send_to_char( "You dodge the frozen stones.", rch );

        }

      }

    }

  }

attack( mob, ch, 4d8+8, "powerful slap" );

attack_weapon( mob, victim, 4d8+8, "two handed punch" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893398417 0 30
230819 0 0 0 4
45
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
222823045 26214464
0 1 0 0 0
M 0 5 0
1484 17 1509949460 16 0
-1
2 -1
passage exit north~
tell( mob, ch, #ask_1 );

~
E
ask_1~
To gain passage into the place, tell me @Rgo_past@n

~
!
8 -1
go_past~
set_rflag( reset0, room );

wait( 1 );

act_notchar( #not_thru, ch, obj, mob );

act_tochar( #thru, ch, obj, mob );

wait( 1 );

act_notchar( #not_thru1, ch, obj, mob );

act_tochar( #thru1, ch, obj, mob );

wait( 1 );

act_notchar( #not_thru2, ch, obj, mob );

act_tochar( #thru2, ch, obj, mob );

acode( find_room( 45315 ), 1 );

transfer( ch, find_room( 45315 ) );

wait( 1 );

room = find_room( 45313 );

act_notchar( #not_thru3, ch, obj, mob );

remove_rflag( reset0, room );

~
E
not_thru~
$N briefly speaks with $n.

~
E
not_thru1~
$N guides $n towards the crossed axes.

~
E
not_thru2~
$N lifts the crossed axes, and gently pushes $n through.

~
E
not_thru3~
$N lowers the crossed axes, and resumes his post.

~
E
thru~
$N leans forward, and acknowledges your statement.

~
E
thru1~
$N walks you over to the crossed axes.

~
E
thru2~
$N raises the crossed axes, and gently pushes you through.

~
!
1 0
~
act_tochar( #blockage, ch, obj, mob );

act_notchar( #bot_block, ch, obj, mob );

end;

~
E
blockage~
$N steps into your path, blocking passage beyond.


~
E
bot_block~
$N stands in front of $n, blocking his passage.

~
!
-1

#1072
~
undead dragon zombie~
dragon zombie~
~
~
stands here, decomposing.~
dragon zombies~
~
~
stand here, decomposing.~
A relatively small, meaning no larger than a full grown elephant, dragon

seems to have had the misfortune of dieing in the presence of a

necromancer.  That can be the only explanation for the frightful beast

before you.  Sickly yellow-green scales glimmer dully in the surrounding

dimness.  Jagged claws the size of shortswords tip most, but not all of

its immense toes.  Despite being dead, it still looks a fearsome foe.

~
Talis~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 3d5+5, "sharp claw" );

attack( mob, victim, 3d5+5, "sharp claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 4d5, "vicious bite" );

if( random( 1, 3 ) == 1 )

  act_notchar( #gas, mob );

~
E
gas~
@MThe undead dragon belches forth a small trickle of foul-smelling smoke

that quickly evaporates with no appearant affect.@n 

~
!
0 0 28 0 0 1073 1072 10
0 0 0 4000 893398684 0 36
655921 536879104 12 0 8
20
14 0 0 12 13
30 20 20 20 100 0 0
400 5 partially scaled body~
300 8 cracked claws~
600 4 scaly legs~
900 4 meaty tail~
1000 1 battered wing~
0
26215050 31460481
15 6 0 0 0
N 0 8 0
-1
-1

#1073
~
skeletal dragon undead skeleton~
skeletal dragon~
~
~
looks like a deadly museum display.~
skeletal dragons~
~
~
look like a deadly museum display.~
Devoid of flesh and blood, devoid of life and breath, this beast yet

remains a frightful sight.  Though most are cracked, and a few are

missing, enough sword-sharp claws remain to provide a prominent threat. 

A bone-white rib cage large enough to fit inside, remains completely

intact, adding to a sense of sheer size.  In life, this may have only

been a dragon no larger than an elephant, but in death its size seems

irrelevant.

~
Talis~
attack( mob, victim, 3d5+5, "sharp claw" );

attack( mob, victim, 3d5+5, "sharp claw" );

if( random( 1, 2 ) == 1 ) {

  attack( mob, victim, 3d6+4, "vicious bite" );

  end;

  }

if( random( 1, 3 ) == 1 ){

  act_room( #no_fly, ch );

  loop( all_in_room ){

    if( mob != rch ) {

      if( random( 1, 2 ) == 1 ){

        i = 2d4+4;

        dam_message( rch, i, "bone wings" );

        inflict( rch, mob, i, "skeletal dragon's thrashing wings" );

        }

      }

    }

  }

~
E
no_fly~
@YIn a futile attempt to fly, the skeletal dragon flails the remains of its

wings about violently, managing to severely thrash just about everything

in sight.@n

~
!
0 0 28 0 0 1073 0 10
0 0 0 4000 899876770 0 36
655921 8448 12 0 8
30
17 12 12 12 16
30 30 30 30 100 0 0
400 0 bone rib cage~
300 8 sharp claws~
600 4 tough leg bone~
300 4 segmented tail~
1000 2 fragmented wing joint~
0
52429460 39323522
0 1 0 0 0
N 0 6 0
-1
-1

#1074
~
black-haired orc beauty dancer voluptuous~
orc beauty~
~
black-haired~
dances on the stage.~
orc beauties~
~
black-haired~
dance on the stage.~
This orc dancer is graceful and trim for an orc.  Her body is quite

muscular and thick.  Quite the orc temptress indeed.  Her black hair and

trim snout set off her deep yellow eyes.

~
Phule~
attack( mob, victim, 2d10+25, "claw rake" );

attack( mob, victim, 2d10+30, "stinging slap" );

if( random( 0, 6 ) < 3 ) {

  send_to_room( #yell, room );

  summon( mob, victim );

  }

~
E
yell~
~
!
8 64 10 0 0 0 0 10
0 0 1 4000 893660883 0 25
230307 0 0 0 2
30
10 11 12 15 11
10 10 10 10 30 -20 40
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429455 26214464
228 1 0 278 6
F 0 4 0
2382 17 1509949540 17 0
2387 17 1509949540 6 0
2388 17 1509949540 7 0
2389 17 1509949540 5 0
2390 17 1509949540 8 0
-1
8 -1
hi hello heya~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
@GThe orc beauty continues dancing, ignoring your attempts to bother

her.@n 

~
!
11 -1
~
send_to_room( #reacts, room );

attack( mob, ch, 2d10+30, "stinging slap" );

send_to_room( #yell, room );

summon( mob, victim );

~
E
reacts~
@YSeeing the intent in your eyes, the orc beauty reacts quickly!@n

~
E
yell~
@YUsing her finger-cymbals, the orc beauty sounds an alarm!@n

~
!
-1

#1075
~
~
crystalline bear~
~
ferocious~
growls at you!~
crystalline bears~
~
ferocious~
growls at you!~
A thirteen foot bear made entirely of ice towers over you as it stands

firmly on its strong hind legs.  It reaches out for you with its solid

clawed paw and gaping jaws.

~
S'ynn~
attack_weapon( mob, victim, 5d4, "paw swipe" );

attack_weapon( mob, victim, 5d5, "vicious tearing bite" );

attack_weapon( mob, victim, 5d4, "crushing bear hug" );

attack_weapon( mob, victim, 5d7, "deafening roar" );

attack_weapon( mob, victim, 4d6, "razor sharp claws" );

attack_weapon( mob, victim, 6d8, "shower of ice shards" );

attack_weapon( mob, victim, 5d4, "paw swipe" );

~
!
0 0 41 0 0 0 0 10
0 0 0 4000 893660984 0 0
50561329 0 0 0 4
22
17 6 6 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#1076
~
~
squirrel made of ice~
~
cute little~
scampers about here.~
squirrels made of ice~
~
cute little~
scamper about here.~
The light shimmers off of this squirrel like that of a faceted diamond. 

Her think tail is barely visible underneath the long supple crystaline

hairs that cover it.  As her small icy eyes look up at you, you notice

that you can see right through her robust little body. 

~
S'ynn~
attack_weapon( mob, victim, 4d3, "chattering teeth" );

attack_weapon( mob, victim, 3d4, "whipping tail" );

attack_weapon( mob, victim, 4d4, "vicious bitting" );

~
E
~
No description~
!
0 0 14 0 0 0 0 10
0 0 0 4000 893661045 0 30
33768225 0 0 0 4
13
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 1 0
-1
-1

#1077
~
~
biting fly~
~
translucent~
zips crazily around.~
biting flies~
~
translucent~
zip crazily around.~
Zipping around on its translucent wings so quickly that it is

but a blur to your eyes.

~
S'ynn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 893661062 0 0
37947441 0 0 0 4
9
12 12 12 12 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
11 3 0 56 0
M 0 0 0
-1
-1

#1078
~
~
orc grunt~
~
red-furred~
stands here, ready to defend his territory.~
orc grunts~
~
red-furred~
stand here, ready to defend their territory.~
This large orc has been trained for war.  He stands at about 6 feet in

height, and bears massive shoulders and arms capable of inflicting great

damage.  His red-furred skin is scarred from battle and his dog-like ears

each bear a simple earring of some sort.

~
Phule~
attack_weapon( mob, victim, 2d5+5, "punch" );

attack_weapon( mob, victim, 2d5+5, "punch" );

attack( mob, victim, 2d20+20, "wicked bite" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #duck, room );

  if( attack( mob, victim, 3d30+100, "shoulder ram" ) ) {

    if( random( 0, 1 ) == 1 ) {

      send_to_room( #bash, room );

      interpret( mob, "bash" );

      }

    }

  }

if( has_obj( 1060, mob ) ) {

  if( !is_resting( mob ) ) {

    send_to_room( #axe, room );

    attack( mob, victim, 2d20+20, "heavy axe chop" );

    }

  }

~
E
duck~
The orc grunt ducks a shoulder and charges!!

~
E
bash~
The orc grunt continues his successful charge with a bash attempt.

~
E
axe~
The orc grunt raises his hand axe and brings it down swiftly.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893661091 0 25
134469601 0 0 48 2
40
16 8 5 15 17
5 5 -10 5 -10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
5088 32 0 9 0
M 48 4 0
1093 17 503316580 16 0
607 17 503316530 5 0
611 17 503316530 10 0
615 17 503316530 7 0
1060 17 1509949475 18 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( race( ch ) == elf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == lizardman ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == halfling ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == ent ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == dwarf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

~
E
axe~
The orc grins and swings his axe at you!

~
!
-1

#1079
~
orc zombie undead~
orc zombie~
~
large~
wanders here, doing its master's bidding.~
orc zombies~
~
large~
wander here, doing their master's bidding.~
The once-dead body of a large orc has risen to the call of mighty magics,

now walking the land under the control of a powerful cleric or enchanter.

~
Phule~
~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893661145 0 36
688817 536870912 4 0 8
10
10 3 3 9 8
30 -20 20 10 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1080
~
undead orc skeleton~
orc skeleton~
~
thick-boned~
meanders about.~
orc skeletons~
~
thick-boned~
meander about.~
The skeleton of a large orc is here, thick, brownish bones supporting its

large, snouted skull with the power granted them by strange magics.

~
Phule~
~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875046 0 0
688801 0 0 0 8
15
13 6 5 12 10
50 -20 40 15 70 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1081
~
~
vyan monk~
~
tall, slim~
sits meditating before a small altar.~
vyan monks~
~
tall, slim~
sit meditating before a small altar.~
A tall, robed vyan sits in the lotus position, lost in meditation.  His

body hovers several inches off the ground, with no obvious explanation

for his unusual position.  Despite his loose robes, you can see his firm

muscles and can tell that he is in excellent physical condition.  You

imagine that messing with him would almost certainly lead to death.

~
Merior~
attack( mob, victim, 7d5+25, "punch" );

attack( mob, victim, 7d5+25, "punch" );

attack( mob, victim, 7d5+25, "punch" );

if( random( 1, 10 ) < 4 ) {

  act_room( #spinkick, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 5d10+30;

      dam_message( rch, i, "The High Monk's spin kick" );

      inflict( ch, mob, i, "The High Monk's spin kick" );

      }

    }

  }

if( random( 1, 10 ) < 2 ) {

  act_room( #Hai, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 50d3;

      dam_message( rch, i, "The High monk's Hai" );

      inflict( ch, mob, i, "The High monk's Hai" );

      }

    }

  }

if( random( 1, 10 ) < 3 ) {

  act_room( #heal, mob );

  do_spell( cure critical, mob, mob );

  }

~
E
spinkick~
The monk's leg flashes towards you with his spinkick.

~
E
hai~
The vyan monk's @bhai@n sends a chill running through you.

~
E
heal~
The vyan monk suddenly heals before your eyes.

~
!
10 0 12 0 0 0 0 10
0 0 0 4000 893661182 0 0
230695 40247683 12 0 8
60
19 14 20 22 19
35 0 25 15 100 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
288359050 26214464
0 1 0 0 0
M 0 4 0
487 17 1509949441 13 0
2201 16 1509949539 13 0
2101 17 1509949540 9 0
2121 17 1509949540 8 0
2022 17 1509949540 7 0
488 17 1509949540 5 0
-1
0 4
~
if( is_player( ch ) ) {

  if( find_stat( ch, level ) > 15 ) {

    if( class( ch ) == monk ) {

      if( find_skill( ch, tiger paw ) > 6 ) {

        if( find_skill( ch, critical hit ) > 6 ) {

          wait( 3 );

          act_tochar( #look, ch );

          wait( 2 );

          tell( mob, ch, #stat1 );

          end;

          }

        }

      }

    }

  }

wait( 1 );

act_tochar( #bother, ch );

wait( 1 );

tell( mob, ch, #tell );

~
E
bother~
The monk looks up at you with annoyance.

~
E
tell~
Yes, friend, what do you wish from me?

~
E
look~
The slim monk looks up from his meditations.

~
E
stat1~
You have learned almost all that I can teach you.  Go now, and seek out

Gemlongrin.  He has traveled further down the path of enlightenment.

~
!
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #pract );

wait( 1 );

~
E
hi~
The slender monk looks at you with mild annoyance.

~
E
pract~
I can teach you many things.  If you want to see what, just type

@bpractice@n.

~
!
2 -1
gemlongrin monk training further~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the monk Gemlongrin.

~
E
rask~
$n asks $N something.

~
E
stat1~
Gemlongrin would have made a good vyan.  He was cast out of the Order of

the White Oak Monestary some time ago.  I saw him wondering once near the

farming community of Pennan.

~
!
-1

#1082
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

THI

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_tochar( #assass, victim );

  i = 10d6+10;

  dam_message( victim, i, "Your mirror image's pierce" );

  inflict( victim, mob, i, "your mirror image" );

  }

if( attack( mob, victim, 10d6, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+5, "pierce" );

  }

if( attack( mob, victim, 10d6, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+5, "pierce" );

  }

if( attack( mob, victim, 10d6, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+5, "pierce" );

  }

if( attack( mob, victim, 10d6, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d4+5, "pierce" );

  }

if( random( 1, 5 ) == 2 ) {

  if( random( 1, 2 ) == 1 ) {

    act_tochar( #gouge, victim, obj, mob );

    do_spell( blind, mob, victim );

    }

  else

    act_tochar( #fail, victim, obj, mob );

  }

~
E
assass~
@eYour mirror image ASSASSINATES you!!@n

~
E
gouge~
@RBlood pours from your eyes as $N gouges them!@n

~
E
fail~
@GTrying to gouge your eyes, $N fails miserably.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893617885 0 0
8618295 4096 0 296 8
70
15 11 12 19 17
20 5 10 10 32 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
131076490 26214464
311 9 0 4360 0
N 296 4 0
1734 17 1509949445 16 0
1413 16 1509949465 16 0
363 16 1509949540 16 0
1760 17 1509949470 5 0
2024 17 1509949470 7 0
1795 17 1509949470 10 0
2228 17 1509949470 8 0
-1
-1

#1083
~
~
Troll guard of Voaleth~
~
~
stands ready to guard Voaleth from invasion.~
Troll guards of Voaleth~
~
~
stand ready to guard Voaleth from invasion.~
A large troll, dressed in the black uniform common to those warriors

assigned to guarding the underground fortress-city of Voaleth, watches

the area.  Strong and well-trained to deal with any problems which might

threaten the stronghold, it is this individual and others like him which

protect Voaleth and its outlying areas from the nearby perils.

~
Merior~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 60d6+20, "head slap" );

attack( mob, victim, 60d6+20, "pummel" );

attack( mob, victim, 60d6+20, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 60d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 8 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

end;

loop( all_in_room ) {

  i = 10d8+20;

  dam_message( rch, i, "the guard's fury" );

  inflict( mob, rch, i, "fury" );

  }

~
E
char~
The guard's leg suddenly snaps out to kick you!

~
E
room~
The guard suddenly thrusts out his leg towards $n.

~
E
summon~
@bThe guard yells out for assistance!@n

~
!
7 18 9 0 0 0 0 10
0 0 0 4000 893404527 0 25
138643233 6431115 141 48 2
50
18 12 12 18 16
50 -40 50 50 0 0 0
700 20 steely legs~
800 25 hard back~
900 25 massive chest~
1000 20 head~
0 1000 ~
0
196609610 78646402
9852 31 0 26 0
M 48 5 0
615 17 1509949445 7 0
1077 16 1509949535 7 0
607 17 1509949445 5 0
2003 16 1509949535 5 0
186 17 1509949535 10 0
611 16 1509949445 10 0
3003 17 1509949520 16 0
973 16 1509949460 16 0
1420 17 1509949540 5 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #move );

~
E
hi~
The guard looks at you very carefully, trying to see deep into your soul.

~
E
move~
Move it, no loitering!

~
!
0 -1
~
if( !is_player( ch ) )

  end;

if( find_stat( ch, align ) == 0 ) {

  mob = mob_in_room( 1083, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 3 ) {

  mob = mob_in_room( 1083, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 6 ) {

  mob = mob_in_room( 1083, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

else

  end;

~
E
attack~
@RThe guard snarls and leaps to attack you!@n

~
E
attack1~
No description~
!
-1

#1084
~
pixie mage eyebrow~
pixie mage~
~
small~
regards you with a raised eyebrow.~
pixie mages~
~
small~
regard you with raised eyebrows.~
Only about 3 or 4 inches tall, this pixie flitters about on tiny, nearly

transparent wings.  A young yet embering power flickers behind this pixie

mage's eyes, signalling she has earned some measure of magical power.

~
Phule~
attack_weapon( mob, victim, 1d7, "stinging punch" );

attack_weapon( mob, victim, 1d7, "stinging punch" );

i = random( 0, 3 );

if( i == 0 ) {

  act_room( #fire, ch );

do_spell( fireball, mob, ch );

  }

if( i == 1 ) {

  act_room( #lightning, ch );

do_spell( lightning bolt, mob, ch );

  }

if( random( 1, 5 ) == 1 ) {

  act_tochar( #web, ch );

  act_notchar( #web1, ch );

do_spell( web, mob, ch );

  }

if( i == 3 ) {

  act_room( #freeze, ch );

do_spell( freeze, mob, ch );

  }

~
E
fire~
@b@RThe pixie mage unleashes a fireball!

~
E
lightning~
@b@YThe pixie mage unleashes a bolt of lightning from her fingertips!

~
E
web~
@eThe pixie mage weaves her hands and hurls at web at you!

~
E
web1~
@eThe pixie mage weaves her hands and hurls at web at $n!

~
E
freeze~
@b@BThe pixie mage unleashes a blast of icy-cold air!

~
!
0 33 57 0 0 0 0 10
0 0 17 4000 893661256 0 28
4427041 0 0 192 3
20
6 15 15 30 8
100 0 0 0 75 0 0
500 9 mystic shield~
600 4 dainty wing~
850 6 frail body~
1000 4 tender head~
0 1000 ~
0
26215060 26214464
5550 97 0 2382 382244
F 192 1 0
79 17 1509949490 -1 0
210 17 1509949490 -1 0
872 17 1509949475 -1 0
81 17 1509949490 -1 0
1421 17 1509949455 -2 0
-1
-1

#1085
~
~
pixie sorceress~
~
~
flits to and fro, observing you carefully.~
pixie sorceresses~
~
~
flit to and fro, observing you carefully.~
Only about 3 or 4 inches tall, this pixie flitters about on tiny, nearly

transparent wings.  A calm,  regal look lies on the pixie's placcid face

which looks young despite her age.  While peaceful, behind her eyes

powerful magics flicker, waiting to escape.

~
Phule~
i = random( 0, 3 );

if( i == 0 ) {

  send_to_room( #freeze, room );

  do_spell( freeze, mob, victim );

  if( random( 0, 9 ) < 4 )

    do_spell( freeze, mob, victim );

  }

if( i == 1 ) {

  send_to_room( #lightning, room );

  do_spell( lightning bolt, mob, victim );

  if( random( 0, 9 ) < 3 )

    do_spell( lightning bolt, mob, victim );

  }

if( i == 2 ) {

  send_to_room( #sleep, room );

do_spell( fireball, mob, ch );

  }

if( i == 3 ) {

  send_to_room( #ice, room );

  do_spell( ice storm, mob, victim );

  }

attack_weapon( mob, victim, 3d2+2, "quick scratch" );

if( random( 0, 5 ) < 2 )

  attack_weapon( mob, victim, 3d2+2, "quick scratch" );

~
E
freeze~
@h@CThe pixie sorceress unleashes a barrage of icy-cold ice shards!

~
E
lightning~
@h@WThe pixie sorceress lets loose a handful of lightning bolts!@n

~
E
sleep~
@b@YThe pixie sorceress unleashes a raging fireball!

~
E
ice~
@h@BThe pixie sorceress unleashes an ice storm!@n

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 893405463 0 28
4426019 0 0 496 3
40
6 21 21 30 8
100 -10 -30 0 75 0 0
500 12 mystic shield~
600 8 dainty wing~
850 10 frail body~
1000 9 tender head~
0 1000 ~
65592
183501450 26214464
0 1 0 0 0
F 496 1 0
1087 17 1509949445 16 0
939 17 1509949445 -1 0
953 17 1509949445 -1 0
1292 17 1509949445 -1 0
1421 17 1509949475 -1 0
2536 17 1509949442 3 0
-1
-1

#1086
~
~
greater pixie mage~
~
tiny~
observes you calmly, confident in her magics.~
greater pixie mages~
~
tiny~
observe you calmly, confident in their magics.~
Only about 3 or 4 inches tall, this pixie flitters about on tiny, nearly

transparent wings.  She appears to be a mage of no small power, observing

you keenly with magic-filled eyes.

~
Phule~
i = random( 0, 3 );

if( i == 0 ) {

  send_to_room( #fire, room );

  do_spell( fireball, mob, victim );

  }

if( i == 1 ) {

  send_to_room( #lightning, room );

  do_spell( lightning bolt, mob, victim );

  }

if( i == 2 ) {

  send_to_room( #missile, room );

  do_spell( magic missile, mob, victim );

  }

if( i == 3 ) {

  send_to_room( #freeze, room );

  do_spell( freeze, mob, victim );

  }

~
E
fire~
@b@RThe pixie mage unleashes a fireball!!@n

~
E
lightning~
@b@CThe pixie mage unleashes a crackling bolt of lightning!!@n

~
E
missile~
@b@YThe pixie mage hurls a magic missile!!@n

~
E
freeze~
@b@BThe pixie mage casts 'Freeze'!!@n

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 893661272 0 28
4427553 0 0 192 3
30
6 15 15 30 8
100 0 0 0 75 0 0
500 11 mystic shield~
600 7 dainty wing~
850 9 frail body~
1000 8 tender head~
0 1000 ~
0
104858260 26214464
280 5 0 155 0
F 192 1 0
1421 17 1509949462 -1 0
1292 17 1509949445 17 0
-1
-1

#1087
~
~
Ogre guard of Voaleth~
~
burly~
stands ready to enforce the peace.~
Ogre guards of Voaleth~
~
burly~
stand ready to enforce the peace.~
A large ogre, dressed in the black uniform common to those assigned to

guarding the underground fortress-city of Voaleth, watches the area. 

Strong and well-trained to deal with any problems which might threaten

the stronghold, it is this individual and others like him which protect

Voaleth and its outlying areas from the nearby perils.

~
Merior~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 6d6+20, "head slap" );

attack( mob, victim, 6d6+20, "pummel" );

attack( mob, victim, 6d6+20, "throttle" );

attack( mob, victim, 6d4+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 7 ) {

open( room, south );

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
char~
The guard lifts his leg for a swift kick!

~
E
room~
The guard lifts his leg to kick $n!

~
E
summon~
@bThe guard calls out for help!@n

~
!
6 18 8 0 0 0 0 10
0 0 0 4000 893661312 0 30
138643233 6431107 141 48 8
50
18 12 12 18 16
50 -40 50 50 0 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
196609610 78646402
35792 93 0 386 0
M 48 5 0
506 17 1509949442 8 0
2125 16 1509949538 10 0
611 17 1509949445 10 0
607 17 1509949445 5 0
615 17 1509949445 7 0
1420 17 1509949540 5 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #move );

wait( 1 );

~
E
hi~
The guard mumbles to himself, then begins fingering his weapon.

~
E
move~
Move on, you scum!  Don't litter the streets anymore.

~
!
0 -1
~
if( !is_player( ch ) )

  end;

if( find_stat( ch, align ) == 0 ) {

  mob = mob_in_room( 1087, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 3 ) {

  mob = mob_in_room( 1087, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

if( find_stat( ch, align ) == 6 ) {

  mob = mob_in_room( 1087, room );

  act_tochar( #attack, ch );

  act_notchar( #attack1, ch );

  attack_weapon( mob, ch, 5d10+350, "hard punch" );

  }

else

  end;

~
E
attack~
@RThe guard snarls and leaps to attack you!@n

~
E
attack1~
@RThe guard snarls and leaps to attack $n!@n

~
!
-1

#1088
~
~
watcher~
~
~
seems to follow your every move with his eyes.~
watchers~
~
~
seem to follow your every move with their eyes.~
A watcher is a being of unknown origin.  His face is hidden from view by

his clothing, and you can only just glimpse a spark of light from his

eyes.  You can neither judge his size or stature, for he seems to shimmer

and his shape shifts before your eyes.  He seems to be watching

everything...  everything.

~
Merior~
attack_weapon( mob, victim, 10d10+80, "crush" );

if( random( 1,10 ) < 6 )

  attack_weapon( mob, victim, 10d10+100, "kick" );

attack_weapon( mob, victim, 10d10+80, "punch" );

attack_weapon( mob, victim, 10d10+80, "punch" );

if( random( 1, 10 ) < 8 )

  {

act_room( #summon, ch );

summon( mob, victim );

}

end;

loop( all_in_room ) {

i = 9d10+20;

dam_message( rch, i, "the watcher's glare" );

inflict( mob, rch, i, "glare" );

}

~
E
summon~
@BThe watcher calls out for help!@n

~
!
7 18 30 0 0 0 0 10
0 0 0 4000 893661342 0 0
134448935 -1033455221 6 10000 5
90
25 18 18 18 25
50 50 50 50 99 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
235930330 26214464
242 10 0 0 0
M 10000 4 0
1434 17 1509949540 5 0
1053 17 1509949538 16 0
1436 16 1509949442 16 0
-1
-1

#1089
~
~
pixie enchantress~
~
~
beats her tiny wings rapidly, watching you anxiously.~
pixie enhantresses~
~
~
beat their tiny wings rapidly, watching you anxiously.~
Only about 3 or 4 inches tall, this pixie flitters about on tiny, nearly

transparent wings.  While not quite a greater mage, this pixie still

boasts a powerful reservoir of spells which seems to have kept her alive

so far.

~
Phule~
i = random( 0, 3 );

if( i == 0 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #fire, room );

    do_spell( fireball, mob, victim );

    }

  }

if( i == 1 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #lightning, room );

    do_spell( lightning bolt, mob, victim );

    }

  }

if( i == 2 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #missile, room );

    do_spell( magic missile, mob, victim );

    }

  }

if( i == 3 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #freeze, room );

    do_spell( freeze, mob, victim );

    }

  }

attack_weapon( mob, victim, 2d2, "tiny scratching" );

if( random( 0, 5 ) == 3 )

  attack_weapon( mob, victim, 2d2, "tiny scratching" );

if( random( 1, 10 ) == 1 ) {

  send_to_room( #summon, room );

  summon( mob, victim );

  }

~
E
fire~
@b@RThe pixie enchantress unleashes a fireball!!@n

~
E
lightning~
@b@CThe pixie enchantress unleashes a crackling bolt of lightning!!@n

~
E
missile~
@b@YThe pixie enchantress hurls a magic missile!!@n

~
E
freeze~
@b@BThe pixie enchantress casts 'Freeze'!!@n

~
E
summon~
The pixie enchantress yells for help!

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 893406107 0 28
4427553 0 0 192 3
25
6 15 15 30 8
100 0 0 0 75 0 0
500 10 mystic shield~
600 5 dainty wing~
850 8 frail body~
1000 6 tender head~
0 1000 ~
0
78643860 26214464
0 1 0 0 0
F 192 1 0
1421 17 1509949459 -2 0
1292 17 1509949445 -1 0
800 17 1509949441 -1 0
-1
-1

#1090
Jhubba~
red-skinned orcs~
red-skinned orc~
~
~
feeds the animals.~
red-skinned orcs~
~
~
feed the animals.~
Large of hand and girth and small of brainpower, Jhubba has found his

place in Voaleth as a shopkeeper.  A few notches out of his left ear are

the scars of battles past, as is a particularly nasty-looking line down

the right side of his cheek.  However that scar looks quite new, perhaps

one of his pets managed to get a claw on him.

~
Phule~
attack( mob, victim, 6d10+5, "elbow jab" );

attack( mob, victim, 6d10+5, "vicious bite" );

attack_weapon( mob, victim, 4d8+10, "quick punch");

if( random( 1, 10 )< 6 ){

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@RJhubba screams for some help!@n

~
!
8 18 10 0 0 0 0 10
0 0 0 4000 893406232 0 24
230691 270465 0 0 8
50
18 9 10 20 20
20 5 5 -5 50 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
104858260 26214464
0 1 0 0 0
M 0 4 0
92 17 1509949540 16 0
264 17 1509949540 8 0
342 17 1509949540 5 0
1077 17 1509949540 7 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #look, ch );

wait( 1 );

tell( mob, ch, #help );

wait( 1 );

~
E
look~
Jhubba looks up at you and smiles.

~
E
help~
Hi, $n.  Would you like to buy a nice pet?  Just type @blist@n and I'll

tell you what I have in stock right now.

~
!
-1

#1091
~
black-nosed hyena fleas~
hyena~
~
black-nosed~
lopes about hungrily, scratching its fleas.~
hyenas~
~
black-nosed~
lope about hungrily, scratching their fleas.~
The shaggy, dirty red fur on this hyena is sparse and falling out.  This

dog-like predator is probably infested with myriad diseases of the animal

world, and quite perhaps other, more dangerous, diseases as well.

~
Phule~
attack( mob, victim, 1d6+2, "snapping jowls" );

if( random( 0, 10 ) < 6 )

  attack( mob, victim, 2d3+2, "savage maul" );

~
!
0 0 21 0 0 0 0 3381
4000 0 1 4000 899959914 0 25
197417 0 0 0 8
5
9 5 4 15 9
0 10 0 -5 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
21465 3402 0 0 332
M 0 2 0
-1
-1

#1092
~
musclebound lesser cyclops giant~
lesser cyclops~
~
musclebound~
positions himself before you.~
lesser cyclops~
~
musclebound~
position themselves before you.~
This giant figure towers before you, enormous muscles flexed in a show

of stark challenge.  Hair cropped short above one large eye set in the

middle of his forehead, the giant regards you in the strange sight of a

cyclops.  Judging from his aggressive posture, you doubt he will simply

stand there for long.

~
Phule~
attack_weapon( mob, victim, 2d10+25, "heavy-handed haymaker" );

attack_weapon( mob, victim, 2d10+25, "heavy-handed haymaker" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 2d10+25, "heavy-handed haymaker" );

if( random( 0, 3 ) < 2 ) {

  send_to_room( #roar, room );

  attack( mob, victim, 5d15+15, "bone-crushing roar" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 2d10+20, "echoing roar" );

      }

    }

  }

interpret( mob, "kick" );

if( random( 0, 8 ) == 1 ) {

  send_to_room( #raise, room );

  interpret( victim, "cringe" );

  interpret( mob, "bash" );

  }

~
E
roar~
@MThe cyclops rears back and sounds a thunderous bellow!!@n

~
E
echo~
@h@MThe roar echos throughout the chamber!!@n

~
E
raise~
@b@MThe cyclops raises to its full height, then brings both arms down

with sudden speed in a powerful bash attempt!!@n 

~
!
0 53 38 0 0 0 0 10
0 0 251 4000 894046073 0 32
247601 16785792 12 192 8
40
22 6 7 18 24
45 35 35 5 50 20 70
650 5 thick, heavily-muscled body~
950 8 blocking forearm~
1000 -5 vulnerable eye~
0 1000 ~
0 1000 ~
73730
170395530 26214464
109625 762 0 176334 87181011
M 192 8 0
1423 17 1509949465 16 0
1424 17 1509949445 13 0
1715 17 1509949445 17 0
-1
-1

#1093
~
greater cyclops eye~
greater cyclops~
~
massive~
turns his eye to gaze upon you.~
greater cyclops~
~
massive~
turn their eyes to gaze upon you.~
This cyclops is HUGE.  Although he does not quite discern your movements

with the acute vision of most two-eyed humanoids, his central eye does

not merely look at the visible.  He stands at 20 feet in height and at

least half that as wide.  Truly a beast of a specimen.

~
Phule~
attack_weapon( mob, victim, 4d20+25, "mountainous pound" );

attack_weapon( mob, victim, 4d20+25, "mountainous pound" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 4d20+25, "mountainous pound" );

if( random( 0, 3 ) < 2 ) {

  send_to_room( #roar, room );

  attack( mob, victim, 6d20+25, "bone-crushing roar" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 3d15+25, "echoing roar" );

      }

    }

  }

interpret( mob, "kick" );

if( random( 0, 8 ) == 1 ) {

  send_to_room( #raise, room );

  interpret( victim, "cringe" );

  interpret( mob, "bash" );

  }

~
E
raise~
@b@MThe cyclops raises to its full height, then brings both arms down

with sudden speed in a powerful bash attempt!!@n 

~
E
echo~
@h@MThe roar echos throughout the chamber!!@n

~
E
roar~
@MThe cyclops rears back and sounds a thunderous bellow!!@n

~
!
0 53 38 0 0 0 0 10
0 0 86 4000 893661450 0 32
231217 384 12 192 8
55
25 6 7 18 24
35 35 35 5 50 20 70
650 5 thick, heavily-muscled body~
950 8 blocking forearm~
1000 -5 vulnerable eye~
0 1000 ~
0 1000 ~
73730
209717130 26214464
78521 307 0 68609 85843274
M 192 8 0
1425 17 1509949465 16 0
1424 17 1509949450 13 0
1714 17 1509949445 17 0
-1
-1

#1094
~
lumbering cyclops shaman~
cyclops shaman~
~
lumbering~
observes you carefully, preparing to attack.~
cyclops shaman~
~
lumbering~
observe you carefully, preparing to attack.~
Although not quite as large as some of the other cyclops of his clan,

this particular cyclops possesses a rare thing about his race; an

aptitude for magic.  Thus, he serves as his clan's shaman, mostly a

position of superstition and tradition.  His eye has grown dark and

sinister, and he looks to be a quite powerful denizen of evil.

~
Phule~
attack_weapon( mob, victim, 5d25+20, "lumbering fist-bludgeon" );

attack_weapon( mob, victim, 5d25+20, "lumbering fist-bludgeon" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 5d25+20, "lumbering fist-bludgeon" );

if( random( 0, 6 ) == 1 ) {

  rch = rand_player( room );

cast_spell( slay, mob, rch );

  }

if( has_obj( 1004, mob ) )

  interpret( mob, "recite scroll" );

if( random( 0, 5 ) < 3 ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  attack( mob, victim, 5d25+40, "attempt to pull in half" );

  send_to_room( #echo, room );

  loop( all_in_room ) {

    if( rch != mob )

      attack( mob, rch, 3d25+40, "landslide pound" );

    }

  }

attack( mob, victim, 1d100+10, "leaping pummel" );

~
E
rreach~
@MThe cyclops shaman tries to grab hold of $n and rip him in half!!@n

~
E
reach~
@MThe cyclops shaman tries to grab hold of you and rip you in half!!@n

~
E
echo~
@b@MThe cyclops shaman clenches both fists and smashes them into the

ground, causing a cave-in!!@n 

~
!
0 53 38 0 0 0 0 10
0 0 0 4000 893661489 0 32
230691 8576 12 240 8
65
22 6 7 18 24
35 35 35 5 50 20 70
650 5 thick, heavily-muscled body~
950 8 blocking forearm~
1000 -5 vulnerable eye~
0 1000 ~
0 1000 ~
204802
183502740 26214464
0 1 0 0 0
M 240 8 0
1424 17 1509949455 13 0
1422 17 1509949445 1 0
1427 17 1509949445 16 0
941 17 1509949445 -1 0
869 17 1509949445 -1 0
1004 17 1509949445 -1 0
-1
4 -1
~
wait( 1 );

send_to_room( #death, room );

~
E
death~
@h@CThe shaman's soul is pulled screaming into the abyss-like chasm,

disappearing into the @Rfire@C in its depths.@n 

~
!
0 -1
~
i == find_stat( ch, align );

if( i == 2 ) {

  act_tochar( #greet, ch );

  do_spell( holy wrath, mob, ch );

  }

if( i == 0 ) {

  act_tochar( #curse, ch );

  do_spell( curse, mob, ch );

  }

if( i == 1 ) {

  act_tochar( #choose, ch );

  do_spell( curse, mob, ch );

  }

if( i != 2 )

  attack( mob, ch, 3d20+20, "rolling wave of evil" );

~
E
greet~
The shaman greets you, a brother in evil.

@R"You have come to a place of great power in evil: rest here at your

leisure, unless a foe enters.  Then all who defile this place will be

purged, even such as you."@n 

~
E
curse~
As you enter the shaman curses your goodness.

@R"You have come to a place of great evil; your defiling presence will be

PURGED!"@n 

~
E
choose~
As you enter the shaman squints at you.  @R"You have chosen neither the

foul path of good nor the path of evil.  For your indecision you shall

PAY!"@n 

~
!
-1

#1095
~
~
cyclops warleader~
~
~
is here, angry at the sight of your presence.~
cyclops warleaders~
~
~
are here, angry at the sight of your presence.~
This giant stands at least 25 feet tall and an assortment of battle scars

cover his body.  His massive chest heaves in and out in summoned rage,

and his one eye glares red in anger.  Although surprised to see you, he

prepares to smash you as he cracks his knuckles.

~
Phule~
attack_weapon( mob, victim, 8d15+25, "mountainous pound" );

attack_weapon( mob, victim, 8d10+30, "thunderous squash" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 7d20+30, "cataclysmic fist" );

if( random( 0, 3 ) < 2 ) {

  send_to_room( #roar, room );

  attack( mob, victim, 8d22+25, "bone-crushing roar" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( rch != mob )

        attack( mob, rch, 5d15+25, "echoing roar" );

      }

    }

  }

if( random( 0, 8 ) == 1 ) {

  send_to_room( #raise, room );

  interpret( victim, "cringe" );

  interpret( mob, "bash" );

  }

~
E
turn~
@h@RThe cyclops warleader turns his eye to gaze upon $n!@n

~
E
roar~
@MThe cyclops warleader bellows loudly, and the sound pummels his

victim.@n 

~
E
echo~
@b@MThe cyclops warleader's bellow echos, pummelling all his opponents in

the room.@n 

~
E
raise~
@h@MThe cyclops warleader raises both hands above him and tries to bash

his victim!!@n 

~
E
help~
@MThe warleader loudly yells for help!@n

~
!
0 53 38 0 0 0 0 10
0 0 2 4000 893408914 0 32
230707 384 12 448 8
72
25 6 7 18 24
35 35 35 5 50 30 90
650 10 thick, heavily-muscled body~
950 16 blocking forearm~
1000 -5 vulnerable eye~
0 1000 ~
0 1000 ~
0
314573460 26214464
3349 19 0 2652 1832905
M 448 8 0
1648 17 1509949441 16 0
1425 16 1509949450 16 0
1424 17 1509949475 5 0
1373 17 1509949495 13 0
1481 17 1509949442 13 0
-1
11 -1
~
if( rflag( reset0, find_room( 73653 ) ) ) {

  if( !rflag( reset0, find_room( 73508 ) ) ) {

    if( !rflag( reset0, find_room( 73507 ) ) ) {

      if( !rflag( reset0, find_room( 73652 ) ) ) {

        if( !rflag( reset0, find_room( 73650 ) ) ) {

          remove_rflag( reset0, room );

          act_tochar( #whoa, ch );

          act_notchar( #rwhoa, ch );

          i = 4d100+100;

          dam_message( mob, i, "the brilliant burst of light and power" );

          inflict( mob, ch, i, "the brilliant burst of light and power" );

          }

        }

      }

    }

  }

continue;

~
E
rwhoa~
As $n moves to strike the massive warleader, the reflected beam of light

from the surface explodes in a @YBURST@n of magical power.

~
E
whoa~
As you move to strike the massive warleader, the reflected beam of light

from the surface explodes in a @YBURST@n of magical power.

~
!
-1

#1096
~
~
aged bronze dragon~
~
~
with massive scales is here, observing you.~
aged bronze dragons~
~
~
with massive scales are here, observing you.~
Well past his prime, this aged bronze dragon nonetheless would be a

fearsome foe.

~
Phule~
attack( mob, ch, 20d5+20, "great jagged-tooth bite" );

attack( mob, ch, 5d15+15, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, ch, 5d15+15, "age-blackened claw" );

if( random( 0, 4 ) == 1 ) {

  send_to_room( #fire, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      if( random( 0, 2 ) == 1 )

        attack_fire( mob, rch, 10d10, "billowing gout of flame" );

      }

    }

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, ch, 1d150+10, "massive tail pummel" );

  }

~
E
fire~
@b@RThe aged bronze dragon immolates the room in a gout of flame!!@n

~
E
tail~
@b@YThe aged dragon lashes his massive tail!@n

~
!
0 94 18 0 0 0 0 10
0 0 1 4000 893409046 0 0
227619 9088 268435468 0 3
50
19 23 25 15 16
50 100 -50 50 100 50 100
800 40 great scaled flank~
900 20 soft underbelly~
1000 30 long exposed neck~
0 1000 ~
0 1000 ~
8388608
131072650 26214464
0 5 0 836 7
M 0 9 0
1438 17 1509949540 -2 0
-1
-1

#1097
~
~
aged silver dragon~
~
~
with massive scales is here, observing you.~
aged silver dragons~
~
~
with massive scales are here, observing you.~
Well past her prime, this aged silver dragon nonetheless would be a

fearsome foe.

~
Phule~
attack( mob, ch, 30d5+30, "great jagged-tooth bite" );

attack( mob, ch, 10d15+25, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, ch, 10d15+25, "age-blackened claw" );

if( random( 0, 4 ) == 1 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #fire, room );

    loop( all_in_room ) {

      if( rch != mob )

        attack_cold( mob, rch, 20d20, "cone of cold" );

      }

    }

  else {

    send_to_room( #fire2, room );

    loop( all_in_room ) {

      if( rch != mob )

        attack_shock( mob, rch, 20d20, "lightning breath" );

      }

    }

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, ch, 1d225+10, "massive tail pummel" );

  }

~
E
fire~
@b@CThe aged silver dragon breathes a cone of frost!!@n

~
E
tail~
@b@YThe aged dragon lashes her massive tail!@n

~
E
fire2~
@EThe platinum dragon lets loose a lightning barrage!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409104 0 0
227619 9088 268435468 0 3
55
19 23 25 15 16
50 -50 100 50 100 50 100
800 42 great scaled flank~
900 22 soft underbelly~
1000 32 long exposed neck~
0 1000 ~
0 1000 ~
4194304
144179850 26214464
0 1 0 0 0
F 0 9 0
1440 17 1509949540 -2 0
-1
-1

#1098
~
~
aged gold dragon~
~
~
with massive scales is here, observing you.~
aged gold dragons~
~
~
with massive scales are here, observing you.~
Well past his prime, this aged gold dragon nonetheless would be a

fearsome foe.

~
Phule~
attack( mob, ch, 40d5+40, "great jagged-tooth bite" );

attack( mob, ch, 10d25+35, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, ch, 10d25+35, "age-blackened claw" );

if( random( 0, 4 ) == 1 ) {

  send_to_room( #fire, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      if( random( 0, 2 ) == 1 )

        attack_fire( mob, rch, 25d25, "billowing gout of flame" );

      }

    }

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, ch, 1d300+10, "massive tail pummel" );

  }

~
E
fire~
@b@RThe aged dragon engulfs the room in immolating fire!!@n

~
E
tail~
@b@YThe aged dragon brings his tail forward in a powerful motion!!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409177 0 0
227619 9088 268435468 0 3
60
19 23 25 15 16
50 100 -50 50 100 50 100
800 44 great scaled flank~
900 24 soft underbelly~
1000 34 long exposed neck~
0 1000 ~
0 1000 ~
8388608
157287050 26214464
0 1 0 0 0
M 0 9 0
1441 17 1509949540 -2 0
-1
-1

#1099
~
~
aged platinum dragon~
~
~
with massive scales is here, observing you.~
aged platinum dragons~
~
~
with massive scales are here, observing you.~
Well past her prime, this aged platinum dragon nonetheless would be a

fearsome foe.

~
Phule~
attack( mob, victim, 50d5+50, "great jagged-tooth bite" );

attack( mob, victim, 10d35+35, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 10d35+35, "age-blackened claw" );

if( random( 0, 4 ) == 1 ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #fire, room );

    loop( all_in_room ) {

      if( rch != mob ) {

        if( random( 0, 2 ) == 1 )

          attack_cold( mob, rch, 30d30, "cone of cold" );

        }

      }

    }

  else {

    send_to_room( #fire2, room );

    loop( all_in_room ) {

      if( rch != mob ) {

        if( random( 0, 2 ) == 1 )

          attack_shock( mob, rch, 30d30, "lightning breath" );

        }

      }

    }

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, victim, 1d375+10, "massive tail pummel" );

  }

~
E
fire~
@b@CThe platinum dragon breathes a cone of cold!@n

~
E
tail~
@b@YThe aged dragon sweeps her massive tail!!@n

~
E
fire2~
@EThe aged platinum dragon breathes a wide bold of lightning!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409301 0 0
207649 9088 12 4 3
65
19 23 25 15 16
50 -50 100 70 100 50 100
800 46 great scaled flank~
900 26 soft underbelly~
1000 36 long exposed neck~
0 1000 ~
0 1000 ~
8388608
170394250 26214464
0 1 0 0 0
F 4 9 0
1442 17 1509949540 -2 0
-1
-1

#1100
~
~
aged iron dragon~
~
~
with massive scales is here, observing you.~
aged iron dragons~
~
~
with massive scales are here, observing you.~
Well past his prime, this aged iron dragon nonetheless would be a

fearsome foe.

~
Phule~
attack( mob, victim, 30d5+30, "great jagged-tooth bite" );

attack( mob, victim, 10d45+45, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 10d45+45, "age-blackened claw" );

send_to_room( #fire, room );

loop( all_in_room ) {

  if( rch != mob ) {

    if( random( 0, 2 ) == 1 )

      attack_shock( mob, rch, 35d35, "lightning breath" );

    }

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, victim, 1d450+10, "massive tail pummel" );

  }

~
E
fire~
@EThe aged iron dragon breathes lightning!@n

~
E
tail~
@b@YThe aged dragon sweeps his massive tail!!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409360 0 0
227619 9088 268435468 0 3
70
19 23 25 15 16
50 50 50 100 100 -50 100
800 48 great scaled flank~
900 28 soft underbelly~
1000 38 long exposed neck~
0 1000 ~
0 1000 ~
8388608
183501450 26214464
0 1 0 0 0
M 0 9 0
1443 17 1509949540 -2 0
-1
-1

#1101
~
~
aged steel dragon~
~
~
with massive scales is here, observing you.~
aged steel dragons~
~
~
with massive scales are here, observing you.~
Well past his prime, this aged bronze dragon nonetheless would be a fearsome foe.

~
Phule~
attack( mob, victim, 70d5+70, "great jagged-tooth bite" );

attack( mob, victim, 10d55+55, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 10d55+55, "age-blackened claw" );

send_to_room( #fire, room );

loop( all_in_room ) {

if( rch != mob ) {

if( random( 0, 2 ) == 1 )

    attack_fire( mob, rch, 40d40, "billowing gout of flame" );

}

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, victim, 1d525+10, "massive tail pummel" );

  }

~
E
fire~
@b@RThe bronze aged dragon immolates the room in a gout of flame!!@n

~
E
tail~
@b@YThe aged dragon sweeps his massive tail at you!!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409506 0 0
199457 8576 0 0 4
75
19 23 25 15 16
50 100 -10 50 100 0 0
800 20 great scaled flank~
900 12 soft underbelly~
1000 14 long exposed neck~
0 1000 ~
0 1000 ~
0
91750726 26214464
0 1 0 0 0
M 0 9 0
1444 17 1509949540 -2 0
-1
-1

#1102
~
~
aged mithril dragon~
~
~
with massive scales is here, observing you.~
aged mithril dragons~
~
~
with massive scales are here, observing you.~
Well past his prime, this aged bronze dragon nonetheless would be a fearsome foe.

~
Phule~
attack( mob, victim, 80d5+80, "great jagged-tooth bite" );

attack( mob, victim, 10d65+65, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 10d65+65, "age-blackened claw" );

send_to_room( #fire, room );

loop( all_in_room ) {

if( rch != mob ) {

if( random( 0, 2 ) == 1 )

    attack_fire( mob, rch, 45d45, "billowing gout of flame" );

}

  }

if( random( 0, 9 ) < 4 ) {

  send_to_room( #tail, room );

  attack( mob, victim, 1d600+10, "massive tail pummel" );

  }

~
E
fire~
@b@RThe bronze aged dragon immolates the room in a gout of flame!!@n

~
E
tail~
@b@YThe aged dragon sweeps his massive tail at you!!@n

~
!
0 94 18 0 0 0 0 10
0 0 0 4000 893409541 0 0
199457 8576 0 0 4
80
19 23 25 15 16
50 100 -10 50 100 0 0
800 22 great scaled flank~
900 14 soft underbelly~
1000 16 long exposed neck~
0 1000 ~
0 1000 ~
0
104857926 26214464
0 1 0 0 0
M 0 9 0
1445 17 1509949540 -2 0
-1
-1

#1103
Khiren~
heavily-cloaked dwarf Khiren~
heavily-cloaked dwarf~
~
~
stands here, warming his hands by a forge.~
[BUG]~
~
~
~
This short figure is bundled up in layers and layers of furs and skins. 

His survival in this harsh clime is testament to his durability and

toughness.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack( mob, victim, 2d20+100, "kick" );

if( random( 0, 3 ) == 1 )

  attack( mob, victim, 2d20+100, "kick" );

if( random( 0, 2 ) == 1 ) {

  send_to_room( #forge, room );

  attack_fire( mob, victim, 5d80+10, "hurled hot coal" );

  }

if( random( 0, 3 ) == 1 ) {

  send_to_room( #charge, room );

  if( attack( mob, victim, 3d10+10, "heavily-muscled shoulder-ram" ) ) {

    if( random( 0, 5 ) == 1 )

      interpret( mob, "bash" );

    else

      attack( mob, victim, 3d10+80, "spinning elbow" );

    }

  }

~
E
forge~
@RKhiren grabs a hot coal from the forge and throws it!@n 

~
E
charge~
@b@RKhiren ducks a shoulder and charges!!@n

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 897371521 0 25
230307 0 0 0 4
50
19 12 12 15 21
15 20 80 5 80 50 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 3 0
1424 17 1509949540 5 0
654 17 1509949540 16 0
-1
2 -1
south icicles~
act_tochar( #ask, ch );

~
E
ask~
You ask Khiren about the massive icicles blocking the passage south.

 

"An evil horde of ice demons lies beyond the protection of the ice

pillars.  Their foul cold is their own tomb." 

~
!
2 -1
demons~
act_tochar( #ask, ch );

i = find_stat( ch, level );

if( i >= 30 ) {

  act_tochar( #yes, ch );

  wait( 1 );

  act_tochar( #yell, ch );

  act_tochar( #melt, ch );

  act_notchar( #rmelt, ch );

  transfer( ch, find_room( 53000 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #no, ch );

~
E
ask~
You ask Khiren about the ice demons.

~
E
yes~
"I see you might be able to be of some help in destroying the foul

creatures.  Very well, I will help you get through to them."

~
E
no~
You are not ready to face the demons.

~
E
yell~
"You will need aid in returning.  When that time comes, yell to me and I

will reopen the pathway." 

~
E
melt~
Using the heat from his forge, Khiren melts a path for you into the chill

tunnels beyond.  You notice that the ice refreezes behind you as you pass

through, leaving you trapped on the other side.

~
E
rmelt~
Using the heat from his forge, Khiren melts a path for $n into the chill

tunnels beyond.

~
E
arrive~
$n comes climbing through a tunnel of melted ice which quickly closes

behind $m.

~
!
2 -1
ice gargoyles~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about ice gargoyles.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ice gargoyles hmm?  Yeah, I've seen a couple of them before in my

lifetime.  And let me tell you, that's not a short span of years.  I may

not be no mage, but it seems to me that something made of ice must come

from ice.  Like calls to like I heard Quzar preach to me once.

~
!
2 -1
alegra magesmith~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the magesmith Alegra.

~
E
stat1~
Alegra was always a recluse and kept to herself.  I have no idea whether

she still lives nor do I have any idea where she might be.  Now please,

let me get back to my forge.

~
!
-1

#1104
~
~
ice rat~
~
~
made of clear blue ice sniffs around for food here.~
ice rats~
~
~
made of clear blue ice sniff around for food here.~
Its practically microscopic whiskers make a faint clinking on the

ground as it sniffs and searches for food.

~
S'ynn~
attack_weapon( mob, victim, 3d5, "gnashing teeth" );

attack_weapon( mob, victim, 4d4, "clawing claws" );

attack_weapon( mob, victim, 5d5, "deafening squeak" );

~
!
0 0 52 0 0 0 0 10
0 0 0 4000 893410029 0 30
33751341 0 0 0 4
10
13 12 12 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1105
Hargood~
~
small goblin~
~
~
stands here, busily counting his inventory.~
[BUG]~
~
~
~
Hargood, the proprietor of this shop, is a small, pale-looking goblin. 

they look much like the face of a weathered seaman.  He rushes from side

to side in his small shop, carefully counting items and marking them down

on a small slip of paper.

~
Merior~
attack( mob, victim, 6d10+5, "elbow jab" );

attack( mob, victim, 5d8+30, "hard kick" );

attack( mob, victim, 6d10+5, "vicious bite" );

attack_weapon( mob, victim, 4d8+10, "quick punch");

if( random( 1, 10 )< 6 ){

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@bGresnik shouts for help!@n

~
!
9 18 11 0 0 0 0 10
0 0 0 4000 897610725 0 0
230691 2367744 0 992 1
50
17 15 15 23 19
20 0 20 0 60 0 -10
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131075210 26214464
0 1 0 0 0
M 992 3 0
652 17 1509949540 5 0
3028 17 1509949535 16 0
1103 16 1509949445 16 0
600 17 1509949535 7 0
1077 16 1509949445 7 0
264 17 1509949540 8 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #look, ch );

wait( 1 );

tell( mob, ch, #buy );

wait( 1 );

~
E
hi~
You say hello to Gresnik.

~
E
look~
The shopkeeper looks up at you, and examines you closely.

~
E
buy~
I have many useful travel items for sale here.  Just type @blist@n and

I'll tell you what I've got in stock.  If you have something to sell,

just type @bsell item@n, and I'll see if I can use it.  Also, you can

type @bvalue item@n, and I'll tell you approximately what it's worth to

me.

~
!
-1

#1106
~
~
dragon-turtle~
As large as a warship,~
mammoth~
lopes lazily along herabouts.~
dragon-turtles~
As large as warships,~
mammoth~
lope lazily along herabouts.~
This mammoth turtle is the size of a warship.  Hard, dark green shell as

thick as the height of a man, the turtle is well-protected from most any

adversary.  Slow, not too bright, and quite passive, the dragon-turtle is

oft seen (when and if one ever sees one) floating lazily between

continents, oblivious to the world around it.

~
Phule~
attack( mob, victim, 15d10, "slow, deliberate chomp" );

if( random( 0, 3 ) == 1 ) {

  send_to_room( #raise, room );

  attack( mob, victim, 3d50, "heavy foot stomp" );

  }

~
E
raise~
@b@GThe dragon-turtle raises a massive leg and prepares to crush his

victim!!@n 

~
!
0 0 3 0 0 0 0 10
0 0 15 4000 893661564 0 27
131883 16777216 0 0 4
50
20 5 5 5 25
50 50 50 50 50 50 100
1000 20 thick dark green shell~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
6771 144 0 17037 1828400
M 0 9 0
1330 17 1509949445 -2 0
-1
4 -1
~
if( has_obj( 2568, ch ) )

  if( has_obj( 389, ch ) )

  if( random( 1, 2 ) == 1 ) {

  act_room( #death, ch );

  wait( 2 );

  act_room( #expell, ch );

  wait( 2 );

  act_tochar( #scoop, ch );

  act_notchar( #rscoop, ch );

  wait( 2 );

  act_tochar( #cork, ch );

  act_notchar( #rcork, ch );

  obj = has_obj( 389, ch );

  junk_obj( obj, 1 );

  obj = has_obj( 2568, ch );

  junk_obj( obj, 1 );

  obj_to_char( oload( 2791 ), ch );

  }

else

  act_room( #death, ch );

else

  act_room( #death, ch );

~
E
death~
@gThe dragon-turtle shivers and collapses as it dies.@n

~
E
expell~
@BAs the dragon-turtle collapses, it expels a cloud of deep water.@n

~
E
scoop~
@BUsing a glass vial, you try gathering some of the deep water.@n

~
E
rscoop~
@BUsing a glass vial, $n scoops up some of the deep water.@n

~
E
cork~
@BYou place a cork in the glass vial, tightly stoppering it.@n

~
E
rcork~
@B$n places a cork in the glass vial.@n

~
!
-1

#1107
~
~
grizzly bear~
~
~
has chewed himself free and looks rather angry.~
grizzly bears~
~
~
have chewed themselves free and look rather angry.~
This bear stands over 7 feet tall.  He towers above you in an

intimidating manner.  His teeth look large enough to bite you in half,

and his paws could kill with one swipe.  You shiver as he breathes on

you; his warm breath is offensive to the nostrils.  His legs have

gnaw-marks on them; presumably he chewed at his own flesh to free himself

from the fate of being the cyclops next dinner.

~
Phule~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 2d5+8, "claw" );

attack( mob, victim, 2d5+8, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d2+10, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 10d2+16, "hug" );

~
!
0 0 41 0 0 241 1051 10
0 0 119 4000 893411644 0 25
214321 8192 0 0 4
15
19 4 4 14 18
0 0 50 0 50 0 0
600 12 body~
800 10 forleg~
900 10 leg~
1000 5 head~
0 1000 ~
0
52429450 32769601
22669 1003 0 41601 2556072
M 0 6 0
409 17 1509949445 -2 0
85 17 1509949480 -2 0
44 17 1509949450 -2 0
-1
-1

#1108
Javod~
~
jeweler~
~
~
stands by the display case, fingering his gems.~
[BUG]~
~
~
~
@GJavod@n, the only jeweler in town, is very dedicated to his work.  He

stands peering at a large jewel, eyes half-closed in a permanent squint. 

His gaze periodically raises to look at his personal guard, then he

returns to his valuables.

~
Merior~
attack( mob, victim, 4d10+40, "swift jab" );

attack( mob, victim, 4d10+40, "sneaky kick" );

attack( mob, victim, 4d10+40, "swift jab" );

if( random( 1, 10) < 7 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@bThe jeweler shouts for help!@n

~
!
9 18 11 0 0 0 0 10
0 0 0 4000 893411758 0 27
230691 262144 0 240 4
50
12 10 15 16 11
30 0 0 30 50 0 -10
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
141558538 26214464
68 2 0 0 0
M 240 3 0
-1
-1

#1109
~
~
troll security guard~
~
burly~
stands ready to protect valuables.~
troll security guards~
~
burly~
stand ready to protect valuables.~
A large troll, dressed in the black uniform common to those troops

assigned to guarding the underground fortress-city of Voaleth, watches

the area.  Strong and well-trained to deal with any problems which might

threaten the stronghold, it is this individual and others like him which

protect Voaleth and its outlying areas from the nearby perils.

~
Merior~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 8d8+2, "head slap" );

attack( mob, victim, 8d8+2, "pummel" );

attack( mob, victim, 8d8+2, "throttle" );

attack( mob, victim, 8d8+8, "smash" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 6d6+6, "snap kick" );

  }

if( random( 1, 10 ) < 8 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

loop( all_in_room ) {

  i = 5d10+40;

  dam_message( rch, i, "the guard's kick" );

  inflict( mob, rch, i, "kick" );

  }

~
E
char~
The guard pulls back his leg, preparing to kick you.

~
E
room~
The guard pulls back his leg, ready to kick $n.

~
E
summon~
@bThe guard calls out for the help of his fellows!@n

~
!
7 18 9 0 0 0 0 10
0 0 0 4000 893661605 0 0
4424995 6431107 140 48 8
50
18 12 12 18 16
50 -40 50 50 0 0 30
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
196609610 78646402
0 1 0 0 0
M 48 5 0
1420 17 1509949540 5 0
1089 17 1509949465 16 0
1167 16 1509949515 16 0
615 17 1509949515 7 0
635 16 1509949465 7 0
299 17 1509949460 8 0
293 17 1509949450 6 0
944 16 1509949490 6 0
-1
-1

#1110
Lefty~
~
small goblin~
~
~
missing his right hand putters around his shop.~
[BUG]~
~
~
~
@RLefty@n, the proprietor of this dingy shop, is a prime example of how

crime does not always pay.  His right hand has been cut off at the wrist,

and he still has a pallor associated with a long stay in prison.  He is

quite talkative, and loves to tell folks about his days as a master

thief: days before the Wizard came into power.

~
Merior~
attack( mob, victim, 6d6+5, "pierce" );

attack( mob, victim, 6d6+5, "pierce" );

act_notchar( #to_room, ch );

send_to_char( #to_char, ch );

wait( 1 );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #room_miss, ch );

  send_To_char( #char_miss, ch );

  }

else {

  act_notchar( #hit_room, ch );

  send_to_char( #hit_char, ch );

  inflict( ch, mob, 2d3+2, "back stab" );

  }

if( random( 1, 3 ) == 1 ) {

open( room, up );

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
to_room~
Left silently picks up a small dagger and moves to stab $n.

~
E
to_char~
Left silently picks up a small dagger and moves to stab you.

~
E
room_miss~
$n swiftly dodges Lefty's attack.

~
E
char_miss~
You swiftly dodge Lefty's attack.

~
E
hit_room~
Lefty moves in quickly, and stabs $n in the back.

~
E
hit_char~
With a quick movement, Lefty stabs you in the back.

~
E
help~
@BLefty shouts for some help!@n

~
!
9 0 0 0 0 0 0 10
0 0 0 4000 893411933 0 25
230659 262272 0 144 8
50
16 15 15 20 17
30 10 0 30 50 0 40
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 144 4 0
970 17 1509949460 16 0
3030 16 1509949460 16 0
3029 16 1509949500 16 0
251 17 1509949540 7 0
252 17 1509949540 10 0
116 17 1509949540 8 0
-1
2 -1
goblin slave son snivel jail cells~
wait( 1 );

act_tochar( #look, ch );

wait( 2 );

if( !has_quest( ch, 31 ) )

  {

tell( mob, ch, #help );

assign_quest( ch, 31 );

}

if( doing_quest( ch, 31 ) )

tell( mob, ch, #working );

if( done_quest( ch, 31 ) )

tell( mob, ch, #well );

~
E
hi~
Hello, $n, may I help you?

~
E
look~
The goblin looks up at you for a moment.

~
E
help~
My young son has been accused of stealing and has been made a slave. 

Last anyone had seen him, he was locked in the pen east of town.  If you

free him and rid the town of that evil scourge, we would all be eternally

grateful.  Just bring me something to prove that the slave master is

dead, and I will reward you handsomely.

~
E
well~
Is there anything else I can help you with?

~
E
working~
Have you killed the slave master yet?

~
!
6 1491
~
junk_obj( obj );

wait( 1 );

if( doing_quest( ch, 31 ) ) {

  tell( mob, ch, #thanks );

  obj_to_char( oload( 1492 ), ch );

interpret( mob, "give phial to", ch );

  update_quest( ch, 31 );

  end;

  }

if( done_quest( ch, 31 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
thanks~
Oh, thank you so much for your help.  Here is just a small token of my

appreciation.

~
E
didit~
Thanks so much for your help.  I am so glad that you have rid the town of

this scourge.

~
E
ask~
Thanks, but what makes you think that I wanted this?

~
!
6 -1
~
wait( 1 );

act_tochar( #give, ch );

wait( 1 );

tell( mob, ch, #thanks );

wait( 2 );

act_tochar( #work, ch );

~
E
give~
The goblin looks up at you quizzically.

~
E
thanks~
Thanks for this nice gift.

~
E
work~
The goblin hesitates for a moment, then goes back to work.

~
!
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 2 );

tell( mob, ch, #store );

wait( 1 );

act_tochar( #back, ch );

wait( 1 );

~
E
hi~
The goblin looks up at you and pauses.

~
E
store~
I have several things that I can sell you, or perhaps a skill or two up

my sleeve I might be willing to share.  Just type @blist@n for a list of

what i can sell, or @bpractice@n for other ways I might be of service to

you.

~
E
back~
The goblin looks at his left hand, then shifts his attention back to his

shop.

~
E
son~
No description~
!
2 -1
bone carved intricate lock~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
stat1~
Locks made of bone are very difficult to fashion.  I myself wouldn't

bother, since bone is so brittle.  But some societies, like the Stahl,

pride themselves on bone carving.

~
E
ask~
You ask $N about intricate bone locks.

~
!
-1

#1111
~
~
gypsy~
~
slim~
sits reading a scroll.~
gypsies~
~
slim~
sit reading a scroll.~
Barnir is a slim man, from a very mixed racial background.  He travels

the realm from town to town, and does whatever he feels he has to in

order to survive.  His background and gypsy life-style have forced him to

become fluent in many tongues, and he is able to fit in with the citizens

of any and every culture.

~
Merior~
attack( mob, victim, 4d10, "stinging blow" );

attack( mob, victim, 4d10, "sharp elbow" );

attack( mob, victim, 4d10, "quick jab" );

if( random( 1, 5 ) == 3 )

  do_spell( fireball, mob, ch );

~
!
0 18 3 0 0 0 0 10
0 0 0 4000 893661648 0 0
230305 0 0 96 8
30
10 18 18 17 10
30 0 0 0 50 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
78643870 26214464
403 6 0 8 0
M 96 4 0
652 17 1509949540 5 0
600 17 1509949540 7 0
804 17 1509949450 16 0
2123 17 1509949540 8 0
-1
8 -1
hi~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

~
E
hi~
Well, hello there $n.  I sense you wish to ask me something....  Perhaps

about how I can help you?

~
!
2 -1
help languages ~
wait( 1 );

act_tochar( #help, ch );

wait( 1 );

tell( mob, ch, #learn );

wait( 1 );

tell( mob, ch, #quests );

wait( 1 );

~
E
help~
You ask the gypsy how he can help you.

~
E
learn~
I can teach you many things about travelling about this land.  The first

thing you need to do is learn to communicate with others.  In fact, I

would be happy to teach you some of their tongues if you would but

@bpractice@n with me.

~
E
quests~
I have learned, by the way, in my travels around this world, that many

folks are happy to help you if you just @btell them hi@n.  Also, some

will ask you for help, and may even give you a @bquest@n.  If you are

able to help them, you may well be rewarded for your help.

~
!
-1

#1112
~
~
vyan priest~
~
tall, dark~
prays to his god.~
vyan priests~
~
tall, dark~
pray to their god.~
The tall priest is dressed in unrelieved black, his dark hair and eyes

blend with his clothing, making his pale face stand out in sharp contrast. 

This vyan does not smile, but rather grimaces and looks at you with great

displeasure in his piercing stare.

~
Merior~
attack( mob, victim, 10d4+50, "punch" );

attack( mob, victim, 12d5+100, "angry kick" );

attack( mob, victim, 10d4+50, "punch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d10+20, "head butt" );

if( random( 1, 10 ) < 4 )

  do_spell( slay, mob, ch );

if( random( 1, 10 ) < 4 )

  do_spell( heal, mob, mob );

if( random( 0, 3 ) == 1 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
@bThe priest calls out for help!@n

~
!
10 18 12 0 0 0 0 10
0 0 0 4000 893661676 0 0
4424067 35684489 8388624 144 2
50
19 13 19 30 20
50 50 50 50 100 0 50
500 10 fleshy body~
600 15 right leg~
700 20 thin back~
800 20 left arm~
1000 10 bowed head~
0
131072690 26214464
0 1 0 0 0
M 144 4 0
2166 17 1509949530 5 0
725 16 1509949442 5 0
2121 17 1509949540 8 0
2377 17 1509949455 -1 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #look, ch );

wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

if( class( ch ) == cleric )

tell( mob, ch, #cleric );

else if( class( ch ) == paladin )

tell( mob, ch, #pal );

else

tell( mob, ch, #noheal );

~
E
hi~
Hello $n, why is it that you are bothering my meditations?

~
E
look~
The priest looks up and you and seems to see through to your very soul.

~
E
cleric~
I see you are a cleric.  There are many basic spells that I can teach you. 

Just type @bpractice@n and I will list them for you.

~
E
pal~
I see that you are a paladin, and can learn many of the spells granted to

clerics.  Just type @bpractice@ and I will list them for you.

~
E
noheal~
I am sorry, but you are not of the healing classes.  There is nothing

that I can teach you.

~
!
2 -1
wedding blessing~
if( cflag( 68, ch ) )

  act_tochar( #task, ch );

~
E
task~
Ah, I see you seek a blessing over your marriage.  Well, in order for me

to perform a blessing over your wedding, you must do a task for me to see

if you are worthy of it.

  

Ah, a thought occurs, a brazier often used in our ceremonies to the

goddesses and gods was recently removed from the premesis most unlawfully. 

Perhaps it was a sign from greater powers meant to test your worthiness

of their blessings.  Return it to me, and I will gladly grant the wedding

my blessing.

  

Though I do not know exactly where it might be, I have ascertained that

the brazier remains somewhere near voaleth and has not seen sunlight yet. 

Should it see sunlight, it could ruin it and make it unusable.  Take care

not to bring it into daylight when you find it.  I have faith that you

will if you are meant to.

~
!
6 2461
~
if( cflag( 68, ch ) || cflag( 69, ch ) ) {

  act_tochar( #thanks, ch );

  wait( 3 );

  act_tochar( #blessing, ch );

  obj_to_char( oload( 2462 ), ch );

  }

~
E
thanks~
Ah, I had thought you might be the one to find it.  I thank you for the

task.

  

In exchange, here is the blessing I promised you.

~
E
blessing~
The priest pulls a slim metal disk with inscriptions on it out of the

folds of his cloak and recites an incantation over it.  The disc glows

briefly then settles to its normal color.

  

Seemingly satisfied with the blessing, the priest hands it to you with a

smile.

~
!
0 0
~
wait( 3 );

if( is_player( ch ) )

  if( class( ch ) == cleric ) {

  if( find_stat( ch, level ) > 3 ) {

    if( find_skill( ch, detect evil ) < 1 ) {

      tell( mob, ch, #stat1 );

      continue;

      }

    }

  else if( find_stat( ch, level ) > 3 ) {

    if( class( ch ) == paladin ) {

      if( find_skill( ch, detect evil ) < 1 ) {

        tell( mob, ch, #stat1 );

        continue;

        }

      }

    }

  }

continue;

~
E
stat1~
I see you are ready and skilled enough to train seeing into the heart of

evil.  A pity, should you seek to waste your efforts learning such a

useless spell from those swamp diggers.

~
!
2 -1
neutralize~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the neutralize spell.

~
E
stat1~
I have not the time nor energy to teach you neutralize.  You sound like

that waif of a girl that came by here looking for the hermit.

~
!
-1

#1113
~
~
aged troll~
~
~
stands here, reminiscing.~
[BUG]~
~
~
~
This troll looks as if he has seen many battles, and knows much about the

world he lives in.  His clothes are a bit tattered, and he bears scars

all over his face and hands.  He looks quite sociable, and if you were to

'tell troll hi' he might have something interesting to say.

~
Merior~
attack_weapon( mob, victim, 4d8+0, "mighty punch" );

attack_weapon( mob, victim, 4d8+0, "mighty punch" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d5, "kick" );

if( random( 0, 2 ) == 0 ) {

  summon( mob, victim ); 

  act_notchar( #help, mob );

  }

~
E
help~
@RThe troll yells out for help!@n

~
!
7 18 9 0 0 996 3001 10
0 0 0 4000 893412243 0 0
250275 8192 0 32 8
20
20 11 12 14 18
5 0 0 0 100 0 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 26214464
0 1 0 0 0
M 32 4 0
-1
0 -1
~
if( !is_player( Ch ) )

  end;

if( cflag( 37, ch ) )

  end;

wait( 0 );

set_cflag( 37, ch );

act_tochar( #intro, ch );

wait( 2 );

tell( mob, ch, #ch );

wait( 2 );

tell( mob, ch, #advice );

wait( 2 );

tell( mob, ch, #advice2 );

~
E
intro~
The troll looks up at you, and pauses as if to think.

~
E
ch~
Hello, $n - Welcome to the Voaleth and the world of the Forest's Edge

~
E
advice~
I have lived in this town for many years, and have explored the entire

world.  Should you wish to know how to survive here, just ask.  In fact,

you can just type @bask troll advice@n, and I will give you some valuable

information.

~
E
advice2~
There are a number of useful help files which you should read, first and

foremost would be to type @bhelp newbie@n.  Within this town are several

useful shops where you can buy equipment, as well as practice your basic

skills and spells.  When you are ready to venture forth from here, to the

far east within the cavern walls lie some creatures against which you can

try out your luck...  er, skills.

~
!
2 -1
advice help~
act_tochar( #ch, ch, obj, mob );

act_notchar( #rch, ch, obj, mob );

wait( 2 );

tell( mob, ch, #advice1 );

wait( 3 );

tell( mob, ch, #introduce );

wait( 7 );

tell( mob, ch, #taverns );

wait( 3 );

tell( mob, ch, #advice2 );

~
E
ch~
You ask the @btroll@n for advice.

~
E
rch~
$n asks the aged troll for some advice.

~
E
advice1~
One important thing to remember is that you can often @btell@n an NPC

@bhi@n by using the command TO NPC @bhi@n; they may well respond to you

and give you some helpful information.  You can also @bask@n those same

characters about specific things, just as you have asked me for some

advice.

~
E
introduce~
When you first arrived here in town, you didn't know a soul.  When you

look at others, you can only see their @bappearance@n, and that is all

they see when you pass them by as well.  In order to know them by name,

you must @bintroduce@n yourself to them in a language they understand. 

To do so, type @bintroduce <target person>@n.  You may need to switch to

their language by typing @blang theirlanguage@n, assuming that you in

fact know their language.  As you become friendly with your

acquaintances, you may wish to @bbefriend@n them, so that they are able

to help you get your corpse should you die.  For a friendly cleric to

summon you, you will need to @bconsent@n them.

~
E
advice2~
I can give you advice on any of the following topics: @bweapons, spells,

armor, pets, food and drink, chat and gossip and other communications,

noteboard, skills, practices@n, and general @badventuring@n advice. 

Simply ask @btroll <topic>@n for information about that topic.

~
E
taverns~
There are many spots around town where you can gain useful information

about current events.  Often @btaverns@n are especially good places to

hear rumors and pick up adventuring tips.

~
!
2 -1
weapon spells~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

if( class( ch ) == mage )

  tell( mob, ch, #mage );

else if( class( ch ) == cleric )

  tell( mob, ch, #cleric );

else if( class( ch ) == paladin )

  tell( mob, ch, #paladin );

else if( class( ch ) == ranger )

  tell( mob, ch, #ranger );

else if( class( ch ) == monk )

  tell( mob, ch, #monk );

else

  tell( mob, ch, #other );

~
E
monk~
I see you have chosen the inner path.  The way of the monk is not the way

of blades or spells.  It is the path of inner wisdom, enlightenment, and

perpetual balance.  If you are to succeed on your inner quest I would

advise you to visit your spiritual leader in a place quite close to here. 

He will gladly train you in many of your basic skills if you go and

@bpractice@n with him.  The gentleman who sells weapons here in town can

also provide some general skills, as well as several other citizens of

this town.

~
E
ranger~
Ah, noble friend of the woods.  Scout, forager, guide.  All this you are

and more, friend ranger.  You will face many trails alone in your travels. 

I would advise you begin your training while here in town.  You can learn

much from the local mage, priest, and weapon trainer.  All of them would

be glad to train you if you will just go and '@bpractice@n' with them. 

When you visit the weapon trainer, I would also advice buying a weapon

from him to defend youself in the wilds.

~
E
paladin~
Ah, I see you have chosen to follow the path of the holy warrior.  As a

paladin you will be tried by both the forces of good and evil.  If you

are to succeed in your holy vows you would do best to seek training from

the priest in the temple and the weapon trainer would be able to be of

great service to you.  Both would be eager to train you if you were to

'@bpractice@n' with them.  You would be well advised to buy a weapon from

the weapon trainer while you are there.  His shop is just east of here.

~
E
ch~
You ask the aged troll about weapons and spells.

~
E
look~
The troll looks up, and studies you for a moment.

~
E
other~
I see you know nothing of the magical or clerical arts, so you should

find the weapon trainer that has a shop east of here.  Unarmed fighting

skills are taught by the Captain of the City Guard here in town.  I would

also explore the rest of the town - there are many places of interest,

and other folks can teach you useful skills.

~
E
mage~
I see you are a mage.  The first thing you should know is that Larblad,

the magic shop owner, teaches spells.  Before you leave town, you should

find the weaponsmith and purchase a staff or dagger.  Without it, you

will have little chance.  Type 'abil spell' to find out what spells you

have.  If you want Larblad to train you, the command to know is

'@bpractice@n.' 

~
E
cleric~
I see you are a cleric.  A wise choice.  If you want to learn spells, go

to the temple and find the priest.  He can teach you if you go there and

'@bpractice@n'.  Before you leave town, you should find the weaponsmith 

and purchase a club or staff.

'help Chiiron'.

~
!
8 -1
hi~
wait( 2 );

tell( mob, ch, #hello );

~
E
hello~
Hello, it's nice to see you again.  Is there something you would like to

ask me about?

~
E
prac1~
You begin your life knowing very little, however you have the capacity to

learn.  Your ability to learn is measured in @bPractice@n points.  You

can see howm many you have available by typing 'score'.  You use these

practice points to learn new skills or spells or improve the ones you

already know.

~
E
prac2~
There is no one single place to learn all skills or spells.  The world is

a large place, and it your job to seek out the various beings who can

teach you the skills you would like to learn.  Fortunately, several of

the locals can teach you the basic skills you'll need to survive.  The

more advanced things you'll need to seek out on your own.

~
E
prac3~
To see if someone can teach you any spells or skills, simply type

'practice'.  If someone is in the room who can train you, you will be

shown a list of what you can learn, how many practices it will cost to

learn the skill, and how many coppers the teacher will require to train

you.  To practice a skill type 'practice <skill name>'.

~
!
2 -1
learning practices experience skills~
send_to_char( #ch, ch );

wait( 1 );

tell( mob, ch, #prac );

wait( 2 );

tell( mob, ch, #prac2 );

wait( 3 );

tell( mob, ch, #prac3 );

~
E
ch~
You ask the troll about gaining proficiency with different skills.

~
E
prac~
You have a variety of skills at your disposal, but they need to be honed erst you become truly powerful in these realms.

~
E
prac2~
For weapons training, you should see the orc Wellburn, who lives in the

southwest part of town.  Though now retired, he was once a great warrior

and should be able to teach you a few things.

~
E
prac3~
There are many who might teach you magic, though a good place to start is

at the shop of Larblad.  His few teachings should start you on your way. 

But be warned, for both weapons and magic you have only a limited ability

to practice, so choose wisely.

~
!
2 -1
note boards~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

act_tochar( #notes, ch, obj, mob );

~
E
ch~
You ask the troll about notes and the noteboards.

~
E
look~
$N thinks about your request and considers how best to respond.

~
E
notes~
A lot of the people in the realm like to leave notes for others to read. 

They have found the use of several different noteboards to be very

effective, as not everyone has the time to meet and talk about the goings

on of the world all day long.  Anyone can use the noteboards with only a

little training (@bhelp notes@n).

~
!
2 -1
eating food hunger drinking thirst~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #eat );

wait( 4 );

tell( mob, ch, #drink );

~
E
drink~
The fountain in Voaleth provides ample water.  You can @bdrink@n from it

(@bdrink fountain@n) or even @brefill@n your drinking containers in it. 

In the wilds, it is also possible to drink from the streams and rivers. 

It is a good idea to have some sort of drinking container with you if you

are leaving town.  A waterskin works well as it holds much more than a

cup does.

~
E
eat~
You can buy food from 'Food and Furs' in the center of town, as well as

several of the local taverns.  However, many people find it more

convenient to go hunt for their meals.  Rabbits and other wild animals

provide good sources of food.  Just to the east of town you will find an

area with some animals that can provide you with tasty food.  Just be

careful not to stuff your mouth too quickly, for once you are full, the

extra food will be wasted.  When you can't eat but are hungry, make sure

you are eating only one thing.

~
E
look~
$N looks at you.

~
E
ch~
You ask the troll about food and drink.

~
!
2 -1
chat gossip auction shout~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #chats );

wait( 1 );

tell( mob, ch, #langs );

wait( 1 );

~
E
ch~
You ask the aged troll about chatting and gossiping.

~
E
chats~
Players have the ability to comunicate over the vast distances of the

realm using the various chat channels.  To limit the abuse of over using

them, players accrue something called gossip points, which are spent when

you use the various gossip channels.  The channels are @bChat@n (1 point

per use), @bGossip@n (10 points per use), @bAuction@n (1 points per use),

and @bShout@n (100 points per use).  You can toggle the channels on/off by

simply typing their name (except for shout which is always on) or

communicate over them by typing @b<Channel Name> <what you want to say>@n.

Gossip points are accrued simply by being here, the longer you are here,

the more you will have.

~
E
look~
$N looks at you.

~
E
langs~
Keep in mind that there are folks from many different races in this world. 

You need to speak their language to communicate with them through @bsay@n

or to introduce to them.  If you are grouped with them, you can use

@bgroup tell@n and they will understand you no matter what language you

speak.

~
!
2 -1
armor~
send_to_char( #ch, ch );

wait( 1 );

act_tochar( #look, ch, obj, mob );

wait( 1 );

tell( mob, ch, #armor );

wait( 3 );

tell( mob, ch, #armor2 );

~
E
ch~
You ask the elderly troll about armor.

~
E
look~
The troll stops for a moment, and looks at you.

~
E
armor~
You should probably consider purchasing some armor from Gerflak.  You

should be able to find him just a bit north on the opposite side of the

street.

~
E
armor2~
When you buy the armor you should put it on by wearing it.  Be careful

you do not try to put too much on at once.  You could @bwear@n a @bbracer@n,

but not both bracers on the same arm.  If you are truly in a hurry I

suggest you just @bwear all@n of it at once.

~
!
2 -1
pets~
act_tochar( #ch, ch );

wait( 1 );

act_tochar( #think, ch, obj, mob );

wait( 2 );

if( class( ch ) == ranger )

  tell( mob, ch, #ranger );

else

  tell( mob, ch, #other );

~
E
ch~
You ask the troll about @bpets@n.

~
E
think~
The troll looks at you and appears to think for a moment.

~
E
ranger~
Ah, companion of the woods, to you the animals are more than pets are

they not?  They a friends who will fight at your side.  Others will go to

shops in the towns where people have trained animals to obey, you also

may do this.  For you there also exists the knowledge that you may one

day learn to charm the animals with your woodland magic and they will

travel with you willingly.  Both the trained pets of the shops, and the

freer animals you may meet, can be a boon in a fight for you life, as

they may aid you (use 'option pet_assist').  Be warned, it takes time to

control a pet the number and strength of the pets you control wlil be

limited by your experience in this world.  However, all of your pets will

obey your '@border@n'.  Thus if you '@border wolf sit@n' it will do

so until ordered otherwise.  If you lose your pets, simply @bwhistle@n. 

Provided they are near by and are not asleep, they will slowly try to

find you.

~
E
other~
I have fond memories of pets over the many years.  They have given me

comfort, joy, and often times even save my life in combat.  There are

shops in some towns where pets are tamed and trained to be of assistance. 

Once purchased they will follow you loyally obeying what you '@border@n'

them to do.  If you '@border dog sit@n' he will do so until you command

him otherwise.  In combat pets may assist you (use 'option pet_assist')

even to their death.  They wil remain loyal until they die, or until you

release them (see 'help pet').  Be warned, it takes time to learn to

control your pet and they wil be limited in size by your experience in

this world.  Should you ever lose your pets, simply @bwhistle@n. 

Provided they are near by and are not asleep, they will slowly try to

find you.

~
!
11 -1
~
if( find_stat( ch, level ) < 10 )

tell( mob, ch, #no );

else

continue;

~
E
no~
That isn't a very good idea, try killing some of the small creatures east

of town.

~
!
2 -1
adventuring~
act_tochar( #ch, ch, obj, mob );

wait( 1 );

act_tochar( #all, ch );

~
E
ch~
You ask the troll about adventuring.

~
E
all~
When ready to adventure, you should enter the the underground areas to

the east side of town.  There are many small creatures there to try out

your new skills and spells on, but be sure to @bconsider@b them first,

for some are more dangerous than others.  When you have gained a few

levels try more challenging creatures and possibly even leave the city

and its caverns on your adventures.  If the gate is closed when you

return, @bpound@n on it and the guards should let you back in.  If they

are closed and you need out of the city, simply @bpull lever@n to open

the gate.  If you kill a creature, you may want to @bskin@b it.  If you

are able to skin it successfully, bring the skin back to town and sell it

in 'Food and Furs' in the central part of town.  Skinning these same

animals may also provide a source of food.  Good luck on your journeys.

~
!
2 -1
taverns bars~
wait( 1 );

send_to_char( #ask, ch );

wait( 1 );

tell( mob, ch, #bars );

wait( 1 );

~
E
bars~
There are two taverns here in town where you can buy something to drink

and perhaps a bite to eat.  More importantly, taverns can be a good place

to meet up with other folks to chat or to hear rumors.  Just be sure to

@btell@n the tavernkeeper @bhi@n.

~
E
ask~
You ask the troll about the local taverns.

~
!
-1

#1114
Marbloth~
~
goblin blacksmith~
~
~
intently lines up a row of horseshoes.~
[BUG]~
~
~
~
Marblorth is a slender goblin with long, pale hair.  His hair is pulled

backed from his face by a scrap of leather, and you can see his narrow,

horse-like face.  He smiles broadly at you, and large, square, yellowed

teeth fill his lips.

~
Merior~
attack( mob, victim, 7d10+5, "swift kick" );

attack( mob, victim, 4d15+10, "swift kick" );

attack( mob, victim, 4d12+5, "sharp jab" );

attack_weapon( mob, victim, 7d12+8, "angry punch" );

if( random( 1, 10 ) < 7 ) {

  act_room( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
@BMarbloth calls on the guards for assistance!@n

~
!
9 18 11 0 0 0 0 10
0 0 0 4000 893412323 0 0
230691 270721 0 992 8
50
20 15 14 22 20
30 20 0 0 50 0 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131075210 26214464
48 2 0 0 0
M 992 4 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #sell );

wait( 1 );

~
E
hi~
Marbloth stops currying a horse, and looks up at you.

~
E
sell~
I can sell you a horse or other mount.  To see what I have for sale right

now, just type @blist@n.  My stableboy can sell you saddles and other

useful items -- he's just to my east.

~
!
-1

#1115
~
~
broken-down nag~
~
~
stands here, looking as if she may never move again.~
broken-down nags~
~
~
stand here, looking as if they may never move again.~
This horse may once have been a fine mount for a lady or gentleman, but

is now very tired and a bit lame.  She looks up at you, her large eyes

sad and glazed.

~
Merior~
attack_weapon( mob, victim, 2d4, "hooves" );

~
!
0 0 35 0 0 0 0 10
10000 0 0 4000 893412395 0 0
209705 0 0 0 4
7
16 4 4 18 14
0 0 0 0 0 0 0
1000 0 flank~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
23593605 78643850
0 1 0 0 0
F 0 6 0
-1
-1

#1116
~
~
goblin stableboy~
~
young~
works, putting away some tack.~
goblin stableboys~
~
young~
work, putting away some tack.~
A young goblin stands behind a counter, industriously hanging horseshoes

on the wall.  His pale face is almost hidden by the brim of a wide hat,

and you can barely see his pale eyes flash as he looks up.

~
Merior~
attack_weapon( mob, victim, 4d2, "right hand" );

attack_weapon( mob, victim, 4d2, "left hand" );

if( random( 1, 10 ) < 7 )

  attack_weapon( mob, victim, 4d2, "left hand" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@bThe stableboy yells out for help!@n

~
!
9 18 11 0 0 0 0 10
0 0 0 4000 893661705 0 0
230755 262531 8388616 16 4
25
15 11 11 20 15
20 0 0 25 25 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
104858250 26214464
68 6 0 0 0
M 16 4 0
-1
8 -1
hello hi greetings~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #sell );

wait( 1 );

mpcode( mob, 2 );

~
E
hi~
The stableboy stops his work and appears to think.

~
E
sell~
I work hard helping my master care for the horses that are boarded here

in town.  I don't get paid very much money, but he lets me make a little

extra by buying and selling saddles and some other tack.

~
!
3 -1
~
wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

if( class( ch ) == paladin )

tell( mob, ch, #stat2 );

else

end;

~
E
rask~
$n tells $N something.

~
E
stat1~
What you want? Look or don't look, me not care!

~
E
stat2~
Wait!  You're...you're a paladin!  Wait, I might know something you might

like to know about.  You need but ask me and poor Gruzzlie will tell you

all he knows about paladin mounts!

~
!
2 -1
mounts mythic mystical~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

i = random( 1, 16 );

if( rflag( reset2, room ) ) {

  if( i == 1 )

    tell( mob, ch, #stat1 );

  if( i == 2 )

    tell( mob, ch, #stat2 );

  if( i == 3 )

    tell( mob, ch, #stat3 );

  if( i == 4 )

    tell( mob, ch, #stat4 );

  if( i == 5 )

    tell( mob, ch, #stat5 );

  if( i == 6 )

    tell( mob, ch, #stat6 );

  if( i == 7 )

    tell( mob, ch, #stat7 );

  if( i == 8 )

    tell( mob, ch, #stat8 );

  if( i == 9 )

    tell( mob, ch, #stat10 );

  if( i > 9 ) {

    remove_rflag( reset2, room );

    tell( mob, ch, #stat9 );

    }

  }

else

  tell( mob, ch, #stat9 );

~
E
ask~
You ask $N about mystical mounts.

~
E
rask~
$n asks $N something.

~
E
stat1~
Great paladin Gribsnibble and his blue dragon mount never met their match!

~
E
stat2~
Evil paladins, if they cannot find a dragon, tend to favor shadow stallions.

~
E
stat3~
Though the weakest, Dame Dernerva favored her red wyvern and its

poisonous tail is many battles.

~
E
stat4~
Though now as fierce as a black griffon, many paladins swear by the

abilities of their nightmare mounts.

~
E
stat5~
Big evil paladins like erguroths!  They sit like horses but drain the

life from the foes in battle!

~
E
stat6~
Hydrosphinx's may not be powerful, but they are fierce and much stronger

than wyverns!

~
E
stat7~
Larger than your average feline, Paladin Barkkus and his battle panther

were so much the better combination than he and his Hydrosphinx.  That

panther's coat use to be blacker than a pinch of black Naraki sand.

~
E
stat8~
Dame Daregnala rode everywhere she went on a stallion of flame, even to

her death!

~
E
stat10~
Dame Daregnala's cousin swore by thurdermare's instead.  But how she

called to them and with what only someone like Larblad would know.

~
E
stat9~
Me no talk no more.  Master might get mad if he see me not working.  Come

back later.

~
!
-1

#1117
~
~
ghost of a village matron~
~
~
floats here, wailing pathetically.~
ghosts of village matrons~
~
~
float here, wailing pathetically.~
Clutching her dead, limp baby to her breast this ghost of a woman

continuously wails at the loss of her child.  With only scraps of hair

from where she has pulled the rest out and scratches down her face from

where she has disfigured herself, this ghost is truly a horrible sight.  

~
Damiel~
attack( mob, victim, 1d10+5, "ghostly touch" );

if( attack( mob, victim, 1d10+5, "ghostly touch" ) )

  drain_exp( victim, 8 );

attack_weapon( mob, victim, 1d8+15, "iron poker" );

if( random( 1, 10 ) == 1 ) {

  ch = rand_char( room );

  if( is_player( ch ) ) {

    send_to_char( #to_char, ch );

    act_notchar( #to_room, ch );

    drain_exp( ch, 100 );

    }

  }

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893412549 0 0
294931 0 4108 16 8
10
3 10 8 18 17
0 50 60 0 90 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
F 16 4 0
-1
-1

#1118
~
~
tunnel worm~
~
~
burrows into the hard stone.~
tunnel worms~
~
~
burrow into the hard stone.~
Thick and sluggish, the tunnel worm is roughly 10 inches long, with a

smooth, colorless body and gaping mouth.  It uses a powerful acid to melt

and the stone into which it slowly burrows.

~
Kreel~
attack_acid( mob, victim, 1d4+1, "blistering acid" );

if( random( 1, 10 ) < 3 ) {

  act_room( #mouth, ch, obj, mob );

  attack( mob, victim, 0d10+2, "barbed mouth" );

  }

~
E
mouth~
A tunnel worm recoils, then bites!

~
!
0 0 26 0 0 0 0 10
0 0 4881 4000 893412634 0 27
5242913 0 0 0 4
1
3 1 1 4 6
10 -20 5 10 0 90 -5
800 1 segmented body~
1000 0 grasping mouth~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
8497 18091 0 77386 69434
N 0 1 0
63 17 1509949460 -1 0
-1
-1

#1119
~
bug~
bug~
there is~
~
here waiting to be abused.~
bugs~
there are~
~
here waiting to be abused.~
How odd.  More than anything else this bizarre creature looks like a

small beetle but its shell is covered in a variety of letters and numbers

in a structured, yet chaotic, jumble.  Is this the dreaded bug that

immortals despise?

~
Talis~
act_room( #abuse, ch );

attack( mob, victim, 3d5, "flawed code" );

~
E
abuse~
@c

A bug shouts "Help, I'm a bug and $n is abusing me!"

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894245477 0 32
230185 0 0 0 8
3
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
M 0 4 0
-1
11 -1
~
act_room( #help, ch );

~
E
help~
@c

A bug yells "Help! Help! I'm a bug and I'm being abused!"

~
!
-1

#1120
~
~
screech bat~
~
~
shrieks noisily in the darkness.~
screech bats~
~
~
shriek noisily in the darkness.~
A tiny screech bat streaks through the darkness, finding its way with

powerful, resonating shrieks.  For its size - just larger than a common

rat - the bat is very loud.  Its skin is black and leather, and its eyes

glimmer red.

~
Kreel~
attack( mob, victim, 1d4+2, "claw" );

if( random( 1, 5 ) < 2 ) {

  act_room( #to_all, mob );

  attack( mob, victim, 1d3,  "piercing shriek" );

  end;

}

~
E
to_all~
The bat emits a painful shriek!

~
!
0 0 54 0 0 0 0 10
0 0 24352 4000 893412875 0 27
4344105 256 4096 0 4
1
3 3 5 12 4
5 -10 6 2 -2 3 4
700 2 leathery wing~
800 1 black torso~
1000 0 tiny head~
0 1000 ~
0 1000 ~
0
2622081 26214464
114985 93749 0 388469 718551
M 0 1 0
84 17 1509949450 -1 0
148 17 1509949490 -1 0
-1
0 -1
~
~
!
-1

#1121
~
~
mountain ram~
~
large, wooly~
stands here, sure hooves gripping the rock.~
mountain rams~
~
large, wooly~
stand here, sure hooves gripping the rock.~
With a shoulder height of about four feet, this rock-climbing,

cold-thriving ram looks as though he has few predators to fear.  His

furred shoulders flex with powerful muscles as he moves with sure hooves

over the uneven ground, his thick neck supporting a proud head from

which jut two huge, curving horns that look like they could batter down a

city portcullis.

~
Damiel~
if( random( 1, 5 ) == 1 ) {

  act_room( #all, victim );

  if( attack( mob, victim, 6d4+2, "charge" ) )

    interpret( mob, "bash" );

  }

attack( mob, victim, 3d5+3, "heavy kick" ); 

attack( mob, victim, 1d9+3, "trample" );

~
E
all~
@G@bThe ram rears up on its hind legs as it begins its charge!

~
!
0 0 19 0 0 0 0 3380
0 0 41 4000 899959747 0 30
214313 0 0 0 4
7
18 10 10 15 14
0 0 50 0 0 0 0
300 8 heavily horned head~
600 3 hairy pelt~
900 3 muscular leg~
1000 2 body~
0 1000 ~
0
18350727 26214464
193473 9737 0 2065 115342
N 0 3 0
1601 17 1509949453 -2 0
1610 16 1509949450 -2 0
867 17 1509949453 -2 0
-1
-1

#1122
~
~
black ooze~
~
~
gurgles and spurts in a bed of slime.~
black oozes~
~
~
gurgle and spurt in a bed of slime.~
The black ooze is an amorphous mass of acidic gelatin.  It seethes and

churns as it consumes.  A humanoid leg, seared to the bone with acid,

slides into the ooze and is gone.

~
Kreel~
attack_acid( mob, victim, 3d6, "spurt of acid" );

if( random( 1, 10 ) < 3 ) {

  act_tochar( #glob, ch, obj, mob );

  act_notchar( #room, ch, obj, mob );

  attack_acid( mob, victim, 2d6+5, "glob of acid" );

}

else

attack( mob, victim, 1d12, "lashing tendril" );

~
E
glob~
$N rears back and ejects an enormous glob of acid!

~
E
room~
$N rears back and ejects an enormous glob of acid at $n.

~
!
0 0 32 0 0 0 0 10
0 0 392 4000 893413052 0 27
1080033331 0 8 0 4
6
14 2 3 4 16
0 -25 -25 0 100 90 0
1000 6 mucus-like mass~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
29189 2782 0 38781 701518
N 0 4 0
-1
4 -1
~
wait( 1 );

act_room( #writhe, ch, obj, mob );

loop( all_in_room ) {

i = 1d6+1;

  dam_message( rch, i, "A flailing tendril" );

  inflict( rch, mob, i, "the black ooze" );

  }

wait( 1 );

act_room( #dissolve, ch );

~
E
writhe~
@YThe black ooze writhes in its death throes, flinging its tendrils!@n

~
E
dissolve~
The black ooze gives a final, violent convulsion, then dies.

~
!
-1

#1123
~
~
white bat~
~
large~
streaks, wraith-like, in the shadows.~
white bats~
~
large~
streak, wraith-like, in the shadows.~
The white bat is larger than a common cave bat, having a wingspan of

almost three feet.  Its claws are curved like sickles, and its fangs are

like ivory needles.  The white bats eyes are blood-red.

~
Kreel~
attack( mob, victim, 1d8, "wicked claw" );

attack( mob, victim, 1d6+1, "piercing fang" );

if( random( 1, 10 ) < 3 ) {

  act_room( #second, ch, obj, mob );

  attack( mob, victim, 3d4, "wicked claw" );

}


~
E
second~
The white bat turns deftly in the air, swiping with its claws.

~
!
0 0 54 0 0 0 0 10
0 0 1600 4000 897083230 0 36
4394809 256 0 0 8
3
7 6 3 18 8
10 -10 10 4 -10 10 10
500 3 colorless body~
800 1 clawed wing~
1000 1 small head~
0 1000 ~
0 1000 ~
0
7864963 26214464
31629 9977 0 58816 345952
N 0 4 0
731 17 1509949540 -1 0
-1
-1

#1124
~
~
thief underling~
~
~
is here, twirling a dagger on his finger.~
thief underlings~
~
~
are here, twirling daggers on their fingers.~
A short, rake-thin human, a scraggly beard growing on his youngish face,

looks around quickly with a nervous, twitchy eye.  He looks sickly and

underfed.

~
Kreel~
attack_weapon( mob, victim, 1d4+1, "right hand" );

attack_weapon( mob, victim, 1d4, "left hand" );

~
!
0 27 0 0 0 0 0 10
0 0 795 1000 898173360 0 27
231393 0 0 0 4
2
13 7 9 16 12
-5 10 10 0 5 -10 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
4719234 26214464
23408 6903 0 15986 90628
M 0 4 0
3028 17 1509949540 16 0
-1
-1

#1125
~
gaunt~
thief~
~
gaunt~
stands here, his face long and haggard.~
thieves~
~
gaunt~
stand here, their faces long and haggard.~
Deep crags mar the gaunt, stony face of this human.  His narrow body

sags; his shoulders slump precariously forward.  His oily hair erupts in

a dissheveled mass of tangles, and his body reeks of stale sweat.

~
Kreel~
attack( mob, victim, 2d4, "right hand" );

attack( mob, victim, 2d4+3, "left hand" );

if( random( 1, 6 ) < 4 ) {

  act_room( #kick, ch, obj, mob );

  attack( mob, victim, 2d6, "swift kick" );

  }

~
E
kick~
The gaunt thief quickly angles his body and delivers a kick.

~
!
0 27 0 0 0 0 0 10
0 0 943 4000 895502874 0 0
230899 0 0 16 4
5
11 13 15 17 9
10 -10 0 -5 4 2 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
11797125 26214464
54439 7435 0 48843 807491
M 16 4 0
2001 17 1509949515 5 0
693 17 1509949540 17 0
1544 17 1509949460 -1 0
-1
-1

#1126
~
~
thief engineer~
~
dishevelled~
crouches here, tapping his chin in thought.~
thief engineers~
~
dishevelled~
crouch here, tapping their chins in thought.~
Keen, ingenious eyes adorn the face of this shaggy-haired, dishevelled

human.  His long white frock is smeared with grease and powder, his

hands are as black as soot.  He reaches absently for his ear, grumbling

something about forgetting his pencil.

~
Kreel~
attack( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "swift punch" );

~
!
0 27 0 0 0 0 0 10
0 0 1199 4000 893661853 0 0
230835 0 0 0 4
3
9 16 14 13 15
10 5 -5 -10 20 2 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
20146 5568 0 40407 299273
M 0 4 0
181 17 1509949465 16 0
335 17 1509949540 17 0
439 17 1509949500 5 0
-1
-1

#1127
~
~
colorless fish~
~
~
swims silently through the water.~
colorless fish~
~
~
swim silently through the water.~
Through countless generations of living in the total absence of light,

these fishes have lost their coloration and their eyes, having developed

other methods of detection.  They are paper-thin and fast, resembling

solid-white bluegills.

~
Kreel~
attack( mob, victim, 1d4+1, "tiny mouth" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 0d10+2, "spiny dorsal fin" );

~
!
0 0 29 0 0 0 0 10
0 0 4743 4000 893413671 0 27
4329505 0 32 0 4
1
3 5 2 14 6
-10 -20 20 -10 0 5 0
800 1 glossy scales~
900 3 spiny fins~
1000 0 eyeless head~
0 1000 ~
0 1000 ~
0
2622081 26214464
8557 13747 0 68376 81866
N 0 4 0
720 17 1509949500 -1 0
-1
-1

#1128
~
~
mirefish~
~
large, toothed~
lies just below the surface.~
mirefish~
~
large, toothed~
lie just below the surface.~
This thick-bodied fish stretches four feet from its tail to its gaping,

tooth-filled mouth.  It moves slowly, predaceously, lying in wait just a

fraction of an inch below the water's dark surface.  The fish is as white

as ivory.

~
Kreel~
i = 2d5;

attack( mob, victim, i, "crushing bite" );

attack( mob, victim, i, "crushing bite" );

if( i > 7 ) {

  act_tochar( #clamp, ch, obj, mob );

  dam_message( victim, 2d4, "The mirefish's crushing jaws" );

  inflict( victim, mob, 2d4, "a mirefish" );

  }

~
E
clamp~
$N clamps onto you with its vise-like jaws!

~
!
0 0 29 0 0 0 0 10
0 0 6348 4000 893661916 0 0
4395297 0 0 0 4
4
9 3 3 13 10
-10 -15 20 -10 10 0 0
500 3 scaled body~
600 2 spiny fin~
800 1 broad flipper~
1000 2 thick head~
0 1000 ~
0
10486404 26214464
178116 26970 0 277404 3562451
N 0 2 0
183 17 1509949480 -1 0
183 17 1509949455 -1 0
720 17 1509949490 -1 0
1537 17 1509949452 -1 0
-1
-1

#1129
~
~
hellbender salamander~
~
~
hisses in your direction, eyes alight with hunger.~
hellbender salamanders~
~
~
hiss in your direction, eyes alight with hunger.~
A huge, desceptively smooth-skinned and flabby-looking salamander with a

gaping mouth that looks as though it could eat a mountain goat whole. 

The salamander's skin exudes a slick ooze, and the whole creature seems

naturally disagreeable and nasty.

~
Damiel~
if( attack( mob, victim, 11d6+11, "massive bite" ) ) {

  if( random( 1, 2 ) == 1 )

    poison( victim );

  }

if( attack( mob, victim, 6d5+5, "heavy foreclaw" ) ) {

  if( random( 1, 5 ) == 1 )

    poison( victim );

  }

if( attack( mob, victim, 6d5+5, "heavy foreclaw" ) ) {

  if( random( 1, 5 ) == 1 )

    poison( victim );

  }

attack( mob, victim, 1d9+5, "tail lash" );

~
E
all~
@R@bThe hellbender rears up and lashes out with a vicious, horrid bite!

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893414740 0 29
233491 0 0 0 8
35
20 3 3 16 17
10 40 0 4 100 40 100
400 16 rubbery-skinned body~
600 18 bony head~
900 10 squat leg~
1000 6 soft belly~
0 1000 ~
0
91751075 26214464
1787 29 20 229 0
N 0 6 0
-1
-1

#1130
~
white enormous moray eel~
moray eel~
~
enormous, white~
slithers quietly through the dark water.~
moray eels~
~
enormous, white~
slither quietly through the dark water.~
This stark-white eel, its body thick and heavy, is seven feet long. 

Along its back runs a feathery fin that sways hypnotically as the eel

glides silently through the water.  Hundreds of needle-like teeth

protrude from the eel's mouth, which, as with all eels, is twisted in a

freakish mockery of a smile.

~
Kreel~
attack( mob, victim, 2d6, "flesh-rending bite" );

attack( mob, victim, 1d8, "lashing tail" );

if( random( 1, 10 ) < 2 ) {

  act_room( #another, ch, obj, mob );

  attack( mob, victim, 1d4, "flesh-rending bite" );

}

~
E
another~
The white eel feints then lashes forward for another attack.

~
!
0 0 29 0 0 0 0 10
0 0 5539 4000 893661929 0 27
5444129 0 0 0 4
4
5 1 1 12 8
10 -5 10 -30 2 4 -10
600 1 sinuous body~
700 0 soft fin~
1000 2 bony head~
0 1000 ~
0 1000 ~
0
10486404 26214464
73972 23892 0 265643 1522713
N 0 2 0
1543 17 1509949448 -1 0
-1
-1

#1131
~
~
ghost of a carpenter~
~
~
works here, his hammering giving off a haunting echo.~
ghosts of carpenters~
~
~
work here, their hammering giving off a haunting echo.~
The ghost of an old man with a plain, hard face is here, working intently

with nearly-transparent tools on some long, unfinished task.  His face is

stern with concentration, his arms are thick and ropy with muscle.

~
Kreel~
attack_weapon( mob, victim, 2d6, "spectral hammer" );

attack( mob, victim, 1d8, "gnarled hand" );

~
!
0 0 28 0 0 0 0 10
0 0 2054 4000 893434252 0 27
4456611 0 4128 16 8
3
14 9 13 11 15
10 0 30 0 20 0 90
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
9175683 26214464
37684 6962 0 66553 730616
M 16 4 0
338 17 1509949500 16 0
2182 17 1509949480 14 0
-1
-1

#1132
~
~
ghost of a sage~
~
~
leans over a spectral book, reading quietly.~
ghosts of sages~
~
~
lean over a spectral book, reading quietly.~
The lean, wispy old man reads a long-destroyed book of knowledge, turning

each page with meticulous care.  His face is stern and angular, his old

fingers are bent like an oak tree.

~
Kreel~
attack( mob, victim, 2d4, "icy hand" );

attack( mob, victim, 2d4+4, "spectral touch" );

if( random( 1, 10 ) < 4 ) {

  act_room( #glow, ch );

  do_spell( magic missile, mob, victim );

  }

~
E
glow~
The ghostly sage's hands begin to glow a deep amber.

~
!
0 0 28 0 0 0 0 10
0 0 1835 4000 893434398 0 27
4491297 8448 4108 144 8
5
9 18 17 12 12
10 -10 40 0 50 0 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
97205 6276 0 82626 2919857
M 144 4 0
1025 17 1509949460 17 0
196 17 1509949480 17 0
982 17 1509949490 3 0
1539 17 1509949460 -1 0
-1
0 -1
~
act_tochar( #mumble, ch );

~
E
mumble~
The ghostly sage mumbles over and over, "By our blood do we grow strong,

by our blood do we grow strong, by our blood..." 

~
!
-1

#1133
~
~
ancient guardian~
~
heavily armored~
stands here, battle-ready.~
ancient guardians~
~
heavily armored~
stand here, battle-ready.~
The ghost is of a middle-aged man with a long, fierce beard and piercing

eyes.  His armor is of ancient design.  He stands here, legs apart, broad

shoulders set, hands resting on the pommel of his down-turned sword.

~
Kreel~
attack_weapon( mob, victim, 3d5+2, "mailed fist" );

attack_weapon( mob, victim, 3d5+2, "mailed fist" );

attack( mob, victim, 5d3, "thundering kick" );

if( is_silenced( mob ) )

  end;

else {

  if( random( 1, 10 ) > 7 )

    attack_room( mob, 2d10, "howl of rage" );

  }

~
!
0 0 28 0 0 0 0 10
0 0 1152 4000 893661961 0 27
4458659 41216 37814284 192 8
9
16 11 14 14 15
10 0 50 10 10 20 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65600
34079365 26214464
167733 7613 0 116015 6589934
M 192 4 0
3004 17 1509949525 16 0
1545 17 1509949465 5 0
228 17 1509949445 6 0
980 16 1509949530 6 0
-1
4 -1
~
act_room( #lastwords, ch );

~
E
lastwords~
The ancient guardian throws back his head and howls sorrowfully,

"Arradar, I failed you..." 

~
!
0 -1
~
act_tochar( #getout, ch, obj, mob );

~
E
getout~
@CThe ghost levels his haunting eyes at you and growls, "You don't belong here."@n

~
!
-1

#1134
~
ogre captain voaleth guard~
Captain of the Voaleth Guard~
~
~
lectures his troops.~
Captains of the Voaleth guard~
~
~
lecture their troops.~
The Captain of the Voaleth Town Guard is a large ogre, with scars

liberally streaked across his face and hands.  He stands in front of a

punching bag, practicing his art.  Although he is intent on his practice,

he looks like he might be quite approachable and willing to help you

@Bpractice@n some skills. 

~
Merior~
i = random( 1, 10 );

attack_weapon( mob, victim, 8d6+40, "slap" );

attack_weapon( mob, victim, 8d6+40, "smash" );

attack( mob, victim, 5d5+5, "eye gouge" );

if( i < 8 )

  attack( mob, victim, 2d25+25, "spin kick" );

if( i < 4 )

  attack( mob, victim, 2d25+50, "arm smash" );

if( i == 1 )

  do_spell( sleep, mob, ch );

if( random( 0, 1 ) == 1 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@BThe Captain of the Guard shouts, "To arms, to arms!"@n

~
!
6 18 8 0 0 0 0 10
0 0 0 4000 893970870 0 27
205752099 6302089 13 64 8
80
20 14 13 22 20
50 50 50 50 100 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
262145320 39324802
2283 27 0 1111 0
M 64 5 0
1420 17 1509949540 5 0
185 17 1509949460 16 0
185 16 1509949520 16 0
615 17 1509949540 7 0
611 17 1509949540 10 0
-1
8 -1
hi~
wait( 1 );

act_tochar( #hi, ch );

wait( 1 );

tell( mob, ch, #prac );

wait( 1 );

~
E
hi~
The captain looks up from his workout.  He looks at your puny physique

and sneers.

~
E
prac~
I can help you to @bpractice@n some physical skills.  Of course, you are

SO weak, it's hardly worth my time.

~
!
2 -1
password palace~
wait( 1 );

act_tochar( #look, ch );

act_notchar( #looks, ch );

wait( 1 );

tell( mob, ch, #pass );

wait( 1 );

~
E
look~
The captain looks at you, thinking about your request.

~
E
looks~
The captain looks at $n, and whispers something to them.

~
E
pass~
Well, you would be most fortunate if the guards were to admit you into

the palace.

~
!
-1

#1135
~
~
Voaleth Bank Guard~
~
green-skinned~
stands ready to stop robbers.~
Voaleth Bank Guards~
~
green-skinned~
stand ready to stop robbers.~
This guard stands close to nine feet tall and three feet wide.  His

muscles are noticable even under his metal armor.  A large scar runs down

the side of his face.  His skin is a deep green, that of a troll.

~
Merior~
i = random( 1, 10 );

if( i < 8 )

  interpret( mob, "bash" );

if( i > 8 )

  interpret( mob, "disarm" );

attack( mob, victim, 8d7+30, "punch" );

attack( mob, victim, 8d7+30, "punch" );

attack( mob, victim, 5d4+15, "bite" );

attack( mob, victim, 1d30+20, "slap" );

attack( mob, victim, 4d10+5, "claws" );

if( i < 8 ) {

  act_room( #sum, ch );

  summon( mob, victim );

  }

~
E
sum~
@BThe bank guard shouts for assistance!@n

~
!
7 18 9 0 0 0 0 10
0 0 0 4000 893662026 0 0
4424999 2105728 12 96 8
80
22 10 10 30 18
40 0 30 20 50 0 80
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
314572800 26214464
379 4 0 12 0
M 96 5 0
185 17 1509949490 16 0
969 16 1509949490 16 0
1420 17 1509949540 5 0
2125 17 1509949540 8 0
-1
0 -1
~
wait( 2 );

tell( mob, ch, #business );

~
E
business~
Transact your business and get out, no loitering.

~
!
8 -1
hi~
wait( 1 );

tell( mob, ch, #banking );

wait( 1 );

~
E
banking~
This is the Bank of Voaleth.  You can @bdeposit@n or @bwithdraw@n funds,

or you can check your @bbalance@n.

~
!
-1

#1136
Larblad~
~
proprietor of the shop~
~
~
has more than one trick up his sleeve.~
proprietors of the shop~
~
~
have more than one trick up their sleeves.~
Larblad, the proprietor of the magic shoppe of the same name, is an aged

vyan with long, stringy gray hair.  His deep-set eyes seem to glow with

an abnormal intensity, and he quietly mutters to himself as he stacks up

some eyes of newts.  Despite his busy demeanor, he looks as if he would

be happy to stop and sell you something, or even help you @bpractice@n

the magical arts.

~
Merior~
attack( mob, victim, 8d10+20, "small fist" );

attack( mob, victim, 8d10+20, "quick kick" );

attack( mob, victim, 8d10+20, "small fist" );

act_room( #storm, ch );

attack_room( mob, 7d20+20, "raging sleet and hail" );

if( random( 1, 5 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

~
E
storm~
Larblad fades back, magic words tumbling softly from his lips.  His hands

turn a deep winter-white, then surge with a raging ice storm.

~
E
summon~
@RThe shopkeeper yells for help!@n

~
!
10 18 12 0 0 0 0 10
0 0 0 4000 893436028 0 27
1073972515 6562178 4 144 4
80
18 20 16 20 18
50 50 75 50 75 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
235930270 39324801
0 1 0 0 0
M 144 4 0
-1
8 -1
hi~
wait( 1 );

tell( mob, ch, #hi );

wait( 1 );

if( class( ch ) == mage )

  tell( mob, ch, #mage );

if( class( ch ) == ranger )

  tell( mob, ch, #ranger );

~
E
hi~
Well, hello there, $n.  I can sell you several useful items, or might be

interested in buying something from you.

~
E
mage~
I see you are a mage.  There are many things I can teach you.  Type

@bpractice@n and I will list the spells you can learn.  Be sure to visit

Wellburn and practice staff, and perhaps also the Captain of the Militia

for some other fighting skills to help you survive here better. 

@GSnarblak@n, at Food and Furs, can also teach you some valuable spells.

~
E
ranger~
I see you are a ranger.  There are several things I can teach you.  Type

@bpractice@n and I will list the spells you can learn.  Be sure to visit

Wellburn and practice a weapon, and perhaps also the Captain of the

Militia for some other fighting skills to help you survive here better. 

@GSnarblak@n, at Food and Furs, can also teach you some valuable spells.

~
!
2 -1
clawed circlet~
act_tochar( #claw, ch );

~
E
claw~
Larblad smiles.  "The true prize of the user of magic.  It aids him in

his practice, just as it is won by his own hand." 

~
!
2 -1
reagents mounts spell components~
if( room == find_room( 20066 ) )

  mob = mob_in_room( 1136, find_room( 20066 ) );

else

  mob = mob_in_room( 238, find_room( 27044 ) );

act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

if( random( 1, 2 ) == 1 )

if( room == find_room( 20066 ) ) {

wait( 2 );

tell( mob, ch, #stat2 );

wait( 2 );

tell( mob, ch, #stat3 );

wait( 3 );

tell( mob, ch, #stat4 );

}

~
E
ask~
You ask $N about how to summon a mystical paladin mount.

~
E
rask~
$n asks $N about something.

~
E
stat1~
To be honest, I'm not really sure what paladins use to call their mounts. 

Their guard this secret quite closely.  Nonetheless, like all spells of

this type, like calls to like.  Something that represents or harnesses

the essence of the mount will have more success than something that does

not.

~
E
stat2~
Now that I think about it, I do know of a couple of reagents that

paladins might use to summon unholy mounts.

~
E
stat3~
Legend tells of one great troll paladin using snake fangs to summon a

vampiric erguroth while a female ogre paladin lured a nightmare to her

side with stems of nightshade.

~
E
stat4~
I think the twisted man who has secreted himself in the Medienne Forest

might be able to help you more.  He and I did business once, long ago...

~
!
2 -1
vampiric mist~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about a vampiric mist.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I'll tell you all about vampiric mists, but first, bring me a red-green

diamond.

~
!
6 2155
~
act_room( #hide, ch, obj, mob );

junk_obj( has_obj( 2155, mob ), 1 );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
hide~
$n quickly hides the gem away.

~
E
stat1~
Ah, yes, now for why you came here.  Vampiric mists are often the

spiritual remains of a vampire that drifts around like fog.  To summon

one, you must gather the dust of many opals.

~
!
2 -1
flesh simulcrum~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about flesh simulcrums.

~
E
rask~
$n asks $N about something.

~
E
stat1~
A simple piece of troll flesh is often enough to steal a flesh simulcrum

from its former master, giving the proper spell castings.

~
!
-1

#1137
~
~
packrat~
~
beady-eyed~
scurries here, angrily baring its razor-sharp teeth.~
packrats~
~
beady-eyed~
scurry here, angrily baring their razor-sharp teeth.~
The beady-eyed packrat is small and quick.  Its lithe body is strong

enough to pull objects many times its own weight.  Its dark-brown fur is

coarse and thick.

~
Kreel~
attack( mob, victim, 1d4+1, "vicious bite" );

attack( mob, victim, 1d4+1, "sharp claw" );

~
!
0 0 52 0 0 0 0 10
0 0 964 4000 893662084 0 24
197425 0 0 0 4
2
6 8 4 13 10
0 -10 0 2 20 10 0
500 2 furry body~
700 0 tiny head~
1000 0 leg~
0 1000 ~
0 1000 ~
0
5243522 26214464
7149 4894 0 24729 71058
M 0 1 0
-1
-1

#1138
~
~
skeletal dog~
~
~
growls fiercely in your direction.~
skeletal dogs~
~
~
growl fiercely in your direction.~
In life, this dog could not have been very big, and now, without skin or

fur, it looks much punier.  It stands perhaps a foot tall, but has long,

bleeched-white teeth and bony claws.

~
Kreel~
attack( mob, victim, 2d4, "vicious snap" );

attack( mob, victim, 2d4, "bony claw" );

~
!
0 0 28 0 0 0 0 10
0 0 37 4000 899876773 0 36
131105 0 12 0 4
3
13 3 3 9 14
10 0 50 -20 100 0 0
500 2 hollow ribcage~
700 1 hard skull~
850 1 hind leg~
1000 1 front leg~
0 1000 ~
0
9175683 26214464
865 150 0 1090 12174
N 0 2 0
242 17 1509949485 3 0
-1
-1

#1139
~
~
massive slug~
~
~
slithers along here, its eyestalks probing slowly.~
massive slugs~
~
~
slither along here, their eyestalks probing slowly.~
The large slug is four feet long and moves slowly and deliberately.  Its

toothless mouth is a narrow slit.  It face is eyeless, as it relies

instead on its two cord-like feelers.  It is brown-green, and leaves a

trail of thick, nearly-transparent slime behind it.

~
Kreel~
attack_acid( mob, victim, 2d10, "acidic saliva" );

if( random( 1, 10 ) < 4 )

  attack_acid( mob, victim, 1d4+1, "spray of saliva" );

~
!
0 0 26 0 0 0 0 10
0 0 5376 4000 893436314 0 27
1114145 0 0 0 4
4
5 5 6 4 10
0 -10 0 0 0 -15 0
600 3 slimy body~
700 1 narrow head~
8 0 thick eyestalks~
1000 1 glistening underside~
0 1000 ~
0
10486404 6553664
156590 31962 0 257582 2270724
N 0 3 0
1418 17 1509949460 -1 0
-1
-1

#1140
Ingblad~
~
orcish barkeep~
~
~
stands behind his bar.~
orcish barkeeps~
~
~
stand behind their bar.~
Ingblad is a large, rotound orc.  Only the upper portion of his body is

visible, for the rest is hidden behind the dirty bar.  What you can see

is obscured by a thick layer of dirt and grime, so much so that you

cannot determine the true color of his skin or his stringy hair.  He

looks up as you approach, and his toothless grin splits wide open.

~
Merior~
attack_weapon( mob, victim, 5d6+10, "meaty fists" );

attack_weapon( mob, victim, 5d6+10, "meaty fists" );

act_tochar( #to_char, victim );

attack_weapon( mob, victim, 10d5+20, "stout oak chair" );

act_room( #help, ch );

summon( mob, victim );

~
E
to_char~
Ingblad grabs a nearby chair, and moves to smash it over your head.

~
E
help~
@bIngblad calls out for the guards to help him!@n

~
!
8 18 10 0 0 0 0 10
0 0 0 4000 893436372 0 0
230691 0 0 992 4
50
15 9 18 20 17
25 25 25 25 25 0 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131072690 26214464
48 5 0 0 0
M 992 5 0
828 17 1509949540 13 0
248 17 1509949540 16 0
-1
2 -1
goblin waiter brother~
wait( 1 );

tell( mob, ch, #ch );

wait( 1 );

tell( mob, ch, #lefty );

~
E
ch~
Poor @YSnivel@n, his brother has been captured and is currently jailed in

the cells east of town.

~
E
lefty~
Snivel really wont tell me much about him, but his uncle, @GLefty@n, the

locksmith, might be able to give you more information.

~
!
8 -1
hi~
wait( 1 );

tell( mob, ch, #hi );

wait( 3 );

tell( mob, ch, #trouble );

~
E
hi~
Hello there, would you like to order something to eat or drink?

~
E
trouble~
Please be kind to my waiter.  He is so worried about his brother, he is

having trouble concentrating.

~
!
-1

#1141
~
~
tiny black ooze~
~
tiny~
unfolds slowly, consuming the stone around it.~
tiny black oozes~
~
tiny~
unfold slowly, consuming the stone around them.~
This amorphous black mass is almost pure acid.  It is a dull, glossy

black.  It bulges in places with chunks of stone it is slowly digesting.

~
Kreel~
attack_acid( mob, victim, 1d4+1, "spray of acid" );

attack( mob, victim, 1d4+1, "lashing tendril" );

~
!
0 0 32 0 0 0 0 10
0 0 3280 4000 893662120 0 27
6291507 0 8 0 4
2
4 3 3 6 9
0 -10 -50 0 100 100 100
800 1 slimy mass~
1000 1 outstretched tendril~
0 1000 ~
0 1000 ~
0 1000 ~
0
3932802 26214464
19566 23481 0 76188 125260
N 0 1 0
-1
-1

#1142
~
~
wood imp shaman~
~
scraggly~
mumbles to himself.~
wood imp shaman~
~
scraggly~
mumble to themselves.~
A scraggly looking humanoid, about two feet tall, having a strong look of

concentration on its smudged little face.  It is dressed in robes and

presses its hands together when it sees you.

~
Eldina~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

i = random( 1, 4 );

if( i == 2 ) {

act_tochar( #slow, ch );

do_spell( slow, mob, ch );

}

if( random( 1, 4 ) < 3 ) {

act_tochar( #shock, ch );

do_spell( shock, mob, victim );

}

else

do_spell( cure serious, mob, mob );

~
E
slow~
@b@GA wood imp shaman chants and points a finger in the air.

~
E
shock~
@b@GA wood imp shaman strikes forward with his hands!

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 893662143 0 33
229811 0 0 192 4
25
12 16 16 16 16
20 0 0 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
65536665 26214464
0 1 0 0 0
M 192 3 0
1782 17 1509949447 5 0
1065 17 1509949447 -1 0
706 17 1509949460 16 0
34 17 1509949470 16 0
-1
-1

#1143
~
~
goblin waiter~
~
harried~
scurries to serve customers.~
~
~
harried~
scurry to serve customers.~
This young goblin seems to work very hard for a living.  He scurries from

customer to customer, bringing them drinks and bits of food.  His hair is

obscured by a large hat which flops loosely around his large ears,

periodically falling into his eyes.

~
Merior~
attack( mob, victim, 4d5, "dirty nails" );

attack( mob, victim, 5d6, "bony elbow" );

~
!
9 18 11 0 0 0 0 10
0 0 0 4000 893662189 0 0
229799 0 0 48 4
10
15 11 12 18 14
50 0 0 0 50 0 -50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
55 3 0 12 0
M 48 3 0
598 17 1509949540 6 0
-1
-1

#1144
~
~
wood spider~
~
gangly-legged~
scurries about.~
wood spiders~
~
gangly-legged~
scurry about.~
When you look at this spider, its beady little black eyes seem to be

staring back at you.  It has a long brown body and eight gangly legs

which it uses to scurry about with extreme agility.

~
Eldina~
i = random( 1, 4);

attack( mob, victim, 2d4+4, "swipe" );

attack( mob, victim, 2d4+4, "swipe" );

if( i < 2 )

attack( mob, victim, 2d4+4, "swipe" );

if( i > 3 )

attack( mob, victim, 2d4+4, "swipe" );

if( i == 3 ) {

act_room( #bite, ch );

attack( mob, victim, 3d4+4, "piercing bite" );

}

~
E
bite~
@MA wood spider scurries forward, exposing its sharp pincers.

~
!
0 0 25 0 0 0 0 3384
0 0 0 4000 899960492 0 29
66145 0 0 0 4
10
14 4 4 18 14
20 0 0 0 0 0 50
400 6 furry leg~
600 5 brown body~
1000 7 hollow head~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1145
~
~
orcish bartender~
~
tall, slim~
stands here, pouring drinks.~
orcish bartenders~
~
tall, slim~
stand here, pouring drinks.~
A tall, but unusally slender orc stands behind a filthy bar.  He is able

to watch himself pour drinks with his left eye, while looking up at you

with his right eye, a talent for which he is known throughout the city. 

His large, meaty hands hold the giant mugs with ease, and look as if they

could crush them with no effort at all.

~
Merior~
attack_weapon( mob, victim, 9d6+10, "meaty fists" );

attack_weapon( mob, victim, 9d6+10, "meaty fists" );

  act_tochar( #to_char, victim );

  attack_weapon( mob, victim, 10d5+20, "stout oak chair" );

act_room( #help, ch );

summon( mob, victim );

~
E
to_char~
The bartender grabs a chair and smashes you over the head with it.

~
E
help~
@bThe bartender yells for help!@n

~
!
8 18 10 0 0 0 0 10
0 0 0 4000 893662229 0 25
230179 262144 0 992 4
50
15 9 18 15 17
25 25 25 25 25 0 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 992 5 0
-1
-1

#1146
~
~
tethered mountain ram~
~
~
stands here, chewing on dried grasses.~
tethered mountain rams~
~
~
stand here, chewing on dried grasses.~
With a shoulder height of about four feet, this rock-climbing,

cold-thriving ram looks as though it has few predators to fear.  His

furred shoulders flex with powerful muscles, his thick neck supporting a

proud head from which jut two huge, curving horns that look like they

could batter down a city portcullis.  This particular ram seems to be

domesticated, as he stands on a tether, munching calmly on a pile of

dried mountain grasses.

~
Damiel~
if( random( 1, 5 ) == 1 ) {

  act_room( #all, victim );

  if( attack( mob, victim, 6d4+2, "charge" ) )

    interpret( mob, "bash" );

  }

attack( mob, victim, 3d3+3, "heavy kick" );

attack( mob, victim, 3d3+3, "heavy kick" );

attack( mob, victim, 1d9+3, "trample" );

~
E
all~
@G@bThe ram rears up on its hind legs as it begins its charge!

~
!
0 52 19 0 0 0 0 3380
0 0 0 4000 899959749 0 0
247075 0 0 0 4
7
18 10 10 15 14
0 0 50 0 0 0 0
300 8 heavily horned head~
600 3 hairy pelt~
900 3 muscular leg~
1000 2 body~
0 1000 ~
0
18350727 26214464
0 1 0 0 0
M 0 3 0
1601 17 1509949473 -2 0
1610 17 1509949465 -2 0
867 17 1509949450 -2 0
-1
-1

#1147
Grivenmurg~
~
lone ogre~
~
~
sits on a large stone, eyeing you without fear.~
huge ogres~
~
~
sit on large stones, eyeing you without fear.~
Dressed in piecemeal furs and bits of armor, this huge ogre looks as

though he's lived in these mountains until his flesh has become the same

stone as his surroundings.  His stoic expression does not change in

response to your presense, nor do his eyes reflect fear, or curiosity:

you are merely one more event -- perhaps not even an important event at

that.

~
Damiel~
i = random( 1, 6 );

attack_weapon( mob, victim, 2d8+12, "stone-fisted punch" );

attack_weapon( mob, victim, 2d8+12, "stone-fisted punch" );

attack( mob, victim, 2d8+12, "head butt" );

attack( mob, victim, 1d12+12, "stone-fisted punch" );

if( i == 6 ) {

  if( attack( mob, victim, 4d4+2, "shoulder smash" ) )

    act_notchar( #obash, ch );

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

~
E
obash~
Grivenmurg tries to use the shoulder smash to drive $n to the ground!

~
E
bash~
Grivenmurg tries to use the shoulder smash to drive you to the ground!

~
!
0 52 8 0 0 0 0 10
0 0 0 4000 893438715 0 0
230819 8192 4 0 4
40
24 10 12 11 24
20 5 45 8 3 5 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 26214464
875 21 0 79 0
M 0 5 0
281 17 1509949515 16 0
680 16 1509949442 16 0
2005 17 1509949505 5 0
423 16 1509949475 5 0
9 0 1509949455 -1 0
956 17 1509949445 -1 0
953 17 1509949445 -1 0
910 17 1509949445 -1 0
1571 17 1509949455 -1 0
1580 17 1509949450 8 0
655 17 1509949445 -1 0
1106 17 1509949445 -1 0
1562 17 1509949450 5 0
-1
-1

#1148
~
~
giant maggot~
~
thick, slimy~
writhes here, its voracious mouth clenching.~
giant maggots~
~
thick, slimy~
writhes here, voracious mouths clenching.~
This thick, slimy maggot is more than a foot long.  It is colored a

sickly gray-white.  It has no eyes, but has a large, tooth-filled mouth

that closes tightly and grabs at anything that comes near.

~
Kreel~
attack( mob, victim, 1d4, "clenching mouth" );

attack( mob, victim, 1d4, "voracious bite" );

if( random( 1, 6 ) < 3 ) {

  send_to_char( #clamp, ch );

  dam_message( victim, 1d4, "The maggot's vise-like jaw" );

  inflict( victim, mob, 1d4, "giant maggot" );

  }

~
E
clamp~
The giant maggot's tooth-filled mouth locks onto you and won't let go!

~
!
0 0 26 0 0 0 0 10
0 0 875 4000 893662265 0 27
4198437 0 0 0 4
2
4 4 3 6 8
2 4 5 -2 -10 -10 20
600 1 spongy body~
900 1 slimy head~
100 0 grasping mouth~
0 1000 ~
0 1000 ~
0
5243522 26214464
7191 5429 0 27729 61253
N 0 2 0
-1
-1

#1149
~
~
large homonculus~
~
~
is here, broad wings spread.~
large homonculi~
~
~
are here, their broad wings spread.~
The large homonculous is three feet tall, but otherwise looks like a

normal homonculous.  It is a dull gray, fleshy humanoid with a fanged

mouth and beady, black eyes.  Its gray wings are large, but it seems to

favor walking rather than flying.

~
Kreel~
attack( mob, victim, 1d10, "clawed hand" );

attack( mob, victim, 1d10, "wicked fang" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d6, "raking claw" );

~
!
0 0 20 0 0 0 0 10
0 0 4141 4000 897083055 0 27
197089 8192 4 32 8
4
11 6 8 13 12
10 -5 10 -10 -10 5 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
81097 15856 0 175590 1769032
M 32 3 0
1542 17 1509949450 -1 0
-1
-1

#1150
~
~
giant homonculous~
~
~
is here, its blood-stained teeth bared.~
giant homonculi~
~
~
are here, blood-stained teeth bared.~
The giant homonculous is a humanoid over five feet tall with lipid

gray-green slimy flesh and small, beady eyes.  It is hairless and stout,

its fat arms and legs swollen with muscle.  Its wings are dark gray,

bordering on black; its hands and feet are clawed.

~
Kreel~
attack_weapon( mob, victim, 3d5, "clawed hand" );

attack( mob, victim, 3d5, "hooked fang" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 2d5, "wicked bite" );

~
E
hiss~
$N hisses and leaps at you with its glistening fangs.

@BThe bite of $N makes you sleepy!@n

~
E
allhiss~
$N hisses and lunges at $n with his glistening fangs. 

~
!
0 0 20 0 0 0 0 10
0 0 2398 4000 893438999 0 27
16975265 8192 4 48 8
6
15 12 10 13 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
15729286 26214464
141840 11625 0 130619 3858771
M 48 4 0
665 17 1509949475 16 0
1538 17 1509949453 -1 0
-1
-1

#1151
~
~
frost imp~
~
blue-skinned~
looks around with enormous black eyes.~
frost imps~
~
blue-skinned~
look around with enormous black eyes.~
This strange imp stands three feet high and has long, spindly arms that

drag as it lopes across the ground.  It is colored deep blue, powdered

with frost-like flecks of dead skin around its shoulders and upper arms. 

It has enormous, liquid black eyes that dart about nervously.

~
Kreel~
attack_cold( mob, victim, 1d8+2, "chilling touch" );

attack_cold( mob, victim, 1d10, "freezing breath" );

~
!
0 0 20 0 0 0 0 10
0 0 5864 4000 893662291 0 31
197793 8192 0 0 8
4
6 5 4 16 9
10 -30 40 5 10 2 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
108388 24390 0 272416 2201847
M 0 2 0
-1
-1

#1152
~
~
imp sentinel~
~
~
stands here, its huge black eyes watching for intruders.~
imp sentinels~
~
~
stand here, their huge black eyes watching for intruders.~
This imp is fully as large as a human, but still has the drooping, gangly

arms of smaller imps.  Its hairless skin is the deepest blue.  Rippling

muscle covers its entire body.  It has enormous eyes, blacker than night.

~
Kreel~
attack( mob, victim, 3d8, "icy claw" );

attack( mob, victim, 5d5, "fanged bite" );

if( random( 1, 10 ) < 4 )

  loop( all_in_room ) {

  if( is_player( rch ) )

    attack_cold( mob, rch, 3d10, "blast of cold breath" );

  }

~
!
0 0 20 0 0 0 0 10
0 0 2127 4000 893439507 0 31
198305 8192 4194304 48 4
8
15 9 6 16 14
10 -10 100 5 5 -10 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
239090 11627 0 178519 9338304
M 48 4 0
1541 17 1509949455 -1 0
-1
-1

#1153
Ja-Rain~
~
tall humanoid~
~
~
wrapped in ice-white cloaks sits here.~
tall humanoids~
~
~
wrapped in ice-white cloaks, sit here.~
This figure seems faceless, its head entirely covered by an enormous

white hood.  Its tall frame is wrapped in an ice-white cloak, although

its hands are deep blue with white claws.  It is slight of build, but

holds itself with incredible strength.

~
Kreel~
attack_weapon( mob, victim, 5d5, "icy claw" );

attack_room( mob, 2d10, "hail storm" );

if( random( 1, 10 ) < 4 ) {

  act_room( #wind, ch, obj, mob );

  attack_room( mob, 2d10, "freezing wind" );

  }

if( is_silenced( mob ) )

  end;

if( random( 1, 10 ) < 5 )

  attack_room( mob, 4d5, "chilling howl" );

~
E
wind~
@YThe figure pulls back its hood, revealing a cruel, blue-white face with

jet-black eyes.  He opens his lipless mouth and shrieks, sending forth a

blast of wind.@n 

~
!
0 0 20 0 0 0 0 10
0 0 805 4000 893439590 0 31
196641 8448 37748736 496 4
15
19 14 13 17 17
15 -10 100 5 4 2 20
500 8 cloaked torso~
600 4 cowled head~
800 6 lower body~
900 5 robed arm~
1000 6 narrow shoulder~
65536
39322255 26214464
249589 6688 0 155251 18065508
M 496 4 0
892 17 1509949442 16 0
2125 17 1509949480 8 0
2201 17 1509949490 13 0
2183 17 1509949470 14 0
2183 17 1509949470 15 0
924 17 503316490 3 0
917 16 1509949530 3 0
1604 17 1509949442 -1 0
3232 17 1509949443 9 0
-1
4 -1
~
act_room( #dead, ch, obj, mob );

~
E
dead~
@CJurain Da's narrow body convulses with blinding white light.  His blue

skin melts as the light courses through his body then races into the air,

dispersing into the surrounding ice.  His body collapses in a lifeless

heap.@n

~
!
-1

#1154
Alysandrie~
gypsy multi-colored robes~
gypsy~
~
~
clad in multi-colored robes, watches you appraisingly.~
gypsies~
~
~
clad in multi-colored robes watch you with appraising eyes.~
The brightly-colored robes of a gypsy draped hap-hazardly over her slight

frame give her the appearance of soft motion -- even when she is standing

perfectly still.  Her violet eyes and dark hair identify her as part of

the wandering tribe of gypsies that pass through this land, learning the

lore and customs.

~
Eala~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893439801 0 0
231329 268435720 0 16 4
70
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287690 26214464
0 1 0 0 0
F 16 4 0
-1
0 -1
~
wait( 2 );

if( !char_in_room( ch, room ) ) 

  end;

act_tochar( #intro, ch );

~
E
intro~
Alysandrie smiles gently at you.  Her soft voice reminds you of the

whisper of wind.

@C

"Good day to you, adventurer.  Do you wish to have your fortune told?  It

will cost you only a single silver coin."

@n

The possiblilty of money causes her eyes to glitter greedily.

~
!
8 -1
yes~
wait( 1 );

act_tochar( #yes, ch );

~
E
yes~
Alysandrie holds out her hand for one silver piece.

~
!
6 14
~
junk_obj( obj );

act_tochar( #fortune, ch );

wait( 6 );

wait( 2 );

act_tochar( #done, ch );

end;

~
E
fortune~
She takes your hand and rubs her thumbs over the palm, looking at the

creases and callouses.  She looks back up at you with her serious violet

eyes.

@C

"Please be patient.  It takes many years to learn the proper way to

travel in the realms of the gods, and even the best sojourners in their

realms must tread carefully and slowly.  $n, what I shall tell you may

sound vague; it is always thus when the untrained hear the voice of those

who travel between the realms of the mortal and the spiritual.  But take

heed, for what I say will assist you. . . and possibly save you."

@n

Her eyes close and her brow creases in concentration.  Her tiny body

seems to shake as she calls on her powers of divination with all of her

being.  At length, she drops your hand and opens her eyes, looking deeply

into your own.  Her voice is strong now, and husky.  You are quite sure

that she firmly believes what she is telling you.

~
E
done~
Alysandrie releases a pent-up breath and smiles weakly at you.

@C

"Go now, $n, and fulfil your destiny.  I have no more to tell you at this

time." 

@n

~
!
8 -1
no~
wait( 2 );

act_tochar( #no, ch );

~
E
no~
Alysandrie shrugs.

@C

"Perhaps you are wise not to meddle in the affairs of the gods.  Good

luck to you, $n." 

@n

She turns her back to you, indicating the conversation is over.

~
!
-1

#1155
~
~
large slug~
~
~
leaves a trail of slime as it crawls here.~
large slugs~
~
~
leave a trail of slime as they crawl here.~
This slug is over two feet long, and with its head raised is two feet

high.  Its skin is a sallow gray-green, speckled with minute traces of

black.  On its head are thick eyestalks.

~
Kreel~
attack_acid( mob, victim, 2d4+2, "corrosive saliva" );

if( random( 1, 10 ) < 5 )

attack( mob, victim, 1d2, "powerful jaw" );

~
!
0 0 26 0 0 0 0 10
0 0 15542 4000 893442002 0 27
1114145 0 0 0 4
2
7 4 2 4 9
3 0 -10 4 4 25 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
155667 54524 0 388749 1838961
N 0 2 0
-1
-1

#1156
~
~
Voaleth citizen~
~
~
walks by, arms full of parcels.~
Voaleth citizens~
~
~
walk by, arms full of parcels.~
A middle-aged female orc rushes by, her arms laden with several large

parcels.  Her long black hair lies lankly about her head, greasy strands

blowing in the air as she moves.  She looks furtively about her, never

meeting anyone in the eyes.

~
Merior~
attack( mob, victim, 1d5+1, "right fist" );

attack( mob, victim, 1d5+1, "left fist" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d5+1, "right fist" );

if( random( 1, 10 ) < 5 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@bThe woman shrieks for help!@n

~
!
8 18 10 0 0 996 3001 10
0 0 124 4000 893440398 0 0
229861 0 0 0 4
7
14 9 13 10 16
30 0 0 0 100 0 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 19662401
9518 1378 0 8038 153517
F 0 4 0
945 17 1509949540 7 0
342 17 1509949540 5 0
-1
-1

#1157
~
~
white timberwolf~
~
snowy-pelted~
eyes you suspiciously.~
white timberwolves~
~
snowy-pelted~
eye you suspiciously~
This snowy-pelted wolf dwarfs her male counterparts, and would obviously

be the master of any den.  She moves with a speed and agility that is

frightening to behold.  Her mouth is curled in a snarl at your presence,

and you think it may be quite prudent if you left this wolf alone to

herself.

~
Damiel~
attack( mob, victim, 4d4+6, "savage bite" ); 

attack( mob, victim, 2d4+6, "raking claw" ); 

attack( mob, victim, 2d4+6, "raking claw" ); 

~
!
0 10 55 0 0 1055 1054 3381
0 0 6 4000 899959867 0 30
202091 1056768 0 0 4
9
13 4 5 14 12
0 0 50 0 0 0 0
500 4 sleek body~
750 2 narrow head~
900 3 muscular leg~
1000 3 strong neck~
0 1000 ~
0
23593609 26215681
33681 1213 0 387 33322
F 0 4 0
1026 17 1509949445 -2 0
-1
-1

#1158
~
~
male timberwolf~
~
dark-furred, large~
snarls in your direction.~
male timberwolves~
~
dark-furred, large~
snarl in your direction.~
This dark-pelted wolf dwarfs any wolf you've seen, and could obviously

protect a den from even the most deadly adversaries.  He moves with a

speed and agility that is frightening to behold.  His mouth is curled in

a snarl at your presense.

~
Damiel~
attack( mob, victim, 4d5+6, "savage bite" ); 

attack( mob, victim, 2d5+6, "raking claw" ); 

attack( mob, victim, 2d5+6, "raking claw" ); 

~
!
0 10 55 0 0 1055 1054 3381
0 0 5 4000 899959870 0 25
268637547 1056768 0 0 4
11
13 4 5 14 12
0 0 50 0 0 0 0
500 4 lean body~
750 4 broad head~
900 3 muscular leg~
1000 3 thick neck~
0 1000 ~
0
28836491 26215681
136365 4198 0 657 48558
M 0 4 0
43 17 1509949450 -2 0
-1
-1

#1159
~
~
timberwolf cub~
~
~
plays on the ground here.~
timberwolf cubs~
~
~
wrestle around on the ground playfully.~
This cub is about a foot high when standing.  It looks in your direction,

perhaps hoping to play with you, though you doubt that's something its

mother would look on as a good idea.

~
Damiel~
attack( mob, victim, 2d4+1, "bite" );

~
!
0 10 19 0 0 0 0 3381
2000 0 24 4000 899959873 0 27
202063 0 0 0 4
2
5 4 4 14 10
0 0 35 0 0 0 0
500 2 roly-poly body~
750 2 small head~
900 2 stubby leg~
1000 2 small paw~
1000 0 tail~
0
5243522 19662401
459 375 0 512 1131
N 0 2 0
43 17 1509949441 -2 0
-1
-1

#1160
~
~
chebucto~
~
bandy-legged, buck-toothed~
chatters at you incessantly.~
chebucto~
~
bandy-legged, buck-toothed~
chatter at you incessantly.~
This creature is for lack of a better term, a snow rat.  Covered in thick

white fur matted with filth and crawling with things best left

unexplored, this creature -- with its beady, evil eyes and sharp buck

teeth looks thoroughly detestable.

~
Damiel~
if( attack( mob, victim, 3d3+6, "bite" ) )

 if( random( 1, 10 ) < 5 )

  attack( mob, victim, 2d3+3, "right claw" );

 if( random( 1, 10 ) < 5 )

  attack( mob, victim, 2d3+3, "left claw" );

~
!
0 1 14 0 0 0 0 10
0 0 461 4000 893662398 0 0
198505 1056768 0 0 8
5
6 5 3 16 16
-10 -25 5 0 0 0 0
700 3 lice-ridden body~
800 2 spindly leg~
1000 1 narrow head~
0 1000 ~
0 1000 ~
0
13107845 26214464
30413 3831 0 33722 445839
M 0 2 0
-1
-1

#1161
~
~
bull~
~
huge, black~
snorts in your general direction~
bull~
~
huge, black~
snort in your general direction.~
This huge creature is a nearly perfect example of the bovine species. 

His coal-black hair is glossy with health, and he is deep of chest with a

high, proud head from which a pair of ebony horns jut.  His hooves are

the size of dinner plates, and you feel quite sure this creature knows

there is very little that could harm it.

~
Damiel~
if( random( 1, 5 ) == 1 ) {

  act_room( #all, victim );

    attack( mob, victim, 4d6+6, "charge" );

  interpret( mob, "bash" );

  }

attack( mob, victim, 3d6+3, "gore" );

attack( mob, victim, 3d5+3, "trample" );

attack( mob, victim, 3d4+3, "kick" );

~
E
all~
@R@bThe bulls rears back to charge.@n

~
!
0 0 47 0 0 0 0 10
0 0 78 4000 893662424 0 0
210281 8192 0 0 4
22
23 5 5 16 14
0 0 20 0 0 0 0
100 4 foreleg~
250 100 horns~
400 3 head~
600 3 chest~
1000 3 flank~
0
57672342 26215685
18246 568 0 21857 1781830
M 0 7 0
823 17 1509949470 -2 0
63 17 1509949535 -1 0
1027 16 1509949441 -1 0
-1
-1

#1162
~
~
goblin slave~
~
~
cowers here, bent and broken.~
goblin slaves~
~
~
cower here, bent and broken.~
The arms and legs of this tiny goblin are torn with deep cuts and angry

bruises, and are bent like oak trees.  His broad shoulders are uneven,

and his back is sharply bent.  A timid, submissive look clouds his face. 

He shies away from the slightest noise.

~
Kreel~
attack( mob, victim, 1d4+1, "callused hand" );

attack( mob, victim, 1d4+1, "bite" );

if( random( 1, 3 ) < 3 )

  attack( mob, victim, 1d2, "kick" );

~
!
0 0 11 0 0 0 0 10
0 0 361 4000 893444205 0 0
16974821 0 0 0 8
2
13 9 10 16 12
2 -4 2 10 -10 10 2
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
4484 1079 0 9324 65521
M 0 3 0
-1
-1

#1163
~
~
goblin slave~
~
terrified~
has freed himself, eyes shifting frantically.~
goblin slave~
~
terrified~
have freed themselves, eyes shifting frantically.~
Over four feet tall, this goblin is tall for his race.  He seems strong

and surprisingly healthy, considering the appalling conditions in which

he is kept.  His small, yellow eyes are frantic, darting here and there. 

He licks his lips, backing away, stepping forward, turning to the left,

then changing his mind.  His teeth are chattering.

~
Kreel~
attack_weapon( mob, victim, 1d4+1, "grimy hand" );

attack( mob, victim, 1d4+1, "bite" );

if( random( 1, 3 ) )

  attack( mob, victim, 1d4, "kick" );

~
!
0 0 11 0 0 0 0 10
0 0 372 4000 893662462 0 0
196917 0 0 0 8
2
13 12 10 12 11
2 1 10 -1 -10 2 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
3932802 26214464
7849 1761 0 8221 70701
M 0 3 0
1078 17 1677721650 16 0
-1
-1

#1164
~
~
ogre slave boss~
~
gray~
guards the entrance to the slave pens.~
ogre slave bosses~
~
gray~
guard the entrance to the slave pens.~
This ogre is six feet tall, short for his race.  His gray arms are thick

with muscles; his lower jaw protrudes well beyond his upper.  His yellow

eyes are wide and dead, utterly devoid of thought.

~
Kreel~
attack_weapon( mob, victim, 2d4+3, "huge fist" );

attack_weapon( mob, victim, 2d4+3, "powerful kick" );

if( random( 1, 6 ) < 3 )

  interpret( mob, "bash" );

~
!
0 0 8 0 0 0 0 10
0 0 1714 4000 893662490 0 27
230819 0 0 16 8
6
17 6 7 10 15
-4 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
81911 14539 0 127183 1375598
M 16 5 0
1457 17 1509949540 -1 0
3002 17 1509949470 16 0
3023 16 1509949540 16 0
-1
-1

#1165
~
~
troll overseer~
~
warty~
beats the slaves into submission.~
troll overseers~
~
warty~
beat the slaves into submission.~
This troll stands seven feet tall, every inch of his dark green skin

covered with warts.  His eyes and teeth are yellow, and his mouth is

twisted in a cruel sneer.  His head is shaved, the hair having been

replaced with black tattoos of grotesque scenes of torture.

~
Kreel~
attack_weapon( mob, victim, 5d5, "warty fist" );

attack( mob, victim, 5d5, "powerful kick" );

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

~
!
0 0 9 0 0 0 0 10
0 0 488 4000 893662511 0 0
198065 0 0 112 8
10
17 6 8 11 18
5 -20 10 -5 -6 10 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
55544 3614 0 58917 2404556
M 112 5 0
573 17 1509949500 16 0
186 17 1509949490 10 0
2081 17 1509949510 6 0
2003 17 1509949470 5 0
985 16 1509949540 5 0
227 17 1509949455 -1 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

else

  act_room( #growl, ch, obj, mob );

~
E
growl~
@YThe troll overseer levels his beady yellow eyes at you and growls,

"More to put in chains."@n 

~
!
4 -1
~
if( doing_quest( ch, 31 ) ) {

  wait( 1 );

  obj_to_char( oload( 1491 ), ch );

  send_to_char( #scarf, ch );

  act_notchar( #scarfr, ch );

  end;

  }

else

  end;

~
E
scarf~
You reach down and pull the worn, silken neckerchief from the warty neck

of the dead troll.

~
E
scarfr~
$n reaches down and takes a worn, silken neckerchief from the warty neck

of the dead troll.

~
!
-1

#1166
~
~
wild-eyed goblin~
~
~
presses his back to the wall and stares nervously.~
wild-eyed goblins~
~
~
press their backs to the wall and stare nervously.~
This goblin is short and wiry, his yellow-gray skin a mottled collage of

mud and scratches.  He is almost naked, and holds his thin, hairless arms

up against his chest as if cradling a baby.  His eyes dart left and right

continuously.

~
Kreel~
attack( mob, victim, 1d7, "shrivelled hand" );

attack( mob, victim, 1d7+1, "stubby leg" );

if( random( 1, 10 ) < 3 ) {

  act_room( #insane, ch );

  attack( mob, victim, 1d3, "wild flailing" );

  }

~
E
insane~
The little goblin howls madly, swinging his arms and legs in a mad,

blinding onslaught.

~
!
0 0 11 0 0 0 0 10
0 0 3272 4000 893448911 0 27
197409 0 0 0 4
3
9 11 12 15 11
5 2 5 4 -5 2 -3
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
61744 14926 0 98477 807530
M 0 3 0
925 17 1509949470 -1 0
2001 17 1509949490 5 0
-1
4 -1
~
act_room( #dead, ch );

~
E
dead~
The little goblin collapses in a heap.  You see what he was guarding - a

thick cluster of glimmering geodes set in the cavern wall.

~
!
-1

#1167
Doromas~
~
master magician~
~
~
and owner of this shop, stands here.~
master magicians~
~
~
and owners of this shop, stand here.~
With a broad smile Doromas approaches you with a ribbon in his hands

which looks mysteriously like a measuring tape.  He is a vyan mage,

despite his outer appearance as a tailor, and a quite powerful sorceror

at that.

~
Phule~
send_to_room( #light, room );

attack( mob, victim, 2d300+300, "giant lightning bolt" );

summon( mob, victim );

send_to_room( #assist, room );

~
E
light~
Doromas reaches into a pocket and pulls out a giant bolt of lightning!

~
E
assist~
Doromas yells, "Assistance, please?"

~
!
11 50 12 0 0 0 0 10
0 0 0 4000 893976002 0 33
229795 0 0 0 4
40
12 18 18 15 12
70 20 20 50 70 70 96
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608650 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1168
Salab~
~
wiry shopkeeper~
~
~
stands here, measuring tape at the ready.~
wiry shopkeepers~
~
~
stand here, measuring tape at the ready.~
A wiry shopkeeper, Salab stands before you with deft fingers, his beloved

measuring tape always at the ready.  One of the few great goblin mages,

Salab has devoted much of his life to enriching the quality of magic for

both good and evil.

~
Phule~
send_to_room( #fire, room );

attack_fire( mob, victim, 5d100, "ultrafire ball" );

summon( mob, victim );

send_to_room( #assist, room );

~
E
fire~
@b@RSalab reaches into a pocket and pulls out a giant ball of fire!@n

~
E
assist~
Salab yells, "Assistance, please?"

~
!
11 50 11 0 0 0 0 10
0 0 0 4000 893975992 0 33
229795 0 0 0 4
30
13 15 16 16 10
20 50 -10 50 60 60 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144179850 26214464
0 1 0 0 0
M 0 3 0
-1
2 -1
samite sleeves~
act_tochar( "You ask Salab about the samite sleeves.", ch );

act_notchar( "$n asks Salab something.", ch );

act_tochar( #samite, ch );

~
E
samite~
Salab smiles at you.  "Samite is made of thick silk sleeves interwoven

with threads of silver and gold.  @bMy@n sleeves are also enchanted by

magic, making them perfect for mages.  My sleeves are made to a custom

fit; your sleeves won't fit anyone else, and vise-versa."

~
!
-1

#1169
~
~
wood spider queen~
~
~
is sitting on her nest.~
wood spider queens~
~
~
are sitting on their nest.~
This is a large hairy brown spider, looking about with several beady

black eyes.  It clicks two razor sharp pincers, forcefully guarding its

nest from intruders.

~
Eldina~
i = random( 1, 4);

attack( mob, victim, 2d4+4, "swipe" );

attack( mob, victim, 2d4+4, "swipe" );

if( i > 1 )

attack( mob, victim, 2d4+4, "swipe" );

if( i > 3 )

attack( mob, victim, 2d4+4, "swipe" );

if( i == 4 ) {

act_tochar( #web, ch );

do_spell( web, mob, ch );

}

if( i == 2 ) {

ch = rand_player( room );

act_tochar( #pincer, ch );

attack( mob, victim, 2d7+5, "pinch" );

}

~
E
web~
@b@GA wood spider queen lurches forward, spewing a sticky mass!

~
E
pincer~
@b@YA wood spider queen whirls about with its sharp pincers!

~
!
0 0 25 0 0 0 0 3384
0 0 0 4000 899960495 0 32
65587 8192 8 0 4
17
14 16 12 18 14
20 -10 0 20 20 0 0
400 8 long brown body~
500 6 furry leg~
600 3 beady black eyes~
1000 5 sharp pincers~
0 1000 ~
0
52429455 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1170
~
~
ghost of a bride~
~
~
floats here, clad in a tattered wedding gown.~
ghosts of brides~
~
~
float here, clad in tattered wedding gowns.~
It is difficult to tell what this young woman looked like in life.  Her

face is long and haggard, her narrow, pale arms drip with the ghostly

remnants of blood.  The frayed, tattered edges of her wedding gown flow

gently as if in a soft wind.  A fountain of blood runs from a gaping

wound in her bodice.

~
Kreel~
attack( mob, victim, 3d4, "ghostly hand" );

attack( mob, victim, 3d4, "chilling embrace" );

if( is_silenced( mob ) )

  end;

if( random( 1, 10 ) < 4 )

  attack_room( mob, 2d4, "mournful wail" );

~
!
0 81 28 0 0 0 0 10
0 0 766 4000 893449835 0 33
4456483 256 4198412 144 4
5
11 17 15 15 16
2 -5 0 -2 2 30 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
25429 3023 0 23696 562476
F 144 4 0
998 17 1509949450 -1 0
1039 16 1509949500 -1 0
-1
0 -1
~
act_tochar( #all, ch );

~
E
all~
The ghost wails, then looks pleadingly at you.  "Help me...."

~
!
2 -1
help~
act_tochar( #help, ch );

~
E
help~
You ask the ghost how it is you can help her.

 

@b"I was betrayed!!"@n she hisses.  @b"I was foully murdered by my own

husband on our wedding day.  The crime brought a terrible @h@Rcurse@n@b"@n.

~
!
2 -1
curse~
act_tochar( #curse, ch );

~
E
curse~
You ask the ghost about the nature of her curse.

 

@b"Because my death was in innocence, and his crime of such a foul

nature, the act opened a @h@Rrift@n@b between the world of the living and

the world of the dead.  I must guard the rift until it can be closed."@n

~
!
2 -1
rift~
act_tochar( #ask, ch );

if( !done_quest( ch, 36 ) ) {

  if( doing_quest( ch, 36 ) )

    act_tochar( #already, ch );

  else {

    if( find_stat( ch, level ) < 10 ) 

      act_tochar( #nothing, ch );

    else {

      act_tochar( #rift, ch );

      assign_quest( ch, 36 );

      }

    }

  }

else

  act_tochar( #done, ch );

~
E
ask~
You ask the ghost how the rift can be closed.

~
E
already~
@e"I have already given you my mark.  You must @Renter@e the @Rrift@e and

confront my betrayer in the underworld and then the rift can be

closed."@n 

~
E
nothing~
@b"Alas, there is nothing you can do.  I must wait for someone

stronger."@n 

~
E
rift~
@e"You must @Renter@e the @Rrift@e and confront my betrayer in the

underworld, and once he sees you with my mark (she touches you on the

forehead) the rift can be closed."@n 

~
E
done~
@b"Thank you for helping to close the rift."@n

~
!
-1

#1171
~
~
brown sand dragon~
~
~
claws at a pile of bloody remains.~
brown sand dragons~
~
~
~
Roughly twice the size of a horse, a dragon with brown scales stands here. 

It has strong fore arms and muscular hind legs and sharp, rending claws

at the end of both.  Its head is angular and bony and several horns jut

outward from its skull.  However, unlike most dragons, this one has no

wings.  With scales and hide the color of sand, the dragon is probably an

efficient desert predator.

~
Florian~
attack(mob, victim, 2d5, "jagged teeth");

i = random( 1, 20 );

attack( mob, victim, 2d10+2, "long brown claw" );

attack( mob, victim, 2d10+2, "long brown claw" );

attack( mob, victim, 5d4+2, "sharp bite" );

if( i == 1 ) {

  act_tochar( #breathes, ch, obj, mob );

  act_notchar( #rbreathes, ch, obj, mob );

  attack_acid( mob, victim, 1d18+4, "acid spray" );

  loop( followers ) {

    act_tochar( #breathes, rch );

    act_notchar( #rbreathes, rch );

    j = random( 5, 22 );

    attack_acid( mob, victim, j, "acid spray" );

    }

  }

else if( i > 17 ) {

  act_tochar( #tail, ch, obj, mob );

  act_notchar( #rtail, ch, obj, mob );

  attack( mob, victim, 1d18+4, "lightning quick tail sweep" );

  loop( followers ) {

    act_tochar( #tail, rch, obj, mob );

    act_notchar( #rtail, rch, obj, mob );

    j = random( 5, 22 );

    attack( mob, rch, 1d18+4, "lightning quick tail sweep" );

    }

  }

~
E
breathes~
@b@GThe brown sand dragon takes a deep breath and breathes acid on you! 

~
E
rbreathes~
@b@GThe brown sand dragon breathes acid on $n! 

~
E
tail~
The tail of $N whips into you!

~
E
rtail~
The tail of $N whips into $n

~
!
0 35 18 0 0 1608 1590 10
0 0 47 4000 893450143 0 0
231217 0 16 0 5
22
18 7 6 14 14
15 25 -25 0 20 15 15
150 12 brown, scaly arm~
300 11 tough, scaly head~
475 13 thick brown scales~
875 13 brown, scaly body~
1000 7 soft, brown under belly~
0
57673098 26215041
10725 368 0 19563 1493305
M 0 5 0
2276 17 1509949441 -2 0
2275 17 1509949445 -2 0
2274 17 1509949444 -2 0
2 17 1509949442 -1 0
2 17 1509949442 -1 0
2 17 1509949442 -1 0
2 17 1509949442 -1 0
2 17 1509949442 -1 0
-1
-1

#1172
Tcezhak~
~
blue, mean-looking imp~
~
~
regards you, long claws twitching.~
blue, mean-looking imps~
~
~
regard you, long claws twitching.~
This distorted imp's eyes gleam with cunning and evil.  Long black claws

are at the ready to rend your flesh into ribbons.  This is no minor imp,

not a simple maker of mischief.  No, this imp is a schemer of grand

scales.  Known by mortals as Tcezhak, where this imp goes, trouble

follows.

~
Phule~
attack_weapon( mob, victim, 7d7+10, "wicked claw slash" );

attack_weapon( mob, victim, 7d7+10, "wicked claw slash" );

if( random( 0, 4 ) < 4 )

  interpret( mob, "cackle" );

if( attack( mob, victim, 10d5+10, "nasty-fanged bite" ) ) {

  if( random( 0, 2 ) == 1 )

    poison( victim );

  }

if( random( 1, 10 ) < 6 )

  attack( mob, victim, 10d5+10, "sharp-clawed slash" );

else {

  if( random( 0, 4 ) < 4 )

    send_to_room( #ramp, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 4d15+35, "berzerked claw rampage" );

    }

  }

if( random( 0, 4 ) < 4 )

  interpret( mob, "grin" );

if( random( 0, 7 ) == 5 ) {

  rch = rand_char( room );

  if( rch != mob )

    attack( mob, rch, 10d10, "wicked bite" );

  }

~
E
ramp~
@b@BThe crazy imp goes on a rampage!!@n

~
!
0 12 20 0 0 0 0 10
10000 0 25 4000 899787020 0 31
230711 3152256 33554444 0 8
35
17 16 19 22 13
50 50 50 50 50 100 100
500 4 blue-skinned body~
1000 3 ugly distorted face~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
46888 338 190 19833 10454245
M 0 4 0
1413 17 1509949441 16 0
1502 17 1509949442 17 0
16 17 1509949460 -1 0
-1
-1

#1173
~
~
old boatman~
~
~
looks around with his good eye.~
old boatmen~
~
~
look around with thier good eyes.~
Bent with age, this boatman might be a hundred years old.  At one time he

might have been tall, but his frame is now bent and frail.  He sunblasted

skin is as dark as rich soil, his hands are callused like treebark.  His

left eye is milk-white, and remains totally still while his other - as

blue as cloudless day - looks around keenly.

~
Kreel~
attack_weapon( mob, victim, 3d4+1, "powerful kick" );

attack_weapon( mob, victim, 3d4+1, "callused hand" );

attack( mob, victim, 3d4+1, "callused hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893450881 0 35
202659 0 0 48 3
15
15 10 18 12 13
4 10 10 2 16 -1 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 48 4 0
706 17 1509949500 16 0
-1
2 -1
brother~
act_tochar( #brother, ch );

~
E
brother~
The old boatman lets his head sink wearily.  "Tis a sad story, an' not

one I tell lightly.  Me brother Urdin has no be seen for many a year. 

His village has stood empty for a long time." 

~
!
2 -1
village~
send_to_char( #village, ch );

~
E
village~
Me brother Urdin was a fisherman, as am I, in the little village of

Lyren, upriver a bit.  The village has been dead for many a year, for a

foul evil inhabits it.  Ye might be of the strength as can handle such

darkness.  If ye will tell me yes, I will take you, but I warn you, tis

not for the weak.  Many have I taken up this river; few have returned.

~
!
8 -1
yes~
if( !char_in_room( ch, find_room( 46259 ) ) )

  end;

if( is_follower( ch ) ) {

  send_to_char( #no, ch );

  end;

  }

else {

  act_room( #okay, ch );

  wait( 1 );

  transfer( mob, find_room( 46528 ) );

  transfer( ch, find_room( 46528 ) );

  loop( followers ) {

    transfer( rch, find_room( 46528 ) );

    }

  wait( 4 );

  room = find_room( 46528 );

  act_room( #onward, ch );

  loop( all_in_room ) {

    transfer( rch, find_room( 46527 ) );

    }

  wait( 3 );

  act_room( #onward, ch );

  room = find_room( 46527 );

  loop( all_in_room ) {

    transfer( rch, find_room( 46526 ) );

    }

  wait( 3 );

  act_room( #onward, ch );

  room = find_room( 46526 );

  loop( all_in_room ) {

    transfer( rch, find_room( 46525 ) );

    }

  wait( 3 );

  act_room( #arrive, ch );

  room = find_room( 46525 );

  wait( 1 );

  loop( all_in_room ) {

    interpret( rch, "east" );

    }

  act_room( #bye, ch );

  junk_mob( mob );

  room = find_room( 46529 );

  if( mob_in_room( 1173, room ) )

    end;

  mob_in_room( mload( 1173, room ), room );

  }

~
E
no~
The old boatman levels an eye at you.  "I want to hear it from your leader."

~
E
okay~
The old boatman nods, taking up a long, stout pole.  He helps you into his

longboat, a sad, rickety affair that leaks badly.  Setting himself aft,

he drop the pole in the marsh and pushes off.

~
E
bye~
The old boatman poles his longboat to the shore saying, "Be careful. 

I'll be downriver a bit.  Ring the bell when you want me to take you

back." 

~
E
onward~
The boatman pushes onward, moving you through the still, quiet waters.

~
E
arrive~
The boatman shores up to a muddy riverbank and gestures eastward.

~
!
8 -1
return~
if( is_follower( ch ) ) {

  send_to_char( #no, ch );

  end;

  }

else {

room = find_room( 46529 );

  mob = mob_in_room( 1173, room );

  loop( all_in_room ) {

    junk_mob( mob_in_room( 1173, room ) );

    }

  room = find_room( 46500 );

  send_to_char( #okay, ch );

  wait( 2 );

  mob = mob_in_room( 1173, room );

  transfer( mob, find_room( 46529 ) );

  transfer( ch, find_room( 46529 ) );

  loop( followers ) {

    transfer( rch, find_room( 46529 ) );

    }

  }

~
E
no~
The old man tells you, "I want to hear if from your leader."

~
E
okay~
The old man nods.  You climb into the longboat.  He takes you back down

the winding river, through the marshes, finally landing at Pennan.  He

steadies the boat as you climb onto the docks.

~
!
-1

#1174
~
~
ghost of a villager~
~
~
floats here, moaning.~
ghosts of villagers~
~
~
float here, moaning.~
Deep, angry gashes mar the face and upper body of this ghost.  Its hooked

fingers are clawed, its expression is cold and sorrowful.  The ghost has

no lower body, almost as if it has been ripped away.

~
Kreel~
attack_weapon( mob, victim, 5d4+5, "bite" );

attack_weapon( mob, victim, 5d4+5, "clawed hand" );

attack_weapon( mob, victim, 5d4+5, "clawed hand" );

attack_cold( mob, victim, 5d4, "chilling touch" );

attack_cold( mob, victim, 5d4, "chilling touch" );

if( random( 1, 6 ) < 3 ) {

  act_room( #shriek, ch );

  attack_room( mob, 6d5, "ghostly wail" );

  }

~
E
shriek~
The ghost drifts back, then opens its ghostly mouth, shrieking madly!

~
!
0 54 28 0 0 0 0 10
0 0 1206 4000 893450938 0 35
263201 256 4214796 0 4
18
21 12 16 21 19
10 -2 0 -3 3 0 0
500 10 wispy body~
650 8 gaunt arm~
900 10 hollow chest~
0 1000 ~
1000 5 head~
65536
94371904 26214464
475369 4819 0 310338 96600304
M 0 4 0
598 17 1509949500 6 0
1511 17 1509949445 5 0
706 17 1509949450 16 0
1273 16 1509949450 16 0
1274 16 1509949450 16 0
-1
-1

#1175
~
~
ghost of a large fisherman~
~
~
floats here, his entire form rippling.~
ghosts of large fishermen~
~
~
float here, their forms rippling.~
This was once a large, powerful man.  His broad jaw and powerful

shoulders ripple with what was once muscle.  His arms are knotted like

old ropes.  Across his ghostly neck is a deep cut, still leaking ghostly

blood.

~
Kreel~
attack_weapon( mob, victim, 6d5, "kick" );

attack_weapon( mob, victim, 6d5, "mighty fist" );

attack_weapon( mob, victim, 6d5, "kick" );

attack_weapon( mob, victim, 6d5, "mighty fist" );

attack_cold( mob, victim, 4d5, "chilling touch" );

if( random( 1, 10 ) < 5 )

  attack_room( mob, 6d5, "howl of rage" );

~
!
0 54 28 0 0 0 0 10
0 0 35 4000 893451004 0 35
4456483 256 4214796 144 4
22
24 12 12 19 20
12 0 0 -5 -5 30 0
500 12 broad chest~
650 10 lower body~
750 8 muscled arm~
900 9 tree-trunk legs~
1000 6 head~
0
117964864 26214464
18397 207 0 17050 3578401
M 144 4 0
1516 17 1509949480 16 0
1511 17 1509949450 5 0
-1
0 4
~
wait( 3 );

if( !done_quest( ch, 59 ) )

  if( !doing_quest( ch, 59 ) )

  if( !has_quest( ch, 59 ) ) 

  act_tochar( #sigh, ch );

else {

  act_tochar( #hope, ch );

  tell( mob, ch, #stat1 );

  }

else

  act_tochar( #sigh, ch );

else

  tell( mob, ch, #thanks );

~
E
sigh~
The ghost of the large fisherman sighs sorrowfully and moans something

about his wife.

~
E
hope~
The ghost of a large fisherman looks up hopefully.

~
E
thanks~
You have my thanks, for with your help I can once again visit my wife.

~
E
stat1~
Have you brought back that which I seek?  Only with a bone whistle may I

see my wife again.

~
!
2 -1
wife ghost~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 3 );

if( !done_quest( ch, 59 ) )

  if( !doing_quest( ch, 59 ) )

  if( !has_quest( ch, 59 ) ) {

  tell( mob, ch, #q1 );

  wait( 3 );

  tell( mob, ch, #q2 );

  }

else

  tell( mob, ch, #onquest );

else

  tell( mob, ch, #onquest );

else

  tell( mob, ch, #thanks );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about his wife.

~
E
stat1~
My wife was once of the best healers and midwives there ever was.  But

her god forsook her when she herself grew ill.  I buried her near this

place.

~
E
q1~
Often, I use to visit my wife's grave, but I have lost the whistle which

allowed me to open the passage to her grave.

~
E
q2~
If I had a bone whistle, I could meet her spirit again.  Will you help me?

~
E
onquest~
Have you managed to find a bone whistle yet?  Once you have, the grave

where my wife's spirit rests can be revealed once again!

~
E
thanks~
You have my most humble thanks.  If you ever want to visit my wife and

pay your respects to her or talk to her ghost, just ask me to open the

way.

~
!
8 -1
yes~
act_notchar( #tell, ch, obj, mob );

wait( 1 );

if( !done_quest( ch, 59 ) )

  if( !doing_quest( ch, 59 ) )

  if( !has_quest( ch, 59 ) ) {

  tell( mob, ch, #q1 );

  wait( 3 );

  tell( mob, ch, #q2 );

  assign_quest( ch, 59 );

  }

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #done );

~
E
q1~
I will be ever gratefully if you can help me find a bone whistle, so that

I might be with my wife even in death.

~
E
q2~
Made from the skull of a dragon sire, only the most skilled bone shaper

can make a replacement.  Good luck to you.

~
E
doing~
Still, you have not brought me a bone whistle?  Until you find one, the

way to my wife's grave is forever closed.

~
E
done~
You have my eternal gratitude for bringing me a bone whistle, so that I

might visit my wife any time I choose.  If ever you wish to pay your

respects, just ask me to open the way for you.

~
E
tell~
$n tells $N something.

~
!
6 3226
~
act_notchar( #give, ch, obj, mob );

junk_obj( has_obj( 3226, mob ), 1 );

wait( 1 );

if( !done_quest( ch, 59 ) )

  if( has_quest( ch, 59 ) )

  if( doing_quest( ch, 59 ) ) {

  tell( mob, ch, #q1 );

  wait( 3 );

  tell( mob, ch, #q2 );

  update_quest( ch, 59 );

  }

else {

  obj_to_char( oload( 3226 ), ch );

  tell( mob, ch, #doing );

  }

else {

obj_to_char( oload( 3226 ), ch );

tell( mob, ch, #doing );

}

else

  tell( mob, ch, #done );

~
E
give~
$n gives $N something and his outline shimmers faintly.

~
E
q1~
I cannot believe it! You have brought me a bone whistle. Now, whenever I play it, I can open the passage to my wife's grave.

~
E
q2~
You have my eternal thanks.  If you ever wish to visit my wife and pay

your respects, just ask me to open the way for you!

~
E
done~
Thanks for the extra bone whistle. You never can tell when I might lose one.

~
E
doing~
Please, there is a lot at stake here.  Ask me about my wife before you

try to solve anything between us.

~
!
2 -1
way open~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

if( done_quest( ch, 59 ) ) {

  tell( mob, ch, #stat1 );

  wait( 2 );

  act_room( #whis1, ch );

  wait( 2 );

  act_room( #whis2, ch );

  wait( 2 );

  act_tochar( #shimmer, ch );

  act_notchar( #follow, ch );

wait( 1 );

  transfer( ch, find_room( 46533 ) );

  loop( followers ) {

    if( done_quest( ch, 59 ) ) {

      act_tochar( #shimmer, rch, obj, mob );

transfer( rch, find_room( 46533 ) );

      }

    }

  }

else

  tell( mob, ch, #cant );

~
E
ask~
You ask $N to open the way to his wife's grave.

~
E
rask~
$n asks $N something.

~
E
stat1~
If you wait a moment, I will open the way to my wife's grave for you.

~
E
whis1~
The ghost of a large fisherman pulls out a bone whistle and begins to

play.

~
E
whis2~
The sweet melody from the bone whistle seeps through the room.

~
E
shimmer~
@GA faint circle begins to shimmer around your feet and then, the room

becomes a blur!@n 

~
E
follow~
$n disappears in a blaze of light as a fiery circle forms at $S feet.

~
E
cant~
Without my whistle, I cannot visit my wife's spirit or her grave.

~
!
-1

#1176
~
~
canyon hawk~
~
~
spreads its giant wings.~
canyon hawks~
~
~
spread their giant wings.~
Easily as large as a house, the canyon hawk has dun-colored feathers

flecked with black and cold.  Its long, hooked talons are razor-sharp,

perfect for grasping its prey Its short, sickle-like beak identify the

bird as a carnivore.  Fully spread, its wings stretch 20 feet.

~
Kreel~
attack( mob, victim, 3d5+3, "sickle-like beak" );

attack( mob, victim, 3d5+5, "wicked talons" );

attack_room( mob, 1d10, "piercing shriek" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960084 0 35
17001227 0 4096 0 4
12
18 3 4 18 17
4 20 -10 2 -5 5 1
600 9 feathered body~
800 10 massive wing~
1000 15 bony leg~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
N 0 8 0
-1
-1

#1177
~
~
orc bandit~
~
grimy~
squints his yellow eyes.~
orc bandits~
~
grimy~
squint their yellow eyes.~
Grimy, covered with dust, and stinking like old laundry, this orc has

beady yellow eyes and scraggly black hair.  His dark green skin is

covered with warts and coarse hair; his stout arms and legs are muscular.

~
Kreel~
attack_weapon( mob, victim, 5d4, "dirty fist" );

attack_weapon( mob, victim, 2d10, "fierce kick" );

~
!
0 7 10 0 0 0 0 10
0 0 0 4000 893662568 0 0
214451 0 0 112 8
8
15 6 8 13 17
3 4 -5 2 -15 2 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
M 112 4 0
2081 17 1509949480 6 0
985 17 1509949510 5 0
2124 17 1509949470 8 0
281 17 1509949460 16 0
3003 16 1509949505 16 0
2064 17 1509949448 11 0
2061 16 1509949470 11 0
-1
-1

#1178
~
~
desert wanderer~
~
dusty~
stares with passive brown eyes.~
desert wanderers~
~
dusty~
stare with passive brown eyes.~
Tall and lean, this human ripples with muscle.  The desert sun has

darkned his stony skin.  A mane of thick, brown hair hangs to his

shoulders.  His eyes are as brown as rich earth.

~
Kreel~
if( has_obj( 1106, mob_in_room( 1178, room ) ) )

  interpret( mob, "quaff phial" );

attack_weapon( mob, victim, 6d5, "stony fist" );

attack_weapon( mob, victim, 6d5, "spinning kick" );

if( random( 1, 10 ) < 6 )

  interpret( mob, "bash" );

interpret( mob, "kick" );

attack_weapon( mob, victim, 3d5, "leaping kick" );

if( random( 1, 10 ) < 4 ) {

  act_room( #whirlwind, ch );

  attack_room( mob, 7d10, "whirlwind attack" );

  }

attack( mob, victim, 3d7, "forward kick" );

attack_weapon( mob, victim, 3d5, "blinding punch" );

if( random( 1, 10 ) < 3 ) {

  if( has_obj( 1514, mob_in_room( 1178, room ) ) ) {

    act_tochar( #throw, ch );

    act_notchar( #rthrow, ch );

    i = 5d5;

    dam_message( ch, i, "The impaling blade" );

    inflict( ch, mob, i, "the desert wanderer" );

    }

  else {

    act_tochar( #throw2, ch );

    act_notchar( #rthrow2, ch );

    }

  transfer( ch, find_room( 48527 ) );

act_notchar( #hit, ch );

  i = 8d10;

  dam_message( ch, i, "The impact" );

  inflict( ch, mob, i, "the desert wanderer" );

  }

~
E
whirlwind~
@YThe desert  wanderer howls with rage, leaping into a furious barrage of

kicks and punches.  He streaks around you, his hands a moving so fast

they are a blur.@n

~
E
throw~
@bThe desert wanderer jams the end of his bladed staff into your gut,

then snaps it foward, hurling you north into the rock wall!@n 

~
E
rthrow~
@bThe desert wanderer jams the end of his bladed staff into $n's

gut, then staps it forward, hurling $n northward!@n

~
E
throw2~
@bThe desert wanderer grabs your arm and pulls you toward him, rolling

his shoulders and launching you northward into a rock wall!@n 

~
E
rthrow2~
@bThe desert wanderer grabs $n's arm, pulls $m forward, and launches

$m northward!@n

~
E
hit~
@b$n comes flying into the room and smashes against the north wall!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893662592 0 35
198051 0 0 496 3
25
18 14 16 19 18
30 20 3 25 40 10 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
67040
65536665 26214464
0 1 0 0 0
M 496 4 0
2024 17 1509949470 7 0
2044 17 1509949470 10 0
619 17 1509949460 5 0
2006 16 1509949530 5 0
796 17 1509949510 8 0
598 17 1509949540 6 0
1514 17 1509949450 16 0
1106 17 1509949465 -1 0
-1
-1

#1179
~
~
spectre of a woman~
~
enraged~
rises, her eyes cauldrons of rage.~
spectres of women~
~
enraged~
rise, their eyes cauldrons of rage.~
This woman would have been in her mid thirties when she died.  Her body

was lean and strong; her hands look callused and gritty.  Now, though,

her cheeks are dark, hollow.  Her eyes are black holes in her milk-white

face.  Her fingers and arms are grotesquely long, her mouth is twisted in

a howl of pain.

~
Kreel~
attack( mob, victim, 4d5, "icy claw" );

attack( mob, victim, 4d5, "icy claw" );

attack( mob, victim, 4d5, "chilling bite" );

attack( mob, victim, 4d5, "cold embrace" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893662627 0 35
4459555 264 4210700 800 4
18
19 13 16 21 17
10 -10 0 -2 3 40 0
600 14 wispy body~
700 10 gaunt arms~
850 11 ghostly legs~
950 13 hollow lower body~
1000 5 twisted face~
0
47186578 26214464
0 1 0 0 0
F 800 4 0
1515 17 1509949450 5 0
2125 17 1509949500 8 0
2184 17 1509949460 14 0
2184 17 1509949460 15 0
-1
-1

#1180
~
large sea gull~
large sea gull~
Fixing a beady yellow eye on you,~
~
searches for food.~
large sea gulls~
Fixing beady yellow eyes on you,~
~
search for food.~
This gull is much larger then most of those you find scrounging for food

near the beach.  It is mostly white, with flecks of black and gray.  Its

bright eyes continually move, as if searching for prey.

~
Merior~
i = random( 1, 10 );

  attack( mob, victim, 2d3+3, "pecking" );

if( i < 7 )

  attack( mob, victim, 2d3+3, "pecking" );

if( i < 5 )

  attack( mob, victim, 2d3+3, "beak" );

if( i < 3 )

  attack( mob, victim, 2d3+3, "claw" );

~
!
0 0 23 0 0 0 0 3382
0 0 197 4000 899960087 0 31
4393777 0 0 0 4
7
7 3 3 18 10
0 0 0 0 0 0 0
600 2 body~
2 0 wing~
1000 3 feathered head~
0 1000 ~
0 1000 ~
0
10486403 26214464
8468 1333 0 7284 100038
M 0 2 0
-1
4 -1
~
if( random( 1, 20 ) == 1 ) {

  act_room( #drop, ch );

  obj_to_room( oload( 56 ), room );

  }

~
E
drop~
As the gull dies, it drops something silver from its beak.

~
!
-1

#1181
~
~
human zombie~
~
decaying~
wails balefully in your direction.~
human zombies~
~
decaying~
wail balefully in your direction.~
This zombie appears to have once been a human woman.  Large gashes have

layed open muscle and flesh exposing bone and dry organs beneath. 

Something, is that her spleen?!, hangs half-out from a gash in her left

side just below a rib.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 1182 1182 10
0 0 0 4000 893662658 0 36
770721 536879104 12 0 8
40
8 0 0 10 14
0 10 10 10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214721
0 1 0 0 0
F 0 4 0
-1
-1

#1182
~
~
humanoid skeleton~
~
~
stands here, grinning wickedly.~
humanoid skeletons~
~
~
stand here, grinning wickedly.~
~
Talis~
attack_weapon( mob, victim, 2d4+1, "cruel hand-bone slash" );

attack_weapon( mob, victim, 2d4+1, "cruel hand-bone slash" );

attack_weapon( mob, victim, 2d4+1, "cruel hand_bone slash" );

~
!
0 0 28 0 0 1182 0 10
0 0 0 4000 899875049 0 36
705185 73984 12 0 8
10
12 0 0 15 14
0 15 15 15 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214722
0 1 0 0 0
N 0 4 0
-1
-1

#1183
~
~
dragon zombie~
~
very small~
walks clumsily along the ground.~
dragon zombies~
~
very small~
walk clumsily along the ground.~
The zombie of a small dragon, no larger than an undead horse perhaps,

stands before you.  Slowed by death it no longer seems able to fly,

however, the wings continue their spastic movements in a gross parody of

the attempt.  Dull streaks of color stain the cracked and torn wings.

Huge gaps show where scales have fallen off, leaving raw skin visible.

~
Talis~
attack( mob, victim, 3d7, "claw attack" );

attack( mob, victim, 3d3, "viscious bite" );

if( random( 1, 8 ) == 1 ) {

mob = mob_in_room( 1183, room );

  act_tochar( #smoke, ch );

act_neither( #rsmoke, ch, obj, mob );

do_spell( blind, mob, ch );

  }

~
E
smoke~
@YIn an attempt to breath fire, the undead dragon breaths out what remains

of its inner fires, filling its opponent's face with smoke. @n

~
E
rsmoke~
@YHeaving, $N blows smoke into $n's face.@n

~
!
0 0 28 0 0 0 1183 10
0 0 0 4000 893662719 0 36
721441 536879104 12 0 8
15
13 0 0 10 14
0 50 20 50 0 0 0
300 4 scaly side~
800 1 ragged wings~
1000 1 exposed skin~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#1184
~
skelelton undead~
small skeletal dragon - incomplete~
~
~
A skeleton is here.~
~
~
~
~
~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 225 4000 899876776 0 0
197409 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 1125
M 0 4 0
-1
-1

#1185
~
~
small brown troglodyte~
~
~
is here harvesting mushrooms.~
small brown troglodytes~
~
~
are here harvesting mushrooms.~
What a strange little creature.  It appears quite humanoid in nature,

though it is no larger than a gnome. Its mottled brownish skin hangs in

loose sags in many places.  Where the the loose skin is pulled tighter,

such as at its arms, you can see it has very underdeveloped muscle

structure.  It takes a moment to glance at you with its oversized, pale

eyes then goes about its business with complete disinterest.

~
Talis~
attack_weapon( mob, victim, 2d5, "right hand" );

attack_weapon( mob, victim, 2d5, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 3864 4000 894247006 0 33
234341 8192 0 0 4
4
10 6 6 12 15
5 0 10 0 0 0 0
100 1 head~
400 2 arms~
1000 3 leathery skin~
0 1000 ~
0 1000 ~
32
10486404 26214722
127815 23608 0 203337 1924035
M 0 3 0
1520 19 1509969950 -1 0
1521 16 1509954560 -1 0
488 17 1509949540 5 0
-1
-1

#1186
~
~
sallow-skinned troglodyte~
~
~
is watching you very carefully.~
sallow-skinned troglodytes~
~
~
are watching you very carefully.~
This creature stands about as tall as an elf, but that is where any

resemblance ends.  Sallow skin hangs in loose folds under its chin and

arms.  Long, thick nails sticking out from its stubby fingers look

appalingly like claws.  It appears to be taking a keen interest in your

activities as it watches you with pale eyes that appear too large for its

head.

~
Talis~
attack_weapon( mob, ch, 2d4+2, "right hand" );

attack_weapon( mob, ch, 2d4+2, "left hand" );

if( has_obj( 1248, mob ) )

  attack( mob, ch, 2d7, "spear thrust" );

if( has_obj( 900, mob ) )

  attack( mob, ch, 2d6+2, "sword thrust" );

~
!
0 55 30 0 0 0 0 10
0 0 1461 4000 893454204 0 29
251745 8192 0 0 4
6
12 8 8 13 14
5 0 10 0 5 0 0
100 4 head~
400 4 arms~
1000 4 leathery skin~
0 1000 ~
0 1000 ~
73760
15729286 26215042
62757 11906 0 115279 1084610
M 0 4 0
1248 19 1509969980 16 0
900 16 1509954560 16 0
488 17 1509949540 5 0
1117 17 1509949540 13 0
-1
-1

#1187
~
~
blue-crested troglodyte~
~
~
bares her sharp teeth at you.~
blue-crested troglodyte~
~
~
bare their sharp teeth at you.~
About the size of an elf, this creature has a greenish yellow skin. 

Stripes of blue run in several thin, horizontal lines under her eyes and

two ribbed crests run down the back of her head.  You notice her large

pale eyes have no irises.  It appears she has already noticed you as she

bares sharp, yellowed teeth at you.  She doesn't appear pleased to see

you.

~
Talis~
attack_weapon( mob, victim, 2d5+2, "right hand" );

attack_weapon( mob, victim, 2d5+2, "left hand" );

if( has_obj( 1248, mob ) )

  attack( mob, victim, 2d7, "spear thrust" );

if( has_obj( 900, mob ) )

  attack( mob, victim, 2d6+2;, "sword thrust" );

if( random( 1, 4 ) == 4 ) {

  i = 2d4+2;

  act_tochar( #bite, victim );

  act_notchar( #rbite, victim );

  dam_message( victim, i, "a blue-crested troglodyte's bite" );

  inflict( victim, mob, i, "a blue-crested troglodyte's bite" );

  }

~
E
bite~
The blue-crested troglodyte leaps on you and manages to bite you before

you can knock her back to a respectable fighting distance.

~
E
rbite~
A blue-crested troglodyte leaps on $n and manages to bite $m

before $e can knock it away.

~
!
0 55 30 0 0 0 0 10
0 0 1714 4000 893454261 0 35
251701 8192 0 0 4
8
14 10 10 13 15
5 0 10 0 5 0 0
100 3 head~
200 4 arms~
1000 5 leathery skin~
0 1000 ~
0 1000 ~
73760
20972168 31457922
79955 13875 0 146582 2069560
F 0 4 0
488 17 1509949540 5 0
2200 17 1509949540 13 0
1248 19 1509959780 16 0
900 16 1509964800 16 0
-1
-1

#1188
~
~
red-banded troglodyte~
~
~
glares bloody murder at you.~
red-banded troglodytes~
~
~
glare bloody murder at you.~
Only slightly shorter than your average elf, this creature has greenish

yellow skin.  Bands of brilliant red stripe him much the same way a

tiger's stripes run.  One particularly large stripe runs in an oblong

triangle down the front of his face, peaking just above his nose.  He

glares at you with large, pale eyes that have no irises and lets loose a

snarl as he charges you.

~
Talis~
attack_weapon( mob, victim, 2d5+2, "right hand" );

attack_weapon( mob, victim, 2d5+2, "left hand" );

if( has_obj( 1248, mob ) )

  attack( mob, victim, 2d7, "spear thrust" );

if( has_obj( 900, mob ) )

  attack( mob, victim, 2d6+2, "sword thrust" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #kick, ch );

  act_notchar( #rkick, ch );

  attack( mob, victim, 2d5, "swift kick" );

  }

~
E
kick~
The red-banded troglodyte aims a swift kick at your shin.

~
E
rkick~
The red-banded troglodyte aims a swift kick at $n's shin.

~
!
0 55 30 0 0 0 0 10
0 0 1373 4000 893454742 0 25
251701 8192 0 0 4
8
16 8 8 12 16
5 0 10 0 5 0 0
100 3 head~
200 4 arms~
1000 5 leathery skin~
0 1000 ~
0 1000 ~
73760
20972168 31457922
66966 10812 0 105539 1784852
M 0 4 0
488 17 1509949540 5 0
2200 17 1509949540 13 0
900 19 1509964900 16 0
1248 16 1509959680 16 0
-1
-1

#1189
~
~
purplish troglodyte~
~
~
looks contemplative.~
purplish troglodytes~
~
~
look contemplative.~
Generally the tallest of its kind, this troglodyte stands about as tall

as a human.  Its skin is an odd, almost bruised purple color.  Its big,

pale eyes are the only thing in its face resembling the other troglodytes. 

Where other troglodytes have a forward sloping skull and nearly frog-like

face, this one's face is nearly completely flat.  Its skin is heavily

painted in swirling, runic patterns with brilliant red, blue, and

phosphorescent green dyes.

~
Talis~
attack( mob, victim, 2d4+2, "claw attack" );

attack( mob, victim, 2d4+2, "claw attack" );

attack( mob, victim, 2d4+2, "claw attack" );

if( random( 1, 5 ) == 1 ){

  i = random( 1, 3 );

  if( i == 1 ){

    act_tochar( #blind, ch );

    act_notchar( #rblind, ch );

    do_spell( silence, mob, ch );

    }

  if( i == 2 ){

    act_tochar( #blind, ch );

    act_notchar( #rblind, ch );

    do_spell( blind, mob, ch );

    }

  else

    attack( mob, victim, 2d4+2, "claw attack" );

  }

~
E
rblind~
@GThe rune-covered troglodyte lunges forward, momentarily grasping $n's head

between her hands.@n

~
E
mute~
@GThe rune-covered troglodyte lunges forward, momentarily grasping $n's

head between her hands.@n

~
E
blind~
@GThe rune-covered troglodyte lunges forward, momentarily grasping your

head between her hands.@n 

~
!
0 55 30 0 0 0 0 10
0 0 516 4000 893454847 0 32
231217 0 0 0 4
10
13 15 15 12 15
20 0 10 0 5 0 0
50 5 head~
100 6 arms~
200 7 tough, leathery skin~
1000 10 mystic barrier~
0 1000 ~
0
26215050 34079362
62265 5160 0 90961 2310182
F 0 4 0
1253 17 1509949540 5 0
8 1 1509949490 -1 0
8 1 1509949450 -1 0
-1
-1

#1190
~
~
vyan~
~
~
with aquiline features is watching you like a hawk.~
vyans~
~
~
with aquiline features are watching you like hawks.~
He stares at you with lavender eyes, watching your every move and

appearing to size up any threat you may pose to him.  The ashen skin of

his narrow face is smooth, without wrinkle or scar.  White hair hangs in

a shaggy mane around his head, several loose strands nearly hiding one of

his eyes.  You can see hilts of several daggers that adorn his clothing

almost like ornamentation.  Most notably you see a jeweled hilt that his

right hand never seems to stray far from.

~
Talis~
if( has_obj( 1573, mob ) || has_obj( 900, mob ) ) {

  attack( mob, ch, 2d5+3, "cruel sword thrust" );

  attack( mob, ch, 2d5+3, "wicked sword slash" );

  }

else{

  attack( mob, ch, 2d4, "punch" );

  attack( mob, ch, 2d4, "jab" );

  }

attack( mob, ch, 2d4+2, "side kick" );

if( random( 1, 2 ) == 1 ) {

  ch = rand_char( room );

  if( has_obj( 1575, mob ) ){

    if( is_player( ch ) ) {

      i = 5d6;

      act_tochar( #dagger_throw, ch );

      act_notchar( #r_dagger_throw, ch );

      dam_message( ch, i, "A thrown dagger" );

      inflict( ch, mob, i, "A thrown dagger" );

      junk_obj( has_obj( 1575, mob ) );

      obj_to_char( oload( 1575 ), ch );

      }

    }

  else

    if( is_player( ch ) )

    attack( mob, ch, 6d4, "spin kick to the head" );

  }

~
E
dagger_throw~
@MThe Vyan whips out one of his daggers with his free hand and hurls it

at you with perfect precision.@n 

~
E
r_dagger_throw~
@MThe Vyan whips out one of his daggers with his free hand and hurls it

at $n with perfect precision.@n 

~
E
test1~
@Rtest 1 passes@n

~
E
test2~
@Rtest 2 passes@n

~
E
test3~
@Rtest 3 passes@n

~
!
10 60 12 0 0 0 0 10
0 0 243 4000 893455183 0 0
230305 0 0 0 8
12
10 14 13 20 10
10 5 5 0 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
41943688 31457922
24851 2155 0 27977 878242
M 0 4 0
1573 17 1509949445 16 0
900 16 838860895 16 0
1575 17 1509949540 -1 0
1575 17 1509949540 -1 0
1575 17 1509949540 -1 0
1575 17 1509949520 -1 0
1575 17 1509949480 -1 0
1575 17 1509949470 -1 0
2162 17 1509949450 5 0
607 17 1509949445 5 0
2102 17 1509949470 9 0
2042 17 1509949470 10 0
2123 17 1509949450 8 0
2022 17 1509949450 7 0
686 17 1509949443 -1 0
-1
11 -1
~
if( !is_silenced( mob ) ) {

  act_room( #help, ch );

  summon( mob, victim );

  continue;

  }

~
E
help~
"@RGuards!  Assist me!@n" shouts the vyan.

~
!
8 -1
hi hello greetings salutations~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_notchar( #chgreet, ch );

    wait( 1 );

    act_tochar( #greet, ch );

    act_notchar( #rgreet, ch );

    }

  wait( 3 );

  if( !is_fighting( mob ) ) 

    act_room( #wander, ch );

  }

~
E
chgreet~
$n greets the vyan.

~
E
greet~
With a roguish grin, the vyan looks you straight in the eyes and says

"@MWelcome, to my domain, such as it is.@n" and you can not miss the

emphasis he has placed on the word, my.

~
E
wander~
@MFeel free to look around, only, be wary as some of my servants do not

take kindly to visitors.

~
E
rgreet~
With a roguish grin, the vyan looks $n straight in the eyes and says

"@MWelcome, to my domain, such as it is.@n" and you can not miss the

emphasis he has placed on the word, my.

~
!
2 -1
domain city village town buildings~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_room( #domain1, ch );

    wait( 7 );

    if( rflag( reset0, room ) ) {

      remove_rflag( reset0, room );

      act_room( #domain2, ch );

      wait( 2 );

      act_room( #domain3, ch );

      mload( 1346, room );

      wait( 2 );

      act_room( #domain4, ch );

      mob = mob_in_room( 1346, room );

      inflict( mob, mob, 120, "suicide" );

      dam_message( mob, 120, "spear" );

      junk_mob( mob );

      }

    }

  }

~
E
rasking~
$n asks about the vyan's domain.

~
E
domain1~
@MAh, this fine old city.  Its ancient creators long since perished,

leaving me all their wealth.  All that was left behind were these poor

beasts, and a horde of fine treasures.  Taking my rightful place as their

master, I trained them to fight with more than their grimy nails and

cracked teeth, and in exchange, they revere me.  It was only natural that

I assume my position as rightful owner of this ancient dwelling and all

its secrets.

~
E
asking~
You ask about the vyan's domain.

~
E
domain2~
@M"My command here is absolute.@n" so saying he motions with one hand.

~
E
domain3~
There is a slight rippling from one of the tapestries as a servant you

had not seen before steps forth from the shadows.  A @Ysallow-skinned@n

troglodyte steps before the vyan and bows, then turns to face you.

~
E
domain4~
The walls resound with the haughty laughter of the vyan as the troglodyte

kills itself for his pleasure.

    

~
!
2 -1
beasts troglodytes servants~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_room( #trogs, ch );

    wait( 1 );

    act_room( #trogs2, ch );

    wait( 1 );

    act_room( #trogs3, ch );

    }

  }

~
E
asking~
You ask the vyan about the troglodytes.

~
E
rasking~
$n asks the vyans about the troglodytes.

~
E
trogs~
@MThe poor, pitiful beasts.@n

~
E
trogs2~
The vyan lets out a breathy sigh.

~
E
trogs3~
@MAppearantly they are all that's left of the once great tribe of

ancients that established this city.  Of course, they are not of the

People, so their downfall was, at best, inevitable.  Still, they did

leave me their legacy, and the empire is now mine to rule.  It is only a

matter of time before I am satisfied with my minions and I take the Vaasa

itself for my own.

~
!
2 -1
treasures~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_tochar( #glare, ch );

    act_notchar( #rglare, ch );

    }

  }

~
E
asking~
You ask the vyan about the treasure.

~
E
rasking~
$n asks the vyan about the treasure.

~
E
glare~
The vyan looks hard at you, then narrows his eyes speculatively.  You

notice his knuckles are white from their tight grip on the handle of his

sword.  Perhaps you should change the subject quickly.

~
E
rglare~
The vyan looks hard at $n, then narrows his eyes speculatively.

You notice his knuckles are white from their now tight grip on the handle

of his sword.  He doesn't look pleased with $n.

~
!
2 -1
ancients creators~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_room( #ancients, ch );

    }

  }

~
E
asking~
You ask about the ancients who built this city.

~
E
rasking~
$n asks the vyan about the ancients who built this city.

~
E
ancients~
@MWho can say.  It seems that they have been gone a long, long time. 

There is nothing of them in any record I have ever seen, and though we

dwell beneath the Vaasa I am certain the Llewyrr know nothing.  A

self-centered race of tree-hugging weaklings as they are, the Llewyrr

think far too much of themselves to have thought the ruins above worth

investigating.  So it stands that it is now my domain to rule as I see

fit.

~
!
2 -1
secrets~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_tochar( #glare, ch );

    act_notchar( #rglare, ch );

    }

  }

~
E
asking~
You ask the vyan what secrets are hidden here.

~
E
rasking~
$n asks the vyan what secrets are hidden here.

~
E
glare~
The vyan looks warily at you, his narrowing eyes hinting at the anger

building within him.  His hand draws closer to the hilt of his sword,

twitching slightly as if deciding whether or not to draw the blade. 

Perhaps you should change the subject before this comes to blows.

~
E
rglare~
The vyan looks warily at $n, his narrowing eyes hinting at the anger

building within him.  His hand seems to waver closer to the hilt of his

sword, twitching slightly as if deciding whether or not to draw the blade. 

He looks about ready to pick a fight with $n.

~
!
2 -1
vaasa~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 1 );

    act_room( #vaasa1, ch );

    wait( 3 );

    act_room( #vaasa2, ch );

    wait( 6 );

    act_room( #vaasa3, ch );

    }

  }

~
E
asking~
You ask the vyan about his plans for the Vaasa.

~
E
rasking~
$n asks the vyan about his plans for the Vaasa.

~
E
vaasa1~
The vyan's eyes seem to focus on a distant goal and he takes a deep

breath, holds it, then lets it out in a sigh of joyful contemplation.

~
E
vaasa2~
@MThose foolish elves sit there in their quiet little villages, deciding

who should be allowed into their precious forest, and what should be

allowed.  They do not even realize what they could accomplish with the

resources they have at hand.  When my army overthrows them all, I will

force the fools to do my bidding.  I will gather the resources they so

foolishly deny the world, and I shall bring more power to the People than

any before me.  @n 

~
E
vaasa3~
@MMy name shall be heralded among the People as the greatest of our folk. 

Then, as the ranks of my army grows, I shall lead it in conquests of all

the lands.  Glory shall be mine.  @n 

~
!
2 -1
people~
if( !is_silenced( mob ) ) {

  if( !is_fighting( mob ) ) {

    act_tochar( #asking, ch );

    act_notchar( #rasking, ch );

    wait( 2 );

    if( race( ch ) == vyan ) {

      act_room( #people, ch );

      wait( 3 );

      act_room( #people2, ch );

      end;

      }

    else

      act_room( #servants, ch );

    }

  }

~
E
asking~
You ask the vyan about the People.

~
E
rasking~
$n asks the vyan about the People.

~
E
people~
@MWhat, you are of the People and you need ask your place in the order of

things?@n

~
E
people2~
With a sigh of weariness, the vyan shakes his head sadly and says "@MWhat

are things coming to when one of my own race can not recognize the

greatness we are destined for?  I have been gone too long, and must hurry

my plans so that I may return to the People and make them strong

again.@n" 

~
E
servants~
@MThe People, we who you call vyans, are the one true race, all others

are but servants who will learn their place.  Those who have learned

their place will live well under out rule.  Those who will not learn

their place will learn suffering and pain instead.  @n 

~
!
-1

#1191
~
~
mangit trainee~
~
~
looks around, wide-eyed and obviously lost.~
mangit trainees~
~
~
look around, wide-eyed and obviously lost.~
This little creature looks like a goblin, except has darker green skin,

deeper eyes, a heavier brow, and a set of short, thick yellow tusks.  Its

overall body type is tough and leathery.  Its long fingers end in claws.

~
Kreel~
attack_weapon( mob, victim, 1d4+1, "clawed hand" );

attack_weapon( mob, victim, 1d4+1, "yellowed tusk" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893455305 0 29
16975329 0 0 0 8
2
10 7 7 14 11
1 2 -3 2 -7 4 2
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
M 0 3 0
1328 17 1509949520 16 0
-1
-1

#1192
~
~
mangit secretary~
~
~
indolently files her nails.~
mangit secretaries~
~
~
indolently file their nails.~
This mangit is short and round and wears a perpetually bored expression. 

Her long claws have been elegantly rounded then painted artfully with a

variety of colors.

~
Kreel~
attack_weapon( mob, victim, 3d4, "fingernail" );

attack_weapon( mob, victim, 3d4, "fingernail" );

~
!
0 0 64 0 0 0 0 10
0 0 0 4000 893455575 0 29
197027 0 4 0 4
3
9 13 14 12 11
3 5 3 4 -9 5 2
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
F 0 3 0
1338 17 1509949540 16 0
-1
-1

#1193
~
~
mangit janitor~
~
~
stares at the floor and mutters to himself.~
mangit janitors~
~
~
stare at the floor and mutters to themselves.~
This mangit is tall for his race, and quite thin.  His hair is a wild,

tangled mass, touched here and there with cobwebs.  His eyes are wide and

discolored, darting around wildly.  His arms and legs, though thin, look

strong.

~
Kreel~
attack_weapon( mob, victim, 2d7+1, "wild punch" );

attack_weapon( mob, victim, 2d7+1, "slathering bite" );

~
!
0 0 64 0 0 0 0 10
0 0 0 4000 893455634 0 29
197027 0 0 0 8
6
14 10 16 10 11
2 5 -1 5 2 10 2
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 3 0
1376 17 1509949540 16 0
-1
-1

#1194
~
~
sandstone statue~
~
headless~
stands guard.~
sandstone statue~
~
headless~
stand guard.~
These statues are lithe and tall, almost like humans.  Oddly, they have

no heads, as if the sculptor never finished his work.  They wield stone

scimitars, which are carved from into their very hands.

~
Kreel~
attack( mob, victim, 1d8, "stone scimitar" );

attack( mob, victim, 1d8, "stony fist" );

~
!
0 56 30 0 0 0 0 10
0 0 0 4000 893662789 0 24
1187 4 8204 0 4
3
16 1 1 8 17
10 10 10 50 0 20 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
9175683 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1195
~
~
mangit weight trainer~
~
heavily-muscled~
flexes his arms and chest.~
mangit weight trainers~
~
heavily-muscled~
flex their arms and chests.~
This mangit is so heavily muscled his arms stick almost straight out, and

his neck is fully as wide as his head.  His arms and legs are solid

trunks of muscle - his chest looks like a brick wall.

~
Kreel~
attack( mob, victim, 3d4+3, "bulging fist" );

attack( mob, victim, 3d4+3, "thunderous kick" );

attack( mob, victim, 3d5, "drop kick" );

if( random( 1, 10 ) > 7 )

  attack( mob, victim, 2d6, "stone-breaking grip" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893662810 0 29
198435 0 0 112 8
9
18 6 7 10 16
2 3 5 6 -10 5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 0 0
M 112 3 0
-1
-1

#1196
~
~
mangit body-builder~
~
bulging~
stands here.~
mangit body-builders~
~
bulging~
stand here.~
This mangit is almost as wide as he is tall.  His arms, legs and neck are

all like tree trunks - every square inch of his body ripples and tenses.

~
Kreel~
attack( mob, victim, 3d4+3, "muscled fist" );

attack( mob, victim, 3d4+3, "elbow smash" );

if( random( 1, 10 ) > 7 )

  interpret( mob, "bash" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893662829 0 29
198049 0 0 16 8
5
17 5 6 8 15
3 4 3 4 -15 3 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 16 3 0
-1
-1

#1197
~
~
mangit towel boy~
eyes downcast,~
snivelling~
cowers here.~
mangit towel boys~
eyes downcast,~
snivelling~
cower here.~
This little mangit is short and thin, his legs and arms frail.  He keeps

his eyes downturned and tends to shy away from others.

~
Kreel~
attack_weapon( mob, victim, 1d5, "feeble punch" );

attack( mob, victim, 1d5, "feeble kick" );

~
!
0 0 64 0 0 0 0 10
0 0 0 4000 893662858 0 29
197539 0 0 0 8
2
8 14 13 16 8
2 9 2 3 10 -2 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
M 0 3 0
1398 17 1509949490 16 0
-1
-1

#1198
~
~
mangit guard~
~
menacing, red-armored~
watches carefully.~
mangit guards~
~
menacing, red-armored~
watch carefully.~
Tall for a mangit, this guard is clad in studded leather armor, dyed deep

red.  His eyes are beady beneath his heavy, sloped brow.  The tusks

protruding from his lipless mouth look as if they have been sharpened.

~
Kreel~
attack_weapon( mob, victim, 2d5, "gouging fist" );

attack( mob, victim, 2d5, "elbow smash" );

attack( mob, victim, 2d5, "forearm smash" );

if( random( 1, 10 ) > 5 )

  interpret( mob, "bash" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893662899 0 25
198561 0 98304 0 8
6
15 10 10 13 14
4 3 4 4 -2 2 3
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 3 0
186 17 1509949460 10 0
1077 17 1509949460 7 0
2103 17 1509949480 9 0
2003 17 1509949540 5 0
3014 17 1509949480 16 0
3000 16 1509949540 16 0
-1
-1

#1199
~
~
orc raider~
~
scar-covered~
dressed in battle armor, looms nearby.~
orc raiders~
~
scar-covered~
dressed in battle armor, loom nearby.~
Before you stands a large, scar covered orc covered in blood.  Large

scars cover every inch of exposed flesh telling the story of his past

battles.  His pig-like face is covered in blood and has been made up to

look like war-paint.  His blood red eyes are constantly moving, searching

for any sign of intruders.  His armor is severly damaged yet still seems

to function well enough to be used.  Upon noticing your presence he grabs

his weapon and attacks.

~
Terek~
if( has_obj( 1554, mob ) ) {

  attack( mob, victim, 5d6+10, "pike pierce" );

  attack( mob, victim, 5d6+10, "pike lunge" );

  attack( mob, victim, 5d6+10, "pike thrust" );

  if( random( 1, 10 ) == 1 ) {

    i = 10d5;

    act_tochar( #s_impale, victim );

    act_notchar( #r_impale, victim );

    dam_message( victim, i, "the pike charge" );

    inflict( victim, mob, i, "the pike charge" );

    }

  }

else {

  attack( mob, victim, 5d6+2, "jab" );

  attack( mob, victim, 5d6+2, "pummel" );

  attack( mob, victim, 5d6+2, "round-house kick" );

  }

~
E
s_impale~
@b@CThe orc lowers his pike and charges, impaling you with his weapon!

He lifts you a few feet off ground before releasing you.

~
E
r_impale~
@b@CThe orc raider suddenly lowers his pike and rushes toward $n.  He 

slams his pike deep into the stomach of $n, impaling $m.  With a

heave, the orc lifts $m off the ground a moment before dropping $m.

~
!
0 7 10 0 0 0 0 10
0 0 183 4955 893662930 0 25
231409 8192 4 96 8
25
19 4 12 16 17
10 5 15 4 1 6 4
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 34079363
30681 916 0 62827 6638931
M 96 4 0
1554 17 1258291300 16 0
607 17 1258291245 5 0
847 17 1509949450 10 0
615 17 1509949442 7 0
2181 17 1509949465 14 0
2081 17 1509949455 6 0
2125 17 1509949460 8 0
1588 17 1509949447 -1 0
-1
-1

#1200
~
~
mangit animal trainer~
~
thin and wiry~
stands here.~
mangit animal trainers~
~
thin and wiry~
stand here.~
Thin and wiry, this mangit is tall for his race.  His hands are large,

his fingers thick with muscles.  His entire body is covered with

scabbed-over animals bites, and a wicked slash runs across his right eye,

the bridge of his nose, and down his cheek.

~
Kreel~
attack_weapon( mob, victim, 3d5, "blinding punch" );

attack_weapon( mob, victim, 3d5, "whirling kick" );

if( random( 1, 10 ) > 4 )

  interpret( mob, "snarl" );

attack( mob, victim, 3d5, "vicious bite" );

if( random( 1, 6 ) > 4 )

  interpret( mob, "bark" );

if( random( 1, 6 ) > 4 )

  interpret( mob, "kick" );

~
!
0 0 64 0 0 0 0 10
0 0 0 4000 893662967 0 29
198051 0 65536 48 8
9
15 16 13 15 14
4 6 4 2 1 4 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 0 0
M 48 3 0
3002 17 1509949500 16 0
2002 17 1509949530 5 0
2042 17 1509949500 10 0
2022 17 1509949490 7 0
2 17 1509949470 -1 0
1483 17 1509949540 -1 0
-1
-1

#1201
~
~
war dog~
~
infuriated~
growls and licks his wicked teeth.~
war dogs~
~
infuriated~
growl and lick their wicked teeth.~
This dog looks insane - its eyes wide and darting with almost tangible

paranoia.  Its long, pointed teeth drop saliva.  Its entire body ripples

with muscle.

~
Kreel~
attack( mob, victim, 3d5, "savage bite" );

attack( mob, victim, 3d5, "savage bite" );

attack( mob, victim, 3d5, "razor-sharp claw" );

attack( mob, victim, 3d5, "razor-sharp claw" );

if( random( 1, 6 ) > 3 )

  interpret( mob, "growl" );

if( random( 1, 10 ) > 7 ) {

  act_tochar( #snarl, ch );

  dam_message( victim, 3d3, "flesh-ripping teeth" );

  inflict( victim, mob, 3d3, "an infuriated war dog" );

  }

~
E
snarl~
@YThe war dog clamps its teeth around your leg and thrashes its head

wildly, ripping into your flesh!@n 

~
!
0 0 21 0 0 0 0 3381
0 0 0 4000 899959817 0 0
16974129 0 0 0 4
8
14 2 2 17 15
2 5 5 2 -10 4 3
500 5 sinewy body~
650 3 thick neck~
750 4 muscled foreleg~
875 4 muscled hind leg~
1000 2 bony head~
0
20972168 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1202
~
~
hole-hog~
~
massive~
grins and flexes his boulder-sized fists.~
hole-hogs~
~
massive~
grin and flex their boulder-sized fists.~
The hole-hog looks like any other mangit - goblin-like with short yellow

tusks, except he is roughly twelve feet tall and fully as broad as a

warship.  His arms and legs bulge like tree-trunks, his hair is coarse

and wiry.  Two enormous yellow eyes stare blankly, showing nothing but

hunger.

~
Kreel~
interpret( mob, "bash" );

attack( mob, victim, 6d6, "giant claw" );

attack( mob, victim, 6d6+5, "yellowed tusk" );

interpret( mob, "grunt" );

attack( mob, victim, 6d4, "savage kick" );

attack( mob, victim, 4d10+5, "crushing grip" );

if( random( 1, 10 ) > 8 ) {

  act_tochar( #pound, ch );

  act_notchar( #rpound, ch );

  attack( mob, victim, 10d6, "obliviating pound" );

  }

~
E
pound~
@YThe hole-hog raises his two mighty fists above his head, then swing

them down with earth-shattering force!@n 

~
E
rpound~
The hole-hog raises his mighty fists above his head, then brings them

down toward $n with earth-shattering force!

~
!
0 0 64 0 0 0 0 10
0 0 0 4000 893500582 0 0
198451 2097152 8192 992 8
30
23 2 3 8 20
15 20 15 15 -20 15 25
500 16 massive body~
700 14 tree-trunk leg~
900 14 bulging arm~
100 10 rock-like head~
0 1000 ~
0
157286464 26214464
0 1 0 0 0
M 992 6 0
-1
-1

#1203
~
~
mangit student~
~
~
stands here pondering his lessons.~
mangit students~
~
~
stand here discussing their studies.~
This mangit seems average in every way.  He is neither tall nor short,

neither strong nor weak, neither hideous nor beautiful.  His brows are

furrowed in thought as he ponders the art of violence.

~
Kreel~
attack_weapon( mob, victim, 3d3, "punch" );

attack_weapon( mob, victim, 3d3, "tusked bite" );

attack( mob, victim, 3d3, "swift kick" );

if( random( 1, 10 ) > 6 )

  interpret( mob, "bash" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 894247232 0 0
198049 0 0 0 8
5
14 9 10 15 14
4 6 3 3 -3 7 6
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
2181 17 1509949500 14 0
2181 17 1509949470 15 0
2081 17 1509949500 6 0
985 17 1509949515 5 0
3000 17 1509949505 16 0
-1
-1

#1204
~
~
head cook~
~
sweaty, corpulent~
is here.~
cooks~
~
sweaty, corpulent~
are here.~
This stout mangit's face appears beet-red despite the sickly green skin

shared by the rest of his race.  Bulges of fat swell and roll along his

legs and arms - his stomach is a great, swollen paunch that sticks out

twice as far as his chest.

~
Kreel~
attack_weapon( mob, victim, 3d5+2, "bulbous fist" );

attack_weapon( mob, victim, 3d5+3, "swollen foot" );

if( random( 1, 10 ) < 4 )

  interpret( mob, "bash" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893500678 0 35
16975267 0 0 16 8
7
14 12 8 8 17
5 6 6 2 0 2 8
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 26214464
0 1 0 0 0
M 16 4 0
1523 17 1509949490 16 0
-1
-1

#1205
~
~
mangit butcher~
~
~
stands here, covered in blood.~
mangit butchers~
~
~
stand here, covered in blood.~
This mangit is stout and powerfully built, his entire body racked with

muscle.  Blood smears his hands, face and clothing; slimy bits of innards

cling to his body.  His right eye is notably larger than his left and is

fiercely bloodshot.

~
Kreel~
attack_weapon( mob, victim, 3d5, "muscled fist" );

attack_weapon( mob, victim, 3d5, "crunching bite" );

attack( mob, victim, 5d4, "jarring kick" );

if( random( 1, 10 ) > 6 )

  act_room( #meat, ch );

if( random( 1, 10 ) > 6 )

  interpret( mob, "kick" );

if( random( 1, 10 ) > 7 )

  interpret( mob, "bash" );

~
E
meat~
@YThe mangit butcher howls, "Fresh meat!"@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 894247481 0 35
198067 0 0 0 8
10
18 7 5 13 17
4 -10 40 1 1 5 7
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322245 26214464
0 1 0 0 0
M 0 3 0
1524 17 1509949480 16 0
1525 17 1509949500 5 0
2102 17 1509949500 9 0
-1
-1

#1206
~
~
green-armored guard~
~
~
stands watch.~
green-armored guard~
~
~
stand watch.~
This mangit is heavy-jawed with a thick, sloping brow and deep-set yellow

eyes.  His tusks glisten yellow-white and look awfully sharp.

~
Kreel~
attack_weapon( mob, victim, 3d5, "blinding punch" );

attack_weapon( mob, victim, 3d5, "whirling kick" );

attack( mob, victim, 4d5, "flying kick" );

if( random( 1, 10 ) > 5 )

  interpret( mob, "kick" );

if( random( 1, 10 ) > 6 )

  interpret( mob, "bash" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893501027 0 27
198051 0 65536 0 8
9
17 10 11 15 16
7 5 5 4 -2 5 8
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
0 1 0 0 0
M 0 3 0
2182 17 1509949500 14 0
2182 17 1509949500 15 0
1077 17 1509949480 7 0
186 17 1509949490 10 0
2003 17 1509949530 5 0
973 17 1509949540 16 0
-1
-1

#1207
~
~
professor~
~
intimidating~
looks around with an evil eye.~
professors~
~
intimidating~
look around with their evil-looking eyes.~
With heavily sloped brows, and deep-set, angry yellow eyes, this mangit

gives looks that would paralyze an elephant.  His brows slant sharply and

his eyes flare as his lips twist into a sadistic smile.

~
Kreel~
attack( mob, victim, 5d4, "intimidating glare" );

attack( mob, victim, 2d5, "wicked gaze" );

attack( mob, victim, 10d2, "evil eye" );

if( random( 1, 10 ) > 8 ) {

  act_tochar( #eye, ch );

  act_notchar( #reye, ch );

  do_spell( curse, mob, victim );

  }

if( random( 1, 10 ) > 7 )

  attack_room( mob, 2d10+2, "sweeping evil gaze" );

~
E
eye~
@YThe professor cackles madly, then levels his evil yellow eye at you. 

You feel dark magic surge through your body.@n

~
E
reye~
@YThe professor cackles madly then levels his evil yellow eyes at $n.@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893501199 0 35
198051 0 0 64 8
10
15 16 17 15 14
8 5 5 3 15 5 8
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 64 3 0
2022 17 1509949510 7 0
186 17 1509949505 10 0
2125 17 1509949500 8 0
1526 17 1509949450 5 0
2002 16 1509949540 5 0
-1
-1

#1208
~
~
professor~
~
terrifying~
practices his battle cry.~
professors~
~
terrifying~
practice a battle cry together.~
This mangit is short and stout, but has a neck as broad as an oak tree. 

His mouth is exceptionally wide, while the rest of his face is pinched

and wrinkled, as if he has spent a lot of time scowling.

~
Kreel~
if( !is_silenced( mob ) ) {

  attack( mob, victim, 5d4, "terrifying battlecry" );

  attack( mob, victim, 2d5, "mad howl" );

  attack( mob, victim, 10d2, "fearsome shout" );

  if( random( 1, 10 ) > 7 )

    attack_room( mob, 2d10+2, "bone-rattling bellow" );

  }

else {

  attack( mob, victim, 4d5, "fierce punch" );

  attack( mob, victim, 2d5, "gouging fist" );

  attack( mob, victim, 2d10, "forceful kick" );

  }

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893501441 0 35
198051 0 0 64 8
10
15 16 17 15 14
8 5 5 3 15 5 8
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 64 3 0
1526 17 1509949445 5 0
985 16 1509949540 5 0
980 17 1509949500 6 0
2103 17 1509949470 9 0
186 17 1509949510 10 0
1077 17 1509949490 7 0
-1
-1

#1209
~
~
professor~
~
brutal~
stands ready for violence.~
professors~
~
brutal~
stand ready for violence.~
This brute of a mangit has heavy, muscled fists, scarred arms and legs,

broken teeth, and a hopelessly vacant expression.  His entire body

quivers, his shoulders tensing, his fists opening and closing, his

quadruceps bunching up as if for a kick.

~
Kreel~
attack( mob, victim, 5d5, "brutal punch" );

attack( mob, victim, 5d5+5, "brutal kick" );

interpret( mob, "bash" );

interpret( mob, "kick" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893501543 0 35
198051 0 0 144 8
11
18 4 6 13 17
5 7 7 5 -6 4 6
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
0 1 0 0 0
M 144 3 0
2003 17 1509949540 5 0
2103 17 1509949520 9 0
1077 17 1509949500 7 0
186 17 1509949480 10 0
980 17 1509949500 6 0
-1
-1

#1210
~
~
martial arts instructor~
~
~
ponders the meaning of violence.~
martial arts instructors~
~
~
ponder the meaning of violence.~
This mangit is narrow and strong, his arms and legs lithe, powerful knots

of muscle.  His face is calm; his eyes stare into the distance.  On his

right forearm is a tattoo of a grasshopper.

~
Kreel~
attack( mob, victim, 5d4, "open-haned chop" );

attack( mob, victim, 4d5, "whirling kick" );

attack( mob, victim, 2d5, "forceful kick" );

if( random( 1, 10 ) > 8 ) {

  act_room( #blur, ch );

  attack_room( mob, 5d4, "brutal fury" );

  }

~
E
blur~
@GThe instructor howls in a strange language, then leaps forward, his

hands and fists a furious blaze as he plows through the room.@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893501591 0 35
198051 0 8192 112 8
11
17 14 15 18 16
8 6 5 8 3 7 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
0 1 0 0 0
M 112 3 0
-1
-1

#1211
~
~
mangit weapons instructor~
~
bald~
with blunted tusks stands here.~
mangit weapons instructors~
~
bald~
with blunted tusks stand here.~
This mangit is completely bald, with a noble, glossy green pate.  His

arms and legs swell with muscle, his tusks look as if they have been

purposely blunted.

~
Kreel~
attack_weapon( mob, victim, 2d5, "fierce punch" );

attack_weapon( mob, victim, 2d5, "kick" );

attack_weapon( mob, victim, 2d5, "elbow smash" );

attack_weapon( mob, victim, 2d5, "back-handed fist" );

attack( mob, victim, 2d5, "head-butt" );

if( random( 1, 10 ) > 6 )

  interpret( mob, "bash" );

interpret( mob, "kick" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893663073 0 0
198051 0 0 0 8
10
18 6 9 15 17
3 8 0 3 -3 6 4
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 3 0
1527 17 1509949470 16 0
380 16 1509949540 16 0
186 17 1509949520 10 0
1077 17 1509949510 7 0
2103 17 1509949520 9 0
2003 17 1509949540 5 0
980 17 1509949480 6 0
-1
-1

#1212
~
~
mangit swordmaster~
~
grim~
narrows his cold yellow eyes.~
mangit swordmasters~
~
grim~
narrow their cold yellow eyes.~
This mangit is short, but broad with muscle.  His movements are graceful

despite his large feet and overlong arms.  His coarse black hair is swept

back and tied in a pony tail at the nape of his mottled green neck.

~
Kreel~
attack_weapon( mob, victim, 2d5, "punch" );

attack_weapon( mob, victim, 2d5, "swift kick" );

attack_weapon( mob, victim, 3d3+1, "eye gouge" );

attack_weapon( mob, victim, 2d5, "blinding fist" );

attack_weapon( mob, victim, 2d5, "spinning kick" );

attack_weapon( mob, victim, 2d5, "forearm smash" );

if( random( 1, 10 ) > 6 )

  interpret( mob, "disarm" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893502002 0 35
198051 0 65536 240 8
12
15 14 15 18 16
10 10 9 9 8 11 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
M 240 3 0
2162 17 1509949480 5 0
2125 17 1509949500 8 0
2022 17 1509949490 7 0
2042 17 1509949520 10 0
2002 17 1509949540 5 0
1109 17 1509949530 9 0
1528 17 1509949455 16 0
1080 16 1509949540 16 0
-1
-1

#1213
~
~
mangit alchemist~
~
~
stands here cackling.~
mangit alchemists~
~
~
stand here discussing formulae.~
This short, tubby mangit has an oversized, although his tusks are

considerably smaller than average.  His entire body is mottled with

discolored patches, in places his skin is scaly and peeling.

~
Kreel~
attack( mob, victim, 5d4, "clawed hand" );

attack( mob, victim, 4d5, "vicious bite" );

attack( mob, victim, 2d10+10, "bottle of acid" );

if( random( 1, 10 ) > 5 ) {

  interpret( mob, "cackle" );

  act_room( #throw, ch );

  attack_room( mob, 3d10, "liquid fire" );

  }

~
E
throw~
@YThe mangit alchemist hurls a flask of bubbling liquid.  It explodes!@n

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894247712 0 35
16975347 2057 0 240 4
13
9 19 17 14 13
15 12 0 10 20 20 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079373 26214464
0 1 0 0 0
M 240 4 0
1106 17 1509949465 -1 0
939 17 1509949450 -1 0
876 17 1509949445 -1 0
1531 17 1509949460 -1 0
68 17 1509949500 -1 0
655 17 1509949455 -1 0
-1
-1

#1214
Slogmer~
~
mangit sergeant~
~
~
cracks his meaty knuckles.~
mangit sergeants~
~
~
crack their meaty knuckles.~
A rumbling pile of raw muscle, Sgt.  Slogmer is short, bull-necked and

iron-jawed.  His tusks are fully five inches long, jutting well below his

chin.  His chest is like an oak barrel - his arms and legs are trunks of

sinew.

~
Kreel~
interpret( mob, "bash" );

attack( mob, victim, 5d5, "hellacious kick" );

attack_weapon( mob, victim, 4d5+5, "savage bite" );

attack_weapon( mob, victim, 5d5, "grueling punch" );

attack_weapon( mob, victim, 5d4+10, "clawed hand" );

interpret( mob, "kick" );

if( is_silenced( mob ) )

  end;

else

  attack_room( mob, 5d5, "ear-shattering bellow" );

~
E
summon~
@bSgt. Slogmer booms, "Students!"@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893502214 0 27
198067 0 32768 0 8
15
19 12 13 16 18
10 5 11 11 3 9 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536645 26214464
0 1 0 0 0
M 0 3 0
615 17 1509949470 7 0
1077 16 1509949540 7 0
610 17 1509949470 10 0
186 16 1509949540 10 0
607 17 1509949470 5 0
2003 16 1509949540 5 0
2103 17 1509949500 9 0
2182 17 1509949500 14 0
2182 17 1509949500 15 0
3017 17 1509949470 16 0
745 16 1509949540 16 0
-1
-1

#1215
~
~
advanced student~
~
~
wonders about his career options.~
~
~
~
wonder about their career options.~
A wispy light of intelligence, however dim, flickers in the eyes of this

mangit.  He is neither incredibly strong, nor is he average.  His is tall

for his race, and his ropy, thick arms.  He smells as if water hasn't

touched him since the last time he walked in the rain.

~
Kreel~
interpret( mob, "bash" );

attack_weapon( mob, victim, 5d4, "furious punch" );

attack_weapon( mob, victim, 10d2, "piercing bite" );

interpret( mob, "kick" );

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893502265 0 29
198561 0 0 0 8
8
16 9 10 15 16
8 6 9 8 5 7 9
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
M 0 3 0
2124 17 1509949500 8 0
2022 17 1509949510 7 0
2042 17 1509949490 10 0
2081 17 1509949540 6 0
985 17 1509949540 5 0
380 17 1509949540 16 0
-1
-1

#1216
~
~
guard~
~
black-armored~
stands here, his eyes like sheets of ice.~
guards~
~
black-armored~
stand here, their eyes like sheets of ice.~
Clad entirely in black, with deep-set yellow eyes and black-stained

tusks, this mangit stands quiet watch.  His arms and legs are forged of

pure muscle - his face is stone.

~
Kreel~
attack_weapon( mob, victim, 4d5, "punch" );

attack_weapon( mob, victim, 5d5, "blazing kick" );

attack_weapon( mob, victim, 3d5, "head-butt" );

attack_weapon( mob, victim, 3d5, "knee" );

interpret( mob, "kick" );

if( random( 1, 10 ) > 5 )

  interpret( mob, "bash" );

if( random( 1, 10 ) > 8 ) {

  act_tochar( #howl, ch );

  act_notchar( #rhowl, ch );

  do_spell( curse, mob, ch );

  }

if( random( 1, 10 ) > 6 ) {

  act_room( #room, ch );

  attack_room( mob, 5d5, "whirling blade" );

  }

if( random( 1, 10 ) > 7 )

  interpret( mob, "disarm" );

if( is_silenced( mob ) )

  end;

else {

  if( random( 1, 10 ) > 6 ) {

    interpret( mob, "open south" );

    act_room( #help, ch );

    summon( mob, victim );

    }

  }

~
E
howl~
@YThe black-armored guard howls in rage at you!@n

~
E
rhowl~
The black-armored guard howls in rage at $n.

~
E
room~
@RThe guard bunches up his muscles then leaps forward in a blazing

whirlwing attack, his sword a blur.@n 

~
E
help~
@GThe guard throws back his head and howls, "Students!  To arms!"@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 893502329 0 25
198067 0 98304 192 8
15
18 9 5 17 17
10 11 8 11 10 13 14
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643264 26214464
0 1 0 0 0
M 192 3 0
610 17 1509949520 10 0
615 17 1509949520 7 0
607 17 1509949540 5 0
1532 17 100 16 0
1550 17 1509949540 -1 0
-1
-1

#1217
Mangar~
~
mangit leader~
~
~
stands here plotting world domination.~
mangit leaders~
~
~
stand here plotting world domination.~
The first mangit, Mangar imparts his name to those goblins who elect to

be alchemically transformed into a mangit.  He is tall for his race -

well over four feet.  His entire body is muscle, and his eyes shimmer

with creative brilliance.  Nonetheless, his lips are twisted in a

comtemptuous sneer.

~
Kreel~
attack_weapon( mob, victim, 5d4, "mighty fist" );

attack_weapon( mob, victim, 5d4+5, "thunderous kick" );

attack_weapon( mob, victim, 4d5, "whirling kick" );

attack_weapon( mob, victim, 10d2, "flying kick" );

attack_weapon( mob, victim, 2d10, "head-butt" );

act_room( #rumble, ch );

i = 1d4;

if( i == 1 ) {

  act_tochar( #slam, ch, obj, mob );

  act_notchar( #rslam, ch, obj, mob );

  i = 4d10;

  dam_message( ch, i, "The body-slam" );

  inflict( ch, mob, i, "Mangar" );

  }

if( i == 2 ) {

  act_tochar( #pile, ch, obj, mob );

  act_notchar( #rpile, ch, obj, mob );

  i = 4d10;

  dam_message( ch, i, "The pile-driver" );

  inflict( ch, mob, i, "Mangar" );

  }

if( i == 3 ) {

  act_tochar( #tackle, ch, obj, mob );

  act_notchar( #rtackle, ch, obj, mob );

  i = 4d10;

  dam_message( ch, i, "The flying tackle" );

  inflict( ch, mob, i, "Mangar" );

  }

if( i == 4 ) {

  act_tochar( #back, ch, obj, mob );

  act_notchar( #rback, ch, obj, mob );

  i = 4d10;

  dam_message( ch, i, "The back-breaker" );

  inflict( ch, mob, i, "Mangar" );

  }

if( random( 1, 10 ) > 5 ) {

  if( is_silenced( mob ) )

    end;

  else {

    act_room( #rage, ch, obj, mob );

    attack_room( mob, 4d10+5, "fearsome bellow" );

    }

  }

~
E
slam~
@YMangar grabs you, lifts you above his head, then smashes you against

the floor!@n 

~
E
rslam~
@YMangar lifts $n above his head then slams $m against the floor!@n

~
E
pile~
@YMangar scoops you up in his arms, turns you upside, then drops to the

floor, slamming you head-first into the floor!@n 

~
E
rpile~
@YMangar scoops up $n in his arms, turns $m upside down, then drops,

slamming $n head-first into the floor.@n

~
E
rumble~
Mangar stomps around the room, pounding his chest.

~
E
tackle~
@YMangar backs away, then takes a running leap at you!@n

~
E
rtackle~
@YMangar backs away, then takes a running leap at $n!@n

~
E
back~
@YManger sweeps you up, turns you over, then drops your back across his

knee!@n 

~
E
rback~
@YMangar sweeps up $n then drops $s back across his knee!@n

~
E
rage~
@YMangar throws out his arms and howls, shaking the room!@n

~
!
0 56 64 0 0 0 0 10
0 0 0 4000 894247795 0 31
198051 32769 0 992 8
20
20 18 16 18 19
12 15 18 17 17 20 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
66720
117964864 26214464
0 1 0 0 0
M 992 3 0
1534 17 1509949450 16 0
1074 16 1509949540 16 0
2006 17 1509949540 5 0
2024 17 1509949540 7 0
2044 17 1509949540 10 0
1506 17 1509949490 -1 0
1547 17 1509949465 -1 0
-1
-1

#1218
~
~
orc raider chieftain~
~
large, imposing~
stands here, planning his next raid.~
orc raider chieftains~
~
large, imposing~
stand here, planning their next raid.~
Standing before you is a VERY large orc covered in tattos.  His body is

very muscular and lean giving the impression that he is no apprentice

warrior.  Various tattoos cover his body but one in particular catches

your eye.  The tattoo sits just above his right eye and is that of a

warlord's mark.  Scars cover most of his body as do some fresh wounds

that have been poorly bandaged.  He stares down onto the table before him

at a map of the area and seems to be in deep concentration.

~
Terek~
if( random( 1, 10 ) < 2 ){

  i = 6d10;

  act_tochar( #knee, victim );

  act_notchar( #r_knee, victim );

  dam_message( victim, i, "The chieftains knee-smash");

  inflict( victim, mob, i, "The chieftains knee-smash");

  }

if( random( 1, 5 ) < 3 ){

  i = 4d10+20;

  act_room( #rampage, mob );

  attack_room( mob, i, "rampaging attack" );

  }

if( has_obj( 1080, mob ) ){

  attack( mob, victim, 5d6+10, "wicked slash" );

  attack( mob, victim, 5d6+10, "spinning slash" );

  attack( mob, victim, 5d6+10, "vertical slice" );

  }

else{

  attack( mob, victim, 3d20+10, "head bash" );

  attack( mob, victim, 3d20+10, "flip kick" );

  }

if( random( 1, 5 ) < 2 ) {

  interpret( mob, "open south" );

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
help~
@b@wThe raider chieftain grunts loudly and screams "Guards!! Intruders!!

Come slay the outsiders before they escape!!"

~
E
rampage~
@b@YThe orc raider chieftain begins charging around the room swinging his

scimitar around wildly hitting everything that stands in his path.

~
E
knee~
@b@WThe orc raider chieftain quickly grabs your head and smashes it

against his knee.

~
E
r_knee~
@b@WThe orc raider chieftain quickly grabs @R$n's@n @b@Whead and smashes

it against his knee.

~
!
0 7 10 0 0 0 0 10
0 0 2 4000 893502649 0 25
230835 8192 4 496 8
30
20 12 8 15 20
15 7 20 3 9 3 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26215043
1112 6 0 518 407208
M 496 4 0
1080 17 1509949540 16 0
607 17 1509949540 5 0
1555 17 1509949442 17 0
2081 17 1509949510 6 0
2125 17 1509949520 8 0
1557 17 1509949442 14 0
611 17 1509949515 10 0
615 17 1509949515 7 0
-1
-1

#1219
~
~
orc guard~
~
large, battle-ready~
stands here, guarding his lair.~
orc guards~
~
large, battle-ready~
stand here, guarding the lair.~
This immense orc looks as though he was born and bred for battle.  His

muscular build and scarred skin show that he has seen quite a few battles

in his time.  His eyes dart from side to side, scanning the area for

intruders.  He occasionally lets loose a low grunt of boredom until he

sees you and his eyes light up with a burning hatred.

~
Terek~
if( has_obj( 3010, mob ) ) {

  attack( mob, victim, 3d8+12, "pierce" );

  attack( mob, victim, 3d8+12, "spear thrust" );

  attack( mob, victim, 3d8+12, "spear lunge" );

  }

else{

  attack( mob, victim, 3d10+5, "kidney kick" );

  attack( mob, victim, 3d10+5, "charge" );

  attack( mob, victim, 3d10+5, "uppercut" );

  }

~
!
0 7 10 0 0 0 0 10
0 0 23 4000 893502797 0 30
230835 8192 4 192 8
25
19 5 9 16 19
5 3 8 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
4546 111 0 7858 931563
M 192 4 0
3010 17 1174405220 16 0
985 17 1509949490 5 0
2125 17 1509949470 8 0
2022 17 1509949455 7 0
2042 17 1509949460 10 0
2181 17 1509949465 14 0
2181 17 1509949450 15 0
-1
-1

#1220
~
~
attack dog~
~
~
stands here licking its chops.~
attack dogs~
~
~
stand here baring their sharp teeth.~
This mid-sized dog is a four-legged pile of muscle, its entire body

rippling with every movement.  Its snout is short and broad, its haunches

bunched up as if to strike.

~
Kreel~
attack( mob, victim, 3d5+3, "vicious bite" );

attack( mob, victim, 3d5+3, "vicious bite" );

~
!
0 56 21 0 0 0 0 3381
0 0 0 4000 899959820 0 30
198435 0 0 0 4
6
9 3 2 15 12
3 4 8 6 -4 3 6
600 3 muscled body~
800 2 foreleg~
900 2 stout neck~
100 4 head~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1221
~
~
war troll~
~
huge~
wanders about, looking for prey.~
war trolls~
~
huge~
wander about, looking for prey.~
Taut pale green skin covers the bones and sinew of this abomination. 

Large metal plates have been permanently attached to the troll's skin.  A

yellow puss oozes from beneath the rusty plates and seems to harden on

its skin.  Huge canine-like fangs jut ominously out of its wicked mouth

at odd angles.  Its long stringy hair has been slicked back against its

scalp and held together by an unidentifiable, rope-like object.  Long

talon-like claws shod with sharpened metal claws are attacked to each of

its four fingers.

~
Mange~
attack_weapon( mob, victim, 5d5, "right talon" );

attack_weapon( mob, victim, 5d5, "left talon" );

if( random( 1, 10 ) > 3 ) {

  dam_message( ch, 5d10, #talon );

  send_to_room( #talon1, room );

  }

if( random( 1, 10 ) > 7 ) {

  dam_message( ch, 10d10, #whirling );

  send_to_room( #whirling1, room );

  }

~
E
talon~
The war troll's slashing claws

~
E
talon1~
The war troll's steel-shod talons rip mercilessly through $n's flesh.

~
E
whirling~
The war troll's twirling talons

~
E
whirling1~
The war troll whirls rapidly upon $n.

~
!
7 0 9 0 0 0 0 10
0 0 0 4000 893502902 0 0
230321 2097152 32768 0 8
30
24 7 9 15 20
0 0 0 0 0 0 0
200 80 armored torso~
300 50 armored left arm~
400 20 right arm~
500 50 armored right leg~
1000 30 left leg~
0
78643870 26214464
0 1 0 0 0
M 0 5 0
-1
0 -1
~
wait( 2 );

send_to_room( #kill, room );

wait( 1 );

interpret( mob, "cackle" );

if( race( ch ) == elf )

  interpret( mob, "kill all" );

~
E
kill~
The war troll screams, "Al efs dy!!"

~
!
0 -1
~
~
!
-1

#1222
~
~
bullywug servant~
~
~
hops towards you with a menacing look.~
bullywug servants~
~
~
hop towards you with menacing looks.~
A creature barely recognizable as an overgrown frog stands upright before

you.  Though still abnormally short, its arms are quite muscular and can

obviously wield weapons with deadly efficiency.  The skin of its head and

limbs is a mottled green, and its belly is a light yellow.  Two bulbous

eyes regard you with what might be amphibian rage.

~
Void~
attack_weapon( mob, victim, 3d6+7, "hooked claws" );

attack_weapon( mob, victim, 3d6+7, "hooked claws" );

attack_weapon( mob, victim, 3d6+7, "wicked claw slash" );

if( attack( mob, victim, 5d5, "bite" ) == 1 )

  poison( victim );

if( random( 1, 10 ) == 1 ) {

  i = 5d5;

  act_notchar( #r_crushes, victim );

  dam_message( victim, i, "the flying jump" );

  inflict( victim, mob, i, "the flying jump" );

  interpret( mob, "bash" );

  }

~
E
s_crushes~
The bullywug leaps high into the air and comes crashing down upon you

with all its weight. 

~
E
r_crushes~
A bullywugs leaps into the air and lands on top of $n, crushing $m.

~
E
obash~
The Bullywug tries to use the uppercut to knock $n to the ground!

~
E
bash~
The Bullywug tries to use the uppercut to knock you to the ground!

~
!
0 58 65 0 0 0 0 10
0 0 1710 4000 893502939 0 0
233781 4096 4 96 4
25
15 12 12 15 20
5 5 10 5 10 -10 0
600 3 slimy chest~
800 5 webbed feet~
1000 7 massive head~
0 1000 ~
0 1000 ~
0
65536665 28836481
208047 6473 2490 555507 70459451
M 96 4 0
2002 17 1509949520 5 0
1705 17 1509949470 16 0
-1
-1

#1223
Tsarith~
~
vyan librarian~
~
~
is here, leafing through an ancient tome.~
vyan librarians~
~
~
are here, discussing the literary merits of various writers.~
Tsarith is tall for a vyan, standing nearly five and a half feet tall

from head to toe.  His skin is as black as a starless sky, and his short

hair the color of the ashes found in a cold firepit.  He is dressed in

dark, elegant clothes trimmed in silver and white.  Though his dark eyes

and neutral expression seem to hold no warmth for you, neither do they

seem set to drive you away.

~
Talis~
do_spell( fireball, mob, ch );

if( random( 1, 5 ) == 5 )

  do_spell( sleep, mob, ch );

if( random( 1, 10 )  < 7 ) {

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

do_spell( prismic missile, mob, ch );

~
E
summon~
@bTsarith yells out for assistance!@n

~
!
10 18 12 0 0 0 0 10
0 0 0 4000 893503021 0 33
250339 -2147220599 0 496 8
50
12 19 18 18 15
40 20 20 20 40 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26215045
0 1 0 0 0
M 496 4 0
1564 17 1509949540 5 0
1567 17 1509949540 7 0
1565 17 1509949540 5 0
1568 17 100 8 0
1569 17 100 1 0
-1
8 -1
hi hello~
act_tochar( #hi, ch );

wait( 1 );

act_tochar( #hi2, ch );

~
E
hi~
Greetings.  Welcome to my library.

~
E
hi2~
You are welcome to look through my library, so long as you treat the

books with respect.  Feel free to borrow them, but don't even think of

trying to steal them away.  I have them all enspelled such that they will

always return to me.  Feel free to @bbrowse@n about and see if you find

anything interesting.

~
!
2 -1
library~
act_tochar( #lib, ch );

~
E
lib~
I have collected all the books in this library through years of travel. 

I have yet to glean all the knowledge from them, yet I know that herein

are contained secrets awaiting discovery.  Only through the garnering and

understanding of knowledge will we overcome those that plague us.  By

sharing my knowledge with the like-minded individuals that come to this

city, I encourage them to share knowledge with me.  Once I have found the

answers I seek, I will return outside and cleanse the world of those that

have ired me.

~
!
2 -1
4 books~
act_tochar( #book, ch );

~
E
book~
I have many books here.  Perhaps you seek certain knowledge?  If so, you

will have to @bsearch@n for it yourself.  If you are just interested in

looking around, feel free to @bbrowse@n.

~
!
2 -1
wisdom knowledge~
act_tochar( #wis, ch );

~
E
wis~
Wisdom and knowledge can only be found through study and experience.  You

will learn much on your own, but you can readily enhance or accelerate

your learning by taking for your own the wisdom of others.  Contained in

these books is the accumulation of the wisdom and knowledge of many

lifetimes.

~
!
2 -1
borrowing~
act_tochar( #borrow, ch );

~
E
borrow~
You may borrow some of my books if you wish.  You will have to search for

them yourselves, however, as I am already quite busy.  Unless you know

the name of the book you seek though, it is unlikely you will find it.

~
!
2 -1
codex shai'zarn vyans~
act_tochar( #codex, ch );

wait( 1 );

send_to_room( #turn, room );

~
E
codex~
"Ah, yes, the codex.  A truly valuable find.  I paid dearly for it.  I

can let you look over the translated version but I'm afraid you may not

borrow it." 

~
E
turn~
Tsarith gestures to a leather-bound tome on a far table, then turns back

to his reading.

~
!
6 2584
~
junk_obj( obj, 1 );

if( !doing_quest( ch, 46 ) ) {

  wait( 1 );

  act_tochar( #give, ch );

  act_notchar( #rgive, ch );

  wait( 3 );

  act_room( #mad, ch );

  wait( 3 );

  act_room( #mad2, ch );

  wait( 3 );

  act_tochar( #babble, ch );

  act_notchar( #rbabble, ch );

  assign_quest( ch, 46 );

  }

else {

  wait( 1 );

  interpret( mob, "raise" );

  act_tochar( #again, ch );

  }

~
E
give~
You explain to the impatient vyan that Etrahnin has sent you with a

message.  You hand over the ivory coffer, telling Tsarith of Etrahnin's

instructions.

~
E
rgive~
$n explains to the impatient vyan that Etrahnin has sent $m with a

message.  $n hands over the ivory coffer, telling Tsarith of Etrahnin's

instructions.

~
E
mad~
Muttering about sub-standard human magic -- and its messengers --, Tsarith

opens the coffer.  A wreath of pale blue haze drifts up around the vyan

sage's head.  His eyes widen and he gasps in surprise.  Then his brows

draw down in an angry scowl.

~
E
mad2~
@e"THIS is what the Oracle proclaims!?"@n The enraged scholar hurls the

delicate ivory coffer against the wall.  Looking faintly surprised at his

own outburst, he continues in a calmer voice.  @e"This is unacceptable.

You will return to the Oracle and ask it of death.  I wish to know the

manner of the death of our victory, and you will bring to me the answer of

the Oracle."@n

~
E
babble~
You stammer out excuses, unwilling to go back through the vortex.  Tsarith

will have none of it, however, and fixes you with a steely gaze.  You

finally stop babbling, and accept the inevitable.

~
E
rbabble~
$n stammers out excuses, unwilling to go back through the vortex. 

Tsarith will have none of it, however, and fixes $m with a steely gaze. 

$n's protests die away and $e nods a glum acceptance.

~
E
again~
@e"Why have you brought this to me again?  Where is the Oracle's

answer?"@n 

~
!
0 -1
~
if( is_follower( ch ) )

  end;

If( cflag( 77, ch ) ) {

wait( 1 );

act_room( #enter, ch );

}

~
E
enter~
Tsarith looks up from his studies with an annoyed expression.


@e"What!?"@n He snaps irritably.

~
!
6 2638
~
junk_obj( obj, 1 );

if( doing_quest( ch, 46 ) ) {

  act_tochar( #take, ch );

  act_notchar( #rtake, ch );

  wait( 2 );

  act_room( #open, ch );

  wait( 2 );

  act_room( #oh, ch );

  update_quest( ch, 46 );

  }

else

act_tochar( #why, ch );

~
E
take~
The sage smiles mirthlessly and snatches the phial from your hand.

~
E
rtake~
The sage smiles mirthlessly and snatches the phial from $n's hand.

~
E
open~
The vyan opens the phial and stares deeply into its contents.  His eyes

narrow angrily.  After a moment, he turns back to his books, muttering to

himself.

~
E
oh~
He looks up, and seems surprised you're still here.  He waves his hand in

an imperious gesture, and says, @e"You may go."@n.

~
E
why~
Tsarith looks at you in amazement.  @e"Why do you bring me this,"@n he asks.

~
!
-1

#1224
~
~
guardian ant~
~
enormous~
is here, its jaws clicking.~
guardian ants~
~
enormous~
are here, their jaws clicking menacingly.~
A very large ant, even in comparison with the others of its kind.  Its

thick black body protects it from harm, while its sharp pincers and

mandibles make it a formidable protector of its fellow ants.

~
Caer~
attack( mob, victim, 3d5+3, "mandibles" );

attack( mob, victim, 3d5+3, "sharp pincers" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #grab, ch );

  act_notchar( #rgrab, ch );

  attack( mob, victim, 2d5, "strong bite" );

  }

~
E
grab~
@YThe ant grabs you in its enourmous mandibles and drag you toward its

slathering mouth!@n 

~
E
rgrab~
The ant's mandibles grab $n and drags $m towards its slathering mouth!

~
!
0 15 26 0 0 0 0 10
0 0 283 4000 893503120 0 35
16974899 8192 0 0 4
8
15 3 4 16 14
3 10 10 5 0 5 2
300 4 shiny black body~
500 3 shiny hard leg~
700 1 delicate antenna~
850 5 armored thorax~
1000 3 horn-armored head~
0
20972168 32769601
28932 1826 0 28719 963425
N 0 4 0
-1
-1

#1225
~
~
zombie~
~
mud-covered~
oozes through its rotted flesh.~
zombies~
~
mud-covered~
ooze together, forming a huge, disgusting mass.~
This zombie looks to have been a human at one time.  It is now a decayed

relic of its former life.  It's matted black hair clings to the rotting

gray flesh of its scalp.  It's teeth are jagged and yellow, its fingers

end in black claws.

~
Kreel~
attack( mob, victim, 2d5, "raking claw" );

attack( mob, victim, 2d5, "snaggle-toothed bite" );

attack( mob, victim, 2d5, "grasping hand" );

~
!
0 0 28 0 0 0 0 10
0 0 140 4000 893503212 0 27
16842915 0 8 0 4
6
16 1 1 6 14
5 -10 20 -2 100 30 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
4887 415 0 7740 223218
M 0 4 0
-1
-1

#1226
~
~
guardian worker ant~
~
large~
stands watch over the nursery.~
guardian worker ants~
~
large~
stand watch over the nursery.~
This large black ant is roughly the size of a large dog, though shorter

and broader.  Its black head is low and wide, its mandibles clicking

quickly.  Its glossy, unblinking black eyes stare straight ahead with a

flat coldness.

~
Slip~
attack( mob, victim, 3d4, "powerful mandible" );

attack( mob, victim, 3d4+1, "ferocious bite" );

if( random( 1, 10 ) > 7 ) {

  act_room( #back, ch, obj, mob );

  interpret( mob, "bash" );

  }

~
E
back~
The massive worker backs away, then bounds forward, its head low and jaws

clicking.

~
!
0 15 26 0 0 0 0 10
0 0 1132 4000 893503271 0 0
66609 8192 0 0 4
5
13 2 2 16 14
4 6 4 2 0 4 6
300 3 shiny black body~
500 2 shiny hard leg~
700 0 delicate antenna~
850 4 armored thorax~
1000 3 eye-faceted head~
0
13107845 26214464
87673 8785 0 81150 1576829
N 0 3 0
-1
0 -1
~
if( !is_follower( ch ) && random( 1, 2 ) == 1 )

act_room( #twitch, mob );

~
E
twitch~
A guardian ant twitches its antennae warningly.

~
!
-1

#1227
Glarthan~
~
an unfinished Mangy mob~
~
~
rests in limbo waiting for his creator to return.~
~
~
~
~
~
Mange~
attack_weapon( mob, victim, 8d4, "right hand" );

attack_weapon( mob, victim, 8d4, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 184 4000 894248100 0 0
230321 2170888 6291456 0 4
50
27 5 3 20 17
50 100 100 20 3 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 131072370
0 1 0 0 1288
M 0 9 0
-1
-1

#1228
~
~
black-furred chebucto~
~
evil-looking~
emits a hiss at your presence.~
black-furred chebuctos~
~
evil-looking~
hiss at your presence.~
This creature, if possible, looks even less wholesome than the common

white chebucto.  Covered in thin black fur matted with filth and crawling

with things best left unexplored, this creature -- with its thick, beady,

evil eyes and sharp buck teeth looks thoroughly detestable.

~
Damiel~
if( attack( mob, victim, 3d4+6, "bite" ) ){

  if( random( 1, 30 ) == 1 )

    poison( ch );

  }

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 2d4+2, "right claw" );

if( random( 1, 10 ) > 5 )

  attack( mob, victim, 2d4+2, "left claw" );

~
!
0 1 14 0 0 0 0 10
0 0 0 4000 896645122 0 0
198513 1056768 0 0 8
6
6 5 3 16 16
-10 -25 5 0 0 0 0
700 4 black, lice-infested body~
800 3 spindly leg~
1000 2 evil-looking head~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1229
~
~
ant larva~
~
~
twists about, its wide mouth gaping.~
ant larvae~
~
~
twist about, their wide mouths gaping.~
At this stage of development, the ant is worm-like with a large, barbed

mouth and soft, silky exterior.  The larva is roughly a foot long and

resembles a stout gray worm.

~
Slip~
attack( mob, victim, 1d5, "barbed mouth" );

~
!
0 15 26 0 0 0 0 10
0 0 877 4000 893503506 0 35
33 0 0 0 4
1
5 1 1 5 8
0 2 1 1 10 5 5
500 1 hardening body~
1000 0 softer body section~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
485 1210 0 12055 9996
N 0 1 0
-1
11 -1
~
mob = mob_in_room( 1226, room );

if( mob ) {

  act_room( #defend, mob );

  attack( mob, ch, 2d4+1, "furious retaliation" );

  }

else continue;

~
E
defend~
$n leaps to defend an ant larva!!

~
!
-1

#1230
~
~
elven slave~
~
weak~
fastened in leg irons cringes here.~
elven slaves~
~
weak~
fastened in leg irons cringe here.~
This small elf stands securely fastened in leg irons.  His slim features

are that which show of starvation and mistreatment.  He moves slowly

around the room stowing supplies away when he catches a glimpse of you

and his eyes shine with a new hope.

~
Terek~
attack( mob, victim, 1d10+10, "weak punch" );

attack( mob, victim, 1d10+10, "shin-kick" );

attack( mob, victim, 1d10+10, "weak jab" );

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 893503622 0 31
229795 0 0 0 4
15
16 16 16 14 15
20 10 5 0 0 5 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1231
~
~
orc weaponsmith~
~
large, sweat-covered~
stands here, smelting iron ore.~
orc weaponsmiths~
~
large, sweat-covered~
stand here, smelting iron ore.~
This large, hulking figure stands over a small forge casting iron.  His

body drips with sweat from the immense heat of the room as he smelts iron

ore into liquid iron.  His upper-body is covered in burns as well as his

hands show that he is no apprentice weaponsmith.  He seems to be deep in

thought until he reaches for another chunk of iron ore and glances up to

see you and attacks without warning.

~
Terek~
attack( mob, victim, 3d10+10, "spinning left hook" );

attack( mob, victim, 3d10+10, "powerful kick" );

attack( mob, victim, 3d10+10, "bear hug" );

if( random( 1, 10 ) < 5 ) {

  i = 10d5;

  act_tochar( #forge, victim );

  act_notchar( #r_forge, victim );

  dam_message( victim, i, "The forge's searing hot surface" );

  inflict( victim, mob, i, "The forge's searing hot surface" );

  }

if( random( 1, 10 ) < 5 ) {

  if( obj_in_room( 1572, room ) ) {

    junk_obj( obj_in_room( 1572, room ) );

    obj_to_room( oload( 987 ), room );

    i = 10d5;

    act_room( #splatter, victim );

    attack_room( mob, i, "splatter of molten iron" );

    }

  }

~
E
forge~
@RThe orc weaponsmith suddenly grabs your head and pushes it against the

forge's hot surface causing tremendous pain.

~
E
r_forge~
@RThe orc weaponsmith grabs @W$n's@n @Rhead and presses it against the

searing hot surface of the forge, causing @W$n@n @Rto scream out in agony.

~
E
splatter~
@WThe orc weaponsmith grabs a cauldron full of boiling molten iron and

hurls it into the middle of the room sending it everywhere!

~
!
0 0 10 0 0 0 0 10
0 0 5 4000 893503753 0 35
229811 0 4 496 8
30
21 10 10 16 20
10 35 10 15 1 1 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26214464
3449 22 0 1719 1177774
M 496 4 0
847 17 1509949480 10 0
607 17 1509949480 5 0
2068 17 1509949445 11 0
1554 17 1509949490 -1 0
985 17 1509949515 5 0
2022 17 1509949540 7 0
-1
-1

#1232
~
~
blue serpent~
~
small, sinuous~
bares its fangs.~
blue serpents~
~
small, sinuous~
bare their fangs.~
This small, snake-like creature is short but thick.  It is a baby serpent

with deep, blue scales.  Its head is triangular and armored like that of

a tortoise.  Its mouth gleams with a row of long, needle-like fangs.

~
Kreel~
attack( mob, victim, 1d7, "fanged bite" );

attack( mob, victim, 4d2, "lashing strike" );

~
!
0 0 15 0 0 0 0 10
0 0 172 4000 893503893 0 31
21172273 256 0 0 4
3
6 3 4 17 6
2 -4 3 4 3 10 20
700 3 scaled body~
1000 6 plated head~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
3685 1035 0 8245 53538
M 0 1 0
1589 17 1509949460 -1 0
-1
-1

#1233
~
~
ogre hermit~
~
enormous, dirty~
is here, picking pebbles from his hair.~
ogre hermits~
~
enormous, dirty~
are here, creating a mighty stench.~
A think, fetid stench rises from the soiled gray-green skin of this

large, dirty ogre.  His dark eyes are large and wild, though obscured by

a massive, shaggy tangle of oily black hair.  His arms and legs are

billows of muscle, and his jaw is as thick as a tree.

~
Kreel~
attack_weapon( mob, victim, 3d5, "massive fist" );

attack_weapon( mob, victim, 2d5, "massive fist" );

if( random( 1, 10 ) < 4 )

  interpret( mob, "bash" );

attack( mob, victim, 5d3, "powerful kick" );

~
!
0 0 8 0 0 0 0 10
0 0 190 4000 893504010 0 35
197543 0 0 192 4
9
20 6 7 12 19
-7 6 12 10 -5 8 3
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
16448 1091 0 18792 692687
M 192 5 0
1587 17 1509949480 16 0
1059 16 1509949540 16 0
2002 17 1509949500 5 0
2122 17 1509949510 8 0
-1
-1

#1234
~
~
goblin fisherman~
~
~
is here, a string tied to his big toe.~
goblin fishermen~
~
~
are here, each with a string tied to his big toe.~
This goblin is short and dirty, his face smeared and his clothes and skin

smelling of dead fish.  His stringy hair is pulled back into a tight knot. 

His stubby green fingers are covered with grime.

~
Kreel~
attack_weapon( mob, victim, 1d7, "punch" );

attack_weapon( mob, victim, 1d7, "kick" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d4, "bite" );

~
!
0 0 11 0 0 0 0 10
0 0 887 4000 893504070 0 27
201191 0 0 16 8
3
13 6 13 16 13
5 3 6 2 -5 4 6
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
31531 6107 0 24739 242415
M 16 3 0
1592 17 1509949460 16 0
3028 16 1509949540 16 0
2001 17 1509949500 5 0
-1
-1

#1235
~
~
statue of a warrior-troll~
~
~
guards the area.~
statues of warrior-trolls~
~
~
guard the area.~
This statue depicts a fierce troll in full battle armor.  His long

stringy hair peeks through the ends of his helmet, making the statue seem

almost 'human'.  The dark stone eyes of the troll seem to burn with an

unnatural light, and you can sense that his true spirit has been captured.

~
Merior~
attack( mob, victim, 5d10+80, "smashing fist" );

attack( mob, victim, 5d10+80, "rock-hard foot");

attack( mob, victim, 5d10+80, "smashing fist" );

attack( mob, victim, 5d10+80, "stony elbow" );

if( random( 0, 3 ) == 1 ) {

  act_tochar( #breath, ch );

  act_notchar( #ice, ch );

  attack( mob, victim, 8d8+20, "icy anger" );

  }

if( random( 1, 5 ) == 1 ) {

  act_tochar( #head, ch );

  act_notchar( #butt, ch );

  interpret( mob, "bash" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 4 ) == 1 ) {

      i = 8d10+30;

      dam_message( rch, i, "the warrior's wrath" );

      inflict( rch, mob, i, "pound" );

      }

    }

  }

~
E
head~
@RThe statue's stone head crashes into your stomach, knocking you winded

onto the ground.@n 

~
E
butt~
@RThe statue's stone head slams into $n's stomach, knocking $m to the

ground.@n 

~
E
breath~
@R@bThe warrior's breath of ice is aimed at you!@n

~
E
ice~
@B@rThe statue faces $n with an icy fury!@n

~
!
0 0 9 0 0 0 0 10
0 0 0 4000 893504125 0 0
4423715 2130179 28 0 4
80
28 10 10 8 28
30 50 30 80 100 -5 100
650 25 rock-hard body~
800 28 solid thigh~
900 20 finely-chiseled face~
1000 25 marble limb~
0 1000 ~
0
235930620 26214464
767 7 0 21 0
M 0 5 0
1732 17 1509949441 16 0
265 16 1509949538 16 0
2090 17 1509949441 6 0
259 16 1509949490 6 0
2086 16 1509949489 6 0
-1
-1

#1236
~
~
lesser frost giant~
~
huge, blue-skinned~
comes pounding into view.~
lesser frost giants~
~
huge, blue-skinned~
come pounding into view.~
Looming before you is a large frost giant clad in thick furs.  His skin

is sky-blue and looks like that of someone who has been frozen to death. 

His thick beard is covered with bits of snow and ice which does not seem

to bother him.  He appears quite capable of pummeling anyone or anything

that stands in his way.

~
Terek~
attack_weapon( mob, victim, 2d10+55, "bone-shattering smash" );

attack_weapon( mob, victim, 2d10+55, "powerful stomp" );

attack_weapon( mob, victim, 2d10+55, "powerful punch" );

attack_weapon( mob, victim, 2d10+60, "powerful sweeping-kick" );

if( random( 1, 5 ) == 1 ) {

  i = 2d10+65;

  act_room( #exhale, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, i, "blast of icy air" );

    }

  }

if( random( 1, 6 ) == 1 ) {

  i = 10d10+65;

  act_tochar( #ice, ch );

  act_notchar( #r_ice, ch );

  dam_message( victim, i, "The ice boulder" );

  inflict( victim, mob, i, "The ice boulder" );

  }

~
E
exhale~
@b@WThe frost giant exhales a blast of icy air!

~
E
ice~
@b@WThe giant grabs a nearby boulder and hurls it at you!

~
E
r_ice~
@b@WThe frost giant grabs a nearby boulder and hurls it at $n!

~
!
0 0 38 0 0 0 0 10
0 0 2 4000 893504225 0 35
21201201 32777 12591108 1000 5
60
25 10 10 25 23
40 -20 90 50 0 20 50
200 22 heavily muscled body~
400 20 blue-skinned legs~
600 22 thickly armored torso~
800 18 massive head~
1000 24 fur-covered chest~
0
262144660 131072650
2157 12 0 2120 893213
M 1000 8 0
1717 17 1509949450 17 0
131 16 1509949510 -1 0
2429 17 1509949443 -1 0
-1
-1

#1237
~
~
statue of a large orc~
~
~
looks very realistic.~
statues of large orcs~
~
~
look very life-like.~
This statue depicts an orc in the midst of a battle.  His short snout

seems to quiver with excitment, and his small eyes stare straight into

space.

~
Merior~
attack( mob, victim, 15d5+90, "smashing fist" );

attack( mob, victim, 15d5+50, "smashing fist" );

attack( mob, victim, 15d5+90, "rock-hard foot");

attack( mob, victim, 15d5+90, "stony elbow" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #head, ch );

  act_notchar( #butt, ch );

  interpret( mob, "bash" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 4 ) == 1 ) {

      i = 6d20+20;

      dam_message( rch, i, "the orc's frenzy" );

      inflict( rch, mob, i, "frenzy" );

      }

    }

  }

~
E
head~
@YThe orc suddenly smashes his head into you, trying to knock you to the

ground.@n 

~
E
butt~
@YThe orc smashes his head into $n's stomach, trying to knock $m to the

ground.@n 

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 893504271 0 0
4423715 2097539 28 0 4
80
28 10 10 8 28
30 50 80 80 100 -20 100
650 25 rock-hard body~
800 28 solid thigh~
900 20 finely-chiseled face~
1000 25 marble limb~
0 1000 ~
0
209715984 26214464
435 4 0 4 0
M 0 4 0
1733 17 1509949442 16 0
934 16 1509949490 16 0
1779 17 1509949442 6 0
-1
-1

#1238
Le'anmhar~
~
halfling faerie~
~
~
stands here, looking at you curiously.~
halfling faeries~
~
~
stand here, looking at you curiously.~
Long, black hair frames the slender, pale-skinned face of this enchanting

halfling.  Her faerie-like tilted eyes are a shining misty blue,

thick-lashed and with dark brows that arch up over their brightness

questioningly.  Her slender body marks her as part of the land of Faerie,

but her eyecolor and height give away her human ancestry.

~
Caer~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 33 3 0 0 0 0 10
0 0 0 4000 893504332 0 27
99107 268435488 0 0 3
25
12 16 12 16 16
15 10 15 10 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 3 0
-1
8 -1
hi hello ~
act_tochar( #greet, ch );

~
E
greet~
@C"She wouldn't have summoned me unless you were somone who has the power

to help me.  I am Le'anmhar.  Have you been seeking me?"@n 

 

Her small, white forehead wrinkles in confusion and worry and... hope?

~
!
8 -1
no~
wait( 1 );

act_tochar( #no, ch );

junk_mob( mob );

~
E
no~
Her large, grey-blue eyes look at you pleadingly, then look away.  You

see the faint glaze of tears over her eyes as a single teardrop courses

down her pale cheek.

 

@C"No... no, I suppose you weren't.  We were mistaken.  I'm sorry."@n

  

She strokes the glowing leaves of the pear sapling once more, then stands

up and walks into the cool shade of the forest beyond.  She stops at the

edge of the treeline and turns, giving one last faint wave of her hand

before disappearing into the dark woodland beyond the clearing.

~
!
8 -1
yes~
wait( 1 );

act_tochar( #yes, ch );

~
E
yes~
No description~
!
-1

#1239
~
~
statue of an ogre~
~
~
glares over the courtyard.~
statues of ogres~
~
~
glare over the courtyard.~
The statue captures an ogre in the midst of a battle; his sword is raised

high into the air, ready to strike a blow at an unseen foe.

~
Merior~
attack( mob, victim, 20d5+75, "smashing fist" );

attack( mob, victim, 20d5+75, "rock-hard foot");

attack( mob, victim, 20d5+75, "stony elbow" );

attack( mob, victim, 75d3+75, "quick stab" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #head, ch );

  act_notchar( #butt, ch );

  interpret( mob, "bash" );

  }

loop( all_in_room ) {

  if( random( 1, 4 ) == 1 ) {

    if( is_player( rch ) ) {

      i = 8d8+20;

      dam_message( rch, i, "the ogre's sweeping kick" );

      inflict( rch, mob, i, "the ogre's sweeping kick" );

      }

    }

  }

~
E
head~
@CThe ogre's eyes light up, and he slams his head directly in to your

chest!@n 

~
E
butt~
@CThe ogre's eyes light up, and he slams his head into $n's chest,

knocking $m to the ground.@n 

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 893504371 0 0
4423715 2097537 28 4000 4
80
28 10 10 8 28
30 70 40 80 100 -10 100
650 25 rock-hard body~
800 28 solid thigh~
900 20 finely-chiseled face~
1000 25 marble limb~
0 1000 ~
0
209715964 26214464
832 7 0 7 0
M 4000 5 0
1734 17 1509949441 16 0
970 16 1509949465 16 0
773 16 1509949514 16 0
1926 17 1509949441 8 0
-1
-1

#1240
~
~
statue of a goblin mounted on a mule~
~
~
seems quite mundane.~
statues of a goblin mounted on a mule~
~
~
seem like quite an army.~
This statue depicts a small goblin seated on a mule.  His outward

appearance is quite ordinary, except for the large spell book and staff

carried in his hands.  He wears a peaked cap, much like the ones worn by

many of the realm's greatest mages, and a faint haze obscures his head

and features.

~
Merior~
attack( mob, victim, 10d8+90, "rock-hard foot");

attack( mob, victim, 10d8+90, "stony elbow" );

if( !is_silenced( mob ) ) {

  i = random( 1, 5 );

  if( random( 0, 5 ) < 2 ) {

    act_tochar( #bashes, ch );

    act_notchar( #bashed, ch );

    interpret( mob, "bash" );

    }

  if( i == 1 ) {

    act_tochar( #wand, ch );

    act_notchar( #magic, ch );

    do_spell( lightning bolt, mob, ch );

    }

  else if( i == 2 ) {

    act_tochar( #wand, ch );

    act_notchar( #magic, ch );

    do_spell( confuse, mob, ch );

    }

  else if( i == 3 ) {

    act_tochar( #wand, ch );

    act_notchar( #magic, ch );

    do_spell( prismic missile, mob, ch );

    }

  else if( i == 4 ) {

    act_tochar( #wand, ch );

    act_notchar( #magic, ch );

    do_spell( flame strike, mob, ch );

    }

  else {

    act_tochar( #wand, ch );

    act_notchar( #magic, ch );

    do_spell( sleep, mob, ch );

    }

  if( i < 3 ) {

    send_to_room( #fire, room );

    attack_shock( mob, rand_player( room ), 4d10+10, "electric flash" );

    }

  }

else

  {

send_to_room( #muff, room );

attack( mob, victim, 10d10+90, " frustrated kick " );

loop( all_in_room ) {

  if( is_player( rch ) ) {

    act_tochar( #pun, ch );

    attack( mob, rch, 8d8+90, "frustrated punch" );

    }

  }

}

~
E
wand~
@GThe goblin raises his staff and stares straight at you.@n

~
E
magic~
@GThe goblin lifts his staff and stares straight at $n@n.

~
E
fire~
The staff seems to come alive and shoots out a bolt of electricity.

~
E
muff~
@B@bThe statue moves its mouth, but is unable to make a sound!  In

frustration, it begins to swing wildly!@n 

~
E
pun~
The statue's fist suddenly strikes you!

~
E
bashes~
@RSuddenly, the statue tries to knock you over as it tries to cast a

spell.@n 

~
E
bashed~
@RThe statue tries to knock $n over as it begins to cast a spell.@n


~
!
0 0 11 0 0 0 0 10
0 0 0 4000 894433493 0 0
4423971 2097537 20 0 4
80
28 12 12 8 28
20 80 30 70 100 -10 100
650 25 rock-hard body~
800 28 solid thigh~
900 20 finely-chiseled face~
1000 25 marble limb~
0 1000 ~
0
209715890 26214464
684 5 0 20 0
M 0 4 0
1633 17 1509949441 16 0
1731 17 1509949441 -1 0
609 17 1509949441 6 0
-1
-1

#1241
~
~
ogre~
~
large~
wearing the uniform of the Voaleth guards, stands ready to fight.~
ogres~
~
large~
wearing the uniform of the Voaleth guards, stand ready to fight.~
This large ogre stands ready to guard the palace from uninvited guests. 

He wears the standard tabbard associated with all of the Voaleth city

guards, but has a large sash which identifies him as part of the palace

elite guard.

~
Merior~
i = random( 1, 10 );

attack( mob, victim, 20d4+20, "slap" );

attack( mob, victim, 20d4+20, "smash" );

attack( mob, victim, 8d6+5, "eye gouge" );

if( i < 8 )

  attack( mob, victim, 2d25+25, "spin kick" );

if( i < 4 )

  attack( mob, victim, 2d25+50, "arm smash" );

if( random( 0, 1 ) == 1 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@RThe guard yells out - To me! To me!@n

~
!
6 92 8 0 0 0 0 10
0 0 0 4000 893504551 0 0
4424995 6302089 13 64 8
60
22 14 13 22 22
50 50 50 50 100 0 30
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
262145290 39324802
409 6 0 12 0
M 64 5 0
1420 17 1509949540 5 0
1605 17 1509949442 3 0
1778 16 1509949538 3 0
744 17 1509949540 16 0
-1
0 -1
~
wait( 1 );

act_tochar( #look, ch );

wait( 1 );

~
E
look~
The palace guard glares at you and reaches impatiently for his weapon.

~
!
8 -1
fortunate~
wait( 1 );

act_tochar( #pass, ch );

act_notchar( #npass, ch );

loop( all_in_room ) {

  if( is_player( rch ) )

    transfer( rch, find_room( 50260 ) );

  }

~
E
pass~
You tell the guard today's password.  He reluctantly lets you and your

party pass.

~
E
npass~
You see $n talk to the guard.  The guard hesitates, and beckons you to

proceed.

~
!
2 -1
password~
wait( 1 );

act_tochar( #study, ch );

act_notchar( #look, ch );

wait( 1 );

tell( mob, ch, #pass );

act_notchar( #speak, ch );

~
E
study~
The guard looks at you very closely.

~
E
look~
The guard looks at $n, and appears to think for a moment.

~
E
pass~
Well, I'm not authorized to give you that information.  You'll have to

ask someone who outranks me.

~
E
speak~
You see the guard speak softly to $n.

~
!
-1

#1242
~
~
cyclops cook~
~
massively huge~
towers here.~
cyclops cooks~
~
massively huge~
tower here.~
Mountainous billows of fat cling in tree-trunk-sized clumps to the

towering, corpulent body of this cyclops.  He stands over twenty feet

tall and is as broad as a warship.  His single bulbous eye turns and

rolls in every direction as his thick, meaty tongue lashes out to lick

his lips.

~
Kreel~
attack_weapon( mob, victim, 10d10, "titanous fist" );

attack_weapon( mob, victim, 2d25, "thundering kick" );

attack_weapon( mob, victim, 10d10, "earth-shattering pound" );

if( random( 1, 10 ) > 7 ) {

  if( obj_in_room( 1607, room ) ) {

    junk_obj( obj_in_room( 1607, room ), 1 );

    act_room( #ouch, ch, obj, mob );

    loop( all_in_room ) {

      if( rch != mob ) {

        i = 3d40;

        dam_message( rch, i, "The impact" );

        inflict( rch, mob, i, "the cyclops cook" );

        }

      }

    }

  }

if( !is_silenced( mob ) ) {

  i = 10d10;

  loop( all_in_room ) {

    if( rch != mob ) {

      dam_message( rch, i, "the bellowing roar of the cyclops" );

      inflict( rch, mob, i, "the cyclops cook" );

      }

    }

  }

if( random( 1, 10 ) > 7 ) {

  act_room( #swing, ch, obj, mob );

  attack_room( mob, 10d5, "fury of brutality" );

  }

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

interpret( mob, "kick" );

if( random( 1, 20 ) > 17 ) {

rch = rand_player( room );

  if( rch != mob ) {

    act_tochar( #wall, rch, obj, mob );

    act_notchar( #throw, rch, obj, mob );

    i = 10d10;

    dam_message( rch, i, "the wall" );

    inflict( rch, mob, i, "The cyclops cook" );

    }

  }

~
E
ouch~
@YThe cyclops cook seizes the massive iron cauldron and hurls it at

you!@n 

~
E
swing~
@CWith a roar the cyclops throws himself at you, his hands and feet

blurring in a brutal frenzy!@n 

~
E
throw~
@GThe cyclops grabs $n, and with a roar beats $m against the room!@n

~
E
wall~
@CHis eye gleaming, the cyclops cook grabs you and hurls you against a

wall!@n 

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893504690 0 0
231219 256 12 192 8
60
26 8 9 18 25
30 20 60 40 30 40 75
700 6 corpulent body~
800 7 meaty legs~
950 5 massive arm~
1000 -5 vulnerable eye~
0 1000 ~
73760
235930270 26214464
0 1 0 0 0
M 192 8 0
1608 17 1509949450 16 0
-1
-1

#1243
~
~
great glacier serpent~
~
~
regards you with suspicion.~
great glacier serpents~
~
~
regard you with suspicion.~
Despite its size, this creature is difficult to see against a snowy

background, for it is almost entirely white in color itself.  Its body is

covered in a thick white fur, and two white, bat-like wings sprout from

it's back, the membranes a light, rosy pink.  It's eyes and talons are,

by contrast, black as coal, the claws the size of cutlasses, its bared

teeth far too reminiscent of sharpened blades.

~
Damiel~
attack( mob, victim, 3d23+10, "great jagged-tooth bite" );

attack( mob, victim, 4d10+10, "age-blackened claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 4d10+10, "age-blackened claw" );

if( random( 0, 9 ) < 4 ) {

  act_tochar( #tail, ch );

  act_notchar( #otail, ch );

  if( attack( mob, victim, 6d10+10, "massive tail pummel" ) )

    interpret( mob, "bash" );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #fargo, ch );

  loop( all_in_room ) {

    if( mob != rch ) {

i = 4d10+10;

      dam_message( rch, i, "The blast of freezing wind and ice" );

      inflict( rch, mob, i, "freezing breath of the great glacier serpent" );

      

      }

    }

  }

~
E
tail~
@bThe great serpent snaps it's tail towards you!!@n

~
E
fargo~
@bThe serpent's mouth gapes wides as it blasts the area with sub-zero

winds and ice!

~
E
otail~
@bThe great serpent snaps it's tail towards $n!!@n

~
!
0 0 18 0 0 0 0 10
0 0 1 4000 893504751 0 35
199475 8576 0 0 4
55
24 23 25 15 16
50 -23 100 50 100 10 0
800 14 thickly furred body~
900 5 soft underbelly~
950 6 exposed neck~
1000 6 triangular head~
0 1000 ~
0
144179895 26214464
2111 21 0 417 128421
F 0 9 0
1316 17 1509949445 -1 0
-1
4 -1
~
remove_rflag( reset2, find_room( 47814 ) );

remove_rflag( reset2, find_room( 47813 ) );

act_room( #coil, ch );

open( room, down );

~
E
coil~
@BThe great glacier serpent undulates wildly, caught in the throws of

death.  When at last it comes to rest, you can see a shallow hole it was

guarding.  @n 

~
!
-1

#1244
~
~
giant snail~
~
~
regards you with its rotating eyestalks.~
giant snails~
~
~
regard you with its tall eyestalks.~
This creature looks like a garden variety snail, except for the fact that

the top of its shell is approximately 10 feet off the ground.  The

creature probably weighs in at easily over a ton.  It takes in its

surroundings with two rotating eyestalks, several antannae, and a very

long, tactile tongue.

~
Damiel~
i = random( 1, 6 );

  attack( mob, victim, 2d6+12, "saw-toothed bite" );

 if( i < 5 ) {

      if( attack( mob, victim, 4d8+4, "crushing shell bash" ) )

      interpret( mob, "bash" );

    }

~
!
0 0 32 0 0 0 0 10
0 0 0 4000 893504791 0 0
28965 25166080 0 0 4
10
20 4 3 5 20
0 20 -5 0 40 -15 0
750 20 heavy shell~
850 8 soft head~
950 4 eyestalks~
1000 1 soft body~
0 1000 ~
0
26215050 10487361
0 1 0 0 0
N 0 6 0
-1
-1

#1245
~
~
glacier serpent~
~
young~
blinks at you curiously.~
glacier serpents~
~
young~
blink at you in curiosity.~
This huge creature is almost entirely white in color, the body covered in

a thick white fur, and two white, bat-like wings sprout from his back,

the membranes a light, rosy pink.  His eyes and talons are, by contrast,

black as coal, with claws the size of shortswords.

~
Damiel~
attack( mob, victim, 5d10+5, "jagged-tooth bite" );

attack( mob, victim, 3d6+3, "heavy claw" );

  attack( mob, victim, 3d6+3, "heavy claw" );

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893504878 0 30
228201 8576 0 0 4
25
20 13 13 18 15
20 -23 100 20 10 0 0
800 10 thickly furred body~
900 4 soft underbelly~
950 6 exposed neck~
1000 6 triangular head~
0 1000 ~
12582912
65536665 52435202
0 1 0 0 0
M 0 6 0
-1
-1

#1246
~
amazon guard of Zal'da'hal~
amazon guard of Zal'da'hal~
~
tall, slender~
makes her rounds about the city~
amazon guard of Zal'da'hal~
~
tall, slender~
makes their rounds about the city~
This tall, slender, muscular female is amazing beautiful.  Her long

coppery hair flows down her back where it ends in a tightly-braided

ponytail.  Her amber eyes convey a look of compassion but also tell the

story of a veteran fighter who would not hesitate a moment to defender

her home against invaders.  Her large muscles are finely toned, testament

to the training a woman of her kind must go through to become a guard of

the capital city.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
1 0 0 4000 894049727 0 29
230185 0 0 0 4
5
30 10 10 30 25
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1048577300 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1247
Clenestil~
~
elven berrybrewer~
~
~
is carefully filling a wine bottle from a cask.~
elven berrybrewers~
~
~
carefully fills wine bottles from a cask.~
His platinum blond hair has been held back by a thin circlet of metal,

leaving his elven features exposed.  Pointed ears, and almond shaped

cerullean eyes clearly define his pureblooded elven heritage.  He wears a

single braid decorated by beads and feathers in remembrance of friends

and past events as is the way of his folk.

~
Talis~
if( random( 1, 5 ) == 1 )

  interpret( mob, "disarm" );

attack( mob, victim, 5d5+5, "open fist" );

attack( mob, victim, 1d30+5, "swipe" );

attack( mob, victim, 5d5+15, "elbow bash" );

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
Clenestil shouts, "Help!  Guards, come quick!"

~
!
2 44 1 0 0 0 0 10
0 0 0 4000 893505109 0 27
234979 8192 0 48 3
40
12 15 15 18 12
15 10 10 10 15 5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 36700804
136 2 0 2 0
M 48 4 0
499 17 1509949540 8 0
502 17 1509949450 10 0
504 17 1509949540 7 0
498 17 1509949540 5 0
503 17 1509949450 9 0
-1
8 -1
hi hello~
act_tochar( #hello, ch );

act_notchar( #rhello, ch );

wait( 1 );

act_tochar( #shop, ch );

~
E
hello~
Why, hello friend.  I hope the day finds you well.

~
E
rhello~
$n greets Clenestil, who responds in kind.

~
E
shop~
Perhaps I could interest you in some fine wines?  This year's press is

better than last!

~
!
2 -1
custom small bottle~
act_tochar( #custom, ch ); 

wait( 2 );

act_tochar( #custom2, ch );

~
E
custom~
I can offer you two specials.  If you were to bring me four bunches of

grapes, it would save me some work and I would give you a bottle of wine

for the cost of the bottle alone.

~
E
custom2~
If you were to bring me five rhenberries, for my supply is gone, I would

sell you a small bottle of taengele wine.  It is known for its

invigorating effects and is quite popular among travellers.

~
!
2 -1
clearbrook springwine~
if( obj_in_room( 1645, room ) ) 

  act_tochar( #in_stock, ch );

else

  act_tochar( #later, ch );

~
E
in_stock~
It just so happens I have some in stock for the festivities.  Help

yourself, it's on the house.

~
E
later~
I'm afraid I'm all out, it never seems to last long.  I'll be making more

in a few days after this batch of wine is done.

~
!
-1

#1248
~
~
frost giant guardian~
~
muscle-bound~
stands here with his arms crossed.~
frost giant guardians~
~
muscle-bound~
stand here with their arms crossed.~
Standing around 21 feet tall, this large frost giants stands guard over

his domain.  His huge, bulging muscles give the impression that one punch

by him and you would be no more.  His thick, dirty beard is braided with

large stone beads intertwined in it.  Most of his body is barely covered

in any warm clothing yet the cold seems to not bother him at all.

~
Terek~
attack_weapon( mob, victim, 5d4+50, "pummeling blow" );

attack_weapon( mob, victim, 5d4+50, "swipe" );

attack_weapon( mob, victim, 5d4+50, "charging stomp" );

attack_weapon( mob, victim, 5d4+50, "furious punches" );

if( random( 1, 6 ) == 1 ) {

  i = 1d10+60;

  act_room( #swipe, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "wild swinging" );

    }

  }

if( random( 1, 4 ) == 1 ){

  i = 2d20+85;

  act_tochar( #boulder, victim );

  act_notchar( #r_boulder, victim );

  dam_message( victim, i, "The ice boulder" );

  inflict( victim, mob, i, "The ice boulder" );

  }

~
E
swipe~
@b@CThe guardian begins swinging his arms wildly around the room!!

~
E
boulder~
@b@WThe giant grabs a huge boulder from within his bag and hurls it at

you!!

~
E
r_boulder~
@b@WThe giant grabs a huge boulder from within his bag and hurls it at $n!!

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 894036076 0 35
4423987 32777 4202500 1488 5
65
25 5 5 25 21
1 -30 100 30 3 10 50
200 17 frost covered arm~
400 17 blue-skinned head~
500 20 heavily armored torso~
700 18 vulnerable thigh~
800 18 large muscled arm~
0
327680970 26214464
0 1 0 0 0
M 1488 8 0
1717 17 1509949470 17 0
131 16 1509949510 -1 0
-1
-1

#1249
~
~
frost giant shaman~
~
blue-robed~
mutters some arcane phrases.~
frost giant shamans~
~
blue-robed~
mutter the arcane phrases of some elaborate ceremony.~
This frost giant appears to be the master shaman of his clan.  His huge

figure is covered in runes that have etched into his skin.  His thick

beard is neat and very clean unlike most frost giants.  He wears a large

blue robe with images of snow-flakes sewn into the fabric.  He seems to

be unaware of your presence and continues to recite arcane phrases from a

large open book in his hand.

~
Terek~
attack_weapon( mob, victim, 5d4+70, "deadly smash" );

attack_weapon( mob, victim, 5d4+70, "powerful smash" );

attack_weapon( mob, victim, 5d4+50, "wide-curved punch" );

attack_weapon( mob, victim, 5d4+50, "earth-shaking stomp" );

if( random( 1, 5 ) == 1 ) {

  i = 2d10+60;

  act_room( #symbol, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #symbol1, rch );

      attack( mob, rch, i, "symbol of pain" );

      }

    }

  }

if( random( 1, 7 ) == 1 ) {

  if( is_silenced( mob ) ) 

    end;

  act_tochar( #freeze1, ch );

  act_notchar( #freeze2, ch );

  do_spell( freeze, mob, victim );

  }

if( random( 1, 5 ) == 1 ) {

  if( is_silenced( mob ) ) 

    end;

  act_tochar( #ice1, ch );

  act_notchar( #ice2, ch );

  do_spell( ice storm, mob, victim );

  }

~
E
freeze1~
@b@WThe shaman conjures up a sphere of cold and hurls it at you!

~
E
freeze2~
@b@WThe shaman conjures up a sphere of cold and hurls it at $n!

~
E
ice1~
@b@CThe shaman calls upon the power of the elemental plane of ice to

destroy you!

~
E
ice2~
@b@CThe shaman calls upon the power of the elemental plane of ice to

destroy $n!

~
E
symbol~
@b@MThe shaman draws an intricate rune in mid-air and waves his hands in

a mystical gesture.

~
E
symbol1~
@b@RAn overwhelming feeling of pain courses through your body!@n

~
E
spell~
@b@CThe shaman attempts to cast a spell but cannot speak the words!

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893505244 0 31
4423987 33217 4202500 2000 5
70
19 18 18 30 20
25 -50 100 15 40 0 0
200 15 robed body~
400 15 blue-skinned forearms~
600 15 heavily muscled legs~
700 15 large, fur-covered foot~
900 15 frost-covered face~
139296
314573460 26214464
0 1 0 0 0
M 2000 8 0
1716 17 1509949540 -1 0
1722 17 1509949540 5 0
2232 17 1509949442 1 0
-1
-1

#1250
~
~
frost giant lord~
~
huge~
wrapped in thick furs sits on his throne.~
frost giant lords~
~
huge~
wrapped in thick furs sit on their respective thrones.~
Standing at least 25 feet tall, this frost giant seems to be the leader

of the areas giants.  He is wrapped in thick furs from many different

types of beasts.  On top of his head sits a a huge golden crown that

sparkles in the light.  His thick white beard is braided in what appears

to be battle braids.  His large arms are the size of a building and look

as though they could crush anything that he can grab.  His steel-blue

eyes slowly move around the room until they fall upon you, sending chills

down your spine.

~
Terek~
if( has_obj( 1628, mob ) ) {

  attack( mob, victim, 2d10+50, "vicious chop" ); 

  attack( mob, victim, 2d10+50, "spinning chop" ); 

  attack( mob, victim, 2d10+50, "bone-shattering chop" ); 

  attack( mob, victim, 2d10+60, "pounding axe hilt" ); 

  }

else{

  attack_weapon( mob, victim, 2d15+70, "massive punch" );

  attack_weapon( mob, victim, 2d15+70, "stomping" );

  attack_weapon( mob, victim, 2d15+60, "pounding fists" );

  attack_weapon( mob, victim, 2d10+50, "crushing grip" );

  }

if( random( 1, 5 ) == 1 ) {

  if( is_silenced( mob ) )

    end;

  i = 2d10+50;

  act_room( #bellow, ch );

  attack_room( mob, i, "battle-cry" );

  }

if( random( 1, 6, ) == 1 ) {

  i = 3d15+120;

  act_tochar( #crush, ch );

  act_notchar( #r_crush, ch );

  dam_message( victim, i, "The frost giant lord's crushing grip" );

  inflict( victim, mob, i, "The frost giant lord's crushing grip" );

  }

~
E
bellow~
@b@WThe frost giant lord bellows a room-shaking battle-cry!

~
E
crush~
@b@RThe frost giant lord grabs you with his large hand and begins to

squeeze the life out of you!

~
E
r_crush~
@b@RThe frost giant lord grabs $n with his large hand and begins to

squeeze $m to death!

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 893505371 0 35
4423987 32777 4202500 2992 5
70
23 10 10 30 21
7 -50 100 1 1 1 0
200 17 blue-skinned legs~
400 17 blue-skinned arms~
600 17 blue-skinned torso~
700 17 heavily muscled stomach~
800 17 thickly bearded face~
65856
380109450 26214464
0 1 0 0 0
M 2992 8 0
1628 17 1509949442 16 0
1683 17 1509949445 6 0
1720 17 1509949441 8 0
-1
-1

#1251
~
~
palace footman~
~
~
stands ready to assist the guests.~
~
~
~
stand ready to assist the guests.~
A slender goblin dressed in formal clothes from another era stands ready

to escort the palace guests to the public rooms.  His long hair is pulled

back into a queue, and is lightly powdered to hide its original color.

~
Merior~
attack_weapon( mob, victim, 5d8+15, "swift jab" );

attack_weapon( mob, victim, 5d8+30, "tearing fingernails" );

attack_weapon( mob, victim, 5d8+15, "swift jab" );

if( random( 1, 4 ) == 3 ) {

  act_tochar( #down, ch );

  act_notchar( #bashes, ch );

  interpret( mob, "bash " );

  }

attack( mob, victim, 5d8+20, "hard chop" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      if( random( 0, 2 ) == 1 )

      attack( mob, rch, 4d7+15, "wild kick" );

    }

  }

~
E
anger~
@RThe footman's face turns red as he spins about the room!@n

~
E
spin~
@RThe footman suddenly lashes out kicking wildly!@n

~
E
down~
@bThe footman tries to bash you to the ground!@n

~
E
bashes~
@bThe footman tries to bash $n to the ground!@n

~
!
0 92 11 0 0 0 0 10
0 0 0 4000 893505532 0 0
4425505 33153 8388612 192 4
50
20 12 12 25 20
10 10 -10 40 30 0 20
500 20 hard chest~
650 17 thin legs~
750 18 muscular arms~
900 10 head~
1000 18 bent back~
0
131072690 26214464
180 3 0 4 0
M 192 4 0
1636 17 1509949540 5 0
264 17 1509949490 8 0
1729 17 1509949443 3 0
-1
-1

#1252
~
~
lesser skeletal warrior~
~
~
strides about menacingly.~
lesser skeletal warriors~
~
~
stride about menacingly.~
Before you stands a skeleton dressed in tattered rags of what was once

like warrior's garb.  Small bits of flesh still cling to long dead

fingers.  Tiny orbs of yellow flame burn in the recesses of the skeleton's

eyes.  

~
Damiel~
i = random( 1, 10 );

attack_weapon( mob, victim, 1d4+4, "punch" );

attack_weapon( mob, victim, 1d4+4, "punch" );

attack_weapon( mob, victim, 1d4+4, "punch" );

if( i < 8 )

  attack_weapon( mob, victim, 1d4+4, "punch" );

if( i < 4 )

  attack_weapon( mob, victim, 1d4+4, "punch" );

if( random( 1, 6 ) == 2 ) {

  act_tochar( #cosby, ch );

  act_notchar( #o-cosby, ch );

attack_fire( mob, ch, 3d15+15, "bolt of flame" );

  }

~
E
cosby~
@RFire shoots out at you from the skeleton's eye sockets!!

~
E
o-cosby~
@RFire shoots out at $n from the skeleton's eye sockets!!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 899876788 0 31
165045 8448 12 96 8
15
19 15 16 16 17
5 0 25 25 99 0 0
1000 8 skeleton~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 96 4 0
116 17 1509949465 8 0
260 17 1509949450 5 0
2200 17 1509949445 13 0
3102 17 1509949441 16 0
3004 16 1509949535 16 0
262 17 1509949450 10 0
263 17 1509949450 7 0
-1
-1

#1253
~
~
skeletal warrior~
~
~
glares menacingly with glowing sockets.~
skeletal warriors~
~
~
glare menacingly with glowing sockets.~
This skeleton towers over its surroundings, a pair of crimson eyes

glaring at you with a hellish light that seem to pierce your very soul.

~
Damiel~
attack_weapon( mob, victim, 3d5+10, "spectral sword" );

attack_weapon( mob, victim, 3d5+10, "spectral sword" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 3d5+10, "spectral sword" );

if( random( 1, 3 ) == 1 ) {

  act_tochar( #cosby, ch );

  act_notchar( #o-cosby, ch );

  attack_fire( mob, ch, 3d25+25, "bolt of flame" );

  }

~
E
cosby~
@RA bolt of flame flares out at you from the warrior's eyes!!

~
E
o-cosby~
@RA bolt of flame flares out at $n from the warrior's eyes!!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 899876791 0 29
165557 8448 12 144 2
25
17 6 9 15 17
20 50 75 50 100 5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
M 144 4 0
259 17 1509949445 6 0
619 17 1509949450 5 0
634 17 1509949450 10 0
264 17 1509949445 8 0
267 17 1509949445 11 0
265 17 1509949445 16 0
1092 16 1509949445 16 0
185 16 1509949525 16 0
261 17 1509949445 9 0
635 17 1509949450 7 0
266 17 1509949445 5 0
-1
-1

#1254
~
~
wispy creature of energy~
~
~
is here.~
wispy creatures of energy~
~
~
are here.~
~
Florian~
if( attack( mob, victim, 4d8+8, "right, webbed claw" ) )

interpret( mob, "smile" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893505649 0 0
197417 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1255
~
~
ghost of a young bride~
~
~
regards you with contempt.~
ghosts of young brides~
~
~
regard you with contempt.~
The ethereal image of a young woman hovers here, as much the true

mistress of this hall as she was of her home in life.  Her ghostly image

is that of a waifish girl who somehow still does not seem...  wholesome. 

Her ghostly image is dressed in the wedding gown she wore the day she

joined the Starkadder family, her beauty marred as she regards any

interloper with hatred undisguised rage burning in her cold eyes.

~
Damiel~
if( is_player( ch ) ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #wail, ch );

    act_notchar( #O-wail, ch );

    attack( mob, ch, 3d20+20, "piercing wail" );

    }

  }

i = random( 1, 4 );

if( 1 == 1 ) {

  rand_player( room ); 

  if( is_player( ch ) ) {

    if( is_fighting( ch ) ) {

      if( !is_silenced( mob ) ) {

        act_notchar( #o-wail, ch );

        act_tochar( #wail, ch );

        attack( mob, ch, 3d20+20, "piercing wail" );

        }

      }

    }

  }

if( i == 3 ) {

  act_notchar( #o-bolt, victim );

  act_tochar( #bolt, victim );

  do_spell( lightning bolt, mob, victim );

  }

if( i == 2 ) {

  j = random( -60, -18 );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #suck, rch );

      modify_mana( rch, j );

      heal( mob, dice( 5, 4 ) );

      }

    }

  }

~
E
o-wail~
@b@YThe ghostly waif screams in rage at $n!@n

~
E
bolt~
@b@BHer form crackling with energy, the waifish ghost hurls a bolt of

pure energy at you!

~
E
o-bolt~
@b@BHer form crackling with energy, the waifish ghost hurls a bolt of

pure energy at $n!

~
E
wail~
@b@YThe ghostly waif screams in rage at you!@n

~
E
suck~
@YThe spectral image pauses for a moment, its image strengthening.

~
!
0 0 28 0 0 0 0 10
0 0 3 4000 893505727 0 30
265265 6300042 4108 240 8
40
19 20 20 19 19
35 50 100 95 100 95 99
1000 12 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104860170 39324801
1487 27 0 1681 325966
F 240 6 0
914 17 1509949443 -1 0
1013 17 1509949480 -1 0
754 17 1509949443 17 0
1459 17 1509949441 6 0
-1
-1

#1256
~
~
imp~
~
widely grinning~
crouches here.~
imps~
~
widely grinning~
crouch here.~
This little imp has bright green skin and bulging, bloodshot yellow eyes

lighted with a mischevious grin.  His smooth, glistening skin is mottled

with flecks of gray, and his left eye is blackened.  His broad, tooty

mouth is bent in a wicked grin, and a high, tittering giggle rattles his

throat.

~
Kreel~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893505837 0 29
230307 0 0 0 8
50
15 25 25 28 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144064 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#1257
~
~
ice hound~
~
huge, steel-blue-eyed~
roams the area in search of food.~
~
~
huge, steel-blue-eyed~
roam the area in search of food.~
This large canine resembles any other wolf except for the fact that it

stands 6 feet high on all fours.  Its body is covered in thick snow-white

fur with small patches of gray around his eyes and nose.  Its steel-blue

eyes shine in the light and remind you of a beautiful cloudless day. 

Large deadly-sharp fangs peek out from beneath its mouth and they appear

to be covered in blood.

~
Terek~
attack_weapon( mob, victim, 4d5+70, "sharp claws" );

attack_weapon( mob, victim, 4d5+60, "deadly bite" );

attack_weapon( mob, victim, 4d5+55, "lunge" );

attack_weapon( mob, victim, 4d5+70, "claw swipe" );

if( random( 1, 5 ) == 1 ) {

  i = 2d10+80;

  act_tochar( #bite, victim );

  act_notchar( #r_bite, victim );

  dam_message( victim, i, "The hounds sharp teeth" );

  inflict( victim, mob, i, "The hounds sharp teech" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 2d10+75;

  act_room( #wind, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, i, "cone of frost" );

    }

  }

if( random( 1, 6 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #bash1, ch );

  interpret( mob, "bash" );

  }

~
E
bite~
@b@WThe ice hound clamps its jaws around your arm!

~
E
r_bite~
@b@WThe ice hound clamps its jaws around $n's arm!

~
E
wind~
@b@CThe ice hound exhales a cone of chilling frost!

~
E
bash~
@CThe ice hound lunges at you quickly, attempting to knock you down!

~
E
bash1~
@CThe ice hound lunges at $n quickly, attempting to knock $m down!

~
!
0 0 55 0 0 0 0 10
0 0 0 4000 898273240 0 37
4423985 32769 4202500 0 8
70
25 12 12 30 21
10 20 80 40 1 30 0
200 40 thick furred head~
400 40 furry back~
600 40 long snout~
800 45 white furry legs~
900 45 long white tail~
0
314574090 131072650
2766 13 0 2061 0
N 0 6 0
-1
-1

#1258
~
~
orcish palace servant~
~
burly, young~
rushes to protect the furniture.~
orcish palace servants~
~
burly, young~
rush to protect the furniture.~
A young orc, dressed in the uniform common to palace staff, rushes to and

fro.  Despite his neat attire and citified appearance, the beast within

seems to glare at you from his dark eyes.

~
Merior~
attack_weapon( mob, victim, 4d10+50, "vicious bite" );

attack_weapon( mob, victim, 6d6+35, "grasping finger" );

attack_weapon( mob, victim, 4d10+50, "flailing elbow" );

attack( mob, victim, 7d8+35, "swift punch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d8+35, "wild kick" );

    }

  }

~
E
spin~
@GThe servant spins madly about the room, striking all he can reach!@n 

~
!
0 92 10 0 0 0 0 10
0 0 18 4000 893506000 0 29
4425525 12419 8388612 96 4
50
19 12 12 20 20
50 0 0 40 50 0 20
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
131072690 26214464
3768 3 0 21676 51028905
M 96 4 0
1636 17 1509949540 5 0
1531 17 1509949465 -1 0
-1
-1

#1259
~
~
greater bat~
~
massive~
with the wingspan of a dragon, soars silently through the dark.~
greater bats~
~
massive~
with wingspans the length of dragon wings, soar silently through the dark.~
This creature of night and shadow is at home here in the depths of the

earth, feeding on the morsels which are foolish enough to stumble into

its domain.

~
Phule~
send_to_room( #soar, room );

attack( mob, victim, 3d75+50, "viscious dive" );

attack( mob, victim, 3d25+25, "wing-flap flurry" );

if( random( 0, 3 ) == 1 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #shriek, room );

    i = 4d30;

    loop( all_in_room ) {

      if( rch != mob ) {

        dam_message( rch, i, "the piercing shriek" );

        inflict( rch, mob, i, "greater bat" );

        }

      }

    }

  else

    send_to_room( #silen, room );

  }

~
E
soar~
The greater bat flies up into the darkness above, circles, then attacks!!

~
E
shriek~
The greater bat looses an ear-piercing shriek!!

~
E
silen~
The greater bat tries to shriek, but is silenced!!

~
!
0 0 54 0 0 0 0 10
0 0 1 4000 893506092 0 0
166705 8192 0 0 4
60
13 9 5 17 15
10 0 20 20 80 50 85
500 16 outstretched wing~
950 24 tough rubbery skin~
1000 10 tender head~
0 1000 ~
0 1000 ~
0
235930270 26214464
1507 7 0 1040 945410
M 0 8 0
-1
-1

#1260
~
~
wood sprite~
~
old~
squints at you, unsure if you mean him harm or not.~
wood sprites~
~
old~
squint at you, taking your measure.~
Old, yet still full of the spritely mischief of his race, this wood

sprite sits chewing on an old piece of bark, thinking to himself.

~
Phule~
attack( mob, victim, 30d3+30, "lightning flurry" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 2d30+30, "magic missile" );

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 893506184 0 0
232355 128 0 0 3
50
6 15 12 17 12
60 5 10 15 50 10 75
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608660 26214464
0 1 0 0 0
M 0 1 0
-1
8 -1
hi hello heya greetings~
act_tochar( #hello, ch );

~
E
hello~
The old wood sprite squints at you for a moment, then smiles.  "Hello

there!  I've been around a while, so feel free to ask me about

@bpixies@n, @bcyclops@n, or even @bthe cyclops shaman@n, although the

latter of the three should probably not be spoken of so freely these

days." 

~
!
2 -1
cyclops~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

act_tochar( #cyclops, ch );

~
E
ask~
You ask the old wood sprite about cyclops.

~
E
rask~
$n asks the old wood sprite something.

~
E
cyclops~
The old wood sprite's face grows taut with anger.  "Those damned beasts,

always pounding around with their clubs.  Evil brutes, the lot of them!! 

They're the sworn enemies of the @bpixies@n, and both their warleader and

their @bshaman@n are mighty denizens of evil indeed!" 

~
!
2 -1
pixies~
act_tochar( #ask, ch );

act_notchar( #rask, ch );

act_tochar( #pixies, ch );

~
E
ask~
You ask the old wood sprite about the pixies.

~
E
rask~
$n asks the old wood sprite about something.

~
E
pixies~
The old wood sprite's eyes light up at your question.  "Ah, the pixies

have been wonderful to me since I wandered into this region.  Their

enchanted forest is not without its dangers, but the pixies themselves

are a loving, kind people.  They are constantly having to ward off the

threats of the evil @bcyclops@n tribe, and their high sorceress has done

many battles with the mighty @bshaman@n of the cyclops." 

~
!
-1

#1261
the Keeper of the Box~
~
figure with glowing red eyes~
shrouded in darkness~
~
looms over you.~
figures with glowing red eyes~
shrouded in darkness~
~
loom over you.~
~
Florian~
attack_weapon( mob, victim, 5d6, "serrated metal claw");

attack_weapon( mob, victim, 5d6, "serrated metal claw");

if( random( 1, 8 ) == 1 )

attack_room( mob, 8d8+10, "swinging tail" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893506298 0 0
99249 392 4 4000 4
65
19 16 20 15 18
75 -25 50 -25 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
249039050 31457345
0 1 0 0 0
N 4000 4 0
-1
0 -1
~
~
!
-1

#1262
~
~
pixie high sorceress~
~
~
flies here, her face serene.~
pixie high sorceresses~
~
~
fly here, their faces serene.~
This pixie is just over a foot tall, and looks like a very small elf

woman with large, golden eyes, white hair and green-gold skin.  Her arms

and legs are reed-thin, her face is long and sharp.  A soft, golden

nimbus of light surrounds her.

~
Phule~
attack( mob, victim, 3d2, "tiny hand" );

attack( mob, victim, 3d2, "tiny hand" );

act_room( #magic, ch );

do_spell( magic missile, mob, victim );

if( random( 1, 10 ) > 5 ) {

  act_room( #light, ch );

  do_spell( lightning bolt, mob, victim );

  }

if( random( 1, 10 ) > 6 ) {

  act_room( #haste, ch );

  do_spell( haste, mob, mob );

  }

if( random( 1, 10 ) == 1 ) {

  act_room( #fire, ch );

  do_spell( fire shield, mob, mob );

  }

i = 1d4;

if( i == 1 ) {

  act_room( #pris, ch );

  do_spell( prismic missile, mob, victim );

  }

if( i == 2 ) {

  victim = rand_player( room );

  act_tochar( #conf, ch );

  act_notchar( #rconf, ch );

  do_spell( confuse, mob, victim );

  }

if( random( 1, 7 ) == 1 ) {

  act_room( #flame, ch );

  do_spell( flame strike, mob, victim );

  }

~
E
magic~
@bThe sorceress's hands begin glowing, then energy bursts forth!@n

~
E
light~
@bThe sorceress presses her hands together, forming a ball of searing

light that explodes toward you!@n 

~
E
haste~
The sorceress weaves her arms, surrounding herself with light.  She

suddenly seems to move much faster.

~
E
fire~
The high sorceress weaves her hands.  The air around her bursts into

flames!

~
E
help~
@CThe pixie sorceress throws back her head and raises her voice in

song!@n 

~
E
pris~
@GThe high sorceress throws her hands forward, the air bursting into a

thousand colors!@n 

~
E
conf~
@bThe pixie sorceress weaves her hands in a mystic pattern, filling the

air with twisting patterns.@n 

~
E
rconf~
@bThe pixie sorceress weaves her hands in a mystic pattern.  $n looks

confused.@n 

~
E
chain~
@bThe pixie sorceress spreads her fingers as bolts of energy race out in

all directions.@n 

~
E
flame~
@RThe pixie sorceress raises her hands, opening a rift of fire in the

air!@n 

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 893506392 0 29
4427043 2097545 4 496 3
50
6 21 21 22 8
40 -10 -30 0 75 0 0
500 18 mystic shield~
600 10 dainty wing~
850 12 frail body~
1000 15 tender head~
0 1000 ~
197624
222823060 26214464
423 2 0 180 0
F 496 1 0
1421 17 1509949490 -1 0
1656 17 1509949442 6 0
1468 17 1509949442 3 0
1292 17 1509949450 -1 0
1435 17 1509949442 5 0
-1
0 -1
~
end;

~
!
2 -1
hole wall light mist rift sliver gate~
act_tochar( #light, ch );

~
E
light~
The sorceress looks at you gravely.  You hear her soft, golden voice

echoing in the vaults of your mind.  "You speak of serious things, mortal. 

We faeriefolk have dwelt here for centuries, our lives formed around

guarding this forest and to ensure the dark prison behind me remains

sealed.  Lately, I fear, my magic has grown weaker, and the foul evil

behind this stormy wall has grown stronger.  I know not whether I will be

able to keep it sealed much longer." 

~
!
2 -1
aerial servant~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about aerial servants.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Like dust on the wind, aerial servants can go just about anywhere.  That

is why I love them so, even though they are more mischievous than most

spirit servants.  With eyes of opal and bodies of mist, aerial servants

are more formidable than you would think.

~
!
-1

#1263
~
~
bullywug shaman~
~
~
stands here, with small flames arcing from hand to hand.~
bullywug shamans~
~
~
stand together, testing out new magics.~
A bullywug stands here displaying a sigil with fiery red spiralling lines

painted on his forehead.  Extremely large, green, slimy legs and two

bright green bulbous eyes show similarities between this creature and a

frog.  That is where the similarities end, this slimy looking thing is

much larger than a frog and has razor-sharp looking claws.

~
Void~
attack_weapon( mob, victim, 4d5+10, "sharp clawed slash" );

attack_weapon( mob, victim, 4d5+10, "sharp clawed slash" );

if( random( 1, 5 ) == 1 ) {

  act_notchar( #obash, ch );

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

if( attack( mob, victim, 5d6, "bite" ) == 1 )

  poison( victim );

if( random( 1, 3 ) == 1 ) {

  i = random( 1, 20 );

  if( i < 10 ) {

    act_tochar( #hand, ch );

    act_notchar( #rhand, ch );

    do_spell( burning hands, mob, victim );

    end;

    }

  if( i > 15 )

    if( !is_silenced( mob ) ) {

    act_room( #cure, ch );

    do_spell( cure serious, mob, mob );

    end;

    }

  else

    act_room( #cant, ch, obj, mob );

  else {

    act_tochar( #fire, ch );

    act_notchar( #rfire, ch );

    do_spell( fireball, mob, victim );

    }

  }

~
E
obash~
The bullywug shaman attempts to slam $n into the ground!

~
E
bash~
The bullywug shaman attempts to slam you into the ground!

~
E
fire~
The shaman creates a ring of fire and launches it at you!

~
E
rfire~
The shaman creates a ring of fire and launches it at $n!

~
E
hand~
The shaman hold his hands out towards you and a small flame appears!

~
E
rhand~
The shaman hold his hands out towards $n and a small flame appears!

~
E
cure~
A deep throated croak comes from deep within the shaman!

~
E
cant~
$N tries to croak but cannot.

~
!
0 0 65 0 0 0 0 10
0 0 621 4000 893506521 0 27
233779 0 4 192 4
30
15 17 17 15 20
20 20 10 10 25 5 0
600 8 slimy chest~
800 9 webbed feet~
1000 10 massive head~
0 1000 ~
0 1000 ~
0
78643870 26214464
118715 2460 820 293562 50800153
M 192 4 0
938 17 1509949450 -1 0
876 17 1509949445 -1 0
1665 17 1509949450 17 0
1155 17 1509949450 -1 0
1668 17 1509949442 13 0
1776 17 1509949445 -2 0
-1
-1

#1264
~
~
bullywug chieftain~
~
large~
stands here, giving orders to his tribe.~
bullywug chieftains~
~
large~
pace the room, discussing inter-tribal relations.~
This creature appears to be the leader of his tribe.  From his fierce

stance to the cunning intelligence of his eyes, he seems completely

assured of his own authority.  As with the others in the tribe, razor

sharp claws and two bright green bulbous eyes are the main features. 

This is a creature not to be underestimated.

~
Void~
attack_weapon(mob, victim, 6d6+10, "hooked claws" );

attack_weapon(mob, victim, 6d6+10, "hooked claws" );

attack_weapon( mob, victim, 8d4+10, "wicked clawed slash" );

if( random( 1, 5 ) == 1 )

  attack_room( mob, 4d10, "spray of poisonous acid" );

if( attack( mob, victim, 3d6, "bite" ) == 1 )

  poison( victim );

if( random( 1, 4 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_room( #help, ch );

  summon( mob );

  }

else

  act_room( #cant, ch, obj, mob );

if( random( 1, 5 ) == 1 )

  interpret( mob, "bash" );

~
E
help~
@bThe chieftain throws back his head and calls for help!@n

~
E
cant~
$N tries to shout for help, but no sound issues forth.

~
!
0 58 65 0 0 0 0 10
0 0 381 4000 893506580 0 0
234291 0 4 288 4
35
15 12 12 15 20
10 10 15 10 20 5 0
600 8 slimy chest~
800 9 webbed feet~
1000 10 massive head~
0 1000 ~
0 1000 ~
0
104858275 26214464
173343 1847 1140 221361 99134603
M 288 4 0
1667 17 1509949442 6 0
1666 17 1509949442 17 0
1776 17 1509949445 -2 0
-1
-1

#1265
~
~
bullywug guard~
~
~
is here, protecting his leader's territory.~
bullywug guards~
~
~
are here, patrolling their territory.~
Large, razor-sharp claws along with huge muscles make this strong,

overgrown-looking frog a formidable opponent.  Two bulbous bright green

eyes clearly show a steely determination to protect the leader.

~
Void~
attack_weapon( mob, victim, 3d6+10, "hooked claws" );

attack_weapon( mob, victim, 3d6+10, "hooked claws" );

attack_weapon( mob, victim, 3d6+10, "wicked claw slash" );

attack( mob, victim, 5d5+12, "wicked claw slash" );

if( attack( mob, victim, 5d6, "bite" ) == 1 )

  poison( victim );

if( random( 1, 10 ) == 1 ) {

i = 5d6;

  act_notchar( #r_crushes, victim );

  dam_message( victim, i, "the flying jump" );

  inflict( victim, mob, i, "the flying jump" );

  interpret( mob, "bash" );

  }

~
E
s_crushes ~
The bullywug leaps high into the air and comes crashing down upon you

with all its weight.

~
E
r_crushes~
A bullywugs leaps into the air and lands on top of $n, crushing $m.

~
E
obash~
The bullywug tries to use the uppercut to knock $n to the ground!

~
E
bash~
The bullywug tries to use the uppercut to knock you to the ground!

~
!
0 58 65 0 0 0 0 10
0 0 710 4000 893506666 0 27
235313 0 4 96 4
27
15 12 12 15 19
5 5 10 5 10 -10 0
600 3 slimy chest~
800 5 webbed feet~
1000 7 massive head~
0 1000 ~
0 1000 ~
0
70779547 26214464
145312 2797 1664 239939 52564616
M 96 4 0
2002 17 1509949510 5 0
1051 17 1509949520 17 0
2125 17 1509949480 8 0
2022 17 1509949490 7 0
1705 17 1509949470 16 0
-1
-1

#1266
Biddlehoff~
~
gnome~
~
tiny~
scratches his scraggly hair.~
gnomes~
~
tiny~
admire each other's beards.~
This small being looks in every way to be gnome, except he is just three

feet tall.  His face is rosy, though covered with dirt, and his scraggly

hair flies in all directions.

~
Kreel~
attack_weapon( mob, victim, 2d15, "small fist" );

attack_weapon( mob, victim, 2d15, "kick" );

if( random( 1, 10 ) > 7 )

  cast_spell( cause serious, mob, victim );

~
!
0 0 57 0 0 0 0 10
0 0 2 4000 893506739 0 25
197027 0 0 16 6
20
8 15 19 17 15
20 15 25 5 15 -10 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65568
52429460 26214464
431 25 0 301 17836
M 16 2 0
1103 17 1509949480 16 0
-1
2 -1
tapestries battle dragon~
act_tochar( #battle, ch );

~
E
battle~
Biddlehoff eases himself back in his chair, rubbing his chin.  "Well now

that's an interesting story," he says.  "Long before you or me or any of

these trees were here, a foul dragon came out of the mist and laid waste

to the land.  They say the pixies came out of the sky one day--so many of

them they looked like a cloud.  Lot of faeriefolk died, but they finally

drove back the dragon and sealed it in a magic prison.  'Course that's

all just a story." 

~
!
-1

#1267
~
~
shimmering mist~
~
cloud-like~
floats here, a thousand lights glowing within.~
shimmering mists~
~
cloud-like~
float here, like a thousand lights glowing.~
This amorphous, swirling mist seems to be comprised of thousands upon

thousands of tiny, flickering lights.  A soft music comes from the mist,

accompanied by the silvery tinkling of laughter.

~
Kreel~
attack_fire( mob, victim, 3d5, "lashing energy" );

attack_fire( mob, victim, 3d5, "lashing energy" );

if( attack_fire( mob, victim, 3d5, "surge of energy" ) == 1 ) {

  act_tochar( #grab, ch );

  act_notchar( #rgrab, ch );

  i = 4d5;

  dam_message( ch, i, "The searing embrace" );

  inflict( ch, mob, i, "a shimmering mist" );

  }

if( random( 1, 10 ) == 10 ) {

  victim = rand_player( room );

  act_tochar( #sleep, ch );

  act_notchar( #rsleep, ch );

  do_spell( sleep, mob, victim );

  }

~
E
grab~
@bThe shimmering mist lashes out on all sides, enveloping you!@n

~
E
rgrab~
@bThe shimmering mist lashes out to embrace $n.@n

~
E
sleep~
@bThe shimmering mist rolls toward you, cloaking you with a feeling of

supreme calm.@n 

~
E
rsleep~
The mist rolls toward, $n, wrapping $m in with a soft glow.

~
!
0 0 57 0 0 0 0 10
0 0 5 4000 893506812 0 30
4557155 392 0 0 6
15
16 19 10 10 13
30 10 15 20 2 50 80
1000 7 wispy body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
292 14 0 1068 39402
M 0 5 0
-1
-1

#1268
Jarihei~
~
crystal dragon~
~
enormous~
sits atop a massive treasure pile.~
crystal dragons~
~
enormous~
guard a massive treasure pile.~
Standing over 20 feet tall, this crystal dragon appears quite fearsome. 

Her scales are clear in color yet shed off an amazing array of colors. 

Her long spiked tail is coiled around her treasure hoard she has gathered

over many centuries.  Her eyes are not one color but yet change in hue

every few minutes cycling through all the colors of the rainbow.  She

appears as no threat to you at the moment but it would be unwise to anger

such a magnificent beast.

~
Terek~
attack_weapon( mob, victim, 3d20+160, "sharp claws" );

attack_weapon( mob, victim, 3d30+170, "claw slash" );

attack_weapon( mob, victim, 3d30+160, "tail strike" );

attack_weapon( mob, victim, 5d10+190, "tail strike" );

attack_weapon( mob, victim, 20d10+150, "tail pierce" );

if( random( 1, 5 ) == 1 ) {

  i = 3d10+190;

  act_tochar( #tail, victim );

  act_notchar( #r_tail, victim );

  dam_message( victim, i, "Jarihei's sweeping tail" );

  inflict( victim, mob, i, "Jarihei's sweeping tail" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 2d50+120;

  act_room( #breath, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, i, "freezing breath" );

    }

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #bolt, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( chain lightning, mob, rch );

    }

  }

~
E
tail~
@b@WJarihei whips her tails at you, striking you in the chest!

~
E
breath~
@b@CJarihei arches back and exhales a sub-zero blast of air!

~
E
r_tail~
@b@WJarihei whips her tail at $n, striking him in the chest!

~
E
bolt~
@b@WJarihei arches back and exhales a massive bolt of lightning!

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893506917 0 29
4423971 16785803 20979840 0 3
80
25 17 20 30 21
40 -10 100 50 50 50 0
200 55 crystal-like underbelly~
400 55 long spiked tail~
500 60 crystal back-plating~
700 60 crystaline head~
800 65 multi-hued eyes~
0
734004510 26214464
0 1 0 0 0
F 0 8 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( doing_quest( ch, 33 ) ){

  act_tochar( #done?, ch );

  end;

  }

if( done_quest( ch, 33 ) ){

  act_tochar( #thanks, ch );

  end;

  }

Wait( 1 );

send_to_room( #dragon, room );

Wait( 2 );

send_to_room( #dragon1, room );

close( room, north );

Wait( 2 );

if( !has_quest( ch, 33 ) ){

  send_to_room( #dragon3, room );

  wait( 2 );

  send_to_room( #point, room );

  Wait( 3 );

  send_to_room( #dragon2, room );

  }

~
E
dragon~
@YA dazzling array of color begins to dance around blinding you as a

deep, bellowing chuckle fills the air.@n 

~
E
dragon1~
@YAfter your eyes adjust to the light you stand in horror at the sight of

a HUGE crystal dragon looming before you.  The dragon quickly snaps its

tail down behind you, blocking your exit out and then arches back, ready

to strike.@n 

~
E
dragon3~
Jarihei stares intently at you for a moment then speaks, @W"So what do we

have here?  Another band of raiders to steal my treasure?  The last men

that tried to do that did not fair so well."@n 

~
E
point~
@YJarihei points out the skeletal remains of the last raiders to enter

here.@n 

~
E
dragon2~
Jarihei lets out a earth-shaking chuckle and says @W"Somehow you do not

seem to be the type to raid my home, but i believe there is one way you

could repent for your intrusion.  I have a small quest that requires the

services of someone like you.  If you accept you can leave here and will

gain my trust, reject and you will be no different then the others and

will become just another pile of bones upon the floor.  Will you accept

my quest?"@n 

~
E
done?~
Jarihei sighs and says, @W"I see you have not found it yet, please keep

looking i miss it dearly."@n

~
E
thanks~
Jarihei greets you with a smile and says, @W"Thank you again $n for

finding my crown."@n 

~
!
8 -1
Yes accept quest~
act_tochar( #quest, ch );

assign_quest( ch, 33 );

open( room, north );

~
E
quest~
Jarihei bares her long, sharp fangs and smiles, @W"Thank you brave

adventurer, please find my sapphire crown, a large frost giant stole it

from me quite some time ago and i wish it back.  Bring it back to me and

I shall reward you."@n

~
!
6 1683
~
junk_obj( obj );

wait( 1 );

if( doing_quest( ch, 33 ) ){

  act_tochar( #thank, ch );

  act_tochar( #helm, ch );

  obj_to_char( oload( 1684 ), ch );

  interpret( mob, "give helm to", ch );

update_quest( ch, 33 );

  end;

  }

if( done_quest( ch, 33 ) )

  act_tochar( #done, ch );

else

act_tochar( #Why, ch );

~
E
thank~
Jarihei places the crown upon her head as a single tear rolls down her

face, @W"Thank you $n, words cannot express how much this crown means to

me.  As i promised here is your reward."@n 

~
E
done~
Jarihei says, @W"Thank you $n, but i believe this crown is a fake, you

have already given me my true crown."@n 

~
E
helm~
@CJarhei digs her claw into her treasure pile and after a few moments

pulls out a greyish-colored horned helm and hands it to you.@n 

~
E
why~
Jarihei looks at you and says, @W"Thank you, but i have no use for

this."@n 

~
!
-1

#1269
~
~
ether wraith~
a vaguely humanoid, dark shape~
~
writhes in the mist.~
ether wraiths~
Vaguely humanoid, dark shapes~
~
writh in the mist~
This dark, cloud-like being stands as tall as and ogre.  It seems at time

to be purely physical, with dark skin and well-formed muscles.  At other

times it seems little more than a column of smoke.

~
Kreel~
attack( mob, victim, 7d5, "smoky claws" );

attack( mob, victim, 7d5, "chilling grasp" );

attack( mob, victim, 2d10+10, "lash of energy" );

attack( mob, victim, 7d5, "vicious bite" );

if( random( 1, 10 )  < 2 ) {

  act_room( #light, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( lightning bolt, mob, rch );

    }

  }

~
E
light~
@bThe ether wraith begins to glow, its entire form shivering.  It shoots

out webs of energy!@n 

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893507254 0 30
4522353 392 8 0 8
25
18 5 4 16 19
40 5 10 30 -10 100 100
1000 10 smoky body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536665 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#1270
~
~
faerie serpent~
~
multi-colored, winged~
flies here.~
faerie serpents~
~
multi-colored, winged~
fly here.~
This snake is perhaps six feet long and has broad, golden wings.  The

wings seem to be non-functional, however, as the snake appears to fly

easily without moving its wings at all.  Its scales are all the colors of

the rainbow, and its eyes are dark black.  Atop its head is a hard,

plated crest.

~
Kreel~
if( random( 1, 4 ) == 4 ) {

  act_tochar( #ouch, victim );

  act_notchar( #rouch, victim );

  do_spell( magic missile, mob, victim );

  }

attack( mob, victim, 5d4, "tail whip" );

if( attack( mob, victim, 5d4, "savage bite" ) == 1 )

  poison( victim );

attack( mob, victim, 4d5, "deafening shriek" );

~
E
ouch~
@bThe faerie serpent glares at you, its eyes flaring up like pillars of

flame!@n 

~
E
rouch~
@bThe faerie serpent levels its gaze at $n as its eyes become pillars

of flame!@n

~
!
0 33 57 0 0 0 0 10
0 0 38 4000 893507399 0 27
199721 0 4096 0 6
15
12 3 4 21 11
30 10 10 15 60 10 50
700 8 glimmering scales~
900 6 golden wings~
1000 9 plated crown~
0 1000 ~
0 1000 ~
0
39322255 26214464
1317011 37588 88230 3336 903850
M 0 2 0
1657 17 1509949470 -1 0
-1
-1

#1271
Kasikus~
~
ethereal dragon~
~
~
is here, shrouded in mist.~
ethereal dragons~
~
~
are here, shrouded in mist.~
This dragon's scales writhe a hundred thousand shades of gray.  He stands

40 feet tall and is five times as long, his wings casting a shadow that

could easily cover a large town.  His hateful eyes are a glossy black,

with ice blue fires burning deep withing.  The light gray mane that runs

down his spine is smoky, almost as if his entire body were aflame.

~
Kreel~
attack( mob, victim, 15d8, "massive claw" );

attack( mob, victim, 15d8, "massive claw" );

attack( mob, victim, 5d15, "bone-crushing bite" );

attack( mob, victim, 5d10, "sweeping tail" );

if( attack( mob, victim, 15d8, "massive claw" ) == 1 )

  attack( mob, victim, 10d10, "crushing grip" );

if( random( 1, 7 ) == 1 ) {

  act_room( #light, ch );

  do_spell( chain lightning, ch );

  }

if( random( 1, 6 ) == 6 ) {

  ch = rand_player( room );

  act_tochar( #pain, ch );

  act_notchar( #rpain, ch );

  i = 5d20;

  dam_message( ch, i, "The weight" );

  inflict( ch, mob, i, "the ethereal dragon Kasikus" );

  }

~
E
light~
@bKasikus rears, his mouth filling with jags of searing light.  He fills

the room with lightning!@n 

~
E
pain~
@CKasikus scans the room...and his eyes land on you.  With a sneer, he

rockets upward, then soars down, the full weight of his tail coming

toward you!@n 

~
E
rpain~
Kasikus rockets upward, then dives, the full weight of his tail

coming down on $n.

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893507481 0 35
17009009 392 33554432 4992 8
60
25 19 16 20 24
30 60 50 60 20 20 40
700 18 rock-hard scales~
800 16 dark wing~
900 16 enormous hand~
1000 13 scaly head~
0 1000 ~
0
288359060 26214464
0 1 0 0 0
M 4992 9 0
1658 17 1509949470 -1 0
1664 17 1509949530 -1 0
1664 17 1509949500 -1 0
1664 17 1509949450 -1 0
-1
4 -1
~
act_room( #dead, ch );

~
E
dead~
@bKasikus' great torso sinks as he sighs his dying breath.  The cloud of

mist that surrounded him lifts away and dissipates in the surrounding

gray.  The fires behind his black eyes fade.@n

~
!
-1

#1272
~
~
bloodwraith~
~
dark, featureless~
crouches here.~
bloodwraiths~
~
dark, featureless~
crouch here.~
This creature is completely without external feature.  Humanoid in shape

and appearance, its skin is the deep, near-black purple of cold blood

just beneath a corpse's skin.  You can detect no sensory organs of any

kind, or mouth.  Were it not for its long, razor-like claws, the

darkspawn would seem to be merely a simulacrum of a human.

~
Marek~
i = random( 3, 15 );

attack( mob, victim, 10d2+10, "razorlike claw" );

if( attack( mob, victim, 10d2+10, "razorlike claw" ) )

  if( random( 0, 1 ) == 0 ) {

  act_tochar( #absorb, ch );

  drain_stat( victim, str, i, -1 );

  }

if( attack( mob, victim, 10d2+10, "razorlike claw" ) )

  if( random( 1, 2 ) == 1 ) {

  act_tochar( #absorb, ch );

  drain_stat( victim, con, i, -1 );

  }

~
E
absorb~
@MThe blood dripping from the bloodwraith's claws suddenly seems to

absorb directly into its flesh!

~
!
0 0 20 0 0 0 0 10
0 0 1 4000 893507522 0 0
49 1192321 67108876 0 8
25
18 22 22 22 18
35 35 50 25 100 0 0
700 15 muscled body~
800 12 claw-tipped arm~
950 12 thick leg~
1000 8 featureless head~
0 1000 ~
0
104858250 26214464
2577 49 0 883 85462
N 0 4 0
-1
4 -1
~
send_to_room( #death, room );

~
E
death~
Spouting gouts of purple ichor, the bloodwraith collapses in a heap!

~
!
-1

#1273
~
~
thorn bush~
~
large~
with razor-sharp thorns grows here.~
thorn bushes~
~
large~
with razor-sharp thorns grow here.~
This bush has an incredible amount of thorns growing along each of its

branches.  The thorns are razor-sharp to the touch with what appears to

be blood stains smeared upon their tips.  A large stem is the base for

the bush, with thorny branches leading off in every direction from there. 

The roots around the base seem to have been disturbed leaving them

clearly visible.

~
Void~
attack_weapon( mob, victim, 4d5+5, "razor sharp thorns" );

attack_weapon( mob, victim, 4d5+5, "prickly thorns" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 7d9+15, "thorn grasp" );

if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

if( random( 1, 5 ) > 3 )

  attack( mob, victim, 8d8+20, "shooting thorn" );

 attack_room( mob, 4d5+2, "spray of thorns" );

~
!
0 0 31 0 0 0 0 10
0 0 1 4000 893507577 0 0
4194337 0 0 0 4
50
19 12 12 15 15
10 10 -10 -5 5 -10 0
600 9 thorny stem~
800 10 thorny mouth~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716810 26214464
1202 10 0 734 335838
N 0 4 0
-1
0 -1
~
if( random( 1, 8 ) == 1 )

  act_room( #move, ch );

~
E
move~
A warped bush shambles over to a sunnier patch of the garden where the

light is better.

~
!
-1

#1274
~
~
elf child~
~
innocent~
is here, eyes full of happiness and love.~
elf children~
~
innocent~
are here, their eyes full of happiness and love.~
Her smile easy, her eyes bright, this innocent elven girl laughs merrily

even at the sight of strangers such as yourself.  Her short life has been

sweet and kind in the comfort of her forest home, loved by family and kin.

~
Phule~
attack( mob, victim, 2d8+2, "fingernail scratch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d8+2, "fingernail scratch" );

if( random( 0, 3 ) == 3 ) {

  send_to_room( #breath, room );

  if( !is_silenced( mob ) ) {

    i = 2d8;

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        dam_message( rch, i, "the ear-piercing scream" );

        inflict( rch, mob, i, "an innocent elf child" );

        }

      }

    }

  else

    send_to_room( #muffle, room );

  }

~
E
breath~
The innocent young elf inhales to scream!!

~
E
muffle~
The innocent young elf tries to scream, but is silenced!!

~
!
2 59 1 0 0 0 0 10
0 0 1187 4000 893507624 0 0
229795 8192 0 0 3
10
8 12 9 15 7
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622090 26214464
42689 3564 0 55209 1491060
F 0 3 0
1672 17 1509949441 -1 0
1687 17 1509949475 -1 0
2553 17 1509949443 -1 0
-1
5 -1
~
i = find_stat( ch, align );

if( i == 1 )

  act_room( #stay, ch );

continue;

~
E
stay~
You raise your hand to strike, but cannot bring yourself harm such an

innocent.

~
!
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
-1

#1275
~
~
skeleton of a slain elf child~
~
animated~
is here.~
skeletons of slain elf children~
~
animated~
are here.~
Fleshless and empowered by dark magics, this skeletal being's touch is

icy cold and deadly.  Most such animated skeletons are under the control

of one or more necromancers.

~
Phule~
attack( mob, victim, 1d12+2, "icy touch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d12+2, "icy touch" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875052 0 0
229795 0 0 0 8
5
8 4 4 15 7
10 -5 20 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1276
~
~
corpse of a slain elf child~
~
animated~
is here.~
corpses of slain elf children~
~
animated~
are here.~
What may have once been a beautiful young elf girl is now a diseased

zombie, walking on after death at the call of some dark master.

~
Phule~
attack( mob, victim, 1d8+2, "undead touch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d8+2, "undead touch" );

~
!
0 0 28 0 0 1275 1276 10
0 0 0 4000 893507807 0 0
229667 8192 0 0 8
4
8 4 4 15 7
10 -5 20 0 0 0 -10
1000 1 diseased body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1277
~
~
old elf~
~
~
wizened by his many years of life, observes you quietly.~
old elves~
~
~
wizened by many years of life, observe you quietly.~
Old, yet not feeble, this elf has probably seen the turning of a

millenium or more with his discerning eyes.

~
Phule~
attack( mob, victim, 2d20+15, "swift strike" );

attack( mob, victim, 2d20+25, "swift second strike" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d35+10, "spinning kick" );

if( random( 0, 3 ) == 3 ) {

  send_to_room( #close, room );

  attack( mob, victim, 2d15+5, "powerful flurry" );

  if( random( 0, 1 ) == 1 ) {

    attack( mob, victim, 2d15+5, "powerful flurry" );

    if( random( 0, 1 ) == 1 ) {

      attack( mob, victim, 2d15+5, "powerful flurry" );

      if( random( 0, 1 ) == 1 )

        attack( mob, victim, 2d15+5, "powerful flurry" );

      }

    }

  }

~
E
close~
@bThe old elf closes his eyes and takes a deep breath, and unleashes a

flurry of attacks!@n 

~
!
2 59 1 0 0 0 0 10
0 0 19 4000 895522183 0 0
250275 40963 0 0 3
45
12 16 17 14 12
20 -5 -10 5 40 0 -5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144180180 26214464
14983 232 0 12500 2620832
M 0 4 0
1135 49 1509949460 3 0
874 81 1509949455 -1 0
16 81 1509949455 -1 0
1675 81 1509949442 -1 0
1672 17 1509949455 -1 0
1685 17 1509962241 1 0
1687 17 1509949475 -1 0
1070 17 1509949442 -1 0
2553 17 1509949443 -1 0
-1
2 -1
for atonement~
if( cflag( 41, ch ) ) {

  act_tochar( #atone1, ch );

  end;

  }

if( cflag( 42, ch ) ) {

  act_tochar( #atone2, ch );

  end;

  }

if( cflag( 43, ch ) ) {

  act_tochar( #atone3, ch );

  end;

  }

if( cflag( 44, ch ) ) {

  act_tochar( #atone4, ch );

  end;

  }

if( cflag( 40, ch ) ) {

  act_tochar( #meanie, ch );

  wait( 2 );

  act_tochar( #meanie2, ch );

  wait( 5 );

  i = random( 1, 4 );

  if( i == 1 ) {

    act_tochar( #atone1, ch );

    set_cflag( 41, ch );

    }

  if( i == 2 ) {

    act_tochar( #atone2, ch );

    set_cflag( 42, ch );

    }

  if( i == 3 ) {

    act_tochar( #atone3, ch );

    set_cflag( 43, ch );

    }

  if( i == 4 ) {

    act_tochar( #atone4, ch );

    set_cflag( 44, ch );

    }

  }

~
E
meanie~
You have transgressed against the living and calously murdered out of

hand.

~
E
meanie2~
Despite the wickedness of your acts, all life is precious and to be

revered, even yours.  Perform this act of retribution and I will spread

the word of your kind actions.  Perhaps then you will be forgiven by the

other Llewyrr.

~
E
atone1~
In reparation for the lives you have cost, you will perform an act of

charity if you wish to atone.  You must bring to me a blue sapphire that

the widows and children you left may be provided for.  It is no more than

a start, for if you truly wish forgiveness you must not revert to your

evil ways.

~
E
atone2~
For the lives you have cast, you will pay by saving lives.  There are

sick to be cared for and we are low on certain special herbs.  Aquire for

me a sprig of athelas berries that life saving medicines may be crafted

and I will speak to the other Llewyrr on your behalf.

~
E
atone3~
To safeguard the lives that remain, bring to me the horn of a wicked

beast known as the tromp.  It can be used by a skilled wizard I know to

create a warding charm that keeps such evil beasts from the Vaasa.  Do

this, and I will speak to the other Llewyrr of you.

~
E
atone4~
In payment for the lives you have taken, I lay the safety of the Vaasa

upon you.  A foul beast known as the Betholar resides on Hark's Finger

and is a threat to all that live here.  Rid the Vaasa of its evil and I

will speak to the other Llewyrr, telling them you have repented your

crimes against us.

~
!
6 105
none~
if( cflag( 41, ch ) ) {

  act_room( #atoned, ch );

  wait( 1 );

  act_tochar( #atone2, ch );

  act_notchar( #ratone, ch );

  remove_cflag( 40, ch );

  remove_cflag( 41, ch );

  }

else 

  act_tochar( #thanks, ch );

  

~
E
atoned~
The old elf accepts the sapphire.  Holding out his arm an Ulannu jay

flies down to land on it, takes the sapphire from his other hand and

flies away with it.

~
E
atone2~
"With the contribution made to those in need, I will have word sent to

the other Llewyrr of your noble actions." states the aged elf.

~
E
ratone~
The aged elf speaks quietly with $n for a moment.

~
E
thanks~
The aged elf states "Thank you for the fine gift, but why do you bring

it?" 

~
!
6 1724
~
if( cflag( 42, ch ) ) {

  act_room( #atoned, ch );

  wait( 1 );

  act_tochar( #atone2, ch );

  act_notchar( #ratone, ch );

  remove_cflag( 40, ch );

  remove_cflag( 42, ch );

  }

else 

  act_tochar( #thanks, ch );

~
E
atoned~
The wise, old elf accepts the sprig with gentle reverence for the berries. 

He raises the sprig above his head.  An Ulannu jay swoops down out of the

forest canopy, carefully withdraws the sprig from the elf's hands and

flies off with it.

~
E
atone2~
"The jay will carry the sprig to the one who will make the most use of it. 

Thank you for your kind act.  I will speak to the other Llewyrr of your

actions." states the wise, old elf.

~
E
ratone~
The wise, old elf speaks quietly to $n for a moment.

~
E
thanks~
"Many thanks for this fine gift, it will save many lives.  Why do you

bring it to me?" asks the aged elf.

~
!
6 97
~
if( cflag( 43, ch ) ) {

  act_room( #atoned, ch );

  wait( 1 );

  act_tochar( #atone2, ch );

  act_notchar( #ratone, ch );

  remove_cflag( 40, ch );

  remove_cflag( 43, ch );

  }

else 

  act_tochar( #thanks, ch );

~
E
atoned~
The elderly elf accepts the horn with a look of distaste for having to

handle something so tainted be evil.  Wincing, he holds the horn over his

head.  A moment later an Ulannu jay swoops down and takes the horn and,

with a shrill cry of abhoration, flies off awkwardly with its strange

load.

~
E
atone2~
"Once properly treated and focused into the spell, that horn will be

integral in keeping many evil things out of the Vaasa.  For your actions

I will speak with the other Llewyrr." states the elderly elf.

~
E
ratone~
No description

The wise, old elf speaks quietly with $n for a moment.

~
E
thanks~
The elderly elf looks at the horn and says "Thank you for the gift, I

will find something useful to do with it." 

~
!
8 -1
hi hello greetings salutations~
if( cflag( 40, ch ) )

  act_tochar( #evil, ch );

else

  act_tochar( #hello, ch );

~
E
evil~
Vile being.  Foul murder of the innocent.  I'll have no words with you

lest you be sincere in asking me for some task of atonement.

~
E
hello~
Good day, friend.

~
!
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
2 -1
tainted white silver bracelet~
if( has_obj( 1689, ch ) ) {

  act_tochar( #ask, ch );

  if( cflag( 40, ch ) )

    act_tochar( #evil, ch );

  else {

    act_tochar( #taint, ch );

    if( has_quest( ch, 35 ) )

      act_tochar( #already, ch );

    else

      assign_quest( ch, 35 );

    }

  }

else

  act_tochar( #what, ch );

~
E
ask~
You ask the old wise elf about the tainted bracelet.

~
E
evil~
The elf glares at you.  "How dare you ask me a question, unless it

concerns atonement for your misdeeds!!" 

~
E
taint~
The elf looks at you sadly.  "Such a tragedy.  The bracelet has been

tainted by the evil actions of those who have slain its wearer.  You must

take the bracelet far to the east, to the edge of the Great Sea, and

there seek to purify it." 

~
E
already~
Already having heard this knowledge, you renew your resolve to finish the

quest.

~
E
what~
Exactly what bracelet are we talking about??

~
!
-1

#1278
~
~
elf hunter~
~
stern~
fixes you with an untrusting gaze.~
elf hunters~
~
stern~
give you suspicious glances.~
More than likely well into his third century of life, still young enough

by elven standards, this hunter fixes a stern gaze upon you, untrusting

and wary.

~
Phule~
send_to_room( #notch, room );

act_tochar( #another, ch );

act_notchar( #ranother, ch );

attack( mob, ch, 2d20+5, "arrow" );

if( random( 0, 5 ) < 4 ) {

  act_tochar( #another, ch );

  act_notchar( #ranother, ch );

  attack( mob, ch, 2d20+5, "arrow" );

  }

if( random( 0, 3 ) < 2 ) {

  act_tochar( #another, ch );

  act_notchar( #ranother, ch );

  attack( mob, ch, 2d20+5, "arrow" );

  }

attack_weapon( mob, ch, 2d6, "quick punch" );

attack_weapon( mob, ch, 2d10, "snap kick" );

~
E
notch~
@bThe stern elf hunter notches an arrow on his bow...@n

~
E
ranother~
@bThe stern elf hunter looses an arrow at $n!!@n

~
E
another~
@bThe stern elf hunter looses an arrow at you!!@n

~
!
2 59 1 0 0 0 0 10
0 0 72 4000 893507964 0 0
251297 8192 0 0 4
35
14 12 12 18 13
10 5 5 5 10 0 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072975 26214464
18133 402 0 27792 3818978
M 0 4 0
1682 17 1509949450 16 0
1672 17 1509949441 -1 0
1135 49 1509949450 3 0
874 81 1509949450 -1 0
2 80 1509972480 -1 0
2 80 1509962240 -1 0
2 80 1509954560 -1 0
1679 17 1509949540 17 0
1681 49 1509949460 10 0
1680 80 1509959680 -1 0
1686 80 1509949696 -1 0
1687 17 1509949480 -1 0
2553 17 1509949443 -1 0
-1
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
-1

#1279
~
~
elf maiden~
~
beautiful, young~
is here, regarding you with gentle eyes.~
elf maidens~
~
beautiful, young~
are here, regarding you with gentle eyes.~
She may be as young as thirty, or as old as three hundred.  Time has not

yet touched the beauty of this elf, delicate yet strong, wise yet young

at heart.

~
Phule~
attack_weapon( mob, victim, 2d12+4, "stinging slap" );

if( random( 0, 1 ) == 1 )

  attack_weapon( mob, victim, 2d12+4, "stinging slap" );

if( random( 0, 3 ) == 3 ) {

  send_to_room( #breath, room );

  if( !is_silenced( mob ) ) {

i = 2d8;

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        dam_message( rch, i, "the wave of spell energy" );

        inflict( rch, mob, i, "a gentle elf maiden" );

        }

      }

    }

  else

    send_to_room( #muffle, room );

  }

~
E
breath~
@bThe gentle elf maiden mutters the words to a quick spell...@n

~
E
muffle~
@bNothing happens!!  The elf maiden is silenced!!@n

~
!
2 59 1 0 0 0 0 10
0 0 3752 4000 893508052 0 32
250275 8192 0 0 3
17
9 17 14 17 9
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322250 26214464
378841 19891 0 395594 24661826
F 0 3 0
1687 17 1509949465 -1 0
1688 17 1509949450 17 29
1672 17 1509949441 -1 0
1135 49 1509949460 3 0
2 80 1509959680 -1 0
2 80 1509952000 -1 0
1689 17 1509949442 -1 0
2553 17 1509949443 -1 0
-1
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
-1

#1280
~
~
young elf~
~
quiet~
stands here, looking at you with curiosity.~
young elves~
~
quiet~
stand here, looking at you with curiosity.~
This young elf lad is full of spark and life.  His hazel eyes glow with

curiousity, and his brown hair keeps falling in front of his eyes.  He

looks to be about 14 years of age, and yet although young, growing up in

the woods has probably not left him defenseless.

~
Phule~
attack_weapon( mob, victim, 3d6+3, "punch" );

attack_weapon( mob, victim, 3d6+3, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d25+5, "kick" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bite, ch );

  act_notchar( #rbite, ch );

  attack( mob, victim, 2d10+5, "resourceful bite" );

  }

~
E
rbite~
The youth, having run out of options, tries to bite $n!!

~
E
bite~
The youth, having run out of options, tries to bite you!!

~
!
2 59 1 0 0 0 0 10
0 0 1511 4000 893508131 0 0
250273 8192 0 0 3
20
11 12 12 15 11
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
179101 9146 0 231871 13336223
M 0 3 0
1687 17 1509949465 -1 0
1672 17 1509949441 -1 0
1135 49 1509949455 3 0
14 80 1509962240 -2 0
2553 17 1509949443 -1 0
-1
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
-1

#1281
~
~
elf fisherman~
~
tired~
regards you strangely, then turns away.~
elf fishermen~
~
tired~
regard you strangely before turning away.~
This elf looks to be of the mature age of three hundred or so, still not

an old man among the elves.

~
Phule~
attack( mob, victim, 3d12+10, "punch" );

attack( mob, victim, 3d12+10, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d30+5, "kick" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bite, ch );

  act_notchar( #bite, ch );

  attack( mob, victim, 2d25+20, "heavy punch" );

  }

~
E
bite~
@bThe elf fisherman makes a tight fist and asserts himself!!@n

~
!
2 59 1 0 0 0 0 10
0 0 396 4000 893508206 0 0
251297 8192 0 0 3
28
11 12 12 15 11
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858380 26214464
99836 2052 0 123906 19124276
M 0 4 0
1682 17 1509949447 16 0
1687 17 1509949540 -1 0
1672 17 1509949441 -1 0
1135 49 1509949460 3 0
2 80 1509953280 -1 0
2553 17 1509949443 -1 0
-1
4 -1
~
if( !cflag( 40, ch ) )

set_cflag( 40, ch );

~
!
-1

#1282
~
~
giant gecko~
~
~
slithers back and forth.~
giant geckos~
~
~
slither back and forth.~
A giant lizard with small yellow-green eyes, four short legs and

deadly claws.  A long, powerful-looking tail droops at the back of

the lizard waiting to strike its next victim.  A forked tongue can just

be seen protruding from this vicious looking creature.

~
Void~
if( attack( mob, victim, 11d6+11, "massive bite" ) ) 

if( attack( mob, victim, 6d5+5, "heavy foreclaw" ) ) 

if( attack( mob, victim, 6d5+5, "heavy foreclaw" ) ) 

attack( mob, victim, 1d9+5, "tail lash" );


~
!
0 0 15 0 0 0 0 10
0 0 0 4000 893508248 0 27
233491 0 0 0 8
35
20 3 3 16 17
10 40 0 4 100 40 100
400 10 scaled body~
600 8 bony head~
800 7 small claws~
1000 6 soft belly~
0 1000 ~
0
91751075 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#1283
~
~
frost giant witch-doctor~
~
battle-scarred~
patrols the area for intruders.~
frost giant witch-doctors~
~
battle-scarred~
patrol the area for intruders.~
Standing a tall 15 feet, this frost giant seems to be part of the elite

witch-doctors due to the pattern of scars on his cheek.  A glowing blue

aura seems to surround his body which seems to ward off the elements. 

His snow-white eyes peer around the area searching for the first sign of

danger.

~
Terek~
attack_weapon( mob, victim, 2d10+85, "thundering pound" );

attack_weapon( mob, victim, 1d10+65, "earth-shaking smash" );

attack_weapon( mob, victim, 1d15+65, "crushing stomp" );

attack_weapon( mob, victim, 1d15+65, "smashing blow" );

if( random( 1, 6 ) == 1 ) {

  i = 5d5+70;

  act_room( #blur, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "blur of attacks" );

    }

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d5+70;

  act_tochar( #ice, ch );

  act_notchar( #ice1, ch );

  dam_message( victim, i, "The whirlwind of ice shards" );

  inflict( victim, mob, i, "The whirlwind of ice shards" );

  }

~
E
blur~
@b@CWith surprising speed the witch-doctor begins to become a deadly

blur, sweeping around the room attacking all in his path!@n 

~
E
ice~
@b@WThe witch-doctor weaves his hands about in a mystical pattern and

suddenly a whirlwind of ice forms and heads straight for you!

~
E
ice1~
@b@WThe witch-doctor weaves his hands about in a mystical pattern and

summons up a huge whirlwind of ice which quickly rushes over to $n,

injuring $s badly.

~
!
0 0 38 0 0 0 0 10
0 0 1 4000 894036128 0 33
21201201 32899 4202496 1488 2
70
20 19 18 27 19
30 -50 85 1 10 -1 0
200 15 massive legs~
400 15 blue-skinned arm~
600 15 heavily muscled chest~
700 15 enormous foot~
900 15 large, blue-skinned head~
131072
340787850 131072650
979 10 0 1998 711370
M 1488 8 0
1719 17 1509949445 -1 0
1712 17 1509949445 17 0
-1
-1

#1284
~
~
demonic werewolf~
~
dark-furred~
regards the darkness with gleaming eyes.~
demonic werewolves~
~
dark-furred~
regard the darkness with gleaming eyes.~
This creature seems someone filled with an evil enegry beyond even what

is common is creatures of its ilk.  It stands about seven feet tall, with

large, dripping fangs and dark claws.  It regards with a disconcerting

intelligence with red, glowing eyes.

~
Marek~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "bash" );

if( attack( mob, victim, 4d5+5, "bite" ) )

  poison( ch );

attack( mob, victim, 4d6+3, "claws" );

attack( mob, victim, 4d6+3, "claws" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 9d3+2, "slash" );

~
!
0 0 30 0 0 0 0 10
0 0 2 4000 893508365 0 30
230837 4202496 0 0 8
19
18 14 13 16 17
10 10 50 20 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
49808019 26214464
555 18 50 285 67549
N 0 5 0
-1
-1

#1285
~
~
remorhaz~
~
gigantic, ice-blue~
rises up from the snow.~
remorhazes~
~
gigantic, ice-blue~
rise up from the snow.~
This huge beast appears almost like a giant snow worm except for his

winged head and neck.  At least two dozen small legs enable this beast to

walk rather then slither around like a common worm.  His thick ice blue

hide appears rubbery and capable of withstanding the artic elements and

any attacks directed against it.

~
Terek~
if( !is_player( ch ) )

  attack_weapon( mob, victim, 2d5+65, "snapping tail" );

attack_weapon( mob, victim, 2d5+65, "flutter of wings" );

attack_weapon( mob, victim, 2d5+70, "vicious bite" );

attack_weapon( mob, victim, 2d5+60;, "feeler swipe" );

if( random( 1, 10 ) == 1 ) {

  i = 2d10+60;

  act_room( #tail, ch );

  attack_room( mob, i, "razor-like tail" );

  }

if( random( 1, 15 ) == 15 ) {

  if( char_in_room( victim, room ) ) {

    act_tochar( #swallow, victim, obj, mob );

    act_notchar( #swallowr, victim, obj, mob );

    transfer( victim, find_room( 45838 ) );

    act_notchar( #incoming, victim, obj, mob );

    }

  }

if( random( 1, 7 ) == 1 ) {

  i = 3d5+67;

  act_tochar( #heat, ch );

  act_notchar( #heat1, ch );

  dam_message( victim, i, "The remorhaz's fiery breath" );

  inflict( victim, mob, i, "The remorhaz's fiery breath" );

  }

~
E
tail~
@b@CThe remorhaz snaps its tail wildly around the room!@n

~
E
swallow~
@b@WThe remorhaz arches back on its tail then lunges down toward you

quickly, opening its mouth wide and swallowing you!!

~
E
swallowr~
@b@WYou watch as the remorhaz lunges down at $n and swallows him whole!

~
E
incoming~
@b@YYou see a small amount of light illuminate the remorhaz's stomach as

you see $n tumble down it's throat.@n 

~
E
heat~
@b@RThe remorhaz opens its large mouth and breaths a stream of fire at

you!

~
E
heat1~
@b@RThe remorhaz opens its large mouth and breaths a stream of fire at $n!

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 893508433 0 35
4423987 9 4194304 0 4
70
25 3 3 15 24
-5 -50 100 -1 0 -15 0
100 30 rubbery hide~
300 35 ice blue neck hide~
500 30 winged neck~
700 35 serpent-like tail~
900 30 small armored legs~
0
314573460 26214464
0 1 0 0 0
M 0 8 0
-1
4 -1
~
obj_to_room( oload( 1723 ), room );

wait( 1 );

junk_obj( obj_in_room( 10, room ) );

~
!
-1

#1286
~
~
troglodyte guard~
~
blue-crested~
bares its sharp teeth at you.~
troglodyte guards~
~
blue-crested~
bare their sharp teeth at you.~
About the size of an elf, this creature has greenish yellow skin. 

Stripes of blue run in several thin, horizontal lines under her eyes and

two ribbed crests run down the back of her head.  You notice her large

pale eyes have no irises.  It appears she has already noticed you as she

bares sharp, yellowed teeth at you.  She doesn't appear pleased to see

you.

~
Talis~
attack_weapon( mob, victim, 2d5+3, "right hand" );

attack_weapon( mob, victim, 2d5+3, "left hand" );

if( has_obj( 1248, mob ) )

  attack( mob, victim, 2d7, "spear thrust" );

if( has_obj( 900, mob ) )

  attack( mob, victim, 2d6+2;, "sword thrust" );

if( random( 1, 4 ) == 4 ) {

  i = 2d4+2;

  act_tochar( #bite, victim );

  act_notchar( #rbite, victim );

  dam_message( victim, i, "a blue-crested troglodyte's bite" );

  inflict( victim, mob, i, "a blue-crested troglodyte's bite" );

  }

~
E
bite~
The blue-crested troglodyte leaps on you and manages to bite you before

you can knock her back to a respectable fighting distance.

~
E
rbite~
A blue-crested troglodyte leaps on $n and manages to bite $m before $e

can knock it away.

~
!
0 60 30 0 0 0 0 10
0 0 344 4000 893508514 0 35
235315 8192 0 0 4
8
14 10 10 13 15
5 0 10 0 5 0 0
100 3 head~
200 4 arms~
1000 5 leathery skin~
0 1000 ~
0 1000 ~
73760
20972042 26214464
13328 2462 0 28983 377468
F 0 4 0
488 17 1509949540 5 0
2200 17 1509949540 13 0
900 17 1006633060 16 0
-1
-1

#1287
~
~
troglodyte guard~
~
red-banded~
glares bloody murder at you.~
troglodyte guards~
~
red-banded~
glare bloody murder at you.~
Only slightly shorter than your average elf, this creature has greenish

yellow skin.  Bands of brilliant red stripe him much the same way a

tiger's striped run.  One particularly large stripe runs in an oblong

triangle down the front of his face, peaking just above his nose.  He

glares at you with large, pale eyes that have no irises and lets loose a

snarl as he charges you.

~
Talis~
attack_weapon( mob, victim, 2d5+3, "right hand" );

attack_weapon( mob, victim, 2d5+3, "left hand" );

if( has_obj( 1248, mob ) )

  attack( mob, victim, 2d7, "spear thrust" );

if( has_obj( 900, mob ) )

  attack( mob, victim, 2d6+2, "sword thrust" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #kick, ch );

  act_notchar( #rkick, ch );

  attack( mob, victim, 2d5, "a swift kick" );

  }

~
E
kick~
The red-banded troglodyte aims a swift kick at your shin.

~
E
rkick~
The red-banded troglodyte aims a swift kick at $n's shin.

~
!
0 60 30 0 0 0 0 10
0 0 322 4000 893508574 0 25
251699 8192 0 0 4
8
16 8 8 12 16
5 0 10 0 5 0 0
100 3 head~
200 4 arms~
1000 5 leathery skin~
0 1000 ~
0 1000 ~
73760
20972042 31457922
12707 2200 0 26262 383002
M 0 4 0
488 17 1509949540 5 0
2200 17 1509949540 13 0
900 17 1006633060 16 0
-1
-1

#1288
Phito the Camel Seller~
~
serpentman~
dressed in dun, desert clothes~
~
stands beneath an awning.~
serpentmen~
dressed in dun, desert clothes~
~
stand beneath an awning.~
Unlike most of its race who try to pass themselves as darkly colored

lizardmen, this particular serpentman seems to flaunt his serpentine

heritage.  His dark brown and black scales are buffed and shined and his

claws look to be freshly sharpened.  Dressed in loose fitting garments

suited for living in the desert, the serpentman looks harmless enough and

in fact, quite eager.  Something about his constantly shifting eyes

warns of caution.

~
Florian~
i = random( 1, 5 );

attack_weapon( mob, victim, 6d6, "left, clawed hand" );

attack_weapon( mob, victim, 6d6, "right, clawed hand" );

attack( mob, victim, 5d15+4,  "sharp, toothy bite" );

if( attack( mob, victim, 5d15+4, "sharp, toothy bite" ) )

  attack_room( mob, 6d7+12, "sweeping, whip-like tail" );

if( i == 1 )

  if( has_obj( 12, mob ) ) {

  ch = rand_player( room );

  act_room( #sling, ch );

  obj = has_obj( 12, mob );

  junk_obj( obj, 1 );

  act_tochar( #hits, ch );

  act_notchar( #rhits, ch );

  i = 3d15;

  dam_message( ch, i, "A stinging coin" );

  inflict( ch, mob, i, "flying copper coins" );

  obj_to_char( oload( 12 ), ch );

  }

else

  interpret( mob, "bash" );

~
E
hits~
@YA copper coin flying at an extreme velocity hits you!

~
E
rhits~
@YA copper coin flying at an extreme velocity hits $n!

~
E
sling~
@RPhito places a coin on his tail and whips it forward, sending the coin flying.

~
!
0 79 71 0 0 0 0 10
0 0 0 4000 893508757 0 28
235111 33564800 1612718100 2496 7
50
15 10 10 13 13
10 0 -15 10 -30 15 25
150 14 scaly arm~
300 14 scaly leg~
750 18 tough, scaly body~
900 8 soft, hide-covered skull~
1000 8 long, flexible tail~
0
196609605 26214721
0 1 0 0 0
M 2496 4 0
2003 17 1006632985 5 0
980 17 1006632980 6 0
2289 17 1509949445 -2 0
2254 17 1509949446 -2 0
910 16 1509949448 -2 0
2098 17 1509949442 9 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Ahhhh, velcome to my tent.  I hope everything is to your sssatisssfaction. 

May I offer you a pet, perhapssss?  Or issss it information you sssseek?

~
!
8 -1
pets animals mounts~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Excellent!  I have sssseveral vorthy petssss I can offer you.  Vould you

like to buy a camel or a newt?

~
!
8 -1
information rumors~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Ahhhh, my friend.  You have come to the right place for information.  You

can trussst me.  Vhat do you vish to know about?  The desssssert?  The

pyramid?

~
!
2 -1
deserts~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the desert.

~
E
stat1~
For many cyclesss the desssert has been but a barren wasssteland. 

SSSouth of here, down the caravan path, lives a dissspicable race of

crab-like men.  Vatching them move and hearing them talk sssets my

ssscalesss on edge.  Their craven little village is protected by ssstrong

magical barriersss and creaturesss.  But vessstvard, you can find more of

my noble kind.  They are sssure to help you if you asssk.  One last thing. 

Beware the desssert, for it hasss many hidden dangersss.

~
!
2 -1
dangers~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the dangers of the desert.

~
E
stat1~
The dangersss are many.  From giant sssand wyrmsss to murderousss crabmen. 

Be vary.

~
!
2 -1
pyramid monument~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ahhh, of courssse, the pyramid.  Vith it looming like an angry god over

the entire desssert, how can you not but be curiousss about it.  My

people, know little about it, except that it cannot be breached.  The

rock fragmentsss of funny picturesss my kind find all over the desssert

are doubtlesssssss a remnant of that ancient culture.

~
E
ask~
You ask $N about the pyramid.

~
!
2 -1
newts ~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
No vhere vill you find a more perfect ssspecimen of thisss mossst rare of

nevts.  It isss the perfect pocket traveling companion!

~
E
ask~
You ask $N about his newts.

~
!
2 -1
camels one-humped two-humped~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about his camels.

~
E
stat1~
The camelsss I sssell are very sssimilar.  The one-humped onesss are

perfect for the beginning desssert traveler.  It vill help you carry much

of your goodsss vithout overburdening yourssself or taking up sssome of

your preciousss vater sssuppliesss.  The two-humped camel which I often

sssell can go much farther vith less water.  Both are an excellent buy. 

Trussssssst me.

~
!
2 -1
hieroglyphics funny drawings writings~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
One of thessse daysss, I vill find sssomeone who can transsslate the

funny picturesss and I vill be rich!  Now, vould you like to bye a camel?

~
E
ask~
You ask $N about some hieroglyphics.

~
!
6 16
~
act_tochar( #accept, ch, obj, mob );

act_notchar( #raccept, ch, obj, mob );

wait( 2 );

tell( mob, ch, #summon );

act_notchar( #whisper, ch, obj, mob );

~
E
accept~
$N accepts the platinum coin hastily.

~
E
raccept~
$N takes $n's money quite readily.

~
E
summon~
Only mature sand wyrms are tameable.  Neither their young or the oldest

of wyrms can be bent to a ranger's will.  To do this, you must first feed

one a Cythian berry.  This will dull its mind.  Then, you must ring a

silver triangle.  This will enchant the sand wyrm enough for you to

attempt to tame it.

~
E
whisper~
Phito whispers something to $n.

~
!
2 -1
pets mounts animals~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about his pets and mounts.

~
E
stat1~
Excellent!  I have sssseveral vorthy petssss I can offer you.  Vould you

like to buy a camel or a newt?

~
E
rask~
$n asks $N something.

~
!
2 -1
information rumors~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N for some information.

~
E
stat1~
Ahhhh, my friend.  You have come to the right place for information.  You

can trussst me.  Vhat do you vish to know about?  The desssssert?  The

pyramid?

~
!
11 -1
~
act_room( #get, ch );

act_room( #quaff, ch, obj, mob );

mob = mob_in_room( 1288, room );

attack_weapon( mob, ch, 6d6, "left, clawed hand" );

~
E
quaff~
Phito quaffs a phial of red-brown liquid.

~
E
get~
Phito gets a phial of red-brown liquid from a hidden compartment.

~
!
-1

#1289
~
~
sand crab~
claws clacking~
desert~
skitters across the sand.~
sand crabs~
claws clacking~
desert~
skitter across the sand.~
This extremely large crab stands about a foot tall.  Its hard, chitinous

shell is a dull, tan color and is dusted heavily with sand.  Each of the

crab's long pinchers is covered with extra layers of chitin and appear to

be very sharp and jagged along the edges, to the extreme of being

serrated.  The desert crab's eye stalks, which stick up about three

inches from its head, swivel in every possible direction independent of

one another.

~
Florian~
attack( mob, victim, 2d4+5, "left, jagged pincher" );

attack( mob, victim, 2d4+5, "right, jagged pincher" );

if( attack( mob, victim, 2d4+5, "left, jagged pincher" ) )

if( attack( mob, victim, 2d4+5, "right, jagged pincher" ) )

if( random( 1, 25 ) == 1 ) {

act_tochar( #hyp, ch );

act_notchar( #rhyp, ch );

do_spell( sleep, mob, victim );

}

~
E
hyp~
@BThe desert sand crab's eye stalks suddenly pop out and begin weaving in

a hypnotic pattern in front of you.

~
E
rhyp~
@BThe desert sand crab's eye stalks suddenly pop out and begin weaving in

a hypnotic pattern in front of $n.

~
!
0 0 24 0 0 0 0 10
0 0 259 4000 896542334 0 0
201569 0 0 0 4
10
12 3 3 10 10
0 -10 -10 0 -25 15 -25
50 0 extended eye stalk~
200 4 clacking claw~
400 4 segmented leg~
900 6 hard carapace~
1000 2 soft under belly~
0
26215050 10486402
23208 1164 0 42770 1628303
N 0 3 0
233 17 1509949445 -2 0
113 17 1509949460 -2 0
-1
-1

#1290
Thalor Silvertree~
~
elf~
~
upstanding~
strides through the woods, watchful for any threat.~
elves~
~
upstanding~
stride through the woods, watchful for any threat.~
Thalor stands a bit shorter than most elves, topping at roughly four and

a half feet.  Though shorter than most adult elves you've seen, he

displays all of their natural fluid grace and dexterity.  His sandy-blond

hair is cut short, appearantly an influence from outside the Vaasa,

though he retains a single befeathered and beaded braid in remembrance of

long gone friends.  He seems somewhat on guard as he studies you with his

keen elven eyes.

~
Talis~
if( has_obj( 1649, mob ) ) {

  attack( mob, victim, 5d6+10, "lateral sword slash" );

  attack( mob, victim, 5d6+10, "backhand slash" );

  attack( mob, victim, 5d5, "pommel punch" );

  if( random( 1, 5 ) == 1 ) {

    if( random( 1, 3 ) != 1 ) {

      act_tochar( #feint, ch );

      act_notchar( #rfeint, ch );

      i = 6d10+10;

      dam_message( victim, i, "roundhouse slash" );

      inflict( victim, mob, i, "roundhouse slash" );

      }

    else{

      act_tochar( #feint2, ch );

      act_notchar( #rfeint2, ch );

      i = 10d7;

      dam_message( victim, i, "impaling thrust" );

      inflict( victim, mob, i, "impaling thrust" );

      }

    }

  }

else{

  attack( mob, victim, 4d5+5, "left hook" );

  attack( mob, victim, 4d5+5, "right hook" );

  attack( mob, victim, 4d4, "upper cut" );

  if( random( 1, 5 ) == 1 ){

    act_tochar( #overbear, ch );

    act_notchar( #roverbear, ch );

    i = 5d10+10;

    dam_message( victim, i, "overbearing flurry of blows" );

    inflict( victim, mob, i, "overbearing flurry of blows" );

    interpret( mob, "bash $n" );

    }

  }

~
E
feint~
@GFeinting a lateral slash with his longsword, Thalor rapidly reverses his

swing, spins around and attacks you with a reverse roundhouse slash.@n

~
E
rfeint~
@GFeinting a lateral slash with his longsword, Thalor rapidly reverses

his swing, spins around and attacks $n with a reverse roundhouse slash.@n

~
E
feint2~
@GFeinting a lateral slash with his longsword, Thalor rapidly reverses

his swing and spins around.  Half-way through his spin, he stops suddenly

facing away from you and surprises you by trying to impale you with a

backhanded thrust.@n

~
E
rfeint2~
@GFeinting a lateral slash with his longsword, Thalor rapidly reverses

his swing and spins around.  Half-way through his spin, he stops suddenly

facing away from $n and surprises $m by trying to impale $m with a

backhanded thrust.@n 

~
E
overbear~
@GThalor leaps upon you bodily, attempting to use his strength and weight

to bear you to the ground, the whole time raining blows upon you with his

battle-calloused fists.@n 

~
E
roverbear~
@GThalor throws himself bodily upon $n, raining blows upon $m the whole

time.@n

~
!
2 44 1 0 0 0 0 10
0 0 1 4000 893508912 0 0
251297 1056960 65536 2000 0
35
15 14 10 18 20
20 20 20 10 10 5 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 34079109
105 6 0 258 17568
M 2000 4 0
1652 17 1509949540 6 0
499 17 1509949540 8 0
502 17 1509949540 10 0
504 17 1509949540 7 0
503 17 1509949540 9 0
1649 17 1509949540 5 0
-1
4 -1
~
junk_obj( has_obj( 1350, mob ) ); 

act_room( #shatter, ch );

~
E
shatter~
Feeling death overtake him, Thalor swings his sword at a tree, shattering

it into countless pieces, managing to save his honor even in death.

~
!
3 -1
~
if( cflag( 40, ch ) ) {

  act_room( #murderer, ch );

  attack_weapon( mob, ch, 3d5, "left hook" );

  attack_weapon( mob, ch, 3d5, "right hook" );

  attack_weapon( mob, ch, 3d5, "jab" );

  attack_weapon( mob, ch, 3d5, "uppercut" );

  }

~
E
murderer~
Thalor shouts "@GI know of your vile ways $n!  You have killed your last

elf, prepare to die!@n" 

   

With a fierce cry of @b@GShuvanaguard!@n he leaps at you with his sword drawn.

~
!
8 -1
2 hiya hellow greetings salutations~
if( cflag( 40, ch ) ) {

  act_tochar( #die, ch );

  act_notchar( #rdie, ch );

  end;

  }

if( cflag( 35, ch ) ) {

  interpret( mob, "greet $n" );

  act_tochar( #greet_guard, ch );

act_notchar( #rgreet, ch );

  }

else{

  act_tochar( #hello, ch );

  act_notchar( #rhello, ch );

  }

~
E
hello~
Thalor nods in recognition of you and says "Greetings friend."

~
E
rhello~
Thalor nods in recognition of $n and greets $m.

~
E
die~
Thalor glares at you.

~
E
rdie~
Thalor glares at $n.

~
E
greet_guard~
Thalor's face brightens as he see's you and he gives a hearty greeting of

"Hello $n." and adds in a softer voice "always good to see another member

of the Shuvanagaurd out and about protecting the woods." 

~
E
rgreet~
Thalor's face brightens as he see's $n and he gives a hearty greeting of

"Hello $n." 

~
!
2 -1
Guard Shuvanaguard~
if( cflag( 34, ch ) ) {

  act_tochar( #guard1, ch );

  act_notchar( #quiet, ch );

  wait( 3 );

  act_room( #wait, ch );

  wait( 1 );

  act_tochar( #guard2, ch );

  act_notchar( #quiet, ch );

  }

else {

  act_room( #guard3, ch );

  wait( 3 );

  act_room( #wait, ch );

  wait( 1 );

  act_room( #guard4, ch );

  }

~
E
guard1~
The Shuvanaguard has set plans afoot to help protect our people in the

forest floor village.  I do not know much myself, I was sent to find as

many Shuvanaguard members as I could and inform them of this, as well as

do what I can to slow down the depredations of the village.

~
E
guard2~
If you should see any others of the Shuvanaguard, tell them I sent you

and they may have more information for you.

~
E
wait~
Thalor pauses to think for a moment.

~
E
quiet~
Thalor speaks in hushed tones with $n.

~
E
guard3~
I am a member of the Shuvanguard myself.  We make it our business to

protect the woods and those in need.

~
E
guard4~
If you were interested in joining our noble cause, you should seek out

the high druid.  He can tell you more.

~
!
2 -1
High Druid Tiercen~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #tiercen, ch );

wait( 2 );

act_tochar( #hard, ch );

~
E
asking~
You ask Thalor about the High Druid.

~
E
Tiercen~
If you seek to join the Shuvanaguard, then you'll be meeting him

eventually.  If he finds you worthy, he'll provide the means for you to

meet him if you search diligently enough.

~
E
hard~
It truly will be a long and tiresome task.  Many give up hope before

finding the right path to follow.  It can take days or even weeks of

searching sometimes before Tiercen feels you are ready.

~
!
2 -1
path~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #path, ch );

~
E
asking~
You ask Thalor about the paths in the woods.

~
E
path~
He pauses to think back over the many paths he has travelled and finally

responds " In over 600 years even I have not travelled all the paths that

cross the Vaasa.  It is the largest, oldest and, by far, the greatest of

the forests remaining." 

~
!
2 -1
Vaasa~
act_tochar( #asking, ch );

wait( 1 );

act_tochar( #vaasa, ch );

wait( 2 );

act_tochar( #vaasa2, ch );

~
E
asking~
You ask Thalor about the great forest that surrounds you.

~
E
Vaasa~
He replies with a smile "What is there to know?  It is ancient.  It is

older than any elf living, older than memory itself.  Even the dragons do

not know how old, when you can get one to give you straight answer."

~
E
vaasa2~
He continues "Not so very long ago, a mere few hundred years back, it

used to stretch across the Dragonspire Mountains.  Then humans came and

started chopping it down to build Medienne.  Things didn't go well at

first, and we had our differences, but we overcame them.  What remains on

that side has regrown from the devastation humans caused and is now the

Medienne wood.  The far vaster region on this side of the mountains

though, remains as beautiful as it has always been.  It is home, what

more is there?" 

~
!
-1

#1291
~
~
elven lad~
~
~
stares at you with wide eyes.~
elven lads~
~
~
stare at you with wide eyes.~
~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
2 0 1 0 0 0 0 10
0 0 0 4000 893508955 0 0
230305 65536 0 0 3
5
8 12 10 15 5
20 5 5 5 10 5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
1649 17 1509949540 5 0
2239 17 1509949540 16 0
2200 17 1509949540 13 0
2122 17 1509949540 8 0
-1
11 -1
~
act_room( #run, ch );

junk_mob( mob );

~
E
run~
Seeing $n about to do harm to him, the elven lad lets out a terrified

shriek and bolts off into the vegetation.

~
!
3 -1
~
loop( all_in_room ) {

  if( cflag( 40, ch ) ) {

    remove_cflag( 40, rch );

    remove_cflag( 35, rch );

    if( race( rch ) == orc ) {

      mpcode( mob, 3 );

      end;

      }

    if( race( rch ) == ogre ) {

      mpcode( mob, 3 );

      end;

      }

    if( race( rch ) == troll ) {

      mpcode( mob, 3 );

      end;

      }

    if( race( rch ) == goblin ) {

      mpcode( mob, 3 );

      end;

      }

    if( race( rch ) == vyan ) {

      mpcode( mob, 3 );

      end;

      }

    else

      else

      mpcode( mob, 4 );

    }

  }

~
E
rock ~
The lad hauls back his arm and hurls a fist-sized rock at you.

~
E
rrock~
The lad hauls back his arm and hurls a fist-sized rock at $n.

~
E
message~
THe lad runs up to you, hands you a furled scroll sealed with an

imprinted wax seal then backs off to a wary distance.

~
E
rmessage~
The lad runs up to $n and hands $m a furled scroll then back up several

paces.

~
!
3 -1
~
act_tochar( #rock, rch );

act_notchar( #rrock, rch );

dam_message( ch, 5, "the hurled rock" );

inflict( ch, mob, 5, "a rock thrown by an elven lad" );

act_room( #flee, rch );

junk_mob( mob_in_room( 1291, room ) );

wait( 1 );

act_tochar( #note, ch );

~
E
rock~
The lad hauls back his arm and hurls the fist-sized rock at you.

~
E
rrock~
The lad hauls back his arm and hurls a fist-sized rock at $n.

~
E
flee~
Seeing he has managed a square hit with the rock, the lad bounds ouf of

sight into the nearest foliage.

~
E
note~
As the rocks bounces to a stop at your feet, you notice that there is a

scroll tied to it.  Obviously a message for you.

~
!
3 -1
~
act_tochar( #message, rch );

act_notchar( #rmessage, rch );

~
E
message~
The lad runs up to you, hands you a furled scroll sealed with an

imprinted wax seal, then backs off to a way distance.

~
E
rmessage~
The lad runs up to $n and hands $m a furled scroll then backs up several

paces.

~
!
-1

#1292
elf~
~
Shuvanaguard~
~
~
An elf is here.~
~
~
~
~
~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 861638081 0 0
230305 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1293
mercenary rogue~
~
mercenary rogue~
~
~
A mercenary rogue is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 861836986 0 0
251297 65536 0 0 4
15
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 0 4 0
710 17 1509949460 16 0
397 17 1509949465 7 0
1728 17 1509949460 5 0
1177 17 1509949445 18 0
684 17 1509949460 9 0
1162 17 1509949455 8 0
1181 17 1509949445 5 0
-1
-1

#1294
~
~
orcish palace chef~
~
large, burly~
stands here, chopping meat.~
orcish palace chefs~
~
large, burly~
are here, chopping meat.~
This large orc works hard in the kitchen, preparing a feast.  His clothes

are liberally splattered with bits of grease and various sauces, and bits

of food are caught under his long fingernails.  From time to time, he

grabs a choice bit, and sticks it into his his oversized mouth.

~
Merior~
attack_weapon( mob, victim, 10d10, "filthy fist" );

attack_weapon( mob, victim, 2d25+40, "swift punch" );

attack_weapon( mob, victim, 10d10, "cleaver chop" );

if( random( 1, 10 ) > 7 ) {

  act_room( #ouch, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 4d40;

      dam_message( rch, i, "The boiling water" );

      inflict( rch, mob, i, "the chef" );

      }

    }

  }

if( !is_silenced( mob ) ) {

  i = 10d10;

  loop( all_in_room ) {

    if( rch != mob ) {

      if( random( 0, 3 ) == 1 ) {

        dam_message( rch, i, "the bellowing roar of the chef" );

        inflict( rch, mob, i, "the chef" );

        }

      }

    }

  }

if( random( 1, 10 ) > 7 ) {

  act_room( #swing, ch );

  attack_room( mob, 10d5, "surge of hatred" );

  }

if( random( 1, 10 ) > 5 )

  interpret( mob, "bash" );

interpret( mob, "kick" );

if( random( 1, 20 ) > 17 ) {

  rch = rand_player( room );

  if( rch != mob ) {

    act_tochar( #wall, rch );

    act_notchar( #throw, rch );

    i = 10d10;

    dam_message( rch, i, "the fire" );

    inflict( rch, mob, i, "The chef" );

    }

  }

~
E
ouch~
@BThe chef grabs a pot of boiling water, and throws it at his

attackers!@n 

~
E
swing~
@bThe chef pulls back his arm and prepares to swing.@n

~
E
wall~
The chef grabs you, and throws you into the fireplace!

~
E
throw~
@RThe chef grabs $n, tossing $m into the fireplace!@n

~
!
0 18 10 0 0 0 0 10
0 0 0 4000 893509076 0 0
4425011 386 28 496 7
70
26 8 9 14 25
30 20 60 40 30 40 75
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
235930280 26214464
0 1 0 0 0
M 496 4 0
1730 17 1509949442 16 0
1524 16 1509949480 16 0
2724 17 1509949442 16 0
828 17 1509949540 13 0
-1
-1

#1295
~
~
goblin palace maid~
~
young~
dusts the halls of the palace.~
goblin palace maids~
~
young~
dust the halls of the palace.~
A young goblin-girl, dressed in the uniform common to palace staff, moves

quickly from room to room.  She seems quite intent on cleaning and

straightening everything in sight.

~
Merior~
attack( mob, victim, 4d10+20, "vicious bite" );

attack( mob, victim, 8d10+10, "maidenly nudge" );

attack( mob, victim, 4d10+20, "flailing elbow" );

attack( mob, victim, 7d8+10, "swift punch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d8+10, "wild kick" );

    }

  }

~
E
spin~
@bThe maid suddenly spins in a circle, as if frantically seeking

escape!@n 

~
!
0 18 11 0 0 0 0 10
0 0 0 4000 893509124 0 0
4425013 4235 8388612 496 4
60
19 12 12 30 20
50 0 0 35 50 0 20
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
157287100 26214464
225 1 0 165 0
F 496 3 0
1636 17 1509949540 5 0
1492 17 1509949443 -1 0
-1
-1

#1296
~
~
skeleton of a lynx~
~
animated~
lumbers by.~
skeletons of lynxes~
~
animated~
lumber by.~
This predatory cat's muscles are compact and extremely powerful, enabling

her claws to rake through even the strongest of steel.  The two

distinguishing characteristics of a lynx are their whiskers, thick and

long, and their beautiful ears.  This lynx sports a beautiful, soft coat

of warm fur and also bears the characteristically larger paw-size in

proportion to her body.

~
Phule~
attack( mob, victim, 2d7, "heavy paw swipe" );

attack( mob, victim, 2d7, "heavy paw swipe" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 1d7, "snapping bite" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875056 0 0
217633 16785408 8 0 4
10
16 6 6 15 12
0 -5 30 0 0 30 25
1000 2 thick bones~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972168 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1297
~
~
zombie of a lynx~
~
animated~
is here.~
zombies of lynxes~
~
animated~
are here.~
This predatory cat's muscles are compact and extremely powerful, enabling

her claws to rake through even the strongest of steel.  The two

distinguishing characteristics of a lynx are their whiskers, thick and

long, and their beautiful ears.  This lynx sports a beautiful, soft coat

of warm fur and also bears the characteristically larger paw-size in

proportion to her body.

~
Phule~
attack( mob, victim, 2d5, "heavy paw swipe" );

attack( mob, victim, 2d5, "heavy paw swipe" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 1d5, "snapping bite" );

~
!
0 0 28 0 0 0 0 10
0 0 178 4000 893509219 0 0
742177 16785408 0 0 8
4
16 6 6 15 12
0 -5 30 0 0 30 25
1000 2 thick bones~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107843 26214464
695014 73573 0 2093 107474
F 0 4 0
-1
-1

#1298
~
~
palace musician~
~
~
plays to entertain listeners.~
palace musicians~
~
~
play to entertain listeners.~
This middle-aged ogre is a master musician.  His many years of training

from the realm's learned bards have given him skills in many different

instruments.  Although he wears the palace uniform now, he has travelled

far and wide.

~
Merior~
attack( mob, victim, 8d6+12, "flailing arms" );

attack( mob, victim, 8d6+12, "flailing arms" );

attack( mob, victim, 8d6+12, "flailing arms" );

attack( mob, victim, 8d8+30, "elbow jab" );

if( random( 0, 3 ) < 2 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #scream, mob );

    attack( mob, victim, 5d10+15, "loud shriek" );

    if( random( 0, 5 ) < 3 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

        if( is_player( rch ) )

          attack( mob, rch, 2d10+10, "echoing scream" );

        }

      }

    }

  else

    send_to_room( #mouth, room );

  }

if( random( 0,4 ) == 4 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
scream~
@YThe musician's scream pierces your eardrums!@n

~
E
mouth~
@BThe musician moves his mouth, but is unable to make a sound.@n

~
E
echo~
@YThe scream echos around you!@n

~
E
ram~
The musician grabs his instrument and beats you over the head!

~
!
0 18 10 0 0 0 0 10
0 0 0 4000 893509254 0 0
4424993 32768 8388612 192 4
60
20 12 16 20 18
0 0 30 30 50 0 50
500 15 spindly legs~
700 20 hard head~
1000 20 muscular arms~
0 1000 ~
0 1000 ~
0
157287100 26214464
238 2 0 0 0
M 192 4 0
1636 17 1509949540 5 0
1070 17 1509949445 -1 0
682 16 1509949510 -1 0
1411 16 1509949465 -1 0
-1
-1

#1299
~
~
troll palace guest~
~
smiling~
glances about anxiously.~
troll palace guests~
~
smiling~
strolls respectfully through the palace halls.~
The guest of the palace is dressed in the finest of modern clothes.  He

is very preoccupied, however, apparently most concerned with viewing

those about him.  He smiles at all in sight, as if concerned about their

opinion of him.

~
Merior~
attack_weapon( mob, victim, 8d6+30, "powerful punch" );

attack_weapon( mob, victim, 8d6+30, "powerful punch" );

attack_weapon( mob, victim, 8d6+30, "powerful punch" );

if( random( 0, 3 ) < 2 ) {

  act_notchar( #anger, mob );

  attack( mob, victim, 5d10+15, "angry kick" );

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #echo, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 6d10+10, "wild kick" );

      }

    }

  }

if( random( 0, 6 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
echo~
@BThe guest looks angry and spins about the room, trying to kick

everyone!@n 

~
E
anger~
@BThe guest kicks swiftly at $n@n

~
E
ram~
The guest suddenly stands up straight, and bashes $n over the head!

~
!
0 0 9 0 0 0 0 10
0 0 0 4000 893509349 0 0
4424993 2097539 12 96 4
70
22 12 12 30 25
0 0 40 20 50 0 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
235930290 26214464
0 1 0 0 0
M 96 5 0
342 17 1509949540 5 0
1485 17 1509949540 10 0
1567 17 1509949540 7 0
395 17 1509949540 2 0
-1
-1

#1300
~
~
grizzly bear~
huge~
~
bares its teeth at you!~
grizzly bears~
huge~
~
bare their teeth at you!~
This bear stands over 7 feet tall.  He towers above you in an

intimidating manner.  His teeth look large enough to bite you in half,

and his paws could kill with one swipe.  You shiver as he breaths on you;

his warm breath is offensive to the nostrils.  He is heading your way, so

either stand your ground or RUN!

~
Talis~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 2d5+8, "claw" );

attack( mob, victim, 2d5+8, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d2+10, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 10d2+16, "hug" );

~
!
0 44 41 0 0 241 0 10
0 0 0 4000 893707334 0 25
218403 8192 0 0 4
15
19 4 4 14 18
0 0 50 0 50 0 0
600 12 body~
800 10 forleg~
900 10 leg~
1000 5 head~
0 1000 ~
0
52429450 26214464
0 1 0 0 0
M 0 6 0
44 17 1509949450 -1 0
85 17 1509949480 -1 0
409 17 1509949445 -1 0
-1
7 -1
~
if( !is_fighting( mob ) ) {

  junk_mob( mob_in_room( 1300, room ) );

  act_room( #hungry, ch );

  }

~
E
hungry~
A grizzly leaves the area in search of food.

~
!
-1

#1301
~
~
lesser wraith~
~
~
hovers here flickering in and out of existence.~
lesser wraiths~
~
~
hover here flickering in and out of existence.~
This shadowy figure lurks silently in the halls.  What once must have

been a living vyan is now a haunt, forced from his eternal rest by the

hand of a necromancer.  While semi-solid at times, this figure fades in

and out of the walls, spreading a deadly chill before him.

~
Orb~
attack_cold( mob, ch, 8d8+10, "chilling touch" );

attack_cold( mob, ch, 6d10+10, "numbing cold" );

attack_cold( mob, ch, 8d9+5, "numbing cold" );

if( random( 0, 1 ) == 0 )

  attack( mob, ch, 4d15+15, "icy grip" );

if( random( 1, 10 ) > 5 ) {

  send_to_room( #sphere, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, 10d4+20, "enveloping sphere" );

    }

  }

~
E
sphere~
@Y The lesser wraith summons a sphere of darkness!@n

~
E
flee~
@b@MYou cover your eyes with your hands, unable to endure the spectre's

icy touch!  You shriek in terror and turn to run!

~
E
rflee~
@b@M$n covers $m eyes with $m hands, unable to endure the icy touch of

the spectre!  $n shrieks in terror and turns to run!

~
!
0 62 28 0 0 0 0 10
0 0 38 4000 893595324 0 33
295985 1048960 16389 112 8
35
17 12 12 30 18
20 -10 100 -10 100 15 0
1000 16 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072660 26214464
41242 188 0 21205 14282918
N 112 4 0
-1
0 10
~
i = random( 1, 5 );

if( random( 1, 2 ) == 1 ) {

wait( i );

interpret( mob, "sigh" );

end;

}

~
!
-1

#1302
kitchen serf girl~
~
kitchen serf~
~
~
A harried-looking girl slaves in the kitchen.~
~
~
~
~
This young girl is so covered with grease and dirt it is impossible to

determine her racial origins.  She stands about five feet tall, and is

slender almost to the point of being emaciated.  She seems quite intent

on her kitchen duties, and jumps at the least bit of sound.

~
Merior~
attack( mob, victim, 4d8+20, "timid fist" );

attack( mob, victim, 3d10+10, "fearful kick" );

attack( mob, victim, 4d5+20, "anxious kick" );

attack( mob, victim, 5d6+10, "timorous punch" );

~
!
0 18 0 0 0 0 0 10
0 0 0 4000 862054851 0 0
229731 32768 8388608 0 4
30
15 12 12 20 12
20 40 0 0 20 0 50
600 20 slender arms~
700 18 dirty legs~
800 19 tear-streaked face~
1000 20 tired back~
0 1000 ~
0
78643870 26214464
0 1 0 0 0
F 0 4 0
1525 17 1509949465 13 0
-1
8 -1
hi~
act_tochar( #look, ch );

act_notchar( #peer, ch );

wait( 1 );

tell( mob, ch, #help );

act_notchar( #whisper, ch );

~
E
look~
The serf looks up at you and shivers slightly.

~
E
peer~
The serf looks up at $n, and shivers slightly.

~
E
help~
@bThank you so much for destroying my evil master.  Now, if you could

just end the reign of tyranny that the @Gtyrant@n @bhas held over the

entire city, we'd all be eternally grateful.@n 

~
E
whisper~
You see the serf whisper something to $n.

~
!
2 -1
help tyrant~
act_room( #wince, ch );

wait( 1 );

tell( mob, ch, #history );

act_notchar( #whisper, ch );

wait( 1 );

tell( mob, ch, #careful );

if( !has_quest( ch, 34 ) )

  assign_quest( ch, 34 );

else

  tell( mob, ch, #waiting );

~
E
wince~
The serf winces, as she remembers the great evil.

~
E
history~
I was captured and put to work here in the kitchens five years ago.  The

tyrant that conquered Voaleth sends out annual raiding parties, as you

know, to replenish his slaves.  The evil he has brought, and the cruelty

performed by the Watchers, far surpasses the evils of the traditional

rulers of the city.

~
E
whisper~
You see the serf talk quietly to $n.

~
E
careful~
A @bvery@n careful person could vanquish him, and bring back our

traditional town.  I know that I would be very grateful, as would all of

the people of the town.  You can find him usually hidden away somewhere

in the palace, for he fears greatly for his safety.

~
E
waiting~
That's all i really can tell you.  Can't you help me in some way?

~
!
6 1746
0~
junk_obj( obj );

wait( 1 );

if( doing_quest( ch, 34 ) ) {

  if( class( ch ) == warrior )

    {

  tell( mob, ch, #warr );

  obj_to_char( oload( 1747 ), ch );

  }

if( class( ch ) == paladin ) {

  tell( mob, ch, #pal );

  obj_to_char( oload( 1748 ), ch );

  }

if( class( ch ) == ranger ) {

  tell( mob, ch, #range );

  obj_to_char( oload( 1747), ch );

  }

if( class( ch ) == monk ) {

  tell( mob, ch, #monk );

  obj_to_char( oload( 1747 ), ch );

  }

if( class( ch ) == thief ) {

  tell( mob, ch, #thief );

  obj_to_char( oload( 1747 ), ch );

  }

if( class( ch ) == cleric ) {

  tell( mob, ch, #cleric );

  obj_to_char( oload( 1748 ), ch );

  }

if( class( ch ) == mage ) {

  tell( mob, ch, #mage );

  obj_to_char( oload( 1748 ), ch );

  }

act_room( #root, ch );

tell( mob, ch, #crown );

interpret( mob, "give crown to", ch );

update_quest( ch, 34 );

end;

}

if( done_quest( ch, 34 ) )

tell( mob, ch, #didit );

else

tell( mob, ch, #ask );

~
E
warr~
Thank you, kind warrior for your help.

~
E
root~
You see the serf suddenly root around in the cabinets, and stand up

holding a crown.

~
E
crown~
This crown was taken from the last true ruler of Voaleth.  It has been

hidden here in the kitchens for safekeeping since that dreaded day. 

Please wear it as a reminder of your bravery in vanquishing our foe.

~
E
didit~
Thank you again for your help in overthrowing the evil tyrant.

~
E
ask~
Thank you for this grizzly gift.  Is there something you wanted to ask me about?

~
E
range~
Thank you kind ranger for your help.

~
E
thief~
Thank you, kind thief for all your help.

~
E
cleric~
Thank you kind cleric, for all your help.

~
E
mage~
Thank you kind mage, for all your help.

~
E
pal~
Thank you kind paladin, for all your help.

~
E
monk~
Thank you, kind monk, for all your help.

~
!
6 0
~
wait( 2 );

junk_obj( obj );

tell( mob, ch, #nope );

~
E
nope~
Thanks for this nice thing.  Just what am i supposed to do with it.

~
!
-1

#1303
palace librarian~
~
palace librarian~
~
~
The @Ypalace librarian@n rushes to guard his books.~
~
~
~
~
The palace librarian is middle-aged, with little sign of the pasty skin

and squinting eyes common to so many librarians.  Perhaps the effort of

lifting and moving books has helped to keep him fit, for he looks as if

he could hold his own in most street brawls.

~
Merior~
attack_weapon( mob, victim, 8d9+20, "stinging slap" );

attack_weapon( mob, victim, 9d9+30, "quick bite" );

attack_weapon( mob, victim, 9d9+30, "jabbing knee" );

if( random( 1, 5 ) == 3 ) {

  act_tochar( #book, ch );

  act_notchar( #thbook, ch );

  attack_weapon( mob, victim, 10d10+30, "flying book" );

  interpret( mob, "bash" );

  }

loop( all_in_room ) {

  victim = rch;

  if( is_player( rch ) ) {

    i = 6d6+40;

    if( random( 1, 10 ) < 6 ) {

      dam_message( rch, i, "the flying pages" );

      inflict( rch, mob, i, "hard slap" );

      }

    }

  }

~
E
book~
@GThe librarian grabs the nearest book, and hurls it out you!@n

~
E
thbook~
@GThe librarian grabs the nearest book, and hurls it at $n!@n

~
!
0 18 12 0 0 0 0 10
0 0 46 4000 878383633 0 0
4424995 33155 4 288 4
80
18 22 22 20 17
50 0 -10 0 80 0 30
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
419431080 26214464
50523 279 0 58957 51604515
M 288 4 0
741 17 1509949443 6 0
1582 17 1509949460 -1 0
1745 17 1509949442 5 0
488 16 1509949530 5 0
-1
-1

#1304
tyrant vyan~
~
tyrant~
~
~
A frowning vyan looks intently at you.~
~
~
~
~
The tyrant is a well-built vyan, physically not particularly different

from most others of his race.  What sets him off from others, however, is

the burning hatred that emanates from his eyes, as well as the ability to

follow through with the destruction of the existing order.

~
Merior~
attack_weapon( mob, victim, 9d9+30, "angry bite" );

attack_weapon( mob, victim, 9d9+30, "heavy kick" );

attack_weapon( mob, victim, 9d9+30, "hard jab" );

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 0, 3 ) == 0 ) {

      act_room( #ice, ch );

      do_spell( ice storm, mob, rch );

      }

    }

  }

if( random( 0, 2 ) == 0 ) {

  act_room( #help, mob );

  summon( mob, victim );

  }

~
E
ice~
@B@bThe tyrant suddenly closes his eyes, and calls upon the heavens to

bring down an ice storm!@n 

~
E
chain~
@R@bThe tyrant calls down lightning from the heavens to strike you!@n

~
E
light~
@R@BThe tyrant calls down lightning from the heavens to strike $n!@n

~
E
help~
@RThe tyrant shouts for assistance!@n

~
!
0 92 12 0 0 0 0 10
0 0 7 4000 890432722 0 0
4425011 2146699 8388628 192 2
90
20 20 20 25 25
40 0 30 0 50 0 80
600 30 steely thigh~
700 30 hard chest~
900 28 rock-hard back~
1000 28 hard head~
0 1000 ~
0
367006770 26214464
22980 88 0 22776 31653067
M 192 4 0
1746 17 1509949445 -1 0
16 17 1509949540 -1 0
16 17 1509949515 -1 0
16 17 1509949490 -1 0
572 17 1509949445 -1 0
1836 17 1509949442 5 0
-1
-1

#1305
Otyugh~
~
Otyugh~
~
~
An @b@Gotyugh@n lashes its tentacles at you.~
~
~
~
~
This creature is a huge mass of reeking flesh, with eyes protruding from

two stalks atop its head.  Two tentacle arms lash out from its body,

having sharp enough ridges to maim an unfortunate victim.  It has a

sucker-like mouth, filled with many teeth and an odour so foul you hardly

bare breathing here.

~
Eldina~
i = random( 1, 4 );

if( i > 3 )

interpret( mob, "bash" );

attack( mob, victim, 2d6+6, "lash" );

attack( mob, victim, 2d6+6, "lash" );

if( i < 3 )

attack( mob, victim, 3d5+10, "gaping maw" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 867303563 0 0
4260147 0 0 0 4
35
20 8 8 12 16
0 10 10 20 50 10 0
400 5 oozing eyestalk~
600 6 rotting mouth~
1000 4 bulky head~
0 1000 ~
0 1000 ~
0
91752650 26214464
0 1 0 0 0
N 0 8 0
1897 17 1509949460 -2 0
-1
1 -1
~
i = random( 1, 2 );

if( i == 1 ) {

 act_tochar( #youflee, ch );

act_notchar( #theyflee, ch );

end;

}

else

continue;

~
E
youflee~
@b@MThe otyugh snags you with its tentacle, preventing you from fleeing.

~
E
theyflee~
@b@MThe otyugh snags $n, preventing them from fleeing.

~
!
-1

#1306
animated slain zombie~
~
the animated corpse of a slain elf youth~
~
~
The animated corpse of a slain elf youth is here.~
~
~
~
~
What may have once been a cheerful young elf lad is now a diseased

zombie, walking on after death at the call of some dark master.

~
Phule~
attack( mob, victim, 1d10+2, "undead touch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 1d10+2, "undead touch" );

~
!
0 0 28 0 0 0 1306 10
0 0 4 4000 866689154 0 0
229667 8192 0 0 8
6
8 4 4 15 7
10 -5 20 0 0 0 -10
1000 2 diseased body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
2490 379 0 95 2221
M 0 4 0
-1
-1

#1307
animated elf maiden slain z...~
~
the animated corpse of a slain elf maiden~
~
~
An animated corpse of a slain elf maiden is here.~
~
~
~
~
What may have once been a beautiful young elf maiden is now a diseased

zombie, walking on after death at the call of some dark master.

~
Phule~
attack( mob, victim, 2d8+4, "undead touch" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d8+4, "undead touch" );

~
!
0 0 28 0 0 1275 1276 10
0 0 0 4000 880274886 0 0
229667 8192 0 0 8
9
8 4 4 15 7
10 -5 20 0 0 0 -10
1000 3 diseased body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
1867 151 0 0 0
F 0 4 0
-1
-1

#1308
~
~
dark knight~
~
~
stands here, almost hidden in the shadows around him.~
dark knights~
~
~
stand here, almost hidden in the shadows around them.~
Hidden behind the shadow of a dark cloak, this master swordsman and

horseman looks strong and able to fare mightily on the battlefield.  He

may or may not have clerical powers - simply by looking at him you cannot

tell if he is a paladin or not.  Behind his dark eyes a powerful presence

lurks, reminiscent of ancient, powerful dragons.  You doubt you could

bash this dark knight of innate powers.

~
Phule~
attack( mob, victim, 10d5+50, "thrust" );

attack( mob, victim, 5d10+35, "heavy slash" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 3d10+45, "wicked body strike" );

if( random( 0, 3 ) == 1 ) {

  if( has_obj( 512, mob ) ) {

    send_to_room( #spin, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 3d35+5, "deadly halberd sweep" );

      }

    }

  if( has_obj( 1753, mob ) ) {

    act_room( #fire, mob );

    attack_fire( mob, victim, 2d25, "flaming shield" );

    }

  if( has_obj( 965, mob ) ) {

    act_room( #pound, mob );

    attack( mob, victim, 3d10+45, "hammer blow" );

    }

  }

attack( mob, victim, 2d15+20, "savage backhand" );

~
E
fire~
@b@RThe dark knight brings his flaming shield around and presses

forward!!@n 

~
E
pound~
@b@YThe dark knight raises his hammer high overhead and SMASHES it

down!!@n 

~
E
spin~
@b@WThe dark knight grabs his halberd tightly and cuts a viscous arc!!@n

~
E
charge~
@b@BThe dark knight ducks a heavy shoulder and charges!!@n

~
E
sneak~
You sneak past the dark lord.

~
!
0 61 0 0 0 1182 1181 10
0 0 12 4000 899067276 0 0
138663217 8320 4 496 2
50
19 12 14 20 16
10 20 10 35 50 30 30
500 15 heavily muscled arms~
600 15 heavily muscled legs~
1000 20 powerful chest~
0 1000 ~
0 1000 ~
0
131072690 26214464
10334 89 0 8214 3581740
M 496 4 0
1507 17 167772165 5 0
1728 16 1509949470 5 0
1509 17 167772165 7 0
1508 17 167772165 10 0
1751 17 1509949445 5 0
1752 17 1509949441 -1 0
1158 17 1509949450 6 0
1174 16 1509949470 6 0
1166 17 1509949450 6 0
944 17 167772170 6 0
512 17 167772230 16 0
965 16 167772220 16 0
1753 16 1509949445 11 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark knight dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark knight recognizes a trespasser, and attacks!!

~
!
-1

#1309
~
~
dark pikeman~
~
~
crosses his arms with a cold look to his face.~
dark pikemen~
~
~
cross their arms in unison and stare into the darkness.~
While he most likely fills the position of a simple sentry, this solid

warrior has obviously learned something of the art of warfare.  His

steely grey eyes observe you closely.  A powerful presence lurks behind

the dark eyes of this pikeman, reminiscent of ancient, powerful dragons. 

You doubt you could bash this dark pikeman of innate powers.

~
Phule~
attack( mob, victim, 2d10+25, "slash" );

attack( mob, victim, 2d10+25, "pike slash" );

attack( mob, victim, 2d10+20, "wicked thrust" );

if( random( 1, 10 ) <= 3 ) {

  if( has_obj( 1750, mob ) || has_obj( 1554, mob ) ) {

    send_to_room( #spin, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 3d20+10, "deadly pike sweep" );

      }

    }

  }

if( random( 1, 4 ) == 2 ) {

act_room( #charge, ch );

  attack( mob, victim, 4d20+20, "shoulder ram" );

  }

attack( mob, victim, 3d10+20, "haft smash" );

~
E
spin~
@eThe dark pikeman cuts a wide arc with his pike!!@n

~
E
charge~
@eThe dark pikeman ducks a heavy shoulder and charges!!@n

~
!
0 61 0 0 0 1182 1181 10
0 0 57 4000 899067345 0 0
138663219 8320 4 192 2
40
15 10 12 20 15
10 30 10 35 50 30 30
1000 14 well-built form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287055 26214464
34399 405 0 35100 9660272
M 192 4 0
1554 17 167772170 16 0
1750 16 167772260 16 0
1728 17 1509949460 5 0
1166 17 1509949460 6 0
1160 17 167772170 6 0
1751 17 1509949441 5 0
1752 17 1509949442 -1 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( find_skill( ch, sneak ) > 2 )

  send_to_room( #some, room );

else {

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

~
E
rhalt~
The dark pikeman steps in the way of $n, and orders $m to state $s

business.

~
E
halt~
The dark pikeman steps in front of you.  @b"HALT!!"@n he orders.

~
E
some~
The dark pikeman seems to hear a noise, but then relaxes once again.

~
!
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark pikeman dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

  end;

if( cflag( 47, ch ) ) {

  if( random( 0, 4 ) < 3 ) {

    send_to_room( #recog, room );

    attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

    }

  }

~
E
recog~
The dark pikeman recognizes a trespasser, and attacks!!

~
!
-1

#1310
~
~
{stern cleric} dark cleric~
~
~
of darkness stands here, coal black eyes observing quietly.~
{stern clerics} dark clerics~
~
~
of darkness stand here, watching everything carefully.~
This cleric of darkness observes you, an evil wrath apparent in his gaze. 

Who knows what black arts he commands??

~
Phule~
attack( mob, ch, 10d5+50, "powerful blow" );

attack( mob, ch, 10d5+50, "powerful blow" );

if( random( 0, 3 ) == 1 ) {

  act_tochar( #smite, ch );

  if( !obj_in_room( 1768, room ) )

    i = 50d4+50;

  else {

    act_room( #altar, mob );

    i = 50d6+80;

    }

  dam_message( ch, i, "The summoned wrath of Morr" );

  inflict( ch, mob, i, "the Wrath of Morr" );

  }

i = 1d7;

if( i > 5 )

  do_spell( cure serious, mob, mob );

if( i < 3 ) {

  send_to_room( #call, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      do_spell( curse, mob, rch );

      do_spell( cause critical, mob, rch );

      }

    }

  }

if( random( 0, 1 ) == 1 ) {

  if( mob_in_room( 1308, room ) ) {

    act_room( #recog, mob );

    do_spell( cure serious, mob, mob_in_room( 1308, room ) );

    }

  }

~
E
smite~
@b@RThe dark cleric calls upon Morr to SMITE you!!@n

~
E
rsmite~
@b@YThe dark cleric calls upon Morr to SMITE $n!!@n

~
E
call~
@b@BThe dark cleric calls down an evil curse upon his foes!!@n

~
E
altar~
@BStrengthened by the near presence of an altar to Morr, the cleric's

power grows stronger!!@n 

~
E
recog~
The dark cleric recognizes the dark knight as an ally and heals him!!

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899067521 0 31
138663219 8576 4 496 2
50
17 16 16 20 14
35 20 10 35 50 30 30
1000 20 powerful body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 496 4 0
1670 17 1509949442 16 0
3020 16 85 16 0
1751 17 1509949445 5 0
511 16 1509949525 5 0
821 17 1509949450 17 0
1752 17 1509949441 -1 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark cleric dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark cleric recognizes a trespasser, and attacks!!

~
!
-1

#1311
~
~
{dark bishop} dark man~
~
~
stands before you, his eyes commanding submission.~
{dark bishops} dark men~
~
~
stand before you, their eyes commanding submission.~
The dark priest-warrior observes you coolly, his eyes commanding you to

submit to his will, the power of his evil wrath evident in his gaze.  Who

knows what black arts he commands??

~
Phule~
attack( mob, ch, 3d10+40, "powerful blow" );

attack( mob, victim, 3d5+50, "mighty thrust" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 3d10+40, "powerful blow" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 3d5+50, "mighty thrust" );

j = random( 0, 2 );

if( j == 0 ) {

  act_tochar( #smite, ch );

  i = 50d6;

  dam_message( ch, i, "The summoned wrath of Morr" );

  inflict( ch, mob, i, "the Wrath of Morr" );

  }

if( j == 1 ) {

i = random( 0, 3 );

  if( i == 1 )

    do_spell( cure critical, mob, mob );

  if( i == 2 ) {

    send_to_room( #call, room );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        do_spell( curse, mob, rch );

        do_spell( cause critical, mob, rch );

        }

      }

    }

  }

~
E
smite~
@b@RThe dark bishop calls upon Morr to SMITE you!!@n

~
E
rsmite~
@b@YThe dark bishop calls upon Morr to SMTIE $n!!@n

~
E
call~
@b@BThe dark cleric calls down an evil curse upon his foes!!@n

~
E
word~
@b@WA dark word of power escapes the dark bishop's lips...@n

~
E
chill~
@b@CThe dark bishop sneers, and conjures a mighty sphere of cold!!@n

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899067596 0 0
138663219 139392 4 496 2
65
17 18 16 25 14
35 20 10 35 50 30 30
250 12 dark countenance~
400 14 muscular arms~
500 14 muscular legs~
1000 19 broad chest~
0 1000 ~
0
209715855 26214464
0 1 0 0 0
M 496 4 0
1507 17 167772167 5 0
1728 16 1509949485 5 0
1751 17 1509949445 5 0
1752 17 1509949442 -1 0
821 17 1509949465 17 0
944 17 167772180 6 0
1486 17 1509949443 16 0
3020 16 167772245 16 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark bishop dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

  end;

if( cflag( 47, ch ) ) {

  if( random( 0, 4 ) < 3 ) {

    send_to_room( #recog, room );

    attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

    }

  }

~
E
recog~
The dark bishop recognizes a trespasser, and attacks!!

~
!
-1

#1312
~
~
dark wizard~
~
~
scowls at your disturbance and prepares to be rid of you.~
dark wizards~
~
~
scowl at your disturbance and prepare to be rid of you.~
Dark eyes observe you with a scowl, and purple energy flickers between

long, dextrous fingers accustomed to the intricacies of spellcasting.

~
Phule~
attack_acid( mob, ch, 3d10+50, "corrosive grasp" );

attack_cold( mob, ch, 3d10+50, "freezing grasp" );

attack_fire( mob, ch, 3d10+50, "fire strike" );

if( has_obj( 1518, mob ) )

  act_room( #staff, mob );

else

  act_room( #weave, mob );

i = random( 0, 18 );

if( i == 0 )

  do_spell( fireball, mob, victim );

if( i == 2 )

  do_spell( lightning bolt, mob, victim );

if( i == 4 )

  do_spell( freeze, mob, victim );

if( i == 6 )

  do_spell( flame strike, mob, victim );

if( i == 8 ) 

  do_spell( ice storm, mob, victim );

if( i == 10 ) 

  do_spell( burning hands, mob, victim );

if( i == 12 ) 

  do_spell( prismic missile, mob, victim );

if( i > 12 ) {

  act_room( #uhoh, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( magic missile, mob, rch );

    }

  }

~
E
weave~
@b@GThe dark wizard weaves his hands in preparation for a powerful flurry

of magic...@n

~
E
staff~
@b@GThe dark wizard holds his staff aloft to summons his arcane powers...@n

~
E
twist~
@b@YThe dark wizard's face twists in a sneer as he summons his most

powerful magicks!@n 

~
E
uhoh~
@B*** The Wizard calls up a spinning flurry of power!!!*** @n

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899927772 0 0
138663219 27008 4 496 2
65
13 16 16 20 14
80 20 10 35 50 30 30
500 12 slender arm~
600 12 slender leg~
1000 17 lithe body~
0 1000 ~
0 1000 ~
0
183501455 26214464
0 1 0 0 0
M 496 4 0
1751 17 1509949445 5 0
511 16 1509949515 5 0
1728 17 1509949465 5 0
1518 17 1509949455 16 0
1752 17 1509949441 -1 0
1801 17 1509949441 3 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark wizard dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark wizard recognizes a trespasser, and attacks!!

~
!
-1

#1313
palace valet orc~
~
palace valet~
~
~
A slim orc straightens out his masters clothing.~
~
~
~
~
The tyrant's personal valet is a middle-aged orc, a very harried looking

individual.  His uniform hangs loosely on his frame, barely covering his

skinny wrists and ankles.  His main aim in life appears to be keeping the

tyrant's wardrobe in immaculate condition.

~
Merior~
attack_weapon( mob, victim, 7d7+20, "vicious bite" );

attack_weapon( mob, victim, 9d8+10, "grasping finger" );

attack_weapon( mob, victim, 7d7+20, "flailing elbow" );

attack( mob, victim, 7d8+10, "swift punch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d8+10, "wild kick" );

    }

  }

~
E
spin~
The valet sticks out his long leg, wildly kicking at you!

~
!
0 92 10 0 0 0 0 10
0 0 55 4000 890432746 0 0
4425511 4490 8388620 2000 4
60
20 13 13 20 22
30 -10 20 -10 40 0 50
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
157287100 26214464
25960 193 0 23903 17627016
M 2000 4 0
1636 17 1509949540 5 0
1755 17 1509949540 -1 0
-1
-1

#1314
Ral'airdn~
~
Ral'airdn~
~
~
A Ral'airdn is here.~
~
~
~
~
~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 862589706 0 0
197417 0 0 0 4
80
18 8 8 25 20
50 60 60 25 80 30 60
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573444 52429124
0 1 0 0 0
M 0 6 0
-1
-1

#1315
tyrant's wife~
~
tyrant's wife~
~
~
A dark-haired vyan woman frowns in anger.~
~
~
~
~
The tyrant's wife is a vyan of indeterminate age.  Her dark eyes gleam

with an intense glow, as she exhibits the same fanaticism that is

associated with her husband.  Her dress is quite fabulous; her fondness

for wealth is apparent from her apparel.

~
Merior~
attack( mob, victim, 9d9+70, "angry bite" );

attack( mob, victim, 9d9+70, "angry slap" );

attack( mob, victim, 9d9+70, "hard jab" );

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 0, 3 ) == 0 ) {

      if( !is_silenced( mob ) ) {

        act_room( #yell, ch );

        attack( mob, rch, 10d8+20, "loud scream" );

        }

      else

        act_room( #move, ch );

      }

    }

  }

~
E
yell~
@R@bThe woman begins to shriek with a horrible sound!@n

~
E
help~
@B@bThe woman screams for help!@n

~
E
move~
@Y@bThe woman moves her mouth, but no sound comes out.@n

~
!
0 18 12 0 0 0 0 10
0 0 57 4000 875580238 0 0
4425009 2146699 8388628 192 2
80
20 20 20 25 25
40 0 30 0 50 0 80
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
419431050 26214464
90179 374 0 59394 85602087
F 192 4 0
1367 17 1509949540 5 0
72 17 1509949490 2 0
1766 17 1509949442 8 0
320 17 1509949441 1 0
-1
-1

#1316
~
~
dark monk~
~
~
stands here solemnly, judging your weaknesses with keen eyes.~
dark monks~
~
~
stand here solemnly, judging your weaknesses with keen eyes.~
This dark, foreboding human has obviously spent no small time training

his body and mind as a killing weapon.  His muscles ripple with power,

his stance is perfectly balanced, and his eyes measure your prowess.

~
Phule~
attack( mob, victim, 2d10+45, "mantis strike" );

attack( mob, victim, 2d10+70, "locust kick" );

if( random( 1, 10 ) > 5 )

attack( mob, victim, 2d10+40, "locust kick" );

if( random( 1, 10 ) < 5 )

attack( mob, victim, 2d10+25, "mantis strike" );

if( random( 0, 2 ) == 1 ) {

  act_room( #leap, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, victim, 1d80+20, "cyclone kick" );

    }

  }

if( random( 1, 10 ) <= 3 ) {

  act_room( #close, ch );

  i = 2d20+55;

  dam_message( ch, i, "A dark monk's deadly blow" );

  inflict( ch, mob, i, "a dark monk's deadly blow" );

  }

~
E
close~
@h@BThe dark monk closes his eyes and summons the powers of darkness to

guide his strike...@n 

~
E
leap~
@b@BThe dark monk leaps into the air and launches a spinning kick!!@n

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899928052 0 0
138663219 8576 4 496 2
55
19 12 14 25 16
10 20 10 35 50 30 30
250 14 powerful leg~
350 15 athletic arms~
1000 16 lithe torso~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 496 4 0
1769 17 1509949442 16 0
1751 17 1509949445 5 0
1728 17 1509949475 5 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark monk dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark monk recognizes a trespasser, and attacks!!

~
!
-1

#1317
~
~
{dark female warrior} dark blade~
~
~
stands here, blade ready to strike.~
{dark female warriors} dark blades~
~
~
stand here, blades ready to strike.~
Eyes narrow at your approach, measuring your worth in combat.  Her hand

rests easily on the pommel of a dark sword, ready at any moment to draw

and strike.

~
Phule~
attack( mob, ch, 2d10+50, "thrust" );

attack( mob, ch, 2d10+35, "slash" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 2d20+10, "body strike" );

if( random( 0, 4 ) == 1 ) {

  if( has_obj( 1770, mob ) || has_obj( 185, mob ) ) {

    send_to_room( #spin, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 2d25+20, "deadly blade sweep" );

      }

    }

  if( has_obj( 1753, mob ) ) {

    act_room( #fire, mob );

    attack_fire( mob, victim, 3d30+30, "flaming iron shield" );

    }

  }

if( random( 1, 3 ) == 1 ) {

  send_to_room( #charge, room );

  attack( mob, victim, 4d25+20, "shoulder ram" );

  }

attack( mob, victim, 2d10+45, "deft counter-thrust" );

~
E
spin~
@b@RThe dark blade grasps her sword firmly and cuts a wide arc!!@n

~
E
fire~
@b@RThe dark blade brings her flaming shield around to bear!!@n

~
E
charge~
@b@BThe dark blade ducks a solid shoulder and rushes her opponent!!@n

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899927933 0 0
138663217 12672 4 496 2
50
19 12 14 25 16
10 20 10 35 50 30 30
250 14 well-muscled leg~
350 15 strong arm~
1000 18 sinuous body~
0 1000 ~
0 1000 ~
0
183501455 26214464
0 1 0 0 0
F 496 4 0
1166 17 1509949450 6 0
944 17 167772170 6 0
1508 17 167772165 10 0
1509 17 167772165 7 0
1507 17 167772165 5 0
1728 16 1509949480 5 0
1751 17 1509949445 5 0
1770 17 1509949442 16 0
185 16 167772260 16 0
1753 17 1509949442 11 0
1752 17 1509949441 -1 0
-1
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before she falls into darkness, she points at you and says a word in

a language you do not understand.  You feel marked.

~
E
rav~
Just before the dark blade dies, she points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark blade recognizes a trespasser, and attacks!!

~
!
-1

#1318
~
~
{ghostly young maiden} birch maiden~
~
~
of unearthly beauty stands here wistfully.~
{ghostly young maidens} birch maidens~
~
~
of unearthly beauty stand here wistfully.~
Wisps of silver fog twine and gather, taking on a form that seems human. 

A slender woman, delicately formed, with a thick corona of hair that

still hints at its living color, a soft red-gold.  Her eyes are large

and fixed with great intensity.  Her lips are full and likewise tinted

with a trace of color, so alive in their aspect that one could almost

imagine a human breath passing through them, and a heartbeat behind it. 

She wears a long gown of what must have been a fine wool, pale in color,

the folds shifting slowly as if in a breeze...  sometimes white,

sometimes showing thin tendrils of red running down between the folds,

and a scarlet stain just where the heart would be.

~
Marek~
attack( mob, victim, 4d9+9, "clawing hands" );

attack( mob, victim, 4d9+9, "clawing hands" );

attack( mob, victim, 4d9+9, "clawing hands" );

if( attack( mob, victim, 4d9+9, "clawing hands" ) ) {

  if( random( 1, 3 ) == 1 ) 

    do_spell( confuse, mob, victim );

  }

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 899928175 0 0
4459553 6300042 12 240 5
40
19 20 20 19 19
35 25 100 75 100 100 100
1000 12 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104860170 39324801
0 1 0 0 0
F 240 6 0
-1
-1

#1319
Typhoeus~
~
massive black dragon~
~
~
is here, obsidian scales gleaming.~
massive black dragons~
~
~
are here, obsidian scales gleaming.~
@b@RFirey eyes@n regard you as you look upon this gigantic beast.  His

mouth opens and black acid shoots from his mouth, while you cringe at the

size of his black, razor sharp fangs bordered by jaws that look capable

of crushing boulders.  His obsidian scales gleam in the light, shining

with a power all his own.  Claws drip with acid as he regards you with

deadly intent.

~
Phule~
if( random( 1, 3 ) == 1 ) {

  act_room( #acid, mob );

  loop( all_in_room ) {

    if( rch != mob )

      do_spell( acid blast, mob, rch );

    }

  }

act_room( #rake, mob );

attack( mob, victim, 10d10+150, "sharp talon" );

attack( mob, victim, 10d10+150, "cavernous bite" );

attack( mob, victim, 10d10+150, "horn slash" );

attack( mob, victim, 10d10+150, "horn slash" );

if( random( 1, 10 ) > 6 ) {

  act_room( #tail, mob );

  attack( mob, victim, 10d10+200, "whipping tail" );

  }

else

  attack( mob, victim, 10d10+90,  "sharp talon" );

~
E
acid~
@GTyphoeus breathes a stream of acid over his foes!!

~
E
tail~
@b@RTyphoeus sweeps his massive tail back and forth...@n

~
E
rake~
@b@CTyphoeus rakes his claws across his victim!!@n

~
!
0 98 18 0 0 0 0 10
0 0 0 4000 899928225 0 33
153655 384 33554432 4 2
90
30 30 30 30 30
100 80 95 50 100 100 100
400 50 obsidian scales~
550 20 exposed tail~
750 45 armored flank~
875 100 massive chest~
1000 55 scaled head~
0
1179651900 26214464
0 1 0 0 0
M 4 9 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( !is_fighting( mob ) ) {

  act_room( #attack, mob );

  do_spell( acid blast, mob, ch );

  attack( mob, ch, 4d10+60, "slashing claws" );

  attack( mob, ch, 4d10+60, "slashing claws" );

  }

continue;

~
E
attack~
@b@YTyphoeus snarls at you in contempt, then breathes @GACID@b@Y in a

volcano of death!!

~
!
-1

#1320
~
~
{powerful lord of darkness} dark lord~
~
~
stands here, judging the fate of all before him.~
~
~
~
~
This dark lord is in control of himself and his surroundings, clenching

all within an iron grip of power.  He looks at you, unafraid of your

gaze, judging your worth and, perhaps, your fate.

~
Phule~
if( random( 1, 10 ) >= 8 ) {

  act_room( #word, mob );

  i = 100d2;

  dam_message( ch, i, "The dark lord's power word, 'kill'" );

  inflict( ch, mob, i, "a dark lord" );

  }

if( random( 1, 10 ) <= 3 ) {

  act_room( #chill, mob );

  i = 10d5+90;

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      dam_message( rch, i, "The dark lord's wrath" );

      inflict( rch, mob, i, "a dark lord's wrath" );

      }

    }

  }

attack( mob, victim, 2d10+70, "strong fist" );

attack( mob, victim, 2d10+70, "strong fist" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d50+50, "elbow smash" );

if( random( 0, 3 ) == 1 )

  do_spell( cure critical, mob, mob );

~
E
word~
@b@WA dark word of power escapes the dark lord's lips...@n

~
E
chill~
@eThe dark lord attacks with renewed fury!@n

~
!
0 61 0 0 0 1182 1181 10
0 0 0 4000 899067766 0 35
138663219 8320 4 1488 2
70
22 15 18 30 22
10 20 10 35 50 30 30
450 20 powerful leg~
500 20 massively muscled arm~
1000 25 broad chest~
0 1000 ~
0 1000 ~
0
262145300 26214464
0 1 0 0 0
M 1488 5 0
1752 17 1509949441 -1 0
1507 17 83886088 5 0
1728 16 1509949525 5 0
1751 17 1509949448 5 0
1508 17 83886088 10 0
1509 17 83886088 7 0
944 17 83886095 6 0
821 17 1509949450 17 0
2860 16 1509949441 7 0
2862 16 1509949441 10 0
2864 17 1509949442 -1 0
-1
2 -1
Typhoeus~
act_tochar( #ask, ch );

~
E
ask~
You ask the dark lord about Typhoeus.

 

"Typhoeus is one of Morr's direct servants in this world.  He will kill

all who interrupt his repose." 

~
!
4 -1
~
if( random( 0, 4 ) < 3 ) {

if( !cflag( 47, ch ) ) {

act_tochar( #avenged, ch );

act_notchar( #rav, ch );

set_cflag( 47, ch );

}

}

continue;

~
E
avenged~
Just before he falls into darkness, he points at you and says a word in a

language you do not understand.  You feel marked.

~
E
rav~
Just before the dark lord dies, he points at $n and says a word in a

strange language.

~
!
3 -1
~
if( is_fighting( mob ) )

end;

if( cflag( 47, ch ) ) {

if( random( 0, 4 ) < 3 ) {

send_to_room( #recog, room );

attack_weapon( mob, ch, 2d10+10, "heavy fist smash" );

}

}

~
E
recog~
The dark lord recognizes a trespasser, and attacks!!

~
!
-1

#1321
red minotaur~
~
red minotaur~
~
~
The @Rminotaur@n bows its head and charges you!~
~
~
~
~
The minotaur overshadows you.  He has the head of a bull and the body of

huge-muscled humanoid.  A long black pony tail grows from the back of its

head.  You notice huge arms etched with strange symbols.  It stands here

on its huge goat like feet ready to charge towards his next victim.

~
Void~
attack_weapon( mob, victim, 10d15+70, "spinning fist" );

attack_weapon( mob, victim, 8d15+65, "powerful elbow strike" );

attack_weapon( mob, victim, 10d10+60, "crushing crescent kick" );

if( random( 0, 2 ) == 1 ) {

  send_to_char( #s_charge, victim );

  act_notchar( #t_charge, victim );

  attack( mob, victim, 8d10+50, "charge" );

  }

else

  attack_room( mob, 8d10+70, "powerful horn swipe" );

if( random( 0, 6 ) == 2 ) {

  send_to_char( #s_throw, victim );

  act_notchar( #t_throw, victim );

  attack( mob, victim, 8d10+50, "throw" );

  }

else

  attack_weapon( mob, victim, 6d20+50, "horned headbutt" );

if( random( 0, 6 ) == 1 )

  attack_room( mob, 8d8+60, "beserking rampage" );

~
E
t_charge~
The minotaur lowers its head, scratches his hoofs in the dirt and charges

towards $n!

~
E
s_charge~
The minotaur lowers its head, scratches his hoofs in the dirt and charges

towards you!

~
E
t_throw~
The minotaur lowers its head to pick $n up and hurls $n against the stone

wall!

~
E
s_throw~
The minotaur lowers its head to pick you up and hurls you against the

stone wall!

~
!
0 0 38 0 0 0 0 10
0 0 2 4000 887197235 0 0
229681 384 8388612 96 8
80
23 13 10 25 20
20 70 20 10 30 25 30
600 20 hair covered muscular torso~
750 22 horned head~
1000 18 huge goat-like legs~
0 1000 ~
0 1000 ~
0
393217950 26214464
10714 25 0 3392 5424514
M 96 7 0
-1
-1

#1322
~
~
red hydra~
~
~
The Red Hydra raises its head and lunges to attack.~
~
~
~
~
The Red Hydra has seven serpentine heads, which twist and writhe about

ready for an onslaught of deadly attacks.  Each head has rows of razor

sharp teeth ready to rip their next victim to shreds.  Its seven necks

crimson red in colour are heavily armed with huge interlocking scales. 

Descending down its back grow large bone spines, making a perfect

impenetrable armour.

~
Void~
attack( mob, victim, 6d12+20, "severing bite" );

attack( mob, victim, 8d10+10, "tearing bite" );

attack( mob, victim, 16d15+20, "savage bite" );

if( random( 1, 6 ) == 2 )

  interpret( mob, "bash" );

attack( mob, victim, 8d15+15, "vicious chew" );

if( random( 1, 10 ) == 3 )

  attack( mob, victim, 5d15+20, "ripping bite" );

if( random( 1, 10 ) == 6 )

  attack( mob, victim, 6d15+20, "slicing bite" );

if( attack( mob, victim, 2d15+15, "piercing bite" ) ) {

  if( random( 1, 4 ) == 1 )

    act_tochar( #cast, victim );

  act_notchar( #rcast,victim );

  do_spell( fireball, mob, victim );

  if( random( 1, 3 ) == 1 )

    attack_room( mob, 5d10+50, "spray of fire" );

  if( random( 1, 3 ) == 2 )

    attack_room( mob, 5d10+50, "spray of acid" );

  }

~
E
cast~
The Red Hydra creates a jet of fire and launches it at you!

~
E
rcast~
The Red Hydra creates a jet of fire and launches it at $n!

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894023495 0 0
65591 2105728 12 0 8
70
19 10 10 25 20
30 35 40 50 20 20 0
500 18 scaley hide~
700 15 giant head~
1000 16 forked tail~
1000 0 ~
1000 0 ~
0
235932180 13108801
0 1 0 0 0
N 0 8 0
-1
-1

#1323
Angamoth~
~
mighty orc warlord~
~
~
regards you indently.~
mighty orc warlords~
~
~
regard you intently.~
This large figure has the features of an orc, yet much larger and more

muscular.  Also where most orcs have a dull gaze, his is full of

intellect, cunning, and reason.  However his sneer is evil, and you do

not doubt his intent to be anything other than the same.

~
Phule~
attack_weapon( mob, victim, 2d15+75, "crushing punch" );

attack_weapon( mob, victim, 2d15+75, "snap kick" );

attack_weapon( mob, victim, 2d15+65, "elbow smash" );

attack_weapon( mob, victim, 2d10+55, "backhand" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bearhug, ch );

  act_notchar( #rmbearhug, ch );

  attack( mob, victim, 7d10+100, "bear hug" );

  }

if( random( 1, 10) < 4 ) {

  act_tochar( #to_char, victim );

  act_notchar( #to_room, victim );

  send_to_room( #crunch, find_room( 63500 ) );

  i = 4d10+75;

  transfer( victim, find_room( 63500 ) );

  interpret( ch, "+sit" );

  dam_message( ch, i, "being thrown down the stairs" );

  inflict( mob, ch, i, "being thrown down the stairs" );

  mob = mob_in_room( 1724, find_room( 63500 ) );

  if( mob ) {

    act_tochar( #cackle, ch );

    act_notchar( #rmcackle, ch );

    attack_weapon( mob, victim, 2d10+35, "ham fist" );

    end;

    }

  }

~
E
bearhug~
Angamoth grabs at you with his muscled arms!

~
E
rmbearhug~
Angamoth grabs at $n with his muscled arms!

~
E
to_char~
Angamoth grabs you with one massive fist and throws you down the stairs!

~
E
to_room~
Without warning, Angamoth grabs $n and throws $m

down the stairs!

~
E
crunch~
With a loud crash, somebody comes flying down the stairs.

~
E
cackle~
Gangmok cackles as he rushes over to beat you to a pulp!

~
E
rmcackle~
Gangmok runs over to attack who just fell!

~
!
8 0 10 0 0 0 0 10
0 0 0 4000 893974533 0 25
250667 2097153 0 0 2
75
21 17 16 19 23
0 0 0 0 0 0 0
200 18 thick leg~
400 18 hairy arm~
700 18 barrel-chest~
800 18 tusked face~
1000 18 strong hand~
0
314574100 26214464
97 2 0 0 0
M 0 5 0
-1
0 -1
~
wait( 1 );

act_tochar( #out, ch );

~
E
out~
@YAngamoth looks at you as you walk up the stairs, pauses a moment as he

puts down some papers and says, "Get out!"@n 

~
!
-1

#1324
skeletal boatman~
~
Skeletal boatman~
~
~
A Skeletal boatman is here.~
~
~
~
~
Bent with age, this boatman might be a hundred years old.  At one time he

might have been tall, but his frame is now bent and frail.  He sunblasted

skin is as dark as rich soil, his hands are callused like treebark.  His

left eye is milk-white, and remains totally still while his other - as

blue as cloudless day - looks around keenly.

~
Void~
attack_weapon( mob, victim, 3d4+1, "powerful kick" );

attack_weapon( mob, victim, 3d4+1, "callused hand" );

attack( mob, victim, 3d4+1, "callused hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 899876794 0 0
235427 0 0 48 3
15
15 10 18 12 13
4 10 10 2 16 -1 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
M 48 4 0
-1
6 2
~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  loop( all_in_room ) {

    transfer( rch, find_room( 52503 ) );

    }

  wait( 3 );

  act_room( #onward, ch );

  room = find_room( 52503 );

  loop( all_in_room ) {

    remove_rflag( reset0, room );

    transfer( rch, find_room( 52504 ) );

    }

  wait( 3 );

  act_room( #onward, ch );

  room = find_room( 52504 );

  loop( all_in_room ) {

    transfer( rch, find_room( 52505 ) );

    remove_rflag( reset0, room );

    }

  wait( 3 );

  act_room( #onward, ch );

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #rnope, ch );

  }

~
E
onward~
The wind blows into the sails

~
E
nope~
The boatman takes your money, adding it to that which was given for

passage.

~
E
rnope~
The boatman thanks $n gravely.

~
!
0 -1
~
wait( 1 );

act_tochar( #enter, ch );

wait( 2 );

if( !char_in_room( ch, room ) )

end;

if( find_stat( ch, level ) > 30 )

act_tochar( #oklevel, ch );

else

act_tochar( #notlevel, ch );

~
E
enter~
The boatman looks in your direction and bows his head.

~
E
oklevel~
The boatman stretches out one of his boney arms and says "For a gold coin

I will take you to an island across the sea." 

~
E
notlevel~
The boatman looks at you and says,

"You dont look like you belong here, the island is full of danger."

~
!
1 -1
~
send_to_room( #leave, find_room( 52505 ) );

junk_mob( mob_in_room( 1324, find_room( 52505 ) ) );

continue;

~
E
leave~
The ferryman steps back into his boat and leaves at the sound of a

distant horn.

~
!
-1

#1325
statue of a knight~
~
statue of a knight~
~
~
An ice-blue @b@Cstatue of a knight@n stands still here.~
~
~
~
~
Made of blue-white streaked ice, this statue is carved in the exact

likeness of an armored knight.  It's eyes are made of blue rubies which

seem to pierce your very soul.  A strong, cold wind whips around the

statue as if summoning it from its eternal rest.

~
Terek~
attack_weapon( mob, victim, 5d5+65, "massive ice fist" );

attack_weapon( mob, victim, 5d5+65, "powerful stomping kick" );

attack_weapon( mob, victim, 5d5+65, "bone-crunching grasp" );

attack_weapon( mob, victim, 5d5+65, "spinning kick" );

if( random( 1, 10 ) == 1 ) {

  i = 4d7+65;

  act_tochar( #pierce, ch );

  act_notchar( #pierce1, ch );

  dam_message( victim, i, "The piercing gaze" );

  inflict( victim, mob, i, "The piercing gaze" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 4d7+65;

  act_room( #charge, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "snow storm" );

    }

  }

~
E
pierce~
@b@BThe statue gazes at you with a spine-chilling look and an immense

amount of pain courses through your body.

~
E
pierce1~
@b@BThe statue gazes at $n with a sinister look causing him to writhe in

pain!

~
E
charge~
@b@CThe statue raises his arms in the air and suddenly a massive barrage

of snow and ice assails the room!!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 863195574 0 0
105087265 32963 4202496 0 3
70
24 12 12 23 23
40 -10 100 0 11 1 0
100 40 ice armored body~
300 40 ice-blue legs~
500 45 glowing eyes~
700 40 ice neck~
900 45 frost-covered body~
0
340787870 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1326
ghost of the Tower Captain~
~
ghost of the Tower Captain~
~
~
The @bfaint ghost of the tower captain@n stares silently out over the woods.~
~
~
~
~
Wisps of chill, frozen mist roll and tumble here, taking on a form that

seems human: a large man, powerfully built, with a thick mustache and

strong features.  His eyes are dark and fixed with great intensity.  His

mouth is grim and closed in a thin line of suppressed emotion, his eyes

so alive in their aspect and self-loathing that you can almost hear his

voice.  The ghostly image is garbed in faint reflections of a guard's

armor, and he holds a spectral sword in his hand, the blade colored a

faint crimson, even in this weak reflection of life.

~
Marek~
attack_weapon( mob, victim, 1d12+15, "spectral blade" );

attack_weapon( mob, victim, 1d12+15, "spectral blade" );

attack_weapon( mob, victim, 1d12+15, "spectral blade" );

if( random( 1, 4 ) == 1 ) {

  act_room( #wail, victim );

  attack_room( mob, 2d20+38, "freezing wind" );

  }

~
E
wail~
@bThe cold around the spectre intensifies in seconds until frost covers

the walls and howls through the room in a frigid wind!!

~
!
0 0 28 0 0 0 0 10
0 0 198 4000 876497297 0 0
360627 8584 4108 64 8
37
24 14 14 16 21
25 25 100 75 100 99 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
96993957 26214464
40676 806 0 106317 18333718
M 64 6 0
392 17 1509949442 5 0
401 17 1509949442 8 0
309 17 1509949442 6 0
-1
-1

#1327
Rathika High Priestess~
~
Rathika~
~
~
Garbed in a burial shroud, the lich @b@RRathika@n wails at your intrusion.~
~
~
~
~
Once a powerful priestess for the god Morkith, Rathika has risen from her

grave to complete her takes of freeing her god.  Blood-covered burial

shrouds cover most of her body except for her hands which bits of flesh

still hang from her boney fingers.  Her eyes are nothing more than mere

red pin-points which seem to burn with a hatred for all life.  Her

stringy grey hair is quite sparce and bits of it occasionally fall from

her head and onto the ground.  Even in undeath, Rathika seems to be a

formidable opponent to all who dare challenge her.

~
Terek~
attack_weapon( mob, victim, 10d5+120, "tearing claws" );

attack_weapon( mob, victim, 10d5+120, "vicious bite" );

attack_weapon( mob, victim, 10d5+120, "throat slash" );

attack_weapon( mob, victim, 10d5+120, "gouging claws" );

~
E
psi~
@b@WRathika gazes at you with a dark look and suddenly you feel a

piercing pain attack your mind!

~
E
psi1~
@b@WRathika gazes at $n with a dark look and suddenly $e grabs his head

and screams in pain!

~
E
wrath~
@b@RRathika calls upon the wrath of Morkith to destroy her enemies!

~
E
heal~
@b@MRathika mutters an ancient spell of health.

~
!
0 87 15 0 0 0 0 10
0 0 0 4000 882735190 0 0
229811 32907 8192 2496 2
90
16 19 19 15 17
50 45 50 -10 60 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
550503080 26214464
775 7 0 0 0
F 2496 4 0
1785 17 1509949443 16 0
-1
0 -1
~
act_room( #summon, ch );

summon( mob, victim );

~
E
summon~
@WThe lich Rathika lets loose a thundering bellow and wails for her

undead servants to come and aid her!

~
!
-1

#1328
death knight~
~
death knight~
~
~
A sinister looking @b@Mdeath knight@n stands before you.~
~
~
~
~
Looming before you is the skeletal form of what was once an honorable

paladin but now corrupted it is forced to live its life as a servant of

evil.  It's red glowing eyes peer out from beneath its helmet sending

chills down your spine.  It's long sketeal hands grasp a large sword as

it would have done in his previous life.  A powerful aura of evil

surrounds the death knight making him a worthy opponent.

~
Terek~
attack_weapon( mob, victim, 2d15+55, "quick strike" );

attack_weapon( mob, victim, 2d5+30, "running slash" );

attack_weapon( mob, victim, 2d15+15, "spinning slash" );

attack_weapon( mob, victim, 2d15+40, "overhead slash" );

if( random( 1, 5 ) == 1 ) {

i = 5d5+75;

  act_tochar( #grasp, ch );

  act_notchar( #grasp1, ch );

  dam_message( victim, i, "The boney grasp" );

  inflict( victim, mob, i, "The boney grasp" );

  }

if( random( 1, 5 ) == 1 ) {

2d10+45;

  act_room( #evil, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, i, "hell fire" );

    }

  }

~
E
grasp~
@b@MThe death knight grabs you by the throat in an attempt to choke you

to death!

~
E
grasp1~
@b@MThe death knight grabs $n by the throat and begins to choke $m to

death!

~
E
evil~
@b@RThe death knight calls up the power of the nine hells!

~
!
0 0 31 0 0 0 0 10
0 0 2 4000 878345732 0 0
4424099 6326283 6300160 1488 2
45
23 3 3 30 17
4 10 10 5 100 5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715850 262144650
1016 8 0 1464 629595
N 1488 5 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
2491 17 1509949540 -1 0
-1
-1

#1329
living wall~
~
living wall~
~
~
A horrifying, flesh-dripping @Rliving wall@n suddenly fades into view.~
~
~
~
~
Composed of the corpses of many unfortunate souls, this horrid creation

of dark magic has only one purpose, to seek out all living beings and

kill them.  Blood oozes from the cracks in it as the many eyes of the

wall dart around looking for prey.  Swords and shields from past victims

stick out from within it posing a formidible defense.

~
Terek~
attack_weapon( mob, victim, 5d10+90, "fury of blows" );

attack_weapon( mob, victim, 5d10+90, "fury of blows" );

attack_weapon( mob, victim, 5d10+90, "fury of blows" );

attack_weapon( mob, victim, 7d9+100, "barrage of attacks" );

attack_weapon( mob, victim, 7d9+100, "barrage of attacks" );

attack_weapon( mob, victim, 7d9+100, "barrage of attacks" );

if( random( 1, 4 ) == 1 ) {

  i = 10d10+200;

  act_tochar( #grab, ch );

  act_notchar( #grab1, ch );

  dam_message( victim, i, "The attempt to absorb" );

  inflict( victim, mob, i, "The attempt to absorb" );

  }

if( random( 1, 5 ) == 1 ) {

  20d5+150;

  act_room( #wail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "wails of tormented souls" );

    }

  }

~
E
wail~
@RSuddenly a bone-chilling wail begins to emanate from within the wall as

the souls of the dead attempt to destroy you!

~
E
grab~
@RThe many arms entombed within the living wall attempt to grasp you and

drag you in with them!

~
E
grab1~
@RThe many arms entombed within the living wall attempt to grasp $n and

drag $m in with them!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 890540268 0 0
4686131 1085451 50339860 0 2
70
30 19 19 0 25
40 50 75 50 0 75 0
200 20 rock-slid surface~
600 45 assimilated armor~
1000 5 soft, fleshy surface~
0 1000 ~
0 1000 ~
0
393216670 26214464
0 1 0 0 0
N 0 9 0
-1
4 -1
~
act_room( #vanish, ch );

~
E
vanish~
@WThe wall shudders violently and you watch as several dozen transparent

humanoids rise from from within it and slowly drift into the heavens, a

look of joy etched across their faces.

~
!
-1

#1330
~
~
spectral guardian~
~
~
shimmers in a nexus of ethereal mist.~
spectral guardians~
~
~
shimmer in a nexus of ethereal mist.~
A pale, shimmering cloud of opalescent mist drifts through the room,

spreading a chill before it.  Looking closely, you can see vague images

of glowing red eyes, and a slender humanoid figure.  Shifting and

swelling, the vapors coalesce into the form of a seemingly solid elf-like

figure before displacing again into a formless mass.

~
Orb~
attack( mob, ch, 8d8+10, "ethereal grasp" );

attack( mob, ch, 7d7+10, "ghostly touch" );

if( random( 1, 10 ) > 5 ) {

  act_room( #step, ch );

  attack( mob, ch, 7d7+20, "vicious attack" );

  }

if( random( 1, 10 ) <= 3 ) {

  act_room( #area, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( freeze, mob, rch );

    }

  }

~
E
step~
@eThe spectre blurs as he attacks again, lightning fast.

~
E
area~
@CThe wraith thins to a mist, chilling you with its freezing vapor!

~
!
0 62 28 0 0 0 0 10
0 0 72 4000 893595406 0 35
295985 8456 4100 144 2
35
16 12 12 30 15
10 -25 100 10 100 -15 100
100 -2 glowing red eyes~
500 15 wispy appendage~
1000 17 misty form~
0 1000 ~
0 1000 ~
0
157287060 26214464
97929 373 0 44657 47205950
M 144 4 0
1784 17 1006632964 5 0
1795 17 838860804 10 0
1790 17 838860804 7 0
1796 17 838860804 8 0
-1
-1

#1331
~
clam~
clam~
~
~
lies buried in the sand.~
clam~
~
~
lie buried in the sand.~
A silvery-white shell houses the body of this small clam.  The shell is

just slightly open, allowing it to peer at you - or you to see it.

~
Merior~
attack( mob, victim, 1d3+2, "muscled punch" );

attack( mob, victim, 1d3+2, "muscled punch" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 2d4+5, "swinging shell" );

~
!
0 0 3 0 0 0 0 10
0 0 504 4000 894053767 0 0
230179 0 0 0 4
3
8 5 5 5 10
0 0 0 0 0 0 0
500 10 hard shell~
1000 2 soft body~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
9418 3077 0 28447 124102
M 0 4 0
355 17 1509949445 -2 0
-1
-1

#1332
~
~
vyan maiden~
~
lovely, petite~
stands here idly stirring a kettle.~
~
~
lovely, petite~
stand here idly stirring a kettle.~
This slender, petite vyan is perhaps the smallest adult female of her kind

you have ever seen.  As she bends to stir the kettle of soup, her mane of

lustrous hair falls into her eyes and she pauses to shake it back,

revealing delicately pointed ears.  In the dim light of the fire, her eyes

appear a deep green, though they gleam red when a shadow from the flames

passes over her face.

~
Orb~
attack_weapon( mob, victim, 5d3+10, "raking nails" );

attack_weapon( mob, victim, 3d4+12, "back-handed slap" );

if( random( 1, 6 ) < 4 ) {

  attack( mob, victim, 4d5, "vicious bite" );

  end;

  }

if( random( 1, 10 ) < 2 ) {

  send_to_room( #soup, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 3d4, "scalding soup" );

    }

  }

if( random( 1, 10 ) > 7 )

  interpret( mob, "emote sobs pitifully, begging you to stop!" );

~
E
soup~
@b@RThe vyan maiden grabs the kettle of soup and splashes it wildly.

~
E
cry~
@bThe maiden cries out in terror, begging the guards to aid her!

~
!
0 62 12 0 0 0 0 10
0 0 0 4000 893595478 0 0
165795 0 4 0 5
30
12 12 12 20 15
5 100 -100 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287702 26214464
1716 42 0 139 0
F 0 4 0
1564 17 1509949540 5 0
945 17 1509949540 7 0
463 17 1509949540 5 0
1900 17 1509949540 17 0
-1
11 -1
~
i = 1d25;

if( rflag( reset0, room ) ) {

  if( !cflag( 78, ch ) ) {

    if( i <= 3 ) {

      remove_rflag( reset0, room );

      act_room( #peace, ch );

      wait( 1 );

      act_tochar( #glare, ch );

      act_notchar( #rglare, ch );

      wait( 1 );

      tell( mob, ch, #mad );

      set_cflag( 78, ch );

      end;

      }

    else {

      act_room( #cry, ch );

      remove_rflag( reset0, room );

      continue;

      }

    }

  else {

    remove_rflag( reset0, room );

    act_room( #fade, ch );

    junk_mob( mob_in_room( 1332, room ) );

    wait( 2 );

    act_room( #flame, ch );

    mload( 1852, room );

    wait( 1 );

    act_room( #hell, ch );

    mob = mob_in_room( 1852, room );

    attack_fire( mob, ch, 10d10+80, "searing touch" );

    }

  }

else

  continue;

~
E
cry~
@CThe maiden cowers back, begging you not to kill her!

~
E
peace~
@eThe maiden waves her hand in a gesture for silence.

~
E
glare~
@gThe vyan lass turns her glittering emerald eyes your way.  Her stare is

filled with cold fury.

~
E
rglare~
The vyan lass turns her glittering emerald eyes upon $n.  Her stare is

filled with cold fury.

~
E
mad~
I'll forgive this transgression.  Do it again, and the hells will claim

your soul.

~
E
fade~
@eAs you strike at the maiden, she disappears in a flash of @Bblue flame@n.

~
E
flame~
@eAfter a moment, a spear of flame erupts from the ground.  The lovely

vyan maid steps out, her green eyes blazing.

~
E
hell~
@e"May the hells claim your soul, fool,"@n the maiden hisses.

~
!
8 -1
hi hello~
interpret( mob, "emote smiles shyly." );

tell( mob, ch, #hello );

~
E
hello~
Greetings, stranger.  Have some soup?

~
!
2 -1
phial moonlight~
act_tochar( #phial, ch );

~
E
phial~
The maiden blushes.  @e"I know nothing of phials,"@n she says with a

nervous giggle.

~
!
4 -1
~
wait( 1 );

act_room( #death, ch );

junk_obj( obj_in_room( 10, room ) );

~
E
death~
@BFlames creep up all around the body of the vyan maiden and engulf her.

When the flames recede, she is gone.

~
!
-1

#1333
~
~
wraith~
~
huge, billowing~
floats about guarding his horde.~
wraiths~
~
huge, billowing~
flout about guarding their horde.~
A pale, shadowy spectre floats here, mumbling and moaning softly to

itself.  As the image solidifies for a moment, you make out the features

of a robed and handsome vyan man.  Then the wraith fades back to a

hovering shadow, though the glowing red eyes are still visible.

~
Orb~
attack( mob, ch, 8d8+10, "draining touch" );

attack_cold( mob, ch, 8d8+5, "chilling touch" );

attack_cold( mob, ch, 8d9+10, "chilling touch" );

if( random( 1, 7 ) <= 3 )

  attack( mob, victim, 4d9+10, "cloud of darkness" );

if( random( 1, 5 ) <= 2 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #chant, room );

    wait( 1 );

    send_to_room( #gale, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack_cold( mob, rch, 9d7+20, "arctic gale" );

      }

    }

  }

~
E
chant~
@bThe wraith chants softly to itself for a moment.

~
E
gale~
@b@CThe wraith summons a terrific gust of freezing wind!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893595876 0 29
294963 128 524289 160 8
40
16 12 12 30 25
0 -10 100 0 100 -10 0
350 14 misty tendrils~
1000 15 misty form~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287700 26214464
0 1 0 0 0
M 160 4 0
1794 49 1509949460 -1 0
16 82 1509975040 -1 0
16 82 1509968640 -1 0
16 82 1509964800 -1 0
16 82 1509962240 -1 0
479 82 1509966080 -1 0
941 82 1509966080 -1 0
-1
-1

#1334
Jhersa~
~
wraith~
~
~
hovers above her former body.~
~
~
~
hovers above her former body.~
Flowing from shadow to shadow, this wraith gibbers and hums to itself.

Hints of scraggly, white hair and a wrinkled, marred face are evident when

she turns toward you.  Occasionally rising to a shriek, her voice never

seems to stop as she hovers back and forth, occasionally scratching at the

walls.

~
Orb~
attack_weapon( mob, victim, 7d7+5, "vicious rake of claws" );

attack_weapon( mob, victim, 7d7+5, "vicious rake of claws" );

attack( mob, ch, 8d8+10, "swipe" );

if( random( 1, 4 ) < 2 )

  attack( mob, victim, 6d6+15, "furious lunge" );

if( random( 1, 10 ) < 4 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #shriek, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 10d5+15, "piercing shriek" );

      }

    }

  else {

    if( random( 1, 10 ) > 5 )

      act_room( #silence, ch );

    }

  }

~
E
shriek~
@b@RThe spectre throws back her head and shrieks in rage!

~
E
silence~
@RThe wraith throws back her head and tries to shriek, but is unable to

utter a sound.@n 

~
!
0 0 28 0 0 0 0 10
0 0 3 4000 893596912 0 25
294963 136 5 160 8
45
20 12 12 30 25
-30 0 100 -20 100 0 0
1000 20 misty form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073940 26214464
3452 15 0 1889 1747360
F 160 4 0
1798 17 1509949443 6 0
-1
-1

#1335
spectre priest of morkith~
~
spectre of a priest of Morkith~
~
~
The @Yspectre of a priest of Morkith@n floats here, wailing uncontrollably.~
~
~
~
~
Seeming as if summoned up from the nine hells, this black cleric of

Morkith looks to be a body of pure evil.  His pale white skin is that of

a vampires and his blood-red eyes seem to pierce your soul with his icy

glance.  His figure is quite slim, as if not of this living earth but

rather of the undead.

~
Terek~
if( has_obj( 1634, mob ) ) {

  attack( mob, victim, 5d4+35, "deadly strike" );

  attack( mob, victim, 5d4+35, "overhead swipe" );

  attack( mob, victim, 5d4+35, "wicked swipe" );

  attack( mob, victim, 5d4+35, "brutal clubbing" );

  }

else {

  attack( mob, victim, 5d4+35, "mauling" );

  attack( mob, victim, 5d4+35, "vicious pummeling" );

  attack( mob, victim, 5d4+35, "strong kick" );

  attack( mob, victim, 5d4+35, "haymaker" );

  }

if( random( 1, 5 ) == 1 ) {

  act_tochar( #crit, ch );

  act_notchar( #crit1, ch );

do_spell( harm, mob, victim );

  }

if( random( 1, 10 ) > 3 ) {

  i = 5d4+40;

  act_room( #boom, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "rune of destruction" );

    }

  }

~
E
crit~
@b@RThe cleric mutters some quick phrases and points a finger at you.

~
E
crit1~
@b@RThe cleric mutters some quick phrases and points his finger at $n.

~
E
boom~
@b@YThe clerics swiftly begins to trace a rune in mid-air and shouts an

ancient spell of destruction!

~
!
0 0 0 0 0 0 0 10
0 0 3 4000 880892659 0 0
4424113 32907 33562624 2000 2
45
16 17 17 30 16
15 1 5 15 50 -10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 183501470
1083 20 0 2417 655761
M 2000 4 0
-1
-1

#1336
Prince Karnak~
~
presence~
~
massive, malicious~
hovers protectively through the room.~
presences~
~
massive, malicious~
~
Although at first it seems to be nothing more than your imagination, the

feeling of dread and malice expands to a tangible, menacing cloud of

darkness.  Making out a shape in the shifting blackness is nearly

impossible, though you do not doubt the entity is capable of great harm.

~
Orb~
attack_cold( mob, ch, 10d5+10, "chilling touch" );

attack_cold( mob, ch, 8d4+10, "crushing grip" );

attack_cold( mob, ch, 15d3+10, "chilling touch" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 40d3+20, "spectral touch" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #globe, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      i = 20d4+15;

      dam_message( rch, i, "The globe of darkness" );

      inflict( rch, mob, i, "globe of darkness" );

      }

    }

  }

~
E
globe~
@YKarnak summons a globe of darkness, engulfing the room in night!

~
!
0 0 28 0 0 0 0 10
0 0 4 4000 894246936 0 25
294963 -2141192184 8388609 192 2
45
20 12 12 25 18
0 20 100 -20 100 -20 0
1000 17 shadowy form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075220 26214464
9610 23 0 3176 5388326
M 192 4 0
1883 17 1509949442 3 0
-1
-1

#1337
goblin choirboy~
~
choirboy~
~
~
A young @Ygoblin@n dressed in long robes hides here.~
~
~
~
~
This young goblin served as a choirboy during the services held in the

near-by chapel.  Why he hides here now, no one knows.  His eyes are wide

with fear; but whether the fear is of you or something else is impossible

to determine.

~
Merior~
attack_weapon( mob, victim, 4d10+20, "vicious bite" );

attack_weapon( mob, victim, 6d6+10, "grasping finger" );

attack_weapon( mob, victim, 4d10+20, "flailing elbow" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 7d8+10, "swift punch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d8+10, "wild kick" );

    }

  }

~
E
spin~
@GThe choirboy suddenly spins about the room, trying to break free!!@n

~
!
0 18 11 0 0 0 0 10
0 0 151 4000 863700307 0 0
230835 12419 8388612 96 4
50
19 12 12 30 20
50 0 0 0 50 0 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
82782 695 0 102963 56156380
M 96 3 0
347 17 1509949445 5 0
1253 17 1509949535 5 0
-1
-1

#1338
~
~
{vyan male} vyan sentinel~
~
~
crouches in the darkness.~
{vyan males} vyan sentinels~
~
~
crouch in the darkness.~
The eyes of this vyan have a feral gleam accompanying the red tint of

infravision.  Perhaps the most slender vyan you have ever seen, his head

is shaved, a perfect, ebony ovoid.  When you finally do notice him

lurking in the darkness of this utterly silent tomb, it is only by the

subtle sound of a weapon being pulled from its sheath.

~
Orb~
attack( mob, victim, 6d6+10, "rending lunge" );

attack( mob, victim, 5d6+10, "throat slash" );

attack( mob, victim, 5d6+15, "crushing blow" );

i = 1d15;

if( i < 3 ) {

  act_tochar( #wire, ch );

  act_notchar( #rwire, ch );

  attack( mob, ch, 9d9+20, "garrote" );

  }

if( i == 1 )

  do_spell( heal, mob, mob, );

~
E
wire~
@RThe vyan sidesteps, attempting to loop a piece of wire about your neck!!

~
E
rwire~
@RThe vyan sidesteps, attempting to loop a piece of wire aroun $n's neck!!

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894247220 0 24
229795 4206720 1 96 2
35
25 12 12 30 25
-10 -20 0 30 -10 10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072660 26214464
0 1 0 0 0
M 96 4 0
1797 17 1509949540 5 0
1053 17 1509949510 16 0
1103 16 1509949468 16 0
-1
0 -1
~
if( is_fighting( mob ) )

  end;

if( is_player( ch ) ) {

  if( !is_follower( ch ) ) {

    send_to_room( #leap, room );

    attack( mob, rand_player( room ), 5d25+25, "assassinate" );

    }

  }

~
E
leap~
@b@RA shadowy figure leaps out of the darkness!

~
!
-1

#1339
~
~
{dark figure} necromancer~
~
~
stands here chanting softly.~
{dark figures} necromancers~
~
~
stand here chanting softly.~
This frail, skeletal vyan stands here in his voluminous black robes,

chanting over a richly jeweled altar.  His narrowed eyes gleam red in the

shadowed darkness, and he seems utterly involved in whatever dark ritual

he may be performing.  He appears to be some sort of spell caster and you

suspect he is the source of all the wraiths you've encountered in this

evil place.

~
Orb~
attack( mob, ch, 7d7+5, "clutching grip" );

attack( mob, ch, 7d7+20, "punch" );

if( !is_silenced( mob ) ) {

  i = random( 1, 10 );

  if( i < 3 )

    do_spell( lightning bolt, mob, ch );

  if( i == 10 )

    do_spell( freeze, mob, ch );

  if( i > 6 )

    do_spell( acid blast, mob, ch );

  if( i <= 3 ) {

    send_to_room( #soul, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( cause critical, mob, rch );

      }

    }

  }

else {

  if( random( 1, 10 ) < 5 )

    act_room( #silence, ch );

  attack( mob, ch, 6d8+10, "ethereal touch" );

  if( random( 1, 10 ) > 5 )

    attack( mob, ch, 5d6+15, "ethereal touch" );

  }

~
E
soul~
@CThe necromancer calls softly to your soul, summoning it forth from your body!

~
E
silence~
@CThe necromancer tries to incant a spell, but is unable to utter a sound!@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894247319 0 28
4424103 2440 1 160 2
40
12 25 12 12 25
50 -20 -10 10 40 20 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644500 26214464
0 1 0 0 0
M 160 4 0
1774 17 1509949510 -1 0
511 17 1509949540 5 0
-1
-1

#1340
wood imp messenger~
~
wood imp messenger~
~
~
A wood imp @Mmessenger@n is pacing back and forth.~
~
~
~
~
This is a wild looking creature, having scraggly green hair and a dirty

face.  He has an agile build, with spindly arms and legs, like he has had

a lot of exercise and is well built for running.

~
Eldina~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 866965324 0 0
229795 8192 8388608 192 4
20
14 12 12 18 14
20 0 0 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
256
65536655 26214464
0 1 0 0 0
M 192 3 0
1783 17 1509949445 8 0
467 17 1509949470 16 0
1103 17 1509949460 16 0
2102 17 1509949480 9 0
2042 17 1509949480 10 0
2022 17 1509949470 7 0
804 17 1509949470 16 0
-1
-1

#1341
spectre of acolyte of morkith~
~
the spectre of an Acolyte of Morkith~
~
~
The ghostly form of an @b@CAcolyte of Morkith@n floats silently here.~
~
~
~
~
~
Terek~
attack_weapon( mob, victim, 3d10+100, "vicious scratching" );

attack_weapon( mob, victim, 3d10+110, "bite" );

attack_weapon( mob, victim, 3d10+120, "choke-hold" );

attack_weapon( mob, victim, 3d10+100, "claw-swipe" );

if( random( 1, 4 ) == 1 ) {

  i = 10d5+150;

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  do_spell( drain life, mob, ch );

  dam_message( victim, i, "The blood-draining bite" );

  inflict( victim, mob, i, "The blood-draining bite" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d9+100;

  act_room( #mist, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "mist of death" );

    }

  }

~
E
bite~
@b@RMorkith's minion suddenly lunges at you, burying his sharp teeth deep

within your neck!

~
E
bite1~
@b@RMorkith's minion suddenly lunges at $n, burying his sharp teeth deep

within $s neck!

~
E
mist~
@b@BThe worshipper jumps back a few feet and weaves his hands in the air

as a black mist begins to swirl about the room!

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 891406031 0 0
21463331 32779 8196 2000 2
80
30 15 15 30 25
50 -10 75 25 5 100 0
200 40 ghostly form~
1000 42 shadowy aura~
0 1000 ~
0 1000 ~
0 1000 ~
0
144179875 26214464
1688 7 0 1655 1254445
M 2000 4 0
-1
-1

#1342
~
~
giant cliff condor~
With its feathers puffed,~
~
squawks angrily.~
giant cliff condors~
With their feathers puffed,~
~
sqawk angrily.~
With an eight foot wingspan, this desert vulture is fairly intimidating. 

Like most varieties of vultures, the desert condor has grey and black

feathers, accentuated around its craning neck by a collar of white

plumage.  Its legs, head, and neck are covered with thin, leathery grey

skin.  The only true color associated with the large condor is its

wickedly hooked beak, which is n bright orange.  The condor's beady black

eyes seem ever watchful for prey.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+2, "raking claw" );

attack( mob, victim, 3d5+2, "raking claw" );

attack( mob, victim, 5d2+7, "rending peck" );

if( i == 1 ) {

i = 4d6+10;

  act_room( #wing, ch, obj, mob );

  dam_message( ch, i,  "Buffeting wings" );

  inflict( ch, mob, i, "wing buffet" );

  loop( followers ) {

    i = 4d6+10;

    dam_message( rch, i,  "Buffeting wings" );

    inflict( rch, mob, i, "wing buffet" );

    }

  }

else if( i == 2 )

  if( !is_silenced( mob ) ) {

  act_tochar( #shriek, ch, obj, mob );

  act_notchar( #rshriek, ch, obj, mob );

  i = 4d6+10;

  dam_message( ch, i,  "A blood-curdling shriek" );

inflict( ch, mob, i, "being shrieked to death" );

  loop( followers ) {

    act_tochar( #shriek, rch, obj, mob );

    act_notchar( #rshriek, rch, obj, mob );

    i = 4d6+10;

    dam_message( rch, i,  "A blood-curdling shriek" );

    inflict( rch, mob, i, "being shrieked to death" );

    }

  }

else

  act_room( #cant, ch, obj, mob );

~
E
cant~
@b@CA giant cliff condor opens its beak but nothing happens.

~
E
shriek~
@b@RSuddenly $N shrieks at you, causing you immense pain.

~
E
rshriek~
@b@Y$n covers $s ears against the loud, painful shriek.

~
E
wing~
@BSuddenly, the wing's of $N begin to whip about!

~
E
rwing~
@b@BSuddenly, the wing's of $N whip outward at $n.

~
!
0 30 23 0 0 1611 1594 3382
0 0 51 4000 899960088 0 0
216953 0 67112960 0 4
17
13 4 4 12 14
0 0 0 15 25 10 25
100 6 hard beak~
250 7 black feathers~
600 8 feathery body~
800 5 left, feathery wing~
1000 5 right, feathery wing~
0
62915845 27525761
51839 1607 0 16811 1174289
F 0 4 0
2255 17 1509949445 -2 0
-1
-1

#1343
hatchling condor bab~
~
baby condor~
~
newly hatched~
chirps and peeps.~
baby condors~
~
newly hatched~
chirp and peep.~
So newly hatched it this young condor that its feathers are still a bit

wet.  Lacking most of the long, black feathers of a full-grown desert

vulture, this hatchling is covered mostly with downy grey plumage. 

Little more than a foot tall, the baby condor looks to be all wings and

beak.  But what a beak, for such a small age!  The horny, projecting

mandibles of the hatchling condor look capable of snapping tree branches

or bones in half.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 3d2+2, "sharp foot claw" );

attack( mob, victim, 3d2+2, "sharp foot claw" );

attack( mob, victim, 2d2+2, "piercing peck" );

if( i == 1 ) {

  act_room( #help, ch, obj, mob );

  summon( mob, victim );

  }

else if( i == 2 )

  if( !is_silenced( mob ) ) {

  act_tochar( #shriek, ch, obj, mob );

  act_notchar( #rshriek, ch, obj, mob );

  i = 1d6+1;

  dam_message( ch, i,  "A shrill shriek" );

  inflict( ch, mob, i, "being shrieked to death" );

  loop( followers ) {

    act_tochar( #shriek, rch, obj, mob );

    act_notchar( #rshriek, rch, obj, mob );

    i = 1d6+1;

    dam_message( rch, i,  "A shrill shriek" );

    inflict( rch, mob, i, "being shrieked to death" );

    }

  }

else

  act_room( #cant, ch, obj, mob );

~
E
shriek~
@b@RSuddenly $N shrieks at you, causing you pain.

~
E
rshriek~
@b@Y$n covers $s ears against the loud shrieking.

~
E
help~
With a shriek, $N calls for help!

~
E
cant~
@b@CA young cliff condor opens its beak but is silent.

~
!
0 30 23 0 0 1610 1593 3382
0 0 36 4000 900057523 0 31
4408109 0 67112960 0 4
5
12 3 3 12 12
0 0 0 0 10 3 10
150 2 left wing~
300 2 right wing~
500 3 fluffy grey plumage~
850 3 soft, plumed body~
1000 1 long, extended neck~
0
13107845 10487042
343 44 0 2444 35188
M 0 2 0
2255 17 1509949450 -2 0
-1
-1

#1344
deadly pudding~
~
deadly pudding~
~
~
A pool of @b@Bdeadly pudding@n slowly edges towards you.~
~
~
~
~
Seemingly nothing more then a puddle of slime, this mass of black ooze

seems to move with its own free will.  Bubbles rise to its surface every

few moments and burst sending small splatters of the slime to the ground

which quickly rushes back to be absorbed into the puddle.

~
Terek~
attack_acid( mob, victim, 7d5+100, "splatter of ooze" );

attack_acid( mob, victim, 7d9+100, "whipping strike" );

attack_weapon( mob, victim, 10d4+100, "entangling" );

attack_acid( mob, victim, 10d4+110, "acidic touch" );

if( random( 1, 5 ) == 1 ) {

  i = 5d5+160;

  act_tochar( #ick, ch );

  act_notchar( #ick1, ch );

  attack_acid( mob, victim, i, "acid dip" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d4+150;

  act_room( #splatter, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, i, "acid splatter" );

    }

  }

~
E
ick~
@b@RThe pudding suddenly arches up and sweeps down like a crashing wave

covering you in its acidic slime!

~
E
ick1~
@b@RThe pudding suddenly arches up and sweeps down like a crashing wave

covering $n in its acidic slime!

~
E
splatter~
@b@YThe pudding begins to bubble violently and then suddenly explodes

sending its gooey remains everywhere!

~
!
0 0 32 0 0 0 0 10
0 0 0 4000 891921154 0 0
7569713 11 536879104 0 8
75
30 1 1 5 20
-10 -10 -10 0 100 100 0
200 40 swirling form~
400 30 sticky tendrils of goo~
1000 45 damage-absorbing skin~
0 1000 ~
0 1000 ~
0
327680660 209715850
1347 11 0 0 0
N 0 6 0
-1
-1

#1345
~
~
{small reptile} small cactus lizard~
~
~
hisses violently, its needle-sharp teeth bared.~
{small reptiles} small cactus lizards~
~
~
hiss violently here, baring their needle-sharp teeth.~
Little more than a foot long, excluding its lengthy tail, this lizard

stands no more than four inches tall.  Its leathery skin is covered with

minuscule, interlocking green scales that vary in size and shape down the

length of its body.  Much like a cactus, the lizard has prickly barbs

protruding from its body, running down the center of its spine and tail. 

Two inch-long horns jut out from the lizard's head, making it look fierce

despite its lack of size.

~
Florian~
attack( mob, victim, 2d8+2, "scaly claw" );

attack( mob, victim, 2d8+2, "scaly claw" );

attack( mob, victim, 1d8+1, "needle-sharp bite" );

if( attack( mob, victim, 1d8+1, "needle-sharp bite" ) )

interpret( mob, "em hisses and licks its mouth." );

~
!
0 0 15 0 0 1612 1595 10
0 0 169 4000 899016983 0 27
217721 0 0 0 4
9
12 5 4 13 13
0 0 -30 10 40 0 15
200 4 green, scaly leg~
400 3 green, scaly tail~
650 5 green, scaly body~
900 4 hissing maw~
1000 3 flat, leathery skull~
0
23593609 24904321
10764 789 0 24523 692906
N 0 2 0
214 17 1509949444 -2 0
-1
-1

#1346
~
~
sallow-skinned troglodyte~
~
~
is watching you very carefully.~
sallow-skinned troglodytes~
~
~
are watching you very carefully.~
This creature stands as tall as an elf, but that is where any resemblance

ends.  Sallow skin hangs in loose folds under its chin and arms.  Long,

thick nails sticking out from its stubby fingers look appalingly like

claws.  Though it does appear to notice your presence, it seems to be

waiting most humbly for a command from its master, its pale eyes cast

downward.

~
Talis~
attack_weapon( mob, victim, 2d5+1, "right hand" );

attack_weapon( mob, victim, 2d5+1, "left hand" );

if( has_obj( 3028, mob ) )

  attack( mob, victim, 2d5, "dagger thrust" );

~
!
0 60 30 0 0 0 0 10
0 0 22 4000 893707209 0 29
251681 8192 0 0 4
6
12 8 8 13 14
5 0 10 0 5 0 0
100 4 head~
400 4 arms~
1000 4 leathery skin~
0 1000 ~
0 1000 ~
73760
15729286 26215042
2647 3 0 11 2890953
M 0 4 0
488 17 1509949540 5 0
1117 17 1509949540 13 0
3028 17 1509949540 16 0
-1
11 -1
~
end;

act_tochar( #imm_note, ch );

~
E
imm_note~
This mpcode is intended to prevent anyone attacking the sacrificial trog

before he can kill himself.  The sacrifice is cool, but tends to make

this mob worth about 80-101k experience.  Way too much.  Just whacking

him before he gets sacrificed tends to earn people 5-12k exp, and they've

taken no damage for it.  Too much for about 1-2 rounds of combat with no

threat of getting killed.  -Talis 

~
!
-1

#1347
~
~
{regal sorceror} white sorceror~
~
~
robed in shimmering white, stands boldly before you.~
{regal sorcerors} white sorcerors~
~
~
robed in shimmering white, stand boldly before you.~
This regal sorceror is clad all in swirling robes of white.  His piercing

blue eyes observe you with compassion, yet a firm sense of justice.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

attack( mob, victim, 3d100+500, "ethereal magic" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 895006702 0 0
250787 0 0 0 4
50
12 21 18 13 12
50 50 50 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144650 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
exit leave leaving north out~
act_tochar( #ask, ch );

if( !is_open( room, north ) ) {

  act_tochar( #open, ch );

  open( room, north );

  }

else

  send_to_room( #opens, room );

~
E
ask~
You ask the white sorceror how to leave the tower.

~
E
opens~
The white sorceror points north, showing you the way out.

~
E
open~
The white sorceror waves a hand, and the wall to the north melts away,

creating an exit.

~
!
-1

#1348
~
blue-skinned~
{blue-skinned demon} lesser ice demon~
~
~
sets its icy eyes upon you, its claws twitching.~
{blue-skinned demons} lesser ice demons~
~
~
set their icy eyes upon you, their claws twitching.~
About 8 feet tall, this heavily muscled denizen of the lower planes looks

to be an ice creature of some sort.  Its broad, powerful wings are

coated in ice, as its its barrel chest and grotesque demonic mouth.  A

set of long obsidian spikes are its wicked claws, and a wind of cold

emanates from it, swirling, perhaps @Cgathering@n.....

~
Nivel~
attack( mob, victim, 2d20+20, "obsidian claw rake" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d20+20, "obsidian claw rake" );

attack_cold( mob, ch, 8d4+70, "icy breath" );

attack( mob, victim, 2d20+20, "chomp" );

attack( mob, victim, 2d20+20, "chomp" );

act_room( #chill, mob );

attack_cold( mob, ch, 10d5+40, "icy rain" );

if( random( 0, 2 ) == 1 ) {

  loop( all_in_room ) {

    if( rch != mob )

      attack_cold( mob, rch, 8d5+20, "icy rain" );

    }

  }

if( random( 0, 4 ) == 3 ) {

  act_room( #freeze, mob );

  loop( all_in_room ) {

    if( rch != mob )

      attack_cold( mob, rch, 10d5+90, "frosty wind" );

    }

  }

if( random( 0, 2 ) == 1 ) 

  attack( mob, ch, 10d3+40, "obsidian claw rake" );

~
E
flap~
@E@CThe lesser ice demon flaps its powerful wings in a hurricane of ice

and frost!!@n 

~
E
chill~
@E@CThe lesser ice demon calls a rain of icy chill forth!!@n

~
E
freeze~
@E@CThe lesser ice demon howls, creating a powerful wind of frost!!@n

~
!
0 0 20 0 0 0 0 10
0 0 0 2000 894345704 0 31
4315185 2105856 4194309 400 8
60
19 15 13 14 19
20 -40 100 50 100 100 100
500 5 heavily muscled torso~
850 3 thick membranous wing~
1000 8 heavily-scaled head~
0 1000 ~
0 1000 ~
0
196608660 26214464
410 1 0 0 0
M 400 5 0
1809 17 1509949445 -1 0
1810 17 1509949442 -1 0
1812 17 1509949442 17 0
-1
-1

#1349
~
blue evil~
{howling apparition} ice devil~
~
~
eyes you with hate.~
{howling apparitions} ice devils~
~
~
eye you with hate.~
This massive, powerful creature of evil has a breath of pure cold to

freeze your bones, and hands filled with long, ice-blue claws with which

to rend your flesh into ribbons.  Its hunger for your blood is evident as

it reaches to rip out your still-beating heart and feed.

~
Nivel~
if( random( 0, 4 ) == 4 ) {

  act_room( #freeze, mob );

  loop( all_in_room ) {

    if( rch != mob )

      attack_cold( mob, rch, 10d5+75, "expanding sphere of cold" );

    }

  }

act_room( #spear, mob );

attack_cold( mob, ch, 10d4+90, "conjured spear of ice" );

rch = rand_player( room );

act_tochar( #point, rch );

act_notchar( #rpoint, rch );

do_spell( chilling touch, mob, rch );

if( random( 0, 2 ) == 1 ) {

  attack_cold( mob, ch, 10d3+60, "thrown sphere of frost" );

  };

if( random( 0, 5 ) == 3 ) {

  act_tochar( #point, victim );

  act_notchar( #rpoint, victim );

  do_spell( chilling touch, mob, victim );

  }

attack( mob, victim, 2d40+40, "flesh rending claw" );

attack( mob, victim, 2d40+40, "flesh rending claw" );

~
E
freeze~
@E@CThe ice devil howls, an ever-expanding sphere of cold spreading to

envelop his enemies!!@n 

~
E
point~
The ice devil points at you and cackles.

~
E
rpoint~
The ice devil points at $n and cackles.

~
E
spear~
@E@CThe ice devil conjures a massive spear of ice, and hurls it

forward!!@n 

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894345826 0 31
236083 128 4194309 496 8
65
19 12 12 10 25
80 -40 100 50 100 100 100
800 10 enveloping wings~
1000 5 exposed chest~
0 1000 ~
0 1000 ~
0 1000 ~
0
249037460 26214464
0 1 0 0 0
M 496 6 0
1812 17 1509949445 17 0
1813 17 1509949445 -1 0
-1
-1

#1350
Corahna~
~
beautiful witch~
~
~
is standing here, blue sparks flying from her fingertips!~
beautiful witches~
~
~
are standing here, blue sparks flying from their fingertips!~
Although this young woman has the face of an angel, a quick glance at her

eyes reveals the frost that has chilled her heart.  Cold blue orbs stare

at you with hatred at your intrusion, and your hair stands on end as

frosty sparks emanate from her fingers.  Long brown hair flies as

invisible currents of air whip her hair up, and she looks ready to shed

blood, probably yours.

~
Nivel~
attack( mob, ch, 4d10+10, "flesh-rending nails" );

attack( mob, ch, 4d10+10, "flesh rending nails" );

loop( all_in_room ) {

  if( rch != mob )

    do_spell( freeze, mob, rch );

  }

act_tochar( #numb, ch );

act_notchar( #rnumb, ch );

do_spell( chilling touch, mob, ch );

do_spell( chilling touch, mob, ch );

if( random( 0, 1 ) == 1 ) {

  do_spell( chilling touch, mob, ch );

  if( random( 0, 3 ) != 1 ) 

    do_spell( chilling touch, mob, ch );

  }

if( random( 0, 1 ) == 1 ) {

  act_tochar( #frost, ch );

  act_notchar( #rfrost, ch );

  do_spell( freeze, mob, ch );

  do_spell( freeze, mob, ch );

  };

if( random( 0, 1 ) == 1 ) {

  act_room( #freeze, ch );

  loop( all_in_room ) {

    if( rch != mob )

      do_spell( freeze, mob, rch );

    if( random( 0, 1 ) == 1 ) 

      loop( all_in_room ) {

      if( rch != mob )

        do_spell( freeze, mob, rch );

      }

    }

  }

if( random( 0, 15 ) == 1 ) {

  act_room( #better, ch );

  i = 1d1+800;

  heal( mob, i );

  }

if( random( 0, 40 ) == 7 ) {

  act_room( #oops, ch );

  do_spell( slay, ch, mob );

  }

~
E
freeze~
@E@CCorahna shields herself and suddenly engulfs the room in a sphere of

@Efreezing air!@n 

~
E
better~
@E@MThe Ice Priestess calls upon the gods for healing!@n

~
E
numb~
Corahna sets about you with her cold fingers, chilling you to the bone.

~
E
rnumb~
The Ice priestess sets about with her cold fingers, chilling $n.

~
E
oops~
@E@RCorahna tries to call down the power of her gods, but they smite her

instead!@n 

~
E
frost~
@ECorahna creates a @E@Bsphere@E @n@Eof pure cold and hurls it at you with

uncanny speed!@n 

~
E
rfrost~
@ECorahna creates a @E@Bsphere@E @n@Eof pure cold at hurls it at $n with

uncanny speed!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894478988 0 35
4424243 384 4 2496 2
75
20 14 14 20 30
80 -20 100 50 100 100 100
500 30 body~
600 15 head~
800 20 leg~
1000 20 arm~
0 1000 ~
0
393216660 26214464
0 1 0 0 0
F 2496 4 0
1823 17 1509949444 17 0
1822 17 1509949442 10 0
-1
-1

#1351
Fiordin~
ice lord~
ice lord~
~
~
is here, angrily tossing about polar elements in a rage!~
ice lords~
~
~
are here, angrily tossing about polar elements in a rage!~
This white-haired man is in a fit of rage.  Massive pale-white muscles

protrude from a cuirass of pure white ice.  Standing over ten feet tall,

his body isn't the only thing that stands out.  An invisible sphere of

frost protects him, as you see a massive chunk of ice fly at it and stop

in midair, impacting with the shield and flatly bouncing off ; he appears

unaffected by the cold about him.  In addition, elements of cold whirl

about him in a frenzy; he treats his frosty subjects as servants for his

molding.

~
Nivel~
loop( all_in_room ) {

  if( rch != mob )

    attack( mob, rch, 8d4+35, "spinning hand-chop" );

  if( random( 0, 2 ) != 1 ) 

    if( rch != mob )

    attack( mob, rch, 8d4+35, "hurled chunks of ice" );

  }

attack_cold( mob, ch, 9d10+10, "conjured up spear of ice" );

if( random( 0, 3 ) == 1 ) {

  act_room( #hail, ch );

  loop( all_in_room ) {

    if( rch != mob )

      attack_cold( mob, rch, 15d4+60, "massive hailstorm of ice" );

    }

  }

do_spell( freeze, mob, ch );

if( random( 0, 2 ) != 1 ) 

  do_spell( freeze, mob, ch );

if( random( 0, 40 ) == 1 ) {

  act_tochar( #2trans, ch );

  act_notchar( #2rtrans, ch );

  transfer( ch, find_room( 19143 ) );

  }

if( find_stat( ch, str ) < 16 ) {

  act_tochar( #3trans, ch );

  act_notchar( #3rtrans, ch );

  transfer( ch, find_room( 19143 ) );

  i = 20d3+200;

  dam_message( victim, i, "being hurled out of a mountain" );

  inflict( victim, mob, i, "being hurled out of a mountain" );

  }

~
E
transfer~
@E@YFiordin calls the winds to banish you from his kingdom!@n

~
E
rtransfer~
@E@YFiordin calls on the winds to banish $n from his domain!@n

~
E
hail~
@E@RFiordin calls forth a hailstorm to @M@EDESTROY@n@E@R you!!!

~
E
2trans~
@E@YFiordin calls the winds to banish you from his kingdom!@n

~
E
2rtrans~
@E@YFiordin calls on the winds to banish $n from his domain!@n

~
E
3trans~
@E@YFiordin laughs as he easily picks you up and hurls you up out of the

mountain!@n 

~
E
3rtrans~
@E@YFiordin laughs as he easily picks $n up and hurls $m out of the

mountain!@n 

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 900683374 0 31
4424243 2097536 4 2000 2
75
30 12 12 20 25
100 -20 100 50 100 100 100
500 20 ice-formed cuirass~
800 20 protective shield of ice~
950 10 tough bulging muscles~
1000 -5 unprotected head~
0 1000 ~
0
445645460 26214464
0 1 0 0 0
M 2000 4 0
1827 17 1509949442 16 0
1825 17 1509949441 5 0
-1
-1

#1352
Myranos~
~
purple-robed magician~
~
~
is here, doing several mystical things all at once.~
purple-robed magicians~
~
~
are here, doing several mystical things all at once.~
half elf

~
Nivel~
do_spell( invisibility, mob );

~
!
0 0 66 0 0 0 0 10
0 0 0 4000 894479074 0 33
4424611 0 0 192 4
80
20 25 25 14 20
100 100 100 50 0 20 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
393216660 26214464
0 1 0 0 0
M 192 4 0
-1
4 -1
~
act_room( #laugh, ch );

mload( 1352, room );

wait( 1 );

act_room( #grin, ch );

wait( 2 );

act_room( #fun, ch );

wait( 1 );

act_room( #ponder, ch );

~
E
laugh~
@E@MMyranos cackles evilly as he reforms himself!!@n

~
E
grin~
@E@YMyranos grins and sits down upon the floor, giggling at his corpse.@n

~
E
fun~
@E@WMyranos says, 'I haven't had that much fun in years.  I always liked

that corpse trick.' 

~
E
ponder~
@E@W'Hmm, I wonder.  Would you be interested in helping me complete a

plan I have had for years?  Since you can kill me...,' Myranos grins,

'you must be some type of plucky adventurers.  What say you?' 

~
!
8 -1
sure yes ok~
wait( 2 );

act_tochar( #smile, ch );

act_notchar( #rsmile, ch );

wait( 1 );

if( !obj_in_room( 1826, room ) ) {

obj = oload( 1826 );

obj_to_room( obj, room );

};

interpret( mob, "enter portal" );

~
E
smile~
@E@WMyranos smiles and pats you on the back.  Myranos speaks

telepathically to you, 'Good lad.  I'll fill you in on the plan later. 

For now, follow me into the portal when I enter into it.' 

~
E
rsmile~
Myranos smiles and pats $n on his back.

~
!
8 -1
no sorry nope ~
set_cflag( 49, ch );

wait( 3 );

act_tochar( #fine, ch );

act_notchar( #rfine, ch );

wait( 10 );

act_room( #leaves, ch );

~
E
fine~
@E@WMyranos tells your mind 'I understand.  But I could so much have used

your help.  Oh well, $n.  I'll get out of your thoughts.  Until next

time, I suppose.' 

~
E
rfine~
@E@WMyranos nods solemnly to $n.

~
E
leaves~
@E@WMyranos steps into a swirling red-brown portal and is gone@n.

~
!
-1

#1353
~
filthy grumpy-look dwarf argith axehand~
{filthy, grumpy-looking dwarf} Argith Axehand~
~
~
mumbles in your direction.~
~
~
~
~
Possibly once a great warrior, Argith Axehand now lives the life of a

hermit, and a grumpy one at that.  Covered in nothing more then filthy

rags he seems to retain no wealth whatsoever except for a crooked walking

cane and a silver earring which hangs in his left ear.  His thick, black

beard has given way to streaks of grey which tangle with bits and pieces

of dirt hanging on it.  He paces across the room mumbling about past

victories, how horrible the weather is and where his stock of ale went to.

~
Terek~
attack_weapon( mob, victim, 7d5+175, "swift kick" );

attack_weapon( mob, victim, 10d10+400, "heavy stomp" );

attack_weapon( mob, victim, 5d5+190, "weak headbutt" );

attack_weapon( mob, victim, 5d5+175, "swift punch" );

attack_weapon( mob, victim, 5d5+125, "rushing charge" );

if( random( 1, 3 ) == 1 ) {

  i = 10d10+350;

  act_tochar( #charge, ch );

  act_notchar( #charge1, ch );

  dam_message( victim, i, "The charge" );

  inflict( victim, mob, i, "The charge" );

  interpret( mob, "bash" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 5d10+175;

  act_room( #stomp, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "crushing stomp" );

    }

  }

~
E
charge~
@b@CArgith rears back and charges at you screaming an old dwarvish

battle-cry!

~
E
charge1~
@b@CArgith rears back and charges at $n screaming an old dwarvish

battle-cry!

~
E
stomp~
@b@YArgith grumbles and then proceeds to run around the room stomping on

everyone's foot!

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 899159741 0 25
230179 294923 8196 14992 4
90
24 16 16 30 25
75 100 100 30 20 -10 0
200 75 stout dwarven body~
400 75 heavily-muscled arms~
600 75 heavily-muscled legs~
800 80 hard head~
900 80 rock-solid stomach~
0
891290270 26214464
0 1 0 0 0
M 14992 4 0
2348 17 1509949540 5 0
2349 17 1509949540 17 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( cflag( 59, ch ) )

  end;

Wait( 1 );

set_cflag( 59, ch );

send_to_room( #grumble, room );

wait( 5 );

send_to_room( #talk, room );

wait( 5 );

send_to_room( #talk1, room );

wait( 5 );

send_to_room( #talk2, room );

~
E
grumble~
Argith stops pacing about the room and looks you over a moment then

proceeds to grumble at you: @b@W"Visitors?  I never expected company!  Im

a busy man ya'see and i can't have all these interruptions!" 

~
E
talk~
Argith strokes his beard a moment and then says: @b@W"I have not seen the

likes of "living people" in quite some time now and methinks you are

foolish for coming into the wastes!" 

~
E
talk1~
Argith leans on his cane a moment and then says to you: @b@W"Ya see wee

ones I have been here quite some time now, yes indeed i have and i can

tell you this, this land has seen better days!  All this after some silly

mage thinks he can make an astral gate to other planes without bringing

in every demon and their cousin!"@n 

~
E
talk2~
Argith continues to speak: @b@W"If you are foolish enough to venture into

the wastes you'll get no help from me!  I have seen enough demons,

zombies and other monsters to last me another 300 years!  I can however

offer you some advice, LEAVE!"@n Argith turns his back on you and

concentrates on his dinner.

~
!
2 -1
Wastes Black~
act_tochar( #ask, ch );

act_notchar( #ask1, ch );

Wait( 2 );

tell( mob, ch, #1 );

Wait( 5 ); 

tell( mob, ch, #2 );

Wait( 5 ); 

tell( mob, ch, #3 );

Wait( 5 ); 

tell( mob, ch, #4 );

~
E
ask~
@b@WYou ask Argith about the Black Wastes.

~
E
ask1~
@b@W$n asks Argith about the Black Wastes.

~
E
1~
@b@WWelcome to what was once the fine land of Tarik Nor, now as you have

probably seen is nothing more than a bunch of sand, dead trees and the

occasional vulture.@n 

~
E
2~
@b@WYou see it all started when the Arch Mage Tarkath decided he was

bored with traditional magic and decide he wanted to be the center of

attention and devised a plot to open several astral gates to the outer

planes.  This however failed miserably and Tarkath wound up opening a

gate to the Abyss and Nine Hells and before we knew it an army of demons

came rushing through the gates and attacked everything in their path.@n


~
E
3~
@b@WI was part of the finest Dwarven Berserker brigade in the land, the

Skull Crackers.  We rallied our forces and attempted to hold back the

demons but everyone but me died trying to defend our home.  Soon the land

was thrown into a war that lasted over 500 years and those who survived

wished for death as their homeland become nothing more then rubble, but

the demons were wise.  They cast a spell on the land giving everyone in

it immortality so they could live forever, tormented with the deaths of

their lost friends and loved ones.@n 

~
E
4~
@b@WI cannot die and rejoin my clan and thus i stay here, warning newcomers

of the dangers.  It would be wise to leave this place as the monsters

here are fiercer then a hoard of dragons combined.  But if you wish to

continue on I wish you luck my friend.@n

~
!
2 -1
Arch Mage Tarkath~
Act_tochar( #tark, ch );

Act_notchar( #tark1, ch );

Wait( 2 );

tell( mob, ch, #tell );

Wait( 7 );

tell( mob, ch, #tell1 );

~
E
tark~
@b@WYou ask Argith about the Arch Mage Tarkath.

~
E
tark1~
@b@W$n asks Argith about the Arch Mage Tarkath.

~
E
tell~
@b@WTarkath was not a cruel man, he was simply..well...dumb.  He was

never a good a mage as the others but none the less received the title of

Arch Mage.  He was always lusting for new spells and magic items to

further his power but never once turned his power towards evil until he

opened the gates.  He lived in the capital city a bit northwest of here

called Morindale, a fine city.@n

~
E
tell1~
@b@WNo one knew if he survived the great war but many people said they

saw him battling a huge black demon atop the castle battlements one day

but other than that we know nothing more.  If he survived he is the only

man that can help bring an end to the evil here.  Seek him there if he

still lives, perhaps he can help you, perhaps even help us all lift this

curse.@n 

~
!
2 -1
iron trapdoor heavy~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the heavy iron trapdoor.

~
E
stat1~
Don't go near it!  Me brother lies far below and he's lost his mind!  I

had to contact an archmage to lock him down below.  I feed him every now

again, but I won't dare go down there!

~
!
-1

#1354
~
~
dark centaur~
~
~
stomps his hooves on the ground in anger.~
dark centaurs~
~
~
stomp their hooves on the ground in anger.~
This centaur would appear as any other except that instead of a horse's

body it bears a closer resemblence to a nightmare's dark form.  Flames

lick at his heals while smoke rises from his jet-black body.  A fiery-red

tail swings aggressively back and forth as he stomps his hooves, kicking

up a cloud of smoke.

~
Terek~
attack_weapon( mob, victim, 2d7+70, "stomping hooves" );

attack_weapon( mob, victim, 2d7+70, "reering bash" );

attack_weapon( mob, victim, 2d7+70, "charging headbutt" );

attack_weapon( mob, victim, 2d7+70, "smashing punch" );

~
!
0 0 6 0 0 0 0 10
0 0 0 4000 899928399 0 31
138642209 32771 33562628 2400 8
75
23 16 16 23 23
50 70 50 -5 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471859850 393216650
0 1 0 0 0
M 2400 6 0
-1
-1

#1355
Eltrex~
eltrex~
wild elven cleric~
~
~
with a hint of forgotten gaiety stands before you.~
Eltrex's~
~
~
with a hint of forgotten gaiety stand before you.~
Standing before you is a rare and elusive wild elf.  Her auburn hair

falls in waves down to the small of her back and her skin is of a light

chestnut hue.  She stands an impressive five foot one inch tall with a

slightly fragile build.  No visual scars mar her perfect chestnut brown

skin, though a tattoo of runes encircles her left eye.  These religious

runes draw you into dark brown eyes that seem alight with pure

malevolance.  Where once there may have been a loving smile now lies a

twisted mischevioius grin.  She moves with a fluidity that bespeaks a

dancer, though it is quite evident that she rarley performs dances of

joy, but instead prefers the macabre dance of death.

~
Adakar~
attack( mob, victim, 4d4+40, "punch" );

attack( mob, victim, 3d4+45, "spinning backfist" );

attack( mob, victim, 4d5+100, "punch" );

attack( mob, ch, 5d10+50, "spin kick" );

act_tochar( #cause, ch );

act_notchar( #cause2, ch );

do_spell( cause serious, ch );

i = 1d10;

if( i == 1 ) {

  act_tochar( #pw1, ch );

  act_notchar( #pw2, ch );

  do_spell( fear, mob, ch );

  }

if( i > 8 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      send_to_room( #pw3, room );

      j = 5d10+100;

      dam_message( rch, j, "Eltrex's heaven sent bolt of energy");

      inflict( rch, mob, j, "Eltrex's heaven sent bolt of energy" );

      }

    }

  }

if( i == 5 ) {

  send_to_room( #swing, room );

  do_spell( restoration, mob, mob );

  }

if( i == 7 ) {

  if( mob_in_room( 2167, room ) ) {

    send_to_room( #sister, room );

    do_spell( heal, mob, mob_in_room( 2167, room ) );

    }

  if( mob_in_room( 2169, room ) ) {

    send_to_room( #cairn, room );

    do_spell( heal, mob, mob_in_room( 2169, room ) );

    }

  if( mob_in_room( 2168, room ) ) {

    send_to_room( #jenova, room );

    do_spell( heal, mob, mob_in_room( 2168, room ) );

    }

  }

if( i == 4 ) {

  act_tochar( #pw5, ch );

  act_notchar( #pw6, ch );

  do_spell( slay, mob, ch );

  }

if( i == 2 ) {

  if( mob_in_room( 2169, room ) ) {

    send_to_room( #pw7, room );

    do_spell( bless, mob, mob_in_room( 2169, room ) );

    }

  }

~
E
pw1~
@BOffering a quick prayer, Eltrex grins at you and utters a single

powerword 'Terror'!@n 

~
E
pw2~
@BOffering a quick prayer, Eltrex grins at $n and utters a single

powerword 'Terror'!.@n 

~
E
pw3~
@ROffering a quick prayer, Eltrex encompasses the room in a sweeping hand

motion!@n 

~
E
swing~
@YEltrex swings a holy censer in a slow arc in front of her.@n

~
E
sister~
@CPlacing her hands on her sister, Eltrex heals Canna.@n

~
E
cairn~
@YPlacing her hands on Cairn, Eltrex heals her great nephew.@n

~
E
jenova~
@YPlacing hr hands on her niece, Eltrex heals Jenova.@n

~
E
pw5~
@RContorting her face into a malicious grin, Eltrex points at you and

utters a single powerword 'Death'!@n 

~
E
pw6~
@RContorting her face into a malicious grin, Eltrex points at $n and

utters a single powerword 'Death'!@n 

~
E
cause~
Offering a quick prayer, Eltrex levels a bolt of shining white light at

you!

~
E
cause2~
Offering a quick prayer, Eltrex levels a bolt of shining white light at

$n.

~
E
pw7~
@MChuckling to herself, Eltrex places her hands on Cairn.@n

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 900722972 0 26
4424483 0 0 0 4
90
14 17 18 22 20
65 50 65 65 80 25 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471859845 26214464
0 1 0 0 0
F 0 4 0
3212 17 1509949540 5 0
3209 17 1509949540 7 0
3210 17 1509949540 10 0
2377 17 1509949540 16 0
-1
-1

#1356
munchkin~
~
munchkin~
~
~
A happy little @b@Ymunchkin@n is here, frolicking about.~
~
~
~
~
This happy little creature frolics about in relative bliss.  With a silly

smile dancing on its face (you can't tell if this is a boy or girl

munchkin), the munchkin smiles at you, covering you with hugs and filling

the air with laughter as he merrily hacks your face open.  As far as

class goes, it appears to be a multi-classed abjurer/conjurer/diviner/

enchanter/illusionist/invoker/necromancer/transmuter so I'd watch out, or

it might cast 'deity control' or something equally horrible.  Perhaps it

will summon its mount, a trusty heavy war tyrannosauri, to come and

devour you whole.

~
Phule~
attack( mob, victim, 1d5+1, "happy pounce" );

send_to_room( #leap, room );

i = 1d10+1;

loop( i < 10 ) {

  loop( all_in_room ) {

    if( rch != mob )

      attack( mob, rch, 1d3+3, "twisted lotus ninja decapitation strike" );

    }

  i = 1d10+1;

  }

~
E
leap~
The munchkin leaps into the air, becoming a spinning blur.

~
!
0 63 57 0 0 0 0 10
0 0 2 4000 877047664 0 0
119139 8192 0 0 4
10
10 3 3 12 8
10 10 10 10 -200 10 50
1000 0 happy face~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
278 27 0 319 9604
N 0 3 0
1831 17 1509949540 17 0
1831 17 1509949450 6 0
1831 17 1509949450 10 0
1831 17 1509949450 7 0
1831 17 1509949450 5 0
1831 17 1509949450 16 0
-1
4 -1
~
act_room( #sniff, mob );

~
E
sniff~
@b@YThe little munchkin sniffs, crying that you have killed it.  The

munchkins will have their revenge!!!@n 

~
!
5 -1
~
send_to_room( #lotus, room );

continue;

~
E
lotus~
The happy munchkin sizes you up and practices a 'twisted lotus ninja

decapitation strike'.

~
!
-1

#1357
wandering monk~
~
wandering monk~
~
~
An orcish monk rushes to repel invaders!~
~
~
~
~
This well-built orc has clearly spent much of his life training his mind

and his body to be used together as a perfect weapon.  Even through his

robes you can see his firm muscles.  His eyes fix firmly unpon you, as if

trying to size up all opposition.

~
Merior~
attack( mob, victim, 2d30+10, "mantis strike" );

attack( mob, victim, 2d40+10, "sweeping kick" );

attack( mob, victim, 2d50+30, "locust kick" );

if( random( 0, 1 ) == 1 ) {

  attack( mob, victim, 4d30+60, "touch of darkness" );

  continue;

  }

if( random( 0, 2 ) == 1 ) {

  act_room( #leap, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      if( random( 1, 4 ) == 3 )

      attack( mob, rch, 2d80+20, "cyclone kick" );

    }

  }

~
E
leap~
@G@bThe monk leaps as he continues his attack!@n

~
!
0 0 0 0 0 1182 1181 10
0 0 158 4000 885389195 1079492412 0
4445489 8193 8388612 496 1
60
19 12 14 25 16
10 20 10 35 50 30 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608655 26214464
65936 451 0 103724 71526900
M 496 4 0
347 17 1509949441 5 0
511 16 1509949520 5 0
2164 16 1509949443 5 0
489 16 1509949450 5 0
1833 17 1509949442 8 0
2121 16 1509949538 8 0
1834 17 1509949441 16 0
-1
-1

#1358
~
~
moorhound zombie~
~
huge, rotting~
bares cracked teeth at you.~
moorhound zombies~
~
huge, rotting~
bare cracked teeth at you.~
Once a huge hound, the size of a small horse, it is now a worm-ridden

corpse.  Its ragged fur hangs loose and bones are clearly defined where

too little flesh remains beneath.  The light of life has left its eyes,

only to be replaced with a more unholy light.  Its lips are curled back

in a rictus grin baring six-inch cracked and yellowed canines.

~
Talis~
attack( mob, victim, 3d4+3, "bite" );

attack( mob, victim, 3d4+3, "claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 5d4, "rampage" );

~
!
0 0 28 0 0 1359 1358 10
0 0 0 4000 899089106 0 0
721697 536879104 12 0 8
30
12 0 0 12 15
5 15 15 15 100 0 0
600 6 emaciated body~
500 4 boney leg~
400 3 flayed haunch~
500 4 scarred head~
1000 3 tattered tail~
0
26215050 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#1359
hound moorhound skeleton sk...~
~
Skeletal Moorhound~
~
~
The skeletal frame of a large @Yhound@n wags its boney tail.~
~
~
~
~
The skeletal remains of a large hound, about the size of a horse, stands

before you.  Tattered scraps of decayed muscle stretch between the bones

of its joints with gruesome tenacity.  Slowly it turns to look at you out

of dark hollow where eyes should be and its jaws clack and gnash together

hungrily.

~
Talis~
attack( mob, victim, 3d4+3, "bite" );

attack( mob, victim, 3d4+3, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 4d3+3, "claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 5d6, "rampage" );

~
!
0 0 28 0 0 1359 0 10
0 0 0 4000 899875059 0 0
655905 8448 12 0 8
30
15 0 0 15 16
10 20 20 20 100 0 0
600 8 rib cage~
500 5 leg bone~
400 4 hip bones~
500 5 cracked skull~
1000 4 stubby tail bones~
0
39322255 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#1360
~
~
dark treant~
~
blackened and twisted~
emerges from the forest.~
dark treants~
~
~
~
Appearing as a simple tree with blackened and twisted bark, this dark

treant is usually mistaken for a regular forest tree and has been the

downfall of many brave adventurers.  Its thick, blackened bark provides

excellent protection against every form of attack.  Its branches end with

very sharp points and the main body trunk has been twisted to resemble a

face.

~
Terek~
attack_weapon( mob, victim, 5d6+80, "swinging branch" );

attack_weapon( mob, victim, 5d6+80, "thundering bash" );

attack_weapon( mob, victim, 5d6+80, "rushing charge" );

attack_weapon( mob, victim, 5d6+80, "branch pierce" );

if( random( 1, 7 ) == 1 ) {

  i = 3d5+95;

  act_tochar( #grasp, ch );

  act_notchar( #grasp1, ch );

  dam_message( victim, i, "The severe pummeling" );

  inflict( victim, mob, i, "The severe pummeling" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 6 ) == 1 ) {

      i = 10d3+80;

      act_room( #rocks, ch );

      dam_message( rch, i, "The dark treant's elemental barrage" );

      inflict( rch, mob, i, "The dark treant's elemental barrage" );

      }

    }

  }

~
E
grasp~
@b@YThe dark treant grabs you with one of its branches and begins to

pummel you to death!

~
E
grasp1~
@b@YThe dark treant grabs $n with its branches and gings to pummel $m to

death!

~
E
rocks~
@b@MThe dark treant raises its branches to the sky and suddenly a barrage

of rain, wind and stones assaults the area!

~
!
0 0 68 0 0 0 0 10
0 0 0 4000 894016308 0 30
4423985 3186691 1048589 4192 2
75
25 10 10 30 28
0 -50 100 -10 50 -5 0
200 24 blackened bark~
400 24 thickly barked branches~
500 24 massive roots~
700 24 sinister-looking face~
900 24 black twisted trunk~
0
406323870 393216650
200 2 0 0 0
N 4192 9 0
1874 17 1509949442 -2 0
-1
-1

#1361
~
~
red efreet~
~
~
observes you closely, his legs a pillar of flame.~
red efreets~
~
~
observe you closely, their legs a pillar of flame.~
This being of flame has the head, arms, and upper torso of a dark-skinned

human or elf, but from the chest down he appears to be an inferno of fire. 

An even gaze looks at you closely, not sure exactly what to do about your

unexpected presence.

~
Phule~
act_room( #spread, mob );

do_spell( burning hands, mob, victim );

attack_fire( mob, victim, 2d5+10, "flaming touch" );

if( random( 0, 1 ) == 1 )

  attack_fire( mob, victim, 2d10+20, "immolating kick" );

if( random( 0, 10 ) < 3 ) {

  act_room( #wave, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( burning hands, mob, rch );

    }

  }

~
E
spread~
@b@RThe lesser efreet spreads his hands before him, casting burning hands.@n

~
E
wave~
@b@RThe efreet extends his hands, palms up, and spins, sending a wave of

fire across the room.  @n 

~
!
0 5 30 0 0 0 0 10
0 0 401 4000 898519548 0 25
4508979 2176 2097156 192 4
30
12 12 12 12 12
10 100 -20 10 50 60 85
600 4 billowing flames~
800 2 head~
1000 3 dark-skinned torso~
0 1000 ~
0 1000 ~
0
104858570 26214464
213194 1797 0 141983 68435772
M 192 4 0
1842 17 1509949443 17 0
-1
-1

#1362
~
~
cyan efreet~
~
~
observes you closely, his legs a ball of lightning.~
cyan efreets~
~
~
observe you closely, their legs a ball of lightning.~
This being of lightning has the head, arms, and upper torso of a

dark-skinned human or elf, but from the chest down he appears to be a

crackling ball of lightning.  The electricity sparkles within his eyes as

he narrows them at your approach.

~
Phule~
act_room( #spread, mob );

do_spell( shock, mob, victim );

attack( mob, victim, 2d5+10, "static punch" );

if( random( 0, 3 ) == 3 ) {

  act_room( #lightning, mob );

  do_spell( lightning bolt, mob, victim );

  }

if( random( 0, 10 ) < 3 ) {

  act_room( #wave, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( shock, mob, rch );

    }

  }

~
E
lightning~
@b@CThe efreet hurls a bolt of lightning!!@n

~
E
spread~
@b@CThe efreet extends a forefinger and points toward his victim...@n

~
E
wave~
@b@CThe efreet spreads his arms, allowing a billowing web of electricity

to fill the air!!@n 

~
!
0 5 30 0 0 0 0 10
0 0 697 4000 893975757 0 35
4508979 131200 2097156 192 4
30
12 12 12 12 12
-20 10 10 100 50 50 85
600 4 crackling lightning~
800 2 head~
1000 3 dark-skinned torso~
0 1000 ~
0 1000 ~
0
104858570 26214464
294173 3249 0 307985 96679849
M 192 4 0
1843 17 1509949443 17 0
-1
-1

#1363
Jeldana~
~
white-cowled sorceress~
~
~
is here, studying an ancient tome.~
white-cowled sorceresses~
~
~
are here, studying some ancient tomes.~
This sorceress is surrounded by an ethereal light.  Crimson hair falls to

her shoulders, and radiant blue eyes sparkle with mischief.  She is robed

in a white-hooded cloak, which is down to let her hair go, and on her

milky-white wrist she wears a @b@Ygolden bracelet@n bearing the symbol of

the High Sorceress, a white dove in flight.  She is staring at a tome,

concentration marked by her brow as she slowly recites a spell, but you

notice nothing special happening about the room as she finishes it and

looks at you calmly.

~
Nivel~
do_spell( fire shield, mob );

if( random( 0, 3 ) == 2 ) 

  cast_spell( web, mob, ch );

if( random( 0, 2 ) == 1 ) {

  act_room( #elem, ch );

  do_spell( fireball, ch );

  do_spell( freeze, mob, ch );

  do_spell( lightning bolt, mob, ch );

  poison( ch );

  do_spell( acid blast, mob, ch );

  do_spell( mind blade, mob, ch );

  }

if( random( 0, 1 ) == 0 ) {

  attack_fire( mob, ch, 4d10+70, "summoned spear of fire" );

  attack_cold( mob, ch, 5d10+70, "elemental wave of cold" );

  }

if( random( 0, 3 ) == 3 ) {

  interpret( mob, "giggle" );

  do_spell( chain lightning, mob, ch );

  }

~
E
elem~
@E@YJeldana summons forth all the elements to smite you!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479259 0 21
234403 9088 67108868 96 0
70
18 30 30 24 10
100 100 100 100 50 -20 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360700 26214464
0 1 0 0 0
F 96 4 0
-1
-1

#1364
~
~
white efreet~
~
~
observes you closely, his legs a snowstorm of cold.~
white efreets~
~
~
observe you closely, their legs a snowstorm of cold.~
This being of cold has the head, arms, and upper torso of a dark-skinned

human or elf, but from the chest down he appears to be a crackling ball

of cold.  The frost covers his body as the very air around him is made

solid.

~
Phule~
act_room( #spread, mob );

do_spell( chilling touch, mob, victim );

attack( mob, victim, 2d5+10, "blizzard punch" );

if( random( 0, 3 ) == 3 ) {

  act_room( #freeze, mob );

  do_spell( freeze, mob, victim );

  }

if( random( 0, 10 ) < 3 ) {

  act_room( #wave, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( chilling touch, mob, rch );

    }

  }

~
E
freeze~
@b@WThe efreet throws a sphere of immense cold!!@n

~
E
spread~
@b@WThe efreet wiggles his fingers and a chill wind blows.@n

~
E
wave~
@b@WThe efreet spreads his arms, calling forth a small blizzard of cold!!@n

~
!
0 5 30 0 0 0 0 10
0 0 591 4000 893975805 0 37
4508979 131200 6291460 192 4
30
12 12 12 12 12
10 -20 100 10 50 50 85
600 4 whirling snowstorm~
800 2 head~
1000 3 white-skinned torso~
0 1000 ~
0 1000 ~
0
104858570 26214464
304520 3371 0 244052 82495744
M 192 4 0
1844 17 1509949443 17 0
-1
-1

#1365
~
~
yellow efreet~
~
~
observes you closely, his legs a vortex of swirling magic.~
yellow efreets~
~
~
observe you closely, their legs a vortex of swirling magic.~
This being of magic has the head, arms, and upper torso of a dark-skinned

human or elf, but from the chest down he appears to be a swirling vortex

of magic.

~
Phule~
act_room( #spread, mob );

do_spell( magic missile, mob, victim );

attack( mob, victim, 2d5+10, "magic punch" );

if( random( 0, 3 ) == 3 ) {

  act_room( #mind, mob );

  do_spell( mind blade, mob, victim );

  }

if( random( 0, 10 ) < 3 ) {

  act_room( #wave, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( magic missile, mob, rch );

    }

  }

~
E
spread~
@b@YThe lesser efreet points a forefinger and casts magic missile.@n

~
E
mind~
@b@YThe lesser efreet preses his fingers to his temples and attacks the

mind of his victim.@n 

~
E
wave~
@b@YThe lesser efreet waves a hand and throws a handful of magic missiles.@n

~
!
0 5 30 0 0 0 0 10
0 0 455 4000 893975854 0 29
4508979 128 6291460 192 4
30
12 12 12 12 12
100 10 10 -20 50 50 85
600 4 crackling lightning~
800 2 head~
1000 3 dark-skinned torso~
0 1000 ~
0 1000 ~
0
104858570 26214464
184661 1824 0 162760 65955891
M 192 4 0
1845 17 1509949443 17 0
-1
-1

#1366
~
~
white-robed vyan novice~
~
~
is here, looking lost.~
white-robed vyan novices~
~
~
are here, looking lost.~
This young vyan novice seems content to spout spells in a half-daze as he

walks about the lush surroundings.  His novices' book is in hand, and he

appears to be attempting to memorize some spells.  He deftly walks about

in his white robe, and you quickly notice his purple eyes slowly looking

you up and down, before he returns to his other studies.

~
Nivel~
do_spell( fire shield, mob );

if( random( 0, 2 ) != 2 ) {

  act_tochar( #wave, ch );

  do_spell( chilling touch, mob, ch );

  attack_fire( mob, ch, 4d4+30, "burning hands" );

  }

attack( mob, ch, 2d10+10, "scratching nails" );

if( random( 0, 2 ) == 1 ) {

  act_tochar( #reaches, ch );

  do_spell( lightning bolt, mob, ch );

  }

~
E
reaches~
@hThe novice grabs your head and suddenly mumbles a cantrip at you!@n

~
E
wave~
@CThe novice grabs you and sends a wave of cold and heat through your body!@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894479415 0 21
4445153 8961 4 0 2
40
13 21 21 24 10
0 100 100 100 50 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501460 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1367
~
~
white-cloaked human novice~
~
~
is here, looking lost.~
white-cloaked human novices~
~
~
are here, looking lost.~
Looking about in wonderment at the most trivial aspects of her

surroundings, this young novice appears to be attempting to concentrate

on certain objects, as she recites some spells from a practice book.  her

white cloak hangs down to her bare feet, and she seems to be enjoying

herself, whatever the activity she is currently engrossed in.

~
Nivel~
do_spell( fire shield, mob );

if( random( 0, 2 ) != 2 ) {

  act_tochar( #wave, ch );

  do_spell( chilling touch, mob, ch );

  attack_fire( mob, ch, 4d4+30, "burning hands" );

  }

attack( mob, ch, 2d10+10, "scratching nails" );

if( random( 0, 2 ) == 1 ) {

  act_tochar( #reaches, ch );

  do_spell( mind blade, mob, ch );

  }

~
E
reaches~
@hThe novice grabs your head and suddenly mumbles a cantrip at you!@n

~
E
wave~
@CThe novice grabs you and sends a wave of cold and heat through your body!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894479477 0 21
4445153 8961 4 0 1
40
13 21 21 23 10
100 100 100 0 50 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501460 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1368
~
~
white-cloaked elven novice~
~
~
is here, looking lost.~
white-cloaked elven novices~
~
~
are here, looking lost.~
This young elven novice, while wearing a white that is seemingly atypical

of a forest-lover, is currently studying a small spellbook.  His blonde

hair is long and falls to the nape of his neck, as is the usual elven

custom, but a small streak of white is now forming, less from middle age

than from the sign of one who has been practicing the arts for quite some

time.  He ignores you as he continues his practices, muttering something

about an apprentice he'd like to teach a lesson to.

~
Nivel~
do_spell( fire shield, mob );

if( random( 0, 2 ) != 2 ) {

  act_tochar( #wave, ch );

  do_spell( chilling touch, mob, ch );

  attack_fire( mob, ch, 4d4+30, "burning hands" );

  }

attack( mob, ch, 2d10+10, "scratching nails" );

if( random( 0, 2 ) == 1 ) {

  act_tochar( #reaches, ch );

  do_spell( acid blast, mob, ch );

  }

~
E
reaches~
@hThe novice grabs your head and suddenly mumbles a cantrip at you!@n

~
E
wave~
@CThe novice grabs you and sends a wave of cold and heat through your body!@n

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894479591 0 21
4445153 8449 4 0 0
40
13 21 21 23 10
100 0 100 100 50 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501460 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1369
~
~
white-robed gnomish novice~
~
~
is here, looking lost.~
white-robed gnomish novices~
~
~
are here, looking lost.~
This short novice seems to treat her surroundings with awe, and she looks

as if she might bump into anything at any time.  Her white cloak trails

about on the ground, collecting dirt, as her outfit was clearly designed

for a taller person.  Mumbling some spells from a novices' book in her

hand, she walks about, going nowhere in particular.

~
Nivel~
do_spell( fire shield, mob );

if( random( 0, 2 ) != 2 ) {

  act_tochar( #wave, ch );

  do_spell( chilling touch, mob, ch );

  attack_fire( mob, ch, 5d5+30, "burning hands" );

  }

attack( mob, ch, 2d10+10, "scratching nails" );

if( random( 0, 7 ) == 6 ) {

  act_tochar( #reaches, ch );

  do_spell( heal, ch, mob );

  }

~
E
reaches~
@hThe novice suddenly grabs your head and drains the life from your body!@n

~
E
wave~
@CThe novice grabs you and sends a wave of cold and heat through your body!@n

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894479663 0 21
4445153 8449 4 0 0
40
13 21 21 23 10
100 100 0 100 50 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501460 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#1370
~
~
red-cloaked adept~
~
~
is here, making rings of fire.~
red-cloaked adepts~
~
~
are here, making rings of fire.~
This half-elf adept is rather old, as you see streaks of grey beginning

touch his forehead.  He is making rings of fire, an element for which his

red cloak seems to fit, and he appears quite fond of his choice, as his

face seems to dance at the light of flame.  Small glasses dot his nose,

and a small book in his hand entitled 'The Birth of Flame.' As he sees

you, he glares at you with firey eyes.  Perhaps further discussing his

subject matter wouldn't make the best decision at this time.

~
Nivel~
do_spell( fire shield, mob );

loop( all_in_room ) {

  if( is_player( rch ) )

    attack_fire( mob, rch, 10d5+50, "ring of flame surrounding you" );

  }

attack_fire( mob, ch, 20d3+50, "thrown spear of fire" );

if( random( 0, 1 ) == 0 )

  attack_fire( mob, ch, 20d3+50, "thrown spear of fire" );

if( random( 0, 1 ) == 1 ) 

  do_spell( burning hands, mob, ch );

if( random( 0, 2 ) == 0 ) 

  do_spell( fireball, mob, ch );

if( random( 0, 6 ) == 1 ) 

  do_spell( flame strike, mob, ch );

if( random( 0, 6 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #switch, ch );

  act_notchar( #rswitch, ch );

  attack_fire( mob, ch, 2d30+30, "wave of flame" );

  }

~
E
switch~
@E@RThe adept sends a wave of flame your way!@n

~
E
rswitch~
@E@RThe adept switches opponents, and leaps to attack $n!!

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894479932 0 25
4445091 2106240 2097152 0 1
50
20 25 25 25 10
50 100 0 100 100 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573480 26214464
0 1 0 0 0
M 0 4 0
1847 49 1509949540 5 0
16 81 1509949520 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
1851 17 1509949450 5 0
-1
11 -1
~
act_tochar( #flame, ch );

continue;

~
E
flame~
@E@RA ring of flame suddenly encircles you!@n

~
!
-1

#1371
~
~
green-cloaked adept~
~
~
is here, reading a dusty tome.~
green-cloaked adepts~
~
~
are here, reading some dusty tomes.~
This old adept has an old tome in hand, and you notice his target, a

shiny sheet of metal.  Suddenly something blue-green shoots from his

hands, and the metal starts to quickly corrode.  Powerful eyes stare at

you as he sets the tome down and walks over to the metal, examining it. 

Pleased, he grins and walks back to his tome, reading further into the

script, which you can descry to read 'Argument of acidic corrosion tables

for heavy metals.' 

~
Nivel~
do_spell( acid blast, mob, ch );

if( random( 0, 1 ) == 1 )

  do_spell( acid blast, mob, ch );

if( random( 0, 3 ) == 3 ) 

  do_spell( blind, mob, ch );

if( random( 0, 3 ) == 2 ) 

  do_spell( acid blast, mob, ch );

if( random( 0, 6 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #switch, ch );

  act_notchar( #rswitch, ch );

  do_spell( acid blast, mob, ch );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    attack( mob, rch, 20d3+50, "pummeling fists" );

    };

  }

~
E
rswitch~
@E@RThe adept switches opponents, and leaps to attack $n!!@n

~
E
switch~
@E@GThe adept points at you, and you are suddenly covered in acid!@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894479977 0 27
4445091 9088 0 0 1
50
18 25 23 25 10
100 100 100 0 100 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573480 26214464
0 1 0 0 0
M 0 4 0
1847 49 1509949540 -1 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949520 -1 0
1849 17 1509949450 5 0
-1
11 -1
~
act_tochar( #acid, ch );

act_notchar( #racid, ch );

do_spell( acid blast, mob, ch );

continue;

~
E
acid~
@E@GAs you leap to attack, the adept shoots acid all over your body,

legs, and arms, and it starts to eat away at your flesh!

~
E
racid~
As $n leaps to attack the green-cloaked adept, the adept shoots acid all

over $n's body, legs, and arms, and it starts to eat away at $n's flesh!

~
!
-1

#1372
~
~
blue-cloaked adept~
~
~
is here, her eyes as cold as winter.~
blue-cloaked adepts~
~
~
are here, their eyes as cold as winter.~
This squat old woman's eyes are the first thing that grabs your attention. 

Although her aging looks and gnomish manner make her look meek, dark-blue

orbs glare at you silently, and you feel as if they could freeze a dragon

in its tracks.  As if the thought 'freeze' came into your head, you

notice that the room has gotten considerably colder since you stepped in,

and this woman seems to be causing it, as you notice her mumbling a

series of unrecognizable words, probably a spell.

~
Nivel~
attack_cold( mob, ch, 4d10+120, "solid ball of ice" );

if( random( 0, 2 ) != 2 ) 

  attack_cold( mob, ch, 3d10+30, "freezing touch" );

if( random( 0, 2 ) == 0 ) {

  act_room( #cold, ch );

  do_spell( ice storm, mob, ch );

  }

if( random( 0, 49 ) == 13 ) {

  act_tochar( #ouch, ch );

  attack_cold( mob, ch, 30d30, "well-thrown spear of ice" );

  }

if( random( 0, 6 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #switch, ch );

  act_notchar( #rswitch, ch );

  attack_cold( mob, ch, 2d30+30, "sphere of cold" );

  }

~
E
cold~
@h@BThe adept sends a storm of ice at you, chilling you to the bone!@n

~
E
ouch~
@E@BThe adept conjures up a huge white spear of ice, and hurls it at you

with deadly accuracy!@n 

~
E
rswitch~
@E@RThe adept switches opponents, and leaps to attack $n!!@n

~
E
switch~
@E@BThe adept sends a sphere of cold in your direction!@n

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894480120 0 31
4445091 2106240 4194304 0 1
50
15 24 21 24 10
100 0 100 100 50 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573480 26214464
0 1 0 0 0
F 0 4 0
1850 17 1509949450 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949520 -1 0
-1
-1

#1373
~
~
grey-cloaked adept~
~
~
is here, sparks flying from his fingertips.~
grey-cloaked adepts~
~
~
are here, sparks flying from their fingertips.~
This graying old adept may look ancient, but there is a step of life in

him, as he acts older than he looks.  Darting about his study, he looks

as if he has just discovered the meaning of life, and is frantically

searching for a book.  Small blue sparks of electrical energy fly from

his fingertips, even as he leafs through pages in old tomes and scrolls,

and as he momentarily looks up at you, you notice that your hair is

standing on end.

~
Nivel~
do_spell( lightning bolt, mob, ch );

if( random( 0, 1 ) == 1 ) 

  do_spell( lightning bolt, mob, ch );

if( random( 0, 2 ) == 1 ) {

  act_room( #shock, ch );

  loop( all_in_room )

    if( is_player( rch ) )

    do_spell( lightning bolt, mob, ch );

  }

if( random( 0, 6 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #switch, ch );

  act_notchar( #rswitch, ch );

  do_spell( lightning bolt, ch );

  }

attack( mob, ch, 30d3+30, "shocking hands" );

~
E
shock~
@E@YA Flurry of lightning bolts fly at you as the adept raises his hands!@n

~
E
rswitch~
@E@RThe adept switches opponents, and leaps to attack $n!!@n

~
E
switch~
@hThe adept throws a bolt of lightning at you!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894480164 0 22
4445091 2106240 0 0 1
50
18 25 25 24 10
100 100 100 100 0 0 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
340787880 26214464
0 1 0 0 0
M 0 4 0
1852 17 1509949450 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949520 -1 0
-1
-1

#1374
~
~
yellow-cloaked adept~
~
~
is here, concentrating on her reading.~
yellow-cloaked adepts~
~
~
are here, concentrating on their reading.~
This dark-skinned adept looks quite young, and she is immersed in a

leather-bound book which reads 'Frailties of the Mind.' As she looks up

from her reading, you suddenly feel your mind being probed, and

pale-violet eyes stare hard at you.  Apparently deciding you an unworthy

opponent, she looks back to her book, and seems to ignore your presence.

~
Nivel~
if( random( 0, 2 ) == 1 ) { loop( all_in_room ) { if( is_player( rch ) )

{ act_room( #blade, rch ); do_spell( mind blade, mob, rch ); } } } 

i = 10d5+80;

dam_message( victim, i, "a yellow adept's mind blade" );

inflict( victim, mob, i, "losing his mind" );

if( random( 0, 1 ) == 0 ) {

  i = 20d5+70;

  dam_message( victim, i, "a yellow adept's mind blade" );

  inflict( victim, mob, i, "losing his mind" );

  }

if( random( 0, 6 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #switch, ch );

  act_notchar( #rswitch, ch );

  do_spell( mind blade, mob, ch );

  }

~
E
blade~
@E@MThe adept touches her hands to her head, and discharges a buildup of

psychic energies upon you!@n 

~
E
rswitch~
@E@RThe adept switches opponents, and leaps to attack $n!!@n

~
E
switch~
@E@YThe adept probes your mind, and enters your thoughts!@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894480229 0 29
4445091 2237312 0 0 1
50
18 25 23 24 10
0 100 100 100 100 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
340787880 26214464
0 1 0 0 0
F 0 4 0
1847 49 1509949540 -1 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949520 -1 0
1848 17 1509949450 5 0
-1
-1

#1375
~
~
red-cloaked apprentice~
~
~
is here, studying a small tome.~
red-cloaked apprentices~
~
~
are here, studying a small tome.~
This young doe-eyed apprentice is deeply engulfed in her studies.  Her

pointed ears slowly twitch back and forth as she concentrates on her

subject.  Long cascading brown hair falls down to shoulder length, and

the rest of her elven features are covered in a red cloak.  Noticing you,

she shyly closes the tome she is reading and backs away.

~
Nivel~
act_tochar( #fireball, ch );

do_spell( fireball, mob, ch );

if( random( 0, 2 ) != 1 ) 

  do_spell( fireball, mob, ch );

attack( mob, ch, 30d3+130, "dragon strike" );

if( random( 0, 9 ) == 2 ) {

  act_tochar( #strike, ch );

  attack( mob, ch, 20d5+130, "firey dragon strike" );

  }

if( random( 0, 2 ) == 1 ) {

  act_room( #fire, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( burning hands, mob, rch );

    }

  }

~
E
strike~
@MThe red-cloaked apprentice suddenly unleashes a powerful hand chop, as

fire forms on her hands!@n 

~
E
fireball~
@E@RThe apprentice sends a flurry of fireballs at you!@n

~
E
fire~
@E@YThe apprentice raises her arms, and a burst of flame flies from her

hands!@n 

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894480742 0 24
4445089 2239360 2097152 0 1
45
15 25 20 25 12
40 0 -20 40 40 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 26214464
0 1 0 0 0
F 0 4 0
1851 17 1509949442 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949470 -1 0
-1
-1

#1376
~
~
green-cloaked apprentice~
~
~
is here, eyeing you suspiciously.~
green-cloaked apprentices~
~
~
are here, eyeing you suspiciously.~
Dark skinned, this vyan apprentice glares at you with black, wild eyes as

you look upon him.  Half his face is deeply-scarred red-black, and he

quickly covers it up in the hood of his green cloak, producing a sneer at

the same time.  He shifts from foot to foot, uncomfortably moving his

eyes between you and his study table.

~
Nivel~
act_room( #acid, ch );

do_spell( acid blast, mob, ch );

attack( mob, ch, 10d5+50, "stunning hand strike" );

if( random( 0, 2 ) == 1 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) 

      do_spell( acid blast, mob, rch );

    }

  }

if( random( 0, 10 ) == 6 ) {

  act_tochar( #stun, ch );

  act_notchar( #rstun, ch );

  attack( mob, ch, 10d10+100, "stunning blow to the head" );

  }

~
E
rstun~
@GThe apprentice executes a speedy hand strike to $n's body!@n

~
E
stun~
@GThe apprentice executes a powerful hand strike to your head!@n

~
E
acid~
~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894480910 0 26
4445089 2106240 0 0 2
45
15 25 20 25 12
40 40 40 -20 40 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 26214464
0 1 0 0 0
M 0 4 0
1849 17 1509949442 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949470 -1 0
-1
11 -1
~
act_tochar( #acid, ch );

act_notchar( #racid, ch );

do_spell( acid blast, mob, ch );

continue;

~
E
acid~
@E@GAs you leap to attack a green-cloaked apprentice, he quickly points

at you and a splatter of acid flies from his finger, covering you!@n 

~
E
racid~
@E@GAs $n leaps to attack a green-cloaked apprentice, the apprentice

points at $n and a splatter of acid flies from his finger, covering $n!@n 

~
!
-1

#1377
~
~
blue-cloaked apprentice~
~
~
is here, scribbling furiously.~
blue-cloaked apprentices~
~
~
are here, scribbling furiously.~
Scribbling furiously on a sheet of parchment, her oversize blue cloak

ruffling about, the brown-haired gnome suddenly looks at you, and just as

quickly returns to her scribbling.  Muttering something to you about

leaving the parchment on the table, she suddenly drops her

feather-quilled pen and mutters loudly.  Falling to the ground, the pen

@bshatters@n to pieces, and she quickly reaches for another and continues

her furious scribbling, completely oblivious to the shattered pen or you.

~
Nivel~
act_tochar( #cold, ch );

attack_cold( mob, ch, 20d4+75, "frosty winds" );

attack( mob, ch, 20d4+60, "cold fists" );

if( random( 0, 5 ) < 3 ) 

  do_spell( freeze, mob, ch );

if( random( 0, 6 ) < 4 ) {

  act_room( #chill, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) 

      attack_cold( mob, rch, 10d5+40, "hailstorm" );

    }

  }

~
E
cold~
@BThe apprentice sends chilly winds in your direction!@n

~
E
chill~
@B@EThe apprentice summons a hailstorm to eradicate you!@n

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894480970 0 31
4445089 2237312 2097152 0 1
45
15 25 20 25 12
40 -20 100 40 40 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 26214464
0 1 0 0 0
F 0 4 0
1850 17 1509949442 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949470 -2 0
-1
-1

#1378
~
~
grey-cloaked apprentice~
~
~
is here, hair standing on end.~
grey-cloaked apprentices~
~
~
are here, their hair standing on end.~
His hair is the first thing you notice, as his long-blonde locks stand on

end.  Holding his two fingers next to each other, a large arc of energy

leaps between them, and he smiles in approval.  A grey cloak is wrapped

about his body, and blue eyes don't seem to notice you as another spark

leaps between them.  He is showing some signs of aging, as white streaks

border his temples and wrinkles appear on his forehead as he smirks in

disgust at his last effort, which sends an arc of electricity towards the

door, charring it black.

~
Nivel~
act_tochar( #light, ch );

do_spell( lightning bolt, mob, ch );

if( random( 0, 1 ) == 1 ) 

  do_spell( lightning bolt, mob, ch );

attack( mob, ch, 30d3+70, "lightning-quick hands" );

if( random( 0, 9 ) == 7 ) 

  do_spell( lightning bolt, mob, ch );

if( random( 0, 8 ) < 3 ) {

  act_notchar( #slap, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( rch != ch )

        attack( mob, rch, 2d5+70, "lightning-quick feet" );

      }

    }

  }

~
E
light~
@hThe apprentice lauches a series of lightning bolts at you!@n

~
E
slap~
@hThe apprentice kicks about the group with his lightning-quick feet!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894481071 0 22
4445091 2237312 2097152 0 1
45
15 25 20 25 12
40 40 40 40 40 -20 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 26214464
0 1 0 0 0
M 0 4 0
1852 17 1509949442 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949470 -1 0
-1
-1

#1379
~
~
yellow-cloaked apprentice~
~
~
is here, meditating before a pulsing crystal.~
yellow-cloaked apprentices~
~
~
are here, meditating before a pulsing crystal.~
As you look on this yellow-haired apprentice, you suddenly feel rather

strange, and you start to lose consciousnes.  Realizing what she did, she

quickly apologizes to you and returns to her meditations, concentrating

on a small crystal set before her, which now starts to pulse as she

closes her eyes.  A bright yellow cloak she wears, and a small medallion,

whose tarnished finish clashes with her outfit.

~
Nivel~
act_tochar( #release, ch );

do_spell( mind blade, mob, ch );

if( random( 0, 5 ) < 3 ) 

  do_spell( mind blade, ch );

attack( mob, ch, 10d10+75, "psychic blast" );

if( random( 0, 10 ) < 4 ) 

  loop( all_in_room )

  if( find_stat( rch, int ) < 17 ) {

  if( is_player( rch ) ) {

    if( rch != ch ) {

      act_tochar( #ouch, rch );

      attack( mob, rch, 4d20+40, "psychic mind crush" );

      }

    }

  }

attack( mob, ch, 3d10+50, "psychic blast" );

~
E
ouch~
@YThe apprentice holds her head between her hands and stares at you,

crushing your mind!@n 

~
E
release~
@CThe apprentice unleashes a series of psychic offensives upon you!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894481739 0 28
4445089 2106240 0 0 1
45
15 25 20 25 12
-20 40 40 40 100 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930270 26214464
0 1 0 0 0
F 0 4 0
1848 17 1509949442 5 0
1847 49 1509949540 13 0
2 81 1509949540 -1 0
2 81 1509949520 -1 0
16 81 1509949470 -1 0
-1
11 -1
~
if( !is_fighting( mob ) ) {

  act_tochar( #mind, ch );

  do_spell( mind blade, ch );

  continue;

  }

~
E
mind~
@YAs you attack the yellow-cloaked apprentice, she suddenly enters your

mind and attacks your brain in a fury!@n 

~
!
4 -1
~
if( random( 0, 499 ) == 0 ) {

  act_tochar( #cool, ch );

  obj_to_char( oload( 1857 ), ch );

  }

else 

  act_tochar( #mess, ch );

~
E
cool~
@E@YSearching her corpse, you carefully unhinge a small tarnished

medallion from around her neck.

~
E
mess~
@ETrying to unhinge a brass medallion from around the woman's corpse, it

suddenly glows in your hand and disintegrates into a thousand sparkling

motes of light!

~
!
-1

#1380
howling wraith~
~
howling wraith~
~
~
A @Bhowling wraith@n floats nearby, accompanied by an eerie moan.~
~
~
~
~
This howling apparition from the netherworld is mostly insubstantial

mist, save for a pair of glowing @b@Rred@n eyes which stare longingly at

you, thirsting for the warmth of living blood.  The wraith is, however, a

somewhat weak denizen of the underworld, and not much of a threat to an

experienced adventurer.

~
Phule~
attack_cold( mob, victim, 2d5+10, "nether-touch" );

if( random( 0, 4 ) == 1 ) {

  act_room( #cloud, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #reach, rch );

      do_spell( chilling touch, mob, rch );

      }

    }

  }

if( !is_silenced( mob ) ) {

  if( random( 0, 1 ) == 1 ) {

    act_room( #howl, mob );

    i = 5d2+5;

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        dam_message( rch, i, "The eerie cry of the howling wraith" );

        inflict( rch, mob, i, "a howling wraith" );

        }

      }

    }

  }

~
E
cloud~
@b@BThe howling wraith becomes a cloud of ice, enveloping his prey.@n

~
E
howl~
@b@CThe howling wraith moans, a sound of death which chills your bones.@n

~
E
reach~
@b@CThe cloud of cold envelops you...@n

~
!
0 81 28 0 0 0 0 10
0 0 388 4000 880072882 0 0
4507697 8576 37748748 0 8
10
8 5 4 14 5
20 -20 100 -10 100 100 100
950 4 near-insubstantial mist~
1000 0 glowing red eyes~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079365 26214464
22274 1588 0 61313 1854123
M 0 4 0
-1
-1

#1381
darker beast~
~
darker~
~
~
A @h@Bmassive dark beast@n growls at your approach.~
~
~
~
~
This spectral guardian has the appearance of a great dark beast,

whose caustic glare unnerves you as it sniffs, detecting your blood.

Evil eyes twinkle with recognition as its great maw opens to devour you.

~
Phule~
act_room( #snarl, mob );

attack_cold( mob, victim, 2d5+20, "spectral maul" );

attack_cold( mob, victim, 2d5+10, "talon swipe" );

if( random( 0, 3 ) == 1 ) {

  act_room( #light, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, victim, 2d5+20, "lightning flurry of death" );

    }

  }

~
E
snarl~
@h@BThe darker snarls its contempt for your living bodies as it moves to kill.@n

~
E
light~
@h@BThe darker turns into a swiftly-moving mist, blasting all its foes with cold.@n

~
!
0 81 28 0 0 0 0 10
0 0 448 4000 879877194 0 0
4507697 8576 37748748 0 8
15
18 5 4 24 12
20 -20 100 -10 100 100 100
800 6 spectral body~
1000 4 long-fanged maw~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429130 26214464
27782 2167 0 113195 3465339
M 0 4 0
2532 17 1509949443 16 0
-1
-1

#1382
riftshadow~
~
riftshadow~
~
~
A dark @h@Mriftshadow@n approaches, intent on feeding upon your flesh.~
~
~
~
~
The dark-hued ghost moves slowly, but inevitably closer to touching your

flesh with its mist-like hands which carry the chill of death.

~
Phule~
attack_cold( mob, victim, 2d5+10, "chill touch" );

if( random( 0, 2 ) == 1 )

  attack_cold( mob, victim, 2d5+10, "chill touch" );

~
!
0 81 28 0 0 0 0 10
0 0 798 4000 879877186 0 0
4507697 8576 37748748 0 8
10
8 5 4 14 5
20 -20 100 -10 100 100 100
950 4 near-insubstantial mist~
1000 0 glowing red eyes~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215045 26214464
40806 7730 0 111432 1311795
M 0 4 0
-1
-1

#1383
Algesa~
~
Algesa~
~
~
An Algesa is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1384
Ulthi~
~
Ulthi~
~
~
An Ulthi is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1385
Meriada~
~
Meriada~
~
~
A Meriada is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1386
Kerog~
~
Kerog~
~
~
A Kerog is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1387
Taranth~
~
Taranth~
~
~
A Taranth is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1388
Cynnis~
~
Cynnis~
~
~
A Cynnis is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1389
Kantos~
~
Kantos~
~
~
A Kantos is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1390
Osse~
~
Osse~
~
~
An Osse is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1391
Slen~
~
Slen~
~
~
A Slen is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1392
Anor~
~
Anor~
~
~
An Anor is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1393
owlbear~
~
owlbear~
~
~
A huge, angry looking @b@Rowlbear@n roars at you!~
~
~
~
~
This beast resembles a grizzly bear in respectes to its body but its head

is longer and with a snout like that of a dog.  Sharp, gleaming white

teeth peek up from beneath its massive jaws dripping fresh blood from a

recent kill.  Its huge, razor-like claws dig deep into the ground,

churning up the soil beneath them.

~
Terek~
attack_weapon( mob, victim, 5d4+80, "claw swipe" );

attack_weapon( mob, victim, 5d4+80, "ferocious bite" );

attack_weapon( mob, victim, 5d4+80, "snapping beak" );

attack_weapon( mob, victim, 5d4+80, "deadly clawing" );

if( random( 1, 5 ) == 1 ) {

  i = 1d1+99;

  act_tochar( #hug, ch );

  act_notchar( #hug1, ch );

  dam_message( victim, i, "The crushing hug" );

  inflict( victim, mob, i, "The crushing hug" );

  }

if( is_silenced( mob ) )

  act_room( #nosound, ch );

else {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( random( 1, 7 ) == 1 ) {

        i = 5d1+90;

        act_room( #roar, ch );

        dam_message( rch, i, "The owlbear's thundering roar" );

        inflict( rch, mob, i, "The owlbear's thundering roar" );

        }

      }

    }

  }

~
E
hug~
@b@RThe owlbear rises up on its hind legs and brings its arms down

bringing you into its deadly hug!

~
E
hug1~
@b@RThe owlbear rises up on its hind legs and brings its arms down

rapidly catching $n in its deadly hug!

~
E
roar~
@b@MThe owlbear arches back and lets loose a thundering roar!

~
E
nosound~
@eAn owlbear tries to roar but cannot make a sound!

~
!
0 0 41 0 0 0 0 10
0 0 36 4000 874794862 0 0
4423985 32769 4 0 5
75
28 5 5 20 25
1 -5 75 25 -1 30 0
200 24 blood soaked paw~
400 25 owl-like beak~
600 24 rock-hard legs~
800 24 reddish furred underbelly~
900 30 thick hide-covered back~
0
419431060 393216650
37962 155 0 49344 66038497
N 0 7 0
1871 17 1509949445 -2 0
85 17 1509949465 -2 0
-1
-1

#1394
Lonil~
~
Lonil~
~
~
A Lonil is here.~
~
~
~
~
~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230177 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1395
~
~
head alchemist~
~
~
is here, sorting through some ingredients.~
alchemists~
~
~
are here, sorting through some ingredients.~
This short alchemist is working several things at once.  Holding a beaker

of some volatile substance in one hand, he checks on a series of glass

tubing that is leading a yellow liquid to a small flask containing a

purple liquid.  Squinty-eyed, he pours the beaker into the small flask,

and a huge cloud of bluish smoke erupts from the container.  Grinning

eagerly, he has a childish light to his eyes, and as he walks back to a

small store of ingredients on a nearby shelf, you realize that he is

simultaneously incanting a spell, just barely audible from the din of the

smoking flask.

~
Nivel~
if( random( 0, 9 ) == 7 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #vial, rch );

      attack( mob, rch, 30d10+30, "thrown vial of a caustic powder" );

      }

    }

  }

attack_fire( mob, ch, 20d20+20, "poured molten lead" );

if( random( 0, 1 ) == 1 ) 

  attack( mob, ch, 15d15+40, "thrown beaker of concentrated acid" );

~
E
vial~
The alchemist takes a vial from his coat-pocket and throws it on the

ground nearby, dodging its caustic fumes as they explode in your face!

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894496616 0 27
4445091 2105728 0 0 1
70
21 30 23 25 10
50 50 50 24 50 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288690 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1396
~
~
head necromancer~
~
~
is here, studying a black-bound book.~
necromancers~
~
~
are here, studying from a black-bound book.~
Enshrouded from head to foot in a black-hooded cloak, the necromancer has

a malicious look about him.  Beady black crow eyes peer back at you,

speaking of curiosity and annoyance.  A large black book is in hand,

opened up, revealing a series of runes undistinguishable in the dim light

of the room.  Seeing your interest in his book, he quickly shuts it, and

walks back to his desk, feigning boredom at your arrival, as he stifles a

yawn while returning to his book.

~
Nivel~
attack( mob, ch, 10d2+5, "long black scratching nails" );

attack( mob, ch, 10d2+5, "long black scratching nails" );

if( random( 0, 10 ) == 1 ) 

  poison( ch );

if( random( 0, 6 ) == 4 ) {

  if( !mob_in_room( 55, room ) ) {

    act_room( #summon, ch );

    mload( 55, room );

    mload( 55, room );

    }

  }

~
E
summon~
@EThe necromancer summons forth creatures of the undead to destroy you!@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894496669 0 33
250787 8576 0 0 2
50
20 30 24 25 10
50 50 50 50 100 20 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072660 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
act_room( #cackle, ch );

wait( 1 );

act_room( #black, ch );

mload( 1397, room );

~
E
cackle~
@EAs the necromancer dies, he evilly cackles and a solid black sphere

envelops him.@n 

~
E
black~
The black sphere shatters, and the necromancer emerges, his eye sockets

gone and replaced by fiery red orbs.  His skin turns a dead black, and

his fingernails grow out from his body at an alarming rate, as a new evil

overcomes his now dead form.

~
!
-1

#1397
~
~
fiery-eyed liche~
~
~
is here, staring at you with pure hatred.~
fiery-eyed liches~
~
~
are here, staring at you with pure hatred.~
~
Nivel~
attack( mob, ch, 3d30+30, "vicious claw" );

if( random( 0, 2 ) == 2 ) 

  attack_fire( mob, ch, 30d2+90, "wave of flame" );

if( random( 0, 2 ) == 1 ) 

  act_tochar( #pike, ch );

attack_cold( mob, ch, 30d3+40, "ice pike" );

i = 1;

act_tochar( #bolt, ch );

loop( i < 6 ) {

  do_spell( lightning bolt, mob, ch );

  i = random( 0, 9 );

  }

~
E
pike~
@EThe Liche's summons a pike of ice and hurls it at you!@n

~
E
bolt~
@E@RThe Liche shoots bolts of lightning from his hands!@n

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894497090 0 25
461619 2106240 67108868 0 8
70
24 30 16 25 15
100 100 20 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
445645490 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1398
~
~
orc crossbowman~
~
red-furred~
stands here, ready to defend his territory.~
orc crossbowmen~
~
red-furred~
stand here, ready to defend their territory.~
This large orc has been trained for war.  He stands at about 6 feet in

height, and bears massive shoulders and arms capable of inflicting great

damage.  His red-furred skin is scarred from battle and his dog-like ears

each bear a simple earring of some sort.

~
Phule~
attack_weapon( mob, victim, 2d5+5, "punch" );

attack_weapon( mob, victim, 2d5+5, "punch" );

attack( mob, victim, 2d20+20, "wicked bite" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #duck, room );

  if( attack( mob, victim, 3d30+100, "shoulder ram" ) ) {

    if( random( 0, 1 ) == 1 ) {

      send_to_room( #bash, room );

      interpret( mob, "bash" );

      }

    }

  }

if( has_obj( 1431, ch ) ) {

  send_to_room( #line, room );

  i = random( 0, 2 );

  if( i == 1 ) {

    j = 2d10+35;

    dam_message( victim, j, "The heavy bolt's impact" );

    inflict( victim, mob, j, "death by crossbow" );

    }

  else

    send_to_room( #miss, room );

  }

~
E
duck~
The orc crossbowman ducks a shoulder and charges.

~
E
bash~
The orc crossbowman continues his charge with a bash attempt.

~
E
line~
The orc crossbowman lines up his heavy crossbow and fires!

~
E
miss~
The bolt misses.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893972860 0 25
134469027 0 0 48 2
40
16 8 5 15 17
5 5 -10 5 -10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
M 48 4 0
1431 17 1509949540 17 0
980 17 1509949480 6 0
186 17 1509949480 10 0
1077 17 1509949480 7 0
1919 17 1509949480 5 0
6 0 1509949540 2 0
-1
-1

#1399
~
~
{massive black dragon} head illusionist~
~
~
is here, engrossed in a red book.~
{massive black dragons} head illusionists~
~
~
are here, engrossed in a red book.~
~
Nivel~
attack( mob, ch, 50d2+60, "thrust-kick" );

attack( mob, ch, 10d10+30, "tiger paw" );

if( random( 0, 99 ) == 1 ) {

  act_room( #leaves, ch );

  if( !obj_in_room( 1826, room ) ) {

    obj = oload( 1826 );

    obj_to_room( obj, room );

    }

  interpret( mob, "enter portal" );

  }

if( random( 0, 2 ) == 1 ) {

  act_room( #another, ch );

  mload( 1404, room );

  mob = mob_in_room( 1404, room );

  mob = mob_in_room( 1399, room );

  }

~
E
leaves~
@E@YThe Head Illusionist waves his hand, and a portal opens behind him,

which he quickly enters.@n 

~
E
another~
@EThe Head Illusionist seems to blur as he splits into two!@n

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 894497258 0 33
4445091 2105728 0 0 1
70
21 30 23 25 10
50 50 50 50 -10 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288690 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1400
Maesin~
~
wraithlord~
Swirling about the room,~
~
hovers here.~
wraithlords~
Swirling about the room,~
~
hover here.~
Pale and ethereal, this wraith closely resembles the dark elf he was in

life.  Smaller than average height and rather frail, his hawk nose and

predatory features are quite clearly defined.  The wraith swells now and

again with the incredible power with which undeath has imbued him.

~
Orb~
attack( mob, ch, 10d6+20, "ethereal staff" );

attack( mob, ch, 10d5, "ghostly touch" );

if( !is_silenced( mob ) ) {

if( random( 1, 10 ) <= 3 ) {

    send_to_room( #fire, room );

    wait( 1 );

    send_to_room( #rfire, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( fireball, mob, rch );

      }

    }

  }

if( random( 1, 10 ) > 8 ) {

  act_tochar( #wind, ch );

  act_notchar( #rwind, ch );

  attack_cold( mob, ch, 100d3, "arctic gale" );

  wait( 2 );

  if( mob_in_room( 1400, room ) ) {

    send_to_room( #residual, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack_cold( mob, rch, 20d4, "residual wind" );

      }

    }

  else

    continue;

  }

~
E
fire~
@b@BThe wraith strikes a piece of flint, causing a glowing spark.

~
E
rfire~
@b@BThe spark expands to an enormous size, engulfing the room in flames!

~
E
wind~
@b@CThe wraith summons an sphere of raging, arctic winds around you!

~
E
rwind~
@b@CThe wraith summons a sphere or raging, arctic winds around $n!

~
E
residual~
@b@CAs the sphere disipates, the residual wind blows through you!

~
!
0 0 28 0 0 0 0 10
0 0 6 4000 893663470 0 31
294967 35208 0 1088 2
52
12 12 12 30 20
-10 -10 100 -20 100 0 0
650 15 insubstantial mist~
450 15 shadowy tendril~
1000 15 misty form~
0 1000 ~
0 1000 ~
512
209716500 26214464
12114 31 0 3686 6404771
M 1088 4 0
1906 17 2 9 0
79 17 1509949540 -1 0
-1
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #cast, ch );

    wait( 1 );

    send_to_room( #cold, room );

    do_spell( flame strike, mob, ch );

    wait( 1 );

    attack( mob, ch, 10d6, "ethereal staff" );

    }

  }

else

  continue;

~
E
cast~
@BThe wraith chants softly in a strange language.

~
E
rcast~
@b@B$n's swing passes through the wraith, and it begins to chant softly

in a strange language.

~
E
cold~
@b@BA blue pillar of flame appears in the wraith's outstretched hands!!

~
!
-1

#1401
Ancalgon~
~
wraithlord~
~
thin, well-defined~
hovers nervously~
wraithlords~
~
thin, well-defined~
hovers nervously~
A thin, well-defined spectre, this wraith has none of the billowing,

shifting qualities some ghosts do.  Constantly moving, seeming to look

every way at once, the spectre seems to expect an attack, no doubt a

legacy of its old life.

~
Orb~
attack( mob, ch, 9d9+30, "well-timed blow" );

attack( mob, ch, 10d9+20, "snap kick" );

attack( mob, ch, 9d9+20, "ghostly blade" );

if( random( 1, 5 ) < 3 )

  attack( mob, ch, 9d9+45, "lunge" );

if( random( 1, 14 ) > 9 ) {

  send_to_room( #dagger, room );

  attack( mob, ch, 13d13+30, "dagger thrust" );

  }

~
E
dagger~
@eThe wraith lunges suddenly, an ethereal dagger in hand!

~
!
0 0 28 0 0 0 0 10
0 0 6 4000 893663632 0 33
294947 392 0 992 2
52
12 12 12 30 20
10 -20 100 -10 100 -20 100
250 15 dark countenance~
950 15 shadowy arms~
670 15 misty legs~
1000 20 ethereal body~
0 1000 ~
0
209716500 26214464
6404 33 0 4478 3262015
M 992 4 0
1800 17 1509949442 16 0
-1
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #back, ch );

    wait( 1 );

    if( char_in_room( ch, room ) ) {

      act_tochar( #slip, ch );

      act_notchar( #rslip, ch );

      i = 100d3;

      dam_message( ch, i, "Wraithlord Ancalagon's assassinate" );

      inflict( ch, mob, i, "Wraithlord Ancalagon's assassinate" );

      }

    }

  else

    continue;

  }

~
E
back~
@MAs you enter the room, the wraith flows into the shadows.

~
E
slip~
@b@MThe wraith materializes behind you and places a ghostly blade in your back!!

~
E
rslip~
@MThe wraith materializes behind $n and places a ghostly blade in $s

back!!@n 

~
!
-1

#1402
Sindara~
~
wraithlord~
~
pale, misty~
coalesces before you.~
wraithlords~
~
pale, misty~
coalesces before you.~
Barely more than a pale mist, this wraith coalesces into a vague female

shape every so often, before fading back to an ethereal cloud.  A soft

sigh can be heard, though perhaps its a trick of the mist.

~
Orb~
attack_cold( mob, ch, 8d12+20, "chilling touch" );

attack( mob, ch, 8d7+20, "ethereal mace" );

if( !is_silenced( mob ) ) {

  if( random( 1, 10 ) > 7 ) {

    act_room( #crit, ch );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( cause critical, mob, rch );

      }

    }

  if( random( 1, 10 ) == 1 ) {

    ch = rand_player( room );

    act_tochar( #silence, ch );

    act_notchar( #rsilence, ch );

    do_spell( silence, mob, ch );

    }

  if( random( 1, 30 ) == 18 ) {

    ch = rand_player( room );

    if( find_stat( ch, align ) == 0 ) {

      act_tochar( #good, ch );

      act_notchar( #rgood, ch );

      wait( 1 );

      send_to_room( #banish, room );

      do_spell( flame strike, mob, ch );

      }

    }

  if( random( 1, 10 ) == 5 ) {

    send_to_room( #heal, room );

    do_spell( heal, mob, mob );

    }

  }

else {

  if( random( 1, 10 ) < 3 )

    act_room( #silenced, ch );

  }

~
E
crit~
@eThe wraith screams in rage, cursing you!

~
E
rcrit~
@eThe wraith screams in rage, cursing $n!

~
E
silence~
@b@CThe misty wraith points at you, whispering an incantation.

~
E
rsilence~
@b@CThe misty wraith points at $n, whispering an incantation.

~
E
good~
@RA hazy, red sphere outlines you as the spectral cleric mumbles mystic phrases.

~
E
rgood~
@RA hazy, red sphere outlines $n as the spectral cleric mumbles mystic phrases.

~
E
banish~
@RThe wraith calls down the wrath of Morr!

~
E
heal~
@b@BThe wraith closes her ghostly eyes, praying for strength.

~
E
silenced~
@eThe spectral cleric tries to speak but cant make a sound!@n

~
!
0 0 28 0 0 0 0 10
0 0 4 4000 893663620 0 31
294947 256 0 992 2
50
12 12 12 30 20
20 20 100 -20 100 -50 100
1000 18 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716500 26214464
7168 24 0 3265 3220369
F 992 4 0
1907 17 1509949443 3 0
-1
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    wait( 1 );

    act_room( #chant, ch );

i = 15d15+30;

dam_message( ch, i, "Wraithlord Sindara's heaven-sent bolt of energy" );

    inflict( ch, mob, i, "Wraithlord Sindara's divine fury" );

    attack( mob, ch, 8d8, "ethereal mace" );

    }

  else

    continue;

  }

~
E
chant~
@BThe wraith screams a cry of rage, calling down the powers of her god!

~
!
-1

#1403
Kamsae~
~
wraithlord~
~
pale, flickerig~
calls out softly to you.~
wraithlords~
~
pale, flickerig~
call out softly to you.~
A flickering, pale simulacrum of a vyan stands before you, seeming to

listen intently.  Immensely tall for a vyan, though very thin, this

ranger still calls to the animals of the forest, though no living animal

heeds the call of the dead.

~
Orb~
attack( mob, ch, 10d12+20, "ethereal blade" );

attack_cold( mob, ch, 10d13+25, "icy grip" );

i = 1d10;

attack_cold( mob, ch, 8d14, "chilling touch" );

if( random( i ) < 5 )

  attack_cold( mob, ch, 9d9, "chilling touch" );

if( random( i ) > 1 ) {

  if( !is_silenced( mob ) ) {

    if( !mob_in_room( 1414, room ) ) {

      send_to_room( #summon, room );

      mload( 1414, room );

      mload( 1414, room );

      }

    }

  else {

    if( random( i ) > 7 )

      act_room( #silence, ch );

    }

  }

~
E
summon~
@b@GThe spectral ranger calls forth the spirits of the dark forest to aid him!

~
E
silence~
@GThe wraith opens its mouth in a soundless wail!

~
!
0 62 28 0 0 0 0 10
0 0 5 4000 893663702 0 27
294947 8584 4 992 2
50
12 12 12 30 30
0 0 100 0 100 0 0
500 15 shadowy appendage~
1000 16 flickering form~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716500 26214464
10757 28 0 3858 6470587
M 992 4 0
1908 17 1509949442 -1 0
-1
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_room( #call, ch );

    wait( 1 );

    if( char_in_room( ch, find_room( 49792 ) ) )

      act_room( #cast, ch );

    wait( 1 );

    if( char_in_room( ch, find_room( 49792 ) ) )

      act_room( #shock, ch );

    loop( all_in_room ) {

      if( is_player( rch ) ) 

        do_spell( lightning bolt, mob, rch );

      }

    wait( 1 );

    attack( mob, ch, 7d7+20, "spectral blade" );

    }

  else

    attack( mob, ch, 7d7+20, "spectral blade" );

  }

~
E
call~
@GThe wraith bends down, sprinkling some rich, loamy soil onto the floor.

~
E
shock~
@GBlue-white light streaks across the floor toward you!

~
E
cast~
@GThe wraith stretches out his arms, calling to the gods of the forest.

~
!
-1

#1404
~
~
head illusionist~
~
~
is here.~
head illusionists~
~
~
are here.~
~
Nivel~
attack( mob, ch, 10d2+10, "thrust-kick" );

attack( mob, ch, 10d2+10, "tiger paw" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894505547 0 33
230177 65536 0 0 4
30
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183502090 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1405
Daeshin~
~
wraithlord~
wearing ghostly armor,~
~
stands guard over the north door.~
wraithlords~
wearing ghostly armor,~
~
stand guard over the north door.~
In life a mighty paladin, this valorous warrior still stands guard even in

death.  Wearing a full set of ghostly armor, leaving only his burning eyes

visible, the wraith stations himself before the northern exit of his

crypt.

~
Orb~
attack( mob, ch, 9d9+20, "ghostly strike" );

attack( mob, ch, 8d8+40, "ethereal blade" );

i = 1d20;

if( random( i ) < 5 ) 

  attack_cold( mob, ch, 20d10, "icy grip" );

if( random( i ) < 17 ) 

  attack( mob, ch, 9d12+40, "mighty blow" );

if( random( i ) < 15 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #cause, room );

    loop( all_in_room ) {

      if( is_player( rch ) ) 

        do_spell( cause critical, mob, rch );

      }

    }

  else {

    if( random( i ) < 3 )

      act_room( #silence, ch );

    }

  }

~
E
cause~
@eThe ghostly paladin calls down the wrath of Morr, bidding you to begone

from this place!

~
E
silence~
@eThe spectral paladin tries to call out to his god, but is unable to

speak!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893663848 0 0
294947 33162 0 992 2
55
20 12 12 30 30
-20 20 100 -20 100 0 100
500 20 misty form~
1000 20 ghostly armor~
0 1000 ~
0 1000 ~
0 1000 ~
16
235930900 26214464
0 1 0 0 0
M 992 4 0
1971 17 1509949442 3 0
-1
4 -1
~
if( !is_open( room, north ) ) {

  send_to_room( #pass, room );

  open( room, north );

  continue;

  }

~
E
pass~
A ghostly voice sighs softly and the door to the north opens.

~
!
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    if( find_stat( ch, level ) < 40 ) {

      interpret( mob, "laugh" );

      wait( 1 );

      act_tochar( #weak, ch );

      }

    else {

      interpret( mob, "bow" );

      wait( 1 );

      attack( mob, ch, 10d10+20, "ethereal blade" );

      }

    }

else

continue;

}

~
E
weak~
@bThe Wraithlord says: "I do not fight children, return when you are

strong enough to be a worthy opponent." 

~
!
-1

#1406
Skeetz~
~
repugnant orc~
~
~
slaps food into bowls behind the counter.~
repugnant orcs~
~
~
slap food into bowls behind the counter.~
This orc woman is absolutely repugnant.  Her face is lumpier than the

food she serves.

~
Phule~
send_to_room( #slop, room );

attack( mob, victim, 2d20+20, "hurled handful of slop" );

attack( mob, victim, 2d10+10, "heavy ladle" );

if( random( 0, 10 ) < 6 ) {

  send_to_room( #ruckus, room );

  summon( mob, victim );

  }

~
E
slop~
Skeetz grabs a handful of slop and waves it menacingly!!

~
E
ruckus~
Skeetz bangs her ladle on some pots and pans, making a loud ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893972683 0 25
134468003 0 0 0 2
35
10 12 12 14 15
10 10 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287050 26214464
40 2 0 0 0
F 0 4 0
1398 17 1509949540 16 0
463 17 1509949540 5 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
Skeetz burps loudly and says, "Me not have lots of time to waste, what

you need?" 

~
!
-1

#1407
Wraithlord Szearin~
~
flowing, serene wraith~
~
~
hovers above the floor in a meditative pose.~
~
~
~
~
This spectre hovers solemnly over the polished stone floor, seemingly deep

in contemplation.  Occasionally, he moves gracefully through several forms

that appear to be slow-motion attacks, before returning to his meditative

pose.

~
Orb~
attack( mob, ch, 12d7+10, "eagle claw" );

attack( mob, ch, 9d9+30, "bear grasp" );

if( random( 1, 20 ) > 13 )

  attack( mob, ch, 9d9+35, "tiger paw" );

if( random( 1, 20 ) > 17 )

  attack( mob, ch, 9d9+35, "locust kick" );

if( random( 1, 20 ) < 5 ) {

  act_tochar( #crit, ch );

  i = 12d15+50;

  act_notchar( #rcrit, ch );

  dam_message( ch, i, "Wraithlord Szearin's dragon strike" );

  inflict( ch, mob, i, "dragon strike" );

  }

if( random( 1, 20 ) > 16 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 10d13+20, "spin kick" );

    }

  }

~
E
crit~
Wraithlord Szearin CRITICALLY hits you!

~
E
rcrit~
Wraithlord Szearin CRITICALLY hits $n!

~
E
spin~
@b@YThe spectral monk leaps into the air, becoming a deadly blur!

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 894249406 0 28
294963 264 12 1296 5
57
12 12 12 30 30
-15 -20 100 0 100 0 100
1000 16 flowing form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930900 26214464
333 1 0 1270 7
M 1296 4 0
1909 17 1509949442 16 0
-1
4 -1
~
if( !is_open( room, north ) ) {

  send_to_room( #pass, room );

  open( room, north );

  continue;

  }

~
E
pass~
With a softly spoken prayer, the door to the north swings open.

~
!
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    wait( 1 );

    act_tochar( #death, ch );

    act_notchar( #rdeath, ch );

    i = 100d4;

    dam_message( ch, i, "Wraithlord Szearin's death strike" );

    inflict( ch, mob, i, "death strike" );

    attack( mob, ch, 6d10+20, "bear grasp" );

    }

  else

    continue;

  }

else

  continue;

~
E
death~
The spectral monk calls upon the SHADOWS to DESTROY you!!

~
E
rdeath~
The spectral monk calls upon the SHADOWS to DESTROY $n!!

~
!
-1

#1408
Raschid~
~
{mass of darkness} Wraithlord~
~
{swelling, billowing}~
engulfs the room.~
~
~
~
~
A billowing, swelling mass of darkness floats here, nearly engulfing the

room in its blackness.  Coalescing into the form of a proud, vyan

warrior, the spectre surveys the room with total confidence, his right

hand laid warningly on the hilt of the ghostly blade strapped to his side. 

Wearing a suit of what once must have been princely armor, the spectre

stands proudly for a moment, before billowing out into the cloud of

darkness once more.

~
Orb~
attack( mob, ch, 10d15+20, "spectral blade" );

attack( mob, victim, 13d13+20, "powerful blow" );

i = 1d20;

if( random( i ) > 5 )

  attack( mob, ch, 14d14, "ghostly touch" );

if( random( i ) > 15 )

  attack( mob, ch, 15d10, "rushing charge" );

if( random( i ) < 5 )

  attack( mob, ch, 20d15, "crushing blow" );

if( random( i ) < 4 ) {

  if( !is_silenced( mob ) ) {

    send_to_room( #sphere, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( fireball, mob, rch );

      }

    }

  else

    send_to_room( #silence, room );

  }

~
E
sphere~
@RThe spectral warrior summons a sphere of blazing energy!

~
E
silence~
@eThe wraith tries to speak but cannot!

~
!
0 0 28 0 0 0 0 10
0 0 2 4000 893732407 0 37
294947 392 0 1200 2
58
20 12 12 30 30
-10 20 100 -50 100 30 100
500 21 billowing appendage~
1000 21 dark form~
0 1000 ~
0 1000 ~
0 1000 ~
0
235931550 26214464
3777 20 0 5405 3492777
M 1200 4 0
1972 17 1509962242 14 0
-1
0 -1
~
if( !is_fighting( mob ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    send_to_room( #form, room );

    wait( 1 );

    act_tochar( #grip, ch );

    act_notchar( #rgrip, ch );

    attack( mob, ch, 20d20, "suffocating grip" );

    }

  else

    continue;

  }

~
E
form~
@b@RThe mass of darkness coalesces into the form of a mighty vyan warrior!

~
E
grip~
@b@RThe wraith shoots out a spectral hand and grabs you by the throat!

~
E
rgrip~
@b@RThe wraith shoots out a spectral hand and grabs $n by the throat!

~
!
-1

#1409
~
~
shrieker~
~
decaying~
bursts through the ground and wails!~
shriekers~
~
decaying~
burst through the ground and wail!~
This being resembles a decaying humanoid corpse.  Its skin is greyish in

color with several patches of flesh missing.  On each hand long,

razor-sharp claws stretch out as if ready to grasp you at any moment. 

Its eyes appear as nothing more then red dots in its sunken in eyesockets.

~
Terek~
attack_weapon( mob, victim, 5d4+80, "claw slash" );

attack_weapon( mob, victim, 5d4+75, "gouge" );

attack_weapon( mob, victim, 5d4+85, "raking claws" );

attack_weapon( mob, victim, 5d4+90, "deadly bite" );

if( random( 1, 7 ) == 1 )  {

  i = 3d10+100;

  act_tochar( #lunge, ch );

  act_notchar( #lunge1, ch );

  dam_message( victim, i, "The vicious lunge" );

  inflict( victim, mob, i, "The vicious lunge" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 8d5+85;

  act_room( #wail, ch );

  if( is_silenced( mob ) )

    act_room( #nosound, ch );

  else {

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, i, "shrill wailing" );

      }

    }

  }

~
E
lunge~
@b@MThe shrieker lunges at you, sinking its claws deep into your flesh!

~
E
lunge1~
@b@MThe shrieker lunges at $n, sinking its claws deep into $s flesh!

~
E
wail~
@b@YThe shrieker lets loose a shrill wail!

~
E
nosound~
@eA shrieker attempts to wail but cannot make a sound!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894010593 0 29
4423987 32899 8 3488 2
80
24 5 10 30 25
35 100 -50 -10 100 100 100
200 24 withered arm~
400 24 sunken eye-sockets~
600 24 skeletal form~
750 24 razor-sharp clawed hands~
900 24 skinny legs~
0
458752660 26214464
0 1 0 0 0
N 3488 4 0
-1
-1

#1410
~
~
giant sheep~
~
~
glares in anger.~
giant sheep~
~
~
glare in anger.~
This huge sheep is covered with dark, fluffy wool.  He stands about six

feet tall, and has dark black eyes which shine with an unholy light.  His

tiny ears twitch as if to pick up the slightest sound, and his pink lips

are parted, showing a large pink tongue and sharp teeth.

~
Merior~
attack( mob, victim, 50d2, "sharp hoof" );

attack( mob, victim, 50d2, "head butt" );

attack( mob, victim, 8d14+50, "swift kick" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894010531 0 0
197417 0 0 0 4
80
18 12 12 22 20
30 -29 0 10 50 0 0
500 20 hard head~
700 18 wooly body~
1000 20 thin legs~
0 1000 ~
0 1000 ~
0
209715920 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1411
~
~
desert viper~
Still slick from its hatching,~
~
lies coiled about a rock.~
desert vipers~
Still slick from their hatching,~
~
lie coiled about a rock.~
The scales of this desert serpent still glisten from hatching.  Already

half the length of your arm, the viper is clearly large to have just

emerged from its egg.  The fang-bearing bone on each side of the upper

jaw not only is much shorter than in most other snakes but looks thicker

too.  An alternating pattern of triangles undulates down from the viper's

head to its tail in shades of pale orange and tan.  Though just a baby,

the fangs of the viper look nonetheless deadly.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 3d3, "lightning quick bite" );

if( attack( mob, victim, 3d3, "lightning quick bite" ) )

poison( victim );

if( i == 1 ) {

ch = rand_player( room );

attack( mob, ch, 3d3, "wild fang slash" );

}

else if( i == 2 ) 

loop( all_in_room ) {

if( rch != mob )

if( find_stat( rch, dex ) < random( 9, 18 ) ) {

act_tochar( #spit, rch, obj, mob );

act_notchar( #rspit, rch, obj, mob );

i = 2d6;

dam_message( rch, i,  "Burning venom" );

inflict( rch, mob, i, "corrosive venom" );

poison( rch );

}

else {

act_tochar( #dodge, rch, obj, mob );

act_notchar( #rdodge, rch, obj, mob );

}

}

~
E
spit~
@b@GSuddenly $N spits a stream of venom, and it covers you!

~
E
rspit~
@b@GSuddenly $N spits a stream of venom, and it covers $n!

~
E
dodge~
@RAs the $N raises up and spits venom at you, you dodge it!

~
E
rdodge~
@RAs the $N raises up and spits venom at $n, $e dodges it!

~
!
0 1 15 0 0 0 1603 10
0 0 0 4000 894010684 0 0
5444409 0 0 0 4
6
12 3 3 12 13
0 5 -20 5 5 5 80
350 5 slick, scaly body~
450 10 bony skull~
750 4 slick scales~
825 3 wicked-looking maw~
1000 5 tough, scaly hide~
0
15729286 26214464
210 22 20 144 0
N 0 2 0
2256 17 1509949448 -2 0
-1
-1

#1412
Drosper~
~
very large, furry animal~
~
~
rests on the floor, chained to the wall.~
~
~
~
~
It is unclear what this large and shaggy beast truly is.  It looks to be

a cross between an extremely large moorhound and a grizzly bear.  The

creature has muscular fore arms and hind legs, each of which end in wide,

flat paws.  Six-inch, curved nails protrude from each paw, some of which

are covered with a rust-colored substance.  While its body is grossly

misshapen, the beast's head is no less distorted.  Its canine muzzle is

twisted and oblong and its eyes, all four of them, are set to close

together.  Around the creature's neck is a collar of sorts, to which is

attached a length of chain that is draped behind the creature and becomes

hidden.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 4d6 , "slashing claw" );

attack( mob, victim, 4d6 , "slashing claw" );

attack( mob, victim, 4d6 , "rabid bite" );

if( attack( mob, victim, 4d6, "rabid bite" ) )

poison( victim );

attack( mob, victim, 4d6 , "heavy pounce" );

if( i == 1 )

attack_room( mob, 4d4+20, "wild, mauling slash" );

~
!
0 80 3 0 0 1613 1596 10
0 0 1 4000 894030653 0 0
16975731 384 1048576 0 4
37
16 4 5 13 14
0 -15 20 0 24 5 5
150 16 shaggy coat~
325 10 large paw~
675 13 furry flank~
875 16 furry body~
1000 37 protruding tusks~
0
131074566 26214721
1464 22 50 928 382985
M 0 5 0
2257 17 1509949445 -2 0
2418 17 1509949445 -2 0
-1
5 -1
~
acode( find_room( 48001 ), 2 );

~
!
-1

#1413
~
~
wood imp cook~
~
bloated~
is here stirring.~
wood imp cooks~
~
bloated~
are here stirring.~
This is the fatest wood imp you have ever seen.  His belly sticks out so

much you wonder if he can see his toes.  He looks like he spends too much

time sampling his own cooking.  His hair is scraggly and green like the

other wood imps and he is just as dingy looking.

~
Eldina~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 894010869 0 30
229811 8192 0 0 4
20
12 12 12 16 16
20 10 10 0 20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
65536
52430090 26214464
0 1 0 0 0
M 0 3 0
1900 17 1509949540 16 0
463 17 1509949540 13 0
-1
-1

#1414
~
~
spectral direwolf~
The yellow eyes of~
~
stare out from a misty shape.~
spectral direwolves~
The yellow eyes of~
~
stare out from a misty shape.~
This huge wolf the size of a pony crouches before you.  Glowing yellow

eyes burn from within the mass of tangled, matted hair.  As its lips curl

back to expose cruel fangs, you realize you can see right through this

wolf.

~
Orb~
attack( mob, ch, 6d6, "savage bite" );

attack( mob, ch, 7d7, "raking claws" );

if( random( 1, 10 ) == 3 )

  interpret( mob, "bash" );

~
!
0 62 55 0 0 0 0 10
0 0 10 4000 894011141 0 29
295971 8 0 0 8
20
12 12 12 12 20
0 0 100 0 100 0 0
200 10 slavering muzzle~
1000 10 misty form~
0 1000 ~
0 1000 ~
0 1000 ~
0
52430100 26214464
1795 81 0 4255 235528
M 0 4 0
-1
-1

#1415
~
~
desert ogre warlord~
~
gruff~
stands here, grunting to himself.~
desert ogre warlords~
~
gruff~
stand here, grunting to themselves.~
This large, incredibly muscular ogre stands over 7 feet tall with arms

the size of Shuvana wood trees.  His black, stringy hair is braided with

small stone beads on the ends.  His deep grey eyes stare blankly around

the room, apparently lost in thought.  Dust covers almost every inch of

his body giving his greyish skin a yellowish tone.

~
Terek~
if( has_obj( 1905, mob ) ) {

  attack( mob, victim, 5d4+100, "swift strike" );

  attack( mob, victim, 5d4+100, "upward slash" );

  attack( mob, victim, 5d4+100, "running slash" );

  attack( mob, victim, 5d4+100, "vertical slash" );

  }

if( !has_obj( 1905, mob ) ) {

  attack_weapon( mob, victim, 5d4+100, "hard punch" );

  attack_weapon( mob, victim, 5d4+100, "huge headbutt" );

  attack_weapon( mob, victim, 5d4+100, "strong kick" );

  attack_weapon( mob, victim, 5d4+100, "repeating pounds" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 5d4+100;

  act_tochar( #backhand, ch );

  act_notchar( #backhand1, ch );

  dam_message( victim, i, "The massive backhand" );

  inflict( victim, mob, i, "The massive backhand" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d4+60;

  act_room( #spin, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "wild spinning" );

    }

  }

if( random( 1, 9 ) == 1 ) {

  interpret( mob, "open south" );

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
backhand~
@b@YThe warlord swings his arm back and backhands you across the head!

~
E
backhand1~
@b@YThe warlord swings his arm back and backhands $n across the head!

~
E
spin~
@b@WThe warlord begins to spin around wildly, smacking everyone with his

massive arms!

~
E
help~
@b@MThe warlord screams for his guards to aid him!

~
!
0 52 8 0 0 0 0 10
0 0 0 4000 894012775 0 25
4425523 32899 20 2000 5
75
25 10 10 30 19
30 50 -10 5 -5 50 0
200 20 heavily muscled arms~
400 20 heavily-armored body~
600 20 dirt-covered face~
800 20 rock-solid legs~
0 1000 ~
65888
380109450 26214464
0 1 0 0 0
M 2000 5 0
1905 17 1509949442 16 0
2434 17 1509949530 5 0
1929 16 1509949465 5 0
2455 17 1509949444 6 0
2248 17 1509949441 5 0
2454 17 1509949540 8 0
-1
-1

#1416
~
~
desert ogre bodyguard~
~
incredibly large~
scans the room for intruders.~
desert ogre bodyguards~
~
incredibly large~
scan the room for intruders.~
This abnormally large ogre has been placed with the task of guarding his

warlord.  Several scars from past battles cover his face along with some

fairly new cuts.  His grey hair is filled with sand and several different

bugs crawl through it.  His sky-blue eyes sweep the room for any signs of

intruders threatening his home.

~
Terek~
if( has_obj( 1089, mob ) ) {

  attack( mob, victim, 5d4+85, "overhead slash" );

  attack( mob, victim, 5d4+70, "deep thrust" );

  attack( mob, victim, 5d4+70, "diagonal slice" );

  attack( mob, victim, 5d4+70, "violent slashing" );

  }

if( !has_obj( 1089, mob ) ) {

  attack_weapon( mob, victim, 5d4+70, "overhead pound" );

  attack_weapon( mob, victim, 5d4+70, "pounding fists" );

  attack_weapon( mob, victim, 5d4+70, "strong uppercut" );

  attack_weapon( mob, victim, 5d4+85, "massive kick" );

  }

if( random( 1, 8 ) == 1 ) {

  i = 5d4+80;

  act_tochar( #headbutt, ch );

  act_notchar( #headbutt1, ch );

  dam_message( victim, i, "The crushing headbutt" );

  inflict( victim, mob, i, "The crushing headbutt" );

  }

if( random( 1, 8 ) == 1 ) {

  i = 5d4+55;

  act_room( #stone, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "barrage of stones" );

    }

  }

~
E
headbutt~
@b@YThe ogre lifts you off the ground and slams his head into yours!

~
E
headbutt1~
@b@YThe ogre lifts $n off the ground and slams his head into $s!

~
E
stone~
@b@RThe ogre grabs a few sharp stones off the ground and hurls them into

the center of the room!

~
!
0 52 8 0 0 0 0 10
0 0 0 4000 894011666 0 0
231219 32771 4 1296 8
65
21 7 7 30 20
2 60 -10 5 -5 2 0
200 18 muscular legs~
400 18 armored chest~
600 18 thickly-muscled forearms~
0 1000 ~
0 1000 ~
65888
327680650 26214464
0 1 0 0 0
M 1296 5 0
2434 17 1509949540 5 0
2454 17 1509949540 8 0
1089 17 1509949515 16 0
-1
-1

#1417
~
~
desert ogre guard~
~
sand-covered~
stands before you.~
desert ogre guards~
~
sand-covered~
stand before you.~
Covered in sand, dirt and small bugs this desert ogre seems to serve as a

guard for his home.  His thick, leathery skin is greyish in color with

the occasional blotch of sand.  His hair is blueish in color and is tied

up with a thin piece of rope.  His beady red eyes dart around the room,

looking for prey.

~
Terek~
if( has_obj( 2435, mob ) ) {

  attack( mob, victim, 4d10+75, "massive club swipe" );

  attack( mob, victim, 4d10+75, "powerful strike" );

  attack( mob, victim, 4d10+75, "overhead bash" );

  attack( mob, victim, 4d10+75, "crushing blow" );

  }

if( has_obj( 2432, mob ) ) {

  attack( mob, victim, 4d10+75, "deadly slash" );

  attack( mob, victim, 4d10+75, "massive strike" );

  attack( mob, victim, 4d10+75, "vicious slash" );

  attack( mob, victim, 4d10+75, "hilt smash" );

  }

if( !has_obj( 2435, mob ) && !has_obj( 2432, mob ) ) {

  attack_weapon( mob, victim, 4d10+75, "strong punch" );

  attack_weapon( mob, victim, 4d10+75, "strong kick" );

  attack_weapon( mob, victim, 4d10+75, "massive stomp" );

  attack_weapon( mob, victim, 4d10+75, "fierce slap" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 10d4+80;

  act_tochar( #beat, ch );

  act_notchar( #beat1, ch );

  dam_message( victim, i, "The severe beating" );

  inflict( victim, mob, i, "The severe beating" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d4+55;

  act_room( #charge, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "rushing charge" );

    }

  }

~
E
beat~
@b@YThe guard grabs you by the neck and starts to beat your body against

the wall!

~
E
beat1~
@b@YThe guard grabs $n by the neck and starts to beat $s body against the

wall!

~
E
charge~
@b@CThe ogre guard grunts loudly and charges around the room!

~
!
0 0 8 0 0 0 0 10
0 0 0 1000 894012882 0 35
4423985 32771 4 992 5
60
25 7 6 30 20
10 45 -20 2 2 2 0
200 16 sand-covered torso~
500 16 muscular legs~
700 16 massive legs~
0 1000 ~
0 1000 ~
67040
301466250 393216650
0 1 0 0 0
M 992 5 0
2434 17 1509949540 5 0
2432 17 1509949445 16 0
2435 16 1509949500 16 0
2454 17 1509949540 8 0
-1
-1

#1418
~
~
desert ogre cook~
~
blood-covered~
stands here, chopping carrots.~
desert ogre cooks~
~
blood-covered~
stand here, chopping carrots.~
Large, muscular and very sweaty, this ogre stands here chopping carrots

into a large cauldron.  His body is covered in fresh blood which slowly

drips off his skin and onto the floor.  His hair is charcoal black and

looks to be filled with soot.  He quietly hums to himself as he prepares

dinner for the rest of his clan.

~
Terek~
if( has_obj( 2453, mob ) ) {

  attack( mob, victim, 5d4+80, "blunt smash" );

  attack( mob, victim, 5d4+80, "overhead smash" );

  attack( mob, victim, 5d4+80, "severe clubbing" );

  attack( mob, victim, 5d4+80, "massive mallet" );

  }

if( !has_obj( 2453, mob ) ) {

  attack_weapon( mob, victim, 5d4+80, "overhead bash" );

  attack_weapon( mob, victim, 5d4+80, "bearhug" );

  attack_weapon( mob, victim, 5d4+80, "fierce clobbering" );

  attack_weapon( mob, victim, 5d4+80, "crushing blow" );

  }

if( random( 1, 3 ) == 1 ) {

  i = 5d4+110;

  act_tochar( #dip, ch );

  act_notchar( #dip1, ch );

  dam_message( victim, i, "The scaulding liquid" );

  inflict( victim, mob, i, "The scaulding liquid" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d4+65;

  act_room( #throw, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "barrage of knives" );

    }

  }

~
E
dip~
@b@CThe cook grabs you by your feet and dips you head first into the

scaulding hot cauldron!

~
E
dip1~
@b@CThe cook grabs $n by $s feet and dips $m head first into the

scaulding hot cauldron!

~
E
throw~
@b@WThe cook grabs a handful of kitchen knives and hurls them into the

center of the room!

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 894012973 0 25
4424499 32771 4 0 5
65
23 11 11 30 20
30 100 -50 -10 100 100 100
200 18 massive armored legs~
400 18 armored chest~
600 18 scar-covered face~
0 1000 ~
0 1000 ~
0
301466250 26214464
0 1 0 0 0
M 0 5 0
2452 17 1509949540 -1 0
2453 17 1509949540 16 0
-1
-1

#1419
~
~
desert ogre sentry~
~
large, stocky~
patrols the caves.~
desert ogre sentries~
~
large, stocky~
patrol the caves.~
This tall, powerfully built ogre stands about 8 feet tall and is covered

in several scars.  His eyes stare off into blank space and his face shows

a look of confusion.  His large arms look like thick rope with large

knots place in them about every 7 inches.  His skin is almost yellowish

in color, the same as the sand that covers his skin is.

~
Terek~
if( has_obj( 2435, mob ) ) {

  attack( mob, victim, 4d10+75, "overhead bash" );

  attack( mob, victim, 4d10+75, "powerful strike" );

  attack( mob, victim, 4d10+75, "massive club swipe" );

  attack( mob, victim, 4d10+75, "crushing blow" );

  }

if( has_obj( 2432, mob ) ) {

  attack( mob, victim, 4d10+85, "charging slash" );

  attack( mob, victim, 4d10+85, "spinning slash" );

  attack( mob, victim, 4d10+85, "violent slashing" );

  attack( mob, victim, 4d10+85, "wicked slash" );

  }

if( !has_obj( 2435, mob ) && !has_obj( 2432, mob ) ) {

  attack_weapon( mob, victim, 5d4+85, "clobbering smash" );

  attack_weapon( mob, victim, 5d4+80, "pounding fists" );

  attack_weapon( mob, victim, 5d4+75, "sidekick" );

  attack_weapon( mob, victim, 5d4+80, "massive right hook" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d5+85;

  act_tochar( #smash, ch );

  act_notchar( #smash1, ch );

  dam_message( victim, i, "The massive smash" );

  inflict( victim, mob, i, "The massive smash" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d3+65;

  act_room( #slide, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "power slide" );

    }

  }

~
E
smash~
@b@MThe sentry grabs your head and smashes it against the wall several

times!

~
E
smash1~
@b@MThe sentry grabs $n's head and smashes it against the wall several

times!

~
E
slide~
@b@YThe sentry drops to the ground and slides across the floor!

~
!
0 0 8 0 0 0 0 10
0 0 0 1000 894013237 0 33
4423985 32771 4 1200 5
55
23 5 7 30 23
2 50 -20 0 -5 1 0
200 16 heavily-muscled arms~
400 16 heavily-armored legs~
600 16 heavily-armored chest~
0 1000 ~
0 1000 ~
66976
249037450 393216650
367 6 0 0 0
M 1200 5 0
2434 17 1509949540 5 0
2435 17 1509949495 16 0
2432 16 1509949450 16 0
2454 17 1509949540 8 0
-1
-1

#1420
Mariposa~
~
elf maiden~
~
~
is gracefully practicing her sword forms.~
~
~
~
~
Mariposa has striking features, accented by colorful paint on her face

and arms.  Subdued shades of lavender and cerulean form sinuous patterns

about her sapphire eyes and high cheak bones.  The artful colorations

sweep all the way back to her pointed ears.  Her honey-gold hair is held

back by a thin, metal circlet, though it hangs in loose curls, cascading

like a waterfall, down her back.  The picture is completed by her fluid

movement and exquisite muscle-tone as she move from stance to stance

practicing various sword forms.

~
Talis~
if( has_obj( 1349, mob ) ) {

  attack( mob, victim, 5d6+10, "'blade parting silk' swordform" );

  attack( mob, victim, 5d6+10, "'moonrise over still water' swordform" );

  attack( mob, victim, 5d5, "'crane in flight' swordform" );

  if( random( 1, 5 ) == 1 ) {

    if( random( 1, 3 ) != 1 ) {

      i = 6d10+10;

      dam_message( victim, i, "Mariposa's 'dancing butterfly' swordform" );

      inflict( victim, mob, i, "Mariposa's 'dancing butterfly' swordform" );

      }

    else{

      i = 10d7;

      dam_message( victim, i, "Mariposa's 'willow in the storm' swordform" );

      inflict( victim, mob, i, "Mariposa's 'willow in the storm' swordform" );

      }

    }

  }

else{

  attack( mob, victim, 4d5+5, "left hook" );

  attack( mob, victim, 4d5+5, "right hook" );

  attack( mob, victim, 4d4, "upper cut" );

  if( random( 1, 5 ) == 1 ){

    i = 5d10+10;

    dam_message( victim, i, "overbearing flurry of blows" );

    inflict( victim, mob, i, "overbearing flurry of blows" );

    interpret( mob, "bash $n" );

    }

  }

~
!
0 44 1 0 0 0 0 10
0 0 0 4000 894013436 0 0
235393 8192 65536 2000 1
35
14 15 10 20 18
20 20 20 10 10 5 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751075 34079109
0 1 0 0 0
F 2000 4 0
1349 17 1509949540 16 0
499 17 1509949540 8 0
502 17 1509949540 10 0
504 17 1509949540 7 0
503 17 1509949540 9 0
2009 17 1509949450 5 0
498 16 1509949530 5 0
1650 17 1509949540 5 0
1916 17 100 6 0
-1
4 -1
~
junk_obj( has_obj( 1349, mob ) ); 

act_room( #shatter, ch );

~
E
shatter~
With her dieing breath, Mariposa utters a single word that rings with the

sound of magic.  A moment later, her sword shatters into countless metal

shards.

~
!
-1

#1421
~
~
ancient treant~
~
gigantic~
towers before you.~
ancient treants~
~
gigantic~
tower before you.~
This massive oak tree stands at least 15 feet high with a thick trunk. 

Its massive branches are covered with multi-colored leaves like those in

autumn.  Its bark is quite thick and old, bearing signs that its age

surpasses yours by far.  The bark on its trunk has been warped into what

looks like a face.

~
Terek~
attack_weapon( mob, victim, 4d5+105, "swinging branches" );

attack_weapon( mob, victim, 4d5+100, "massive bash" );

attack_weapon( mob, victim, 4d5+105, "crushing blow" );

attack_weapon( mob, victim, 4d5+105, "flurry of attacks" );

if( random( 1, 5 ) == 1 ) {

  i = 4d5+110;

  act_tochar( #bash, ch );

  act_notchar( #bash1, ch );

  dam_message( victim, i, "The massive crush" );

  inflict( victim, mob, i, "The massive crush" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 6 ) == 1 ) {

      i = 5d5+100;

      act_room( #swing, ch );

      dam_message( rch, i, "The treant's violent fury of attacks" );

      inflict( rch, mob, i, "The treant's violent fury of attacks" );

      }

    }

  }

~
E
bash~
@b@YThe treant grabs you between its branches and begins to crush you!

~
E
bash1~
@b@YThe treant grabs $n between its branches and begins to crush $m!

~
E
swing~
@b@MThe treant starts to swing its huge branches about wildly in a

violent fury of attacks!

~
!
0 0 68 0 0 0 0 10
0 0 0 4000 894013545 0 33
67338531 2097603 20971532 0 0
85
26 27 30 30 20
60 -10 100 20 100 -5 0
200 25 hardened bark~
400 25 thick, heavily barked branches~
600 25 rock-hard trunk~
800 25 leaf-filled branches~
100 30 massive roots~
0
503317770 26214464
0 1 0 0 0
N 0 9 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( doing_quest( ch, 42 ) ) {

  act_tochar( #notdone, ch );

  end;

  }

if( done_quest( ch, 42 ) ){

  act_tochar( #thankyou, ch );

  end;

  }

if( !cflag( 65, ch ) ) {

  Wait( 1 );

  interpret( mob, "grumble" );

  Send_to_room( #back, room );

  Wait( 2 );

  send_to_room( #quest, room );

  Wait( 4 );

  send_to_room( #quest1, room );

  Wait( 4 );

  send_to_room( #quest2, room );

  }

~
E
back~
The ancient treant looks you squarely in the face and says: @e"Back again

I see, well since you are so persistant then you may be able to help me

possibly."@n 

~
E
quest~
The ancient treant shifts his weight and proceeds to speak: @e"Over 200

years ago a great evil invaded my forest, and has since ravished it.  The

trees of the forest have been twisted and a decaying disease has taken

over.  The forest was once filled with life, centaurs roamed peacefully,

wood elves made their homes here but now they are all gone."@n 

~
E
quest1~
Small droplets of dew run down the bark of the ancient treant and he

continues: @e"When the demons came into the forest and animated the

decayed trees the elves rushed to fight back and save the forest.  After

many years of fighting and the soil of the forest was drenched with elven

blood the centaurs rose to challenge the demons, like the elves the

centaurs too were wiped out.  The only remains of either race are their

spirits which refuse to rest and roam this forest seeking revenge."@n 

~
E
quest2~
The treant stops a moment and looks around then continues: @e"The spirits

of these brave fighters who stayed in the forest to defend it need to be

put to rest from their eternal torment.  I charge you with the quest to

find them and free their souls from the curse of the forest...Do this and

I shall be eternally grateful, as will the forest.  Will you accept my

quest?"@n 

~
E
notdone~
The ancient treant looks at you and says: @e"I see you have not completed

my quest yet, please find the spirit and release it."@n 

~
E
thankyou~
The ancient treant greets you with a smile and says: @e"I thank you once

again $n for freeing that tormented soul."@n 

~
!
8 -1
yes accept quest~
if( doing_quest( ch, 42 ) ) {

act_tochar( #sigh, ch );

end;

}

if( done_quest( ch, 42 ) ) {

  act_tochar( #done, ch );

  end;

  }

set_cflag( 65, ch );

act_tochar( #got, ch );

assign_quest( ch, 42 );

~
E
done~
The ancient treant says to you: @e"You have already completed the quest

my friend, Thank you again."@n 

~
E
got~
The ancient treant tells you: @e"Thank you my friend, Now go forth and

seek the spirit and lay it to rest!"@n 

~
E
sigh~
The ancient treant sighs loudly and says: @e"You have not completed my

quest yet, please put the spirits to rest because only till then can my

worries be washed away."@n 

~
!
-1

#1422
~
~
dark unicorn~
~
black-maned~
charges towards you!~
~
~
black-maned~
charge toward you!~
This once proud and beautiful unicorn has fell victim to a great evil. 

Its once golden-colored horn is now twisted and drips with blood.  Its

skin is charcoal-black in color as if burned horribly.  A pair of

blood-red eyes peer out from within its sunken eyesockets with a look of

pure evil.

~
Terek~
attack_weapon( mob, victim, 2d10+75, "stomping hooves" );

attack_weapon( mob, victim, 2d10+75, "horn pierce" );

attack_weapon( mob, victim, 2d10+75, "charge" );

attack_weapon( mob, victim, 2d10+75, "reering bash" );

if( random( 1, 5 ) == 1 ) {

  i = 3d10+100;

  act_tochar( #impale, ch );

  act_notchar( #impale1, ch );

  dam_message( victim, i, "The impaling charge" );

  inflict( victim, mob, i, "The impaling charge" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 4 ) == 1 ) {

      i = 5d5+135;

      act_room( #firestorm, ch );

      attack_fire( mob, rch, i, "wall of fire" );

      }

    }

  }

~
E
impale~
@b@MThe dark unicorn charges into you, digging its horn deep within your

stomach!

~
E
impale1~
@b@MThe dark unicorn charges into $n, digging its horn deep within $s

stomach!

~
E
firestorm~
@b@RThe dark unicorn stomps its hoof on the ground and suddenly a wall of

fire erupts from within the ground!

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894013713 0 30
4423985 32771 2097164 0 2
70
25 15 18 30 25
35 100 -30 1 30 -2 100
200 23 thick hide~
400 33 twisted horn~
600 24 bushy tail~
800 24 jet-black mane~
930 24 heavily-muscled legs~
0
340787850 393216650
0 1 0 0 0
N 0 6 0
1978 17 1509949443 -2 0
-1
-1

#1423
~
~
dark stirge~
~
sinister~
rapidly flies towards you!~
dark stirges~
~
sinister~
rapidly fly toward you!~
This uncommon bird is feared among small villages everywhere.  Its body

is blood-red in color, covered with a short, thick fur.  Its small legs

look like pincers on a scorpion or spider.  Its large, oval-shaped eyes

are a sickly yellow color containing no pupils.  A long, needle-like beak

is attached to its head, used for draining the blood from its victims.

~
Terek~
attack_weapon( mob, victim, 5d5+80, "sharp claws" );

attack_weapon( mob, victim, 5d5+80, "diving attack" );

attack_weapon( mob, victim, 5d5+85, "fly-by attack" );

attack_weapon( mob, victim, 5d5+80, "stinging proboscis" );

if( random( 1, 15 ) == 1 ) {

  act_tochar( #drain, ch );

  act_notchar( #drain1, ch );

  drain_stat( victim, con, 1, -1 );

  }

if( random( 1, 12 ) == 1 ) {

  act_room( #swarm, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      drain_stat( rch, con, 1, -1 );

    }

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d5+85;

  act_tochar( #dive, ch );

  act_notchar( #dive1, ch );

  dam_message( victim, i, "The stirge's diving attack" );

  inflict( victim, mob, i, "The stirge's diving attack" );

  }

~
E
drain~
@b@YThe stirge clamps onto your back and inserts his proboscis and begins

to drain the blood from you!

~
E
drain1~
@b@YThe stirge clamps onto $n's back, inserts his proboscis and begins to

drain the blood from $m!

~
E
swarm~
@b@MThe stirge emits a loud chirp and suddenly a swarm of stirges appear

and attack everything in sight!

~
E
dive~
@b@RThe stirge flies upward quickly and dives downwards with incredible

speed towards you!

~
E
dive1~
@b@RThe stirge flies upward quickly and dives downwards with incredible

speed towards $n!

~
!
0 0 23 0 0 0 0 10
0 0 0 4000 894013771 0 0
4426033 131 67108876 0 7
75
19 5 3 30 25
2 -10 -1 2 0 3 100
100 24 feather-covered body~
300 24 clawed talons~
500 24 long beak~
700 10 delicate wings~
900 33 large armored head~
0
380109460 393216650
743 7 0 32 0
M 0 5 0
-1
-1

#1424
Quicky~
~
gnome~
~
hyperactive, skinny little~
runs around the shop.~
gnomes~
~
hyperactive, skinny little~
run around the shop.~
This short, handsome gnome is the owner of this fine jewerly shop and

seems to make good bussiness as he wears very extravagant clothes.  His

sea-green eyes dart about the room, looking for any signs of customers

arriving.  A permanent smile seems to be etched across his face and he

seems very hyper as his runs around the room occassionally, checking over

his wares.

~
Terek~
attack( mob, victim, 25d3+60, "off-hand attack" );

attack( mob, victim, 10d5+70, "piercing blow" );

attack( mob, victim, 10d5+70, "blinding slash" );

attack( mob, victim, 10d5+70, "painful pierce" );

if( random( 1, 5 ) == 1 ) {

  i = 10d5+85;

  act_tochar( #backstab, ch );

  act_notchar( #backstab1, ch );

  dam_message( victim, i, "The vicious backstab" );

  inflict( victim, mob, i, "The vicious backstab" );

  }

if( random( 1, 7 ) == 1 ) {

  i = 5d5+70;

  act_room( #dagger, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "storm of daggers" );

    }

  }

if( random( 1, 5, ) == 1 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

~
E
backstab~
@b@YQuicky quickly leaps behind you and backstabs you!

~
E
backstab1~
@b@YQuicky quickly leaps behind $n and backstabs $m!

~
E
dagger~
@b@MQuicky grabs a handful of small, needle-like daggers and hurls them

about the room!

~
E
summon~
Quicky begins to jump up and down screaming: @b@W"Halp!  Halp!  Someone

save me!!" 

~
!
0 70 2 0 0 0 0 10
0 0 0 4000 894013862 0 0
4425123 32779 8192 0 4
90
17 15 19 25 19
50 50 100 -5 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288650 26214464
0 1 0 0 0
M 0 3 0
1564 17 1509949540 5 0
1413 17 1509949540 16 0
1485 17 1509949540 10 0
1567 17 1509949540 7 0
-1
0 -1
~
if( !is_player( ch ) )

end;

if( is_follower( ch ) )

end;

Wait( 1 );

send_to_room( #welcome, room );

Wait( 1 );

interpret( mob, "Whee" );

~
E
welcome~
Quicky stops running the room as he sees you enter and says rather

quickly:

@b@W"HellotherebraveadventurermynameisQuickyandwelcometomyfineshoppleaselo

okaroundandletmeknowificanhelpyouwithanything!"@n 

~
!
-1

#1425
~
~
orc corporal~
~
~
stands guard, a hardened soldier loyal to his post.~
orc corporals~
~
~
stand guard, hardened soldiers loyal to their post.~
This hardened orc soldier has been trained and disciplined to stand at

his post until he falls dead or his legs fail him.  Just under six feet

tall, the orc is heavily muscled and very sturdy.

~
Phule~
attack_weapon( mob, victim, 2d8+5, "punch" );

attack_weapon( mob, victim, 2d8+5, "punch" );

attack( mob, victim, 3d40+20, "wicked bite" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #duck, room );

  if( attack( mob, victim, 3d30+130, "shoulder ram" ) ) {

    if( random( 0, 1 ) == 1 ) {

      send_to_room( #bash, room );

      interpret( mob, "bash" );

      }

    }

  }

if( has_obj( 1917, mob ) ) {

  if( !is_resting( mob ) ) {

    send_to_room( #axe, room );

    attack( mob, victim, 3d40+20, "heavy axe chop" );

    }

  }

~
E
duck~
@RThe orc corporal ducks a heavy shoulder and charges!@n

~
E
bash~
@b@RThe orc corporal follows through his charge in a heavy bash.@n

~
E
axe~
@GThe orc corporal brings down his axe from a wicked angle.@n

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893972977 0 25
134468387 0 0 0 2
50
15 10 8 15 14
0 5 5 0 10 0 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157287700 26214464
1450 5 0 91 0
M 0 4 0
1917 17 1509949540 16 0
1918 17 1509949540 6 0
1919 17 1509949480 5 0
186 17 1509949480 10 0
1077 17 1509949480 7 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( race( ch ) == elf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == lizardman ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == halfling ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == ent ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == dwarf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

~
E
axe~
The orc grins and swings his axe at you!

~
!
-1

#1426
Thol~
~
orc armorsmith~
~
~
stops hammering and squints at you through the soot.~
orc armorsmiths~
~
~
stop hammering and squint at you through the soot.~
This broad-shouldered orc is covered head to foot in grimy black soot.

His arms are powerful from years of hammering armor into shape.

~
Phule~
attack_weapon( mob, victim, 2d30+10, "right hand" );

attack_weapon( mob, victim, 2d30+10, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Thol bangs his hammer loudly on an old suit of armor, creating a terrible

ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973025 0 25
134468003 0 0 0 2
65
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573445 26214464
0 1 0 0 0
M 0 4 0
654 17 1509949540 16 0
828 17 1509949540 13 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #armor, ch );

~
E
armor~
Thol grins and says, "Can me interest you in some armor today?"

~
!
2 -1
horned helm~
wait( 1 );

act_tochar( #helm, ch );

~
E
helm~
Thol smiles, "Horned helm make nice fashion!  It light and good for

scouts!" 

~
!
2 -1
vest fish-scale fish scale~
act_tochar( #vest, ch );

~
E
vest~
Thol smiles and says, "Me custom-fit da vest to the wearer!  It ol'

fashioned orc workmanship!"

~
!
-1

#1427
~
~
lion~
~
powerful~
sees your approach, then begins to circle for the attack.~
lions~
~
powerful~
see your approach, then begin to circle for the attack.~
This powerful lion stalks you slowly, patiently, years of being one of

the most feared predators in the lands evident in its short, powerful

strides.  The lion is yellow-furred, with a thick mane.

~
Phule~
attack( mob, victim, 2d10+20, "flesh rending claw" );

attack( mob, victim, 2d10+20, "flesh rending claw" );

send_to_room( #pounce, room );

if( attack( mob, victim, 2d20+10, "heavy pounce" ) ) {

  send_to_room( #maul, room );

  attack( mob, victim, 2d5+35, "powerful jaws" );

  }

~
E
pounce~
@YThe lion growls, then pounces!!@n

~
E
maul~
@YThe lion tries to maul its victim.@n

~
!
0 66 22 0 0 0 0 10
0 0 87 4999 898640578 0 29
250161 8192 0 0 4
30
15 7 7 17 12
10 15 5 10 20 30 50
500 8 muscular body~
700 8 haunch~
900 3 tail~
1000 9 head~
0 1000 ~
0
91751055 26214464
35355 522 0 38610 6936632
M 0 4 0
1110 17 1509949447 -1 0
1922 17 1509949445 -1 0
-1
5 -1
~
send_to_room( #room, room );

send_to_area( #area, room );

~
E
room~
@YThe lion roars in primal victory as it finishes off its prey.@n

~
E
area~
The echo of a lion's roar reverberates across the plains.

~
!
-1

#1428
Reilan~
~
Iguana Queen~
~
~
stands here dressing herself.~
Reilan the Iguana Queens~
~
~
stand here dressing themselves.~
Reilan the Iguana Queen stands in elegance.  A small bit of red lipstick

accentuates her long snout and dark eyes.  At the end of her hands are

some pretty long claws sharpened to a point.

~
Fenlyn~
attack_weapon( mob, victim, 2d9, "right claw" );

attack_weapon( mob, victim, 2d9, "left claw" );

if( random( 1, 5 ) == 2 ) {

  act_room( #all, victim );

  attack_room( mob, 2d12, "tail swing" );

  }

~
E
all~
@eReilan wildly swings her tail at you.@n

~
!
0 68 15 0 0 0 0 10
0 0 290 4000 893777217 0 33
234531 0 0 96 4
12
17 10 12 10 14
0 0 5 5 25 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
31457932 26214464
28814 1863 0 54800 1759113
F 96 5 0
1979 17 1509949442 6 0
1992 17 1509949450 5 0
607 17 1509949460 5 0
610 17 1509949460 10 0
615 17 1509949460 7 0
2183 17 1509949460 14 0
784 17 1509949540 -1 0
-1
-1

#1429
~
~
lioness~
~
sleek~
stalks you calmly, claws at the ready.~
lionesses~
~
sleek~
stalk you calmly, claws at the ready.~
This powerful lioness rakes her claws in the dirt, digging deep gouges

with the slightest of effort.  Her sleek muscles ripple beneath her

beautiful tawny fur as she approaches, eyes glinting death, senses

enthralled in the spirit of the hunt.

~
Phule~
attack( mob, victim, 2d10+20, "flesh rending claw" );

attack( mob, victim, 2d10+20, "flesh rending claw" );

send_to_room( #pounce, room );

if( attack( mob, victim, 2d20+10, "heavy pounce" ) ) {

  send_to_room( #maul, room );

  attack( mob, victim, 2d5+35, "powerful jaws" );

  }

~
E
pounce~
@YThe lioness growls, then pounces!!@n

~
E
maul~
@YThe lioness tries to maul its victim.@n

~
!
0 66 22 0 0 0 0 10
0 0 37 4999 898640813 0 29
217393 8192 0 0 4
30
14 9 8 18 12
10 5 10 -5 10 30 60
200 8 muscled leg~
800 10 sleek body~
1000 9 thick hindquarters~
0 1000 ~
0 1000 ~
0
91751055 26214464
18338 256 0 18006 3546364
F 0 4 0
1110 17 1509949447 -1 0
1922 17 1509949445 -1 0
-1
-1

#1430
Anar~
~
orc armorsmith~
~
~
hammers away at some metal.~
orc armorsmiths~
~
~
hammer away at some metal.~
With his skin blackened and hairless from the heat of the forge, this

massive orc appears almost as a statue.  Beads of sweat pour off his

chisled body, and yellow eyes stare from beneath his thick brow.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Anar clangs loudly on an old set of armor, creating quite a ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973076 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 13 0
-1
-1

#1431
~
~
ancient one-eyed serpent~
~
~
is here, ready to devour you.~
ancient one-eyed serpents~
~
one-eyed~
are here, ready to devour you.~
This great serpent slithers before you, its one good eye red with fury. 

Its scales seem to glow with an intense hatred for you, as it lifts its

head to your face, staring with almost a sympathy.  As you look into its

pitted out eye, you can see a claw mark across its face, probably the

result of some fight with a dragon or other serpent.  Its huge mouth

opens up, and it is not his breath that alarms you, but the ridge of

6-foot teeth glistening with saliva as he prepares for his dinner,

preferably you.

~
Nivel~
attack_weapon( mob, victim, 10d4+80, "fierce biting" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 10d4+80, "fierce biting" );

attack_weapon( mob, victim, 10d3+50, "slashing tail" );

attack_acid( mob, victim, 10d4+80, "acid breath" );

if( random( 1, 2 ) == 1 )

  loop( all_in_room ) {

  if( is_player( rch ) )

    attack_acid( mob, rch, 10d6+50, "acid breath" );

  }

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 894507739 0 25
1278515 8192 33554436 0 8
45
28 14 15 14 20
100 0 0 -30 50 100 100
700 10 tough scales~
900 5 soft underbelly~
990 6 tough head~
1000 -50 soft eye~
0 1000 ~
0
196608650 26214464
0 1 0 0 0
M 0 8 0
1963 17 1509949450 -1 0
1963 17 1509949445 -1 0
-1
-1

#1432
~
~
ancient fire-breathing serpent~
~
~
is here, breathing in sulfurous fumes as he glares upon you.~
ancient fire-breathing serpents~
~
~
are here, breathing in sulfurous fumes as they glare upon you.~
Just by looking at him, you already know what problems face you.  Flying

in the air, wisps of smoke engulf his head, and he sucks in the sulfurous

yellow fumes around you with an air of annoyance, looking upon you as if

you were just a hatchling ready to be eaten.  Small jets of fire shoot

from his mouth, and he starts his descension towards you, a look of both

disgust and raw hunger on his brow.

~
Nivel~
attack_weapon( mob, victim, 10d4+95, "cavernous maw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 10d4+95, "cavernous maw" );

attack_weapon( mob, victim, 10d3+50, "slashing tail" );

attack_fire( mob, victim, 10d4+95, "fire breath" );

if( random( 1, 2 ) == 1 )

  loop( all_in_room ) {

  if( is_player( rch ) )

    attack_fire( mob, rch, 10d8+70, "fire breath" );

  }

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 894507774 0 25
1280563 8448 100663300 0 8
50
28 14 15 14 20
100 100 -40 0 50 0 100
500 17 blocking wings~
900 5 soft underbelly~
990 6 tough head~
1000 -30 soft black tail~
700 10 tough scales~
0
209715850 26214464
0 1 0 0 0
M 0 8 0
1964 17 1509949450 -1 0
1964 17 1509949445 -1 0
1962 17 1509949540 -1 0
-1
-1

#1433
~
~
ancient ruby-winged serpent~
~
~
is here, wings glowing and sparkling like jewels.~
ancient ruby-winged serpents~
~
~
are here, wings glowing and sparkling like jewels.~
You are immediately struck with both agony and awe as you look upon this

magnificent beast.  Its red wings shine like the rubies on the wall as it

flies in theair, weaving and ducking in wondrous patterns and reflecting

the chamber's light all about you.  As it opens its mouth, a shoot of

poison flies out, as it begins its attack.

~
Nivel~
attack_weapon( mob, victim, 20d4+95, "cavernous maw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 20d4+95, "cavernous maw" );

attack_weapon( mob, victim, 20d3+50, "slashing tail" );

attack_shock( mob, victim, 20d4+95, "lightning breath" );

if( random( 1, 2 ) == 1 )

  loop( all_in_room ) {

  if( is_player( rch ) )

    attack_shock( mob, rch, 10d8+70, "lightning breath" );

  }

if( random( 0, 7 ) == 7 ) {

  i = 4d100+600;

  act_tochar( #death, ch );

  act_notchar( #rdeath, ch );

  inflict( mob, ch, i, "Ruby-Winged Serpent's death strike" );

  dam_message( ch, i, "Ruby-Winged Serpent's death strike" );

  }

if( random( 0, 10 ) == 1 ) {

ch = rand_char( room );

act_room( #shoot, ch );

poison( ch );

}

~
E
death~
@b@RThe serpent gathers itself in, and rushes at you, its mouth open as

it chomps down on you!@n 

~
E
rdeath~
@b@RThe serpent gathers itself in, and rushes at $n, its mouth open as it

chomps down on $m with severe force!@n 

~
E
shoot~
@b@WThe serpent shoots a glob of poison at $n!

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 894508004 0 25
1280563 3158400 100663300 0 8
70
28 14 15 14 23
100 0 0 100 50 -30 100
500 25 blocking wings~
900 5 soft underbelly~
990 6 tough head~
1000 -20 soft eye~
700 15 tough scales~
0
235930890 26214464
0 1 0 0 0
M 0 8 0
1965 17 1509949450 -1 0
1965 17 1509949445 -1 0
-1
-1

#1434
~
~
ancient shadow serpent~
~
~
looks upon you, eyes blood-red with hatred.~
ancient shadow serpents~
~
~
look upon you, eyes blood-red with hatred.~
This serpent's scales are jet-black, and its body can only be seen from

certain angles, appearing almost transparent to its surroundings.  It

hovers about the room, black tail almost touching the ground.  Two

firey-red eyes mark its head, glaring upon you as a puny object about to

be crushed.

~
Nivel~
attack_weapon( mob, victim, 10d5+140, "cavernous maw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 10d5+140, "cavernous maw" );

attack_weapon( mob, victim, 20d4+80, "slashing black tail" );

attack_cold( mob, victim, 10d5+140, "freezing breath" );

if( random( 1, 2 ) == 1 )

  loop( all_in_room ) {

  if( is_player( rch ) )

    attack_cold( mob, rch, 10d10+100, "freezing breath" );

  }

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 894508069 0 21
1280563 8448 100663300 0 8
80
28 14 15 16 20
100 -20 100 0 50 0 100
500 17 blocking wings~
900 5 soft underbelly~
990 6 tough head~
1000 -20 soft black tail~
700 18 tough scales~
0
262145930 26214464
0 1 0 0 0
M 0 8 0
1966 17 1509949450 -1 0
1966 17 1509949445 -1 0
-1
-1

#1435
~
~
ancient elder serpent~
~
~
flies about here, spiked tail whipping the sky in fury.~
ancient elder serpents~
~
~
fly about here, spiked tails whipping the sky in fury.~
This is the largest by far of all the serpents you've had to face.  Its

body is adorned with awesome golden scales that reflect off of the room's

glow, ended with a tail of spikes.  Over 300 feet in length, it almost

seems to slither in the air, as if unaccustomed to being in the sky.  As

it roars, the great cavern trembles.  A mighty breath exhales from his

cavernous maw, a rainbow of elements cascading down upon you.

~
Nivel~
attack_weapon( mob, victim, 10d4+70, "cavernous maw" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 10d4+70, "cavernous maw" );

attack_weapon( mob, victim, 10d6+100, "slashing spiked tail" );

attack_fire( mob, victim, 10d4+70, "fire breath" );

attack_cold( mob, victim, 10d4+70, "freezing breath" );

attack_shock( mob, victim, 10d4+70, "lightning breath" );

attack_acid( mob, victim, 10d4+70, "acid breath" );

if( random( 1, 2 ) == 1 )

  loop( all_in_room ) {

  if( is_player( rch ) ) {

    attack_fire( mob, rch, 10d4+10, "fire breath" );

    attack_cold( mob, rch, 10d4+10, "freezing breath" );

    attack_shock( mob, rch, 10d4+10, "lightning breath" );

    attack_acid( mob, rch, 10d4+10, "acid breath" );

    }

  }

~
!
0 0 17 0 0 0 0 10
0 0 1 4000 894508129 0 27
1804851 9088 100663300 0 8
90
28 14 15 14 20
100 100 100 100 50 -50 100
500 20 blocking wings~
900 5 soft underbelly~
990 6 tough head~
1000 10 hard spiked tail~
700 22 tough scales~
0
445648010 26214464
8243 23 0 1475 3265672
M 0 9 0
1967 17 1509949445 -1 0
1967 17 1509949442 -1 0
-1
-1

#1436
~
~
alligator~
~
scaly~
moves along the ground, ready to attack.~
alligators~
~
scaly~
move along the ground, ready to attack.~
This huge reptile stalks about, wary of you.  Its thin body says it

hasn't eaten in a while, perhaps he will decide to eat you.  Opening its

mouth, its jaws are powerful, while its teeth are very sharp and

needle-like.  It growls at you, eager for flesh.

~
Nivel~
attack_weapon( mob, ch, 10d3+30, "viscious biting" );

if( random( 0, 1 ) == 1 ) 

  attack_weapon( mob, ch, 10d3+30, "viscious biting" );

attack_weapon( mob, ch, 10d3+20, "slashing tail" );

if( random( 0, 3 ) == 1 ) {

  ch = rand_char( room );

  act_room( #attack, ch );

  attack_weapon( mob, ch, 10d3+30, "tail swipe" );

  }

~
E
attack~
@b@WThe alligator swerves around with its tail, catching $n!@n

~
!
0 0 15 0 0 0 0 10
0 0 0 4000 894508297 0 26
5444147 12288 0 0 4
40
20 5 5 10 13
0 0 0 0 0 0 100
500 20 tough scales~
600 15 hard tail~
800 10 scaled legs~
1000 10 tough head~
0 1000 ~
0
183502730 26214464
0 1 0 0 0
M 0 5 0
1224 17 1509949460 -1 0
-1
-1

#1437
~
~
lizardman hunter~
~
~
moves along here, stalking his prey.~
lizardman hunters~
~
~
move along here, perhaps part of a hunting party.~
This hunter seems preoccupied with something, as he walks about the

wilderness, searching for his prey.  His scaly head moves back and forth,

his tongue flickering as he smells for wildlife.  He wears a rough

leather vest and pants, and has a long hunting knife in his hand, perfect

for stabbing and skinning.

~
Nivel~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

if( random( 1, 4 ) < 3 ) {

  send_to_room( #extra, room );

  attack_weapon( mob, victim, 4d6+1, "claw");

  }

if( random( 1, 6 ) < 2) 

  interpret( mob, "bash" );

attack( mob, victim, 5d5, "tail swipe" );

~
E
extra~
The hunter jabs his spear in with deadly speed.

~
!
5 0 7 0 0 0 0 10
0 0 1 4000 894508284 0 26
251681 1090527232 4 192 4
30
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 3 scaly head~
1000 5 scaly leg~
0 1000 ~
0
209715466 26214464
0 1 0 192 6
M 192 4 0
-1
-1

#1438
~
~
lizardman~
~
~
is here, looking warily upon you.~
lizardmen~
~
~
are here, looking warily upon you.~
Looking at him, the first thing you notice are his yellow, slitted eyes,

looking upon you mysteriously, as if deciding whether to acknowledge you

as intelligent life or to hunt you down like an animal.  His

three-fingered hands contain razor-sharp claws, probably for something

along the line of cutting raw meat.  A long forked tongue slithers in and

out of his mouth, sniffing you in earnest.

~
Nivel~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

if( random( 1, 6 ) < 2) 

  interpret( mob, "bash" );

attack( mob, victim, 5d5, "tail swipe" );

~
!
5 0 7 0 0 0 0 10
0 0 3 4000 894508307 0 26
251681 1090527232 4 48 4
30
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 4 scaly head~
1000 4 scaly leg~
0 1000 ~
0
131072138 26214464
183 14 0 1290 26181
M 48 4 0
-1
-1

#1439
~
~
lizardman tailor~
~
~
is here, cutting leather for a pair of pants.~
lizardman tailors~
~
~
are here, cutting leather for a pair of pants.~
Hanging some clothes up on a rack on the far wall, he looks at you with

an intense curiosity; most likely in fascination of your clothing, you

soon discover, as he looks with special interest at the back of your

pants.  In frustration over something with you, he turns away and mutters

to himself in an odd slisp.

~
Nivel~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

if( random( 1, 6 ) < 2) 

  interpret( mob, "bash" );

attack( mob, victim, 5d5, "tail swipe" );

if( random( 0, 8 ) < 3 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

~
E
summon~
@b@WA lizardman tailor calls for help!@n

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 894508314 0 27
251683 1090527232 4 496 4
40
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 4 scaly head~
1000 4 scaly leg~
0 1000 ~
0
183501002 26214464
0 1 0 0 0
M 496 4 0
-1
-1

#1440
~
~
lizardman weaponsmaker~
~
~
gives you a quick glance, then returns to his work.~
~
~
~
~
Scales glistening with sweat, this fork-tongued weaponsmith looks at you

with curiousity.  He stands with a new hunter's knife in his hand, going

over it with an oil cloth.  He only glances at you before turning back to

his work, as he works with the blade and handle to create a better

balance.

~
Nivel~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

attack( mob, victim, 5d5, "tail swipe" );

if( random( 0, 8 ) < 3 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

attack_weapon( mob, victim, 4d6+1, "sharp claw");

~
E
summon~
@b@WThe weaponsmaker calls for help!@n

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 894508330 0 27
251683 1090527232 4 496 4
40
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 4 scaly head~
1000 4 scaly leg~
0 1000 ~
0
183501002 26214464
0 1 0 0 0
M 496 4 0
-1
8 -1
hi hello~
tell( mob, ch, "Hello there. Can I interesst you in one of my fine hunting knivess?" );

~
!
2 -1
serpent 'granite building'~
interpret( mob, "chortle" );

wait( 2 );

act_tochar( #story, ch );

wait( 2 );

interpret( mob, "emote peers about the room and comes closer." );

wait( 4 );

act_tochar( #story1, ch );

~
E
story~
The lizardman weaponsmaker says, "@wSsay, you've been lisstening to that

old butcher'ss sstoriess again, have you?  Well, I perssonally don't

believe any sserpentss are around thesse partss.  There iss an old

granite tower ssouth of the village, but I doubt you'll find any

fire-breathing sserpentss there.  It'ss jusst an old tale ussed to sscare

the little oness at night, to make them more cautioss when they hunt." 

~
E
story1~
The lizardman weaponsmaker whispers to you, "But jusst sso you know,

there @bhave@n been sstrange noissess coming from that area at night, and

no one goess near the granite tower.  It'ss ssaid to be curssed." 

~
!
-1

#1441
~
~
lizardman butcher~
~
~
limps about his shop, eager for business.~
~
~
~
~
This lizardman seems shorter than the average sized lizardman, and he

walks with a bit of a limp.  In one hand he holds up a meat cleaver, in

the other a dead snake.  He seems to be dicing it to eat, and as you turn

in disgust, he calls out from his shop to the marketplace outside, eager

for customers.

~
Nivel~
attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "claw");

attack_weapon( mob, victim, 4d6+1, "sharp claw");

attack( mob, victim, 5d5+2, "kick" );

attack( mob, victim, 5d5, "tail swipe" );

if( random( 0, 8 ) < 3 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

attack_weapon( mob, victim, 4d6+1, "sharp claw");

~
E
summon~
@b@WThe butcher cries for help!@n

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 897664712 0 27
251683 1090527232 4 496 4
40
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 4 scaly head~
1000 4 scaly leg~
0 1000 ~
0
183501002 26214464
0 1 0 0 0
M 496 4 0
-1
8 -1
hi hello~
interpret( mob, "nod" );

tell( mob, ch, "Why hello there. Would you like to purchassse sssome foodsss?" );

~
!
2 -1
limp~
act_tochar( #ponder, ch );

wait( 1 );

act_tochar( #story, ch );

wait( 2 );

interpret( mob, "sigh" );

wait( 3 );

act_tochar( #story1, ch );

~
E
ponder~
The lizardman scratches his scaly head and examines you carefully.

~
E
story~
Wass a long time ago, yess.  I wass hunting in the sswampss one day when I

came acrossss a sstrange granite sstructure, buried under ssome weedss.  I

found an old door there, and opened it up.

~
E
story1~
Within there were foul sserpentss, unlike the kind any had sseen.  The one I

faced wass massssive, over three hundred feet tall!  It had fierce clawss and

horrible firey breath!  No one here believess me, they ssay the great

sserpentss are but a legend, but I know what I ssaw.  My leg wass sshattered

by the sserpent'ss wicked attackss, and I sstruggled to get back to thiss

village.  Alass, now I can never hunt the ssame.

~
!
-1

#1442
~
~
old lizardman shaman~
~
~
is here, looking over some scrolls.~
old lizardmen shamans~
~
~
are here, looking over some scrolls.~
This old shaman stands before you, a mixture of envy and scepticism on

his face.  His rubs his odd beard as he reads some old scrolls filled

with odd runes.  His clothes are plain, despite a long purple robe that

seems to mark him as a leader of sorts.

~
Nivel~
attack_weapon( mob, victim, 6d6+1, "claw");

attack_weapon( mob, victim, 6d6+1, "claw");

attack_weapon( mob, victim, 6d6+1, "sharp claw");

if( random( 0, 10 ) == 1 ) 

  do_spell( slow, mob, ch );

if( random( 0, 1 ) == 2 )

  do_spell( lightning bolt, mob, ch );

if( random( 0, 4 ) == 3 ) 

  do_spell( web, mob, ch );

do_spell( fire shield, mob );

~
E
summon~
@b@WThe shaman calls for help!@n

~
!
5 0 7 0 0 0 0 10
0 0 0 4000 897663536 0 35
251683 1090527232 4 496 4
50
19 12 14 11 19
0 35 25 0 40 0 0
600 6 scaly body~
800 10 tough tail~
900 4 scaly head~
1000 4 scaly leg~
0 1000 ~
0
183501002 26214464
0 1 0 0 0
M 496 4 0
-1
-1

#1443
S'aark~
~
Iguana King~
~
~
approaches you in a royal rage!~
~
~
~
~
S'aark walks around in a rage.  Although he looks distinguished, he

offers a sneer and a grumble about the state of his small Iguana nation. 

His legs are long and discolored.  On his short, strong arms are several

battle wounds earned in defense of his monarchy.

~
Fenlyn~
attack_weapon( mob, victim, 3d9, "right claw" );

attack_weapon( mob, victim, 3d9, "left claw" );

if( random( 1, 7 ) == 5 ) {

  act_room( #tail, ch );

  attack( mob, victim, 4d9, "tail swing" );

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #bash, victim );

  interpret( mob, "bash" );

  }

~
E
bash~
@eS'aark makes an attempt at bashing.@n

~
E
tail~
@GS'aark flips his green tail at you!@n

~
!
0 68 15 0 0 0 0 10
0 0 436 4000 893777178 0 33
230451 0 0 224 4
14
17 11 11 14 13
5 5 10 10 25 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
36701066 26214464
50722 3053 0 94821 3786156
M 224 5 0
1992 17 1509949450 5 0
1994 17 1258291203 3 0
607 17 1509949490 5 0
847 17 1509949490 10 0
615 17 1509949490 7 0
849 17 1509949490 14 0
1995 17 1509949442 6 0
3238 16 1509949460 6 0
-1
-1

#1444
~
~
blob of green slime~
~
~
oozes around in a puddle.~
blobs of green slime~
~
~
ooze around in a puddle.~
A green, gooey blob of slime oozes around in a puddle.  The blob gurgles

violently in the center of the goo.  It oozes around in an attempt to

draw itself toward you.

~
Fenlyn~
if( attack( mob, victim, 4d7, "gooey appendage" ) ) {

  if( random( 1, 5 ) == 1 )

    poison( victim );

  }

if( random( 1, 6 ) == 1 ) {

  act_room( #acid, victim );

  if( attack_acid( mob, victim, 2d9, "acid throw" ) )

    if( random( 1, 3 ) == 1 )

    poison( victim );

  }

~
E
acid~
@EThe blob of slime gurgles in preparation for another attack!@n

~
!
0 37 32 0 0 0 0 10
0 0 725 2000 894014862 0 27
6292529 0 0 0 8
9
3 3 3 5 12
5 7 10 0 -5 0 30
1000 3 slimy body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
25176 3553 1840 101618 1811626
N 0 1 0
-1
-1

#1445
Grith~
~
orc weaponsmith~
~
~
hammers at some metal.~
orc weaponsmiths~
~
~
hammer at some metal.~
This orc is obviously a cripple, as his legs have all but withered into

stumps.  However he still proves invaluable to the outpost due to his

masterful manipulation of metal, especially when in comes to the forging

of the blades of war.  His arms, twice as large as most other orcs, more

than make up for his legs.

~
Phule~
attack_weapon( mob, victim, 2d30+10, "right hand" );

attack_weapon( mob, victim, 2d30+10, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Grith bangs loudly on his anvil, creating a loud ruckus.

~
!
8 64 10 0 0 0 0 10
0 0 0 4000 893973912 0 25
134468003 0 0 0 2
65
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314573445 26214464
0 1 0 0 0
M 0 4 0
654 17 1509949540 16 0
828 17 1509949540 13 0
-1
0 -1
~
wait( 1 );

act_tochar( #pause, ch );

~
E
pause~
Grith pauses his work at the forge to look at you as you walk into his

shop.

~
!
8 -1
hello hi~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
Grith continues to bang away on something he is working on, but yells

above the din of his hammer, "Hi to you too, $n!"

~
!
2 -1
blade knife serrated steel~
act_tochar( #blade, ch );

~
E
blade~
Grith grunts, "Me makes da blade, but da Shaman, he put knife together."

~
!
-1

#1446
Bhujja~
~
large red-skinned orc~
~
~
feeds the animals.~
large red-skinned orcs~
~
~
feed the animals.~
Large of hand and girth and small of brainpower, Bhujja has found his

place in Brithbarad as a shopkeeper.  A few notches out of his right ear are

the scars of battles past, as is a particularly nasty-looking line down

the left side of his cheek.  However that scar looks quite new, perhaps

one of his pets managed to get a claw on him.

~
Phule~
attack( mob, victim, 6d10+5, "elbow jab" );

attack( mob, victim, 6d10+5, "vicious bite" );

attack_weapon( mob, victim, 4d8+10, "quick punch");

if( random( 1, 10 )< 6 ){

  act_notchar( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
Bhujja yells loudly for help from the guard.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893974004 0 25
134448419 8321 0 0 2
50
18 9 10 20 20
20 5 5 -5 50 0 0
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
104858260 26214464
42 2 0 1 0
M 0 4 0
3024 17 1509949540 16 0
-1
0 -1
~
act_tochar( #hi, ch );

~
E
hi~
@GBhujja turns to face you as you walk into his shop.@n

~
!
8 -1
hi hello~
act_tochar( #hi, ch );

~
E
hi~
@GIn a voice dripping with sugar Bhujja replies, "Hello, can me find you

an animal companion?"@n

~
!
-1

#1447
~
~
obese orc barkeep~
~
~
is here, washing off the bar with a dirty rag.~
obese orc barkeeps~
~
~
are here, washing off the bar with dirty rags.~
This large, fat, sweaty orc squints at you in between his furious

polishing of various stained mugs with a dirty rag.

~
Phule~
attack_weapon( mob, victim, 2d8+34, "right hand" );

attack_weapon( mob, victim, 2d8+34, "left hand" );

attack( mob, victim, 3d30+45, "belly bounce" );

if( random( 0, 5 ) < 3 ) {

  send_to_room( #yell, room );

  summon( mob, victim );

  }

if( random( 0, 2 ) == 1 )

  interpret( mob, "bash" );

~
E
yell~
The obese orc barkeep pounds on his bar for assistance!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893974365 0 25
250795 0 0 0 2
65
18 10 8 8 17
10 10 10 10 40 40 80
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359045 26214464
0 1 0 0 0
M 0 4 0
1527 17 1509949540 16 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #drink, ch );

~
E
drink~
@GThe large orc behind the counter nods at you and says, "What ye drinkin,

ehh?"@n

~
!
2 -1
mines glory hole gnomish~
wait( 1 );

act_tochar( #mines, ch );

~
E
mines~
@GThe barkeep laughs loudly, "Dem gnomish mines been deserted fer

years!"@n 

~
!
-1

#1448
Plithis~
~
red-eyed spectre~
~
~
is here, wailing in rage at his losses.~
red-eyed spectres~
~
~
are here, wailing in rage at their losses.~
Dressed in the white robes of a cleric, this apparition seems to be both

in this world and separated from it, as while he appears whole, small

parts of him seem to flicker in and out of focus.  His face and hands are

wan, and the rest of his body is covered with the white robe, which seems

to be fading in and out from the ethereal plane, much like his body. 

White thin strands of hair trail down his back from his nearly bald head,

and his eyes are red with from agony and suffering.  His lips too are

tucked into his mouth in a somber fashion, as if he were on the verge of

crying.

~
Nivel~
attack_weapon( mob, victim, 3d30+20, "raging fists" );

attack_weapon( mob, victim, 3d30+20, "raging fists" );

attack_weapon( mob, victim, 3d30+20, "raging fists" );

if( random( 0, 1 ) == 1 )

  attack_weapon( mob, victim, 3d30+20, "raging fists" );

mob = mob_in_room( 1448, find_room( 55508 ) );

if( random( 0, 1 ) == 1 ) {

  act_tochar( #wail, ch );

  attack_fire( mob, victim, 10d15, "flamestrike" );

  }

if( random( 0, 1 ) == 1 ) {

  act_tochar( #shock, ch );

  attack_shock( mob, victim, 10d15, "summoned bolts of lightning" );

  }

if( random( 0, 5 ) == 2 ) {

  ch = rand_player( room );

  act_tochar( #wrath, ch );

  interpret( ch, "+flee" );

  }

if( random( 1, 7 ) < 5 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #frost, rch );

      attack_cold( mob, rch, 16d16, "burst of frost" );

      }

    }

  }

~
E
wrath~
@e@WPlithis instills the fear of God into you, causing you to panic and

run!@n 

~
E
wail~
@e@RWailing in agony, he calls out to his god for aid, and a massive wave

of flame engulfs your body!@n 

~
E
shock~
@e@YHis eyes grow suddenly pale, while he reaches out to touch you, arcs of

electricity jolting you where you stand!@n 

~
E
frost~
@e@CThe room suddenly grows cold as Plithis releases a burst of frost at

you, chilling you to the bone!@n 

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894508622 0 25
492067 133387 50339840 0 4
90
15 23 23 14 10
100 100 100 100 50 0 100
600 15 ethereal body~
800 10 ethereal arm~
900 10 ethereal leg~
1000 4 ethereal head~
0 1000 ~
0
393216356 26214464
0 1 0 0 0
M 0 4 0
2524 17 1509949443 5 0
16 17 1509952023 -1 0
-1
-1

#1449
~
~
sea sprite~
~
tiny~
skips along behind a school of fish.~
sea sprites~
~
tiny~
skip along behind their schools of fish.~
This tiny creature is no more than two feet tall.  Her pale, delicate

skin has a slight bluish tinge, and there is a delicate webbing of skin

between her fingers.  Her long hair is bright green, swaying in the

gentle current.

~
Orb~
attack_weapon( mob, ch, 7d2, "tiny fist" );

attack_weapon( mob, ch, 7d2, "tiny fist" );

attack( mob, ch, 3d4, "kicking feet" );

if( random( 1, 10 ) == 7 ) {

  if( !is_silenced( mob ) ) {

    act_room( #sing, ch );

    do_spell( chilling touch, mob, ch );

    }

  }

if( random( 1, 10 ) > 4 ) 

  attack( mob, ch, 4d5, "kicking feet" );

~
E
sing~
@eThe tiny sprite sings a little song, weaving her hands.

~
E
rsing~
No description~
E
dance~
@CThe little sprite dances a few steps, weaving her tiny hands.

~
!
0 69 67 0 0 0 0 10
0 0 263 4000 893594978 0 27
4429153 1099038784 5 96 0
15
8 12 12 20 12
30 -50 -25 100 0 25 0
250 6 tiny arm~
350 6 tiny leg~
1000 9 tiny body~
0 1000 ~
0 1000 ~
0
52429125 26214464
59244 3137 0 122351 3452313
F 96 1 0
1642 17 1509949540 6 0
2096 17 1509949445 -1 0
1991 17 1509949460 5 0
-1
-1

#1450
Charlindracora~
~
dragon~
~
~
is laying waste to the forest with searing flames.~
~
~
~
~
@RCrimson scales gleam with the harsh reflected light of burning fires,

made even bloodier in appearance by the ruddy glow of the flames.  The

scales run the entire length of the immense body, rippling in precision

with muscles larger than entire horses.  From overhead, twin pale orbs

shed their own minimal light.  Yellowed orbs slit with narrow black

irises resembling those of a snake, though surely no snake was every so

big as this ancient red dragon.  In the face of this being, older even

then some entire races, the dragonfear is a palpable thing laying heavy

on the air.  The raging fires about you go unnoticed as their threat

seems suddenly so much less significant than the malice embodied before

you.@n

~
Talis~
act_room( #rbreath, ch );

loop( all_in_room ) {

  if( !has_obj( 1986, rch ) ) {

    if( race( rch ) != dragon ) {

      i = 20d5+899;

      dam_message( rch, i, "firey breath" );

      inflict( rch, mob, i, "Charlindracora's firey breath" );

      }

    }

  else

    act_tochar( #no_effect, rch );

  }

if( !has_obj( 1986, ch ) ) {

  attack( mob, ch, 20d5+200, "raking claw" );

  attack( mob, ch, 20d5+200, "raking claw" );

  if( random( 1, 3 ) == 3 )

    attack( mob, ch, 25d4+500, "lashing tail" );

  }

else {

  act_tochar( #charge, ch );

  act_notchar( #rcharge, ch );

  }

~
E
no_effect~
@CYou quickly throw the mystical shield up before you and the heat and

fury of the flames has no effect upon you.@n

~
E
rbreath~
@RThe ancient dragon inhales a mighty breath with the sound of a hundred

forge bellows.  When the breath is released, it comes forth in a firey

torrent that fills the room.@n

~
E
charge~
The ancient dragon lunges at you.  Preparing to block as best you can

with the magical shield, you are somewhat surprised to see the dragon

flinch away as if in mortal terror, his blows never landing on you.

~
E
rcharge~
The ancient dragon lunges at $n then, oddly, flinches away as if in pain.

~
!
0 0 18 0 0 0 0 10
0 0 0 250 894015105 0 25
222501681 6300033 69206028 0 8
90
30 25 25 20 30
90 100 90 90 95 90 90
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524025921 78644485
0 1 0 0 0
M 0 9 0
-1
-1

#1451
~
~
school of angelfish~
~
~
darts and turns in the salty water.~
schools of angelfish~
~
~
dart and turn in the salty water.~
This small school of brightly colored fish darts and flits back and forth

through the water.  Reversing course randomly for reasons only a fish

could know, they harry the poor sprite who herds them toward the plankton

grounds.

~
Orb~
attack( mob, ch, 3d2, "rush" );

attack( mob, ch, 3d2, "rush" );

attack( mob, ch, 3d2, "rush" );

attack( mob, ch, 3d2, "rush" );

attack( mob, ch, 3d2, "rush" );

if( random( 1, 10 ) > 6 ) {

  attack( mob, ch, 6d2, "tail fins" );

  attack( mob, ch, 6d2, "tail fins" );

  }

~
!
0 69 67 0 0 0 0 10
0 0 454 4000 894015171 0 31
4363297 16777216 0 0 4
13
12 0 2 12 12
0 -10 0 -10 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
33083 2473 0 54790 1531562
N 0 1 0
-1
-1

#1452
~
~
silt monster~
~
viscous~
undulates wildly and in your direction.~
silt monsters~
~
viscous~
undulate wildly and in your direction.~
This creature of sand has no true shape of its own.  One moment, it

resembles a humanoid figure, another it is just an amorphous blob of

moving sand.  The only features which remain constant are the creature's

two beady red eyes and its gaping maw.  Tendrils of tan sand extend

outward from the bulk of the creature's body and whip about wildly.  Bits

and pieces of desert debris and bone seem caught up in its mass.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 5d4, "tendril of sand" );

attack( mob, victim, 5d4, "tendril of sand" );

attack( mob, victim, 5d4, "tendril of sand" );

if( i == 1 ) {

i = 5d6+30;

act_tochar( #sand, ch, obj, mob );

dam_message( ch, i, "A cyclone of sand" );

inflict( ch, mob, i, "cyclone of sand" );

loop( followers ) {

  i = 5d6+30;

  act_tochar( #sand, rch, obj, mob );

  dam_message( rch, i, "A cyclone of sand" );

  inflict( rch, mob, i, "cyclone of sand" );

  }

}

~
E
sand~
@b@YA cyclone of sand raised by the silt monster heads straight for you!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894015258 0 0
2196273 0 0 0 4
20
16 3 5 16 11
0 15 15 0 -15 -10 100
300 7 tendril of sand~
800 9 body of sand~
1000 7 sandy flank~
0 1000 ~
0 1000 ~
0
39322245 26215682
0 1 0 0 0
N 0 4 0
1410 17 1509949455 -2 0
1410 17 1509949455 -2 0
-1
-1

#1453
~
~
Iguana guard~
~
~
patrols the cavern corridors here.~
Iguana guards~
~
~
patrol the cavern corridors here.~
The Iguana guard has very small arms with large muscles.  His eyes are

solid black.  A thin red tongue hangs out of his mouth with a little bit

of drool to the side of it.  He carefully looks you over as you pass by.

~
Fenlyn~
attack_weapon( mob, victim, 2d9, "right claw" );

attack_weapon( mob, victim, 2d9, "left claw" );

if( random( 1, 8 ) == 5 ) {

  act_room( #bash, victim );

  interpret( mob, "bash" );

  }

~
E
bash~
@eAn Iguana guard quickly lunges in an attempt to bash.@n

~
!
0 68 15 0 0 0 0 10
0 0 808 4000 894015308 0 0
230433 0 0 32 4
9
19 7 7 13 15
5 0 15 3 0 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
23593609 26214464
47023 5953 0 122360 1661959
M 32 5 0
2080 17 1509949473 6 0
2180 17 1509949473 14 0
2101 17 1509949473 9 0
2001 17 1509949473 5 0
2021 17 1509949473 7 0
2041 17 1509949473 10 0
3002 17 1509949452 16 0
973 16 1509949450 16 0
3001 16 1509949470 16 0
968 16 1509949465 16 0
1074 16 1509949460 16 0
-1
-1

#1454
~
~
Iguana guard~
~
angry~
stands here in an attack stance.~
Iguana guards~
~
angry~
stand here in an attack stance.~
Ready for action, this iguana guard frowns at you as you approach him. 

His arms are burly, and his tongue flips out of his large mouth

occasionally.  He breathes heavily as if he is really upset at seeing you

in front of him.

~
Fenlyn~
attack_weapon( mob, victim, 2d10, "right claw" );

attack_weapon( mob, victim, 2d10, "left claw" );

if( random( 1, 6 ) == 1 ) {

  act_room( #rage, victim );

  attack_room( mob, 5d4, "fit of rage" );

  }

~
E
rage~
@eThe guard swings at everything in a fit of rage.@n

~
!
0 68 15 0 0 0 0 10
0 0 128 4000 894015398 0 0
230451 32768 0 32 4
10
19 7 7 13 15
5 0 15 3 -5 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
26215050 26214464
15153 979 0 22189 756944
M 32 5 0
2080 17 1509949473 6 0
2180 17 1509949473 14 0
2101 17 1509949473 9 0
2001 17 1509949473 5 0
2021 17 1509949473 7 0
2041 17 1509949473 10 0
3001 17 1509949470 16 0
968 16 1509949465 16 0
1074 16 1509949460 16 0
2201 17 1509949447 13 0
-1
-1

#1455
~
~
Royal Iguana bodyguard~
~
~
is here, protecting the monarchy.~
Royal Iguana bodyguards~
~
~
are here, protecting the monarchy.~
The guard stands tall in a very erect posture.  His face shows no sign of

frown nor any sign of a smile.  His legs and arms are much bigger than

the other Iguana guards.  The guard stands very still in concentration of

his bodyguard duties.

~
Fenlyn~
attack_weapon( mob, victim, 2d12+1, "right claw" );

attack_weapon( mob, victim, 2d12+1, "left claw" );

i = random( 1, 10 );

if( i <= 3 )

  attack( mob, victim, 2d5, "kick" );

if( random( 1, 10 ) <= 2 )

  attack( mob, victim, 2d5, "punch" );

~
!
0 68 15 0 0 0 0 10
0 0 433 4000 894015452 0 0
230435 0 0 32 4
11
21 10 10 13 15
5 0 15 0 -5 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
28836554 26214464
62586 4230 0 77146 2309033
M 32 5 0
2062 17 1509949455 11 0
2061 16 1509949480 11 0
2081 17 1509949450 6 0
2180 17 1509949455 14 0
2181 16 1509949450 14 0
2101 17 1509949455 9 0
2001 17 1509949455 5 0
2002 16 1509949450 5 0
2021 17 1509949455 7 0
2022 16 1509949450 7 0
2041 17 1509949455 10 0
3003 17 1509949470 16 0
281 16 1509949465 16 0
185 16 1509949460 16 0
9 17 1509949445 -1 0
-1
-1

#1456
absentminded wizard human man~
~
absentminded old wizard~
~
~
An absentminded old man contemplates the air around him.~
~
~
~
~
~
Derna~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 1983 4000 869078438 0 0
230305 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 9915
M 0 4 0
-1
-1

#1457
webber~
~
webber~
~
~
A webber is here.~
~
~
~
~
~
Phule~
do_spell( web, mob, victim );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 868489753 0 0
230185 65536 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 122 0 0 0
M 0 4 0
-1
-1

#1458
~
~
sea sprite gardener~
~
tiny~
skips around, carefully tending the garden.~
sea sprite gardeners~
~
tiny~
skip around, carefully tending the garden.~
No more than two feet tall, this tiny sprite hops from plant to plant,

pruning and shearing.  Her bright green hair floats around her, gently

swayed by the current.  Her delicate, pale skin has a slight bluish tint,

matching her sea-blue eyes.

~
Orb~
attack( mob, ch, 7d2, "tiny fist" );

attack( mob, ch, 7d2, "tiny fist" );

attack( mob, ch, 3d5+5, "kicking feet" );

if( random( 1, 10 ) > 7 ) {

  act_room( #dance, ch );

  do_spell( chilling touch, mob, ch );

  }

if( random( 1, 10 ) < 5 )

  attack( mob, ch, 5d4, "kicking feet" );

~
E
dance~
@MThe little sprite dances a few steps, singing softly.

~
!
0 69 67 0 0 0 0 10
0 0 1248 4000 894015557 0 33
4428577 16777216 0 80 0
15
8 12 12 18 12
0 0 -10 10 0 -30 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322378 26214464
146087 5376 0 141883 10226319
F 80 1 0
1975 17 1509949515 6 0
2807 16 1509949465 6 0
1991 17 1509949540 5 0
2096 17 1509949460 -1 0
-1
0 -1
~
if( random( 1, 5 ) == 1 ) {

  wait( 1 );

  act_room( #scold, ch );

  interpret( mob, "glare" );

  end;

  }

i = 1d10;

if( random( i ) == 7 ) {

  wait( i );

  interpret( mob, "giggle" );

  }

~
E
scold~
The tiny sprite scolds the anemones as she pricks her finger on a sharp

spine.

~
!
2 -1
marid~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
I saw a marid once, though at the time I didn't think much of it.  Being

a water djinn, I didn't think much about it at the time.  But now, I seem

to recall that it was carrying part of a sapphire in its hand.  It looks

broken though and not like any gemstone I'd ever seen before.

~
E
ask~
You ask $N about marids.

~
E
rask~
$n asks $N about something.

~
!
-1

#1459
~
~
sea sprite guard~
~
male~
stands guard over the hall.~
sea sprite guards~
~
male~
stand guard over the hall.~
A little over two feet tall, this small sprite stands guard over the coral

halls.  He has pale, bluish skin and bright green hair which has been cut

very short.  Though his stature is slight, his arms are heavily muscled

and he holds his weapon confidently.

~
Orb~
attack( mob, victim, 3d7+10, "hard pierce" );

attack( mob, victim, 3d7+10, "hard pierce" );

attack( mob, victim, 3d5+10, "hard pierce" );

attack( mob, victim, 4d5, "small fist" );

if( random( 1, 20 ) > 18 ) {

  send_to_room( #draw, room );

  do_spell( chilling touch, mob, victim );

  }

~
E
draw~
@CThe small sprite traces some patterns in the water before him.

~
!
0 69 3 0 0 0 0 10
0 0 20 4000 899008159 0 34
4429601 25165824 5 144 0
20
10 12 12 27 12
10 0 -10 10 0 -10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
131072
65536970 26214464
8765 193 0 5630 614001
M 144 1 0
1976 17 1509949537 16 0
1977 16 1509949443 16 0
1981 17 1509949490 5 0
-1
-1

#1460
~
~
blue eel~
~
huge~
undulates here, energy arcing from its body.~
~
~
huge~
~
This huge eel must be over ten feet long and at least a foot thick.  His

bluish skin is spotted with nicks and cuts, as well as various parasites

attached for a meal.  A white aura of energy surrounds the eel.

~
Orb~
attack_shock( mob, ch, 6d6+10, "tail lash" );

attack( mob, ch, 5d6+10, "vicious bite" );

if( random( 1, 10 ) > 7 ) {

  act_room( #shock, ch );

  do_spell( shock, mob, ch );

  }

~
E
shock~
@eThe eel's electric aura brightens for a moment, sending energy arcing

toward you!

~
!
0 0 29 0 0 0 0 10
0 0 32 4000 894015675 0 31
4428595 16777216 0 0 8
25
20 3 3 15 20
0 0 -15 100 0 -10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644490 26214464
59987 942 0 13836 2237979
N 0 5 0
1993 17 1509949465 -2 0
-1
-1

#1461
~
~
giant cave cricket~
~
~
forages for fungus.~
giant cave crickets~
~
~
forage for fungus.~
About the size of a dog, this giant cricket survives off of fungus and

moss.  Its long legs and clicking mandibles look like they could cause a

good deal of damage.

~
Rue~
attack( mob, victim, 1d8, "mangling bite" );

attack( mob, victim, 1d8, "mangling bite" );

if( random( 0, 4 ) < 2 ) {

act_tochar( #leg_kick, ch );

act_notchar( #leg_kick_room, ch );

attack( mob, victim, 1d8, "leg kick" );

}

~
E
lkick~
legkick

~
E
room~
No description~
E
leg_kick~
The cricket's long leg kicks at you!

~
E
leg_kick_room~
The cricket's long leg kicks at $n!

~
!
0 0 26 0 0 0 0 10
0 0 932 2000 894015713 0 0
197161 0 0 0 4
4
5 6 3 14 10
5 10 -5 5 80 15 10
200 0 head~
200 2 shiny head~
1000 3 thick body~
0 1000 ~
0 1000 ~
0
10486404 26214464
17281 7390 0 60883 221544
M 0 2 0
-1
-1

#1462
~
~
black draconian~
~
heavily-armored~
rushes you!~
~
~
heavily-armored~
rush you!~
This humanoid being resembles both a dragon and a human.  Its head is

like that of a black dragon along with its spiked tail.  Its large,

muscular arms and legs are covered in thick, black scales.  Its hands,

although appearing human-like are clawed but can easily grasp a weapon. 

Its large, round black eyes stare have no pupils and seem to pierce your

very soul.

~
Terek~
attack_weapon( mob, victim, 6d10+90, "tail strike" );

attack_weapon( mob, victim, 6d10+90, "headbutt" );

attack_weapon( mob, victim, 6d10+90, "charging claw slash" );

attack_weapon( mob, victim, 6d10+90, "slashing claws" );

if( random( 1, 8 ) == 1 ) {

  act_tochar( #blast, ch );

  act_notchar( #blast1, ch );

  do_spell( acid blast, mob, ch );

  }

if( random( 1, 9 ) == 1 ) {

  i = 10d5+65;

  act_room( #fury, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "violent claw slashing" );

    }

  }

~
E
blast~
@b@BThe draconian opens its mouth and spews forth a stream of acid at you!

~
E
blast1~
@b@BThe draconian opens its mouth and spews forth a stream of acid at $n!

~
E
fury~
@b@WThe draconian growls loudly and begins to slash at everyone violently!

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894015779 0 33
4424099 32779 8192 6000 8
90
22 16 16 20 23
75 60 -50 -30 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
602931880 26214464
0 1 0 0 0
N 6000 5 0
-1
0 -1
~
Wait( 1 );

act_room( #halt, ch );

Wait( 1 );

act_room( #closed, ch );

Wait( 1 );

Interpret( mob, "wave" );

~
E
halt~
The black draconian looks at you and steps infront of you, blocking your

path.

~
E
closed~
The draconian smiles at you and says: @b@W"Im sorry but my master is

currently working here and does not wish to be disturbed, please try back

later." 

~
!
-1

#1463
S'aark's personal bodyguard~
~
huge Iguana guard~
~
~
walks around on patrol.~
~
~
~
~
The guard stands tall in a very erect posture.  His face shows no sign of

frown nor any sign of a smile.  His legs and arms are much bigger than

the other Iguana guards.  The guard stands very still in concentration of

his bodyguard duties.

~
Fenlyn~
attack_weapon( mob, victim, 2d12+1, "right claw" );

attack_weapon( mob, victim, 2d12+1, "left claw" );

i = random( 1, 10 );

if( i <= 3 )

  attack( mob, victim, 2d5, "kick" );

if( random( 1, 10 ) <= 2 )

  attack( mob, victim, 2d5, "punch" );

~
!
0 68 15 0 0 0 0 10
0 0 426 1750 894015830 0 0
230947 0 0 48 4
11
21 10 10 13 15
5 0 15 0 -5 0 0
500 8 torso~
700 6 scaled legs~
900 5 scaly tail~
1000 3 soft head~
0 1000 ~
0
28836554 26214464
82283 6053 0 76400 2027067
M 48 5 0
2062 17 1509949455 11 0
2061 16 1509949480 11 0
2081 17 1509949450 6 0
2180 17 1509949455 14 0
2181 16 1509949450 14 0
2101 17 1509949455 9 0
2001 17 1509949455 5 0
2002 16 1509949450 5 0
2021 17 1509949455 7 0
2022 16 1509949450 7 0
2041 17 1509949455 10 0
3003 17 1509949470 16 0
281 16 1509949465 16 0
185 16 1509949460 16 0
9 17 1509949445 -1 0
-1
-1

#1464
~
~
Krysanthian guard~
~
large, musclebound~
patrols the area.~
Krysanthian guards~
~
large, musclebound~
patrol the area.~
This large human guard is a memeber of the Krysanthian elite guard unit

which is tasked with protecting the inhabitants of the outpost.  He is

very muscular and his face is covered in many scars suggesting he is a

seasoned veteran.  His steel blue eyes sweep over the streets, watching

for any signs of danger.  On his left cheek a small tattoo of a dagger

and sword crossed.

~
Terek~
attack( mob, victim, 9d5+500, "deep-cutting slash" );

attack( mob, victim, 9d5+400, "impaling pierce" );

attack( mob, victim, 9d5+350, "vertical hard slash" );

attack( mob, victim, 9d5+500, "spinning swipe" );

if( random( 1, 2 ) == 1 ) {

  i = 10d10+400;

  act_tochar( #lop, ch );

  act_notchar( #lop1, ch );

  dam_message( victim, i, "The decapitating slash" );

  inflict( victim, mob, i, "The decapitating slash" );

  }

if( random( 1, 8 ) == 1 ) {

  i = 9d5+65;

  act_room( #run, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "frantic slashing" );

    }

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
lop~
@b@WThe guard quickly slashes for your head, trying to decapitate you!

~
E
lop1~
@b@WThe guard quickly slashes for $n's head, trying to decapitate $m!

~
E
run~
@b@CThe guard quickly hollars a battle-cry and charges around wildly,

slashing away at all in his path!

~
E
help~
@b@YThe guard quickly calls for the other guards to aid him!

~
!
0 70 0 0 0 0 0 10
0 0 0 4000 894015918 0 35
4425633 34827 8196 8000 3
90
20 15 18 20 19
80 80 75 -5 50 -5 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
576717470 393216650
0 1 0 0 0
M 8000 4 0
2010 17 1509949540 16 0
1957 17 1509949540 6 0
2011 17 1509949540 5 0
2107 17 1509949540 9 0
-1
-1

#1465
Aneria~
~
delicate sprite~
~
~
sits on the throne, kicking her tiny feet.~
~
~
~
~
This sprite looks like a tiny elf with pale, bluish skin.  A delicate

webbing of skin stretches between her small fingers.  Pointed ears are

visible as her bright green hair sways gently in the current.

~
Orb~
attack( mob, ch, 10d2, "tiny fist" );

attack( mob, ch, 9d5, "tiny fist" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 7d3, "kicking feet" );

if( random( 1, 10 ) < 5 )

  attack( mob, ch, 6d4, "stinging slap");

if( random( 1, 10 ) > 8 ) {

  if( !is_silenced( mob ) ) {

    act_room( #light, ch );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack_shock( mob, rch, 9d4, "bolt of energy" );

      }

    }

  }

~
E
light~
@CAneria calls out to the gods of the sea!

~
!
0 69 67 0 0 0 0 10
0 0 4 4000 894015961 0 31
4428067 16941120 1 992 0
23
12 12 12 12 12
10 10 0 0 0 -20 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
91751690 26214464
2876 70 0 2390 203216
F 992 1 0
1991 17 1509949540 5 0
2049 17 1509949443 6 0
2050 17 1509949445 17 0
2096 17 1509949445 -1 0
-1
4 -1
~
act_room( #call, ch );

if( random( 1, 10 ) > 8 ) {

  act_room( #rumble, ch );

  wait( 2 );

  act_room( #appear, ch );

  mload( 1476, room );

  mob = mob_in_room( 1476, room );

  attack( mob, ch, 6d8, "watery fist" );

  continue;

  }

~
E
call~
The sprite's final cry of agony seems to carry through the water.

~
E
rumble~
@eA faint rumbling sound fills the water around you, causing choppy waves.

~
E
appear~
@eThe water around you coalesces into the form of a towering elemental!

~
!
2 -1
alegra magesmith~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about Alegra the magesmith.

~
E
stat1~
Oh my!  My dear friend, I wonder how she is.  The last time I heard from

her, Alegra had decided to retire, after one of her apprentices had

betrayed her son.  I think the grief of losing both her son and her star

pupil was too much for her.

~
E
stat2~
I think she retired to a little cottage where the hills are the color of

night.

~
!
2 -1
ashes final resting place grave urn ash-filled~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about where to bury Alegra's ashes.

~
E
stat1~
Alegra's favorite place in the world, strangely enough, was in a place

outside of it, where the light and energy crackled the color of marigolds. 

She used to sit there, her back against a spire of stone, looking up into

the enchanting vorticies of energy.

~
!
-1

#1466
Sharpblade~
~
weaponsmith~
~
~
polishes a few of the rusty weapons in his shop.~
~
~
~
~
Very old and very grumpy, Sharpblade stands before you, muttering under

his breath.  His thick black beard is a tangled mess and is covered in

dust.  Many scars cover his face including a very large one that runs

from his forehead, across his eye and down his cheek.  He pays no

attention to you and continues to polish his weapon displays.

~
Terek~
attack_weapon( mob, victim, 5d7+85, "hard kick" );

attack_weapon( mob, victim, 5d7+85, "strong uppercut" );

attack_weapon( mob, victim, 5d7+85, "right hook" );

attack_weapon( mob, victim, 5d7+85, "left hook" );

if( random( 1, 7 ) == 1 ) {

  i = 10d6+75;

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  dam_message( victim, i, "The knee-cap bite" );

  inflict( victim, mob, i, "The knee-cap bite" );

  }

if( random( 1, 8 ) == 1 ) {

  i = 10d6+55;

  act_room( #throw, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "assault of rusty weapons" );

    }

  }

if( random( 1, 6 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
bite~
@b@RSharpblade ducks your blows quickly and bites you on the knee!

~
E
bite1~
@b@RSharpblade ducks $n's blows quickly and bites $m on the knee!

~
E
throw~
@b@YSharpblade grabs some rusty weapons from a crate and throws them at

you!

~
E
help~
@b@WSharpblade calls for the guards to take care of his light work!

~
!
0 70 3 0 0 0 0 10
0 0 0 4000 894016003 0 0
229675 32779 8192 7488 4
90
23 15 20 20 19
70 40 60 30 100 30 1
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288670 26214464
0 1 0 0 0
M 7488 4 0
-1
-1

#1467
~
~
trap spider~
~
~
lurks, waiting for its prey.~
trap spiders~
~
~
lurk, waiting for their prey.~
This spider is as large as a gnome.  Large curved mandibles jut from its

multi-eyed head, while its spindly legs work feverishly at its sides. 

The body is covered in long brown hairs but the legs and head are black

and shiny.

~
Rue~
attack( mob, victim, 4d4, "mandibles" );

attack( mob, victim, 4d4, "mandibles" );

if( random( 1, 17 ) <  3  ) {

  act_tochar( #webu, ch );

  act_notchar( #web, ch );

  if( victim != mob )

    do_spell( web, mob, victim );

  end;

  }

~
E
web~
A trap spider sprays a gooey web at $n from spinnerets on its abdomen.

~
E
webu~
The trap spider sprays a gooey web at you from spinnerets on its abdomen.

~
!
0 0 25 0 0 0 0 3384
0 0 26 4000 899960499 0 29
21053491 1060864 0 0 4
8
8 14 4 20 12
8 0 10 8 65 10 25
400 3 brown body~
300 5 thin legs~
1000 3 spotted head~
0 1000 ~
0 1000 ~
0
18350728 26214464
1831 210 0 2992 51913
F 0 3 0
-1
-1

#1468
~
~
young sand wyrm~
~
~
covered in sand writhes and sways, as if sensing you.~
young sand wyrms~
~
~
covered in sand writhe and sway, as if sensing you.~
About six feet long and half a foot tall, what you see before you

resembles a large, segmented earthworm.  It has bristle-like hairs which

stick out of its segmentations and its body is slick in some places and

covered with sand in others.  Unlike a worm, though, this creature has a

tough, leathery hide on which are attached close fitting chitinous scales. 

Each scale is about five inches in diameter and look to be several inches

thick.  For a mouth, the wyrm has a tri-sectioned mandible, each ending

in barbed bone.  Two dull grey eyes are set into the side of the wyrm's

'head.' 

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 4d5, "grinding chomp" );

attack( mob, victim, 4d5, "piercing mandible" );

attack( mob, victim, 4d5, "razor-sharp tongue" );

if( i < 3 ) {

  act_room( #shifts, ch, obj, mob );

  attack( mob, victim, 4d5, "abrasive, scaly hide" );

  }

else if( i > 18 ) {

  ch = rand_player( room );

  act_tochar( #sudden, ch, obj, mob );

  act_notchar( #rsudden, ch, obj, mob );

  attack( mob, ch, 4d5, "wild tooth slash" );

  }

~
E
shifts~
@RSuddenly, $N shifts to the side and thrashes about wildly.

~
E
sudden~
@RQuick as thought, $N comes in at you, its teeth bared.

~
E
rsudden~
@RQuick as thought, $N comes in at $n, teeth bared.

~
!
0 0 17 0 0 0 1597 10
0 0 128 4000 894253868 0 0
1250081 0 8388616 0 4
20
16 8 9 13 14
15 25 -25 15 50 -15 15
250 11 segmented flank~
325 13 piercing mandibles~
500 14 sand-covered body~
875 5 small, faceted eye~
1000 7 slimy underbelly~
0
65538565 25952321
33731 1068 0 54785 3722954
N 0 5 0
2258 17 1509949443 -2 0
-1
-1

#1469
~
sand worm wyrm~
sand wyrm~
~
large, segmented~
rises out of the ground, mandibles clacking.~
sand wyrms~
~
large, segmented~
rise out of the ground, mandibles clacking.~
About thirty feet long and a foot tall, what you see before you resembles

a gigantic, segmented earthworm.  It has bristle-like hairs which stick

out of its segmentations and its body is slick in some places and covered

with sand in others.  Unlike a worm, though, this creature has a tough,

leathery hide on which are attached close fitting chitinous scales.  Each

scale is about five inches in diameter and look to be several inches

thick.  For a mouth, the wyrm has a tri-sectioned mandible, each ending

in barbed bone.  Milky white eyes, obviously blind, are set into the side

of the wyrm's 'head,' just behind its mandibles.  The sides of the wyrm's

body are scared deeply in a few places and a couple of its scales are

dented.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 9d5, "grinding chomp" );

attack( mob, victim, 9d5, "piercing mandible" );

attack( mob, victim, 9d5, "razor-sharp tongue" );

if( i == 1 ) 

loop( all_in_room )

if( rch != mob )

if( !can_fly( rch ) ) {

act_tochar( #slams, rch, obj, mob );

i = 7d7;

act_tochar( #quake, rch, obj, mob );

act_notchar( #rquake, rch, obj, mob );

dam_message( rch, i, "Some shifting rocks and earth" );

inflict( rch, mob, i, "an earthquake" );

}

else if( i == 3 ) {

act_room( #shifts, ch, obj, mob );

attack( mob, victim, 9d5, "abrasive, scaly hide" );

}

else if( i > 18 ) {

ch = rand_player( room );

act_tochar( #sudden, ch, obj, mob );

act_notchar( #rsudden, ch, obj, mob );

attack( mob, ch, 9d5, "wild tooth slash" );

}

~
E
shifts~
@RSuddenly, $N shifts to the side and thrashes about wildly.

~
E
sudden~
@RQuick as thought, $N comes in at you, its teeth bared.

~
E
rsudden~
@RQuick as thought, $N comes in at $n, teeth bared.

~
E
slams~
@BHeaving itself upwards, $N slams hard against the ground, causing tremors.

~
E
quake~
Fragments of rock and clods of earth rain painfully down on you.

~
E
rquake~
Fragments of rock and clods of earth rain painfully down on $n.

~
!
0 0 17 0 0 0 1597 10
0 0 22 4000 894254084 0 0
1282913 0 673185792 0 4
45
17 10 10 15 14
30 50 0 30 75 0 30
250 28 segmented flank~
325 23 piercing mandibles~
500 26 sand-covered body~
875 10 loose skin flap~
1000 11 slimy underbelly~
0
131078404 23593602
15749 287 0 27870 3569116
N 0 7 0
2258 17 1509949445 -2 0
2174 17 1509949443 -2 0
-1
6 1786
~
if( has_obj( 2537, ch ) )

  if( rflag( status2, find_room( 48000 ) ) ) {

  act_room( #thrash, ch, obj, mob );

  wait( 2 );

  act_room( #stunned, ch, obj, mob );

  remove_rflag( status2, find_room( 48000 ) );

  }

else

  act_room( #eat, ch, obj, mob );

else

  act_tochar( #notrig, ch );

~
E
thrash~
The sand wyrm thrashes around wildly after eatting the berry.

~
E
stunned~
Suddenly, the sand wyrm ceases moving entirely as though in a trance.

~
E
eat~
The sand wyrm simply eats the berry. Nothing seems to happen.

~
E
notrig~
What purpose does this serve?

~
!
-1

#1470
~
ancient sand wyrm worm~
ancient sand wyrm~
~
mottled-looking, segmented~
rises up from the dune.~
ancient sand wyrms~
~
~
rise up from the dune.~
From what you can see of this gigantic worm, it is at least a hundred

feet long, though its end is buried in the ground.  For the most part, it

resembles a humongous earthworm.  Bristles stick out of its segments,

which are caked with dirt and sand.  The sand wyrm's skin is a dark,

grey-brown and is marred by several rending scars that run in criss-cross

patterns up and down its length.  Large, chitin scales cover most of the

old sand wyrm.  The creature has no discernible eyes and what passes for

a head is dominated by three bony mandibles which come together like the

pieces of a sphere split into three lobes.  Its leathery skin is

extremely wrinkled.

~
Florian~
i = random( 1, 40 );

attack( mob, victim, 10d8, "grinding chomp" );

attack( mob, victim, 10d8, "piercing mandible" );

attack( mob, victim, 10d8, "razor-sharp tongue" );

if( attack( mob, victim, 10d8, "razor-sharp tongue" ) ) {

ch = rand_player( room );

act_tochar( #sudden, ch, obj, mob );

act_notchar( #rsudden, ch, obj, mob );

attack( mob, ch, 9d5, "wild tooth slash" );

}

if( i < 3 )

if( find_skill( ch, float ) < 0 ) {

act_room( #slams, ch, obj, mob );

i = 11d7;

act_notchar( #rquake, ch, obj, mob );

act_tochar( #quake, ch, obj, mob );

dam_message( victim, i, "Massive, flying rocks" );

inflict( mob, victim, i, "an earthquake" );

loop( followers ) {

if( find_skill( ch, float ) < 1 ) {

act_tochar( #slams, rch, obj, mob );

i = 11d7;

act_tochar( #quake, rch, obj, mob );

act_notchar( #rquake, rch, obj, mob );

dam_message( rch, i, "Massive, flying rocks" );

inflict( rch, mob, i, "an earthquake" );

end;

}

}

}

else if( i < 7 ) {

act_room( #shifts, ch, obj, mob );

attack( mob, victim, 8d10, "abrasive, scaly hide" );

end;

}

else if( i > 39 ) {

act_room( #lig, ch, obj, mob );

wait( 1 );

act_room( #arc, ch, obj, mob );

do_spell( chain lightning, mob, victim );

}

~
E
shifts~
@RSuddenly, $N shifts to the side and thrashes about wildly.

~
E
sudden~
@RQuick as thought, $N comes in at you, its teeth bared.

~
E
rsudden~
@RQuick as thought, $N comes in at $n, teeth bared.

~
E
slams~
@BHeaving itself upwards, $N slams hard against the ground, causing quakes.

~
E
quake~
@YHuge fragments of rock go flying dangerously through the air at you.

~
E
rquake~
@YHuge fragments of rock go flying dangerously through the air at $n.

~
E
lig~
@bAll of a sudden, $N closes its mouth and arcs of lightning play 

across its body.

~
E
arc~
@b@BThe lightning arcs from $N's body down toward you!

~
!
0 0 17 0 0 0 1597 10
0 0 0 4000 894487715 0 0
1258339 2097537 1759510540 0 1
80
20 11 14 10 15
70 80 30 60 100 30 60
250 68 segmented flank~
325 53 piercing mandibles~
500 56 sand-covered body~
875 40 loose skin flap~
1000 31 slimy underbelly~
12582912
524294403 26214464
0 1 0 0 0
N 0 8 0
2258 17 1509949490 -2 0
2174 17 1509949455 -2 0
-1
-1

#1471
Aiden~
~
desert trader~
Wrapped in scarves,~
~
huddles over a hand cart.~
~
~
~
~
At first glance, the male which stands before you looks like a simple

lizardman, trying to pedal his wares.  His scales, though, are much too

dark and his hands too clawed.  Also, his black tail is thicker than a

lizardman's tail usually is.  Though he scarves most of his body in

satiny tan, orange, and yellow scarves, he fails to hide his more

serpentine heritage.  Most of his face is hidden behind scarves, though

his lidless, slitted yellow pupils seem wary.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack( mob, victim, 4d5+5, "needle-sharp bite" );

if( attack( mob, victim, 4d5+5, "needle-sharp bite" ) )

  if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  attack( mob, ch, 4d5, "tail thwack" );

  }

if( i == 1 )

  interpret( mob, "kick" );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i == 3 )

  interpret( mob, "em hisses in derision at you!" );

else if( i == 4 )

interpret( mob, "punch" );

else if( i > 18 ) {

  act_room( #tailsweep, ch, obj, mob );

  attack_room( mob, 4d8+8, "lighting quick tail sweep" );

  }

~
E
tailsweep~
@GThe tail of $N whips around rapidly in a semi-circle!

~
!
0 79 71 0 0 0 1609 10
0 0 0 4000 894254764 0 29
234723 262272 0 0 2
40
30 10 12 17 12
5 0 25 5 10 5 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157292802 23593025
0 1 0 0 0
M 0 4 0
2254 17 1509949448 -2 0
2289 17 1509949444 -2 0
2002 17 1509949465 5 0
985 16 1509949460 5 0
2181 17 1509949455 14 0
2181 17 1509949455 15 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

interpret( mob, "em holds out his hand, wanting a gold coin. " );

~
E
rask~
$n tells $N something.

~
E
stat1~
Greetings, Traveler.  Would you like to buy some of my wares?  Or are you

interested in a rumor or two?

~
!
6 2
~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

i = random( 1, 20 );

if( room == find_room( 48056 ) )

  mob = mob_in_room( 1471, find_room( 48056 ) );

else

  mob = mob_in_room( 1479, find_room( 48213 ) );

if( i == 1 )

tell( mob, ch, #stat1 );

if( i == 2 )

tell( mob, ch, #stat2 );

if( i == 3 )

tell( mob, ch, #stat3 );

if( i == 4 )

tell( mob, ch, #stat4 );

if( i == 5 )

tell( mob, ch, #stat5 );

if( i == 6 )

tell( mob, ch, #stat6 );

if( i == 7 )

tell( mob, ch, #stat7 );

if( i == 8 )

tell( mob, ch, #stat8 );

if( i == 9 )

tell( mob, ch, #stat9 );

if( i == 10 )

  if( mob == mob_in_room( 1471, find_room( 48056 ) ) ) {

tell( mob, ch, #stat10 );

  wait( 2 );

tell( mob, ch, #stat11 );

  }

if( i > 10 )

tell( mob, ch, #thanks );

~
E
rask~
The desert trader tucks $n's gold coin in a pouch.

~
E
ask~
The desert trader accepts the gold coin and quickly stuffs it into a pouch.

~
E
stat1~
I hear that there are great magical protections surrounding a small

crabman village to the south.

~
E
stat2~
If you scare them, the crabmen raise an alert and bar the city from entry.

~
E
stat3~
I hear that one of the crabman scouts really likes gold and can be

convinced to quell the invasion alert if you give him some.

~
E
stat4~
A short, gnarled little hermit has been studying the magic wall and golem

which protects the crabman village.

~
E
stat5~
Everytime I visit one of the oases, I feel like I am missing something. 

An air of mystery hangs around each of them.

~
E
stat6~
I have heard many tales of a cat-like being walking the black desert

plains.

~
E
stat7~
Some merchant once told me that he saw a talking dog with a silver coat.

~
E
stat8~
I once bought blue sand from an oyster diver.

~
E
stat9~
Only a prayer can make the angel flower bloom.

~
E
stat10~
I heard that some hobgoblins had captured and killed a unicorn once,

taking its magical alicorn.  The thieves soon ran amuck and were eaten by

boring beetles.  heh - such is the life of a thief.

~
E
stat11~
Of course, if someone was to give me an alicorn...heh.  Keep dreaming,

Aiden.

~
E
thanks~
Thanks for the gold.  But I don't know anything more.

~
!
6 2027
~
act_room( #give, ch, obj, mob );

wait( 1 );

tell( mob, ch, #tell );

i = 1d20;

if( i == 1 )

obj_to_char( oload( 1008 ), ch );

if( i == 2 )

obj_to_char( oload( 285 ), ch );

if( i == 3 )

obj_to_char( oload( 1266 ), ch );

if( i > 3 )

obj_to_char( oload( 1025 ), ch );

~
E
give~
The desert trader tucks the alicorn into $S belt.

~
E
tell~
I never thought I would actually see one of these!  Here, take this

scroll.  I don't know its value, but I'm sure it will come in handy.

~
!
2 -1
find mount reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about find mount reagents.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ah, yes, I have helped paladins with this type of information several

times.  But if you want me to tell you what I told them, it'll cost you.

~
E
stat2~
Bring me the sapphire tear from a weeping willow and I shall tell you

what I know.  The tears are extremely fragile, so be careful how you

handle them.

~
!
6 1791
~
act_room( #give, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 2 );

tell( mob, ch, #stat3 );

wait( 2 );

tell( mob, ch, #stat4 );

wait( 2 );

tell( mob, ch, #stat5 );

~
E
give~
Quickly, $N tucks the fragile sapphire tear into $S belt pouch.

~
E
stat1~
I know of three items that good paladins have claimed success with in

summoning a holy mount.

~
E
stat2~
The first is a sprig of mistletoe, which calls to the spirit world.  Old

Gwendolyn living up near Pennan is the only one who knows where it grows.

~
E
stat3~
The horn of a dead or lifeless unicorn is suppose to help draw a pegacorn

to a paladin.

~
E
stat4~
And finally, I know for a fact that a purple Cythian berry summons the

strongest paladin mount!

~
E
stat5~
For a platinum piece, I'll point you to someone who knows more, if this

isn't enough for you.

~
!
6 16
~
act_room( #give, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
give~
$N tucks the platinum coin into $S belt pouch.

~
E
stat1~
Ah, you're not one to give up are you?  Very well.  Find Miles and tell

him my name.

~
!
-1

#1472
Ranulf~
~
desert trader~
~
~
dressed in desert garb stands here.~
~
~
~
~
Looking every bit like a five foot sand crab with a human waist and legs,

the crabman that stands here is desert in tan and yellow -- two colors

that blend well in the main part of the desert.  The trader's upper body

and pinching hands are covered in plates of red chitin.  Emerging from

its head are two white eye stalks, though one is broken and hangs

slightly limp.  The crabman's stance in slightly bent, perhaps even to

the point of being hunched over.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack( mob, victim, 4d5+5, "needle-sharp bite" );

if( !attack( mob, victim, 4d5+5, "needle-sharp bite" ) )

  if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  attack( mob, ch, 4d5, "tail thwack" );

  }

if( i == 1 )

  interpret( mob, "kick" );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i == 3 )

  interpret( mob, "em hisses in derision at you!" );

else if( i == 4 )

  interpret( mob, "punch" );

else if( i > 18 ) {

  act_room( #tailsweep, ch, obj, mob );

  attack_room( mob, 4d8+8, "lighting quick tail sweep" );

  }

~
E
tailsweep~
@GThe tail of $N whips around rapidly in a semi-circle!

~
!
0 80 73 0 0 1609 1591 10
0 0 0 4000 894254865 0 27
233891 262272 0 0 4
40
13 10 10 8 9
5 15 -10 5 5 5 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183504002 23593601
0 1 0 0 0
M 0 4 0
2002 17 1509949465 5 0
985 17 1509949460 5 0
2181 17 1509949455 15 0
2181 17 1509949455 14 0
2289 17 1509949444 -2 0
2254 17 1509949445 -2 0
-1
2 -1
dorgonnag missing child egg kidnapped~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

act_tochar( #drunk, ch, obj, mob );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about Dorgonnag's missing child.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I seeen it!  Yessss sir, I surely did!  Darkness rolling thorough the

air, creeping through the night, crawling from under the tower isstself. 

Should have filled in them currsed catacombies decades ago.

~
E
drunk~
$N hiccups once and begins speaking in a drunken slur.

~
!
2 -1
catacombs~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the catacombs he just mentioned.

~
E
rask~
$n asks $N something.

~
E
stat1~
What's that, the catacombs?  How did you find out about them?  No

stranger is suppose to know about them.  Oh well, doesn't matter much. 

Only the king knows how to get into them.

~
!
-1

#1473
~
~
unicorn mare~
~
~
with silver hooves and a tri-colored horn stands here.~
unicorn mares~
~
~
with silver hooves and tri-colored horns stand here.~
A tall horse-like creature with a coat of pure white stands nobly before

you.  Its neck is graceful and its eyes are a deep, vibrant violet. 

Aside from its unusually white coat, the mare has a long, spiraling horn

which protrudes from the center of its equine forehead.  The horn tapers

to an extremely sharp point and is at least two feet long, maybe even

three.  The tip, middle and base of the horn are each a different color,

being blue, white and black respectively.  Her mane and tail are a fluid,

silver color intertwined with streaks of gold.  Shiny silver horse shoes

have been shod to her four hooves.  Surrounding the mare is an air of

innocence and purity.

~
Florian~
attack_weapon( mob, victim, 2d4, "left hand" );

i = random( 1, 30 );

attack( mob, victim, 4d6+1, "left, smashing fore leg" );

attack( mob, victim, 4d6+1, "right, smashing fore leg" );

if( attack( mob, victim, 4d6+1, "left, smashing fore leg" ) )

if( attack( mob, victim, 4d6+1, "right, smashing fore leg" ) )

attack( mob, victim, 8d6+2, "silvery-hooved trample" );

if( i > 25 ) 

attack( mob, victim, 6d4+1, "head-butt" );

if( attack( mob, victim, 6d4+1, "head-butt" ) )

interpret( mob, "bash" );

if( i < 3 ) 

attack( mob, victim, 7d7+1, "piercing alicorn" );

if( attack( mob, victim, 7d7+1, "piercing alicorn" ) ) {

act_room( #blink, ch, obj, mob );

do_spell( blink, mob, mob );

}

i = random( 1, 20 );

if( i == 1 ) {

act_room( #gout, ch, obj, mob );

attack_fire( mob, victim, 5d5+5, "gout of flame" );

}

~
E
gout~
@b@RThe unicorn's horn glows an ugly red and alights with flame!

~
E
blink~
@b@GThe unicorn's horn glows brightly and she disappears!

~
!
0 0 35 0 0 1614 1598 10
0 0 0 4000 894255449 0 0
67318569 8258 16777229 0 6
50
15 13 14 14 14
50 15 15 15 50 15 100
400 36 strong, muscular white bod~
550 18 white flank~
700 14 white hind leg~
950 14 white foreleg~
1000 110 gleaming, tri-colored horn~
29360128
131075210 26215684
255 9 0 0 0
F 0 6 0
2261 17 1509949448 -2 0
2260 17 1509949443 -2 0
2259 17 1509949443 -2 0
-1
-1

#1474
~
~
ent~
~
wrinkled~
stands here, root-like feet firmly planted on the ground.~
ents~
~
wrinkled~
stand here, root-like feet firmly planted on the ground.~
With its root-like feet firmly planted on the ground, a very old ent

stands here, nearly oblivious to its surroundings.  The ent's bark-like

skin is mottled and wrinkled and in a few placed has been 'chipped' away. 

Patches of dying moss and lichen cling to the back and sides of the tree

being.  Atop the ent's head, a pair of industrious blue jays have made a

nest.  The ent seems fairly content where it is.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 5d5+10, "left, arm-like branch" );

attack( mob, victim, 5d5+10, "right, arm-like branch" );

attack( mob, victim, 4d6+8, "whipping root" );

if( i == 1 ) {

act_tochar( #blind, ch, obj, mob );

act_notchar( #rblind, ch, obj, mob );

do_spell( blind, mob, victim );

}

else if( i == 2 ) {

act_tochar( #chill, ch, obj, mob );

act_notchar( #rchill, ch, obj, mob );

do_spell( chilling touch, mob, victim );

}

else if( i == 3 )

loop( all_in_room )

if( rch != mob ) {

act_tochar( #mm, rch, obj, mob );

act_notchar( #rmm, rch, obj, mob );

do_spell( magic missile, mob, rch );

}

else if( i > 13 ) {

act_room( #slow, ch, obj, mob );

do_spell( slow, mob, victim );

}

~
E
blind~
@bA misty, caustic vapor issues forth from $N's mouth into your face.

~
E
rblind~
@bA misty, caustic vapor issues forth from $N's mouth into $n's face.

~
E
chill~
@b@BThe ent's long, gnarled fingers brush your shoulder chillfully.

~
E
rchill~
@b@B The ent's long, gnarled fingers brush $n's shoulder.

~
E
mm~
@b@GThe ent splays his fingers and a missile of energy shoots out at you.

~
E
rmm~
@b@GThe ent splays his fingers and a missile of energy shoots out at $n.

~
E
slow~
@MThe ent's branches begin to move in a hypnotic, languid dance.

~
!
0 33 5 0 0 0 1599 10
0 0 0 4000 894255627 0 0
231201 0 8192 0 3
35
18 6 13 11 14
15 -50 -25 0 20 30 30
400 22 tough, wrinkled trunk~
500 16 rough bark branch~
600 11 slim, angular root~
800 13 leafy canopy~
1000 15 leaf-covered branch~
0
104864003 25952321
1113 22 0 260 0
M 0 5 0
-1
-1

#1475
~
~
mass of pharaoh butterflies~
~
~
swarms the area.~
masses of pharaoh butterflies~
~
~
swarm the area.~
This mass of yellow and gold butterflies flitters to and fro in a

tumultuous mass.  Each one is about the size of your hand and has

parchment-thin wings with sunburst patterns done in yellow and orange on

them.  Their bodies are covered with a golden brown fuzz and each has a

pair of delicate black antennae.  The butterflies also have ruby-red eyes

surrounded by a ring of orange.  Unlike most butterflies though, the legs

on these appear to be abnormally sharp.  In addition to that, when they

alight on the nearest surface, you can see that their tongues are

unusually serrated.  Powder from their wings falls to the grounds as they

fly about in a cloud.

~
Florian~
attack( mob, victim, 3d6+2, "collection of sharp wings" );

attack( mob, victim, 6d3+2, "thick, barbed antenna" );

attack_acid( mob, victim, 4d5, "digestive saliva" );

if( !attack( mob, victim, 3d6+2, "collection of sharp wings" ) )

  if( !attack( mob, victim, 6d3+2, "thick, barbed antenna" ) )

  if( !attack( mob, victim, 4d6, "digestive saliva" ) )

  if( random( 1, 4 ) == 1 ) {

  act_tochar( #wing, ch, obj, mob );

  act_notchar( #rwing, ch, obj, mob );

  i = 6d6+4;

  dam_message( ch, i, "The massive wing buffet" );

  inflict( ch, mob, i, "a massive wing buffet" );

  loop( followers ) {

    act_tochar( #wing, rch, obj, mob );

    act_notchar( #rwing, rch, obj, mob );

    i = 6d6+4;

    dam_message( rch, i, "The massive wing buffet" );

    inflict( rch, mob, i, "a massive wing buffet" );

    }

  }

~
E
wing~
@b@YSuddenly, $N begins buffeting their wings in unison at you!

~
E
rwing~
@b@YSuddenly, $n is almost knocked over by $N's wing buffeting.

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894255719 0 29
4393521 128 75497484 0 4
20
5 3 3 6 6
0 -10 -25 0 0 25 25
300 2 golden flank~
600 1 yellow interior~
1000 3 golden bulk~
0 1000 ~
0 1000 ~
0
52435202 26215681
0 2 0 0 0
N 0 6 0
2262 17 1509949450 -2 0
-1
-1

#1476
~
~
{shimmering figure} water elemental~
~
~
composed entirely of water towers above you.~
{shimmering figures} water elementals~
~
~
composed entirely of water tower above you.~
A towering, shimmering form made out of water advances toward you. 

Vaguely humanoid in shape, this elemental commands the strength of the

ocean.

~
Orb~
attack( mob, ch, 9d5, "watery fist" );

attack( mob, ch, 6d7, "watery fist" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 5d8, "powerful blow" );

if( random( 1, 10 ) < 2 ) {

  act_room( #water, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d6, "whirling vortex of water" );

    }

  }

~
E
water~
@CThe elemental summons a vortex of swirling water!

~
!
0 69 63 0 0 0 0 10
0 0 0 4000 894248358 0 21
4494897 16777216 4 0 4
25
30 3 3 12 30
0 100 -100 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131073290 26214464
1035 24 0 477 0
N 0 7 0
-1
-1

#1477
~
~
{mass of tentacles} aboglith~
~
black, rubbery~
lurches through the water!~
~
~
~
~
Several thick and rubbery tentacles whip and slash from a central slug

like body.  The whole creature is black, and glides through the water

without a ripple.  The front of the creature is covered by a thick-plated

carapace.

~
Rue~
attack_acid( mob, ch, 3d12, "stinging tentacle" );

ch = rand_player( room );

attack_acid( mob, ch, 3d12, "stinging tentacle" );

attack(  mob, ch, 3d20, "crushing charge" );

ch = rand_player( room );

if( attack( mob, ch, 3d2, "piercing stinger" ) ) {

  if( random( 1, 4 ) == 1 )

    poison( ch );

  }

~
!
0 0 65 0 0 0 0 10
0 0 0 4000 894255860 0 29
4427827 16785408 536870912 0 7
20
20 5 5 5 15
0 50 -10 0 25 50 50
200 10 rubbery tentacle~
300 10 blubbery body~
1000 15 chiton carapace~
0 1000 ~
0 1000 ~
0
104858250 26214464
218 32 0 0 0
M 0 8 0
2295 17 1509949450 -1 0
-1
-1

#1478
~
~
great dark treant~
~
massive~
casts a sinister glare towards you.~
great dark treants~
~
massive~
cast a sinister glare toward you.~
This sinister dark treant stands about 20 feet in height and is covered

in a thick, black bark.  Its branches are twisted and distorted and each

of its tips look to be razor-sharp.  Upon its trunk the bark has been

shifted into the appearence of a sinister face which seems to casts a

deadly gaze towards you.

~
Terek~
attack_weapon( mob, victim, 4d5+105, "deadly branch swipe" );

attack_weapon( mob, victim, 4d5+105, "pummeling blows" );

attack_weapon( mob, victim, 4d5+100, "trunk bash" );

attack_weapon( mob, victim, 4d5+100, "piercing branches" );

if( random( 1, 5 ) == 1 ) {

  i = 4d5+105;

  act_tochar( #glare, ch );

  act_notchar( #glare1, ch );

  dam_message( victim, i, "The sinister glare" );

  inflict( victim, mob, i, "The sinister glare" );

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #magic, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause critical, mob, rch );

    }

  }

if( random( 1, 9 ) == 1 ) {

  act_tochar( #throw, ch );

  act_notchar( #throw1, ch );

  transfer( victim, find_room( 51306 ) );

  act_notchar( #thump, ch );

  }

~
E
glare~
@b@RThe great dark treant glares at you with a sinister look and you

begin to writhe in pain!

~
E
glare1~
@b@RThe great dark treant glares at $n with a sinister look and $e begins

to writhe in pain!

~
E
magic~
@b@WThe great dark treant weaves its branches in the air mystically and

assaults you with his magics!

~
E
throw~
@b@MThe great dark treant picks you up with its branches and suddenly

hurls you out of the grove!

~
E
throw1~
@b@MThe great dark treant picks $n up with its branches and suddenly

hurls $m out of the grove!

~
E
thump~
@b@M$n suddenly flies in from the west, smacking against a blackened tree

with a *thump*!

~
!
0 0 68 0 0 0 0 10
0 0 0 4000 894255908 0 30
4423987 2097155 4 8000 2
85
30 16 20 30 20
75 -50 100 -20 100 -10 0
200 25 thicky barked trunk~
400 25 twisted branches~
600 25 massive roots~
700 25 heavily armored trunk~
1000 30 razor-sharp branch tips~
0
503317770 26214464
227 2 0 0 0
N 8000 9 0
1874 17 1509949442 -1 0
1874 17 1509949442 -1 0
-1
-1

#1479
Sonyha~
~
{lithe figure dressed in desert garb} desert trader~
~
~
leans over a wooden cart here.~
~
~
~
~
Garbed in light browns and yellows, the figure before you looks, at least

superficially, like a lizardwoman.  She has the lithe figure and fine

body structure of a female lizardman, but for one thing, her scales are

much too dark.  For another, her claws are much larger and more primitive

looking.  Also, her eyes are lidless and much more serpentine.  Slung

over both her shoulders are several parcels of gear and equipment, some

of which looks entirely useless.  Her unusually thick tail snakes behind

her as she moves, leaving a slithering trail along the ground.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "left, clawed hand" );

attack_weapon( mob, victim, 3d5+5, "right, clawed hand" );

attack( mob, victim, 4d5+5, "needle-sharp bite" );

if( !attack( mob, victim, 4d5+5, "needle-sharp bite" ) )

  if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  attack( mob, ch, 4d5, "tail thwack" );

  }

if( i == 1 )

  interpret( mob, "kick" );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i == 3 )

  interpret( mob, "em hisses in derision at you!" );

else if( i == 4 )

  interpret( mob, "punch" );

else if( i > 18 ) {

  act_room( #tailsweep, ch, obj, mob );

  attack_room( mob, 4d8+8, "lighting quick tail sweep" );

  }

~
E
tailsweep~
@GThe tail of $N whips around rapidly in a semi-circle!

~
!
0 79 71 0 0 1609 1591 10
0 0 0 4000 894255979 0 28
229603 262272 4 0 5
40
30 9 10 10 11
0 -10 -20 0 10 5 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104864004 23593602
0 1 0 0 0
F 0 4 0
980 17 1006632980 6 0
2182 17 1006632975 15 0
2003 17 1006632975 5 0
186 17 1006632975 10 0
1077 17 1006632975 7 0
2289 17 1509949444 -2 0
2289 17 1509949444 -2 0
2254 17 1509949445 -2 0
1080 17 1006632985 16 0
1081 16 1006632975 16 0
1091 16 1509949445 16 0
1057 16 1006632970 16 0
-1
6 2
~
mob = mob_in_room( 1471, find_room( 48056 ) );

mpcode( mob, 2 );

~
!
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Ah, its not often I see one such as you in these parts.  For the right

price, perhaps a little gold, I might part with an interesting rumor or

two.

~
!
-1

#1480
Arcith~
~
elven stablehand~
~
slim~
stands here, awaiting your business.~
~
~
~
~
This slim, young elven lad is covered in dust and bits of hay from

tending to the animals of his shop.  His long, blond hair is tied in a

pony tail by a simple piece of cloth.  Many scars cover his light skin

suggesting that he was once possibly a fighter.

~
Terek~
attack_weapon( mob, victim, 5d5+85, "powerful kick" );

attack_weapon( mob, victim, 5d5+85, "glancing blow" );

attack_weapon( mob, victim, 5d5+85, "rabbit punch" );

attack_weapon( mob, victim, 5d5+85, "backhand" );

if( random( 1, 8 ) == 1 ) {

  act_tochar( #slew, ch );

  act_notchar( #slew1, ch );

  do_spell( acid blast, victim );

  do_spell( slow, victim );

  do_spell( shock, victim );

  do_spell( burning hands, victim );

  }

if( random( 1, 5 ) == 1 ) {

  act_room( #sleep, ch );

  loop( all_in_room ) {

    if( is_player( victim ) )

      do_spell( sleep, victim );

    }

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
slew~
@b@WArcith quickly utters the words to several spells and focuses them

all on you!

~
E
slew1~
@b@WArcith quickly utters the words to several spells and focuses them

all on $n!

~
E
sleep~
@b@CArcith weaves his hands in the air and casts another spell!

~
E
help~
@b@YArcith cries for help!

~
!
0 70 1 0 0 0 0 10
0 0 0 4000 894256036 0 31
4425131 33155 8192 0 3
90
18 20 20 20 16
100 100 100 0 0 -10 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524288660 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1481
~
~
llama~
~
large, thickly-haired~
stares at you.~
llamas~
~
~
stare at you.~
This large, camel-like beast is covered in thick, wool-like shaggy hair. 

Its tail is like that of a horses except shorter and much thicker. 

Strong fore and hind legs prove that this beast can handle any terrain

encountered.  The llama's humpless back makes him the most perfect mount

you can find.

~
Terek~
attack_weapon( mob, victim, 2d5+15, "kicking hooves" );

attack_weapon( mob, victim, 2d5+15, "bite" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #spit, ch );

  act_notchar( #spit1, ch );

  do_spell( blind, ch );

  }

~
E
spit~
@b@WThe llama opens its mouth and spits in your eye!

~
E
spit1~
@b@WThe llama opens its mouth and spits in $n's eye!

~
!
0 0 19 0 0 0 0 10
15000 0 0 4000 894256089 0 29
209225 0 4194304 0 4
25
20 5 2 20 18
5 -10 100 10 -2 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
52429125 65536650
0 1 0 0 0
M 0 6 0
-1
-1

#1482
Tsarli~
~
alchemist~
~
famed~
stands here talking to himself.~
~
~
~
~
Known in almost every land, the once famed alchemist Tsarli has become

nothing more then a petty store owner.  A thick white beard hangs down

from his chain to his stomach and is filled with bits of dirt.  His

tanned, leathery skin is wrinkled to match his age which you think is

over 80 years.

~
Terek~
attack_weapon( mob, victim, 5d5+75, "weak punch" );

attack_weapon( mob, victim, 5d5+75, "weak kick" );

attack_weapon( mob, victim, 5d5+75, "clobbering" );

attack_weapon( mob, victim, 5d5+75, "hard slap" );

i = random( 1, 6 );

if( i == 1 ) {

  act_room( #storm, ch );

  do_spell( maelstrom, ch );

  }

if( i == 2 ) {

  act_room( #fury, ch );

  do_spell( chain lightning, ch );

  }

if( i == 3 ) {

  act_room( #flame, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( flame strike, rch );

    }

  }

if( i == 4 )

  do_spell( ice storm, ch );

if( i == 5 ) {

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( acid blast, rch );

    }

  }

if( i == 6 ) {

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( prismic missile, rch );

    }

  }

if( random( 1, 5 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
storm~
@b@WTsarli suddenly conjurers up a maelstrom!

~
E
fury~
@b@YTsarli hurls several bolts of lightning at you!

~
E
flame~
@b@RTsarli hurls a stream of fire at you!

~
E
help~
@b@MTsarli screams for the guards to come kill you!

~
!
0 70 0 0 0 0 0 10
0 0 0 4000 894256204 0 36
4425123 34827 6299664 0 3
90
15 20 25 10 16
100 100 100 100 -50 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471859860 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) ) 

  end;

Wait( 2 );

act_room( #welcome, ch );

interpret( mob, "Cackle" );

~
E
welcome~
Tsarli stops talking to himself a moment and says: @b@W"Ello there sonny! 

Ye come to buy my goodies eh?  Well look around, grab a potion or two and

give me all your money!"@n 

~
!
-1

#1483
Eregan~
~
minstrel~
~
~
is here, strumming a harp.~
~
~
~
~
Clad in bright colors of gold on red, his costume seems chosen to go with

his bronzed skin and chesnut hair.  The surcoat of his liege is old and

faded and it is difficult to make out the golden boars head on the red

field that is displayed.  A hooded dovetailed mantle rests on his head

and shoulders providing him some protection from the elements.  A thick

leather band hold a harp case firmly in place, out of the way, at his

back.

~
Talis~
attack_weapon( mob, victim, 3d5, "right hand" );

attack_weapon( mob, victim, 3d5, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894263371 0 0
251299 1 0 496 3
30
14 15 15 18 15
25 20 20 20 45 15 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643870 26215043
0 1 0 0 0
M 496 4 0
1411 17 1509949540 17 0
-1
3 -1
~
wait( 1 );

if( mob_in_room( 1483, room ) )

  act_room( #poof, ch );

obj_to_char( oload( 1021 ), mob );

wait( 1 );

if( mob_in_room( 1483, room ) )

  act_room( #poof2, ch, obj, mob );

junk_mob( mob_in_room( 1483, room ) );

~
E
poof~
@YFearing for his life, the minstrel fumbles about his person for a

scroll and hastily recites it.@n 

~
E
poof2~
@Y$N disappears in a bright flash of light.@n

~
!
11 -1
~
mpcode( mob, 1 );

continue;

~
!
-1

#1484
~
~
{being of bark and leaves} angry ent~
~
~
with an angry face looms over everything.~
{beings of bark and leaves} angry ents~
~
~
with angry features loom over everything.~
The visage of this ent is twisted with anger.  At least eight feet tall,

the large tree-being has massive, branch-like arms which it swings about

threateningly.  The torso and legs of this creature are as thick as tree

trunks and are covered with dark brown skin that is reminiscent of tree

bark.  Lacking much of a forehead, the ent nonetheless has a wide brow

ridge which hangs over its eyes, given them a sunken look.

~
Florian~
attack( mob, victim, 5d5+5, "left, arm-like branch" );

attack( mob, victim, 5d5+5, "right, arm-like branch" );

attack( mob, victim, 4d6+8, "slashing root" );

if( random( 1, 5 ) == 1 )

attack( mob, victim, 2d30, "worse-than-bark bite" );

~
!
0 33 5 0 0 0 1599 10
0 0 0 4000 894263668 0 0
234273 0 8396804 0 3
30
16 7 9 12 15
0 -25 -25 -10 0 15 0
100 12 gnarled face~
300 16 thick bark branch~
600 10 wiry root~
800 22 brown bark trunk~
1000 9 crown of leaves~
0
117968003 23593602
0 1 0 0 0
M 0 5 0
-1
-1

#1485
~
~
seahorse~
~
~
clings to the plants with his curly tail.~
seahorses~
~
~
cling to the plants with their curly tails.~
This tiny seahorse is only about as long as an elven child's hand. 

Covered with tiny plates of bone, the little creature is well armored.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894249248 0 26
200993 16777216 0 0 4
5
12 3 3 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311045 26214464
0 1 0 0 0
N 0 4 0
-1
11 -1
~
act_tochar( #kill, ch );

junk_mob( mob_in_room( 1485, room ) );

~
E
kill~
The tiny sea horse darts away faster than you can swing.

~
!
-1

#1486
A'elinfael~
~
ancient elf~
~
~
is here, collecting reagents for spells.~
~
~
~
~
An elf ancient enough to be counted a legend in some parts, A'elinfael

rarely leaves the Vaasa.  His long golden hair is streaked through with

white in places giving him an austerity not often seen in elves.  Lines

of age, an even rarer sight on the llewyrr, mark his face if only with

the barest whispers of time's passing.  More than anything else, the

far-seeing look of one who has seen ages pass marking his eyes is the

guage by which you can see his status as an elder among his kind.  He is

spoken of in llewyrr legend as both a priest and a sorceror, but always

with veneration.

~
Talis~
act_room( #light1, ch );

do_spell( lightning bolt, mob, ch );

if( has_obj( 2112, mob ) ) {

  attack( mob, ch, 5d10+10, "glowing morningstar" );

  attack( mob, ch, 5d10+10, "glowing morningstar" );

  }

else {

  attack( mob, ch, 2d10+5, "right hook" );

  attack( mob, ch, 2d10+10, "kick to the midrift" );

  }

i = random( 1, 5 );

if( i > 3 ) {

  act_room( #faith, ch );

  act_tochar( #faith2, ch );

  act_notchar( #rfaith2, ch );

  i = 20d6+40;

  dam_message( ch, i, "star of faith" );

  inflict( ch, mob, i, "Tarafas's divine will" );

  }

if( i == 2 ) {

  act_room( #heal, ch );

  do_spell( restoration, mob, mob );

  }

~
E
light1~
A'elinfael reaches into a pouch, pulling out something which he rubs

between his fingers.  A'elinfael recites a mystical phrase, throwing his

hands apart.

~
E
faith~
A'elinfael calls out "@GTarafas, I beseech you help me rid the Vaasa of

these who would sunder your greatest works!"@n 

   

@CThe tension in the air builds rapidly until, suddenly, a flash of

blindingly brilliant light consumes $n.@n 

~
E
faith2~
@CThe tension in the air builds rapidly until, suddenly, the air around

you bursts into searing bright light.@n 

~
E
rfaith2~
@CThe tension in the air builds rapidly until, suddenly, a flash of

blindingly brilliant light consumes $n.@n 

~
E
heal~
A'elinfael calls "Tarafas, if it is your wish that I, you most humble

servant, continue here in your service, then grant me strength that I may

live"!  An instant later is call is answered as a soft blue-hite aura

momentarily surrounds him.

~
!
0 44 1 0 0 0 0 10
0 0 0 4000 894263767 0 35
251363 9097 0 2992 3
80
10 20 20 15 14
75 45 35 35 80 25 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715848 31457604
292 3 0 3 0
M 2992 4 0
2100 17 1509949540 5 0
2110 17 1509949540 6 0
2112 17 1509949540 16 0
-1
-1

#1487
~
~
spectral miner~
~
~
swings his pickaxe at the tunnel wall.~
spectral miners~
~
~
swing their pickaxes at the tunnel wall.~
This long dead gnome miner floats just above the mine's floor.  He

continues his work even in death, swinging his heavy pickaxe at the walls

with no apparent affect.  Burly arms show he was strong for a gnome.

~
Rue~
attack_weapon( mob, victim, 3d5, "spectral hand" );

attack_weapon( mob, victim, 3d5, "spectral hand" );

if( random(1, 10 ) < 4 ) {

  act_room( #kick, ch );

  attack( mob, victim, 3d7, "booted kick" );

  }

if( is_silenced( mob ) )

  act_room( #nosound, ch );

else {

  if( random( 1, 10 ) < 3 ) {

    attack_room( mob, 3d4, "mournful wail" );

    end;

    }

  }

~
E
kick~
The spectral gnome kicks at you with a booted foot!

~
E
one~
The spectral miner bellows, "You craven, boil-brained lout!"

~
E
nosound~
The specter opens his mouth but makes no sound!

~
!
0 8 28 0 0 0 0 10
0 0 1321 4000 894264381 0 29
4558513 8448 4 48 7
7
15 12 12 14 14
5 5 50 10 10 20 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
143216 9266 0 153333 5524877
M 48 4 0
116 17 1509949465 8 0
2162 17 1510611225 3 0
2173 17 1509949450 9 0
-1
-1

#1488
~
~
spectral tunnel warden~
~
~
stares at the ceiling.~
~
~
~
~
A stout gnome stares at the ceiling with a look of concern.  His bushy

eyebrows are furrowed, and he seems to be muttering to himself.  He holds

his pickaxe at his side, nervously picking the grime from under his

fingernail.  By his shimmering form and the fact he is floating above the

tunnel, you can tell he is a ghost.

~
Rue~
attack_weapon( mob, victim, 3d7, "freezing fist" );

attack_weapon( mob, victim, 3d7, "freezing fist" );

attack( mob, victim, 2d7+1, "frosty kick" );

if( is_silenced( mob ) )

  act_room( #nosound, ch );

else {

  if( random( 1, 10 ) > 7 )

    attack_room( mob, 2d10, "sorrowful moan" );

  }

~
E
all~
The warden bellows, "Intruders in the mines!"

~
E
nosound~
The warden opens his mouth, but makes no sound!

~
!
0 8 28 0 0 0 0 10
0 0 189 4000 897595204 0 28
364211 8192 0 208 7
13
16 15 12 15 16
15 0 50 15 15 20 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
41943690 26214464
41094 1749 0 32288 1892511
M 208 3 0
1632 17 1509949475 16 0
1068 17 1509949455 -1 0
721 17 1510612530 -1 0
116 17 1509949460 8 0
2173 17 1509949465 9 0
3312 17 1509949450 -1 0
-1
-1

#1489
~
~
large mine rat~
~
~
scurries along the tunnel, looking for food.~
large mine rats~
~
~
scurry along the tunnel, looking for food.~
This large rat is about the size of a small dog.  Its head is hairless

and pink, perfect for digging into a corpse for the sweet entrails.  The

body is covered with a thick mat of coarse hair.  A long pink tail whips

around behind it, almost with a mind of its own.

~
Rue~
attack( mob, victim, 2d4+1, "raking claw" );

attack( mob, victim, 2d4+2, "gnashing bite" );

attack( mob, victim, 2d4, "whipping tail" );

if( is_silenced( mob ) )

  act_room( #nosound, ch );

else {

  if( random( 1, 10 ) < 3 ) {

    act_room( #all, victim );

    summon( mob, victim );

    }

  }

~
E
nosound~
The rats opens its toothy mouth, but no sound escapes!

~
E
all~
The mine rat lets loose an high-pitched screech!

~
!
0 24 3 0 0 0 0 10
0 0 2761 2000 894855547 0 29
16995633 1056768 0 0 4
5
13 10 3 18 13
5 0 20 0 25 0 0
700 3 hairy body~
300 4 hairless head~
1000 4 ribbed tail~
0 1000 ~
0 1000 ~
0
18350723 26214464
207248 21809 0 244856 4516220
M 0 2 0
2474 17 1509949443 -1 0
-1
-1

#1490
Jodain~
~
theatre employee~
~
~
peddles some theatre tickets toward you.~
~
~
~
~
Large in stature, Jodain appears to be able to handle any kind of trouble

at the theatre.  He has several moles around his neck and chin and is not

exactly the most attractive man you have seen.

~
Fenlyn~
i = random( 0, 5 );

attack( mob, victim, 10d8+20, "crush" );

attack( mob, victim, 10d8+20, "kick" );

attack( mob, victim, 10d8+20, "punch" );

attack( mob, victim, 2d25+25, "left hook" );

if( i < 3 ) {

  if( !is_silenced( mob ) ) { 

    send_to_room( #help, room );

    summon( mob, victim );

    }

  else

    send_to_room( #tries, room );

  }

~
E
help~
@E@YJodain screams for help from security.@n

~
E
tries~
@E@YJodain tries to call out for help, but can't seem to utter a sound.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 895594312 0 28
229671 2097152 4 496 3
60
30 15 17 30 20
50 50 50 50 50 0 0
500 25 body~
600 20 leg~
700 19 arm~
800 20 foot~
1000 19 hand~
0
183504650 26215045
0 1 0 0 0
M 496 4 0
607 17 1509949450 5 0
611 17 1509949450 10 0
615 17 1509949450 7 0
2185 17 1509949450 14 0
2185 17 1509949450 15 0
-1
-1

#1491
~
~
theatre collections guard~
~
~
stands in front of the admission door.~
~
~
~
~
Old tickets seem to be sticking out of the theatre collections guard's

pockets.  He seems to have garnered a collection of red-tickets in his

huge callous hands very similar to those in his pockets.  The collections

guard looks like a strong man, and he has quite a big nose on his face.

~
Fenlyn~
if( random( 1, 4 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d7+10, "kick" );

attack( mob, victim, 10d7+10, "left hand" );

attack( mob, victim, 10d7+10, "right hand" );

attack( mob, victim, 10d9+10, "huge slash" );

if( random( 1, 10 ) < 6 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 10d7+10, "roundhouse kick" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

loop( all_in_room ) {

  if( !is_player( rch ) )

    continue;

  if( random( 1, 8 ) >= 7 )

    attack( mob, rch, 5d10+40, "combination punch" );

  }

~
E
char~
@CThe guard comes at you with his leg!@n

~
E
room~
@CThe collections guard comes at $n with his leg!@n

~
E
summon~
@EThe guard calls for help!@n

~
E
bash~
@WThe collections guard charges towards you!@n

~
E
ncbash~
@WThe collections guard charges towards $n.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894264572 0 0
230691 2236419 8388748 48 3
50
23 12 12 30 20
40 5 25 30 10 0 20
500 22 body~
600 20 leg~
700 19 arm~
800 17 foot~
1000 16 hand~
0
222824010 78646402
687 3 0 176 0
M 48 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
669 17 1509949450 -1 0
655 16 1509949445 -1 0
900 17 1509949540 16 0
-1
0 -1
~
if( cflag( 62, ch ) )

  end;

wait( 1 );

tell( mob, ch, #hello );

~
E
hello~
Hello, $n.  Welcome to the Theatre in the Hills.  Do you know how our

ticket system works?

~
!
2 -1
tickets~
set_cflag( 62, ch );

act_tochar( #ch, ch );

act_notchar( #nch, ch );

wait( 1 );

tell( mob, ch, #ticks );

wait( 3 );

tell( mob, ch, #red );

wait( 1 );

tell( mob, ch, #cyan );

wait( 1 );

tell( mob, ch, #yellow );

wait( 2 );

tell( mob, ch, #rules );

wait( 4 );

tell( mob, ch, #inv );

~
E
ticks~
In order to go to certain places in the Theatre in the Hills, you have to

have certain colored tickets.  Jodain should be nearby to sell you a

ticket.

~
E
red~
@RRed-colored tickets@n will allow you to enter the main theatre arena.

~
E
cyan~
@CCyan-colored tickets@n will let you sit in any of the galleries.

~
E
yellow~
@YYellow-colored tickets@n will allow you to go backstage if you wish.

~
E
rules~
There are several things you should keep in mind when using the tickets

here.  You can only use each ticket once.  Once you leave a section of

the theatre that requires a ticket, you will have to purchase another one

to go back into that section.  Also, remember that if you want to go

backstage that you would have to purchase at least a red-ticket and a

yellow-ticket to get there.

~
E
inv~
If you have the red-colored ticket in your inventory, you can give it to

me, and I will allow you to pass north into the theatre.

~
E
ch~
You ask the theatre collections guard about ticket types.

~
E
nch~
$n asks the theatre collections guard about ticket types.

~
!
6 2133
~
if( find_stat( ch, level ) < 20 ) {

  wait( 1 );

  interpret( mob, "chuckle" );

  wait( 1 );

  tell( mob, ch, #heckno );

  wait( 1 );

  act_tochar( #gives, ch );

  act_notchar( #gives2, ch );

  obj_to_char( oload( 2133 ), ch );

  end;

  }

else {

  junk_obj( obj, 1 );

  obj_to_char( oload( 2133 ), mob );

  wait( 1 );

  tell( mob, ch, #thanks );

  wait( 1 );

  send_to_room( #opens, room );

  send_to_room( #opens, find_room( 57002 ) );

  act_tochar( #leaven, ch );

  act_notchar( #ncleave, ch );

  transfer( ch, find_room( 57002 ) );

  act_notchar( #arrive, ch );

  send_to_room( #closes, room );

  send_to_room( #closes, find_room( 57002 ) );

  }

~
E
thanks~
Thank you very much.  Let me open this door, and you'll be on your way.

~
E
opens~
The theatre entry door is opened.

~
E
leaven~
You pass through the north doorway.

~
E
ncleave~
$n walks through the north doorway.

~
E
arrive~
$n steps through the doorway to the south.

~
E
closes~
The theatre entry door is shut.

~
E
heckno~
There are some rowdy people in this theatre.  Maybe you should wait until

you are bigger to see one of our shows.

~
E
gives~
The theatre collections guard gives you your ticket back.

~
E
gives2~
The theatre collections guard gives $n $s ticket back.

~
!
-1

#1492
~
~
{tall, spiraling plant} aquatic tendril vine~
~
~
grows here, undulating with the current.~
{tall, spiraling plants} aquatic tendril vines~
~
~
grow here, undulating with the current.~
This hearty, aquatic plant has a body of spiraling leaves that emerge

from a thick, fibrous mass that lies partly buried by sand.  Each of the

vine plant's tendrils are about five inches wide and at least fifty feet

long.  Though the tendril vines resemble sea weed, the edges of the plant

are much too flat and lacking in chlorophyll.  The tendrils of the plant

move about lively, whipping their sharp edges about dangerously.

~
Florian~
attack( mob, victim, 5d5+5,  "razor-sharp vine" );

attack( mob, victim, 5d5+5,  "razor-sharp vine" );

attack( mob, victim, 5d5+5,  "razor-sharp vine" );

if( random( 1, 8 ) == 1 ) {

  act_room( #lash, ch );

  attack_room( mob, 6d7+8, "a hoard of whipping tendrils" );

  }

~
E
lash~
@b@RFrom the heart of the tendril plant, several vines whip about wildly!@n

~
!
0 0 31 0 0 0 0 10
0 0 20 4000 894264764 0 26
5444403 16777216 12 0 4
19
16 7 6 17 9
0 0 -25 -10 100 0 10
500 9 razor-sharp tendril~
1000 14 fibrous green body~
0 1000 ~
0 1000 ~
0 1000 ~
0
49819521 31719489
8804 239 0 5609 500109
N 0 4 0
-1
-1

#1493
~
~
{yellow dragon} yellow dragon hatchling~
~
~
roars at its shadow.~
{yellow dragons} yellow dragon hatchlings~
~
~
roar at their shadows.~
Standing about three feet tall, this baby dragon has just emerged from

the egg.  Its bright yellow scales are still slick with moisture and its

eyes seem a bit unfocused.  The dragonling has a stubby snout with tiny,

sharp teeth and short, curved fore claws.  Its wings, though they would

span about six feet when unfolded, do not look like they can support the

hatchling' weight as of yet.  The hatchling shorts signs of having horns

but as of yet they have not grown in.

~
Florian~
attack( mob, victim, 3d3+1, "small, yellow claw" );

attack( mob, victim, 3d3+1, "small, yellow claw" );

attack( mob, victim, 3d3+1, "sharp, teething bite" );

if( !attack( mob, victim, 3d3+1, "sharp, teething bite" ) )

if( random( 1, 5 ) == 1 ) 

attack( mob, victim, 3d5, "wing slap" );

else if( random( 1, 5 ) == 2 )

interpret( mob, "bash" );

~
!
0 73 18 0 0 1493 1600 10
0 0 19 4000 894264896 0 28
219435 0 67112976 0 8
10
13 5 5 10 13
20 20 20 0 20 0 20
200 4 yellow, membranous wing~
400 4 yellow, craning neck~
600 8 yellow, scaly body ~
800 6 scaly yellow claw~
1000 10 horned, yellow head~
0
26215050 23594242
483 35 0 3148 73247
N 0 3 0
2264 17 1509949442 -2 0
2265 17 1509949441 -2 0
-1
0 -1
~
if( random( 1, 5 ) > 1 )

if( num_in_room( room ) > 7 ) {

act_room( #scurry, ch, obj, mob );

junk_mob( mob );

}

~
E
scurry~
@YShrieking, $N runs for safety!@n

~
!
-1

#1494
~
~
{creature resembling a needle-thin stalactite} crawling piercer~
~
~
crawls toward the nearest wall.~
{creatures resembling needle-thin stalactites} crawling piercers~
~
~
crawl toward the nearest wall.~
This is just an ordinary stalactite, made of limestone...or is it?  In

fact, the surface texture of the stalactite is too slick to be ordinary

limestone.  On closer observation, the 'stalactite' has a small, opening

and closing mouth towards it tip and it seems to have tiny, gripping legs

around its base.  A greenish-brown ichor surrounds the creatures mouth. 

Otherwise, it appears as a long, tapering dripstone formation that comes

to an extreme point.

~
Florian~
attack( mob, victim, 3d2+1, "rough bite" );

attack( mob, victim, 3d2+1, "rough bite" );

if( !attack( mob, victim, 3d2+1, "rough bite" ) )

  attack_acid( mob, victim, 3d4+1, "corrosive, outer surface" );

if( random( 1, 50 ) == 1 )

  acode( find_room( 48249 ), 3 );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894264961 0 0
21185313 1060992 134217740 0 4
5
5 3 3 4 8
0 15 15 0 17 45 0
200 3 sharp, pointy tip~
300 1 soft underbelly~
600 6 limestone-covered shell~
800 3 short, segmented leg~
1000 5 chitinous eye ridge~
0
13107845 23593283
0 1 0 0 0
N 0 4 0
-1
11 -1
~
if( mob_in_room( 1494, find_room( 48249 ) ) )

  if( random( 1, 5 ) > 3 ) {

  act_room( #crawls, ch );

  mob = mob_in_room( 1494, room );

  junk_mob( mob );

  }

else {

  mob = mob_in_room( 1494, room );

  attack( mob, ch, 3d2+1, "rough bite" );

  }

else

  continue;

~
E
crawls~
The crawling piercer scurries up the wall, out of reach.

~
!
-1

#1495
~
~
{short, reptilian creature} dwarf serpentman~
~
~
with black scales stands protectively before a tree.~
{short, reptilian creatures} dwarf serpentmen~
~
~
with black scales stand protectively before a tree.~
Like a lizardman, this very short man has several reptilian

characteristics.  His skin is comprised of dark brown, almost black

scales and both his hands and feet end in claws.  The serpentman's neck

is nearly twice as long as that of a lizardman and looks for all the

world like a cobra's head with a slightly elongated cranium.  It also has

a tail, which looks to be thinner and more prehensile than a lizardman's. 

Outfitted in a small blue tunic and wearing a set of spectacles tied

about his head, this dwarf serpentman looks less like a warrior and more

like a scholar.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d4+5, "black left claw" );

attack( mob, victim, 3d4+5, "black right claw" );

attack( mob, victim, 3d3+5, "shin kick" );

if( i == 1 ) 

attack( mob, victim, 3d4+5, "knee bite" );

else if( i > 8 )

attack_room( mob, 3d5+5, "tail sweep" );

~
!
0 0 71 0 0 1609 1591 10
0 0 9 4000 899448790 0 0
16995873 0 0 240 5
17
13 9 11 10 10
0 5 -10 0 15 5 5
200 11 black scales~
500 13 black, scaly body~
700 8 black, scaly leg~
900 8 black, scaly arm~
1000 10 black-scaled head~
0
62915845 26215041
1420 62 0 3452 156564
M 240 3 0
2289 17 1509949444 -2 0
2289 17 1509949442 -2 0
2254 17 1509949446 -2 0
-1
-1

#1496
~
~
theatre collections guard~
~
~
tries to manage the small steps.~
theatre collections guards~
~
~
try to manage the small steps.~
Old tickets seem to be sticking out of the theatre collections guard's

pockets.  He seems to have garnered a collection of cyan-tickets in his

huge callous hands very similar to those in his pockets.  The collections

guard looks like a strong man with very long legs.

~
Fenlyn~
if( random( 1, 4 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d7+10, "kick" );

attack( mob, victim, 10d7+10, "left hand" );

attack( mob, victim, 10d7+10, "right hand" );

attack( mob, victim, 10d9+10, "huge slash" );

if( random( 1, 10 ) < 6 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 10d7+10, "roundhouse kick" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

loop( all_in_room ) {

  if( !is_player( rch ) )

    continue;

  if( random( 1, 8 ) >= 7 )

    attack( mob, rch, 5d10+40, "combination punch" );

  }

~
E
char~
@CThe theatre collections guard lifts his leg to kick you.@n

~
E
room~
@CThe theatre collections guard raises his leg in an attempt to kick $n.@n

~
E
summon~
@EThe theatre collections guard calls for help!@n

~
E
bash~
@WThe collections guard charges towards you!@n

~
E
ncbash~
@WThe collections guard charges towards $n.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894265213 0 0
230691 6430723 140 48 3
50
23 12 12 30 20
40 5 25 30 10 0 20
500 22 body~
600 20 leg~
700 19 arm~
800 20 foot~
1000 19 hand~
0
222824010 78646402
1915 17 0 0 0
M 48 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
21 17 1509949540 0 0
900 17 1509949540 16 0
-1
6 2131
~
junk_obj( obj, 1 );

obj_to_char( oload( 2131 ), mob );

wait( 1 );

tell( mob, ch, #thanks );

wait( 1 );

act_tochar( #leaven, ch );

act_notchar( #ncleave, ch );

transfer( ch, find_room( 57030 ) );

act_notchar( #arrive, ch );

~
E
thanks~
Thank you.  Enjoy your seats in the West Gallery.

~
E
leaven~
You climb the steps to the west towards the gallery.

~
E
ncleave~
$n climbs the steps to the west towards the gallery.

~
E
arrive~
$n arrives from the arena floor to the east.

~
!
-1

#1497
~
~
theatre collections guard~
~
~
tries to manage the small steps.~
theatre collections guards~
~
~
try to manage the small steps.~
Old tickets seem to be sticking out of the theatre collections guard's

pockets.  He seems to have garnered a collection of cyan-tickets in his

huge callous hands very similar to those in his pockets.  The collections

guard looks like a strong man with very long legs.

~
Fenlyn~
if( random( 1, 4 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d7+10, "kick" );

attack( mob, victim, 10d7+10, "left hand" );

attack( mob, victim, 10d7+10, "right hand" );

attack( mob, victim, 10d9+10, "huge slash" );

if( random( 1, 10 ) < 6 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 10d7+10, "roundhouse kick" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

loop( all_in_room ) {

  if( !is_player( rch ) )

    continue;

  if( random( 1, 8 ) >= 7 )

    attack( mob, rch, 5d10+40, "combination punch" );

  }

~
E
char~
@CThe theatre collections guard lifts his leg to kick you.@n

~
E
room~
@CThe theatre collections guard lifts his leg to kick $n.@n

~
E
summon~
@EThe theatre collections guard calls for help!@n

~
E
bash~
@WThe collections guard charges towards you!@n

~
E
ncbash~
@WThe collections guard charges towards $n.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894265348 0 0
230691 6430723 140 48 3
50
23 12 12 30 20
40 5 25 30 10 0 20
500 22 body~
600 20 leg~
700 19 arm~
800 20 foot~
1000 19 hand~
0
222824010 78646402
0 1 0 0 0
M 48 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
21 17 1509949540 0 0
900 17 1509949540 16 0
-1
6 2131
~
junk_obj( obj, 1 );

obj_to_char( oload( 2131 ), mob );

wait( 1 );

tell( mob, ch, #thanks );

wait( 1 );

act_tochar( #leaven, ch );

act_notchar( #ncleave, ch );

transfer( ch, find_room( 57045 ) );

act_notchar( #arrive, ch );

~
E
thanks~
Very good.  You can now enter the East Gallery.

~
E
leaven~
You clamber up the steps towards the East Gallery.

~
E
ncleave~
$n clambers up the steps towards the East Gallery.

~
E
arrive~
$n arrives from the arena pit to the west.

~
!
-1

#1498
~
~
backstage collections guard~
~
~
stands before you with his hand out.~
backstage collections guards~
~
~
stand before you with their hands out.~
Old tickets seem to be sticking out of the backstage collections guard's

pockets.  He seems to have garnered a collection of yellow-tickets in his

huge callous hands very similar to those in his pockets.  The collections

guard looks like a strong man, and he has quite a big nose on his face.

~
Fenlyn~
if( random( 1, 4 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d7+10, "kick" );

attack( mob, victim, 10d7+10, "left hand" );

attack( mob, victim, 10d7+10, "right hand" );

attack( mob, victim, 10d9+10, "huge slash" );

if( random( 1, 10 ) < 6 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 10d7+10, "roundhouse kick" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

loop( all_in_room ) {

  if( !is_player( rch ) )

    continue;

  if( random( 1, 8 ) >= 7 )

    attack( mob, rch, 5d10+40, "combination punch" );

  }

~
E
char~
@CThe backstage collections guard prepares to kick you!@n

~
E
room~
@CThe backstage collections guard prepares to kick $n.@n

~
E
summon~
@EThe backstage collections guard yells for assistance!@n

~
E
bash~
@WThe collections guard charges towards you!@n

~
E
ncbash~
@WThe collections guard charges towards $n.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894265408 0 0
230691 6430723 140 48 3
50
23 12 12 30 20
40 5 25 30 10 0 20
500 22 body~
600 20 leg~
700 19 arm~
800 20 foot~
1000 19 hand~
0
222824010 78646402
0 1 0 0 0
M 48 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
900 17 1509949540 16 0
-1
6 2132
~
junk_obj( obj, 1 );

obj_to_char( oload( 2132 ), mob );

wait( 1 );

tell( mob, ch, #thanks );

wait( 1 );

act_tochar( #leaven, ch );

act_notchar( #ncleave, ch );

transfer( ch, find_room( 57064 ) );

act_notchar( #arrive, ch );

~
E
thanks~
Thank you for your patronage.  Be careful in the backstage area.

~
E
leaven~
You head north towards the backstage area.

~
E
ncleave~
$n heads north towards the backstage area.

~
E
arrive~
$n arrives from the south.

~
!
-1

#1499
~
~
backstage collections guard~
~
~
stands here, pocketing old tickets.~
backstage collections guards~
~
~
stand here, pocketing old tickets.~
Old tickets seem to be sticking out of the backstage collections guard's

pockets.  He seems to have garnered a collection of yellow-tickets in his

huge callous hands very similar to those in his pockets.  The collections

guard looks like a strong man, and he has quite a big nose on his face.

~
Fenlyn~
if( random( 1, 4 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d7+10, "kick" );

attack( mob, victim, 10d7+10, "left hand" );

attack( mob, victim, 10d7+10, "right hand" );

attack( mob, victim, 10d9+10, "huge slash" );

if( random( 1, 10 ) < 6 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 10d7+10, "roundhouse kick" );

  }

if( random( 1, 10 ) < 4 ) {

  act_room( #summon, ch );

  summon( mob, victim );

  }

loop( all_in_room ) {

  if( !is_player( rch ) )

    continue;

  if( random( 1, 8 ) >= 7 )

    attack( mob, rch, 5d10+40, "combination punch" );

  }

~
E
char~
@CThe backstage collections guard begins to raise his leg towards you.@n

~
E
room~
@CThe backstage collections guard begins to raise his leg towards $n.@n

~
E
summon~
@EThe backstage collections guard yells for help!@n

~
E
bash~
@WThe collections guard charges towards you!@n

~
E
ncbash~
@WThe collections guard charges towards $n.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894265462 0 0
230691 6430723 140 48 3
50
23 12 12 30 20
40 5 25 30 10 0 20
500 22 body~
600 20 leg~
700 19 arm~
800 20 foot~
1000 19 hand~
0
222824010 78646402
0 1 0 0 0
M 48 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
900 17 1509949540 16 0
-1
6 2132
~
junk_obj( obj, 1 );

obj_to_char( oload( 2132 ), mob );

wait( 1 );

tell( mob, ch, #thanks );

wait( 1 );

send_to_room( #opens, room );

send_to_room( #opens, find_room( 57067 ) );

act_tochar( #leaven, ch );

act_notchar( #ncleave, ch );

transfer( ch, find_room( 57067 ) );

act_notchar( #arrive, ch );

send_to_room( #closes, room );

send_to_room( #closes, find_room( 57067 ) );

~
E
thanks~
All right.  You can go backstage now.  Let me get the door for you.

~
E
opens~
The old door is opened.

~
E
leaven~
You enter the doorway towards the backstage area.

~
E
ncleave~
$n enters the doorway towards the backstage area.

~
E
arrive~
$n arrives from the east.

~
E
closes~
The old door swings shut.

~
!
-1

#1500
~
~
filthy beggar~
~
~
is here, pleading for alms.~
filthy beggars~
~
~
are here, pleading for alms.~
The beggar catches your eye and asks you for any spare change.

You are sceptical that a donation will be put to good use.

~
(null pointer)~
attack_weapon( mob, victim, 1d4+0, "right hand" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894265497 0 0
230209 0 0 32 4
2
12 10 8 12 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2621953 26214464
0 1 0 0 0
N 32 2 0
-1
-1

#1501
~
~
drunk~
~
~
stands on wobbly legs.~
~
~
~
stand on wobbly legs.~
This drunken shell of a man does not seem particularly aware of his

surroundings.  His bloodshot eyes meet yours as you look upon him, and

for a moment he approaches lucidity.  Quick as it came, the moment

passes, and he resumes sinnging a rather crude tune.

~
(null pointer)~
attack( mob, victim, 1d6+0, "wild swing" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894265595 0 33
230339 536870912 0 0 4
1
14 12 7 6 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1502
~
~
dwarven servant girl~
~
young~
runs about the room.~
dwarven servant girls~
~
young~
~
A small, dwarven girl with pretty features is running about the room. 

Her brown eyes show a certain amount of mischief.  She is dressed in

rags.  You wouldn't hurt this little girl, would you?   

~
Sprout~
attack( mob, victim, 5d2+4, "swing" );

~
!
1 0 3 0 0 0 0 10
0 0 0 4000 894266360 0 0
229863 0 0 0 3
3
10 16 6 18 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622083 26214464
0 1 0 0 0
F 0 2 0
3027 17 1509949540 16 0
-1
-1

#1503
~
~
thin-looking commoner~
~
~
stands here, looking towards the stage.~
thin-looking commoners~
~
~
stand here, looking toward the stage.~
Thin as a tree branch, this man looks very worn out, but at the same time

the scars on his face and hands show a depth of experience in battle.  He

looks very calm as he enjoys the show.

~
Fenlyn~
attack_weapon( mob, victim, 8d5, "right hand" );

attack_weapon( mob, victim, 8d5, "left hook" );

attack( mob, victim, 8d5, "swift kick" );

attack( mob, victim, 8d5, "closed-fist" );

if( random( 1, 5 ) == 2 ) {

  ch = rand_player( room );

  act_tochar( #coughs, ch );

  act_notchar( #cough2, ch );

  plague( ch );

  }

if( !is_silenced( mob ) ) {

  if( random( 1, 10 ) >= 8 ) {

    act_room( #cast, ch );

    do_spell( burning hands, mob, ch );

    }

  }

else {

  if( random( 1, 5 ) == 4 ) {

    act_room( #shock, ch );

    do_spell( shock, mob, ch );

    }

  }

~
E
coughs~
@GThe commoner coughs in your face!@n

~
E
cough2~
@GThe commoner coughs in $n's face!@n

~
E
cast~
The thin-looking commoner utters some strange phrases.

@RThe thin-looking commoner casts burning hands!@n

~
E
shock~
The thin-looking commoner rubs his hands together.

His hands start to spark with electricity.

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894266787 0 0
229669 0 0 0 4
25
20 10 10 29 18
10 15 5 10 5 0 -5
500 8 head~
600 7 leg~
700 6 arm~
800 5 foot~
1000 3 hand~
0
91752010 65536064
0 1 0 0 0
M 0 4 0
843 17 1509949465 5 0
2191 17 1509949465 7 0
116 17 1509949465 8 0
911 17 1509949450 -1 0
910 16 1509949445 -1 0
-1
-1

#1504
~
~
townsman~
~
~
walks past you.~
townsmen~
~
~
walk past you.~
He is the average townsman, about 5' 2" and tanned from all the manual labor

he has done. Upon closer inspection he seems quite strong.  

~
(null pointer)~
attack( mob, victim, 1d5+1, "right hand" );

attack( mob, victim, 1d5+1, "left hand" );

if( random( 1, 10 ) < 7 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RThe townsman calls for help!

~
!
1 0 0 0 0 0 0 10
0 0 1730 4000 894266824 0 35
229857 0 0 0 4
5
13 8 10 12 15
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26216001
468 75 0 328 559482
M 0 4 0
-1
-1

#1505
~
~
black cat~
~
~
with glowing red eyes bares his claws and hisses.~
black cats~
~
~
with glowing red eyes bare their claws and hiss.~
A cat about waist high stand before you.  The fur is beautiful, but the

eyes tell you it is very deadly.  The sharp claws are being waved in

your direction.   

~
Sprout~
attack_weapon( mob, ch, 2d3+2, "claw" );

attack_weapon( mob, ch, 3d3+1, "bite" );

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 894267003 0 0
229719 11804930 0 0 4
0
12 8 8 18 12
0 0 20 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
9175279 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#1506
Irving~
~
male cat~
~
large, ginger~
lies here, basking in the sunlight.~
~
~
~
~
The cat looks up at you with sardonic yellow eyes and a mildly twitching

tail.  A spotted belly begs petting, but do so at your own risk.

~
Padraig~
attack( mob, victim, 20d4, "paw swipe" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 20d4, "sharp claws" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 5d9+2, "tiny teeth" );

~
!
0 0 22 0 0 0 0 10
0 0 0 4000 894267043 0 0
213323 384 0 0 4
10
15 8 4 25 25
0 0 0 0 0 0 0
400 2 body~
600 2 furred flank~
800 1 small paw~
900 0 tail~
1000 0 head~
0
262150410 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1507
~
~
street cleaner~
~
~
moves along here, picking up trash and clearing rubble.~
street cleaners~
~
~
move along here, picking up trash and clearing rubble.~
The janitor looks busy scouring the street looking to eradicate all the trash

on the planet. He is very busy and looks quite in shape, better watch out.

~
(null pointer)~
attack( mob, victim, 1d4, "punch") ;

if( random( 1, 5) < 2)

  attack( mob, victim, 1d4, "punch");

~
!
1 0 0 0 0 0 0 10
0 0 11 4000 893966982 0 0
229861 0 0 0 3
3
12 8 9 13 11
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
132 66 0 353 1515
M 0 4 0
-1
-1

#1508
~
~
citizen~
~
~
of Medienne is here, helping to clean up the town.~
citizens~
~
~
are here, helping to clean up the town.~
The man looks tired, but continues to slowly clean up and repair the

damage done in the most recent battle.  You notice him watching you when

he thinks you aren't looking.  He seems a little nervous when you're

around, and he keeps on eye on you.  

~
(null pointer)~
attack( mob, victim, 1d5+1, "right fist" );

attack( mob, victim, 1d5+1, "left fist" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d5+1, "right fist" );

if( random( 1, 10 ) < 5 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RThe citizen calls for help!

~
!
1 0 0 0 0 996 3001 10
0 0 1 4000 893966927 0 0
229861 0 0 0 4
7
14 9 13 10 16
0 0 0 0 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350727 19662401
250 35 0 186 1832
M 0 4 0
-1
-1

#1509
~
~
{humpbacked, shaggy beast} one-humped camel~
~
shaggy~
stands here, oblivious to its surroundings.~
{humpbacked, shaggy beasts} one-humped camels~
~
shaggy~
~
At the shoulder, this one-humped dromedary stands about seven feet tall. 

His legs are long and he has two-toed feet with spread, padded toes that

seem meant for walking on sand.  He has a coarse coat of fur that is tan

in color and that grows especially thick especially thick on the head,

neck, upper forelegs, and tail tip.  Judging by its dun-colored coat and

fat-storing hump, this large mammal looks to be especially suited for

living in desert terrain.  Though the camel shows every sign of being

domesticated, there is still a wild gleam in its eye.

~
Florian~
attack( mob, victim, 2d5, "salivating mouth" );

attack( mob, victim, 1d8, "stomping fore legs" );

attack( mob, victim, 1d12, "back kick" );

if( random( 1, 10 ) == 1 ) {

act_tochar( #spit, ch, obj, mob );

act_notchar( #rspit, ch, obj, mob );

attack_acid( mob, ch, 2d5+5, "bitter saliva" );

}

~
E
spit~
@GA one-humped camel spits directly on you

~
E
rspit~
@GA one-humped camel spits on $n. 

~
!
0 0 52 0 0 1616 1601 10
7500 0 0 4000 894271268 0 0
209225 0 0 0 4
9
13 3 3 10 13
0 15 15 0 5 0 0
200 7 shaggy hide~
400 9 smelly body~
600 5 shaggy flank~
850 4 craning neck~
1000 11 broad, shaggy hump~
29360128
41943682 36701124
0 1 0 0 0
M 0 6 0
2266 17 1509949458 -2 0
-1
-1

#1510
~
~
two-humped camel~
~
shaggy~
stands here, oblivious to its surroundings.~
~
~
shaggy~
stand here, oblivious to their surroundings.~
Though shorter at the shoulder than a one-humped camel, this two-humped

dromedary is still taller and heavier.  Her neck is long and flexible,

suited for observing any direction without having to turn around.  The

grayish-brown coat is short and fine in this dromedary and grows

especially thick on her head, neck and upper forelegs.  Her padded toes,

all two of them, are wide spread on each foot, seemingly to make walking

on sand all the easier.  With two humps of stored fat and water, this

camel could go weeks without water or sustenance.

~
Florian~
attack( mob, victim, 2d5+3, "salivating mouth" );

attack( mob, victim, 1d8+3, "stomping fore legs" );

attack( mob, victim, 1d12+6, "back kick" );

if( random( 1, 7 ) == 1 ) {

  act_tochar( #spit, ch, obj, mob );

  act_notchar( #rspit, ch, obj, mob );

  attack_acid( mob, ch, 2d7+4, "spit' bitter saliva spit" );

  }

~
E
spit~
@GA two-humped camel spits directly on you!

~
E
rspit~
@GA two-humped camel spits on $n. 

~
!
0 0 76 0 0 1616 1601 10
11250 0 0 4000 894272324 0 0
209225 0 0 0 4
12
15 3 4 10 14
0 15 20 0 10 5 5
200 10 shaggy hide~
400 11 smelly body~
600 7 shaggy flank~
850 6 craning neck~
1000 14 broad, shaggy hump~
29360128
41945602 36701127
0 1 0 0 0
N 0 6 0
2266 17 1509949465 -2 0
-1
-1

#1511
~
~
poor man~
~
~
is here, putting together his life.~
poor men~
~
~
are here, putting together their lives.~
In his tattered clothes and empty belly, he continues to try and recover

from the recent battle damage.  As you enter his eyes grow round, and he

gibbers something about 'away evil rats!'.  

~
(null pointer)~
attack( mob, victim, 1d4+0, "right fist" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 1d4+0, "left fist" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d4+0, "right fist" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 1d4+0, "left fist" );

~
!
1 0 0 0 0 0 0 10
0 0 21 4000 894272391 0 0
229863 0 0 0 4
3
12 8 8 7 9
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
359 122 0 719 3696
M 0 4 0
-1
6 0
~
if( coin_value( obj ) > 4999 ) {

  act_tochar( #grovel, ch );

  act_notchar( #rgrovel, ch );

  end;

  }

if( coin_value( obj ) > 999 ) {

  act_tochar( #thank, ch );

  act_notchar( #rthank, ch );

  end;

  }

if( coin_value( obj ) > 99 ) {

  act_tochar( #thank2, ch );

  act_notchar( #rthank2, ch );

  end;

  }

if( coin_value( obj ) > 9 ) {

  act_tochar( #thank3, ch );

  act_notchar( #rthank3, ch );

  end;

  }

if( coin_value( obj ) == 0 )

  end;

act_tochar( #thank4, ch );

act_notchar( #rthank4, ch );

~
E
grovel~
The poor man grovels in the dirt before you, tears of ebullient

thankfulness streaming down his cheeks.  In light of your magnanimous

gift, words have failed him.

~
E
rgrovel~
The poor man grovels in the dirt before $n, tears streaming down his face. 

Little sounds of wordless amazement escape his lips from time to time,

but for now he seems to have lost the art of speech.

~
E
thank~
The poor person bows low before you and says, "May the gods smile on you

for your noble gift.  With it I may be able to find enough training to

seek service in Richard's guard and I will be able to provide for my

family once again." 

~
E
rthank~
The poor person bows low before $n and says, "May the gods smile on you

for your noble gift.  With it I may be able to find enough training to

seek service in Richard's guard and I will be able to provide for my

family once again."

~
E
thank2~
The poor man bows before you and says, "Many thanks.  With this I will be

able to provide meals for my family for a few more days." 

~
E
rthank2~
The poor man bows before $n and says, "Many thanks.  With this I will be

able to provide meals for my family for a few more days." 

~
E
thank3~
The poor man bows before you and says, "Thank you for your kindness".

~
E
rthank3~
The poor man bows before $n and says, "Thank you for your kindness".

~
E
thank4~
The poor man mumbles the words "thank you" to you.

~
E
rthank4~
The poor man mumbles the words "thank you" to $n.

~
!
6 16
~
act_tochar( #thank, ch );

act_notchar( #rthank, ch );

~
E
thank~
The poor person bows low before you and says, "May the gods smile on you

for your noble gift.  With it I may be able to find enough training to

seek servis in Richard's guard and I will be able to provide for my

family once again." 

~
E
rthank~
The poor person bows low before $n and says, "May the gods smile on you

for your noble gift.  With it I may be able to find enough training to

seek service in Richard's guard and I will be able to provide for my

family once again." 

~
!
6 2
~
act_tochar( #thank, ch );

act_notchar( #rthank, ch );

~
E
thank~
The poor man bows before you and says, "Many thanks.  With this I will be

able to provide meals for my family for a few more days." 

~
E
rthank~
The poor man bows before $n and says, "Many thanks.  With this I will be

able to provide meals for my family for a few more days." 

~
!
6 14
~
act_tochar( #thank, ch );

act_notchar( #rthank, ch );

~
E
thank~
The poor man bows before you and says, "Thank you for your kindness."

~
E
rthank~
The poor man bows before $n and says, "Thank you for your kindness."

~
!
6 12
~
act_tochar( #thank, ch );

act_notchar( #rthank, ch );

~
E
thank~
The poor man mumbles the words "thank you" to you.

~
E
rthank~
The poor man mumbles the words "thank you" to $n.

~
!
-1

#1512
~
~
{large, sandy-brown spider} desert tarantula~
~
~
with menacing eyes creeps along the sand.~
{large, sandy-brown spiders} desert tarantula~
~
~
with menacing eyes creep along the sand.~
Nearly a foot in diameter, this arachnid is much more than your average

house spider.  Like any other spider, it has a cephalothorax and an

abdomen, eight eyes, and eight legs.  Its legs and body are covered with

tan, bristling hairs and its eyes are as black as onyx.  The desert

tarantula also has wide chewing mandibles attached to its head.  Unlike

most spiders, this particular one lacks visible web spinnerets.  Perhaps

it uses its natural desert mimicry to ensnare unsuspecting victims.

~
Florian~
attack( mob, victim, 2d3+3, "rough, hairy leg" );

attack( mob, victim, 2d3+3, "rough, hairy leg" );

attack( mob, victim, 2d3+3, "rough, hairy leg" );

if( random( 1, 5 ) == 3 )

attack( mob, victim, 2d3+3, "painful bite" );

~
!
0 0 25 0 0 0 0 3384
0 0 124 4000 899960499 0 28
197409 0 134217728 0 4
9
7 3 3 10 8
0 -5 -20 0 0 0 35
200 4 tan, hairy leg~
350 4 black, faceted eye~
500 5 hairy tan abdomen~
780 7 pinching mandibles~
1000 3 soft, hairy underside~
0
39322243 26215681
6281 870 0 23940 311933
F 0 2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
2267 17 1509949441 -2 0
-1
-1

#1513
~
~
rich citizen~
~
~
is strolling about town, smug in his superiority.~
rich citizens~
~
~
are strolling about town, smug in their superiority.~
This guy looks snug and relaxed. He looks like everyone else but has some how

managed to secure a position above the average citizen. The way he looks at 

you in contempt makes you bitter.

~
(null pointer)~
attack_weapon( mob, victim, 1d6+0, "punch" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894272627 0 0
230145 0 0 496 4
10
15 11 10 13 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486403 26214464
0 1 0 0 0
N 496 2 0
-1
-1

#1514
~
~
servant~
~
~
is here, cleaning up.~
~
~
~
~
The servant looks at you and sighs thinking of all this extra work that

needs to be done.

~
(null pointer)~
attack( mob, victim, 2d4+0, "right hand" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 2d4+0, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d4+0, "right hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d4+0, "left hand" );

~
!
1 0 3 0 0 0 0 10
0 0 0 4000 893971161 0 0
229863 0 0 0 4
8
13 10 10 10 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972296 26214464
0 1 0 0 0
F 0 3 0
-1
-1

#1515
~
~
lesser sphinx~
~
winged~
with a lion's body and a man's head stands here.~
lesser sphinxes~
~
winged~
with the bodies of lions and heads of men stand here.~
This noble-looking creature is an odd mix of several species.  Its body

is that of a lion, complete with large toenailed paws and a rich, tan

coat.  Emerging from the sides of its leonine body are the wings of a

hawk, which are tucked in close to its body.  The head, though it is

surrounded by a thick, dark brown mane is that of a man, not a lion.  His

features are careworn but not overly hostile and his eyes are a

remarkable shade of green and speak of intelligence.  His long, leonine

tail swings back and forth at a leisurely pace.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 5d4+5, "powerful left paw" );

attack( mob, victim, 5d4+5, "powerful right paw" );

attack( mob, victim, 4d5+5, "ferocious bite" );

if( i == 1 ) {

act_room( #flaps, ch );

attack_room( mob, 3d6+2, "buffeting wings" );

}

else if( i == 2 ) {

act_room( #splay, ch, obj, mob );

do_spell( burning hands, mob, victim );

}

else if( i == 3 ) {

act_room( #tail, ch, obj, mob );

attack_room( mob, 3d3+2, "whipping tail" );

}

else if( i > 8 )

interpret( mob, "em roars violently!" );

~
E
flaps~
@b@BA lesser sphinx begins to flap his wings mightily.

~
E
splay~
@b@MWordlessly, $N rises up and spreads both front paws.

~
E
tail~
@b@RThe tail of $N snaps around with celerity.

~
!
0 0 72 0 0 0 1602 10
0 0 20 4000 894272817 0 0
203617 8576 67112964 0 6
25
13 14 16 13 12
20 20 20 10 45 0 5
300 10 white, feathery wing~
550 20 broad, leonine chest~
700 14 muscular forepaw~
850 5 brown tail tuft~
1000 100 full brown mane~
0
98305605 26214661
8610 231 0 13306 1216603
M 0 4 0
2268 17 1509949444 -2 0
-1
-1

#1516
~
~
maid~
~
~
is here dusting a table.~
maids~
~
~
~
From the impression you recieve this maid wasn't hired for her brains,

it might be those long lovely....Get back to work you sicko!!!

~
(null pointer)~
attack_weapon( mob, victim, 1d6+0, "right hand" );

attack_weapon( mob, victim, 1d6+0, "left hand" );

if( random( 1,10 ) < 9 )

attack_weapon( mob, victim, 1d6+0, "right hand" );

if( random( 1,10 ) < 6 )

attack_weapon( mob, victim, 1d6+0, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894272831 0 0
230821 0 0 144 3
9
12 8 8 13 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593737 26214464
0 1 0 0 0
F 144 4 0
-1
-1

#1517
~
~
{bright orange serpent} heway snake~
~
~
with red tinged scales basks on a rock.~
{bright orange serpents} heway snakes~
~
~
with red tinged scales bask on the hot sand.~
Fatter than most serpents, this particular one is about six feet long and

about five inches in diameter.  Its scales range in size and color, from

rough and orange, to diamond-shaped and yellow.  It has a broad but flat

head with deep pits set into either size.  A sticky-looking film covers

its scaly body.  Sand and bits of desert debris cling to its body,

allowing it to blend into its surroundings more effectively.  Glaring red

orbs rest beneath its bony brow.

~
Florian~
attack_acid( mob, victim, 3d5, "erosive body" );

attack( mob, victim, 2d5+2, "sharp fangs" );

if( attack( mob, victim, 2d5+2, "sharp fangs" ) )

poison( victim );

if( random( 1, 5 ) == 3 ) {

act_tochar( #coils, ch, obj, mob );

act_notchar( #rcoils, ch, obj, mob );

attack_acid( mob, victim, 3d5, "corrosive scale coating" );

}

~
E
coils~
@b@YAll of a sudden, $N strikes and coils about you!

~
E
rcoils~
@b@YAll of a sudden, $N strikes and coils about $n!

~
!
0 0 17 0 0 0 1603 10
0 0 1092 4000 894272903 0 29
22217265 0 0 0 4
11
10 3 3 12 11
0 10 -15 0 25 0 15
250 7 red tinged orange scales~
750 9 tough, scaly body~
1000 6 orange and red tail~
0 1000 ~
0 1000 ~
0
28836491 26215361
79038 6310 5880 204832 7904391
N 0 2 0
2291 17 1509949455 -2 0
2292 17 1509949444 -2 0
-1
-1

#1518
~
~
wealthy merchant~
~
~
is here, looking angry.~
~
~
~
~
This guy makes you sick.  Maybe he is a good tradesman, but at what

cost?  Many seem poor while he gets rich off them, and seems to keep most

all for himself.  

~
(null pointer)~
attack( mob, victim, 2d6+1, "right hand" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 2d6+1, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d6+1, "right hand" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 2d6+1, "left hand" );

~
!
1 0 3 0 0 0 0 10
0 0 0 4000 893971370 0 0
231409 0 0 288 4
14
13 14 15 11 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
73400320 26214464
0 1 0 0 0
M 288 4 0
-1
7 -1
~
interpret( mob, "sleep" );

~
!
-1

#1519
~
~
cobra~
~
~
with markings on its head lies coiled on the ground.~
cobras~
~
~
with markings on their heads lie coiled on the ground.~
This long, black serpent has small, oval scales.  Around its head are

loose flaps of skin.  The serpent has short fangs and a thin, forked red

tongue.  Its amber-colored eyes seem to follow any visual clue.  Moving

with a slow and perceived grace, the cobra at least seems harmless.  On

the back of its broad head are dull white markings that resemble two

upside down horse shoes joined side to side.

~
Florian~
attack( mob, victim, 3d3, "slashing white fangs" );

attack( mob, victim, 3d3, "slashing white fangs" );

attack( mob, victim, 3d4, "envenomed bite" );

if( attack( mob, victim, 3d4, "envenomed bite" ) )

  poison( victim );

if( random( 1, 8 ) == 1 ) {

  act_room( #spray, ch, obj, mob );

  if( attack_acid( mob, ch, 4d4, "spewing venom" ) )

    if( random( 1, 10 ) > 8 ) {

    act_tochar( #blind, ch, obj, mob );

act_notchar( #rblind, ch, obj, mob );

    do_spell( blind, mob, ch );

    loop( followers ) {

      if( attack_acid( mob, rch, 4d4, "spewing venom" ) )

        if( random( 1, 10 ) > 8 ) {

        act_tochar( #blind, rch, obj, mob );

        act_notchar( #rblind, rch, obj, mob );

        do_spell( blind, mob, rch );

        }

      }

    }

  }

~
E
spray~
@b@GA cobra rears back and its hood of loose scales flares open!

~
E
blind~
@b@BSome of the venom gets in your eyes, causing them to burn!

~
E
rblind~
@b@BSome of the venom gets in $n's eyes, causing $m to fumble blindly!

~
!
0 1 17 0 0 0 1603 10
0 0 499 4000 894273003 0 24
5445225 0 0 0 4
11
10 4 5 12 11
0 15 -20 0 -10 0 60
200 6 inflated hood~
300 4 soft, leathery underbelly~
600 9 dark scales~
900 0 scaly body~
1000 2 short venom-coated fangs~
0
28836554 28836481
69005 4564 6790 81698 3824175
M 0 4 0
2292 17 1509949450 -2 0
2291 17 1509949444 -2 0
-1
-1

#1520
Brother Thomas~
brother thomas priest~
priest of Medienne~
~
~
comforts the members of his flock.~
~
~
~
~
This man has given his life to help those who need help and to spread

the words of the prophets. His actions has been noticed and rewarded

by the gods.

~
Kiian~
attack( mob, victim, 5d5+10, "grapple" );

if( random( 1, 10 ) < 6 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) 

    do_Spell( mists of sleep, mob, victim );

  }

if( random( 1, 10 ) < 5 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@bBrother Thomas calls for the guard!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 896215198 0 32
230883 2499011 12 0 3
50
16 17 19 17 12
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144000 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
darkfall theft starkadder cemetery~
if( find_stat( ch, level ) > 15 ) {

send_to_char( #ask, ch );

  wait( 2 );

  send_to_char( #dark, ch );

  act_notchar( #o-dark, ch );

  wait( 10 );

  send_to_char( #dark2, ch );

  wait( 10 );

  send_to_char( #dark3, ch );

  wait( 10 );

  send_to_char( #dark4, ch );

  wait( 10 );

  send_to_char( #dark5, ch );

  end;

  }

send_to_char( #no_dark, ch );

~
E
no_dark~
Brother Thomas smiles in a kindly manner and pats you on the back. 

"Worry not about such dangerous things, my child.  You time to will come,

soon enough." 

~
E
dark~
Brother Thomas frowns slightly, "The history of the Starkadder family and

Darkfall are very tightly enmeshed in many people's minds, though I don't

know how closely aligned the two truly are.  There is a journal in the

library below that recounts the times of Darkfall, read it and make your

own decisions."


"The Starkadder family was once a good and just ruling clan, and gave the

early city of Medienne many able Dukes.  That changed when the ruler of

the family at the time, Vadis, became close friends with a young mage by

the name of Croazner." 


~
E
o-dark~
$n has a long, quiet conversation with Brother Thomas.  Thomas does most

of the talking.

~
E
dark2~
Brother Thomas continues, "The reputation of the Starkadder became darker

as time progressed.  Vadis and Croazner were both young in those days,

and won many battles; for their clan as well as Medienne, but rumors

started to float about the town that the family was involved in dark

rites...  the fact that Vadis had bound an Ogre clan in allegiance to the

Starkadders did little to soothe the city's nerves." 

~
E
dark3~
Thomas says, "Some say that Croazner and Vadis had a hand in bringing

about Darkfall.  Whether or not that is the case, they certainly

benefitted from it, and the entire region shook under the iron hands of

that clan for many years, even after Vadis and Croazer disappeared from

the public eye, presumed dead.  The clan's reign ended here, in this

temple, and ended poorly." 

~
E
dark4~
Thomas says, "John the Bloody and Ethan Starkadder, his younger brother,

were to take wives in a double wedding.  Their brides were mysterious and

foreign, and of course rumored to be witches on top of the rest.  When

the time came for the family's priest, Marzan, to perform the rite, a

great cry rose up from outside the temple, and a mob surged through the

doors, attacking the bridal party and killing several, including both of

the young brides." 

~
E
dark5~
Thomas sighs and concludes, "Ethan and John were enraged, and slew dozens

of townsfolk before carrying their unwed mates in their arms to the

family's crypt.  With the remainder of their family's knights, and the

aid of their priest and a mage who served with them, they crafted a curse

upon the Cemetery that has lasted to this day, turning it into a

veritable armed camp of the undead.  Some say that even Croazner and

Vadis returned to this world when the rite was completed...  some say

they never left." 

~
E
ask~
You ask Brother Thomas about the dark history of Medienne.

~
!
2 -1
kerog temple fortress~
act_tochar( #ask, ch );

wait( 1 );

act_tochar( #tell, ch );

wait( 3 );

act_tochar( #tell2, ch );

wait( 3 );

act_tochar( #tell3, ch );

~
E
ask~
You ask Brother Thomas about the fortress to the south of here.

~
E
tell~
@e"It is there that the priests of Ri'lahl, who are sworn to a life of

battle, go to worship,"@n Thomas replies.  @e"Rarely in the temple,

except to teach the few acolytes who dedicate themselves to Ri'lahl's

clergy, the clerics who serve the God of War are all highly skilled in

battle, as well as the healing arts."@n 

~
E
tell2~
@e"If you wish to make a pilgrimage to this temple, child, I possess a

@Mkey@e to the outer gates, however, the priests there will decide whether

you may pass into their sanctuary..."@n Brother Thomas' voice trails off

nervously.

~
E
tell3~
@e"I must warn you that only the most skilled adventurers are welcomed

inside, and even they may not be safe.  The priests have no tolerance for

weakness, and will banish those they feel are unworthy to step inside

their temple.  Some of Ri'lahl's minions are overzealous, even cruel, and

may object violently to any intrusion into their temple.  Do no harm, and

they will do none to you."

~
!
2 -1
key~
act_tochar( #ask, ch );

wait( 1 );

if( find_stat( ch, level ) >= 35 ) {

if( !cflag( 67, ch ) ) {

    act_tochar( #yep, ch );

  obj_to_char( oload( 2511 ), ch );

  set_cflag( 67, ch );

  }

else

act_tochar( #already, ch );

}

else

  act_tochar( #nope, ch );

~
E
ask~
You ask Brother Thomas about the key to the temple gates.

~
E
yep~
Brother Thomas sighs softly, shaking his tonsured head.  @e"As you will,

child.  Light send you a safe journey," he says softly, as he hands you a

black iron key.

~
E
nope~
@e"Ahhh, child, there is yet time before you should approach the fierce

disciples of such a harsh deity."@n Brother Thomas smiles beatifically,

and pats you on the head.

~
E
already~
Brother Thomas frowns thoughtfully.  @e"The High Priest of Ri'lahl has

asked that I only give one key to each person who asks.  Forgive, but I

dare not break that decree." 

~
!
2 -1
faerie circle woodcutter instructions~
act_tochar( #start, ch );

wait( 1 );

tell( mob, ch, #one );

wait( 1 );

tell( mob, ch, #story );

wait( 1 );

if( !has_quest( ch, 48 ) )

assign_quest( ch, 48 );

else

tell( mob, ch, #waiting );

~
E
one~
There is an interesting, sad story about the ghost of that woodcutter

that haunts the path north of town.  Perhaps you could lend aid to his

immortal soul.

~
E
story~
The young man that once worked as a woodcutter north of town was a good

man, but died badly, the victim of a weak will and jealousy.  I can still

feel his anguish in this place of comfort and healing...  if you could

lay his soul to rest through consecration, I would be very grateful.

~
E
waiting~
I would have hope you might have taken care of that problem by now.

~
E
start~
You ask Brother Thomas about the strange things on the old path north of

town.

~
!
0 -1
~
wait( 1 );

if( doing_quest( ch, 48 ) ) {

  if( cflag( 76, ch ) ) {

    tell( mob, ch, #thanks );

    update_quest( ch, 48 );

    wait( 2 );

    tell( mob, ch, #book );

    act_tochar( "Thomas hands you a heavy book.", ch );

    obj_to_char( oload( 2579 ), ch );

    end;

    }

  else

    tell( mob, ch, #tsk );

  }

if( done_quest( ch, 48 ) )

  interpret( mob, "look" );

~
E
thanks~
Thank you for laying the spirit of that poor man to rest!

~
E
tsk~
Goodness, havent you taken care of that favor I asked of you yet?

~
E
book~
I don't know if this will help you in your travels, but since you seem

to be so concerned for the well-being of those around you...

~
!
2 -1
winged savant~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about winged savants.

~
E
rask~
$n asks $N something.

~
E
stat1~
I do know much about winged savants.  But first, I was wondering if you

can help me.  About a month ago, I lost my most treasured necklace.  It

was a necklace of yellow beads.  If you can find me another one, I'll

gladly tell you all I know about winged savants.

~
!
6 5027
~
act_room( #wear, ch );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
wear~
Brother Thomas wears the necklace with a show a reverance.

~
E
stat1~
Ah, many thanks.  Now, for what you wanted to know about winged savants.

~
E
stat2~
Winged savants resembles mighty humans, with perfect bodies and features. 

Sprouting from their backs are a pair of wings which are half again their

height.  A winged savant flew over the temple one day and its feather

drifted down to the temple steps like a snowflake.  I keep the feather

here in a jar.

~
!
-1

#1521
~
~
Captain of the Medienne Guard~
~
~
patrols the town.~
~
~
~
~
The Captain of the Medienne Town Guard patrols the area, eyes alert in

light of recent events.  Battle-hardened and experienced, this is one

warrior whom you do not wish to have to ever face in battle.

~
(null pointer)~
i = random( 1, 10 );

attack_weapon( mob, victim, 2d4+2, "slap" );

attack_weapon( mob, victim, 2d4+2, "smash" );

attack( mob, victim, 5d5+5, "eye gouge" );

if( i < 8 )

  attack( mob, victim, 2d25+25, "spin kick" );

if( i < 4 )

  attack( mob, victim, 2d25+50, "arm smash" );

if( i == 1 )

  do_spell( mists of sleep, mob, ch );

if( random( 0, 1 ) == 1 ) { 

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@b@RThe Lesser Lord calls for his guardsmen!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893970925 0 0
1078167457 6302089 12 64 4
60
18 14 13 18 18
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262145290 39324802
78 2 0 1 0
M 64 5 0
615 17 1509949520 7 0
611 17 1509949520 10 0
607 17 1509949520 5 0
2125 17 1509949540 8 0
2201 17 1509949540 13 0
2103 17 1509949540 9 0
980 17 1509949515 6 0
-1
-1

#1522
Richard~
~
Lord of Medienne~
~
~
turns at your arrival and frowns.~
~
~
~
~
Lord Richard has worked to keep Medienne a surviving frontier town for

the last three decades.  Many of the trials have left their marks in his

features.  A long scar arcs from his left temple down to his chin, and

frown lines have etched themselves into his features.

~
(null pointer)~
i = random( 1, 20 );

if( i < 5 )

  interpret( mob, "bash" );

if( i > 15 )

  interpret( mob, "disarm" );

attack( mob, victim, 3d10+10, "brawling" );

attack( mob, victim, 3d10+10, "grappling" );

attack( mob, victim, 3d10+10, "grappling" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 3d10+10, "dirty brawling" );

if( random( 1, 10 ) < 8 ) 

  attack( mob, victim, 3d10+10, "grappling" );

if( random( 1, 10 ) < 7 ) {

  act_notchar( #help, mob );

  summon( mob, victim );

  }

if( random( 1, 10 ) < 5 ) 

  attack( mob, victim, 3d10+10, "uppercut" );

if( random( 1, 10 ) < 6 ) {

  send_to_char( #c_wham, ch );

  act_notchar( #r_wham, ch ); }

~
E
help~
@b@YLord Richard bellows for someone to run and get his guard!

~
E
c_wham~
@b@RLord Richard hits you in the face so hard, your vision blurs.

~
E
r_wham~
@b@RLord Richard hits $n so hard, $e begins to stagger!

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 897592049 0 35
1073972643 40012171 12 496 0
70
20 17 18 20 16
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367001600 39324803
140 2 0 0 0
M 496 5 0
-1
2 -1
kidnappings disappearances 7 wererats~
send_to_char( #char, ch );

if( doing_quest( ch, 2 ) ) {

  send_to_char( #not_done_yet!, ch );

  end;

  }

if( !has_quest( ch, 2 ) ) {

  act_notchar( #room, ch );

  send_to_char( #quest, ch );

  assign_quest( ch, 2 );

  end;

  }

if( done_quest( ch, 2 ) )

  send_to_char( #done!, ch );

~
E
not_done_yet!~
People are still disappearing.  Have you found out what's happening to

them?  Is there some way you can remove the problem for good, so it

doesn't arise again later?  

~
E
done!~
We have had not further problems with Wererats.  You must have taken care

of what attracted them to this area.  

~
E
quest~
Lord Richard says, 'I don't think it's kidnappings really.  Nothing is

ever heard from them again.  It started a couple weeks ago, about the

time we started losing sewer cleaning workers.  I think there is a

connection.  There is an entrance to the sewers on the west side of town,

in an alley.  You must find out what happening to the citizens, and find

a way to keep it from happening again or reoccurring.

~
E
room~
$n goes over and talks with Lord Richard.  From what you can hear, you

think it's about the kidnappings.  

~
E
char~
You ask Lord Richard about the citizens disappearing.

~
!
2 -1
starkadder cemetery~
if( find_stat( ch, level ) > 20 ) {

  send_to_char( #ask, ch );

  wait( 2 );

  send_to_char( #stark, ch );

  act_notchar( #o-stark, ch );

  wait( 2 );

  send_to_char( #stark2, ch );

  end;

  }

send_to_char( #no_stark, ch );

~
E
stark~
Lord Richard says to you, "The Starkadder family died out just before

Darkfall.  The last family head's name was John Starkadder -- they called

him Sir John the Bloody, and the name was apt: he was a warlord the like

of which this region has rarely seen, and had made many alliances with

nearby tribes of ogres -- some say there was even some ogre blood in the

Starkadder family towards the end..." 

~
E
o-stark~
$n has a long discussion with Lord Richard...  Lord Richard does most of

the talking, as though relaying a story.

~
E
stark2~
Richard continues, "After Darkfall, the cemetery where the Starkadder

crypt lies became nothing short of an armed camp: undead, even some ogres

killed by John Starkadder in some rite, roamed the grounds again -- some

even got into the city at first.  No one can go there now...  not safely,

at any rate." 

~
E
no_stark~
Lord Richard looks you up and down and says, "You're too young to be

worried about such things...  be off with you now." 

~
E
ask~
You ask Lord Richard about the dark cemetery and crypts south of Medienne.

~
!
2 -1
darkfall~
if( find_stat( ch, level ) > 20 ) {

  send_to_char( #ask, ch );

  wait( 2 );

  send_to_char( #dark, ch );

  act_notchar( #o-dark, ch );

  end;

  }

send_to_char( #no_dark, ch );

~
E
dark~
Lord Richard says, "That's something for a historian to tell you more

about...  go talk to Brother Thomas." 

~
E
o-dark~
$n as a quick discussion with Lord Richard.

~
E
no_dark~
Lord Richard looks you up and down and says, "Yuir too young to be

worried about such things...  be off now." 

~
E
ask~
You ask Lord Richard about Darkfall.

~
!
2 -1
find mount spell~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the find mount spell.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Only the most powerful of paladins, true to their religion, are able to

call upon this spell.  But first, they must know the correct reagents to

attract the mount.

~
!
2 -1
components reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about find mount reagents.

~
E
rask~
$N asks $N about something.

~
E
stat1~
In my lifetime, I have come across only two things which call to holy

mounts.  The first is a sea green emerald, which has been known to summon

a creature of the sea.  And the second is a piece of a lion's mane which

can bring a leonine ally to a paladin's side.

~
E
stat2~
I also know that the stablehand here in Medienne has handled many a

paladin mount's lodging.  Perhaps he knows more about holy mounts in

regard to their strengths and weaknesses.

~
!
6 3369
~
if( cflag( 94, ch ) )

  end;

act_tochar( #read, ch );

set_cflag( 94, ch );

obj_to_char( oload( 3370 ), ch );

~
E
read~
Lord Richard opens the letter and reads it carefully.  He sighs loudly

and says to you: @W"The news is not good.  Orc legions and Goblin

regiments are forming near Shadybrook as well as planning an all out

attack on Medienne.  This is grim news my friend, but I thank you for

delivering the message.  Please take this message to Pennan and inform

the Lord High Warder."@n 

~
!
-1

#1523
~
~
blonde wench~
~
~
circles through the crowds here, serving drinks.~
blonde wenches~
~
~
circle through the crowds here, serving drinks.~
This attractive blonde wench circles through the crowd with deft

movements, avoiding the groping hands that reach her way.  Her long,

flaxen hair streams over one shoulder, and down to her tiny waist.

~
(null pointer)~
attack( mob, victim, 1d5+0, "kicking and scratching" );

attack( mob, victim, 1d5+0, "kicking and scratching" );

if( random( 1, 10 ) < 4 )

  attack( mob, victim, 1d5+0, "kicking and scratching" );

if( random( 1, 10 ) < 3 ) {

  send_to_room( #all, room );

  summon( mob, victim );

  }

~
E
all~
The blond wench lets out a scream that could break crystal.

~
!
1 0 3 0 0 0 0 10
0 0 1 4000 893967140 0 0
229859 0 0 16 4
6
10 4 14 16 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
15729286 26214464
20 4 0 31 496
F 16 2 0
-1
-1

#1524
~
~
king cobra~
~
~
with a hood-shaped head rears up, ready to strike.~
king cobras~
~
~
with hood-shaped heads rear up, ready to strike.~
This long, black serpent has small, oval scales.  Around its head are

wide, loose flaps of skin.  The serpent has short fangs and a thin,

forked red tongue.  Its crimson-colored eyes follow any visual clue

without any movement of its head.  The back of its broad head are bright

white markings that resemble two upside down horse shoes joined side to

side.  Moving with a slow and perceived grace, every moment of the large

cobra is deceptively innocent.

~
Florian~
i = random( 1, 10 );

if( attack( mob, victim, 3d5, "envenomed bite" ) )

  poison( victim );

if( i == 1 ) {

  act_room( #spray, ch, obj, mob );

  if( attack_acid( mob, ch, 4d5, "spewing venom" ) )

    if( random( 1, 10 ) > 6 ) {

    act_tochar( #blind, ch, obj, mob );

    act_notchar( #rblind, ch, obj, mob );

    do_spell( blind, mob, ch );

    loop( followers ) {

      if( attack_acid( mob, rch, 4d5, "spewing venom" ) )

        if( random( 1, 10 ) > 6 ) {

        act_tochar( #blind, rch, obj, mob );

        act_notchar( #rblind, rch, obj, mob );

        do_spell( blind, mob, rch );

        }

      }

    }

  }

if( random( 1, 35 ) == 1 ) {

  act_room( #hyp, ch, obj, mob );

  loop( followers ) {

    if( is_player( rch ) ) {

      act_tochar( #drowsy, rch, obj, mob );

      act_notchar( #rdrowsy, rch, obj, mob );

      do_spell( sleep, mob, rch );

      }

    }

  }

attack( mob, victim, 3d4, "slashing white fangs" );

attack( mob, victim, 3d4, "slashing white fangs" );

~
E
spray~
@b@GA king cobra rears back and its hood of loose scales flares open!

~
E
blind~
@b@BSome of the venom gets in your eyes, causing them to burn!

~
E
rblind~
@b@BSome of the venom gets in $n's eyes, causing $m to fumble blindly!

~
E
hyp~
@b@CStopping abruptly, $N goes into a hypnotizing dance.

~
E
drowsy~
As you watch $N's hypnotic dance, you grow drowsy!

~
E
rdrowsy~
As $n watches $N's hypnotic dance, $e yawns deeply.

~
!
0 1 17 0 0 0 1603 10
0 0 244 4000 894273453 0 24
5445241 0 0 0 4
15
12 5 6 13 13
0 20 -20 0 -20 0 100
200 8 inflated hood~
300 4 soft, leathery underbelly~
600 12 dark scales~
900 14 dark, scaly body~
1000 3 short venom-coated fangs~
0
65536330 28837121
31979 2354 1920 83376 3726093
M 0 4 0
2292 17 1509949448 -2 0
2291 17 1509949444 -2 0
-1
-1

#1525
~
~
fresh water oyster~
~
~
rests here on an outcropping of rock.~
fresh water oysters~
~
~
rest here on outcroppings of rock.~
This incredibly large, fresh water oyster has attached itself to a few

rocks that jut outwards.  Thin, nearly transparent byssal threads hold

the bivalved mollusk in place, regardless of the water's current. 

Irregularly shaped, bands of growth are evident in the oyster shell's

formation.  Most of the oyster shell is ribbed and grey in color, though

around the edges the color lightens to a near pink.  At odd moments, the

fresh water oyster opens up just long enough to reveal a gleaming pearl

within.

~
Florian~
attack( mob, victim, 6d3+4, "chomping shell" );

attack( mob, victim, 4d5+1, "loose, byssal threads" );

attack( mob, victim, 4d5+1, "loose, byssal threads" );

if( random( 1, 12 ) == 1 ) {

  act_room( #ink, ch, obj, mob );

    act_tochar( #blind, ch, obj, mob );

    act_notchar( #rblind, ch, obj, mob );

do_spell( blinding light, mob, ch );

  }

if( random( 1, 10 ) == 1 ) {

  act_room( #dart, ch, obj, mob );

  attack( mob, victim, 4d5, "arrow-shaped foot" );

  }

~
E
dart~
@b@MAn arrow-shaped foot viciously darts out of $N

~
E
blind~
You can't help but be momentarily blinded by the cloud of ink

~
E
rblind~
$n fumbles as though momentarily blinded by the inky cloud

~
E
ink~
@b@BBlue-black ink shoots out of $N, clouding the water

~
!
0 0 24 0 0 0 0 10
0 0 304 4000 894273688 0 33
4330019 16777216 0 0 4
22
14 3 3 5 11
25 50 -15 -25 100 0 -5
100 4 dark interior~
300 7 algae-covered rim~
700 14 pearlescent, upper shell~
900 8 short, slimy foot~
1000 2 horned byssal threads~
0
49807690 26214465
24353 1314 0 72413 2845845
N 0 4 0
2269 17 1509949460 -2 0
2269 17 1509949460 -2 0
2270 17 1509949450 -2 0
2271 16 1509949448 -2 0
2272 16 1509949444 -2 0
-1
-1

#1526
~
~
giant scorpion~
With its claws clicking,~
~
raises its stinger threateningly.~
giant scorpions~
With their claws clicking,~
~
raise their stingers threateningly.~
Slightly shorter than a horse, a giant red scorpion with clacking claws

rests on the ground before you.  Hard chitin covers most of its segmented

body, extending protectively over the spots where its claws emerge.  Each

serrated claw looks sharp enough to snap a limb in half.  The scorpion's

eyes are like beads of onyx, staring off into the distance, ever watchful

for moment.  In addition to this, its tail arcs up over its body, poised

to strike with the venomous stringer at the end.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+5, "wicked left pincher" );

attack( mob, victim, 3d5+5, "wicked right pincher" );

attack( mob, victim, 4d3+5, "serrated mandibles" );

if( i == 1 ) 

attack( mob, victim, 3d5+5, "venomous tail stinger" );

if( attack( mob, victim, 3d5+5, "venomous tail stinger" ) )

poison( victim );

else if( i == 2 ) {

act_room( #whip, ch, obj, mob );

attack_room( mob, 3d5+5, "slashing tail stinger" );

}

~
E
whip~
@B@ROut of nowhere, a scorpion's tail whips around in a wild arc.@n

~
!
0 0 26 0 0 0 0 10
0 0 350 4000 894273798 0 25
16978481 0 12 0 4
20
13 4 3 12 12
0 20 0 0 20 0 90
225 8 five-segmented posterior~
450 10 seven-segmented preabdomen~
700 13 orange, chitinous body~
800 7 sharp stinger~
1000 6 slender tail~
0
85197765 26214661
103781 3392 2830 151188 17554673
N 0 5 0
1896 17 1509949449 -2 0
2273 17 1509949444 -2 0
-1
-1

#1527
~
~
{colossal dragon} yellow sand dragon sire~
~
~
with dull, yellow scales is here, coiled about a throne.~
~
~
~
~
Clearly the master of the Den, this colossal dragon nearly fills the

chamber.  Its yellow, membranous wings are flared open behind it and its

horned head is raised high.  Saliva drips from the yellow sand dragon's

maw, running in small rivulets down its sharp canines.  Nearly all of its

body is covered in hard, dull yellow scales, from neck to tail.  Only the

underbelly of the yellow dragon appears unarmored and even there, the

hide looks thick enough to turn away any normal weapon.  The

emerald-green eyes of the sand dragon hold uncommon intelligence.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 3d8+5, "enormous left, yellow claw" );

attack( mob, victim, 3d8+5, "enormous right, yellow claw" );

attack( mob, victim, 4d5+10, "foul-smelling bite" );

if( !attack( mob, victim, 4d5+10, "foul-smelling bite" ) )

  if( i == 1 ) {

  act_room( #rears, ch, obj, mob );

  act_tochar( #breath, ch, obj, mob );

  act_notchar( #rbreath, ch, obj, mob );

  attack_fire( mob, victim, 6d9, "hot, sandy breath" );

  loop( followers ) {

    act_tochar( #breath, rch, obj, mob );

    act_notchar( #rbreath, ch, obj, mob );

    attack_fire( mob, rch, 6d9, "hot, sandy breath" );

    }

  }

else if( i == 2 )

  if( attack( mob, victim, 3d8+5, "enormous left, yellow claw" ) )

  if( attack( mob, victim, 3d8+5, "enormous right, yellow claw" ) ) {

  act_tochar( #digs, ch, obj, mob );

  act_notchar( #rdigs, ch, obj, mob );

  attack( mob, victim, 5d8+10, "raking back claws " );

  }

if( i > 17 )

  if( !is_silenced( mob ) ) {

  act_room( #bellows, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
bellows~
@b@YIn a deafening roar, $N calls to all its kindred!

~
E
digs~
@b@RIts front claws dug firmly into you, $N rakes you with its 

back claws.

~
E
rdigs~
@b@RIts front claws dug firmly into $n, $N rakes $m with its 

back claws.

~
E
cant~
@b@YGasping, $N tries to roar but cannot find $s voice! 

~
E
rears~
@b@RAs $N misses its bite, it rears back, preparing to breathe!

~
E
breath~
@b@YHot, abrasive sand breathed by $N covers your body.

~
E
rbreath~
@b@YHot, abrasive sand breathed by $N covers $n's body.

~
!
0 51 18 0 0 1608 1590 10
0 0 4 4000 900380770 0 29
66867 256 8388608 0 8
35
18 13 15 14 16
35 100 50 15 30 0 10
200 15 dusty yellow scales~
400 18 yellow, scaly body~
800 16 hard, sagital plate~
900 8 yellow wing membrane~
1000 6 dusty yellow underbelly~
0
117968005 26216322
2099 33 0 5116 684131
M 0 4 0
16 17 1509949443 -1 0
2264 17 1509949448 -2 0
2263 17 1509949446 -2 0
2265 17 1509949443 -2 0
16 17 1509949443 -1 0
16 17 1509949443 -1 0
16 17 1509949443 -1 0
2 17 1509949450 -1 0
2 17 1509949450 -1 0
2 17 1509949450 -1 0
3227 17 1509949444 -2 0
-1
4 -1
~
if( !mob_in_room( 1620, room ) )

  if( random( 1, 3 ) == 1 ) {

  act_room( #wisp, ch, obj, mob );

  wait( 5 );

  mload( 1620, room );

  mob = mob_in_room( 1620, room );

  act_room( #appear, ch, obj, mob );

  interpret( mob, "yell I shall not die so easily!" );

  attack_weapon( mob, victim, 4d7, "yellow, pulsating hands" );

  }

~
E
appear~
@b@YA yellowish vapor rises from the ground and coalesces into an imposing, 

humanoid figure with the features of a dragon.

~
E
wisp~
@b@MThe corpse of the dragon sire turns to yellow mist and creeps

into the ground.

~
!
-1

#1528
~
~
{massive yellow dragon} yellow sand dragon dam~
~
~
stands back with her muzzle raised protectively.~
~
~
~
~
Huddled over a nest of sorts, the yellow dragon here is busy guarding a

small clutch of eggs.  The dragon dam's large yellow wings are tucked in

close to her body and draped over part of the nest.  For the most part,

the scales of the dam are a dull yellow color, with a few brighter scales

interspersed here and there.  Her leathery underbelly has several old,

long scars running down its length and the talons on her claws are ebony

and extremely sharp.  Her ruby-red eyes blaze like miniature suns.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 4d8+2, "yellow dragon claw" );

attack( mob, victim, 4d8+2, "yellow dragon claw" );

attack( mob, victim, 5d6, "crunching jowls" );

if( i == 1 ) {

  act_room( #buffet, ch, obj, mob );

  act_tochar( #down, ch, obj, mob );

  act_notchar( #rdown, ch, obj, mob );

  attack( mob, victim, 5d5+5, "gusts of buffeted wind" );

  loop( followers ) {

    act_tochar( #down, rch, obj, mob );

    act_notchar( #rdown, rch, obj, mob );

    attack( mob, rch, 5d5+5, "gusts of buffeted wind" );

    }

  }

else if( i == 2 ) {

  ch = rand_player( room );

  act_tochar( #blast, ch, obj, mob );

  act_notchar( #rblast, ch, obj, mob );

  attack_fire( mob, ch, 5d5, "searing, sandy breath" );

  }

else if( i > 8 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

~
E
bash~
@b@CThe yellow dragon's wing slams into you, knocking you off-balance.

~
E
rbash~
@b@CThe yellow dragon's wing slams into you, knocking $n off-balance.

~
E
blast~
@b@RThe yellow dragon swivels around and breathes hot sand on you!

~
E
rblast~
@b@RThe yellow dragon swivels around and breathes hot sand on $n!

~
E
down~
@YStrong winds whipped up by the dragon's buffeting assails you.

~
E
rdown~
@b@YStrong winds whipped up by the dragon's buffeting assails $n.

~
E
buffet~
@b@GA yellow sand dragon begins beating its wings furiously.

~
!
0 73 18 0 0 1608 1590 10
0 0 42 4000 894274035 0 29
197923 0 0 0 8
30
16 10 9 13 14
35 100 50 15 35 0 20
200 13 dusty yellow scales~
400 14 swollen yellow body~
800 13 hard, sagital plate~
900 8 yellow wing membrane~
1000 6 dusty yellow underbelly~
0
104858890 31458242
12870 293 0 29097 2666445
F 0 7 0
2265 17 1509949442 -2 0
2264 17 1509949447 -2 0
2263 17 1509949447 -2 0
2 17 1509949450 -1 0
16 16 1509949443 -1 0
2 17 1509949450 -1 0
16 16 1509949443 -1 0
2 17 1509949450 -1 0
16 16 1509949443 -1 0
31 17 1509949448 -1 0
-1
-1

#1529
~
~
yellow sand dragon~
~
~
is here, digging at the ground with its claws.~
yellow sand dragons~
~
~
are here, digging at the ground with their claws.~
Two thin horns jut out of the cranium of this large yellow dragon, giving

it an angular sagital crest.  Covered in a mottled mix of dull and bright

yellow scales, the sand dragon seems well suited for blending into the

desert terrain above.  Long canines and needle-sharp molars hang out of

the dragon's mouth at odd angles.  The flank of the beast has a few scars

running down it as well as a few nasty gashes on its fore arms.  Roughly

thirty feet long, the dragon's wings are tucked close to its body, so

that it might walk through the area without trouble.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 4d6+2, "yellow dragon claw" );

attack( mob, victim, 4d6+2, "yellow dragon claw" );

attack( mob, victim, 5d5, "crunching jowls" );

if( i == 1 ) {

  act_room( #buffet, ch, obj, mob );

  act_tochar( #down, ch, obj, mob );

  act_notchar( #rdown, ch, obj, mob );

  attack( mob, victim, 6d4+4, "gusts of buffeted wind" );

  loop( followers ) {

    act_tochar( #down, rch, obj, mob );

    act_notchar( #rdown, rch, obj, mob );

    attack( mob, rch, 6d4+4, "gusts of buffeted wind" );

    }

  }

else if( i == 2 ) {

  ch = rand_player( room );

  act_tochar( #blast, ch, obj, mob );

  act_notchar( #rblast, ch, obj, mob );

  attack_fire( mob, ch, 6d5, "searing, sandy breath" );

  }

~
E
cant~
@b@BThe yellow dragon dam glares angrily when she finds herself silenced!

~
E
shout~
@bThe yellow dragon dam roars, calling for protection!

~
E
blast~
@b@RThe yellow dragon swivels around and breathes hot sand on you!

~
E
rblast~
@b@RThe yellow dragon swivels around and breathes hot sand on $n!

~
E
down~
@YStrong winds whipped up by the dragon's buffeting assails you.

~
E
rdown~
@b@YStrong winds whipped up by the dragon's buffeting assails $n.

~
E
buffet~
@b@GA yellow sand dragon begins beating its wings furiously.

~
!
0 51 18 0 0 1608 1590 10
0 0 153 4000 894274146 0 29
202529 0 16 0 8
20
15 7 7 10 11
13 100 10 0 10 0 10
200 10 dusty yellow scales~
400 13 yellow, scaly body~
800 10 hard, sagital plate~
900 5 yellow wing membrane~
1000 4 dusty yellow underbelly~
0
78643850 26215041
20633 604 0 66350 4984736
M 0 7 0
2265 17 1509949442 -2 0
2263 17 1509949444 -2 0
2264 17 1509949444 -2 0
2 17 1509949465 -1 0
16 16 1509949450 -1 0
-1
-1

#1530
~
~
brown sand dragon dam~
~
~
rests its bulk over a depression in the floor.~
~
~
~
~
The most notable thing about this dragon, save for its tremendous length,

is that its abdomen is swollen almost to the point of being distended. 

Clearly a dam, the sand dragon has lusterless brown scales that have the

texture of sandstone.  Possessing little snout, the dragon's maw is

parabolic in shape and filled with a double row of piercing molars and

canines.  Wingless by nature, the dragon lacks grace in its movements as

is much bulkier than other species of dragons her age.  Her leathery

underbelly is a slightly different hue of brown and looks slightly more

vulnerable than the rest of her scaly body.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+8, "left, webbed claw" );

attack( mob, victim, 3d5+8, "right, webbed claw" );

attack( mob, victim,  4d5+5, "stubby bite" );

if( attack( mob, victim, 3d5+8, "left, webbed claw" ) )

  if( attack( mob, victim, 3d5+8, "right, webbed claw" ) )

  if( attack( mob, victim,  4d5+5, "stubby bite" ) )

  if( random( 1, 3 ) == 1 ) {

  act_room( #scream, ch, obj, mob );

  attack_room( mob, 4d4+10, "long, spiked tail" );

  }

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 ) {

  act_room( #breath, ch, obj, mob );

act_tochar( #dam, ch, obj, mob );

act_notchar( #rdam, ch, obj, mob );

attack_fire( mob, victim, 5d5+5, "spray of molten glass" );

loop( followers ) {

    act_tochar( #dam, rch, obj, mob );

    act_notchar( #rdam, rch, obj, mob );

    attack_fire( mob, rch, 5d5+5, "spray of molten glass" );

    }

  }

else if( i > 8 ) 

  if( !is_silenced( mob ) ) {

  act_room( #roar, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
cant~
@b@CThe brown dragon dam paws the ground, finding herself silenced!

~
E
roar~
@b@CWith a great roar, $N calls for help!

~
E
breath~
@b@GSuddenly, $N rears back, preparing to breathe on you!

~
E
dam~
@b@RMolten glass splashes on you and the pain is unbearable!

~
E
rdam~
@b@RYou watch in horror as molten glass splashes on $n.

~
E
scream~
@b@BA brown dragon dam paws the ground in impotent fury!

~
!
0 35 18 0 0 1608 1590 10
0 0 12 4000 894274177 0 0
197987 0 4 0 5
25
15 8 8 12 12
30 50 20 15 20 100 0
200 15 medium brown scales~
400 18 brown, scaly body~
800 14 short brown head spines~
900 8 webbed claws~
1000 7 brown, leathery underbelly~
0
117965130 26215041
5774 109 0 8091 1060096
F 0 7 0
2275 17 1509949448 -2 0
2274 17 1509949444 -2 0
2276 17 1509949442 -2 0
16 17 1509949444 -1 0
16 17 1509949445 -1 0
16 17 1509949443 -1 0
2 17 1509949443 -1 0
2 17 1509949443 -1 0
1255 17 1509949450 -1 0
182 16 1509949445 -1 0
-1
-1

#1531
~
~
brown sand dragon sire~
Largest of all the brown dragons,~
~
sits here, feasting on a corpse.~
~
~
~
~
The massive fore arms and legs of this colossal dragon end in equally

large claws.  With a short snout and curved maw, the head of the dragon

resembles a horned lizard than that of a typical dragon.  Diamond-shaped

spurs that look as malicious as its talons stick up along the dragons

spine and tail.  While all but the underbelly of the dragon is covered in

dark brown scales, overall its body seems well protected.  Lacking wings,

the brown sand dragon is much more bulkier than other dragon species.

~
Florian~
i = random( 1, 10 );

if( attack( mob, victim, 4d8+8, "left, webbed claw" ) )

  if( attack( mob, victim, 4d8+8, "right, webbed claw" ) )

  if( attack( mob, victim,  4d6+5, "stubby bite" ) )

  if( random( 1, 3 ) == 1 ) {

  act_room( #scream, ch );

  attack_room( mob, 4d6+5, "long, spiked tail" );

  }

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 ) {

  act_room( #breath, ch, obj, mob );

attack_fire( mob, victim, 5d5+10, "spray of molten glass" );

act_tochar( #dam, ch, obj, mob );

act_notchar( #rdam, ch, obj, mob );

  loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #dam, rch, obj, mob );

      act_notchar( #rdam, rch, obj, mob );

      attack_fire( mob, rch, 5d5+10, "spray of molten glass" );

      }

    }

  }

else if( i == 3 ) {

  act_room( #cast1, ch, obj, mob );

  if( !is_silenced( mob ) )

    loop( all_in_room ) {

    if( rch != mob ) {

      act_tochar( #spell1, rch, obj, mob );

      act_notchar( #rspell1, rch, obj, mob );

      attack_fire( mob, rch, 5d6, "raging fireball" );

      }

    }

  else

    act_room( #cant, ch, obj, mob );

  }

if( i == 4 )

  if( !is_silenced( mob ) ) {

  act_room( #cast2, ch, obj, mob );

  act_tochar( #spell2, ch, obj, mob );

  act_notchar( #rspell2, ch, obj, mob );

  do_spell( shock, mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

else if( i > 8 ) 

  if( !is_silenced( mob ) ) {

  act_room( #roar, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
spell1~
@b@RThe fireball blazes hotly, searing your skin!

~
E
rspell1~
@b@RThe fireball, even at its fringes, sears $n's skin!

~
E
spell2~
@b@BAn arc of energy courses through your body, causing you much pain!

~
E
rspell2~
@b@B$n grimaces as an arc of energy courses through $s body.

~
E
cast1~
@CThe brown dragon sire mutters and a fireball rages toward you!

~
E
cast2~
@YThe brown dragon sire mutters, and an arc of energy appears in its claws.

~
E
cant~
@b@CThe brown dragon sire paws the ground, finding himself silenced!

~
E
roar~
@b@CWith a great roar, $N calls for help!

~
E
breath~
@b@GSuddenly, $N rears back, preparing to breathe on you!

~
E
dam~
@b@RMolten glass splashes on you and the pain is unbearable!

~
E
rdam~
@b@RYou watch in horror as molten glass splashes on $n.

~
E
scream~
@b@BA brown dragon sire paws the ground in impotent fury!

~
!
0 35 18 0 0 1608 1590 10
0 0 10 4000 894274221 0 0
132403 0 20 0 5
30
16 9 10 13 13
30 50 25 15 20 100 0
200 18 light brown scales~
400 20 brown, scaly body~
800 16 short brown head spines~
900 9 webbed claws~
1000 8 brown, leathery underbelly~
0
131076483 26215361
4870 114 0 8488 956265
M 0 8 0
16 17 1509949444 -1 0
2 17 1509949490 -1 0
16 17 1509949444 -1 0
2 17 1509949515 -1 0
16 17 1509949446 -1 0
2 17 1509949540 -1 0
2276 17 1509949445 -2 0
2274 17 1509949448 -2 0
219 17 1509949450 -1 0
2275 17 1509949447 -2 0
3227 17 1509949444 -2 0
-1
-1

#1532
~
~
brown dragon hatchling~
~
~
crouches here shyly.~
brown dragon hatchlings~
~
~
crouch here shyly.~
This small dragon looks little more than a few hours old and like all

infants, this ones topaz eyes show but one thing: hunger.  Its scales are

a light brown color and its eyes are barely open.  Nonetheless, it

appears to have emerged from the egg with fully sharpened claws and teeth. 

From snout to tail, the dragonling is about four feet long and has but

thorny nubs running up and down its spine.  Clearly wingless, the brown

dragon hatchling seems broader than other dragons you have seen.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 1d5+4, "right, webbed claw" );

attack( mob, victim,  1d5+4, "stubby bite" );

if( attack( mob, victim, 1d5+4, "left, webbed claw" ) )

  if( attack( mob, victim, 1d5+4, "right, webbed claw" ) )

  if( attack( mob, victim,  1d5+4, "stubby bite" ) )

  if( random( 1, 3 ) == 1 ) {

  act_room( #scream, ch, obj, mob );

attack( mob, victim, 1d4+5, "short, spiked tail" );

  }

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 ) {

  act_room( #breath, ch, obj, mob );

  attack_fire( mob, victim, 1d8+7, "spray of molten glass" );

  act_tochar( #dam, ch, obj, mob );

  act_notchar( #rdam, ch, obj, mob );

  loop( followers ) {

    act_tochar( #dam, rch, obj, mob );

    act_notchar( #rdam, rch, obj, mob );

    attack_fire( mob, rch, 1d8+7, "spray of molten glass" );

    }

  }

~
E
breath~
@b@GSuddenly, brown dragon hatchling rears back, preparing to breathe on you!

~
E
dam~
@b@RMolten glass splashes on you and the pain is unbearable!

~
E
rdam~
@b@RYou watch in horror as molten glass splashes on $n.

~
E
scream~
@b@BA brown dragon hatchling paws the ground in impotent fury!

~
!
0 35 18 0 0 1615 1600 10
0 0 2 4000 894274399 0 0
221547 0 0 0 5
8
11 5 5 10 10
15 40 0 0 15 100 0
200 5 medium brown scales~
400 8 brown, scaly body~
800 6 short brown head spines~
900 3 webbed claws~
1000 2 brown, leathery underbelly~
0
26215050 26215361
244 30 0 467 7451
N 0 3 0
2 17 1509949450 -1 0
2 17 1509949460 -1 0
2274 17 1509949443 -2 0
2275 17 1509949444 -2 0
-1
-1

#1533
~
~
gigantic desert centipede~
Innumerable legs wriggling,~
~
crawls along the ground.~
gigantic desert centipedes~
Innumerable legs wriggling,~
~
crawl along the ground.~
Like most centipedes, this one resembles a segmented worm.  Each of its

segments is covered in brown chitin and has a pair of legs attached to it. 

The front segment of the centipede, in place of legs, has a set of

piercing mandibles which look slightly venomous.  The biting organs on

the centipede are not as much of a concern as its size, however, for the

centipede is at least six feet long.

~
Florian~
attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 3d6, "piercing mandibles" );

if( attack( mob, victim, 3d6, "piercing mandibles" ) )

  poison( victim );

~
!
0 0 26 0 0 0 0 10
0 0 297 4000 894274473 0 32
5440353 4194304 12 0 4
14
12 3 4 10 10
15 25 -25 10 65 5 50
125 4 tiny foot~
250 4 long, wispy antennae~
500 9 chitinous segment~
800 8 chitin shell~
1000 15 undulating body~
0
36700804 26215681
20782 1121 1180 50888 2842066
N 0 3 0
-1
-1

#1534
~
~
dung-colored millipede~
~
~
with hundreds of legs undulates about.~
dung-colored millipedes~
~
~
with hundreds of legs undulate about.~
Segmented like a worm, this millipede is remarkable for its length of

seven feet.  Clearly a giant of its species, the millipede has large,

chewing mandibles adapted to its head.  Unlike a centipede, which only

has one set of legs per segment, this giant millipede has at least two,

sometimes three pairs of legs per section.  The hard, chitinous

exoskeleton of the millipede is a mottled tan and brown color and blends

well with the desert terrain.  The millipede has no eyes as far as you

are able to discern.

~
Florian~
attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

attack( mob, victim, 3d2, "hooked, chitinous leg" );

if( random( 1, 5 ) == 1 )

attack( mob, victim, 3d6, "piercing mandibles" );

if( attack( mob, victim, 3d6, "piercing mandibles" ) )

poison( victim );

if( random( 1, 5 ) == 1 ) {

act_room( #whip, ch, obj, mob );

attack_room( mob, 4d5, "piercing chitin barb" );

}

~
E
whip~
A dung-colored millipede whips its tail around suddenly.

~
!
0 0 26 0 0 0 0 10
0 0 866 4000 893979083 0 0
5440113 0 8388620 0 4
16
8 3 3 8 9
3 15 -15 5 25 5 50
125 5 tiny foot~
250 5 long, wispy antennae~
500 10 chitinous segment~
800 9 chitin shell~
1000 16 undulating body~
0
68157834 26215363
181264 7504 7880 280930 26501650
N 0 3 0
-1
-1

#1535
~
~
bat-eared fox~
~
ghostly-grey~
forages for small prey.~
bat-eared foxes~
~
ghostly-grey~
forage for small prey.~
This medium-sized fox has a casual look about him.  His tongue lolls

halfway out of his mouth in a lopsided grin.  He has a soft coat of

ghost-grey fur that is black as coal around the bottom of his feet.  The

fox's ears, which are upright and triangular, like those of a bat, are

also covered in thin, ebony fur.  His short, pointy muzzle just partly

conceals his sharp teeth.

~
Florian~
i = random( 1, 7 );

attack( mob, victim, 4d3, "sharp bite");

attack( mob, victim, 4d2+2, "grey paw" );

attack( mob, victim, 4d2+2, "grey paw" );

if( i == 1 ) {

  act_tochar( #nip, ch, obj, mob );

  act_notchar( #rnip, ch, obj, mob );

  attack( mob, victim, 4d3+3, "heel nip" );

  }

else if( i > 5 )

  interpret( mob, "em gives you a sly look." );

~
E
nip~
@BYelping, $N nips at you!

~
E
rnip~
@BYelping, $N nips at $n!

~
!
0 0 48 0 0 1059 1058 3381
0 0 271 4000 899959951 0 0
201577 0 0 0 4
12
7 3 6 10 8
0 25 5 0 15 0 0
200 5 grey fur~
400 6 grey, furry body~
600 2 long, bat-like ear~
800 3 fluffy grey tail~
1000 4 grey, furry flank~
0
36701445 28836481
13589 1395 0 53000 1014095
M 0 2 0
2277 17 1509949455 -2 0
-1
-1

#1536
~
honeypot ant bulbous abdomen~
honeypot ant~
~
~
with a bulbous abdomen crawls along at a snail's pace.~
honeypot ants~
~
~
with bulbous abdomens crawl along slowly.~
The segmented antennae attached to the front of the ant's circulate

wildly, as though it were sensing for something in particular.  Like most

ants, this one has a three part body.  Both its thorax and head are

plated in a thick red chitin and have little bristles poking out of them. 

Pinching mandibles surround the ant's mouth.  The ant's abdomen, though,

is bulbous, transparent, and appears to be holding a viscous, orange

liquid.  Aside from its unusually shaped posterior, the ant's one other

contributing uniqueness is its size; it stands nearly two feet tall.  A

sweet, natural fragrance fills the air around the large insect.

~
Florian~
attack( mob, victim, 3d2+4, "chomping mandibles" );

attack( mob, victim, 1d8+2, "segmented leg" );

if( random( 1, 100 ) == 69 ) {

act_room( #odor, ch, obj, mob );

do_spell( mists of sleep, mob, victim );

}

~
E
odor~
@b@MClacking in fear, $N releases a honey-sweet odor into the air.@n

You feel drowsy.

~
!
0 0 26 0 0 0 0 10
0 0 168 4000 894047323 0 0
4391717 0 4 0 4
4
10 3 3 5 8
0 -15 -15 0 30 50 15
400 1 swollen abdomen~
500 2 short, segmented leg~
600 2 long, thin antenna~
900 4 chitinous body~
1000 2 small, pinching mandibles~
0
10487042 26214785
1910 293 0 10273 107945
N 0 4 0
2175 17 1509949444 -2 21
-1
-1

#1537
~
~
sidewinder viper~
~
~
blends in with the sandy ground.~
sidewinder vipers~
~
~
blend in with the sandy ground.~
The sandy color of its scales make the sidewinder viper blend into the

surroundings here.  Brown and gray splotches run up and down the four

foot snake's length.  The scale above each of the viper's eye is

developed into a hornlike protrusion.  The coloration and patterning of

the sidewinder mark it as a close relative to the rattlesnake.  Its

slitted, lidless green eyes dilate and contract when it tastes the air

with its flicking tongue.

~
Florian~
attack( mob, victim, 2d6, "piercing fangs" );

if( attack( mob, victim, 2d6, "piercing fangs" ) )

  poison( victim );

attack( mob, victim, 2d6, "slashing teeth" );

if( random( 1, 5 ) == 1 ) {

  act_room( #spray, ch, obj, mob );

  if( find_stat( ch, dex ) < random( 8, 20 ) ) {

    act_tochar( #splash, ch, obj, mob );

    act_notchar( #rsplash, ch, obj, mob );

    if( attack_acid( mob, ch, 3d5+5, "splash of venom" ) )

      poison( victim );

    }

  loop( followers ) {

    if( find_stat( rch, dex ) < random( 8, 20 ) ) {

      act_tochar( #splash, rch, obj, mob );

      act_notchar( #rsplash, rch, obj, mob );

      if( attack_acid( mob, rch, 3d5+5, "splash of venom" ) )

        poison( rch );

      }

    else {

      act_tochar( #dodge, rch, obj, mob );

      act_notchar( #rdodge, rch, obj, mob );

      }

    }

  }

~
E
dodge~
You manage to dodge $N's spray of venom.

~
E
rdodge~
$n manages to dodge $N's spray of venom.

~
E
splash~
@b@GThe green spray lands on your arm!

~
E
rsplash~
@b@GThe green spray lands on $n and you hear it sizzle!

~
E
spray~
@GA sidewinder viper rears back and spits a green spray!

~
!
0 18 17 0 0 0 1603 10
0 0 256 4000 894274697 0 28
5441057 0 0 0 4
12
9 3 3 11 11
0 5 -10 0 15 0 50
300 6 dry tan scales~
600 9 tan, scaly body~
800 5 scaly tan flank~
900 3 soft, leathery underbelly~
1000 2 short white fangs~
0
44040966 27525442
10563 880 1940 55624 3102936
N 0 2 0
2256 17 1509949447 -2 0
2291 17 1509949444 -2 0
1894 17 1509949449 -2 0
-1
4 -1
~
if( room == find_room( 48171 ) )

if( rflag( reset0, room ) ) 

if( random( 1, 2 ) == 2 ) {

act_room( #falls, ch );

ch = rand_player( room );

mob = mload( 1537, room );

attack( mob, ch, 5d5, "piercing fangs" );

}

else

remove_rflag( reset0, find_room( 48171 ) );

~
E
falls~
Just as the sidewinder dies, another falls from the ceiling!

~
!
-1

#1538
~
~
swarm of desert locusts~
~
~
swarms the area.~
clouds of desert locusts~
~
~
swarm the area.~
Desert grasshoppers of various types and sizes have melded into one,

chaotic swarm.  Most of the desert locusts are a shade of yellow or

brown, with the occasional orange or black one in their midst.  Though

the size of the swarm itself is quite impressive, what is startles are

the size of their chewing mandibles.  Those treacherous mouth parts look

like they could rend almost anything apart.

~
Florian~
attack( mob, victim, 2d3, "concentration of bites" );

attack( mob, victim, 2d3, "concentration of bites" );

attack( mob, victim, 2d3, "concentration of bites" );

attack( mob, victim, 2d3, "concentration of bites" );

attack( mob, victim, 2d3, "concentration of bites" );

attack( mob, victim, 2d3, "concentration of bites" );

if( random( 1, 5 ) == 4 )

  attack( mob, victim, 3d4, "choking mass" );

~
!
0 0 26 0 0 0 0 0
0 0 447 4000 900378402 0 28
4196913 0 67112964 0 4
13
4 3 3 8 8
5 -5 -10 15 80 10 0
200 3 swarming interior~
400 5 chaotic fringes~
600 4 lower portion~
800 7 upper portion~
1000 8 buzzing flank~
0
34079562 26215050
9442 4004 0 93698 440112
N 0 4 0
-1
4 -1
~
act_room( #death, ch );

~
E
death~
A dust devil sweeps away the bodies of the desert locusts.

~
!
-1

#1539
~
~
sand grouse~
Protectively shaded in desert hues,~
~
preens its feathers.~
sand grouses~
Protectively shaded in desert hues,~
~
preen their feathers.~
Resembling a small chicken, the sand grouse seems very content to roam

the ground, looking for seeds and insects.  The bird's body is plump and

round, and it has a short, heavy bill.  Around the grouse's feet and

nostrils grow small, dull yellow feathers and its body is covered with a

light brown plumage.  The desert grouse's wings are short and do not look

capable of prolonged flight.

~
Florian~
attack( mob, victim, 1d12, "dun-colored, slapping wing" );

attack( mob, victim, 1d12, "dun-colored, slapping wing" );

attack( mob, victim, 2d6, "fierce pecking" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d4, "hard beak" );

~
!
0 0 23 0 0 1610 1593 3382
0 0 333 4000 899960096 0 29
203625 0 67108864 0 4
8
12 3 4 12 7
0 15 0 0 15 0 0
200 6 thick tail feathers~
425 3 fuzzy grey down~
500 2 fragile wing~
650 8 hard, pointy beak~
1000 4 desert-hued plumage~
0
31457924 26215041
15793 1492 0 51360 983961
F 0 1 0
2279 17 1509949450 -1 0
-1
-1

#1540
~
~
road runner~
~
dun-colored~
runs around here.~
road runners~
~
dun-colored~
run around here.~
With its coloration, the roadrunner looks quite suited for living in arid

scrublands and desert.  Standing nearly two feet tall, the large bird has

medium brown plumage streaked with white above and on the throat.  White

plumage covers below.  Its tail is long and fluffy and it has a bushy

crest.  As it stands on its long, spindly legs, its head cocks to either

side, flashing its blue and red eye rings while it gazes around.

~
Florian~
attack( mob, victim, 3d3+2, "clawed foot" );

attack( mob, victim, 3d3+2, "clawed foot" );

attack( mob, victim, 6d2, "hawkish beak" );

if( random( 1, 5 ) == 5 )

  attack( mob, victim, 3d3+2, "clawed foot kick" );

~
!
0 0 23 0 0 1610 1593 3382
0 0 313 4000 899960098 0 28
201577 1048576 0 0 4
11
6 8 4 11 8
0 5 15 0 0 0 0
300 5 feathery topknot~
400 3 clawed foot~
600 6 dun-colored feathers~
800 4 dun-colored wing~
1000 8 long, pointy beak~
0
24905285 26216322
15793 1572 0 54377 994559
N 0 1 0
2278 17 1509949453 -2 0
-1
-1

#1541
~
~
jackal~
~
lithe~
with pointed ears and a long tail sits here, watching.~
jackals~
~
lithe~
with pointed ears and a long tail sits here, watching.~
This sleek predator has a noble air about him.  Like most jackals, this

one has long, muscular limbs and wide paws.  It walks with a slinking

gait and bright red eyes which complement its burnt sienna coat of fur. 

Rather than resembling a scaled down version of a wolf, like common

jackals do, this one in particular has a more narrow face and its ears

are much thinner and more erect.  Around its neck, the jackal seems to be

wearing something silver, but most of it lies hidden in its fur.

~
Florian~
i = random( 1, 8 );

attack( mob, victim, 3d4+5, "strong maw" );

attack( mob, victim, 2d4+6, "left, clawed paw" );

attack( mob, victim, 2d4+6, "right, clawed paw" );

if( attack( mob, victim, 3d4+5, "strong maw" ) )

  if( attack( mob, victim, 2d4+6, "left, clawed paw" ) )

  if( attack( mob, victim, 2d4+6, "right, clawed paw" ) )

  if( i == 1 ) {

  act_room( #pounce, ch, obj, mob );

  wait( 1 );

  ch = rand_player( room );

  attack( mob, ch, 3d4+5, "heavy pounce" );

  }

~
E
pounce~
@bLeaping into the air, $N gets ready to pounce on someone.

~
!
0 0 21 0 0 1617 1604 3381
0 0 56 4000 899959920 0 0
67310369 0 0 0 3
17
14 15 16 13 11
45 5 10 15 100 0 0
200 11 lithe, slender body~
400 9 sienna fur~
700 5 long, pointy ears~
800 6 thick, bushy tail~
1000 7 strong forepaw~
0
89128960 26215682
10313 323 0 21693 1419051
M 0 3 0
2281 17 1509949455 -2 0
-1
-1

#1542
~
hyena dog canine~
hyena~
~
~
too large to be a dog sits on its haunches watchfully.~
hyena~
~
~
too large to be dogs sit on their haunches watchfully.~
Probably no other living mammal has such powerful jaws in relation to its

size.  This hyena looks strong enough to carry the body of a small human. 

The fur of the hyena is brown on its body, and slightly gray on its legs

and head.  With its large ears and sharp eyes, the hyena is like a very

efficient predator.  Characterized chiefly by its sinister look and its

unnerving, hysterical laugh, the hyena could be a deadly opponent.

~
Florian~
i = random( 1, 10 );

if( i == 1 ) 

  if( !is_silenced( mob ) ) {

  act_tochar( #laugh, ch, obj, mob );

  act_notchar( #rlaugh, ch, obj, mob );

  j = 3d4+10;

dam_message( ch, j, "Piercing laughter" );

inflict( ch, mob, j, "piercing laughter" );

  loop( followers ) {

    act_tochar( #laugh, rch, obj, mob );

    act_notchar(#rlaugh, rch, obj, mob );

    j = 3d4+10;

    dam_message( rch, j, "Piercing laughter" );

    inflict( rch, mob, j, "piercing laughter" );

    }

  }

else

  act_room( #cant, rch, obj, mob );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i > 8 )

  if( !is_silenced( mob ) )

  interpret( mob, "em laughs hysterically." );

else

  act_room( #cant, ch, obj, mob );

attack( mob, victim, 4d4, "wicked paw swipe" );

attack( mob, victim, 4d4, "wicked paw swipe" );

attack( mob, victim, 3d3+5, "toothy bite" );

~
E
laugh~
@RBlood trickles from your ears at hearing the shrill laughter.

~
E
rlaugh~
@RBlood trickles from $n's ears upon hearing the shrill laughter.

~
E
cant~
@bSince $E cannot laugh, $N just grins maniacally.

~
!
0 0 21 0 0 1617 1605 3381
0 0 36 4000 900724708 0 34
201577 0 0 0 4
16
10 5 4 11 10
0 5 15 0 10 15 0
250 10 large paw~
520 8 coarse hair~
640 5 powerful jaws~
780 9 short hind leg~
1000 14 coarse, spotted hide~
0
73400837 27525762
3004 179 0 12853 399939
M 0 3 0
2282 17 1509949448 -1 0
-1
0 -1
~
if( random( 1, 10 ) == 1 )

  act_tochar( #laugh, ch, obj, mob );

~
E
laugh~
A hyena laughs hysterically, sounding more like a tormented spirit.

~
!
-1

#1543
~
~
skink~
~
slender~
with orange scales tries to blend in with the terrain.~
skinks~
~
slender~
with orange scales try to blend in with the terrain.~
With its shovel-shaped head, this small lizard seems specialized for

burrowing down in loose soils and sand.  Its limbs are short but overall,

the lizard's lithe frame lends to its celerity.  The skink's body is

covered in orange scales with a striped black and white underbelly.  It's

enlarged toe scales and webbed claws seem like they would aid both in

digging and its personal defense.

~
Florian~
attack( mob, victim, 3d3, "left, tiny, reptilian claw" );

attack( mob, victim, 3d3, "right, tiny, reptilian claw" );

attack( mob, victim, 3d4, "needle-sharp bite" );

if( !attack( mob, victim, 3d3, "left, tiny, reptilian claw" ) )

  if( !attack( mob, victim, 3d3, "right, tiny, reptilian claw" ) )

  if( !attack( mob, victim, 3d4, "needle-sharp bite" ) )

  if( random( 1, 2 ) == 1 ) {

  act_room( #buries, ch, obj, mob );

  i = random( 48025, 48100 );

  mob = mob_in_room( 1543, room );

  transfer( mob, find_room( i ) );

  }

~
E
buries~
@b@YUsing its shovel-like nose, the skink buries itself into the sand and

disappears!

~
!
0 0 15 0 0 1612 1595 10
0 0 219 4000 894275129 0 0
197225 128 0 0 4
9
9 3 5 13 9
5 15 -15 10 5 10 5
100 3 long, flexible tail~
300 7 bright orange scales~
600 7 orange, scaly body~
800 4 short fore leg~
1000 4 short hind leg~
0
26215684 26214914
14373 1105 0 36000 776547
N 0 2 0
214 17 1509949443 -2 0
-1
-1

#1544
~
~
red striped newt~
~
tiny~
crawls around here.~
~
~
tiny~
crawls around here~
Tan in color with a series of red stripes running down its back and

sides, a small desert salamander is here.  About five inches long, the

little red-striped newt has tiny, webbed feet and a long, thin tail.  Its

body is dusted with sand in a few places, especially around its pointy

nose.  Being the color of desert sand, the tiny newt's body seems to have

adapted to an arid climate for no matter the oppressive heat, its body

remains nice and cool.  The newt's wide, yellow eyes blink periodically

as the desert salamander renews their surface with moisture.

~
Florian~
attack( mob, victim, 2d3+1, "red, webbed foot" );

attack( mob, victim, 2d3+1, "red, webbed foot" );

attack( mob, victim, 2d3, "soft chomp" );

~
!
0 0 65 0 0 0 0 10
1430 0 0 4000 894275205 0 25
201257 4194304 0 0 4
4
5 5 5 7 8
0 5 -20 0 0 25 25
300 4 red, striped body~
400 2 short, lithe tail~
600 4 slippery scales~
700 0 dark underbelly~
1000 1 little webbed foot~
0
10487042 26215041
31 14 0 49 0
N 0 1 0
-1
-1

#1545
~
~
gecko~
~
bright green~
with flat feet clings to the nearest vertical suface.~
geckos~
~
bright green~
with flat feet cling to the nearest vertical surface.~
Stoutly built, the gecko's limbs and body look suited for traversing both

flat terrain and arboreal stretches.  Unlike most geckos, whose scaly

bodies are a somber brown or grey, this one's scales are a medium yellow

with a few, rainbow-colored scales just behind its jaw on either side. 

The gecko's large, slitted eyes are covered not with moveable eyelids but

with a thin, transparent scale.  The geckos feet end in sharp, curving

claws.  Every once in a while, the gecko emits a soft, low bark.

~
Florian~
attack( mob, victim, 3d3, "left, opalescent claw" );

attack( mob, victim, 3d3, "right, opalescent claw" );

attack( mob, victim, 2d4+2, "smooth tongue" );

if( random( 1, 10 ) > 8 )

  attack_room( mob, 3d4, "tail slap" );

~
!
0 0 15 0 0 1612 1595 10
7500 0 17 4000 900563863 0 27
217697 4194304 8 0 4
9
7 11 13 9 10
0 10 -15 0 0 0 0
400 9 bright green body~
650 7 bright green scales~
750 3 flat, adhering toes~
875 5 curved green snout~
1000 4 flexible green tail~
0
34079365 26215041
602 65 0 3096 52716
N 0 1 0
-1
-1

#1546
~
~
giant desert scarab~
~
~
stands here, mandibles clicking.~
giant desert scarabs~
~
~
with large pincers are trying to burrow into the ground here.~
Standing upright, the desert scarab would be about four feet all.  As it

is, while it is resting on its six, segmented legs, the desert beetle is

nearly a foot high.  Unlike other insects, the front wings of the scarab

lack veins and meet in a straight line down the middle of its back. 

Clearly not used for flying, the scarabs wings look to assist more in

defense and in short hops.  The thorax and abdomen of the scarab are

covered in a dung-colored chitin that is dull and scratched.  Attached to

the giant scarab's head are moving antennae and serrated, clacking

mandibles.

~
Florian~
attack( mob, victim, 3d3+5, "jagged fore leg" );

attack( mob, victim, 3d3+5, "sharp middle leg" );

attack( mob, victim, 3d3+5, "hooked hind leg" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 3d3+5, "clacking jaws" );

~
!
0 0 26 0 0 0 0 10
0 0 317 4000 900057768 0 0
4391793 0 12 0 4
14
11 3 4 6 9
15 20 -20 25 50 25 0
450 14 hard black carapace~
700 8 wicked black pinchers~
900 7 short leg~
1000 3 exposed eye~
0 1000 ~
0
60293765 26214914
31063 2262 0 105156 2788928
N 0 4 0
-1
-1

#1547
~
~
gnome hermit~
~
gnarled old~
sits by the edge of a campfire, humming softly.~
~
~
~
~
This short, pudgy gnome has stark white hair that is beginning to bald along

the top.  His skin is wrinkled horribly, probably as a result of beginning

out in the desert sun too much.  Attired in mismatched soft leather

garments that consist more of patches than material, the gnome seems

quiet comfortable.  On his hands, the old gnome wears two simple,

matching silver rings.  A pair of dirty spectacles with one cracked lens

rest upon his ruddy, bulbous nose.  Distorted partially, you can still

see the gnomes wise and intelligent eyes through them.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 3d8+8, "tight-fisted, left hand" );

attack_weapon( mob, victim, 3d8+8, "tight-fisted, right hand" );

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 )

  interpret( mob, "kick" );

else if( i == 3 )

  interpret( mob, "punch" );

else if( i == 4 )

  if( !is_silenced( mob ) ) {

  act_room( #curse, ch, obj, mob );

  do_spell( curse, mob, victim );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 5 )

  if( !is_silenced( mob ) ) {

  act_room( #cure, ch, obj, mob );

  do_spell( cure serious, mob, mob );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 6 )

  if( !is_silenced( mob ) ) {

  act_tochar( #faerie, ch, obj, mob );

  act_notchar( #rfaerie, ch, obj, mob );

  do_spell( faerie fire, mob, victim );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 7 )

  if( !is_silenced( mob ) ) {

  act_tochar( #cause, ch, obj, mob );

  act_notchar( #rcause, ch, obj, mob );

j = 6d15+30;

  dam_message( victim, j, "Cause critical wounds" );

  inflict( mob, victim, j, "cause critical wounds" );

  }

else

  act_room( #silent, ch, obj, mob );

~
E
curse~
@b@BMumbling a spell, $N casts a curse into your midst!

~
E
cause~
@b@GThe mumblings of $N cause you some serious pain!

~
E
faerie~
@b@YMuttering, $N causes a witchlight-glow to form about you.

~
E
rcause~
@b@GThe mumblings of $N cause $n some serious pain!

~
E
rfaerie~
@b@YMuttering, $N causes a witchlight-glow to form about $n.

~
E
cure~
@b@GA bright glow surrounds $N and his wounds begin to close.

~
E
silent~
@bThough $e tries to speak, $N finds $e cannot.

~
!
0 0 2 0 0 1618 1606 10
0 0 0 4000 894275467 0 0
230307 131 8388608 320 3
30
10 17 15 10 13
25 15 15 20 15 -5 -15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
141559043 26215042
0 1 0 0 0
M 320 3 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Well, hello!  I must say, I don't get many visitors...not that I

blame anyone.  This desert is quite harsh.  But even so, I have lived

here most of my life and if you ever have a question, just ask.  Whether

its information about the items I craft or the desert itself, you would

be surprised at what I have learned in my three hundred years here.

~
!
2 -1
circlet~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Enduraba is said to have worn a circlet of stone embedded with a gleaming

pearl.  With it, he could understand any of the ancient writings in the

valley.

~
E
ask~
You ask $N about the stone circlet he customizes.

~
!
2 -1
tablet~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Long before his adventurous career began, Enduraba was a simple art

historian.  In his explorations of the stone structures around here, he

came across pieces of stone broken off from older hieroglyphic panels. 

By adjoining certain pieces together, he was able to create a magic

translating tablet that eased his burden of reading the ancient writings.

~
E
ask~
You ask $N about the ancient stone tablet he customizes.

~
!
2 -1
pearls~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The pearl was Enduraba's most favorite jewel.  He incorporated them in

all he made.  Usually, he obtained them from fresh water oysters.  But

there came a time, when Enduraba was constructing his circlet, that he

had to search high and low, and 'around the bend' for the most perfect

pearl.  So say the tomes I have read.

~
E
ask~
You ask $N about pearls.

~
!
2 -1
wall illusions mirages golems~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Many are the mirages and tricks that play on the mind here.  I admit, I

still have not mastered the ability to differentiate between illusions of

the mind and reality.  But a colleague of mine was working on a mental

magic to combat this.  If he isn't too withdrawn in his mountain home,

Quzar might be able to help.  Just ask him.  If he is unable to help you,

you can always try someone else skilled with the mind.

~
E
ask~
You ask $N about magic and mirages.

~
!
2 -1
hieroglyphics glyphics writings pictures~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The civilization who lived in this ancient valley used a writing system

based on pictures and glyphs.  For the most part, the ability to read

these hieroglyphics has been lost.  However there are ways to translate

them...

~
E
ask~
You ask $N about hieroglyphics.

~
!
2 -1
translate translation read~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Both the tablet and circlet are capable of helping one translating the

hieroglyphics found throughout the desert.

~
E
ask~
You ask $N how to translate the hieroglyphics.

~
!
2 -1
sections pieces~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
In ancient times, legend spoke of a minor goddess who wore a grandiose

golden circlet.  Supposedly, a statue of this goddess was rendered,

paying homage to her past powers.  Perhaps if you can find her statue,

you can find a clue to the circlet.

~
E
ask~
You ask $N what he knows about a section of a stone circlet.

~
!
2 -1
block stone sandstone~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
I'm sure you can find a chunk of quality stone some where along the

desert trail or among the yardangs to the south.

~
E
ask~
You ask $N about where to find a block of sandstone.

~
!
2 -1
carved head feline~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
When I was younger, I came across a statue in this very desert.  At first

it looked like a rock, but then I noticed that if I looked just right, I

could see the graceful form of a woman.  The only problem was, the statue

was missing its head.  I would very much like to complete the beauty of

this statue, should one fix it and help me carve such a head to affix to

it.  If only I had a block of stone and a portrait on which to base my

carving...

~
E
ask~
You ask $N about a carved stone head.

~
!
2 -1
sketch cat-headed female~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Somewhere, there must exist some sketch or model that I might base a

carving off of.

~
E
ask~
You ask $N about a sketch of a cat-headed female.

~
!
2 -1
adder's mouth orchid black ebony~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about an adder's mouth orchid.

~
E
stat1~
Though poisonous, this ebony orchid is said to have both medicinal and

magical applications.  When this valley was much more than a desert

wasteland, these orchids grew in patches all across the countryside.  Now

though, there is nothing but desert and I'm afraid the orchid must be

long extinct.  Unless of course the tales of the lost grove are true...

~
!
2 -1
lost grove legendary~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
It is only legend, mind you, but there is suppose to be a grove which

echoes the once lush and vibrant glory of this valley.  But only the

twins know more.

~
E
ask~
You ask $N about the legendary lost grove.

~
!
2 -1
twins~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about 'the twins.' 

~
E
stat1~
In the southeast part of this extensive canyon there is a small

settlement.  It is there that you will find the twins which you seek.

~
!
2 -1
quartz clear~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N if he knows where to find quartz.

~
E
stat1~
The only fragments of this mineral I have ever found have come from

crystal formations growing below the desert.  But I haven't visited one

of these places for quite some time, for they are inhabited now by

dragons.

~
!
2 -1
customs items crafts~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about custom items.

~
E
stat1~
I can make several things.  If you have any questions, just ask.  But be

specific.  I am very old, and often misunderstand.

~
!
2 -1
dragons yellow brown~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
There are two species of dragons living in this desert.  Large yellow

ones that breathe sand and broader, brown ones that have no wings.  Both

are best avoided.

~
E
ask~
You ask $N about desert dragons.

~
!
2 -1
deserts~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Well, the desert is very large.  Though I don't get around much these

days, I'm always discovering something new within it.  My father, though,

now he was the true explorer.  From tales told to me at his knee, I

learned that this desert was once a valley, or so he says.  If you have

specific questions about the desert, feel free to ask.

~
E
ask~
You ask $N about the desert.

~
E
rask~
$n asks $N something.

~
!
2 -1
marble gargoyles~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about marble gargoyles.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Marble gargoyles are truly beautiful.  Among the few gargoyles who are

good, marble gargoyles have alabaster skin, a long, slender tail, and the

gossamer wings of a butterfly.

~
!
2 -1
sculpture~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the sandstone sculpture.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ah, often, when I'm bored, I carve things out of stone.  It keeps my mind

alert and hands nimble.

~
!
2 -1
leathery vesicle~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about where leather vesicles might be found.

~
E
rask~
$n asks $N something.

~
E
stat1~
I use the liquid within the vesicles for my sculptures often. 

Unfortunately, they are hard to come by, for they can only be gathered

from crabmen and I cannot bring myself to harm one.

~
!
0 3
~
if( is_player( ch ) ) {

  if( find_skill( ch, cure serious ) > 6 ) {

    if( find_skill( ch, holy wrath ) > 6 ) {

      if( find_skill( ch, cure critical ) < 1 ) {

        wait( 1 );

        act_tochar( #raise, ch );

        wait( 2 );

        tell( mob, ch, #stat1 );

        }

      }

    }

  }

~
E
raise~
The gnome hermit raises his head and looks you over.

~
E
stat1~
You remind me a lot of the crabman high priestess.  You both have that

same, devine spark.

~
!
2 -1
high priestess cleric dramilag~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the high priestess of the crabmen.

~
E
rask~
$n asks $N something.

~
E
stat1~
The high priestess of the crabmen is a wise woman who goes by the name of

Dramilag.  She has served her people for many years and her goddess even

longer.  But like the rest of her people, she lives within the confines

of the red sands.

~
!
2 -1
red sands~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about the red sands.

~
E
rask~
$n asks $N something.

~
E
stat1~
Except for a few scouts, most of the crabmen live in the red desert.

Many are the mirages which protect that small village along the way.

~
!
2 -1
mages familiars~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Several years ago, I met a man who was particularly skilled with animals,

both normal and magical, and yet he was no ranger.  In fact, he was a

fairly skilled summoning wizard if I remember rightly.  He lived in a

tower near the city of the dwarves.  The things he could make those

familiars of his do...

~
E
ask~
You ask $N about mages and familiars.

~
E
rask~
$n asks $N something.

~
!
2 -1
magic fruit~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about magic fruit.

~
E
stat1~
From within the lost grove grows a special, cone-shaped fruit with

special properties.

~
!
2 -1
obelisks broken~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about obelisks.

~
E
stat1~
I know of only one obelisk, and it lies shattered in the eastern part

of the desert.  I tried getting in there once, but I didn't have my

tablet with me to help me figure out the hieroglyphics.  And I never went

back.

~
!
-1

#1548
~
~
brown bat~
~
~
with an extremely long nose perches nearby.~
brown bats~
~
~
with extremely long noses perch nearby.~
The alternating patches of light and dark brown fur on the bat's body

make it the perfect nocturnal predatory.  With little effort, it could

blend into the shadows to await its victim.  The bat's two-foot wings and

ears are covered with a thin, membranous skin that is nearly transparent. 

Two black as coal pupils peek out from beneath its sloping brow ridge

which tapers downward into a very long, protruding nose.

~
Florian~
attack( mob, victim, 3d4+3, "wing claws" );

attack( mob, victim, 3d4+3, "wing claws" );

attack( mob, victim, 3d4+6, "serrated teeth" );

if( random( 1, 5 ) == 1 ) {

  act_room( #buffet, ch, obj, mob );

  attack_room( mob, 4d5+5, "The bat's buffeting wing attack" );

  }

~
E
buffet~
@GA long-nosed bat begins flapping its wings furiously.

~
!
0 0 54 0 0 1619 1607 10
0 0 2 4000 894275618 0 0
4414249 8192 75501568 0 4
13
8 4 5 12 12
0 0 0 0 35 0 0
150 4 leathery wing membrane~
350 6 long nose~
500 5 flapping wing~
900 10 furry brown body~
1000 4 gnarled little fore claw~
0
55050885 26215682
372 12 0 393 26174
N 0 2 0
2280 17 1509949445 -2 0
84 17 1509949445 -2 0
-1
-1

#1549
Greld~
strangely familiar crabman~
crabman~
~
strangely familiar~
sits in a chair here, reading.~
~
~
~
~
This androgynous crabman looks faintly familiar.  Its upper body is

plated in dull red chitin as are its serrated, pinching claws.  Two milky

white eye stalks which appear capable of swiveling about emerge from its

head, ending in beady black eyes.  It wears a bulky robe sewn especially

to fit the unusual bulk of the crabman.  Many pockets filled with

fragrant herbs and other not-so-fragrant objects bulge from the robe. 

The crabman looks at ease with its surroundings.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" ); 

if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+7, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( mists of sleep, mob, victim );

  }

else if( i == 2 ) 

  if( !is_silenced( mob ) ) {

  act_room( #cast, ch, obj, mob );

  loop( all_in_room )

    if( rch != mob ) {

    act_tochar( #flamestrike, rch, obj, mob );

    act_notchar( #rflamestrike, rch, obj, mob );

    do_spell( flame strike, mob, rch );

    }

  }

else

  act_room( #cant, rch, obj, mob );

else if( i > 17 )

  if( !is_silenced( mob ) ) {

  act_room( #call, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
cast~
@RCalling finger-flames into being, $N casts them into the air.

~
E
flamestrike~
@b@RGreatly enlarged, one of the flames strikes you, burning painfully.

~
E
rflamestrike~
@b@RGreatly enlarged, one finger-flame crashes down on $n.

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 894275700 0 35
229667 262144 0 0 1
50
13 10 10 12 12
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949448 -2 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Ah, hello and welcome to my abode.  My twin and I have lived here for

some time.  In fact, my twin lives just next door.  Both of us are very

close and fancy ourselves scholars.  If either of us can help you, please

feel free to ask.

~
!
2 -1
help aid~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Hello.  Just how can I help you?  Do you wish to know something about the

desert or perhaps our people?

~
E
ask~
You ask $N for help.

~
!
2 -1
desert~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
What?  Oh, I think my twin actually knows more about that.

~
E
ask~
You ask $N about the desert.

~
E
rask~
$n asks $N something.

~
!
2 -1
people~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
What?  Oh, I think my twin actually knows more about that.

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the People of the Valley.

~
!
2 -1
goddess~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
May Her name shine forever in the Heavens.  With the form of a woman and

face of a cat, She did often visit the People.  Sadly, Her presence

hasn't been felt by any but our priestess for quite some time.

~
E
ask~
You ask $N about the 'Goddess.'

~
E
rask~
$n asks $N something.

~
!
2 -1
pyramid great~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Originally dedicated to the Goddess, the Pyramid was later taken over by

a vile Pharaoh.  The only reason it still stands is because the Goddess

protects it.  Why, we do not know...but it is one of the few monuments

that escaped destruction.

~
E
ask~
You ask $N about the Great Pyramid.

~
!
2 -1
grove lost~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the lost grove.

~
E
stat1~
Ah, yes.  The grove.  it is all that remains of our once lush valley.  At

one time, that southern portion of the canyon was marked by two bejeweled

columns of stone.  My twin might know more.

~
!
2 -1
dorgonnag kidnapping child egg~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about Dorgonnag's missing child.

~
E
rask~
$n asks $N something.

~
E
stat1~
I surely didn't see anything last night. Perhaps my sister did.

~
!
-1

#1550
Drelg~
~
crabman~
~
strangely familiar~
sits in a chair here, reading.~
~
~
~
~
This androgynous crabman looks faintly familiar.  Its upper body is

plated in dull red chitin as are its serrated, pinching claws.  Two milky

white eye stalks which appear capable of swiveling about emerge from its

head, ending in beady black eyes.  It wears a bulky robe sewn especially

to fit the unusual bulk of the crabman.  Many pockets filled with

fragrant herbs and other not-so-fragrant objects bulge from the robe. 

The crabman looks at ease with its surroundings.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" );

if( random( 1, 2 ) == 1 ) {

ch = rand_player( room );

act_room( #wild, ch, obj, mob );

attack( mob, ch, 7d7+7, "red, slashing claw" );

}

if( i == 1 ) {

act_room( #hyp, ch, obj, mob );

do_spell( mists of sleep, mob, victim );

}

else if( i == 2 ) 

if( !is_silenced( mob ) ) {

act_room( #cast, ch, obj, mob );

loop( all_in_room )

if( rch != mob ) {

act_tochar( #icestrike, rch, obj, mob );

act_notchar( #ricestrike, rch, obj, mob );

do_spell( freeze, mob, rch );

}

}

else

act_room( #cant, rch, obj, mob );

else if( i > 17 )

if( !is_silenced( mob ) ) {

act_room( #call, ch, obj, mob );

summon( mob, victim );

}

else

act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@CTrying to call out, $N finds $mself silenced.

~
E
cast~
@RCalling spears of ice into being, $N casts them into the air.

~
E
icestrike~
@b@RGreatly enlarged, one of the icicles strikes you! Its cold is great.

~
E
ricestrike~
@b@RGreatly enlarged, one of the ice spears strikes $n.

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 0 73 0 0 0 1592 10
0 0 0 4000 894275736 0 35
229667 262144 0 0 1
50
13 10 10 12 12
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
F 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Ah, hello and welcome to my abode.  My twin and I have lived here for

some time.  In fact, my twin lives just next door.  Both of us are very

close and fancy ourselves scholars.  If either of us can help you, please

feel free to ask.

~
!
2 -1
help~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Hello.  Just how can I help you?  Do you wish to know something about the

Pyramid or perhaps the Goddess?

~
E
ask~
You ask $N for help.

~
!
2 -1
great pyramid~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
What?  Oh, I think my twin actually knows more about that.

~
E
ask~
You ask $N about the Great Pyramid.

~
!
2 -1
goddess~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
What? Oh, I think my twin actually knows more about that. 

~
E
ask~
You ask $N about the 'Goddess.'

~
!
2 -1
grove lost~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Within the grove live the remains of the People, forever ageless and

preserved by the lasting bits of Her magic.  Only those with Her blessing

may enter that most sacred of places.  Our High Priestess should know

more about the Goddess.

~
E
ask~
You ask $N about the lost grove.

~
!
2 -1
people~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Our legends tell us that the People of the Valley were, at one time,

fully humanoid.  But over time, the People evolved and were changed by

Her magic into other forms.  Our race is but an offshoot of the People's

phylogenic line.

~
E
ask~
You ask $N about the People.

~
!
2 -1
desert~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Even after the Goddess lost Her dominion over the Valley, it wasn't a

desert.  It only became one as the People turned against themselves and

the dragons who lived within the bowl of the twisting canyon.

~
E
ask~
You ask $N about the desert.

~
!
2 -1
child egg kidnapped missing dorgonnag~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about Dorgonnag's missing child.

~
E
rask~
$n asks $N something.

~
E
stat1~
I didn't hear much of anything last night, except for Ranulf singing

through the village again, drunk as usual.

~
!
-1

#1551
Grosberg~
king crabman grosberg~
King of the crabmen~
~
~
sits atop the throne of glass.~
~
~
~
~
Much taller than any crabman you have seen before, this one stands nearly

six feet tall.  His white eye stalks end in golden eyes and his

chitin-plated upper body is bright red and color and buffed to a polish. 

Both the crabman's serrated pinches and humanoid legs look strong and

powerful.  On the crabman's plated chest there is a golden crest,

seemingly a natural birthmark, of a circle.  The tall, muscular crabman

has a regal air about him.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 8d8+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 8d8+10, "red, pinching claws" );

attack_weapon( mob, victim, 8d8+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d9+7, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d9+7, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 ) 

  mpcode( mob, 1 );

else if( i > 17 )

  if( !is_silenced( mob ) ) {

  act_room( #call, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 897630138 0 0
1073971491 0 -2139095036 0 1
60
16 8 10 11 14
20 25 15 0 25 30 0
75 16 golden crest~
350 39 red chitinous body~
500 28 red, clacking claw~
600 8 vulnerable eye stalk~
1000 45 hard, chitinous shell~
0
209719050 26215042
0 1 0 0 0
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
2420 17 1509949445 10 0
-1
3 -1
~
if( !mob_in_room( 1412, room ) )

if( !is_open( room, east ) )

 if( !mob_in_room( 1412, find_room( 48169 ) ) )

if( mob_in_room( 1412, find_room( 48166 ) ) ) {

act_room( #button, ch );

wait( 3 );

act_room( #open, ch );

open( room, east );

junk_mob( mob_in_room( 1412, find_room( 48166 ) ) );

wait( 1 );

mload( 1412, room );

act_room( #enter, ch );

mob = mob_in_room( 1551, room );

interpret( mob, "yell Drosper, my beast, protect me from them!" );

mob = mob_in_room( 1412, room );

interpret( mob, "em growls fiercely." );

victim = rand_player( room );

attack( mob, victim, 4d6+5, "foaming bite" ); 

}

~
E
button~
Desperately, King Grosberg manages to depress a button on the throne.

~
E
open~
The throne swings to the side and a secret passage behind it opens!

~
E
enter~
A great, shaggy beast, half looking like a dog, enters the room.

~
!
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Welcome to the Kingdom of the Crimson Desert.  My city isn't much, but

please, make yourself at home here.  I ask, however, that you do not harm

my people or disturb anything in my palace.

~
!
2 -1
golden crest~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
'Only those born with the golden crest shall rule.' So says scripture. 

Without Her mark, one lacks Her blessing to govern.

~
E
ask~
You ask $N about his golden crest.

~
!
2 -1
murder~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Recently, one of my people was murdered.  We don't know all the details

yet, so please, ask me again later.

~
E
ask~
You ask $N something about a murder.

~
!
2 -1
catacombs burial~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
If times were any different, I would have you killed for just knowing

that our sacred burial catacomb's exist.  But something strange has been

happening here of late.  People have been turning up missing.  If you

agree to investigate this matter, for my Queen and I have other matters

to attend to it, then I will give you the means to enter the catacombs.

Do you wish to investigate?

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the burial catacombs.

~
!
8 -1
yes agree~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

if( !has_obj( 2917, ch ) ) {

tell( mob, ch, #stat1 );

obj_to_char( oload( 2917 ), ch );

wait( 1 );

tell( mob, ch, #stat2 );

}

else

tell( mob, ch, #already );

~
E
rask~
$n tells $N something.

~
E
stat1~
Here, give this to Dorgonnag and she will know that it is from me and she

will open the way into the burial catacomb's for you.  I offer you my

best wishes.

~
E
already~
I have already given you my signet ring, to prove to Dorgonnag that you

have my permission to enter our sacred burial catacombs.  Do not try my

patience.

~
E
stat2~
The ring has been passed down since the beginning of our race, and was a

gift from our founding mother to our father.  Let it be your guide.

~
!
-1

#1552
Drosmag~
~
Queen of the crabmen~
~
~
stands patiently next to the glass throne.~
~
~
~
~
Though fairly short, the female crabman standing here has an air of regal

authority and power that is hard to dismiss on account of her size alone. 

Attired in an oddly-shaped robe that nonetheless manages to flow about

her person, not much of her chitinous or humanoid body can be seen.  Only

her silver-ringed eye stalks and head stick up out of the robe.  On what

passes for her forehead, there is a greyish-silver birthmark of a circle

with radial rays.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

ch = rand_player( room );

act_room( #wild, ch, obj, mob );

attack( mob, ch, 7d7+7, "red, slashing claw" );

}

if( random( 1, 4 ) == 1 ) {

ch = rand_player( room );

act_room( #wild, ch, obj, mob );

attack( mob, ch, 7d7+7, "red, slashing claw" );

}

if( i == 1 ) {

act_room( #hyp, ch, obj, mob );

do_spell( sleep, mob, victim );

}

else if( i == 2 ) 

interpret( mob, "bash" );

else if( i > 17 )

if( !is_silenced( mob ) ) {

act_room( #call, ch, obj, mob );

summon( mob, victim );

}

else

act_room( #cant, ch, obj, mob );

else if( i == 3 )

if(  modify_mana( ch, 0 ) == 1 )

if( !is_silenced( mob ) )

mpcode( mob, 1 );

else 

act_tochar( #cant, ch, obj, mob );

else if( i > 18 )

interpret( mob, "bash" );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 894275873 0 25
1073906979 41347 4 0 1
55
12 14 14 8 12
25 18 15 0 30 25 0
75 14 silver crest~
350 36 red chitinous body~
500 25 red, clacking claw~
600 6 vulnerable eye stalk~
1000 40 hard, chitinous shell~
0
235932165 26214658
0 1 0 0 0
F 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
626 17 1509949445 15 0
-1
3 -1
~
i = random( 1, 20 );

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell1, ch, obj, mob );

  act_notchar( #rspell1, ch, obj, mob );

  do_spell( magic missile, mob, victim );

  modify_mana( mob, -5 );

  }

if( i == 2 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell2, ch, obj, mob );

  act_notchar( #rspell2, ch, obj, mob );

  do_spell( prismic missile, mob, victim );

  modify_mana( mob, -25 );

  }

if( i == 3 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell3, ch, obj, mob );

  act_notchar( #rspell3, ch, obj, mob );

  do_spell( ogre strength, mob, mob );

  modify_mana( mob, -20 );

  }

if( i == 4 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell4, ch, obj, mob );

  act_notchar( #rspell4, ch, obj, mob );

  do_spell( shock, mob, victim );

  modify_mana( mob, -5 );

  }

if( i == 5 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell5, ch, obj, mob );

  act_notchar( #rspell5, ch, obj, mob );

  do_spell( freeze, mob, victim );

  modify_mana( mob, -10 );

  }

if( i == 6 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell6, ch, obj, mob );

  act_notchar( #rspell6, ch, obj, mob );

  do_spell( lightning bolt, mob, victim );

  modify_mana( mob, -15 );

  }

if( i == 7 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell7, ch, obj, mob );

  act_notchar( #rspell7, ch, obj, mob );

  do_spell( haste, mob, mob );

  modify_mana( mob, -15 );

  }

if( i == 8 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell8, ch, obj, mob );

  act_notchar( #rspell8, ch, obj, mob );

  do_spell( slow, mob, victim );

  modify_mana( mob, -15 );

  }

if( i == 9 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell9, ch, obj, mob );

  act_notchar( #rspell9, ch, obj, mob );

  do_spell( ice storm, mob, victim );

  modify_mana( mob, -15 );

  }

if( i == 10 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell10, ch, obj, mob );

  do_spell( fire shield, mob, mob );

  modify_mana( mob, -15 );

  }

~
E
spell1~
@b@GA white-green dart of pure energy pierces your skin!

~
E
rspell1~
@b@GA white-green dart of pure energy pierces $n's skin!

~
E
spell2~
@b@RA multi-colored bolt of energy flys from $N and into you!

~
E
rspell2~
@b@A multi-colored bolt of energy flys from $N and into $n!

~
E
spell3~
@b@CThe eye's of $N glow red and you can but watch as $E grows stronger!

~
E
rspell3~
@b@C$n cringes as $N's eyes glow red and $E gets stronger!

~
E
spell4~
@b@BEnergy arcs from $N and into your body!

~
E
rspell4~
@b@BEnergy arcs from $N and into $n's body.

~
E
spell5~
@CTendrils of freezing cold coil about you as $N completes $S spell.

~
E
rspell5~
@CIce tendrils coil about $n as $N completes $S spell.

~
E
spell6~
@b@YA bolt of yellow electricity slams into your body!

~
E
rspell6~
@b@YA bolt of yellow electricity slams into $n's body!

~
E
spell7~
@GSuddenly, your limbs grow heavy and you feel languid.

~
E
rspell7~
@G$n's movements slow down considerably.

~
E
spell8~
@b@RSuddenly, $N attacks toward you double in intensity.

~
E
rspell8~
@b@RSuddenly, $N attacks toward $n double in intensity.

~
E
spell9~
@b@CA storm of ice rises up, surrounding you with deadly cold.

~
E
rspell9~
@b@CA storm of ice rises up, surrounding $n with deadly cold.

~
E
spell10~
@b@MA shield of fire shimmers into place around $N.

~
E
cast~
@bGesticulating, $N incantates a mystical spell.

~
!
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Welcome, traveler.  I am Queen Drosmag and I help my husband govern the

Kingdom of the Crimson Desert.

~
!
2 -1
silver crests~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
There are only three of us who are so given Her mark.  My King and

Husband has a golden crest, for with it he has the power to Govern.  I

have it, for it grants me power over the magical forces in the Valley. 

And the High Priestess, my sister, has it, as a mark of Her closeness to

the Goddess.

~
E
ask~
You ask $N about her silver crest.

~
!
2 -1
murders~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about a murder.

~
E
stat1~
Recently, there was a murder of one of our People.  Until we know the

details, I would ask that you not bother us further about it.

~
!
-1

#1553
Glogard~
~
crabman merchant~
~
~
stands here, trying to hawk his wares.~
~
~
~
~
The body of this crabman looks a little plump and soft around the edges. 

And its legs look a little flabby.  The hard, chitinous red plates

covering the crabman's upper body has been polished until it shines and

embellished with little gemstones and metal studs.  In particular, this

crabman seems to value wealth.  His white eye stalks appear to be

extended to their fullest and dart about nervously.

~
Florian~
attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+7, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+7, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 )

  attack( mob, victim, 6d6, "mighty kick" );

else if( i > 17 )

  if( !is_silenced( mob ) ) {

  act_room( #call, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

else if( i == 3 ) {

  act_room( #spin, ch, obj, mob );

  attack_room( mob, 4d5+15, "chaotic, spinning claw" );

  }

~
E
spin~
@bAll of a sudden, $N's left claw begins spinning around chaotically.

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
can~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 894275917 0 27
230691 262144 0 0 1
50
13 10 10 12 12
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
3 -1
~
i = random( 1, 10 );

if( i == 1 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell1, ch, obj, mob );

  act_notchar( #rspell1, ch, obj, mob );

  do_spell( curse, mob, victim );

  modify_mana( mob, -10 );

  }

if( i == 2 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell2, ch, obj, mob );

  heal( mob, 2d5+10 );

  modify_mana( mob, -5 );

  }

if( i == 3 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell3, ch, obj, mob );

  heal( mob, 3d15+20 );

  modify_mana( mob, -10 );

  }

if( i == 4 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell4, ch, obj, mob );

  heal( mob, 3d30+30 );

  modify_mana( mob, -15 );

  }

if( i == 5 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell5, ch, obj, mob );

  act_notchar( #rspell5, ch, obj, mob );

  i = 2d5+10;

  dam_message( ch, i, "Cause light wounds" );

  inflict( ch, mob, i, "cause light wounds" ); 

  modify_mana( mob, -10 );

  }

if( i == 6 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell6, ch, obj, mob );

  act_notchar( #rspell6, ch, obj, mob );

  i = 3d15+20;

  dam_message( ch, i, "Cause serious wounds" );

  inflict( ch, mob, i, "cause serious wounds" ); 

  modify_mana( mob, -15 );

  }

if( i == 7 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell7, ch, obj, mob );

  act_notchar( #rspell7, ch, obj, mob );

  i = 3d30+30;

  dam_message( ch, i, "Cause critical wounds" );

  inflict( ch, mob, i, "cause critical wounds" ); 

  modify_mana( mob, -25 );

  }

if( i == 8 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell8, ch, obj, mob );

  act_notchar( #rspell8, ch, obj, mob );

  do_spell( turn undead, mob, victim );

  modify_mana( mob, -30 );

  }

if( i == 9 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell9, ch, obj, mob );

  act_notchar( #rspell9, ch, obj, mob );

  plague( victim );

  modify_mana( mob, -15 );

  }

if( i == 10 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell10, ch, obj, mob );

  act_notchar( #rspell10, ch, obj, mob );

  poison( victim );

  modify_mana( mob, -15 );

  }

~
E
spell1~
@bRaising $s holy symbol, $N bestows a curse on you!

~
E
rspell1~
@bRaising $s holy symbol, $N bestows a curse on @n!

~
E
spell2~
@b@GWith $s hands glowing, some of $N's wounds close up.

~
E
spell3~
@b@GWith $s hands glowing, several of $N's wounds close up.

~
E
spell4~
@b@GWith $s hands glowing, many of $N's wounds close up.

~
E
spell5~
@rReaching out, $N touches you and the touch bestows pain!

~
E
rspell5~
@r Suddenly, $N touches $n and $e gasps in pain at the touch.

~
E
spell6~
@b@RReaching out, $N touches you, causing severe pain.

~
E
rspell6~
@b@RReaching out, $N touches $n, causing $m severe pain.

~
E
spell7~
@b@MIntense agony assails you as $N touches you!

~
E
rspell7~
@b@MInsense agony assails $n as $N touches $m.

~
E
spell8~
@b@CWith $S holy symbol held out, $N tries to turn you!

~
E
rspell8~
@b@GWith $S holy symbol held out, $N tries turning $n.

~
E
spell9~
@rYou feel light headed and sick as $N finishes $S spell.

~
E
rspell9~
@r$n looks light headed and sick as $N finishes $S spell.

~
E
spell10~
@b@RYou blood burns with poison as $N finishes $S spell.

~
E
rspell10~
@b@RAs $N finishes $S spell, $n is overcome by sickness.

~
E
cast~
@bGesticulating, $N incantates a mystical spell.

~
!
-1

#1554
Georad~
~
crabman blacksmith~
~
~
with bulging muscles sweats over a forge.~
~
~
~
~
Wearing little but a leather loincloth, this crabman works intently over

its forge.  The hard, red chitin plating its upper body and claws is dull

and worn down in several places, especially around its hands.  Two tired,

white eye stalks ending in soft brown eyes emerge from the crabman's head. 

The crab-like arms and humanoid legs of this crabman are thickly corded

with muscle.  Even now, the sweat of exertion trickles down his firm

lower body.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 7d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

ch = rand_player( room );

act_room( #wild, ch, obj, mob );

attack( mob, ch, 7d7+1, "red, slashing claw" );

}

if( random( 1, 4 ) == 1 ) {

ch = rand_player( room );

act_room( #wild, ch, obj, mob );

attack( mob, ch, 7d7+1, "red, slashing claw" );

}

if( i == 1 ) {

act_room( #hyp, ch, obj, mob );

do_spell( sleep, mob, victim );

}

else if( i == 2 ) 

attack( mob, victim, 5d5+15, "wicked kick" );

else if( i == 3 )

interpret( mob, "bash" );

else if( i > 17 )

if( !is_silenced( mob ) ) {

act_room( #call, ch, obj, mob );

summon( mob, victim );

}

else

act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 80 3 0 0 0 1592 10
0 0 0 4000 894275950 0 25
230691 262144 0 0 1
50
15 8 8 11 14
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

interpret( mob, "em says:" );

act_room( #stat1, ch, obj, mob  );

~
E
rask~
$n greets $N.

~
E
stat1~
" Greetings.  My name is Georad, and I'm the blacksmith in these parts. 

  We don't get many of your kind here, being so far south in the desert.

  And might I just say, you won't find anyone as skilled or as fine a

  craftsman anywhere close to these parts.  If you have any questions about

  my wares, feel free to ask.  I'm especially good with glass. "

~
!
2 -1
glass~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about glass.

~
E
rask~
$n asks $N about glass.

~
E
stat1~
Ah, glass.  Blessed be Her name for giving us the knowledge to forge sand

into glass to the people.  From these desert sands, I can make nearly

anything.  Name but the object, and I shall help you as best I can.

~
!
2 -1
wares goods sell~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about his wares.

~
E
rask~
$n asks $N about his wares.

~
E
stat1~
Well, currently, I am not selling anything. But, I am very accomplished at

 turning sand into almost any type of glasswork imaginable.  From weapons

 to armor to art, I can forge glass into just about anything.

~
!
2 -1
weapons daggers swords~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about weapons made of glass.

~
E
rask~
$n asks $N about weapons made of glass.

~
E
stat1~
I had a feeling that nothing as simple as art had brought you here. 

Indeed, I am capable of forging extremely sharp weapons with blades of

glass.  They are fragile weapons, to be sure.  But nonetheless you will

never find one with a keener edge.  With but the right types of sand and

the appropriate hilt, I can easily make such a blade.

~
!
2 -1
hilts appropriate pommels~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about weapon hilts.

~
E
rask~
$n asks $N about weapon hilts.

~
E
stat1~
Alas, I deal with but glass and my blades must have hilts forged from

sterner stuff.  But I am sure that if you search this desert, you are

bound to come across the remains of some poor adventurers' dagger or

sword whose hilt can be salvaged.

~
!
2 -1
art works 6 glassworks~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

interpret( mob, "sigh" );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about art and glassworks.

~
E
rask~
$n asks $N about art and glassworks.

~
E
stat1~
Ah, I enjoy sculpting and making things out of glass.  You name it, I've

made it...

~
E
stat2~
well, everything except a nice flower.

~
!
2 -1
flowers roses~
if( !done_quest( ch, 44 ) )

  if( !doing_quest( ch, 44 ) ) 

  if( !has_quest( ch, 44 ) ) {

  tell( mob, ch, #rose );

act_notchar( #whispers, ch, obj, mob );

  wait( 1 );

  assign_quest( ch, 44 );

  }

else {

  tell( mob, ch, #hurry );

  act_notchar( #whispers, ch );

  }

else {

  tell( mob, ch, #alreadyknow );

act_notchar( #whispers, ch, obj, mob );

  }

else {

  act_tochar( #thanks, ch );

  act_notchar( #rthanks, ch );

  }

~
E
rthanks~
$N thanks $n.

~
E
whispers~
$N whispers something to $n.

~
E
hurry~
Ah, I grow so weary of making the same old pieces of glass.  Have you had

a chance to locate me a glass rose yet?

~
E
alreadyknow~
I see you already know about my goal of obtaining the perfect model for a

glass flower.  So what are you waiting for?

~
E
thanks~
Georad thanks you profusely for having given him a glass rose.

~
E
rose~
I have heard stories of the flowers which once grew in this valley,

before its transformation.  Among the more glorious and fragrant, was the

rose, or so histories and lore tell us.  If you could find me a rose made

of glass, copy it, I would be forever grateful.

~
!
2 -1
ingot~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Perhaps the strongest and rarest type of glass that I am able to forge is

done from blue ingots.  From but a couple pinches of blue sand, I can

make such an ingot.  but such sand is extremely rare.  The few times I

have gathered it myself, it has been at the westernmost oasis and at much

peril of my own life.

~
E
ask~
You ask $N about ingots of blue glass.

~
E
rask~
$n asks $N about something.

~
!
2 -1
valley transformation canyon~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about what has happened to the Valley.

~
E
stat1~
Ah, to have lived in those days!  Our legends speak of the valley as a

large, protected canyon filled with lush trees, grasslands, and flowers. 

But soon after She was betrayed, it began to change.  I do not remember

why this is, but I'm sure our priestess does.  Perhaps if you asked her...

~
!
2 -1
sands~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Known by my people as the Valley of Sands, there are four different sands

which have come to fill this great, twisting canyon.  The most abundant

desert soil is tan in color and fills most of the northern and eastern

sections of the desert.  Next in abundance are those parts of the desert

surrounded by sandstone canyons as black as night.  The sands within are

equally as dark.  And it is within the next smallest portion of the

desert, the red desert, that we have chosen to make our homes.  Finally,

by far the smallest desert region is the desert of white sand.  Little

known about it.  Its blazing sands reflect too much light for my people

to comfortably explore.

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the desert sands.

~
!
6 1186
~
wait( 1 );

if( doing_quest( ch, 44 ) ) {

act_tochar( #bow, ch, obj, mob );

tell( mob, ch, #thank );

  act_notchar( #rthank, ch );

  update_quest( ch, 44 );

  wait( 2 );

tell( mob, ch, #info );

  act_notchar( #whisper, ch );

  }

else {

tell( mob, ch, #thank2 );

  act_notchar( #rthank2, ch );

  }

~
E
thank~
Thank you very much for finding this for me!  With it, I shall make the

most impressive rose glassworks.

~
E
rthank~
Georad the glass smith thanks $n.

~
E
info~
Because you have helped me, I shall tell you something very important.  I

have often heard that 'X marks the spot.' 

~
E
whisper~
Georad whispers something to $n.

~
E
thank2~
I didn't really want a glass rose, but thanks all the same.

~
E
rthank2~
Georad the glass smith thanks $n.

~
E
bow~
$N bows to you.

~
!
2 -1
prisms~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about glass prisms.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ah, well.  All it takes are a few pinches of sand, some from each of the

different parts of the desert.

~
!
2 -1
marionette~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about a glass marionette.

~
E
rask~
$n asks $N something.

~
E
stat1~
I do so enjoy making things out of glass.  The glass marionette is but

one of them.  I often make them for the children of our town and for the

high priestess.

~
!
-1

#1555
Dorgonnag~
Dorgonnag crabwoman librarian~
crabwoman librarian~
~
~
sits in a chair quietly.~
~
~
~
~
Try as she might, this female crabman appears to have allowed age to

catch up with her.  She chitin-plated upper body is dull and shows signs

of atrophy and her white eye stalks emerged but limply from her head and

appear, at best, unfocused.  Strips of rotten cloth and valuable scarves

have been tied about the crabwoman's body, giving it a semblance of

covering.  Hanging around her neck on a shiny mithril chain is a single

red lens.  At times, she picks up the lens with her trembling, clawed

hand and holds it up to one of her eye stalk ends.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 5d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 5d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+5, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+5, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 ) 

  attack( mob, victim, 5d5+15, "wicked kick" );

else if( i == 3 )

  interpret( mob, "bash" );

else if( i == 4 ) {

  act_room( #quill, ch, obj, mob );

  ch = rand_player( room );

  j = 4d5+5;

  dam_message( ch, j, "The sharp, pointed quill" );

  inflict( ch, mob, j, "being impaled by a writing quill" );

  }

else if( i > 17 )

  if( !is_silenced( mob ) ) {

  act_room( #call, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
E
quill~
@bPulling a quill out of $S robe, $N throws it into your midst!

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 897504324 0 33
230691 0 0 0 1
50
13 10 10 12 12
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
F 0 4 0
2283 17 1509949443 -2 0
2283 17 1509949443 -2 0
2284 17 1509949443 -2 34
1896 17 1509949445 -2 0
4 0 1509949540 -1 0
3 0 1509949540 -1 0
5 0 1509949540 -1 0
-1
8 -1
old~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Hi, I don't mean to be rude, but I just moved in.  I'll be happy to talk

with you later though.  Maybe next week?

~
!
8 -1
hi hello greetings~
if( !done_quest( ch, 51 ) ) {

  if( !doing_quest( ch, 51 ) ) {

    if( !has_quest( ch, 51 ) ) {

      act_notchar( #cry, ch );

      wait( 1 );

      tell( mob, ch, #story );

      }

    else

      tell( mob, ch, #notdone );

    }

  else

    tell( mob, ch, #notdone );

  }

else

  tell( mob, ch, #thanks );

~
E
cry~
Dorgonnag the crabman librarian starts crying on $n's shoulder.

~
E
story~
Oh, its terrible!  I've waited so long to have a young one to continue on

in my footsteps gathering and maintaining our ancient lore and now this! 

Who could possibly want to take my child?

~
E
notdone~
Please, isn't there something more you can do?  Find my child, I beg of

you!

~
E
thanks~
No description~
E
thanks~
Oh, thank you!  You don't know how much it meant to me, having you find

my child and save it.  You have my deepest gratitude!

~
!
2 -1
kidnapped missing child stolen egg~
if( !done_quest( ch, 51 ) ) {

  if( !doing_quest( ch, 51 ) ) {

    if( !has_quest( ch, 51 ) ) {

act_tochar( #ask, ch, obj, mob );

      act_notchar( #cry, ch );

      wait( 1 );

      tell( mob, ch, #story );

      }

    else

      tell( mob, ch, #notdone );

    }

  else

    tell( mob, ch, #notdone );

  }

else

  tell( mob, ch, #thanks );

~
E
story~
Late last night, I was in the upper part of my tower getting a book I

needed to further my astronomy research.  Suddenly, I heard a noise.  I

ran down the ladder as quick as I could to investigate, but I was too

late!  Someone had already stolen my egg!  Please, will you help find it

for me?

~
E
cry~
Dorgonnag leans in and tells $n something.

~
E
notdone~
Please, you've got to find my child before something happens to it!

~
E
thanks~
Thanks to you, my child is safe and sound.

~
E
ask~
You ask $N about her child.

~
!
8 -1
yes accept~
if( !done_quest( ch, 51 ) ) {

  if( !doing_quest( ch, 51 ) ) {

    if( !has_quest( ch, 51 ) ) {

      act_notchar( #cry, ch );

      wait( 1 );

      tell( mob, ch, #story );

assign_quest( ch, 51 );

      }

    else

      tell( mob, ch, #notdone );

    }

  else

    tell( mob, ch, #notdone );

  }

else

  tell( mob, ch, #thanks );

~
E
cry~
$n tells Dorgonnag the crabman librarian something.

~
E
story~
Oh, thank you for agreeing to help me.  I have no idea where to start,

though.  Perhaps someone in town saw something.

~
E
notdone~
Yes?  Yes!?  My child is still missing and all you've got to say to me is

yes?  Go find him!

~
E
thanks~
I appreciate your willingness to please, but you helped find my child

last month, remember?

~
!
6 2916
~
if( !done_quest( ch, 51 ) ) {

  if( doing_quest( ch, 51 ) ) {

    if( has_quest( ch, 51 ) ) {

      act_notchar( #cry, ch );

      wait( 1 );

      tell( mob, ch, #story );

      junk_obj( has_obj( 2916, mob ) );

update_quest( ch, 51 );

      wait( 2 );

      tell( mob, ch, #story2 );

      }

    else

      tell( mob, ch, #notdone );

    }

  else

    tell( mob, ch, #notdone );

  }

else {

  tell( mob, ch, #thanks );

  junk_obj( has_obj( 2916, mob ) );

  }

~
E
thanks~
You found my child last month, remember?  Whose child is this?  Well, no

matter.  I'm sure someone will claim him.

~
E
cry~
Dorgonnag accepts the large red chitin egg from $n.

~
E
story~
I thank you for returning my child for me.  It cannot have been an easy

task.

~
E
story2~
I cannot offer you much in return, for I am but a librarian of my people. 

However, I will tell you this.  Lesser Sphinxes and Androsphinxes love

the desert, but they love desert blossoms and riddles more.  That

knowledge has served me more than once.  Perhaps it will help you as well.

~
E
notdone~
I certainly didn't lose anything like this, now go away!

~
!
6 2917
~
junk_obj( has_obj( 2917, mob ) );

act_notchar( #take, ch );

wait( 2 );

act_room( #pull, ch );

wait( 1 );

act_room( #chant, ch );

wait( 2 );

act_room( #dispel, ch );

open( room, down );

wait( 1 );

loop( all_in_room ) {

  if( doing_quest( rch, 51 ) )

    act_tochar( #ohno, rch );

  }

~
E
take~
Dorgonnag the crabman librarian accepts the signet ring without a word.

~
E
pull~
Dorgonnag pulls out a scrap of parchment and recites from it.

~
E
chant~
Dorgonnag chants a short chorus of elaborate syllables.

~
E
dispel~
@GAn illusory veil shimmers and fades, revealing a hole in the floor with

a ladder leading down!@n 

~
E
ohno~
Oh, no! I hope my child isn't down there!

~
!
2 -1
dangers desert~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the desert.

~
E
stat1~
The desert is full of dangers.  But I don't have time to fill you in on

anything right now or do any research for you in the library above. 

Someone has stolen my child.

~
!
0 0
~
wait( 3 );

act_tochar( #sad, ch );

~
E
sad~
A crabman librarian mutters to herself sadly about the dangers of the

desert.

~
!
-1

#1556
Dramilag~
high priestess crabwoman dramilag~
crabwoman High Priestess~
~
~
stands nearby, praying softly.~
~
~
~
~
The stance and gait of this female crabman commands attention and respect. 

Every move she makes seems carefully planned.  Much of her body is

covered in a thin, gauzy robe that has no sleeves.  A birthmark, that of

a blue star, scores her forehead, right in-between her pale blue eye

stalks.  Around her neck, the female crabman wears an amulet or holy

symbol of sorts that resembles a feline.  Noticeably, the serrated edges

of her claws have been filed down.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 8d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+7, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 7d7+7, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell(  sleep, mob, victim );

  }

else if( i > 17 )

  if(  modify_mana( ch, 0 ) == 1 )

  if( !is_silenced( mob ) ) {

  mob = mob_in_room( 1556, room );

  mpcode( mob, 1 );

  }

else 

  act_tochar( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N calls for the guards.

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 897769663 0 33
230691 262144 0 0 1
50
13 10 10 12 12
20 20 20 0 30 25 0
75 16 left, clacking claw~
350 28 red chitinous body~
500 16 right, clacking claw~
600 8 vulnerable eye stalk~
1000 35 hard, chitinous shell~
0
178260488 26214786
0 1 0 0 0
F 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
3 -1
~
i = random( 1, 10 );

if( i == 1 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell1, ch, obj, mob );

  act_notchar( #rspell1, ch, obj, mob );

  do_spell( curse, mob, victim );

  modify_mana( mob, -10 );

  }

if( i == 2 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell2, ch, obj, mob );

  heal( mob, 2d5+10 );

  modify_mana( mob, -5 );

  }

if( i == 3 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell3, ch, obj, mob );

  heal( mob, 3d15+20 );

  modify_mana( mob, -10 );

  }

if( i == 4 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_room( #spell4, ch, obj, mob );

  heal( mob, 3d30+30 );

  modify_mana( mob, -15 );

  }

if( i == 5 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell5, ch, obj, mob );

  act_notchar( #rspell5, ch, obj, mob );

  j = 2d5+10;

  dam_message( ch, j, "Cause light wounds" );

  inflict( ch, mob, j, "cause light wounds" ); 

  modify_mana( mob, -10 );

  }

if( i == 6 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell6, ch, obj, mob );

  act_room( #cast, ch, obj, mob );

  j = 3d15+20;

  dam_message( ch, j, "Cause serious wounds" );

  inflict( ch, mob, j, "cause serious wounds" ); 

  modify_mana( mob, -15 );

  }

if( i == 7 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell7, ch, obj, mob );

  act_notchar( #rspell7, ch, obj, mob );

  j = 3d30+30;

  dam_message( ch, j, "Cause critical wounds" );

  inflict( ch, mob, j, "cause critical wounds" ); 

  modify_mana( mob, -25 );

  }

if( race( ch ) == undead )

  if( i == 8 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell8, ch, obj, mob );

  act_notchar( #rspell8, ch, obj, mob );

  do_spell( turn undead, mob, victim );

  modify_mana( mob, -30 );

  }

if( i == 9 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell9, ch, obj, mob );

  act_notchar( #rspell9, ch, obj, mob );

  plague( victim );

  modify_mana( mob, -15 );

  }

if( i == 10 ) {

  act_room( #cast, ch, obj, mob );

  wait( 2 );

  act_tochar( #spell10, ch, obj, mob );

  act_notchar( #rspell10, ch, obj, mob );

  poison( victim );

  modify_mana( mob, -15 );

  }

~
E
spell1~
@bRaising $s holy symbol, $N bestows a curse on you!

~
E
rspell1~
@bRaising $s holy symbol, $N bestows a curse on @n!

~
E
spell2~
@b@GWith $s hands glowing, some of $N's wounds close up.

~
E
spell3~
@b@GWith $s hands glowing, several of $N's wounds close up.

~
E
spell4~
@b@GWith $s hands glowing, many of $N's wounds close up.

~
E
spell5~
@rReaching out, $N touches you and the touch bestows pain!

~
E
rspell5~
@rSuddenly, $N touches $n and $e gasps in pain at the touch.

~
E
spell6~
@b@RReaching out, $N touches you, causing severe pain.

~
E
rspell6~
@b@RReaching out, $N touches $n, causing $m severe pain.

~
E
spell7~
@b@MIntense agony assails you as $N touches you!

~
E
rspell7~
@b@MInsense agony assails $n as $N touches $m.

~
E
spell8~
@b@CWith $S holy symbol held out, $N tries to turn you!

~
E
rspell8~
@b@GWith $S holy symbol held out, $N tries turning $n.

~
E
spell9~
@rYou feel light headed and sick as $N finishes $S spell.

~
E
rspell9~
@r$n looks light headed and sick as $N finishes $S spell.

~
E
spell10~
@b@RYou blood burns with poison as $N finishes $S spell.

~
E
rspell10~
@b@RAs $N finishes $S spell, $n is overcome by sickness.

~
E
cast~
@bGesticulating, $N incantates a mystical spell.

~
!
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Greetings, traveler.  Not many find their way through the desert these

days, especially not one such as you.  I feel I must welcome you to our

humble village.  My people and I have lived in this valley for many

centuries.

~
E
stat2~
I am the last, living high priestess of the Goddess, may Her name ring

through the heavens.  Though it has been many years since any could join

and became one with Her religion, I hope that one day such will be made

possible.

~
!
2 -1
People~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
stat1~
The People of the Valley were once Her people.  Led into this twisting

canyon by Her benevolence and fleeing from an oppressive man king, the

People at once made this place their home.  This was back in the days

when the sheltered valley was a place of life and greenery.  Not the

barren wasteland it has become.  And in those days, the people looked

much different.  We...looked much different.

~
E
stat2~
In those days, the People were quick to build monuments in Her honor, as

a show of their appreciation for Her protection and guidance.  But sadly,

very few besides the Great Pyramid withstood the Day of Betrayal.

~
E
ask~
You ask $N about the "People."

~
E
rask~
$n asks $N about something.

~
!
2 -1
valley~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Passed down from priest to priest, out lore tells us of how the Goddess

guided the chief of the People into this Valley.  Such is the design of

this great canyon that it has but one pass, one entrance, that must be

guarded against invasion.  It was the perfect place to live.  And for

hundreds of years, it was a virtual utopia.  Until the Goddess was

betrayed.

~
E
ask~
You ask $N about the desert valley.

~
!
2 -1
goddess~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

act_room( #stat1, ch, obj, mob  );

wait( 3 );

act_room( #stat2, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat3 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about her "Goddess."

~
E
stat1~
" The Goddess is a being of great benevolence and Power.  We attribute to

Her the powers of Wind and Sky and the Celestial realms.  She is a being

of much tempered wisdom.  It is She who led the People to safety and

took them under Her wing when no other deity would.  And it is She who

wanted nothing from Her followers but their faith.

~
E
stat2~
" But that was before She was Betrayed by the Pharaoh Olybinn, his son,

and Her four lesser siblings.  By the acts of these foul creatures, our

Goddess has been all but lost to use for some time.  " 

~
E
stat3~
And until the goddess has an earthly vessel, like the decapitated statue

once held in Her honor to the far north, I fear She shall never come to

be again.

~
!
2 -1
day betrayal~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

wait( 3 );

tell( mob, ch, #stat3 );

wait( 3 );

tell( mob, ch, #stat4 );

wait( 3 );

tell( mob, ch, #stat5 );

wait( 3 );

tell( mob, ch, #stat6 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The People should have foreseen the happenings of this day from many

moments off.  The Pharaoh of that Day, Olybinn the I, may his name

forever be cursed, began asking more and more from the People, become

greedy for power and control.  It is alleged that he even challenged the

Goddess Herself for dominion over the People.

~
E
stat2~
The Goddess, in Her wisdom, realized that no one man should have such

total control over Her people.  But he had angered Her and once angered,

She is slow and the Pharaoh was no more and his son took his place.

~
E
stat3~
Olybinn's son, may he rot for five eternities, was twice the man his

father was, in ever malicious way possible.  He is told to have struck a

pack with the Goddess' four, lesser siblings and together they challenged

Her.

~
E
stat4~
Sadly, though lesser, the combined might of all four of Her sibling gods

was too much for Her to bear.  They usurped Her powers, and shattered Her

godly essence.  However, their victory over Her was not complete.

~
E
stat5~
The Goddess still lives on, just barely, though She has no influence over

this realm anymore.  But in the moment of Her defeat, She divided Her

powers, as only a true god can do.  Part of Her power went to protecting

the Great Pyramid, the greatest work of Her People and part went to

protecting a small part of the valley, so that no matter what Her

siblings did, they could not totally destroy at least one part of the

Valley.

~
E
stat6~
It is unclear how the Valley then became the barren Wasteland it now is,

but without Her powers protecting it, it was inevitable, some say.

~
E
ask~
You ask $N about the Day of Betrayal.

~
!
2 -1
siblings demi-gods~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the siblings of the Goddess.

~
E
stat1~
Once beautiful and benevolent godlings in their own right, these four

demigods assisted the Goddess in Her benevolent guidance of the People. 

Why they joined forces with the Vile one's spawn and usurped the power of

their Sister is unclear.  but our legends say that the Goddess, as Her

last act of will, cursed each of them for their betrayal.

~
!
2 -1
pyramid great~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The Great Pyramid which stands in this middle of this desert valley was

built early in the People's occupation of the surrounding land. 

Dedicated to the Goddess, its honor was later shared with each of the

Pharaoh's for they were seen as just an extension of the goddess' will. 

The Pharaoh Olybinn showed the people how wrong this was.  It is rumored,

that while only those with the Goddess's blessing may enter, it is filled

with foul spirits and the walking dead.

~
E
ask~
You ask $N about the Great Pyramid.

~
!
2 -1
murders~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

act_room( #stat1, ch, obj, mob  );

~
E
rask~
$n asks $N about something.

~
E
stat1~
A murder has been committed and in time it is sure to be a true mystery. 

But for now, I can share nothing with you.

~
E
ask~
You ask $N about a murder.

~
!
2 -1
religion~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Until the Goddess is restored to power, She can have no new followers. 

And everyday, some of Her People who still remain lose faith in her.  I

am afraid the key to restoring her has been lost, buried no doubt under

the sands of time and the desert.

~
E
ask~
You ask $N about religion.

~
!
-1

#1557
~
~
theatre sentry~
~
~
on patrol looks you over carefully,~
theatre sentries~
~
~
on patrol look you over carefully,~
Big and stoic-faced, the guard glances you over making sure that you are

not a threat to patrons in the theatre.  He looks very formidable and

well-trained.  He could probably endure a rough battle if he needed to. 

~
Fenlyn~
attack_weapon( mob, victim, 9d5+10, "hard jab" );

attack( mob, victim, 9d5+10, "slam" );

attack( mob, victim, 9d5+10, "fierce punch" );

attack( mob, victim, 9d5+10, "kick" );

if( random( 1, 10 ) > 7 ) {

  act_room( #swings, ch );

  attack_room( mob, 8d10, "wild swing" );

  interpret( mob, "flex" );

  }

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash");

  }

~
E
swings~
@EThe theatre sentry starts swinging wildly at everything.@n

~
E
bash~
@YThe theatre sentry smacks you in the face with his shoulder attempting

to get you on the ground.@n 

~
E
ncbash~
@YThe theatre sentry smacks $n in $s face attempting to get $m down on

the ground.@n 

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894276207 0 0
231201 1 65668 144 3
40
20 9 9 30 18
25 20 20 10 30 0 10
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
131074570 65536064
185 3 0 0 0
M 144 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 14 0
2183 17 1509949450 15 0
21 17 1509949540 0 0
900 17 1509949450 16 0
-1
8 -1
hi~
wait( 1 );

tell( mob, ch, #howdy );

~
E
howdy~
Greetings, $n.  Welcome to the Theatre in the Hills.

~
!
-1

#1558
~
~
man in ragged clothing~
~
~
trudges along slowly.~
men in ragged clothing~
~
~
trudge along slowly.~
Covered in old and torn rags, the man doesn't look very well.  He stands

hunched over a bit and looks very frail.  However, his eyes have a slight

glimmer which gives you the impression that this man could possibly be

more capable than he looks.

~
Fenlyn~
attack( mob, victim, 9d6, "punch" );

attack_weapon( mob, victim, 9d6, "punch" );

i = random( 1, 10 );

if( !is_silenced( mob ) ) {

  if( i < 3 ) {

    act_room( #castmb, ch );

    do_spell( mind blade, mob, rand_player( room ) );

    }

  if( i == 10 ) {

    act_room( #castct, ch );

    do_spell( freeze, mob, rand_player( room ) );

    }

  if( i > 6 ) {

    act_room( #blind, ch );

    do_spell( blind, mob, rand_player( room ) );

    }

  if( i <= 3 ) {

    act_room( #castbh, ch );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( burning hands, mob, rch );

      }

    }

  }

if( i <= 2 ) {

  act_tochar( #plague, ch );

  act_notchar( #ncplague, ch );

  plague( ch );

  }

~
E
castmb~
@YThe man in ragged clothing casts mind blade.@n

~
E
castsh~
@BThe man in ragged clothing throws a stream of electricity from his hands.@n

~
E
castct~
@CIce begins to shoot out the ragged man's hands.@n

~
E
castbh~
@RThe man in ragged clothing shoots a flame from his hands.@n

~
E
blind~
@EThe man in ragged clothing casts blind.@n

~
E
plague~
@GThe stench of the ragged man attacks your nostrils.@n

~
E
ncplague~
@G$n looks repulsed by the ragged man's odor.@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894276233 0 0
229669 0 0 0 4
25
19 17 17 29 18
20 10 15 15 30 0 5
500 8 head~
600 7 leg~
700 6 arm~
800 5 foot~
1000 3 hand~
0
91752010 26214464
0 1 0 0 0
M 0 4 0
2192 17 1509949450 5 0
2191 17 1509949450 7 0
2121 17 1509949450 8 0
2193 16 1509949441 8 0
3029 17 1509949450 16 0
-1
-1

#1559
~
~
lesser titan~
~
enormous, musclebound~
lumbers into view.~
lesser titans~
~
enormous, musclebound~
lumber into view.~
This massive being looks exactly like a human, except for the fact he

stands a good 20 feet tall.  His arms and legs are heavily muscled, and

look as if they could easily uproot a tree with ease.  Various pieces of

jewerly cover his body, from gold rings to sapphire circlets.  His large,

hazel eyes stare down upon you as if judging your worth to stand before

him.

~
Terek~
attack_weapon( mob, victim, 5d8+80, "thundering pound" );

attack_weapon( mob, victim, 5d8+80, "thundering kick" );

attack_weapon( mob, victim, 5d8+80, "severe pounding" );

attack_weapon( mob, victim, 5d8+80, "crushing stomp" );

if( random( 1, 10 ) == 1 ) {

  i = 5d8+85;

  act_tochar( #beat, ch );

  act_notchar( #beat1, ch );

  dam_message( victim, i, "The titan's severe beating" );

  inflict( victim, mob, i, "The titan's severe beating" );

  }

~
E
beat~
@b@WThe titan grabs you with his large hand and begins to beat your body

against the ground!

~
E
beat1~
@b@WThe titan grabs $n with his large hand and begins to beat $s body

against the ground!

~
!
0 0 70 0 0 0 0 10
0 0 0 4000 894276300 0 36
4424113 34827 8192 0 7
80
30 20 20 17 30
90 90 90 -50 100 -50 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
458752670 393216650
1565 11 0 1770 0
M 0 7 0
-1
-1

#1560
~
~
wereboar~
~
ferocious~
charges towards you rapidly!~
wereboars~
~
ferocious~
~
This fearsome beast has been cursed with the dreaded disease of

lythcantropy and has assumed the form of a wereboar.  His face is that of

a boar with large, sharp ivory-like tusks.  Short, red-black fur covers

his back and tattered rags still cling to his flesh.  His hands are

human-like except that his fingers extend an extra three inches and are

tipped with sharp nails.  A look of hunger fills his bloodshot eyes as

his sulks around in search of prey.

~
Terek~
attack_weapon( mob, victim, 5d5+85, "wicked slash" );

attack_weapon( mob, victim, 5d5+85, "tusk pierce" );

attack_weapon( mob, victim, 5d5+80, "hard bite" );

attack_weapon( mob, victim, 5d5+80, "violent clawing" );

if( random( 1, 6 ) == 1 ) {

  i = 5d5+90;

  act_tochar( #charge, ch );

  act_notchar( #charge1, ch );

  dam_message( victim, i, "The wereboar's rush" );

  inflict( victim, mob, i, "The wereboar's rush" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 5 ) == 1 ) {

      i = 10d5+75;

      act_room( #leap, ch );

      dam_message( rch, i, "The wereboar's overhead strike" );

      inflict( rch, mob, i, "The wereboar's overhead strike" );

      }

    }

  }

~
E
infect~
@b@RYou have been infected with the plague!

~
E
charge~
@b@RThe wereboar rears back and rushes you with his sharp tusks!

~
E
charge1~
@b@RThe wereboar rears back and rushes $n with his sharp tusks!

~
E
leap~
@eThe wereboar suddenly lunges into the air and begins slashing at all

below him!

~
!
0 0 77 0 0 0 0 10
0 0 0 4000 894276426 0 25
4423985 2105473 4 0 7
75
20 13 20 30 30
5 -10 100 4 100 50 100
200 24 slime-covered snout~
400 35 heavily-armored back~
600 26 sharp tusks~
800 24 heavily-muscled hind-quarters~
900 24 clawed hands~
197048
380109470 393216650
187 2 0 0 0
M 0 4 0
1034 17 1509949450 -2 0
2156 17 1509949441 8 0
-1
-1

#1561
~
~
{grey, twisted creature} guardian gargoyle~
~
~
crouches here enraged by your transgression.~
{grey, twisted creatures} {guardian gargoyles~
~
~
crouch here enraged by your transgression.~
Carved out of grey stone, this hideously ugly beast sits here, watching

over the hall.  Gnarled features are carved in a simulation of intense

concentration.  The jeweled eyes are fixed on the center of the hallway.

~
Orb~
attack( mob, ch, 10d8+10, "crushing bite" );

attack( mob, ch, 10d3+45, "stone paw" );

attack( mob, ch, 10d3+30, "stone paw" );

attack( mob, ch, 10d5+25, "powerful blow" );

if( random( 1, 5 ) == 3 )

  attack( mob, ch, 10d10+65, "powerful blow" );

if( random( 1, 10 ) >= 5 )

  attack( mob, ch, 6d6+20, "stone paw" );

if( random( 1, 15 ) >= 10 ) {

  act_room( #breath, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_shock( mob, rch, 2d20+50, "lightning breath" );

    }

  }

~
E
breath~
@YThe gargoyle opens its stone mouth, releasing a sheet of lightning!

~
!
0 72 33 0 0 0 0 10
0 0 0 4000 894249509 0 0
361507 32768 0 0 4
67
30 3 3 15 30
-30 100 -20 10 100 -50 100
400 20 stone paw~
500 20 stone paw~
0 1000 ~
1000 22 stone body~
0 1000 ~
0
157287780 26214464
0 1 0 0 0
N 0 6 0
-1
4 -1
~
wait( 1 );

act_room( #death, ch );

wait( 1 );

act_tochar( #give, ch );

act_notchar( #rgive, ch );

i = 1d30;

if( i == 1 )

  obj_to_char( oload( 2006 ), ch );

if( i == 2 )

  obj_to_char( oload( 944 ), ch );

if( i == 3 )

  obj_to_char( oload( 2072 ), ch );

if( i == 4 )

  obj_to_char( oload( 2205 ), ch );

if( i == 5 )

  obj_to_char( oload( 2070 ), ch );

if( i == 6 )

  obj_to_char( oload( 2203 ), ch );

if( i == 7 )

  obj_to_char( oload( 302 ), ch );

if( i == 8 )

  obj_to_char( oload( 2072 ), ch );

if( i == 9 )

  obj_to_char( oload( 1795 ), ch );

if( i == 10 )

  obj_to_char( oload( 2072 ), ch );

if( i > 10 )

  obj_to_char( oload( 16 ), ch );

wait( 1 );

act_room( #glamour, ch );

~
E
death~
A new gargoyle fades into existence, perching on the south wall.

~
E
give~
The gargoyle whispers to you: @e"You are a mighty warrior.  Take this as

your reward." 

~
E
glamour~
A flash of light glints across the ruby eyes of the gargoyle.

A field of crackling energy envelops the armor.

~
E
rgive~
The gargoyle whispers something to $n, then hands $m an object.

~
!
-1

#1562
~
~
obese man~
~
short-legged~
stands here, laughing heartily at the show.~
obese men~
~
short-legged~
stand here, laughing heartily at the show.~
This man is round and puffy especially around the cheeks.  He looks like

he is blushing, but his red face appears to be his natural color.  His

waist is bigger than most building doorways, and his legs are so big that

he waddles his way through the audience.

~
Fenlyn~
attack_weapon( mob, victim, 8d5, "left hand" );

attack_weapon( mob, victim, 8d5, "right hand" );

attack( mob, victim, 8d5, "swing" );

attack( mob, victim, 8d5, "kick" );

if( random( 1, 10 ) == 10 ) 

  attack_room( mob, 10d5, "pummel" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash");

  }

~
E
bash~
@EThe obese man throws himself at you!@n

~
E
ncbash~
@EThe obese man throws himself towards $n!@n

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 894276509 0 0
229669 0 0 16 4
25
24 10 10 26 20
10 10 25 3 10 0 0
500 8 head~
600 7 leg~
700 6 arm~
800 5 foot~
1000 3 hand~
0
91752010 39321664
0 1 0 0 0
M 16 5 0
765 17 1509949460 5 0
2194 16 1509949443 5 0
2022 17 1509949460 7 0
139 17 1509949445 16 0
2131 17 1509949460 -1 0
2132 17 1509949445 -1 0
-1
-1

#1563
~
~
{goblin girl} palace chambermaid~
~
~
works hard scrubbing the floor.~
{goblin girls} palace chambermaids~
~
~
work hard scrubbing the floor.~
A young goblin-girl, dressed in the uniform common to palace staff, moves

quickly from room to room.  She seems quite intent on cleaning and

straightening everything in sight.  Unlike her co-workers, she is so shy

she is difficult to see.

~
Merior~
attack( mob, victim, 4d10+20, "vicious bite" );

attack( mob, victim, 8d10+10, "maidenly nudge" );

attack( mob, victim, 4d10+20, "flailing elbow" );

attack( mob, victim, 7d8+10, "swift punch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 7d8+10, "wild kick" );

    }

  }

~
E
spin~
@RThe maid spins about in terror!@n

~
!
0 18 11 0 0 0 0 10
0 0 1 4000 894276616 0 0
4425013 20619 8388612 1200 4
60
19 12 12 25 20
50 0 0 30 50 0 20
600 25 steely thigh~
700 25 massive chest~
900 28 rock-hard back~
1000 20 hard head~
0 1000 ~
0
157287100 26214464
351 5 0 4006 284433
F 1200 3 0
1636 17 1509949540 5 0
2159 17 1509949540 -1 0
-1
-1

#1564
~
~
rowdy drunk~
~
~
staggers through the audience.~
rowdy drunks~
~
~
stagger through the audience.~
Nursing a wineskin filled with alcohol, the drunk can barely stand on his

feet.  Unkempt hair dangles in front of his face and occasionally blocks

clear vision, but given his intoxicated state, vision is probably a

luxury.

~
Fenlyn~
attack_weapon( mob, victim, 8d5, "right hand" );

attack_weapon( mob, victim, 8d5, "left hand" );

attack( mob, victim, 8d5, "punch" );

attack( mob, victim, 8d5, "punch" );

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 6 ) == 6 ) {

      act_tochar( #spins, rch );

      attack( mob, rch, 15d5, "spin kick" );

      }

    }

  }

if( random( 1, 10 ) == 10 )

  interpret( mob, "drink wineskin" );

~
E
spins~
@YThe drunk almost loses his balance as he spins around to kick you.@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894276764 0 0
229749 0 0 0 8
25
23 7 7 26 21
5 5 15 5 -5 0 0
500 8 head~
600 7 leg~
700 6 arm~
800 5 foot~
1000 3 hand~
0
91752010 39321664
185 3 0 0 0
M 0 4 0
114 17 1509949441 17 27
114 16 1509949473 17 5
114 16 1509949473 17 1
114 16 1509949540 17 4
985 17 1509949450 5 0
2022 17 1509949450 7 0
2042 17 1509949450 10 0
2181 17 1509949450 14 0
2181 17 1509949450 15 0
-1
-1

#1565
~
~
royal-looking actor~
~
~
makes gestures while he speaks.~
royal-looking actors~
~
~
make gestures while they speak.~
The royal-looking actor's arms are outstretched as he performs on stage. 

His face has several wrinkles on it and his hair has several streaks of

grey through it giving off an air of being distinguished.

~
Fenlyn~
attack_weapon( mob, victim, 9d4+15, "left hook" );

attack( mob, victim, 9d4+15, "punch" );

attack( mob, victim, 9d4+15, "swing" );

attack( mob, victim, 9d4+15, "kick" );

if( random( 1, 10 ) > 7 ) {

  act_room( #swing, mob );

  attack_room( mob, 10d7, "huge swing" );

  }

if( random( 1, 8 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

~
E
bash~
@EThe royal-looking actor lunges at you in anger!@n

~
E
ncbash~
@EThe royal-looking actor lunges at $n in anger.@n

~
E
swing~
@b@WThe royal-looking actor swings his arms at everyone in rage!@n

~
!
0 71 0 0 0 0 0 10
0 0 2 4000 894276889 0 0
230691 0 65536 0 4
30
25 15 9 29 20
15 5 5 10 45 0 30
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
104859530 26214464
2361 17 0 1536 427150
M 0 4 0
2197 17 1509949450 5 0
2199 17 1509949441 6 0
2198 16 1509949539 6 0
2209 17 1509949450 7 0
2210 17 1509949450 8 0
2211 17 1509949465 16 0
-1
-1

#1566
~
~
actor~
~
young~
wearing a dress is playing dead on the day-bed.~
~
~
~
~
The actor has rough skin and callous hands giving away the fact that she

is really a man dressed up as a woman.  Hairy legs stick out from under

the dress making him a very undesirable woman to the common man.

~
Fenlyn~
attack_weapon( mob, victim, 9d4+15, "left hook" );

attack( mob, victim, 9d4+15, "punch" );

attack( mob, victim, 9d4+15, "swing" );

attack( mob, victim, 9d4+15, "kick" );

if( random( 1, 10 ) >= 9 ) 

  attack( mob, rand_player( room ), 10d4+20, "smash" );

if( random( 1, 8 ) >= 6 ) 

  attack( mob, rand_player( room ), 9d4, "sucker punch" );

~
!
0 71 0 0 0 0 0 10
0 0 3 4000 894276959 0 0
230695 0 0 0 4
30
23 15 9 28 22
15 5 5 10 45 0 30
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
104859530 26214464
1951 23 0 1705 490272
M 0 4 0
2216 17 1509949540 5 0
2217 17 1509949445 17 0
-1
-1

#1567
~
~
thespian playing a queen~
~
~
stands on stage, looking beautiful.~
~
~
~
~
Arms out stretched and standing pretty, the blonde-haired blue-eyed

actress is quite a sight to behold.  Her hair flows down her back and

looks like it was painstakingly groomed.  Her legs shine in the light and

would probably be smooth to the touch.

~
Fenlyn~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_room( #lb, mob );

  do_spell( lightning bolt, mob, victim );

  attack( mob, victim, 3d3, "attack" );

  }

attack_weapon( mob, victim, 9d4+15, "left hook" );

attack_weapon( mob, victim, 9d4+15, "punch" );

attack( mob, victim, 9d4+15, "swing" );

attack( mob, victim, 9d4+15, "kick" );

if( random( 1, 10 ) == 10 ) 

  attack( mob, victim, 10d4+15, "slam" );

if( random( 1, 8 ) == 1 ) 

  attack( mob, rand_player( room ), 10d4+15, "surprise punch" );

~
E
lb~
@b@BBolts of electricity shoot out of the queen's eyes!@n

~
!
0 71 0 0 0 0 0 10
0 0 2 4000 894277025 0 0
229667 0 0 0 4
30
22 15 9 29 20
15 5 5 10 45 0 30
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
104859530 26214464
1637 14 0 1607 388140
F 0 4 0
2212 17 1509949490 5 0
2213 17 1509949450 6 0
2214 17 1509949442 3 0
-1
-1

#1568
~
~
trained dog~
~
furry~
is on its hind legs, doing tricks for the audience.~
~
~
~
~
This dog is jumping around with energy and appears to be highly talented

as well.  It stands almost upright trying to keep its balance as it walks

across the room.  On one of its feet it has the tiniest bit of blood. 

Its thick skinned body looks like it could endure quite a dogfight.

~
Fenlyn~
attack( mob, victim, 8d5, "savage bite" );

attack( mob, victim, 8d5, "savage bite" );

attack( mob, victim, 8d5, "razor-sharp claw" );

attack( mob, victim, 8d5, "razor-sharp claw" );

if( random( 1, 6 ) > 3 )

  interpret( mob, "growl" );

if( random( 1, 10 ) > 6 ) {

  interpret( mob, "snarl" );

  attack( mob, rand_player( room ), 8d6, "flesh-ripping teeth" );

  }

~
!
0 71 21 0 0 0 0 3381
0 0 0 4000 899959822 0 0
202035 4194304 8388608 0 4
25
19 14 14 30 18
10 25 25 20 25 0 5
500 5 curvy body~
650 3 thick neck~
750 4 muscled foreleg~
875 4 muscled hind leg~
1000 2 bony head~
0
91752010 26214464
0 1 0 0 0
R 0 2 0
242 17 1509949450 3 0
2218 17 1509949460 -1 0
2219 17 1509949470 -1 0
-1
0 -1
~
if( !is_follower( ch ) ) {

  if( !is_fighting( mob ) ) {

    wait( 2 );

    interpret( mob, "pant" );

    wait( 1 );

    interpret( mob, "drool" );

    }

  }

~
!
-1

#1569
~
~
theatre manager~
~
~
stands in front of his desk, stacking papers.~
~
~
~
~
The theatre manager's face looks red with frustration and contempt.  His

chest expands from the deep breaths he is taking to remain calm.  His

hands are covered with paper cuts and his fingertips are covered with

spilled ink.

~
Fenlyn~
attack( mob, ch, 10d5+10, "pummel" );

attack( mob, ch, 10d5+10, "smash" );

if( random( 1, 4 ) == 2 )

  attack( mob, ch, 10d5+10, "hard hit" );

if( random( 1, 4 ) == 3 )

  attack( mob, ch, 10d5+10, "swift kick" );

if( random( 1, 10 ) >= 9 ) {

  if( !is_silenced( mob ) ) {

    act_room( #castcc, ch );

    ch = rand_player( room );

    do_spell( cause critical, mob, ch );

    end;

    }

  }

else {

  if( random( 1, 3 ) == 2 )

    attack( mob, victim, 7d5, "punch" );

}

~
E
castcc~
@CThe theatre manager waves his hands around in a mystical pattern.@n

~
!
0 71 0 0 0 0 0 10
0 0 2 4000 894277166 0 0
1073972515 0 0 0 4
35
24 12 15 30 24
25 25 10 15 80 0 0
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
117967050 26214464
263 5 0 1901 223798
M 0 4 0
2169 17 1258291225 -1 0
2001 17 1509949455 5 0
251 17 1258291215 7 0
2221 17 1509949455 -1 0
2196 17 1509949460 13 0
-1
6 2305
~
junk_obj( obj );

if( doing_quest( ch, 41 ) ) {

  wait( 1 );

  act_tochar( #opens, ch );

  act_notchar( #ncopens, ch );

  wait( 2 );

  interpret( mob, "smile" );

  wait( 1 );

  tell( mob, ch, #done );

  act_tochar( " ", ch );

  update_quest( ch, 41 );

  remove_cflag( 63, ch );

  remove_cflag( 64, ch );

  wait( 1 );

  tell( mob, ch, #gift );

  act_tochar( #gift1, ch );

  act_notchar( #gift2, ch );

  obj_to_char( oload( 2133 ), ch );

  obj_to_char( oload( 2133 ), ch );

  obj_to_char( oload( 2132 ), ch );

  obj_to_char( oload( 2132 ), ch );

  obj_to_char( oload( 2131 ), ch );

  obj_to_char( oload( 2131 ), ch );

  }

else {

  wait( 1 );

  interpret( mob, "frown" );

  tell( mob, ch, #psychic );

  act_room( #rips, ch );

  }

~
E
opens~
The theatre manager opens the envelope and reads the paper inside.

~
E
ncopens~
The theatre manager opens the envelope given to him by $n.

~
E
done~
The letter says that Garth, the bartender at the Rusty Nail, will sing at

the theatre.  Thank you so much for helping me find someone to perform.

~
E
psychic~
I don't accept any unsolicited mail.

~
E
rips~
The theatre manager rips a sealed envelope into pieces.

~
E
gift~
As a token of my appreciation, please accept these complimentary tickets

to my theatre.

~
E
gift1~
The theatre manager hands a number of various colored tickets to you.

~
E
gift2~
The theatre manager hands a number of various colored tickets to $n.

~
!
-1

#1570
stage manager~
~
the stage manager~
~
~
The stage manager bustles about trying to organize the show.~
~
~
~
~
With a frown on his face and a look of contempt, the stage manager

bustles around with slips of paper in his hands.  He stands six feet tall

and has very dark hair around the sides of his balding head.

~
Fenlyn~
attack( mob, ch, 10d5+10, "pummel" );

attack( mob, ch, 10d5+10, "smash" );

if( random( 1, 4 ) == 2 )

  attack( mob, ch, 10d5+10, "hard hit" );

if( random( 1, 4 ) == 3 )

  attack( mob, ch, 10d5+10, "swift kick" );

if( random( 1, 10 ) >= 8 ) {

  act_room( #hitall, ch );

  interpret( mob, "scream" );

  attack_room( mob, 10d8+10, "repeated attacks" );

  }

~
E
hitall~
The stage manager's eyes turn @Rred@n in rage!

~
!
0 71 0 0 0 0 0 10
0 0 200 4000 874601700 0 0
230689 0 0 0 4
35
23 12 15 30 22
25 25 10 15 40 0 0
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
111413450 26214464
76926 1306 0 126574 22758421
M 0 4 0
2170 17 1509949475 -1 0
2171 17 1509949475 -1 0
2221 17 1509949465 9 0
2001 17 1426063405 5 0
2196 17 1509949460 13 0
-1
-1

#1571
~
~
half-dressed actress~
~
~
primps in the mirror for her big scene.~
~
~
~
~
This actress has long wavy brown hair that reaches down to the middle of

her back.  Her puffy cheeks are rosy in color and accentuates the shape

of her jaw.  She appears to be adjusting her face makeup in the wall

mirror in preparation for her scene on stage.

~
Fenlyn~
if( !is_silenced( mob ) ) {

  if( random( 1, 5 ) == 2 ) {

    rch = rand_player( room );

    do_spell( web, mob, rch );

    }

  }

attack( mob, ch, 10d5+15, "left hand" );

attack( mob, ch, 10d5+15, "right hand" );

if( random( 1, 5 ) == 3 )

  attack( mob, ch, 10d6+5, "kick" );

if( random( 1, 5 ) >= 4 ) 

  attack( mob, ch, 10d6+5, "repeated attacks" );

~
!
0 71 0 0 0 0 0 10
0 0 1 4000 894277208 0 0
230707 4194304 0 0 4
30
19 13 16 28 20
20 5 15 15 40 0 0
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
104859530 26214464
76 4 0 956 40121
M 0 4 0
2170 17 1509949540 -1 0
2222 17 1509949540 5 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( !is_follower( ch ) ) {

  act_tochar( #yells, ch );

  act_notchar( #yells2, ch );

  }

~
E
yells~
@EThe half-dressed actress screams in terror and advances towards you.@n

~
E
yells2~
@EThe half-dressed actress screams in terror and advances towards $n.@n

~
!
-1

#1572
~
~
red-bearded actor~
~
~
paces around, looking nervous.~
~
~
~
~
This actor has a bright red beard which compares in color to the fur of a

red fox.  Several strands of gray seem to peek out from the mostly bright

red hair on top of his head offering a distinguished look to this

gentleman.  An old scar reaches from his left cheek all the way down to

his upper lip.

~
Fenlyn~
if( random( 1, 15 ) >= 14 ) {

  act_room( #cure, ch );

  do_spell( cure serious, mob, mob );

  }

attack( mob, ch, 10d5+10, "left hand" );

attack( mob, ch, 10d5+10, "right hand" );

if( random( 1, 5 ) == 3 )

  attack( mob, ch, 10d5+10, "kick" );

if( random( 1, 8 ) >= 7 ) {

  rch = rand_player( room );

  attack( mob, rch, 10d5+10, "pummel" );

  }

~
E
cure~
The red bearded actor waves his hand trying to heal himself.

~
!
0 71 0 0 0 0 0 10
0 0 2 4000 894277251 0 25
230691 0 0 0 4
35
21 12 15 30 22
25 25 10 15 40 0 0
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
117967050 26214464
564 11 0 1943 225813
M 0 4 0
2171 17 1509949540 -1 0
1992 17 1509949450 5 0
2210 17 1509949450 8 0
1281 17 1509949450 1 0
1140 49 1509949540 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
2 81 1509949447 -1 0
1004 81 1509949441 -1 0
-1
-1

#1573
~
crabman scout garbed hues~
crabman scout~
Garbed in desert hues,~
~
surveys the area.~
crabman scouts~
Garbed in desert hues,~
~
survey the area.~
At approximately five feet tall, what stands before you is a light weight

hybrid of crab and man.  From the waist up, the creature resembles an

overgrown sea crab, completely with grasping pinchers and ogling eye

stalks.  Its upper body is covered in hard, red chitin that is slightly

dusty.  From the waist down, the crabman is humanoid, having lithe but

muscular legs and human feet.  Across the crabman's chest it wears a sash

with a white crest sewn into it.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" );

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 3d7+5, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 3d7+5, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 ) 

  attack( mob, victim, 2d15+15, "wicked kick" );

else if( i == 3 )

  interpret( mob, "bash" );

else if( i > 17 )

if( !is_silenced( mob ) )

if( rflag( status2, find_room( 48161 ) ) ) {

  act_room( #call, ch, obj, mob );

remove_rflag( status2, find_room( 48161 ) );

  acode( find_room( 48161 ), 1 );

  }

else

act_room( #call, ch, obj, mob );

else

  act_room( #cant, ch, obj, mob );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
cant~
@b@CTrying to call out, $N finds $mself silenced!

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
E
call~
@bWith a rumbling shout, $N yells:

"We are under attack! Secure the town! Defend the children!"

~
!
0 80 73 0 0 0 1592 10
0 0 4 4000 893978940 0 25
231265 0 0 0 1
25
13 10 10 12 12
20 20 20 0 30 25 0
75 10 left, clacking claw~
350 20 red chitinous body~
500 11 right, clacking claw~
600 8 vulnerable eye stalk~
1000 18 hard, chitinous shell~
0
65537610 26214786
3491 72 0 2766 180195
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
0 -1
~
act_tochar( #sus, ch, obj, mob );

~
E
sus~
$N eyes you with suspicion.

~
!
6 2
~
wait( 1 );

act_tochar( #nov, ch, obj, mob );

act_notchar( #rnod, ch, obj, mob );

if( !rflag( status2, find_room( 48161 ) ) ) {

set_rflag( status2, find_room( 48161 ) );

  interpret( mob, "yell It's safe to come out, citizens of the sands." ); 

acode( find_room( 48161 ), 3 );

  }

~
E
nov~
$N seems placated by the gold coin, and nods to you.

~
E
rnod~
$N nods to $n in satisfaction.

~
!
-1

#1574
~
~
young crabman~
~
~
plays here, building sand formations.~
young crabmen~
~
~
play here, building sand formations.~
This small, crabman is about two feet tall.  Its chitinous upper body is

undeveloped and its lower, humanoid legs are a bit knobby and skinny. 

Clearly a youth, the crabman is covered in sand and looks content to

simply play in it.  Its short, pink eye stalks stare straight forward and

down at the ground, where it has begun building something in the sand.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 1d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 1d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 1d7+5, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 1d7+5, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 )

  attack( mob, victim, 1d5+10, "wicked kick" );

else if( i == 3 )

  interpret( mob, "bash" );

if( random( 1, 12 ) < 3 )

  if( !is_silenced( mob ) )

  if( rflag( status2, find_room( 48161 ) ) ) {

  interpret( mob, "yell We are under attack. Help! Guards!!!" );

  acode( find_room( 48161 ), 1 );

  }

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
!
0 0 73 0 0 0 1592 10
0 0 0 4000 894277344 0 27
229731 0 0 0 1
12
13 10 10 12 12
20 20 20 0 30 25 0
75 10 left, clacking claw~
350 12 red chitinous body~
500 10 right, clacking claw~
600 6 vulnerable eye stalk~
1000 12 hard, chitinous shell~
0
31458058 26214786
0 1 0 0 0
M 0 4 0
2283 17 1509949442 -1 0
2283 17 1509949442 -1 0
2284 17 1509949445 -1 34
1896 17 1509949450 -1 0
-1
2 -1
shiny diamond marbles~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about shiny diamond marbles

~
E
stat1~
Oh, these are just shinys we make from little pebbles taken from the

water.  Sometimes, a furry comes up and takes them from us because they

are so shiny!

~
!
-1

#1575
~
~
crabman guard~
~
~
with large claws stands at attention.~
crabman guards~
~
~
stand conversing with one another.~
At approximately six feet tall, what stands before you is a husky hybrid

of crab and humanoid man.  From the waist up, the creature resembles an

overgrown sea crab, completely with grasping pinchers and extended eye

stalks.  Its upper body is muscular and bulky, and covered in hard, red

chitin.  From the waist down, the crabman's humanoid legs are thick with

corded muscles.  Across the crabman's broad chest it wears a sash with a

silver crest.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" ); 

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" ); 

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 4d7+5, "red, slashing claw" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 4d7+5, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

else if( i == 2 ) 

  attack( mob, victim, 3d5+10, "chitinous leg" );

else if( i == 3 )

  interpret( mob, "bash" );

~
E
wild~
With a broad sweep, $N brings $s claw around wildly.

~
E
hyp~
@b@BSlowly, $N's eye stalks begin moving in a hypnotic pattern.

~
!
0 80 73 0 0 0 1592 10
0 0 0 4000 899017090 0 25
231201 0 0 0 1
34
14 10 10 12 13
20 20 20 0 30 25 0
75 10 left, clacking claw~
350 20 red chitinous body~
500 11 right, clacking claw~
600 8 vulnerable eye stalk~
1000 18 hard, chitinous shell~
0
65537610 26214786
0 1 0 0 0
M 0 4 0
2283 17 1509949445 -2 0
2283 17 1509949445 -2 0
2284 17 1509949448 -2 34
1896 17 1509949450 -2 0
-1
-1

#1576
~
~
{elderly man} elderly druid~
~
~
resplended in a green and gold robe tends to the plants.~
~
~
~
~
Dressed in a nice brown robe resplendid with a holly leaf and ivy

pattern, the elderly druid walks through the woodland grove with a

relaxed gait.  His brown eyes are soft and kind and match his shoulder

length braided hair.  A wreath of mistletoe and snap dragons encircles

the brow of the elderly man.  In his right hand he carries a thin,

ashwood staff which he uses to steady his steps.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 5d5+5, "rabbit punch" );

attack( mob, victim, 5d5+5, "rabbit punch" );

attack( mob, victim, 6d6+5, "quick jab" );

if( attack( mob, victim, 5d5+5, "rabbit punch" ) )

  if( attack( mob, victim, 6d6+5, "quick jab" ) )

  attack( mob, victim, 6d6+10, "sucker punch" );

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 )

  if( !is_silenced( mob ) )

  if( has_obj( 755, mob ) ) {

  act_room( #sprinkle, ch, obj, mob );

  do_spell( surcease, mob, mob );

  obj = has_obj( 755, mob );

  junk_obj( obj, 1 );

  }

else

  act_room( #frown, ch, obj, mob );

else

  act_room( #cant, ch, obj, mob );

else if( i == 3 ) {

  act_room( #spell, ch, obj, mob );

  wait( 2 );

  act_tochar( #light, ch, obj, mob );

  act_notchar( #rlight, ch, obj, mob );

  attack_shock( mob, victim, 6d6+6, "ray of lightning" );

  }

else if( i > 18 )

  if( !is_silenced( mob ) ) {

  act_room( #calls, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
sprinkle~
@GNimbly, $N sprinkles some spices over $S head.

~
E
frown~
Frowning, $N seems to have lost something.

~
E
calls~
@bRaising $S voice, $N calls through the grove, asking for help!

~
E
cant~
@CSorrowfully, $N discovers $E has lost $S speech.

~
E
spell~
@yRaising $S hands to the heavens, $N calls upon lightning.

~
E
light~
@b@YA column of lightning slams down upon you from the sky.

~
E
rlight~
@b@YA column of lightning slams down upon $n from the sky.

~
!
0 33 0 0 0 0 0 10
0 0 0 4000 898234741 0 31
233889 3 8192 192 4
45
12 13 13 9 16
10 25 25 25 10 25 70
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
110101130 26215041
0 1 0 0 0
M 192 4 0
68 17 1509949450 -1 0
558 16 1509949448 -1 0
9 16 1509949445 -1 0
755 17 1509949490 -1 0
-1
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Well, hello!  It has been a long time since anyone has been granted Her

favor to visit this grove.  And please, do not let my age startle you.  I

still have a few years of service left in me.  I am but a humble servant

of the ancient Goddess whose powers once protected this entire valley.

~
E
stat2~
I am the watcher of this grove.  If anything happens to it or its magical

creatures, I must answer to the Goddess when She returns.  So please, be

as kind to this wood as possible, offering even the trees the highest

courtesy.

~
!
2 -1
grove wood forest corpse~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the grove.

~
E
stat1~
With the very last vestiges of Her power, the Goddess placed a protective

spell on this grove, preserving it and all of its denizens for all of

time, until She returns.

~
!
2 -1
magical creatures denizens~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The creatures in this grove are all her servants.  From the sprites to

the leprechauns, every individual within this grove use to be one of Her

people, until Her protective spell changed their forms.  The majestic of

all of Her creatures, though, would be the unicorns which reside in the

grove.

~
E
ask~
You ask $N about the magical creatures living in the wood.

~
!
2 -1
unicorns mare stallion~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Ah, forgive me, sometimes the pain makes me forget.  The unicorns are no

longer of this place.  The mare is lost to us forever and the stallion

has fled.

~
E
ask~
You ask $N about unicorns.

~
E
stat2~
It was a very sad day when the unicorn stallion's mate fell prey to that

pack of vile hobgoblins.  As a servant of the Goddess who once oversaw

this entire valley, I tried to stop the hobgoblins, but was too late. 

The mare was chased across the grove until finally she was snared and her

horn taken.  The last I saw the mare, she was feeding in the southeast

corner of the grove.

~
!
8 -1
children boys lost talen relanya uncle sorin twins~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

if( done_quest( ch, 56 ) )

tell( mob, ch, #stat1 );

else {

tell( mob, ch, #stat2 );

end;

}

wait( 2 );

tell( mob, ch, #stat3 );

~
E
rask~
$n tells $N something.

~
E
stat1~
At least now I can go on, now that I know what has happened to them.

~
E
stat2~
My nephews! Relanya still has not heard fully what has become of them! You must find her in Medienne and resolve this!

~
E
stat3~
I wish I could do more, but I cannot leave the grove.  I tried sending a

friend to help, but Donnic has been detained.

~
!
2 -1
detained donnic friend~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about his friend Donnic.

~
E
stat1~
Perhaps friend is too strong a word to use for my goblin ally, though we

have aided one another in the past.  I sent him to help Relanya once I

heard of my nephews' plight.

~
E
stat2~
Several days later, though, a small demon arrived in my grove, having

been conjured by Donnic.  The demon handed me a key and a scrap of paper

and vanished into thin air.  I can only assume Donnic was captured on his

way to help my sister.

~
!
2 -1
scrap paper~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the scrap of paper.

~
E
stat1~
Within the scrap of paper was a tiny moonstone of the kind I know Donnic

used to carry.  He often gave them to me as presents.  Also, upon the

paper itself was a charcoal sketch of a citadel, surrounded by a forest

shrouded in darkness.

~
!
2 -1
key~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the key the demon gave him.

~
E
stat1~
The key is very rusty and old.  It has to be somewhat important, for

Donnic to have it brought to me right before his disappearance.  I would

gladly give you the key, if you tell me you will help him.

~
!
2 -1
moonstones~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about moonstones.

~
E
stat1~
Moonstones, when charged under the full moon, are a great source of

healing power.  Donnic has brought me several over the years, though the

last one he claims to have found in a den full of trolls.  Donnic could

always spin a good yarn.

~
!
8 -1
help freedom~
if( !has_obj( 3322, ch ) )

  if( rflag( reset2, find_room( 40037 ) ) ) {

  act_tochar( #give, ch );

  act_notchar( #rgive, ch );

  obj_to_char( oload( 3322 ), ch );

  remove_rflag( reset2, find_room( 40037 ) );

  tell( mob, ch, #free );

  }

else

  tell( mob, ch, #none );

else

  tell( mob, ch, #already );

~
E
give~
The elderly druid gives you an iron cell door key.

~
E
rgive~
The elderly druid gives $n an iron cell door key.

~
E
free~
This key is the key to Donnic's freedom. Go forth and find him!

~
E
none~
I have already given the key to another.  I am sorry.  I should have

mentioned that before.

~
E
already~
Do not toy with me.  You already have the key!  I am not that senile.  Go

forth and free my friend!

~
!
-1

#1577
~
~
guardian ent~
~
looming~
watches over the forest, guarding it from harm.~
guardian ents~
~
looming~
watch over the forest, guarding it from harm.~
The guardian ent which stands here is one of the stoutest of the

tree-like beings you can remember seeing.  Dark brown bark covers the

torso and limbs of the ent.  Its arm-like branches are extremely lengthy

and massive, easily as thick as a ten-year old sapling.  The feet of the

ent look like wide, exposed roots that have been striped of their bark. 

Embedded in the brow of the ent is a small crystal that occasionally

catches light and throws it off in a splendid spray of rainbow colors.  A

golden yellow moss surrounds the edge of the crystal.

~
Florian~
attack( mob, victim, 6d5+6, "branch-like arm" );

attack( mob, victim, 6d5+6, "branch-like arm" );

attack( mob, victim, 7d7+6, "slashing root" );

attack( mob, victim, 7d7+6, "slashing root" );

if( random( 1, 8 ) == 1 )

  interpret( mob, "bash" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 7d7+6, "slashing root" );

~
!
0 33 5 0 0 0 1500 10
0 0 0 4000 898234750 0 27
67340065 0 0 176 3
50
15 10 11 8 13
10 -25 -15 0 20 25 15
100 14 thick bark~
200 12 green, leafy branch~
400 5 foot-like root~
700 8 abundant canopy~
1000 22 bark-covered body~
0
117965770 26215042
496 6 0 0 0
M 176 5 0
-1
4 -1
~
wait( 1 );

act_room( #crashes, ch, obj, mob );

if( random( 1, 100 ) < 4 ) {

  wait( 1 );

  act_room( #crys, ch, obj, mob );

  obj_to_room( oload( 479 ), room );

  }

~
E
crashes~
A guradian ent crashes to the ground and ceases to move.

~
E
crys~
As a guardian ent falls still, the crystal embedded in its forehead slips

out and falls to the ground.

~
!
-1

#1578
~
~
{nimble man} daryd~
~
~
with swirling green tattoos peeks out from behind a tree.~
{nimble men} daryds~
~
~
with swirling green tattoos peek out from behind trees.~
Wearing naught but shin length, golden hair, the man before you has

green-tinged skin and slightly elfin ears.  Together with his firm body

and strong, muscular arms and legs, he looks capable of almost anything. 

His unusual comeliness reminds you of as masculine version of a dryad,

though it has long since been thought that daryd's had been driven to

extinction by jealous warriors.  The body of this daryd is finely

chiseled and handsome enough to make even the coldest feminine heart grow

warm.  A single blue-green feather which matches his eyes is tucked

behind the daryd's ear.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 4d5, "muscular leg");

attack( mob, victim, 2d6+10, "hard-as-bark fist" );

attack( mob, victim, 4d5, "muscular leg");

attack( mob, victim, 2d6+10, "hard-as-bark fist" );

if( i == 1 )

  interpret( mob, "bash" );

else if( i < 5 )

  if( !is_silenced( mob ) )

  if( has_obj( 672, mob ) ) {

  act_room( #swallow, ch, obj, mob );

  heal( mob, 3d5+10 );

  obj = has_obj( 672, mob );

  junk_obj( obj, 1 );

  }

else

  act_room( #frown, ch, obj, mob );

else

  act_room( #cant, ch, obj, mob );

else if( i > 13 )

  if( !is_silenced( mob ) ) {

  act_room( #calls, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

~
E
calls~
@bRaising $S voice, $N calls through the grove, asking for help!

~
E
cant~
@CAstonished, $N discovers $E has lost $S speech.

~
E
frown~
Shrugging, $N seems to be missing something but $E continues.

~
E
swallow~
A daryd pops an acorn in $S mouth and looks instantly better.

~
!
0 33 74 0 0 0 0 10
0 0 3 4000 898234728 0 26
233889 0 8396800 112 4
25
12 10 11 15 11
25 0 0 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537610 26215041
0 1 0 0 18
M 112 4 0
3006 17 1509949490 16 0
1518 16 1509949470 16 0
1059 16 1509949455 16 0
672 17 1509949540 -1 0
672 17 1509949540 -1 0
672 17 1509949540 -1 0
-1
-1

#1579
~
~
{large dog} silver dog~
~
~
with a gleaming silver pelt wanders about.~
{large dogs} silver dogs~
~
~
with gleaming silver pelts wander about.~
A cross between a fox and a hound, this dog exemplifies the more nobler

features of both.  Its body is muscular but sleek, barely betraying the

speed its limbs are capable of.  Short but pointed, the dog's muzzle ends

in a wet black nose.  The dog's thick fur is lustrous and shiny, its

argent color looking all the world like molten silver.  Like its fur, the

silver dog has silver eyes which hold more than animal intelligence.

~
Florian~
attack( mob, victim, 3d6+3, "silver, raking paw" );

attack( mob, victim, 3d6+3, "silver, raking paw" );

attack( mob, victim, 3d4+5, "strong canine bite" );

if( random( 1, 20 ) == 1 ) {

act_room( #mist, ch, obj, mob );

mob = mob_in_room( 1579, room );

junk_mob( mob );

}

~
E
mist~
@CIn the blink of an eye, $N dissolves into a silvery mist.

~
!
0 33 21 0 0 0 0 3381
0 0 0 4000 899959827 0 35
67322145 8 8388608 0 0
12
12 13 13 10 11
50 30 30 25 100 15 10
200 10 gleaming, silver pelt~
300 1 silver-tipped ears~
500 9 wide, silver paws~
650 4 long, bushy tail~
1000 6 silvery flank~
0
31457932 26215042
0 1 0 0 0
M 0 3 0
2290 17 1509949450 -2 0
-1
4 -1
~
act_tochar( #message, ch );

drain_exp( ch, 8500 );

loop( followers ) {

  act_tochar( #message, rch );

  drain_exp( rch, 8500 );

  }

~
E
message~
@bA booming voice speaks directly into your mind:@n

@c"For daring to kill Her most faithful servant, you are thus punished!"

~
!
8 -1
food silver tiny egg treat~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 2 );

if( has_obj( 1789, ch ) ) {

act_tochar( #thanks, ch, obj, mob );

  act_notchar( #wag, ch, obj, mob  );

  obj = has_obj( 1789, ch );

  junk_obj( obj,1 );

  wait( 1 );

  if( class( ch ) == ranger ) {

    act_tochar( #howtosumm, ch, obj, mob  );

    act_notchar( #wag3, ch, obj, mob  );

    wait( 2 );

    tell( mob, ch, #steps );

    }

  act_tochar( #nod, ch, obj, mob  );

  act_notchar( #wag, ch, obj, mob  );

  }

else

  mpcode( mob, 3 );

~
E
ask~
You bend down and mention something about a tiny egg to the silver dog.

~
E
rask~
$n bends down and tells something to $N.

~
E
thanks~
$N takes the tiny silver egg from you greedily.

~
E
wag~
$N takes a treat from $n greedily.

~
E
howtosumm~
Thank you for your gift.  Its been a long time since I've had such a

delicacy.  In return, I shall tell you how to summon the most majestic

creature that once walked this grove: the unicorn stallion.

~
E
nod~
$N takes the egg and buries it promply, saving it for later.

~
E
wag2~
$N wags $S tail and disappears in a silvery cloud.

~
E
wag3~
$N wags its tail from side to side.

~
E
steps~
In order to summon the stallion, you must plant a sapphire blue tear in

 a faerie ring during the full moon.  Any other time, you shall fail.

~
!
3 -1
~
wait( 1 );

act_tochar( #dis, ch, obj, mob );

act_notchar( #rdis, ch, obj, mob );

wait( 2 );

act_room( #wag, ch, obj, mob );

mob = mob_in_room( 1579, room );

junk_mob( mob );

~
E
wag~
$N wags $S tail and disappears in a silvery twirl.

~
E
dis~
$N looks up at you in disappointment and sighs.

~
E
rdis~
$N looks up at $n in disappointment.

~
!
0 -1
~
if( random( 1, 5 ) == 1 )

  act_tochar( #sigh, ch, obj, mob );

~
E
sigh~
$N looks startled as you enter, but continues foraging for food.

~
!
2 -1
food foraging~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 2 );

act_tochar( #food, ch, obj, mob );

wait( 1 );

if( class( ch ) == ranger ) 

act_tochar( #and, ch, obj, mob );

~
E
ask~
You ask $N about why and what he is foraging for.

~
E
rask~
$n bends down and asks $N something.

~
E
food~
Amazingly enough, $N looks up and stares

directly into your eyes.  You hear a musical voice in your mind: 


"I'm looking for a tiny silver egg!  They are such a rare delicacy.  But

 usually, the cactus lizards which lay them are really hard to find.  If

 you come across one, please find me and tell me."

~
E
and~
"...and if you bring me one, I'll tell you something special."

~
!
2 -1
unicorn stallion mare alicorn~
if( class( ch ) == ranger ) {

  act_tochar( #ask, ch );

  wait( 1 );

  tell( mob, ch, #hungry );

  act_notchar( #rask, ch );

  }

else

  tell( mob, ch, "dont" );

~
E
ask~
You ask the silver dog about unicorns.

~
E
hungry~
Please.  I haven't eaten in days.  Find me a tiny silver egg and I'll

tell you what you ask.

~
E
rask~
$n asks the silver dog something.

~
E
dont~
I know nothing about that.

~
!
-1

#1580
~
~
unicorn stallion~
~
pure white~
with a tri-colored horn paws at the ground anxiously.~
unicorn stallions~
~
pure white~
with tri-colored horns paw at the ground anxiously.~
A tall horse-like creature with a coat of pure white stands nobly before

you.  Its neck is graceful and its eyes are a bright, intelligent green. 

Obviously a stallion, the unicorn has a long, spiraling horn which

protrudes from the center of its equine forehead.  The horn tapers to a

needle-sharp point and is at least two feet long, maybe even three.  The

tip, middle and base of the horn each seem to be made of a different

precious material, this being lapis lazuli, ivory and onyx respectively. 

His full mane and tail are like molten gold with streak of silver running

through it like a river's tributaries.  Golden horse shoes, a perfect

match to his golden mane, have been shod to his hooves.  Surrounding the

stallion is an almost palpable air of strength and virility.

~
Florian~
i = random( 1, 30 );

attack( mob, victim, 4d6+1, "left, smashing fore leg" );

attack( mob, victim, 4d6+1, "right, smashing fore leg" );

if( attack( mob, victim, 4d6+1, "left, smashing fore leg" ) )

  if( attack( mob, victim, 4d6+1, "right, smashing fore leg" ) )

  attack( mob, victim, 8d6+2, "golden-hooved trample" );

if( i > 25 ) 

  attack( mob, victim, 6d4+1, "head-butt" );

if( attack( mob, victim, 6d4+1, "head-butt" ) )

  interpret( mob, "bash" );

if( i < 3 ) 

  attack( mob, victim, 7d7+1, "piercing alicorn" );

if( attack( mob, victim, 7d7+1, "piercing alicorn" ) ) {

  act_room( #blink, ch, obj, mob );

  do_spell( blink, mob, mob );

  }

i = random( 1, 20 );

if( i == 1 ) {

  act_room( #gout, ch, obj, mob );

  attack_shock( mob, victim, 5d5+5, "ray of lightning" );

  }

~
E
gout~
@b@YThe unicorn's horn glows yellow and crackles with energy!

~
E
blink~
@b@GThe unicorn's horn glows brightly and he disappears!

~
!
0 0 61 0 0 1614 1598 10
0 0 0 4000 894277974 0 0
67318049 8 12 0 6
50
15 13 14 14 14
50 15 15 15 50 15 100
400 36 strong, muscular white body~
550 18 white flank~
700 14 white hind leg~
950 14 white foreleg~
1000 110 gleaming, tri-colored horn~
29360128
131075210 26215684
0 1 0 0 0
M 0 6 0
2286 17 1509949443 -2 0
2261 17 1509949443 -2 0
2259 17 1509949443 -2 0
-1
0 -1
~
if( !is_player( ch ) )

  do_spell( blink, mob, mob );

if( class( ch ) == ranger )

  interpret( mob, "em bows his head solemnly." );

else {

  act_room( #light, ch );

  do_spell( blink, mob, mob );

  }

~
E
light~
@YThe unicorn stallion's alicorn flashes brightly.

~
!
8 -1
hi hello greetings~
act_tochar( #tell, ch );

wait( 2 );

tell( mob, ch, #greeting );


wait( 4 );

if( class( ch ) == ranger )

  if( find_stat( ch, level ) > 24 )

  if( !done_quest( ch, 39 ) )

  if( !doing_quest( ch, 39 ) )

  if( !has_quest( ch, 39 ) ) {

  tell( mob, ch, #quest );

  act_notchar( #glow, ch );

  }

else

  tell( mob, ch, #nice );

else

  tell( mob, ch, #nice );

else

  tell( mob, ch, #done );

else

  tell( mob, ch, #level );

else

  act_tochar( #snort, ch );

~
E
glow~
The stallion's tri-colored horn glows and pulsates.

~
E
nice~
I must once again thank you for your help in finding the alicorn and

bringing my mate back to the land of the living.  I wish you well in you

task.

~
E
done~
You will forever have the thanks of my mate and I for restoring her back

to life.  Perhaps, in the future, I might be able to help you.

~
E
level~
Though I need help, I fear I would be sending you to your death if I

accepted your help.  Perhaps one day, when you are stronger, you can help

me.

~
E
tell~
You greet the unicorn stallion.

~
E
snort~
The unicorn stallion snorts and raises its tri-colored horn.

~
E
greeting~
Greetings.  It has been a long time seen I have seen someone such as you

in there parts.  But I am not sure this is a good thing.

~
E
quest~
Ah, long have I waited for one such as thee.  One who is versed in both

woodland lore and fighting skills.  I would be forever in your debt if

you could find it in your heart to aid me.

~
!
2 -1
aid ~
if( class( ch ) == ranger )

  if( find_stat( ch, level ) > 24 )

  if( !done_quest( ch, 39 ) )

  if( !has_quest( ch, 39 ) ) {

  act_tochar( #ask, ch );

  act_notchar( #rask, ch );

  wait( 2 );

  tell( mob, ch, #aid );

  act_notchar( #raid, ch );

  wait( 3 );

  tell( mob, ch, #aid2 );

  wait( 3 );

  tell( mob, ch, #aid3 );

  wait( 3 );

  tell( mob, ch, #aid4 );

  wait( 4 );

  tell( mob, ch, #aid5 );

  wait( 4 );

  tell( mob, ch, #aid6 );

  wait( 3 );

  tell( mob, ch, #aid7 );

  wait( 3 );

  tell( mob, ch, #aid8 );

  }

else

  tell( mob, ch, #onquest );

else

  tell( mob, ch, #done );

else

  tell( mob, ch, #level );

else {

  tell( mob, ch, #snort );

  act_room( #stomp, ch );

  do_spell( blink, mob, mob );

  }

~
E
aid~
Many years ago, my mate and I lived in a lush, flurishing grove, deep in

the heart of a valley.  The valley was protected by a powerful goddess,

and all was well.

~
E
aid2~
But then one day, our peaceful lives were shattered.  The goddess was

thwarted by her lesser siblings, and her powers of protection over the

valley faded.  This left the valley unprotected.

~
E
aid3~
And so began a horrible passage of events that ended with the loss of my

mate.

~
E
aid4~
I had gone out scouting, trying to find a suitable place to rest out the

winter in what remained of the once mighty grove.  But in my absence,

some vile creaturee smelling of filth entered the remnants of the grove

and attacked my mate.  Before I could arrive to assist her, the creature

had savagely cut off her alicorn.

~
E
aid5~
Often our race have been hunted for our horns, for they are magical and

are what give us life.  Before, when the goddess protected the valley,

never had to worry about the hunters.  But after her usurpation, it was

terrible.  My mate and I were the last of our kind, and I had failed her!

~
E
aid6~
In rage, I chased the hunter from the grove, past the pyramid, and for

many leagues beyond.  Nonetheless, I finally lost him.  And I haven't

been able to return to the grove since.  The memories are too painful.

~
E
raid~
The unicorn stallion bows its head and you feel it communing with $n.

~
E
aid7~
If the alicorn which was stolen from my mate is found and placed once

again on her head, she can be brought back to life!

~
E
aid8~
So tell me, please, will you help me?

~
E
onquest~
I am grateful that you have undertaken this momentous task.  Once you

find the alicorn, I beg you to journey to the valley grove, south of the

Great Pyramid, and restire my beloved to life.

~
E
done~
I am forever in your debt for returning my mate to life.  One day,

perhaps, I might be able to help you.

~
E
level~
Now is not the time to speak of such matters.  One day, though, I'm sure

your deeds with proceed you, and it will be then that you and I can help

one another.

~
E
snort~
You are not the one I seek.

~
E
ask~
You ask the unicorn stallion about aid.

~
E
rask~
$n asks the unicorn stallion something.

~
E
stomp~
The unicorn stallion snorts and paws the ground.

~
!
8 -1
yes~
if( class( ch ) == ranger )

  if( find_stat( ch, level ) > 24 )

  if( !done_quest( ch, 39 ) )

  if( !doing_quest( ch, 39 ) )

  if( !has_quest( ch, 39 ) ) {

  act_tochar( #assign, ch );

  wait( 1 );

  assign_quest( ch, 39 );

  wait( 1 );

  tell( mob, ch, #silver );

  }

else

  tell( mob, ch, #hasit );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #done );

else

  tell( mob, ch, #level );

else

  tell( mob, ch, #class );

~
E
assign~
The unicorn stallion bows before you.

~
E
silver~
Thank you for agreeing to help me.  In the hidden grove, within the

valley, I have a friend who witnessed most of my mates demise.  Do not be

afraid of his doggish form.  He is a stalwart servant of the Goddess. 

Ask him about my mate and he should be able to help.

~
E
hasit~
Please, I have already given you the task of restoring my mate to life. 

Seek out a silver dog and ask him about her.

~
E
doing~
Please hurry.  I don't know how much longer I can stand to be apart from

my mate!

~
E
done~
I cannot thank you enough for restoring my mate to life.  Perhaps one

day, we shall meet again, in another place, and it will then be my turn

to help you.

~
E
level~
I am afraid you are not powerful enough yet to help me.

~
E
class~
Please, do nto toy with me.  Only one versed in combat and woodland lore

can help me.

~
!
-1

#1581
~
~
forest nymph~
~
~
of alien beauty cowers behind the fountain.~
forest nymphs~
~
~
of alien beauty cower behind the fountain.~
The nymph's long, platinum-blonde hair is plaited into a single braid

that cascades down her back.  With ivory-toned skin, the extraordinarily

beautiful woman is beyond anything you have every encountered before. 

Wearing little but a few, cleverly placed maple leaves, the thin, limber

maiden warrants much attention.  Her eyes, which sparkle like diamonds,

are the most unusually shade of green you have ever seen.

~
Florian~
attack_weapon( mob, victim, 6d4, "brutal hand slap" );

attack_weapon( mob, victim, 6d4, "brutal hand slap" );

attack( mob, victim, 4d3+5, "thrusting knee" );

if( random( 1, 10 ) == 1 ) {

  act_tochar( #blind, ch, obj, mob );

  act_notchar( #rblind, ch, obj, mob );

  do_spell( blind, mob, ch );

  }

if( random( 1, 14 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_room( #call, ch, obj, mob );

  summon( mob, victim );

  }

if( random( 1, 10 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_room( #call2, ch, obj, mob );

  loop( all_in_room ) 

    if( rch != mob ) {

    act_tochar( #water, rch, obj, mob );

    act_notchar( #rwater, rch, obj, mob );

    attack_cold( mob, rch, 6d4+10, "swirling stream of water" );

    }

  }

~
E
call~
@bHer silken voice raised, $N calls for woodland help!

~
E
water~
@b@BA gush of water springs forth from $N's hands and strikes you.

~
E
rwater~
@b@BA gush of water springs forth from $N's hands and strikes $n.

~
E
blind~
You catch a glimpse of $N's unveiled beauty and it is blinding!

~
E
rblind~
$n seems overwhelmed by $N's beauty.

~
E
call2~
Moving $S hands in a pattern, $N summons the waters to aid $M.

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 894278054 0 0
235939 0 8392704 96 6
23
9 9 10 11 12
25 0 0 0 20 0 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
60294602 26215041
0 1 0 0 0
F 96 4 0
2287 17 1509949444 -2 0
1002 17 1509949447 -2 0
956 16 1509949445 -2 0
1147 17 1509949465 16 0
408 16 1509949490 16 0
1087 16 1509949443 16 0
-1
-1

#1582
~
~
sand man~
Made completely of sand,~
~
roars violently in your direction.~
sand men~
Made completely of sand,~
~
roar violently in your direction.~
Taller than a human and having twice the average girth, the creature

before you is made almost entirely of sand.  Its hands and feet are

overly large and look capable of smashing even the thickest of materials. 

Its face is almost featureless, save for a gaping maw and two beady,

depthless pits that must be its eyes.  A few bits and pieces of stone

debris are mixed in with its sandy body.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 3d5+10, "sandy punch" );

attack( mob, victim, 3d5+10, "sandy punch" );

attack( mob, victim, 4d5+5, "maw of sand" );

if( i == 1)

  interpret( mob, "bash" );

else if( i == 5 ) {

  act_tochar( #rushes, ch, obj, mob );

  act_notchar( #rrushes, ch, obj, mob );

  attack( mob, victim, 5d7+10, "body slam" );

  }

~
E
rushes~
@bSuddenly, $N rushes in under your guard.

~
E
rrushes~
@bSuddenly, $N rushes in under $n's guard.

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894278113 0 0
6390321 0 0 96 4
25
13 5 5 12 12
15 25 75 0 80 100 100
200 10 sandy arm~
400 10 sandy leg~
700 18 tan, sandy body~
800 7 gaping maw~
1000 8 outstretched hand~
0
104858885 26215361
0 1 0 0 0
N 96 4 0
1410 17 1509949460 -2 0
2401 17 1509949445 -2 0
2405 16 1509949953 -2 0
1410 17 1509949460 -2 0
1410 17 1509949460 -2 0
1410 17 1509949460 -2 0
1410 17 1509949460 -2 0
-1
-1

#1583
~
~
serpentman warrior~
~
~
patrols the black desert, looking for antagonists.~
serpentman warriors~
~
~
patrol the black desert, looking for antagonists.~
The scales of this reptilian creature are black in color with a light

dusting of brown.  A little under six feet tall, this more sinister

version of a lizardman has sharp, protruding canines and outwardly

jutting incisors.  Ending in claws, both the serpentman's feet and hands

look dangerous and best avoided.  its slitted eyes are lidless and yellow

and seem to be ever watchful for movement or change.  Behind the muscular

serpentman trails a thick, scaly black tail.

~
Florian~
i = random( 1, 10 );

attack_weapon( mob, victim, 4d5+6, "wicked claws" );

attack_weapon( mob, victim, 4d5+6, "wicked claws" );

attack( mob, victim, 5d5+1, "gnashing bite" );

if( i == 1 )

  attack( mob, victim, 4d5+20, "bone-jarring kick" );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i == 3 ) {

  act_room( #whip, ch, obj, mob );

  attack_room( mob, 3d8+10, "scaly tail lash" );

  }

~
E
whip~
@b@GAll of a sudden, $N whips $S tail around violently.

~
!
0 79 71 0 0 1609 1591 10
0 0 11 4000 894278252 0 0
230945 1048576 0 144 5
26
14 10 12 9 13
15 0 -10 5 40 5 10
150 14 scaly arm~
300 14 scaly leg~
750 18 tough, scaly body~
900 8 soft, hide-covered skull~
1000 8 long, flexible tail~
0
104858245 26214661
4002 131 0 8541 502922
M 144 4 0
1109 17 1509949455 9 0
186 17 838860815 10 0
2003 17 838860815 5 0
1077 17 838860815 7 0
2182 17 1509949455 15 0
980 17 838860815 6 0
1528 17 838860820 16 0
804 16 838860815 16 0
3007 16 838860810 16 0
3008 16 838860810 16 0
1252 16 1509949449 16 0
1056 16 838860805 16 0
2018 17 1509949448 -1 0
2254 17 1509949445 -2 0
2289 17 1509949444 -2 0
2289 17 1509949444 -2 0
-1
-1

#1584
~
~
serpentman vanguard~
~
~
watches the desert keenly, scouting for trouble.~
serpentman vanguards~
~
~
watch the desert keenly, scouting for trouble.~
The slim musculature of the serpentman before you is better suited for

running and light hunting than anything else.  The serpentman's scales

are dark brown, almost black and are cracked in two in a couple of places

along its body.  With long, rending claws and a thick, whipping tail, the

serpentman looks like a capable fighter.  His slitted, yellow eyes peer

about nervously, surveying the area every chance it gets.  Darting in and

out between its double row of needle-like teeth, the serpentman's black,

forked tongue tastes the air.

~
Florian~
i = random( 1, 10 );

attack_weapon( mob, victim, 4d5+6, "wicked claws" );

attack_weapon( mob, victim, 4d5+6, "wicked claws" );

attack( mob, victim, 5d5+1, "gnashing bite" );

if( i == 1 )

attack( mob, victim, 4d5+20, "bone-jarring kick" );

else if( i == 2 )

interpret( mob, "bash" );

else if( i == 3 ) {

act_room( #whip, ch, obj, mob );

attack_room( mob, 3d8+10, "scaly tail lash" );

}

else if( i == 4 )

if( !is_silenced( mob ) ) {

act_room( #call, ch, obj, mob );

summon( mob, victim );

}

else

act_room( #cant, ch, obj, mob );

~
E
whip~
@b@GAll of a sudden, $N whips $S tail around violently.

~
E
call~
@bShouting, $N calls for aid.

~
E
cant~
@bA weird expression comes to $N's face, who is now silenced.

~
!
0 79 71 0 0 1609 1591 10
0 0 1 4000 894278285 0 0
234785 1048576 0 96 5
18
14 10 12 9 13
15 0 -10 5 40 5 10
150 11 scaly arm~
300 11 scaly leg~
750 13 tough, scaly body~
900 6 soft, hide-covered skull~
1000 6 long, flexible tail~
0
81265285 26214661
402 21 0 508 18647
M 96 4 0
2081 17 1509949455 6 0
2002 17 1509949455 5 0
985 16 1509949455 5 0
2042 17 1509949455 10 0
2181 17 1509949455 15 0
2181 17 1509949455 14 0
2022 17 1509949455 7 0
1109 17 1509949455 9 0
1252 17 1509949470 16 0
3007 16 838860820 16 0
3008 16 838860810 16 0
1528 16 838860815 16 0
1285 16 503316483 16 0
1250 16 838860807 16 0
1052 16 838860815 16 0
2289 17 1509949443 -2 0
2289 17 1509949443 -2 0
2254 17 1509949445 -2 0
55 17 1509949450 -1 0
-1
-1

#1585
~
~
sand golem~
~
~
with diamonds for eyes looms here ominously.~
~
~
~
with diamonds for eyes loom here ominously.~
A hulking brute of sand with a columnar body looms over you.  Its arms

are as thick as tree trunks, ending in two-fingered mitts and it has

little or no definition to its lower body.  Instead of legs, its lower

body moves along a flowing mass of viscous sand that holds no sand for

long.  Set into the sand golem's face where eyes should be are two gems;

a green one and a clear one.  Both are finely cut and look quite valuable. 

Though its wide mouth gaps open, it emits no sound.

~
Florian~
i = random( 1, 14 );

attack( mob, victim, 6d4+10, "massive fist of sand" );

attack( mob, victim, 6d4+10, "massive fist of sand" );

if( i < 3 ) 

  if( modify_mana( mob, -15 ) == 1 ) {

  act_tochar( #DRay, ch, obj, mob );

  act_notchar( #rDRay, ch, obj, mob );

  do_spell( magic missile, mob, victim );

  modify_mana( mob, -15 );

  end;

  }

if( i < 5 ) 

  if( modify_mana( mob, -15 ) == 1 ) {

  act_tochar( #ERay, ch, obj, mob );

  act_notchar( #rERay, ch, obj, mob );

  do_spell( drain life, mob, victim );

  modify_mana( mob, -15 );

  end;

  }

if( i == 6 ) 

  if( modify_mana( mob, -15 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #BRay, ch, obj, mob );

  act_notchar( #rBRay, ch, obj, mob );

  do_spell( acid blast, mob, ch );

  modify_mana( mob, 30 );

  end;

  }

if( i > 9 )

  interpret( mob, "bash" );

~
E
DRay~
@bA white beam shot from $N's left 'eye' strikes you.

~
E
rDRay~
@bA white beam shot from $N's left 'eye' strikes $n.

~
E
ERay~
@b@GAn emerald beam shot from $N's right 'eye' strikes you.

~
E
rERay~
@b@GAn emerald beam shot from $N's right 'eye' strikes $n.

~
E
BRay~
@GA pale green beam shot from both eyes of $N strikes you.

~
E
rBRay~
@GA pale green beam shot from both eyes of $N strikes $n.

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 894278311 0 28
4424225 4194304 8388624 0 4
35
18 20 10 6 18
50 50 75 50 100 80 100
200 15 powerful arm of sand~
400 15 powerful leg of sand~
800 35 massive, sandy body~
900 14 fist of sand~
1000 50 diamond eye~
0
131073290 26217602
0 1 0 0 0
N 0 5 0
1410 17 1509949540 -1 0
1410 17 1509949490 -1 0
2401 16 1509949450 -1 0
2405 16 1509949441 -1 0
-1
4 -1
~
i = random( 1, 33 );

wait( 1 );

act_room( #death, ch );

if( i == 1 ) {

  act_room( #diamond, ch );

  obj_to_room( oload( 77 ), room );

  }

else if( i == 2 ) {

  act_room( #emerald, ch );

  obj_to_room( oload( 1023 ), room );

  }

else if( i > 31 ) {

  act_room( #both, ch );

  obj_to_room( oload( 1023 ), room );

  obj_to_room( oload( 1292 ), room );

  }

~
E
death~
The golem of sand slowly collapses to the ground in a sandy heap.

~
E
diamond~
As the golem disintegrates, its clear, gem eye rolls to the ground.

~
E
emerald~
As the goldem disintegrates, its green, emerald eye rolls to the ground.

~
E
both~
As the golem disintegrates, its two gem-like eyes fall to the ground.

~
!
-1

#1586
~
~
faerie dragon~
~
~
with gossamer butterfly wings flutters in the air.~
faerie dragons~
~
~
with gossamer butterfly wings flutter in the air.~
The small dragonlet before you flies the air currents on a pair of tiny,

gossamer wings.  His brightly colored wings are like those of a

butterfly, thin, colorful, and covered with a light dusting of powder. 

From snout to tail, the faery dragon measures about two and a half feet

long.  The scales of the tiny dragon range in color from deep orange to

bright green, although his scaly brow ridge is completely black -- a sign

of great age.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 3d3+5, "tiny claws" );

attack( mob, victim, 3d3+5, "tiny claws" );

attack( mob, victim, 3d3+4, "tearing bite" );

if( i == 1 ) 

  if( !is_silenced( mob ) ) {

  act_room( #cast, ch, obj, mob );

  do_spell( faerie fire, mob, victim );

  }

else 

  act_room( #cant, ch, obj, mob );

else if( i == 2 ) {

  act_room( #zips, ch, obj, mob );

  attack( mob, victim, 5d4+15, "slicing wing edge" );

  }

~
E
cant~
@bPouting, $N discovers $E cannot speak.

~
E
cast~
@b@RMumbling in faerie, $N's hands begin to glow.

~
E
zips~
@b@BPicking up incredible speed, $N zips through the air

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 894278359 0 0
230177 0 67112960 96 6
14
8 11 1 13 10
35 25 25 14 98 16 25
100 5 gossamer wings~
200 3 soft, pink underbelly~
500 11 brilliant pink scales~
850 9 bright pink body~
1000 4 long pink tail~
0
47189122 26215362
0 1 0 0 0
M 96 2 0
1584 17 1509949540 -1 0
2287 17 1509949443 -2 0
-1
8 -1
hi hello greetings~
if( !has_obj( 1584, ch ) ) {

  act_notchar( #rtell, ch, obj, mob );

  act_room( #flutter, ch, obj, mob );

  wait( 2 );

  act_tochar( #sit, ch, obj, mob );

  act_notchar( #rsit, ch, obj, mob );

  wait( 2 );

  act_tochar( #sniff, ch );

  wait( 1 );

  tell( mob, ch, #stat1 );

  act_notchar( #dtell, ch, obj, mob );

  }

else {

  act_tochar( #jump, ch );

  tell( mob, ch, #stat1 );

  act_notchar( #rcheese, ch, obj, mob );

  }

~
E
rtell~
$n gives $N a hearty greeting.

~
E
flutter~
$N's wings flutter as he settles down to the nearest perch.

~
E
sit~
After a few careful stretches, $E begins staring at you expectantly.

~
E
rsit~
After a few careful stretches, #E begins staring at $n expectantly.

~
E
stat1~
I really love cheese.  Do you have a chunk of cheese?  Perhaps you have

some hidden in your gear?  Do you have a chunk of cheese?

~
E
dtell~
Finally, $N walks over, sniffs $n, and begins speaking to $m.

~
E
cheese~
You have cheese! Give it to me please!? 

~
E
rcheese~
Suddenly, $N begins demanding cheese from $n.

~
E
sniff~
Finally, a faerie dragon walks over, sniffs you and your belongings.

~
E
jump~
Suddenly, $N begins jumping up and down excitedly.

~
!
8 -1
yes~
act_notchar( #rtell, ch, obj, mob );

wait( 1 );

if( has_obj( 1584, ch ) ) {

  tell( mob, ch, #cheese );

  act_notchar( #rcheese, ch );

  }

else {

  act_tochar( #sniff, ch );

tell( mob, ch, #liar );

  act_notchar( #rliar, ch, obj, mob );

  }

~
E
rtell~
$n tells $N something.

~
E
cheese~
You have cheese! Give it to me...please?! 

~
E
rcheese~
The faerie dragon bounces over to $n, all happy.

~
E
liar~
Liar!  You don't have any cheese?  How could you lie to me?  You're not

my friend!

~
E
rliar~
Clearly disappointed, $N turns his back on $n.

~
E
sniff~
The faerie dragon sniffs at you and your belongings.

~
!
8 -1
no~
act_notchar( #rtell, ch, obj, mob );

wait( 1 );

if( has_obj( 1584, ch ) ) {

act_tochar( #sniff, ch );

tell( mob, ch, #liar );

act_notchar( #pout, ch, obj, mob );

}

else {

act_tochar( #hope, ch );

tell( mob, ch, #find );

act_notchar( #dis, ch, obj, mob );

}

~
E
liar~
You do too have cheese!  Give it to me!

~
E
rtell~
$n tells something to $N.

~
E
pout~
The faerie dragon sighs at $n and pouts.

~
E
find~
Well, if you find any cheesy chunks, give them to me, please.

~
E
dis~
The faerie dragon looks very disappointed with $n.

~
E
sniff~
The faerie dragon sniffs you and your belongings.

~
E
hope~
The faerie dragon sniffs sorrowfully, all hopes for cheese gone.

~
!
6 1584
~
wait( 1 );

act_room( #eat, ch, obj, mob );

wait( 1 );

act_room( #eat2, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
eat~
Greedily, $N eats the cheese and licks $S claws clean.

~
E
stat1~
Hello!  You're new here, aren't you?  I can tell.  But that's ok.  You're

my friend.  You gave me cheese.  I like you.

~
E
stat2~
Since you have been so nice to me, I must do something for you in return. 

I have lived a very long time in this sheltered grove.  Perhaps you would

like to know something about the area?

~
E
eat2~
After eatting, $N looks up and smiles.

~
!
2 -1
grove forest wood copse~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
This grove is all that remains of the Valley's former glory.  Without the

Goddess' protection, all of it but this one part succumbed to the dragon

wars.  It is guarded by ents and populated with all sorts of faerie folk.

~
E
ask~
You ask $N about the grove.

~
!
2 -1
desert area~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
This desert is very large.  And dangerous.  But it did not always be this

way.  Now, though, there are men who look like serpents patrolling the

western part of the desert and even worse things lying in wait below its

black sands.  To the east lies the windy red desert, where the

descendants of the People still dwell in hand made abodes.

~
E
ask~
You ask $N about the surrounding area.

~
!
2 -1
dragon wars~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Once, long ago, there was but a single race of dragons dwelling in this

valley.  Sadly, my kind is but a magical mutation from that great race. 

For a long time, the dragons and People of the Valley lived in harmony. 

But then, something happened.  After the Goddess was betrayed, the

usurper captured the two most favored of the dragons and through some

spell, imprisoned them.  Once they were ensorcelled, the last pharaoh and

his magicians tortured and transformed the remaining dragons, creating

two races of them which were directly opposed to one another.  The

battles and sorceries began draining the life out of the Valley itself. 

And without the Goddess' protection, it eventually became a barren

wasteland.

~
E
ask~
You ask $N about the dragon wars.

~
!
2 -1
serpentman serpentmen~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Never before have a seen such a hideous chimera of man and beast.  With

the body of a man and the head of a serpent, these creatures are not to

be trusted.  Their bodies are naturally armored with scales and their

claws are extremely sharp.

~
E
ask~
You ask $N about serpentmen.

~
!
2 -1
black sands below~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

act_room( #stat1, ch, obj, mob  );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
I have only ventured out of the grove a clawful of times, but each time I

did, I saw humonguous worms erupting from the ground to feed upon their

prey.  Be very wary and tred softly through the desert of black sand

should you ever have need to go there.

~
E
ask~
You ask $N about the black desert and its dangers.

~
!
2 -1
guardian ents~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
The guardian ents are among some of Her finest and most stalwart warriors. 

At the moment before Her essence was shattered, She transformed Her most

faithful servants and placed them in forms that would better serve to

protect the remnants of the Valley.  It falls upon the ents to guard this

place from unwanted or intrusive attentions.

~
E
ask~
You ask $N about the guardian ents.

~
!
2 -1
faerie folk people~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
stat1~
Unlike the sprites, nymphs and leprechauns, this has always been my

natural form.  But the others, ageless as they are, can remember days

when they use to be just another one of Her people, dwelling in peace

within the valley.  If you are still interested in the grove, perhaps the

elderly druid, the only person not of the People, can answer your

questions about the grove.

~
E
ask~
You ask $N about the faerie folk of the grove.

~
!
-1

#1587
~
~
mischievous leprechaun~
~
~
dressed in green casts furtive glances all about.~
mischievous leprechauns~
~
~
dressed in green cast furtive glances all about.~
From head to toe, this little guy is dressed completely in green. 

Wearing a round, green hat and olive leggings, the forest-colored dwarf

scampers about, giggling and laughing whenever it can.  In the brim of

its hat, the leprechaun wears a spring of red clover, that has, not four

leaves, but five.  It's pointy green shoes are slim and delicate, looking

small enough to fit on the feet of a pixie.  In one hand, the little

leprechaun carries a curved, iron weapon, that resembles a club.  The

leprechaun's face is full of mischief and laughter, as well as mischief.

~
Florian~
i = random( 1, 25 );

attack_weapon( mob, victim, 3d7+5, "tiny, fisted punch" );

attack_weapon( mob, victim, 3d7+5, "tiny, fisted punch" );

attack( mob, victim, 3d5+8, "crunching bite" );

if( i == 1 ) {

  act_room( #blink, ch, obj, mob );

  do_spell( blink, mob, mob );

  }

else if( i < 6 ) {

  act_room( #waves, ch, obj, mob );

  j = 4d5+8;

  loop( all_in_room )

    if( rch != mob ) {

    act_tochar( #coins, rch, obj, mob );

    act_notchar( #rcoins, rch, obj, mob );

    dam_message( rch, j, "A whirling mass of worthless copper coins" );

    inflict( rch, mob, j, "being coined to death." );

    }

  end;

  }

else if( i == 10 )

  interpret( mob, "em laughs maniacally." );

else if( i == 11 )

  interpret( mob, "em giggles." );

else if( i == 12 )

  interpret( mob, "em taunts you mercilessly." );

else if( i == 13 )

  interpret( mob, "em grins evily." );

~
E
blink~
@GSnapping $S fingers, $N vanishes instantly.

~
E
waves~
@b@GWith an eerie grace, $N does a little jig.

~
E
coins~
@b@YHeavy copper coins rain down upon you!

~
E
rcoins~
@b@YHeavy copper coins rain down upon $n!

~
!
0 0 57 0 0 0 0 10
0 0 0 4000 894278436 0 0
229793 1052680 8388608 400 6
28
9 10 10 13 11
50 15 5 5 25 11 7
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
94375044 26215042
0 1 0 0 0
M 400 3 0
502 17 1509949460 10 0
2122 17 1509949460 8 0
1652 17 1509949460 6 0
504 17 1509949460 7 0
2411 17 1509949445 -1 0
2413 16 1509949445 -1 0
2412 16 1509949445 -1 0
2414 17 1342177290 16 0
2001 17 1509949480 5 0
-1
8 -1
hi hello greetings~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

i = random( 1, 3 );

if( i == 1 )

tell( mob, ch, #stat1 );

 if( i == 2 )

tell( mob, ch, #stat2 );

if( i == 3 )

tell( mob, ch, #stat3 );

~
E
rask~
$n tells something to $N.

~
E
ask~
You tell $N hello.

~
E
stat1~
Me gold! Me gold! You'll not have me gold!

~
E
stat2~
Go away! Go away! You'll not find my gold! It's hidden away!

~
E
stat3~
My golden treasure is safe and hidden.

You'll not find it unless you're bidden! Teehehehehe.

~
!
2 -1
gold coins~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

act_room( #stat2, ch );

wait( 2 );

act_room( #stat3, ch );

wait( 2 );

act_room( #stat4, ch, obj, mob );

wait( 2 );

act_room( #stat5, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat6 );

~
E
stat1~
You'll never get me gold!  I'm the only one who knows where it is hidden.

~
E
stat3~
Turning his back mostly to you, he pulls out what looks to be a map.

~
E
stat4~
For a few moments, $N seems to consult the map.

~
E
stat5~
$N rolls the map up, tucks it into his vest, and turns back around.

~
E
stat6~
Oh, never, never!  You'll never find me gold!

~
E
stat2~
The leprechaun looks momentarily worried.

~
E
ask~
You ask the leprechaun about his gold and treasure.

~
E
rask~
Rather loudly, $n asks $N about his gold.

~
!
2 -1
map treasure~
act_tochar( #ask, ch, obj, mob  );

act_notchar( #rask, ch, obj, mob  );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N about something.

~
E
ask~
You ask $N about the map.

~
E
stat1~
Map?! Map!! I know nothing about a map! Now leave me be!

~
!
-1

#1588
~
~
forest sprite~
~
~
with translucent wings perches on the branch of a nearby tree.~
forest sprites~
~
~
with translucent wings perch on the branches of a nearby tree.~
This particular sprite is dressed in forest-green colors and has nearly

transparent, gossamer wings.  Its skin is smooth and a bright, powder

blue color.  Like an elf, the sprite's ears are extremely pointed and its

eyes are almond in shape.  Across its breast, the blue faerie creature

wears a tiny grey decorative sash which bears a crest.  Rising out of its

mane of white hair are two delicate antennae which are mounted in the

center of the sprite's head.

~
Florian~
i = random( 1, 11 );

attack_weapon( mob, victim, 3d6+6, "tiny fist punch" );

attack_weapon( mob, victim, 3d6+6, "tiny fist punch" );

attack( mob, victim, 4d4+5, "wing slap" );

if(  attack( mob, victim, 4d4+5, "wing slap" ) ) {

  act_tochar( #hits, ch, obj, mob );

  act_notchar( #rhits, ch, obj, mob );

  attack( mob, victim, 4d4+5, "wing slap" );

  }

if( i == 1 ) {

  act_room( #buffet, ch, obj, mob );

  loop( all_in_room )

    if( rch != mob ) {

    act_tochar( #wing, ch, obj, mob );

    act_notchar( #rwing, ch, obj, mob );

    j = 4d5+10;

    dam_message( rch, j, "Strong wing buffeting" );

    inflict( rch, mob, j, "being wing buffeted to death" );

    }

  }

else if( i == 2 )

  if( !is_silenced( mob ) ) {

  act_room( #cast, ch, obj, mob );

  do_spell( faerie fire, mob, victim );

  }

else

  act_room( #cant, ch, obj, mob );

else if( i == 3 )

  if( !is_silenced( mob ) ) {

  act_room( #cast, ch, obj, mob );

  do_spell( cure light, mob, mob );

  act_room( #looks, ch, obj, mob );

  }

else

  act_room( #cant, ch, obj, mob );

else if( i == 11 )

  if( has_obj( 1531, mob ) ) 

  interpret( mob, "quaff potion" );

~
E
hits~
@GA forest sprite hits you with $S other wing.

~
E
rhits~
@GA forest sprite hits $n with $S other wing.

~
E
cant~
@bFrustrated at being silenced, $N beats its wings.

~
E
cast~
@GSpeaking in faerie, $N incants a spell.

~
E
looks~
@b@GSome of $N's wounds look slightly better.

~
E
buffet~
Furiously, $N begins beating $S wings.

~
E
wing~
The gusts of wing from $N's wing buffet assails you!

~
E
rwing~
The gusts of wing from $N's wing buffet assails $n!

~
!
0 33 57 0 0 0 0 10
0 0 0 4000 894278485 0 0
229665 8 0 112 6
24
8 10 8 12 9
35 15 15 5 40 0 0
100 8 translucent wings~
300 9 petite feet~
500 9 miniature hand~
920 14 slender body~
1000 4 golden ear tip~
0
62916106 26215170
0 1 0 0 0
F 112 2 0
2288 17 1509949444 -2 0
34 17 1509949480 16 0
662 17 1509949448 -1 0
68 16 1509949448 -1 0
-1
-1

#1589
~
~
{leonine creature} dragonne~
~
~
with wings rests here, gaze focused south.~
{leonine creatures} dragonnes~
~
~
with wings rest here, gazes focused south.~
A bizarre hybrid creature stands before, its features grizzled and

twisted.  The body of the creature is that of a lion, with hints of its

noble stance and strong chest remaining.  The tail and claws of it,

though, are those of a dragon's.  A pair of strong wings with thin brown

membranes emerge from its back.  The dragon-lion, or dragonne also has a

face that is mostly that of a lion, save for its elongated muzzle and

scaly skin.  The dragonne's wide, oval eyes have a predatory look about

them.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d6+6, "vicious claw swipe" );

attack( mob, victim, 3d6+6, "vicious claw swipe" );

attack( mob, victim, 2d5+10, "set of trap-like jaws" );

if( random( 1, 5 ) == 1 ) {

act_room( #jump, ch, obj, mob );

wait( 1 );

ch = rand_player( room );

act_tochar( #swipe, ch, obj, mob );

act_notchar( #rswipe, ch, obj, mob );

attack( mob, ch, 4d4+7, "sweeping claw rake" );

}

~
E
swipe~
Slashing wildly, a dragonne takes a swipe at you!

~
E
rswipe~
Slashing wildly, a dragonne takes a swipe at $n!

~
E
jump~
Springing into the air, $N looks about furiously.

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894278543 0 0
21170979 0 67112960 0 4
25
15 9 11 11 13
15 -5 15 -25 -25 15 20
150 12 leonine face~
250 8 bushy mane~
400 11 leathery wings~
800 18 muscular body~
1000 9 broad, leonine paw~
0
104860802 26215170
0 1 0 0 0
M 0 4 0
1922 17 1509949443 -2 0
1110 17 1509949445 -2 0
-1
-1

#1590
~
~
sand dragon zombie~
~
decaying~
shambles along here.~
sand dragon zombies~
~
decaying~
shamble along here.~
The body of this dragon is horribly mutilated.  Its scales are dented and

missing in many places, leaving bare the skeletal structure beneath.  The

skull is partly exposed in one place, on the same side where one of its

large horns has been broken in half.  Most of its claws are still quite

sharp, though a couple are split and jagged.  Much of the dragon's

bloated body is covered with sand.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 1d5+2, "long brown claw" );

attack( mob, victim, 1d5+2, "long brown claw" );

attack( mob, victim, 2d3+2, "sharp bite" );

if( i > 17 ) 

  attack_room( mob, 2d3+4, "sluggish tail sweep" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894278605 0 0
721441 536879104 12 0 8
13
10 3 3 5 8
25 -25 -20 25 100 -10 100
300 9 decaying scales~
500 10 fetid, scaly body~
800 4 broken wing~
900 1 tattered underbelly~
1000 13 skinless skull~
0
34087041 26215233
0 1 0 0 0
N 0 7 0
2253 17 1509949450 -2 0
2252 17 1509949450 -2 0
-1
-1

#1591
~
~
serpentman zombie~
Brought back from the dead,~
~
stands and moans.~
serpentman zombies~
Brought back from the dead,~
~
stand and moan.~
A five foot lizardman with overly serpentine features stands here

woodenly.  With its dark brown, almost black scales, and wide claws, the

creature is probably not a lizardman.  It is more likely that it is a

serpentman.  Or was.  Now, at least, the serpentman is quiet dead, at

least by several days.  Its leathery skin is bloated and its eyes are a

milky white color.  The serpentman zombie smells heavily of rotten meat.

~
Florian~
i = random( 1, 10 );

attack_weapon( mob, victim, 1d5+3, "wicked claws" );

attack_weapon( mob, victim, 1d5+3, "wicked claws" );

attack( mob, victim, 2d2+4, "gnashing bite" );

if( i == 1 )

  attack( mob, victim, 1d5+2, "bone-jarring kick" );

else if( i == 2 )

  interpret( mob, "bash" );

else if( i == 3 ) {

  act_room( #whip, ch, obj, mob );

  attack( mob, victim, 1d8+5, "scaly tail lash" );

  }

~
E
whip~
@b@GAll of a sudden, $N whips $S tail around violently.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894278648 0 0
721441 536879104 12 0 8
8
11 3 4 6 8
25 -25 20 -15 100 -25 100
100 4 moldy scales~
300 2 arm~
500 2 rotting leg~
700 6 pungent, decaying body~
1000 3 loose, dead hide~
0
20974082 26214913
0 1 0 0 0
N 0 4 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1592
~
undead crabman zombie~
crabman zombie~
~
~
stands here, gradually decaying to dust.~
crabman zombies~
~
~
stand here, gradually decaying to dust.~
The first thing you notice about this large crabman is its limp, milky

white eye stalks.  Even before the stench of death wafts past you, you

realize that this crabman is no longer among the living.  Its upper body

is plated in red chitin that is lusterless and as colorful as ash.  Strip

of flesh have begun to peel off of its humanoid legs, revealing corded

muscle and bone beneath.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 1d3+5, "red, pinching claws" ); 

attack_weapon( mob, victim, 1d3+5, "red, pinching claws" ); 

if( i == 2 ) 

  attack( mob, victim, 2d4+3, "chitinous leg" );

else if( i == 3 )

  interpret( mob, "bash" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894278690 0 0
197153 0 0 0 8
5
9 3 3 9 9
25 -25 20 0 80 -25 100
300 8 rotting chitin shell~
600 2 decaying claw~
700 1 limp eye stalk~
1000 3 cracked, broken leg~
0 1000 ~
0
15729922 26214721
0 1 0 0 0
N 0 4 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1593
~
~
young bird zombie~
~
~
missing half its feathers wobbles back and forth.~
young bird zombies~
~
~
missing half their feathers wobble back and forth.~
Standing on two bloated legs, the young bird's eyes are glazed over with

a milky film.  Clumps of feathers have either fallen off or been ripped

from its body, revealing bare skin, and in some cases bone, beneath.  The

bird's hard beak is cracked down the middle and its left wing is held out

at a crooked, unnatural angle.  Its tail hangs limply, dragging on the

ground.

~
Florian~
attack( mob, victim, 1d2+2, "sharp foot claw" );

attack( mob, victim, 1d2+2, "sharp foot claw" );

attack( mob, victim, 1d2+2, "piercing peck" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 899880109 0 0
721441 536879104 12 0 8
3
5 3 3 4 7
25 -25 15 0 75 -25 100
200 2 limp, fractured wing~
500 4 molting body~
650 3 cracked beak~
850 5 exposed ribs~
1000 2 hollow, decaying chest~
0
7864963 26214593
21 65 0 0 13
N 0 1 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1594
~
~
large bird zombie~
~
~
with broken wings stands listlessly.~
large bird zombies~
~
~
with broken wings stand listlessly.~
More than a foot tall, this large bird at first looks deformed.  Its

wings jut outward at odd angles and half of its beak has fallen off. 

While its eyes stare ahead, the avian does not appear to be concerned

with its surroundings in the least.  Most of the bird's tail and flight

feathers are missing and flecks of skin all over its body have begun to

peel away.  You do not need the smell of rotten flesh that wafts from the

direction of this large bird to inform you that it is quite dead.

~
Florian~
attack( mob, victim, 1d5+2, "raking claw" );

attack( mob, victim, 1d5+2, "raking claw" );

attack( mob, victim, 3d2+7, "rending peck" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 899880113 0 0
721441 536879104 12 0 8
8
8 3 4 6 9
25 -25 15 0 65 25 100
200 3 limp, fractured wing~
500 7 molting body~
650 5 cracked beak~
850 7 exposed ribs~
1000 4 hollow, decaying chest~
0
31457924 26214658
743 87 0 0 1030
N 0 3 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1595
~
undead small lizard zombie~
lizard zombie~
~
small~
with dead eyes lies on the ground nearby.~
lizard zombies~
~
small~
with dead eyes lie on the ground nearby.~
Bloated and smelly, this zombie lizard seems ignorant of its surroundings. 

Its round, slitted eyes are covered in a dull grey film and rigor mortis

has set its tail into a permanent shape.  In places, the tiny lizard's

scales have fallen off, revealing thin, green hide beneath.  The claws of

the lizard look just as sharp as they must have been in life, though its

movements are very sluggish.  The lizard's forked tongue hangs out of the

side of its mouth, rotting and drawing insects.

~
Florian~
attack( mob, victim, 2d2+2, "scaly claw" );

attack( mob, victim, 2d2+2, "scaly claw" );

attack( mob, victim, 1d2+5, "needle-sharp bite" );

if( attack( mob, victim, 1d2+5, "needle-sharp bite" ) )

  interpret( mob, "em hisses and licks its mouth with its bloated tongue." );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 894278841 0 0
721441 536879104 12 0 8
4
4 3 3 6 6
25 -25 -20 0 20 25 100
200 3 flaking scales~
400 1 milky, dead eye~
600 2 lifeless tail~
800 3 grey, molting leg~
1000 2 exposed neck bones~
0
10486404 26214530
1 2 0 65 46
N 0 1 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1596
~
zombie shaggy beast undead~
zombie of a shaggy beast~
~
~
smelling of decay stands here lifelessly.~
zombies of shaggy beasts~
~
~
smelling of decay stand here lifelessly.~
It is unclear what this large and shaggy beast truly is.  It looks to be

a cross between an extremely large moorhound and a grizzley bear.  The

creature has muscular fore arms and hind legs, each of which end in

stiff, flat paws.  Six-inch, curved nails protrude from each paw, some of

which are cracked or broken.  While its body is grossly misshapen, the

beast's head is no less distorted.  Its canine muzzle is twisted and

oblong and its eyes, all four of them, are swollen.  Much of its skin and

muscle tissues bear clear signs of decay and a fetid air surrounds the

creature.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 2d5 , "slashing claw" );

attack( mob, victim, 2d5 , "slashing claw" );

attack( mob, victim, 2d5 , "rabid bite" );

if( attack( mob, victim, 2d5, "rabid bite" ) )

  plague( victim );

attack( mob, victim, 2d56 , "heavy pounce" );

if( i == 1 )

  attack_room( mob, 1d6+10, "wild, mauling slash" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894278914 0 0
721441 8192 12 0 8
10
11 3 3 5 9
60 -40 25 0 100 -20 100
200 4 fleshy, exposed ribs~
400 12 hard, misshapen skull~
600 3 rotten flesh~
800 7 decaying, beastly body~
1000 4 foul-smelling tail~
0
36701443 26214722
0 1 0 0 0
N 0 5 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1597
~
~
sand wyrm zombie~
Its flesh rotting,~
~
lies half-buried in the ground.~
sand wyrm zombies~
Their flesh rotting,~
~
lie half-buried in the ground.~
A foul, noxious odor emanates from this bloated beast.  Eight feet in

diameter, the huge, worm-like beast rises but partly out of the ground. 

There is no telling how much of it lies below the surface.  Entire

sections of its plated body have been torn away and hang onto the sand

wyrm by the merest strips of hide.  Thick, wiry bristles jut outward

between the more intact armor plates of the sand wyrm, acting as feelers

for the otherwise blind creature.  Though clearly dead, the animated sand

wyrm seems to be lying in wait for something.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 2d5, "grinding chomp" );

attack( mob, victim, 2d5, "piercing mandible" );

attack( mob, victim, 2d5, "razor-sharp tongue" );

if( i == 3 ) {

  act_room( #shifts, ch, obj, mob );

  attack( mob, victim, 3d5, "abrasive, rotten hide" );

  }

~
E
shifts~
@R Suddenly, $N shifts to the side and thrashes about wildly.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894278969 0 0
721441 536879104 12 0 8
12
11 3 3 3 8
50 -40 20 0 100 -20 100
250 6 rotting flank~
400 4 decaying mandibles~
700 12 fetid, scaly body~
1000 2 empty eye socket~
0 1000 ~
0
47187842 26214786
0 1 0 0 0
N 0 7 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1598
~
~
zombie unicorn~
~
~
with a dead horn stands here with its head bowed.~
zombie unicorns~
~
~
with dead horns stand here with their heads bowed.~
At first glance, the creature before you looks like a noble, white horse. 

With metal-shod hooves and a mane of silver and gold, the horse stands

about three spans taller than most.  Its eyes are red and so fiery that

they practically glow.  Its as you gaze at its eyes that a few things

become apparent about the horse.  The first is that it is a unicorn, in

truth, for a long, sharp horn protrudes from the middle of its forehead. 

The second is that its hide is more pale than you would expect and a

swarm of flies surround the unicorn.  Most importantly, though, you see

that the unicorn has been dead for quite some time.  Its body is bloated

and strips of flesh have begun peeling off of it.

~
Florian~
i = random( 1, 30 );

attack( mob, victim, 2d6+1, "left, smashing fore leg" );

attack( mob, victim, 2d6+1, "right, smashing fore leg" );

if( attack( mob, victim, 2d6+1, "left, smashing fore leg" ) )

if( attack( mob, victim, 2d6+1, "right, smashing fore leg" ) )

attack( mob, victim, 3d6+2, "hooved trample" );

if( i > 25 ) 

attack( mob, victim, 4d4+1, "head-butt" );

if( attack( mob, victim, 4d4+1, "head-butt" ) )

interpret( mob, "bash" );

if( i < 3 ) 

attack( mob, victim, 2d7+1, "piercing alicorn" );

if( attack( mob, victim, 2d7+1, "piercing alicorn" ) ) {

act_room( #blink, ch, obj, mob );

do_spell( blink, mob, mob );

}

~
E
blink~
@b@GThe unicorn's horn glows brightly and $E disappears!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894279087 0 0
729633 8192 12 0 7
15
10 3 3 8 7
50 -50 20 0 90 -25 100
200 7 cracked, lusterless hoof~
400 6 decaying flank~
600 8 exposed leg bone~
800 8 long, bony muzzle~
1000 100 wispy tail remains~
29360128
65536645 28837122
0 1 0 0 0
N 0 6 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1599
~
zombie ent tall undead~
zombie ent~
~
~
stands here, boughs broken.~
~
~
~
stand here, boughs broken.~
An unusual brown and grey fungus covers the bark-like skin of this ent. 

In fact, like a dead tree's branches, the limbs of the ent droop heavily. 

Also, the usually bright, vigorous eyes shared by nearly all ents are

instead glazed over and milky white on this specimen.  every movement the

ent makes is stiff and irregular, confirming your suspicions that this

creature is indeed dead.  Small wood worms crawl in and out of the

animated ent's body trunk.

~
Florian~
attack( mob, victim, 1d2+5, "left, rotten, arm-like branch" );

attack( mob, victim, 1d2+5, "right, rotten, arm-like branch" );

attack( mob, victim, 1d3+4, "slashing, decayed root" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 1d10, "worse-than-bark bite" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894279196 0 36
721441 536879104 12 0 8
5
12 3 3 5 8
40 -60 20 0 90 -15 100
125 4 broken bough~
350 1 wilting leaves~
680 6 moldy bark~
825 3 rotting roots~
1000 2 gnarled hand~
0
26215682 26214464
0 1 0 0 0
N 0 5 0
-1
-1

#1600
~
undead young dragon zombie~
young dragon zombie~
~
~
sits on its haunches without purpose.~
young dragon zombies~
~
~
sit on their haunches without purpose.~
Though considered young by its size, this bloated dragon is already as

tall as a human.  Were it not for the fetid smell, clouds of flies, and

scavenging worms swarming in and around the beast, one might mistake it

for a dragon with but dull and colorless scales.  However, these can be

explained more simply: the dragon is dead.  It no longer has any wings to

speak of, if ever it did and one of its eyes has been clawed out.  Mostly

colorless, the young dead dragon's scales are dented and broken in

several places.  All up and down the dragon zombie's tail there are bite

marks and chunks of flesh and scale missing.

~
Florian~
attack( mob, victim, 2d3+1, "small, yellow claw" );

attack( mob, victim, 2d3+1, "small, yellow claw" );

attack( mob, victim, 2d3+1, "sharp, teething bite" );

if( !attack( mob, victim, 2d3+1, "sharp, teething bite" ) )

  interpret( mob, "bash" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893388414 0 0
721441 536879104 12 0 8
6
7 3 3 5 6
35 -30 20 0 75 -30 100
300 7 moldering scales~
525 3 exposed ribcage~
700 4 long, scaly neck~
800 2 decaying, spotted underbelly~
1000 5 fetid flank~
0
23593603 26214594
0 1 0 0 0
N 0 5 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1601
~
camel shaggy beast zombie undead~
camel~
~
obviously dead~
remains on its feet nonetheless as a zombie.~
camels~
~
obviously dead~
remain on their feet nonetheless as zombies.~
Very little flesh remains on the bones of this camel zombie.  What does,

though, is swollen from decomposition.  With its bony neck the camel

zombie stands a few spans taller than a horse.  The zombie looks to have

seen better days.  Its shaggy brown fur is at best patchy and one of its

eyes has been knocked out of its skull and hangs loosely by rotting

tendons and muscle.  Though its humped back is bloated and sunken, the

undead dromedary still looks strong enough to carry a rider.

~
Florian~
attack( mob, victim, 1d5+3, "salivating mouth" );

attack( mob, victim, 1d4+3, "stomping fore legs" );

attack( mob, victim, 1d6+6, "back kick" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893880390 0 0
729633 536879104 12 0 8
5
7 3 4 6 7
40 -50 25 0 95 -30 100
300 7 shaggy, patchy hide~
500 6 large, skeletal paw~
700 5 broken neck~
800 3 flesh-bare tail~
1000 7 exposed leg bone~
29360128
34080003 25952578
0 1 0 0 0
N 0 6 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1602
a zombie sphinx~
undead sphinx zombie winged head man leonine~
zombie~
winged, leonine~
~
with the head of a man watches with dead eyes.~
zombies~
winged, leonine~
~
with the heads of men watch with dead eyes.~
Whether its patchy and blotched face or its rotting fur is more

indicative of its undead nature, you are not certain.  What you are

certain of, though, is that the animated sphinx is an abomination.  Its

leonine body is bloated beyond belief and crawling with cadaverous

parasites while its once graceful wings are bent and broken.  Most of the

sphinx's wing feathers and mane have been ripped out, as have a

significant portion of its body fur.  The sphinx's face, that of a mans,

is pale, gaunt, and shows no signs of expression.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 2d4+5, "powerful left paw" );

attack( mob, victim, 2d4+5, "powerful right paw" );

attack( mob, victim, 2d5+5, "ferocious bite" );

if( i == 1 ) {

  act_room( #flaps, ch );

  attack_room( mob, 2d6+2, "broken, flapping wings" );

  }

else if( i == 3 ) {

  act_room( #tail, ch, obj, mob );

  attack_room( mob, 3d3+2, "whipping tail" );

  }

else if( i > 8 )

  interpret( mob, "em roars violently!" );

~
E
flaps~
@b@BA lesser sphinx begins to flap his wings mightily.

~
E
tail~
@b@RThe tail of $N snaps around with celerity.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893390072 0 0
721441 536879104 12 0 8
14
13 3 3 6 9
50 -40 25 0 70 -30 100
200 9 decaying, leonine body~
350 10 parcially visible skull~
650 7 misshapen wings~
800 8 crooked paw~
1000 10 splotchy flank~
0
36701066 26215490
0 1 0 0 0
M 0 4 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1603
~
undead zombie serpent snake~
zombie serpent~
~
~
with mottled scales coils about itself.~
zombie serpents~
~
~
with mottled scales coil around one another.~
The body of this serpent is swollen and bruised looking.  Coil in partly

about itself, you cannot accurately fathom its true length or size. 

Reeking of death, the animated serpent has probably been beyond this life

for at least several days.  A grey film cover the zombie's lidless eyes,

making the serpent look blind.  In places, the serpent zombie's scales

have begun to fall away, exposing skin, bones, and internal organs.

~
Florian~
attack( mob, victim, 1d4, "slashing white fangs" );

attack( mob, victim, 1d5, "envenomed bite" );

if( attack( mob, victim, 1d5, "envenomed bite" ) )

  poison( victim );

~
!
0 0 28 0 0 0 0 10
0 0 4 4000 893391791 0 0
721441 536879104 12 0 8
4
12 3 3 4 8
35 -35 20 0 80 -30 100
200 2 flaking scales~
400 3 withering tail~
600 4 bony jaw~
700 1 single remaining fang~
1000 4 rotten flank~
0
10487042 26214658
2647 585 600 0 1012
N 0 3 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1604
~
undead zombie canine dog~
zombie of a canine~
~
~
lolls its rotten tongue to one side absently.~
zombie canines~
~
~
loll their rotten tongues to one side absently.~
Roughly about two feet tall at the shoulder, it is probable that this

canine was once someone's pet.  But in death, the animated canine must

serve some other purpose.  Its skin is drawn tightly over its bony body

like the hide over a drum head and its fur has begun falling out in

clumps.  The nails and teeth of the canine look fairly dangerous.  A

continuous flow of yellow-green drool dribbles out of the corner's of its

bloated mouth.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 1d4, "wicked paw swipe" );

attack( mob, victim, 1d4, "wicked paw swipe" );

attack( mob, victim, 2d3+5, "toothy bite" );

if( i == 2 )

interpret( mob, "bash" );

else if( i > 8 )

interpret( mob, "em laughs hysterically." );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893391849 0 0
721441 536879104 12 0 8
3
7 3 3 4 5
35 -45 10 0 80 -40 100
150 3 shaggy, flea-bitten hide~
300 2 lice-infested body~
600 4 parcially exposed ribcage~
800 3 large, bony paw~
1000 1 rotten organs~
0
7865282 26214658
14 5 0 41 180
N 0 3 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1605
~
undead zombie hyena~
hyena zombie~
~
~
with a spotted, rotting hide stands here.~
hyena zombies~
~
~
with spotted, rotting hides stand here.~
With its legs and neck twisted at odd angles, this hyena has seen better

days.  Judging from its splotchy face and peeling skin, the hyena has, in

fact, been dead for a few days at least.  Animated from the dead, the

hyena shows no signs of movement or expression.  Its dead, lifeless eyes

stare forward aimlessly.  The hyena's body has been ripped into in places

and its claws are sheathed in a dried, rust-colored substance.

~
Florian~
attack( mob, victim, 1d4+5, "strong maw" );

attack( mob, victim, 1d4+6, "left, clawed paw" );

attack( mob, victim, 1d4+6, "right, clawed paw" );

if( attack( mob, victim, 1d4+5, "strong maw" ) )

  if( attack( mob, victim, 1d4+6, "left, clawed paw" ) )

  if( attack( mob, victim, 1d4+6, "right, clawed paw" ) )

attack( mob, victim, 1d10+5, "lightning-quick claws" );

~
!
0 0 28 0 0 0 0 10
0 0 32 4000 893392030 0 0
721441 536879104 12 0 8
6
12 3 3 6 7
40 -50 20 0 100 -27 100
150 4 shaggy, flea-bitten hide~
300 3 lice-infested body~
600 5 parcially exposed ribcage~
800 4 large, bony paw~
1000 6 spotted, patchy coat~
0
15729923 26214722
140749 5350 0 436 78973
N 0 3 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1606
undead zombie gnome~
undead zombie gnome~
zombie of a gnome~
~
~
reeking of rotten flesh ambles about.~
gnome zombies~
~
~
reeking of rotten flesh amble about.~
Were it not for the smell and that decomposition has left this little

gnome looking more plump than normal for his kind, you might expect him

just to look up and begin a conversation with you at any time.  However,

this certainly is not going to happen.  The gnome's face and hands are

swollen and ashen and his hair has begun falling out heavily.  Also, the

gnome's nails are torn and bloody.  A few tattered garments still cling

to the gnome's decaying frame.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 3d3+8, "tight-fisted, left hand" );

attack_weapon( mob, victim, 3d3+8, "tight-fisted, right hand" );

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 )

  interpret( mob, "kick" );

else if( i == 3 )

  interpret( mob, "punch" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893392502 0 0
721569 8192 12 0 8
5
4 3 3 6 5
40 -60 15 10 90 -30 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350723 26214722
0 1 0 0 0
N 0 3 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1607
~
undead bat zombie~
bat zombie~
~
~
crawls along the ground, unable to fly.~
bat zombies~
~
~
crawl along the ground, unable to fly.~
Almost comedic, this zombie bat is fat and bloated, like one of the dolls

a toymaker might make.  The thin membranes on its wings are ripped are

shredded and pieces of fur have begun falling out of its decomposing body. 

Also, the claws at the end of its wings and feet are stiff with rigor

mortis.  A thin red fluid dribbles down the bat's needle-sharp canines.

~
Florian~
attack( mob, victim, 1d4+3, "wing claws" );

attack( mob, victim, 1d4+3, "wing claws" );

attack( mob, victim, 1d4+6, "serrated teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893393256 0 0
721441 536879104 12 0 8
2
4 3 3 3 7
30 -40 20 0 80 -30 100
200 2 bloated body~
400 2 patchy fur~
600 1 broken wing~
800 2 crooked claw~
1000 0 rotten wing membrane~
0
5243522 26214786
0 1 0 0 0
N 0 2 0
2252 17 1509949450 -2 0
2253 17 1509949450 -2 0
-1
-1

#1608
~
undead dragon skeleton animated skeletal frame~
skeleton of a dragon~
~
~
looms ominously nearby.~
skeletal dragons~
~
~
loom ominously nearby.~
The skeletal body of this dragon is horribly mutilated.  Its bones are

cracked and broken in many places, leaving pieces of its ribcage and

skull completely missing.  The inside of the skull is partly exposed in

one place, on the same side where one of its large horns has been broken

in half.  Most of its claws are still quite sharp, though a couple are

split and jagged.  Sand clings to many of the dragon skeleton's bones.

~
Florian~
i = random( 1, 20 );

attack( mob, victim, 1d10+2, "long brown claw" );

attack( mob, victim, 1d10+2, "long brown claw" );

attack( mob, victim, 3d4+2, "sharp bite" );

if( i > 17 ) 

attack_room( mob, 4d3+4, "languid tail sweep" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875061 0 0
655905 536879104 12 0 8
15
11 3 3 6 6
30 -25 30 0 80 -25 100
150 8 skeletal wing~
300 9 skeletal claw~
550 10 arm bone~
850 10 leg bone~
1000 14 spiny skull~
0
57672964 26215362
0 1 0 0 0
N 0 7 0
2253 17 1509949450 -2 0
-1
-1

#1609
~
undead serpentman skeleton animated undead~
skeleton of a serpentman~
animated~
~
stands here woodenly.~
serpentmen skeletons~
~
~
shamble back and forth.~
Held together by rotting cartilage and magic, the skeleton of a creature

resembling a lizardman stands here stiffly.  Unlike a lizardman, the

skeletal structure of this being is clearly much more serpentine.  Its

neck bones are longer, its body is more columnar, and its claws are much

too wide.  Lacking eyes or flesh, the five foot skeleton in itself might

seem menacing.  Added to this though is an unearthly, crimson glow that

sits in each of the skeleton's empty eye sockets.

~
Florian~
i = random( 1, 10 );

attack_weapon( mob, victim, 1d5+6, "wicked claws" );

attack_weapon( mob, victim, 1d5+6, "wicked claws" );

attack( mob, victim, 2d5+1, "gnashing bite" );

if( i == 1 )

attack( mob, victim, 1d5+7, "bone-jarring kick" );

else if( i == 2 )

interpret( mob, "bash" );

else if( i == 3 ) {

act_room( #whip, ch, obj, mob );

attack_room( mob, 1d8+5, "skeletal tail lash" );

}

~
E
whip~
@b@GAll of a sudden, $N whips $S tail around violently.

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875072 0 0
655905 536879104 12 0 8
10
9 3 3 4 7
25 0 0 0 75 25 100
200 5 ribcage~
350 3 skeletal arm~
500 2 skeletal leg~
800 7 bony cranium~
1000 3 skeletal claw~
0
39322245 26214722
0 1 0 0 0
N 0 4 0
2253 17 1509949450 -2 0
-1
-1

#1610
~
undead small, skeletal bird skeleton~
small, skeletal bird~
~
~
stands shakily on its two bony legs.~
small, skeletal birds~
~
~
stand shakily on their bony, thin legs.~
About six inches in height, a clearly avian skeleton stands before you. 

Perched on its two bony legs, its feet claws are splayed to balance its

wobbly body.  The body and wings of the small bird are devoid of flesh

and feathers and are bleached completely white.  The bird's orange,

pointy bill is the only colorful thing about the skeletal avian.  bent at

extreme angles, the bird's featherless wings both look broken.

~
Florian~
attack( mob, victim, 1d5+2, "raking claw" );

attack( mob, victim, 1d5+2, "raking claw" );

attack( mob, victim, 1d2+7, "rending peck" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899876802 0 0
655905 536879360 12 0 8
5
7 3 3 4 8
30 0 10 0 90 25 100
235 4 crooked beak~
425 2 wing bone~
650 3 bony cervix~
800 5 hard breastbone~
1000 5 white cranium~
0
13107845 26215042
0 1 0 0 0
N 0 2 0
2253 17 1509949450 -2 0
-1
-1

#1611
~
undead large, skeletal bird skeleton~
large skeleton of a bird~
~
~
stands nearby, watching through socketless eyes.~
large, animated bird skeletons~
~
~
stand nearby, watching through socketless eyes.~
Standing a little more than two feet tall, a skeletal bird sits here,

perched on its bony claws.  The bird's furcula, the midsection of bone

formed by the fusion of its clavicles, sticks out prominently and its

wings are flared open.  In place of eyes, a ruddy red glow sits in its

otherwise empty eye sockets, flickering like the flames of candles.  You

can see clear through the bird's gaped beak to the other side of its

skull.

~
Florian~
attack( mob, victim, 3d2+2, "sharp foot claw" );

attack( mob, victim, 3d2+2, "sharp foot claw" );

attack( mob, victim, 2d2+2, "piercing peck" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875076 0 0
655905 536879104 12 0 8
7
7 3 3 4 8
30 0 20 0 90 25 100
235 6 crooked beak~
425 4 wing bone~
650 5 bony cervix~
800 7 hard breastbone~
1000 7 white cranium~
0
18350727 26215042
0 1 0 0 0
N 0 3 0
2253 17 1509949450 -2 0
-1
-1

#1612
~
undead small lizard skeleton~
small lizard skeleton~
~
~
is here, its twitching tail the only sign of animation.~
small lizard skeletons~
~
~
are here, twitching their tails in jerking motions.~
Bleached and white, this skeletal lizard seems ignorant of its

surroundings.  Its round, bone rimmed eye sockets are empty and its tail

vertebrae are kinked into a permanent S-shape.  In places, the tiny

lizard's rib bones and claws have fallen off, revealing the rust-colored

marrow inside.  The claws of the lizard look just as sharp as they must

have been in life, though its movements are very sluggish.

~
Florian~
attack( mob, victim, 2d2+2, "scaly, skeletal claw" );

attack( mob, victim, 2d2+2, "scaly, skeletal claw" );

attack( mob, victim, 1d2+1, "needle-sharp bite" );

if( attack( mob, victim, 1d2+1, "needle-sharp bite" ) )

  interpret( mob, "em hisses and clashes  its skeletal mouth closed." );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875078 0 0
655905 536879104 12 0 8
3
4 3 3 5 8
35 0 20 0 90 25 100
300 3 skeletal body~
400 1 bony claw~
600 2 white, skeletal hind leg~
800 2 white, skeletal fore leg~
1000 5 ridged skull~
0
7864522 26214595
0 1 0 0 0
N 0 2 0
2253 17 1509949450 -2 0
-1
-1

#1613
~
undead massive canine skeleton animated dog~
canine zombie~
massive animated~
~
perches on its haunches.~
canine zombies~
massive animated~
~
perch on their haunches, waiting.~
Looming before you stands the massive skeleton of a dog-like creature. 

Held together by magic and dangling cartilage, the massive canine has

fat, sharp teeth and a strong-looking jaw.  A few shreds of flesh still

cling to the beast's thick, bony legs but for the most part, the skeletal

beast is fleshless.  Though the canine has no eyes, it nonetheless seems

aware of its surroundings.  The canine's long, dangerous claws look

freshly sharpened.

~
Florian~
i = random( 1, 5 );

attack( mob, victim, 2d6 , "slashing claw" );

attack( mob, victim, 2d6 , "slashing claw" );

attack( mob, victim, 2d6 , "rabid bite" );

if( attack( mob, victim, 2d6, "rabid bite" ) )

  plague( victim );

attack( mob, victim, 1d6 , "heavy pounce" );

if( i == 1 )

  attack_room( mob, 1d6+4, "wild, mauling slash" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893443922 0 0
655905 536879104 12 0 8
10
11 3 3 6 7
35 0 20 0 90 35 100
200 10 skeletal frame~
300 6 bony fore paw~
500 4 skeletal tail~
750 6 long, white snout~
1000 5 white, bony flank~
0
28836489 26214786
0 1 0 0 0
N 0 3 0
2253 17 1509949450 -2 0
-1
-1

#1614
~
skeletal steed horn animated skeleton unicorn undead~
animated unicorn skeleton~
Looking like a skeletal steed with a horn,~
~
stands with its head bowed.~
animated unicorn skeletons~
Looking like skeletal steeds with a horn,~
~
stand with bowed heads.~
Though but a skeleton, the skeletal horse standing before you still holds

itself with a kind of nobility and grace.  With metal-shod hooves and a

few wisps of a silver and gold mane still clinging to its neck, the

skeletal horse stands about three spans taller than most.  In place of

eyes are red, fiery beads of light.  As your focus is drawn to its head,

you notice a long, sharp horn protrudes from the middle of its forehead,

making this the animated skeleton of a unicorn.

~
Florian~
i = random( 1, 30 );

attack( mob, victim, 2d6+1, "left, smashing fore leg" );

attack( mob, victim, 2d6+1, "right, smashing fore leg" );

if( attack( mob, victim, 2d6+1, "left, smashing fore leg" ) )

  if( attack( mob, victim, 2d6+1, "right, smashing fore leg" ) )

  attack( mob, victim, 1d6+2, "silvery-hooved trample" );

if( i > 25 ) 

  attack( mob, victim, 3d4+1, "head-butt" );

if( attack( mob, victim, 3d4+1, "head-butt" ) )

  interpret( mob, "bash" );

if( i < 3 ) 

  attack( mob, victim, 2d7+1, "piercing alicorn" );

if( attack( mob, victim, 2d7+1, "piercing alicorn" ) ) {

  act_room( #blink, ch, obj, mob );

  do_spell( blink, mob, mob );

  }

~
E
blink~
@b@GThe unicorn's horn glows brightly and $S disappears!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875081 0 0
664097 536879104 12 0 7
25
11 5 5 7 11
35 0 25 0 100 25 100
200 12 long, skeletal neck~
300 9 dull grey hoof~
450 100 lusterless mane~
800 22 skeletal body~
1000 14 stomping fore leg~
29360128
78644490 26216322
0 1 0 0 0
N 0 6 0
2253 17 1509949450 -2 0
-1
-1

#1615
~
undead small dragon skeleton animated skeletal frame~
small dragon skeleton~
~
~
slinks about with sluggish animation.~
small dragon skeletons~
~
~
slink about with sluggish animation.~
Though considered young by its size, this skeletal dragon is already as

tall as a human.  The skeletal dragon no longer has any wings to speak

of, if ever it did, and one of its eye sockets has been crushed in

completely.  Mostly colorless, the young dead dragon's claws are cracked

and split from recent use.  All up and down the dragon skeleton's tail

its vertebrae have been chipped, probably from recent use as well.

~
Florian~
attack( mob, victim, 3d3+1, "small, yellow claw" );

attack( mob, victim, 3d3+1, "small, yellow claw" );

attack( mob, victim, 3d3+1, "sharp, teething bite" );

if( !attack( mob, victim, 3d3+1, "sharp, teething bite" ) )

interpret( mob, "bash" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875090 0 0
655905 536879104 12 0 8
10
8 3 3 6 6
30 -10 25 0 80 -25 100
150 6 skeletal wing~
300 5 skeletal claw~
550 10 arm bone~
850 10 leg bone~
1000 14 spiny skull~
0
57672964 26215362
0 1 0 0 0
N 0 4 0
2253 17 1509949450 -2 0
-1
-1

#1616
~
undead skeletal camel beast burden animated form hump-backed~
skeletal camel~
~
~
stands here like a living hump-backed beast of burden.~
skeletal camels~
~
~
stand here like living hump-backed beasts of burden.~
Very little flesh remains on the bones of this camel skeleton.  With its

bony neck the camel skeleton stands a few spans taller than a horse.  The

undead creature looks to have seen better days.  Its broad rib cage has

been smashed in on its left side and a hole has been knocked into its

skull.  Not that this seems to affected it any.  Though its humped back

is but bone, it looks like the undead mount still might have a few

leagues left in it.

~
Florian~
attack( mob, victim, 2d5+3, "skeletal mouth" );

attack( mob, victim, 1d8+3, "stomping fore legs" );

attack( mob, victim, 1d6+6, "back kick" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899876805 0 0
664097 536879104 12 0 8
10
10 3 3 5 8
30 -10 25 0 100 15 100
300 12 bony, humped back~
400 8 skeletal fore leg~
600 8 skeletal hind leg~
750 7 bare neck bone~
1000 10 white, bony muzzle~
29360128
47186566 26215682
0 1 0 0 0
N 0 6 0
2253 17 1509949450 -2 0
-1
-1

#1617
~
undead large canine skeleton animated dog statues~
large canine skeleton~
~
~
stands here like a statue of bones.~
large canine skeletons~
~
~
stand here like statues of bones.~
Roughly about two feet tall at the shoulder, it is probable that this

canine was once someone's pet.  But in death, the animated canine must

serve some other purpose.  Its flesh and skin have long since decayed

from its body, leaving but a stiff, skeletal frame behind.  The nails and

teeth of the canine look fairly menacing, as does the unnatural glow

emanating from its otherwise empty eye sockets.

~
Florian~
i = random( 1, 8 );

attack( mob, victim, 1d5+5, "strong maw" );

attack( mob, victim, 1d5+6, "left, clawed paw" );

attack( mob, victim, 1d5+6, "right, clawed paw" );

if( attack( mob, victim, 1d5+5, "strong maw" ) )

  if( attack( mob, victim, 1d5+6, "left, clawed paw" ) )

  if( attack( mob, victim, 1d5+6, "right, clawed paw" ) )

  if( i == 1 ) 

  attack( mob, victim, 2d6+5, "sluggish slap" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875093 0 0
230177 64 0 0 8
8
12 3 3 6 7
35 0 75 0 90 35 100
200 6 skeletal frame~
300 4 bony fore paw~
500 4 skeletal tail~
750 3 long, white snout~
1000 5 white, bony flank~
0
18350723 26214786
0 1 0 0 0
N 0 3 0
2253 17 1509949450 -2 0
-1
-1

#1618
~
undead gnome-sized skeleton gnome skeletal figure form arms~
animated gnome skeleton~
~
~
reaches its arms outward woodenly.~
animated gnome skeletons~
~
~
shamble about, their arms stretched outward.~
An animated skeleton completely bare of flesh and hair stands before you. 

Its back is slightly humped and its skull stares sightlessly forward with

a hideous grin frozen to its features.  The stature of the skeleton is

short and slight, like that of a gnome.  About the gnome skeleton's

bleached frame hangs the tattered remains of clothing.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 1d3+8, "tight-fisted, left hand" );

attack_weapon( mob, victim, 1d3+8, "tight-fisted, right hand" );

if( i == 1 )

  interpret( mob, "bash" );

else if( i == 2 )

  interpret( mob, "kick" );

else if( i == 3 )

  interpret( mob, "punch" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875095 0 0
655905 536879104 12 0 8
9
6 5 5 5 7
15 12 20 0 90 15 100
150 5 fleshless arm~
400 9 skeletal body~
500 7 grinning skull~
750 4 short, bony leg~
1000 7 fleshless chest~
0
31458563 26215362
0 1 0 0 0
N 0 3 0
2253 17 1509949450 -2 0
-1
-1

#1619
~
skeletal undead bat~
skeletal bat~
~
~
crawls around, using its wing bones like oars.~
bat skeletons~
~
~
crawl around, using their wing bones like oars.~
Little more than bones and rotting cartilage, it is extremely difficult

to understand what this creature is.  Or was.  Short and squat, the

skeleton is fairly small and low to the ground.  Lacking true arms, it

has arching wing bones in their place.  The skull of the skeleton,

though, is definitely that of a bat.  The eye sockets of the skeletal bat

are empty save for a faint, green mist floating inside them.  The bat

flails about, using its wing bones to propel itself forward, whenever it

moves.

~
Florian~
attack( mob, victim, 1d4+3, "wing claws" );

attack( mob, victim, 1d4+3, "wing claws" );

attack( mob, victim, 2d4+3, "serrated teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899876808 0 0
655905 536879424 12 0 8
5
4 3 3 3 8
35 0 30 0 100 10 100
175 4 skeletal wings~
350 2 wing bones~
500 10 white furcula~
800 5 skeletal body~
1000 2 fleshless claw~
0
15729922 26215042
0 1 0 0 0
N 0 2 0
2253 17 1509949450 -2 0
-1
-1

#1620
~
yellow dragon sire master solecthin~
Yellow Dragon Master Sire~
~
~
stands before you, in humanoid form.~
Yellow Dragon Master Sires~
~
~
stand around you in humanoid form!~
Standing over six feet tall, this humanoid figure looks extremely

dangerous.  His face is covered in a helm resembling a dragon's face,

hiding everything but his red, glaring eyes.  At first glance, his body

is sheathed in pale yellow dragon scale armor that is very well fitted

around his strong, muscular body.  Questioning just how well his armor

seems to fit, it is then that you notice that it is not armor but part of

the man himself!  The dragon man's fists are covered in black and yellow

gauntlets that pulsate with power.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 4d9, "yellow, pulsating hands" );

attack_weapon( mob, victim, 4d9, "yellow, pulsating hands" );

attack( mob, victim, 4d4+8, "violent kick" );

if( i == 1 ) {

  act_tochar( #lunge, ch, obj, mob );

  act_notchar( #rlunge, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_room( #extra, ch, obj, mob );

  attack_weapon( mob, victim, 4d9, "yellow, pulsating hands" );

  }

else if( i == 3 )

  if( !is_silenced( mob ) ) {

act_room( #murmer, ch, obj, mob );

  wait( 1 );

act_room( #murmer, ch, obj, mob );

  act_notchar( #rspell1, ch, obj, mob );

  attack_fire( mob, victim, 6d6, "small, incandescent fireball" );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 4 )

  if( !is_silenced( mob ) ) {

act_room( #murmer, ch, obj, mob );

  wait( 1 );

  act_room( #spell2, ch, obj, mob );

do_spell( blinding light, mob, ch );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 5 )

  if( !is_silenced( mob ) ) {

act_room( #murmer, ch, obj, mob );

  wait( 1 );

  ch = rand_player( room );

  act_tochar( #spell3, ch, obj, mob );

  act_notchar( #rspell3, ch, obj, mob );

do_spell( lightning bolt, mob, ch );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 6 )

  if( !is_silenced( mob ) ) {

act_room( #murmer, ch, obj, mob );

  wait( 1 );

  ch = rand_player( room );

  act_tochar( #spell4, ch, obj, mob );

  act_notchar( #rspell4, ch, obj, mob );

do_spell( magic missile, mob, ch );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 7 )

  if( !is_silenced( mob ) ) {

act_room( #murmer, ch, obj, mob );

  wait( 1 );

  act_room( #spell5, ch, obj, mob );

do_spell( freeze, mob, ch );

  }

else

  act_room( #silent, ch, obj, mob );

else if( i == 8 )

  if( !mob_in_room( 1529, room ) ) {

  act_room( #appear, ch, obj, mob );

  wait( 3 );

mload( 1529, room );

  mob = mob_in_room( 1529, room );

attack( mob, ch, 3d6, "yellow dragon claw" );

  }

else if( i == 9 )

if( has_obj( 686, mob ) ) 

interpret( mob, "quaff phial" );

else if( i == 10 )

if( has_obj( 876, mob ) )

interpret( mob, "quaff phial" );

else if( i > 18 ) 

  if( !is_silenced( mob ) ) {

  act_room( #roar, ch, obj, mob );

  summon( mob, victim );

  }

else

  act_room( #silent, ch, obj, mob );

~
E
lunge~
Quickly, $N lunges at you, trying to knock you off balance.

~
E
rlunge~
Quickly, $N lunges at $n, trying to knock $m off balance.

~
E
extra~
The Yellow Dragon Sire Master moves in for an additional attack!

~
E
murmer~
@b@CThe murmur of spell casting escape from Yellow Dragon Sire Master's

lips.

~
E
spell1 ~
@b@RA roaring fireball slams into your chest!

~
E
rspell1~
@b@RA small, roaring fireball slams into $n's chest!

~
E
spell2~
@b@BA brilliant, blinding light fills the chamber suddenly.

~
E
spell3~
@b@YA bolt of brilliant energy hits you in the side!

~
E
rspell3~
@b@YA bolt of brilliant energy hits $n in the side!

~
E
spell4~
@b@GA slender missile of energy pierces your body painfully!

~
E
rspell4~
@b@GA slender missile of energy pierces $n's body. 

~
E
spell5~
@b@MA noxious vapor fills the room suddenly!

~
E
silent~
The Yellow Dragon Sire Master shakes in an impotent, silent rage!

~
E
roar~
@b@YWith a resounding roar, $N calls for help.

~
E
appear~
@b@GWith the snap of $N's fingers, a yellow dragon 

appears out of the ether.

~
!
0 0 18 0 0 0 0 0
0 0 1 4000 900379923 0 0
1073971889 2312 2097168 992 8
35
18 16 17 14 19
40 100 50 30 70 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262150403 26215042
510 5 0 1026 371828
M 992 4 0
2416 17 1509949450 -1 0
846 17 838860830 5 0
847 17 503316495 10 0
849 17 838860810 15 0
849 17 838860810 14 0
614 17 838860815 7 0
2106 17 419430405 9 0
876 17 1509949445 -1 0
686 16 1509949445 -1 0
2415 17 1509949445 -2 0
2419 17 1509949442 -1 0
-1
4 -1
~
act_room( #death, ch );

~
E
death~
@MThe corpse of the dragon sire turns to yellow mist and creeps into the

ground.@n 

~
!
-1

#1621
~
sand worm wyrm~
sand wyrm~
~
~
rises out of the ground with its mandibles clacking.~
sand wyrms~
~
~
rise out of the ground with clacking mandibles.~
About thirty feet long and a foot tall, what you see before you resembles

a gigantic, segmented earthworm.  It has bristle-like hairs which stick

out of its segmentations and its body is slick in some places and covered

with sand in others.  Unlike a worm, though, this creature has a tough,

leathery hide on which are attached close fitting chitinous scales.  Each

scale is about five inches in diameter and look to be several inches

thick.  For a mouth, the wyrm has a tri-sectioned mandible, each ending

in barbed bone.  Milky white eyes, obviously blind, are set into the side

of the wyrm's 'head,' just behind its mandibles.  The sides of the wyrm's

body are scared deeply in a few places and a couple of its scales are

dented.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 9d5, "grinding chomp" );

attack( mob, victim, 9d5, "piercing mandible" );

attack( mob, victim, 9d5, "razor-sharp tongue" );

if( i == 1 ) {

  act_tochar( #slams, ch, obj, mob );

  i = 7d7;

  dam_message( ch, i, "Some shifting rocks and earth" );

  inflict( ch, mob, i, "an earthquake" );

  loop( followers )

    if( !can_fly( rch ) ) {

    act_tochar( #slams, rch, obj, mob );

    i = 7d7;

    act_tochar( #quake, rch, obj, mob );

    act_notchar( #rquake, rch, obj, mob );

    dam_message( rch, i, "Some shifting rocks and earth" );

    inflict( rch, mob, i, "an earthquake" );

    }

  }

else if( i == 3 ) {

  act_room( #shifts, ch, obj, mob );

  attack( mob, victim, 9d5, "abrasive, scaly hide" );

  }

else if( i > 18 ) {

  ch = rand_player( room );

  act_tochar( #sudden, ch, obj, mob );

  act_notchar( #rsudden, ch, obj, mob );

  attack( mob, ch, 9d5, "wild tooth slash" );

  }

~
E
shifts~
@RSuddenly, $N shifts to the side and thrashes about wildly.

~
E
sudden~
@RQuick as thought, $N comes in at you, its teeth bared.

~
E
rsudden~
@RQuick as thought, $N comes in at $n, teeth bared.

~
E
slams~
@BHeaving itself upwards, $N slams hard against the ground, causing tremors.

~
E
quake~
Fragments of rock and clods of earth rain painfully down on you.

~
E
rquake~
Fragments of rock and clods of earth rain painfully down on $n.

~
!
0 0 17 0 0 0 1597 10
0 0 0 4000 893445993 0 28
1192745 0 681574400 0 4
45
17 10 10 1 14
30 50 30 30 75 0 30
250 28 segmented flank~
325 23 piercing mandibles~
500 26 sand-covered body~
875 10 loose skin flap~
1000 11 slimy underbelly~
12582912
131078404 23593602
0 1 0 0 0
N 0 7 0
2258 17 1509949448 -2 0
2174 17 1509949443 -2 0
-1
-1

#1622
~
fat lady opera singer~
fat opera singer~
~
~
stands here practicing her songs.~
fat opera singers~
~
~
stand here practicing their songs.~
This lady is quite obese and short.  Her wavy brown hair is curled and

hangs down to her shoulders.  She appears to be concentrating very hard

on her upcoming performance as she occasionally keeps repeating the same

verse of a song.

~
Fenlyn~
attack( mob, victim, 10d5+5, "left hand" );

attack( mob, victim, 10d5+5, "right hand" );

attack( mob, victim, 10d6+10, "kick" );

if( !is_silenced( mob ) ) {

  if( random( 1, 8 ) == 7 ) {

    act_room( #opera, ch );

    attack_room( mob, 10d9, "loud opera voice" );

    }

  }

else {

  act_room( #issilenced, mob );

  attack( mob, rand_player( room ), 10d6+10, "punch" );

  }

~
E
opera~
@YThe fat opera singer bellows an opera verse in your direction.@n

~
E
issilenced~
@YThe fat opera singer opens her mouth to sing, but instead remains

silent.@n 

@EThe fat opera singer, angry at her loss of voice, attempts another

attack.@n 

~
!
0 71 0 0 0 0 0 10
0 0 0 4000 893449673 0 0
230689 0 0 0 4
35
25 12 15 30 24
25 25 10 15 40 0 0
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
117967050 26214464
0 1 0 0 0
F 0 5 0
2172 17 1509949443 5 0
652 17 1509949540 5 0
2225 17 1509949490 7 0
2226 17 1509949475 17 0
-1
4 -1
~
act_room( #death, ch );

~
E
death~
The fat lady sings a final note as she collapses to her death.

~
!
-1

#1623
Grumpy~
short stocky grumpy little dwarf~
short and stocky little dwarf~
~
~
works behind the counter.~
short and stocky little dwarves~
~
~
work behind the counter.~
No description.

~
Terek~
attack_weapon( mob, victim, 5d5+95, "hard kick" );

attack_weapon( mob, victim, 5d5+95, "wicked headbutt" );

attack_weapon( mob, victim, 5d5+125, "fierce punch" );

attack_weapon( mob, victim, 5d5+95, "right hook" );

if( random( 1, 6 ) == 1 ) {

  i = 5d6+100;

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  dam_message( victim, i, "Grumpy's bite to the knee-cap" );

  inflict( victim, mob, i, "Grumpy's bite to the knee-cap" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d5+95;

  act_room( #spin, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "frantic attacks" );

    }

  }

if( random( 1, 1 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
bite~
@b@CGrumpy ducks down and begins to bite your knee-cap!

~
E
bite1~
@b@CGrumpy ducks down and begins to bite $n's knee-cap!

~
E
spin~
@b@WGrumpy begins to fiercely attack everyone in the room!

~
E
help~
@b@YGrumpy screams for the guards to aid him!

~
!
0 70 3 0 0 0 0 10
0 0 0 4000 893450531 0 35
230819 40971 8192 0 4
90
23 16 15 30 21
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
576717443 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1624
~
spectral gnome guard~
spectral gnome guard~
~
~
patrols the mine.~
spectral gnome guards~
~
~
patrol the mine.~
This burly spectral gnome peers about looking for troublemakers.  He

stands rod-straight and is obviously well trained.  He shimmers slightly,

an indication that he is merely a shadow of what he once was.

~
Rue~
attack_weapon( mob, victim, 4d8+1, "clubbing fist" );

attack_weapon( mob, victim, 4d8+1, "clubbing fist" );

if( random( 1, 7 ) < 3 )

  attack( mob, victim, 2d20, "crippling kick" );

~
E
nosound~
The spectral guard opens his mouth as if to say something, but no sound

comes out.

~
E
group~
The noise of your fight echoes down the tunnel!

~
!
0 8 28 0 0 0 0 10
0 0 27 200 893449927 0 29
364209 8449 4 0 4
15
14 10 10 14 14
15 10 30 10 20 10 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
45875855 26214464
6652 273 0 6256 383885
M 0 3 0
2081 17 1509949473 6 0
2002 17 1509949473 5 0
2124 17 1509949473 8 0
2022 17 1509949473 7 0
900 17 1509949445 16 0
-1
-1

#1625
~
ghost storeroom worker~
ghost of a storeroom worker~
~
~
floats toward your.~
ghosts of storeroom workers~
~
~
float toward your.~
An unstable image of a hard labor worker floats above the ground carrying

a couple of boxes.  As he notices that he is no longer alone, he drops

one of the boxes which disintegrates into a vague memory of its existence. 

A blue aura surrounds the spectre's body giving it a rather spooky look.

~
Fenlyn~
attack_cold( mob, victim, 10d8, "spectral touch" );

attack_cold( mob, victim, 10d8, "chilling punch" );

attack_cold( mob, victim, 10d8, "cold touch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d8, "ghastly kick" );

if( random( 1, 8 ) >= 7 )

  attack( mob, victim, 10d8, "wispy hit" ) ;

i = random( 1, 10 );

if( i >= 9 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #shriek, mob );

    attack_room( mob, 10d8, "shriek" );

    }

  else

    act_notchar( #silence, mob );

  }

if( i == 2 ) {

  ch = rand_player( room );

  act_tochar( #blows, ch );

  act_notchar( #ncblows, ch );

  drain_stat( ch, con, 5, -1 );

  drain_exp( ch, 10d10 );

  }

~
E
shriek~
@EThe apparition shrieks loudly!@n

~
E
blows~
@CThe apparition whisks through your body!@n

~
E
ncblows~
@CThe apparition whisks through $n's body!@n

~
E
silence~
@EThe apparition opens his mouth but fails to make a sound.@n

~
!
0 71 28 0 0 0 0 10
0 0 23 4000 894048523 0 0
1074037813 8192 4108 64 8
35
20 18 16 22 25
50 -5 60 40 65 0 0
500 20 ghastly head~
600 18 glowing legs~
700 16 wispy arm~
800 14 translucent feet~
1000 10 ethereal hand~
0
124520650 26214464
28557 187 0 13672 9041551
M 64 4 0
2231 49 1509949540 17 0
2236 81 1509949490 17 0
2236 81 1509949490 17 0
2237 81 1509949443 17 0
-1
-1

#1626
~
dark phantom~
dark phantom~
~
~
hovers in a fine mist issuing forth from the floor.~
dark phantoms~
~
~
hover in a fine mist issuing forth from the floor.~
The phantom is a shadowed figure which seems to be formed from the

unusual mist coming up from the floor.  Nothing distinguishing stands out

about the almost solid black figure except for the slight purple glow

that seems to come out from inside the mist.

~
Fenlyn~
attack_cold( mob, victim, 10d9, "spectral touch" );

attack_cold( mob, victim, 10d9, "chilling punch" );

attack_cold( mob, victim, 10d9, "cold touch" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d9, "ghastly kick" );

if( random( 1, 8 ) >= 4 )

  attack( mob, victim, 10d9, "wispy hit" ) ;

i = random( 1, 10 );

if( i >= 9 ) {

  if( !is_silenced( mob ) ) {

    act_notchar( #wail, mob );

    attack_room( mob, 10d10, "wail" );

    }

  else

    act_notchar( #silence, mob );

  }

if( i <= 2 ) {

  ch = rand_player( room );

  act_tochar( #blows, ch );

  act_notchar( #ncblows, ch );

  drain_stat( ch, str, 15, -1 );

  drain_stat( ch, con, 30, -1 );

  drain_exp( ch, 10d20 );

  }

~
E
wail~
@EThe dark phantom bellows a eerie sounding wail!@n

~
E
blows~
@CThe phantom brushes up against your body sending a chill through it.@n

~
E
ncblows~
@CThe phantom brushes up against $n's body causing $m to shiver.@n

~
E
silence~
@EThe dark phantom tries to let out a ghastly wail, but can't seem to.@n

~
!
0 71 28 0 0 0 0 10
0 0 0 4000 894048588 0 33
1090815027 8192 4108 96 8
35
25 18 16 30 27
70 10 30 50 75 0 0
500 20 misty body~
600 18 ghastly head~
700 16 wispy arm~
800 14 translucent feet~
1000 10 ethereal hand~
0
131074250 26214464
0 1 0 0 0
N 96 4 0
2229 17 1509949441 16 0
830 17 1509949441 8 0
-1
4 -1
~
wait( 1 );

act_room( #mist, ch );

~
E
mist~
The @Mpurple mist@n begins to dissipate into the air.

~
!
-1

#1627
~
shimmering blue portal~
shimmering blue portal~
~
~
stands here, waiting for you to enter it.~
shimmering blue portals~
~
~
stand here, waiting for you to enter one of them.~
No description.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893450049 0 31
230177 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 6 0
-1
-1

#1628
~
ghost effects master~
ghost of the effects master~
~
~
floats around the room, hard at work.~
ghosts of effects masters~
~
~
float around the room, hard at work.~
The translucent figure floats several inches above the floor and looks to

be at work.  The top part of his body is consistent with the looks of a

human male, but the bottom half of his body is hard to see.  Through the

blue aura of the ghost a set of legs can barely be seen.

~
Fenlyn~
attack_cold( mob, victim, 10d8, "spectral touch" );

attack_cold( mob, victim, 10d8, "chilling punch" );

attack_cold( mob, victim, 10d8, "cold touch" );

if( random( 1, 8 ) >= 6 )

  attack( mob, victim, 10d8, "wispy hit" ) ;

i = random( 1, 10 );

if( i == 7 ) {

  if( !is_silenced( mob ) ) {

    act_room( #rubs, mob );

    do_spell( lightning bolt, mob, rand_player( room ) );

    }

  }

if( i == 2 ) {

  ch = rand_player( room );

  act_tochar( #approach, ch );

  drain_stat( ch, con, 10, -1 );

  drain_exp( ch, 10d10 );

  }

~
E
rubs~
@BThe ghost rubs his ethereal hands in preparation for an attack.@n

~
E
approach~
@CThe ghost floats towards you!@n

~
!
0 71 28 0 0 0 0 10
0 0 0 4000 894048743 0 0
1074037813 8192 4108 64 8
35
24 18 18 30 24
50 10 30 40 65 0 0
500 20 misty body~
600 18 ghastly head~
700 16 wispy arm~
800 14 translucent feet~
1000 10 ethereal hand~
0
124520650 26214464
0 1 0 0 0
M 64 4 0
-1
-1

#1629
~
well-groomed patron groomed~
well-groomed patron~
~
~
is here enjoying the theatre atmosphere.~
well-groomed patrons~
~
~
are here enjoying the theatre atmosphere.~
A particularly well-groomed patron of the theatre stands before you

looking very distinguished and well educated.  Indeed the patron appears

intelligent, but also appears rather capable of self-defense.

~
Fenlyn~
attack_weapon( mob, victim, 5d6, "left hook" );

attack( mob, victim, 5d6, "punch" );

attack( mob, victim, 5d6, "swing" );

attack( mob, victim, 5d6, "kick" );

if( random( 1, 10 ) == 10 ) 

  attack( mob, ch, 15d6, "smash" );

if( random( 1, 8 ) == 1 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash");

  }

~
E
bash~
@bThe well-groomed patron raises his nose at you in disgust and tries to

bash you.  @n 

~
!
0 71 0 0 0 0 0 10
0 0 3 4000 893450155 0 0
229665 0 0 0 4
30
23 14 13 30 23
15 5 5 10 45 0 30
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
104859530 26214464
5181 84 0 3399 380806
M 0 4 0
2227 17 1509949450 5 0
2210 17 1509949450 8 0
2195 19 1509968641 -1 0
2132 17 1509949465 -1 0
-1
-1

#1630
~
spectral gnome machinist~
spectral gnome machinist~
~
~
tinkers with the machinery.~
spectral gnome machinists~
~
~
tinker with the machinery.~
This spectre of a long-dead gnome machinist has a look of concentration

on his face.  His brow is furrowed even now as he examines the machinery

in the room.  Thin whisps of spectral hair hang from his head in a

disheveled mop.

~
Rue~
attack_weapon( mob, ch, 6d8, "right hand" );

attack_weapon( mob, ch, 6d8, "left hand" );

attack( mob, ch, 6d9, "kick" );

i = random( 1, 10 );

if( i == 8 ) {

  ch = rand_player( room );

  act_tochar( #sleep, ch );

  act_notchar( #rmsleep, ch );

  do_spell( sleep, mob, ch );

  attack( mob, ch, 6d9, "kick" );

  }

~
E
rmsleep~
@YThe spectral machinist stares into $n's eyes!@n

~
E
sleep~
@YThe spectral machinist stares into your eyes, and you begin to feel@n

@Ydrowsy...@n

~
!
0 8 28 0 0 0 0 10
0 0 2 4000 893450224 0 29
494771 8448 4 192 4
15
10 16 15 16 10
5 -10 20 5 30 20 40
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
671 15 0 460 56087
M 192 4 0
3020 17 1509949455 16 0
-1
-1

#1631
~
stone giant leader~
stone giant leader~
~
~
stands at the ready.~
stone giant leaders~
~
~
stand at the ready.~
The massive giant stands four meters tall, towering far over you.  His

rock-hard limbs bulge with huge muscles, and his black eyes stare out

over the land as if seeking a victim to eradicate.  His mouth hangs open

slightly, showing large, chipped teeth covered with bits of food and dark

stains.

~
Merior~
if( random( 1, 4 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 10d5+40, "stone-like punch" );

attack( mob, victim, 10d5+40, "solid jab" );

attack( mob, victim, 10d5+40, "powerful backhand" );

if( random( 1, 3 ) == 1 ) {

  act_room( #boulder, ch );

  i = 10d8+10;

  dam_message( ch, i, "The boulder" );

  inflict( ch, mob, i, "a thrown boulder" );

  end;

  }

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 10d5+40, "stomp" );

~
E
boulder~
@gThe giant grabs a huge boulder and heaves it madly!@n

~
!
0 0 38 0 0 0 0 10
0 0 1 4000 893450266 0 0
4425527 9 8196 0 8
60
20 9 8 11 19
-10 25 50 50 15 0 0
300 20 right leg~
600 20 left leg~
700 18 hard left foot~
800 18 hard right foot~
1000 15 stomach~
0
209715846 26214464
1129 8 0 1487 640120
M 0 7 0
1462 17 1509949442 -1 0
197 17 1509949450 -1 0
-1
-1

#1632
~
dirt-smeared wild-eyed fanatic~
dirt-smeared, wild-eyed fanatic~
~
~
dashes about and mumbles to himself.~
dirt-smeared, wild-eyed fanatics~
~
~
dash about and mumble incoherently.~
The manic creature you see before you may be human.  It is hard to tell

through the layers of caked on mud and dirt shrouding his entire body. 

He may even be clothed, but again it is impossible to tell.  Wild spikes

of filthy hair project into the air around his head, framing a thin,

dirty face.  His large, dark eyes send intence gazes around the room,

glancing at things you can not see, even passing right through you as if

you did not even exist.

~
Derna~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893450366 0 0
229795 385 4 0 4
90
18 18 18 15 16
50 -5 10 10 50 10 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235936009 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1633
Agar'thana~
Agar'thana massive troll woman wicked club~
massive troll woman~
~
~
with a wicked club reclines on a crude throne.~
massive troll women~
~
~
with wicked clubs recline on crude thrones.~
Lounging on her crude throne, Agar'thana looks down at you.  A sneer

hovers about her trollish lips, making her wicked, sharp teeth seem only

more so.  Her skin is stretched taut over rock-hard muscles, and is an odd

dusky grey color.  Matted hair clings to her head, its color completely

obscured by grime.  Uncanny and untroll-like intelligence shines from her

dark eyes, watching you like a hawk with prey.

~
Khisanth~
attack( mob, victim, 4d3+12, "wicked club" );

attack( mob, victim, 2d5+15, "slicing whip" );

if( random( 1, 10) > 7 )

  attack( mob, ch, 4d4+24, "bite" );

i = 1d10;

if( i > 6 ) {

  act_room( #stone, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 10d3+20, "stone barrage" );

    }

  }

if( i < 5 )

  attack( mob, ch, 4d5+15, "spinning backfist" );

if( i < 3 ) {

  act_room( #whip, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 8d5+10, "viscious whip" );

    }

  }

if( i == 5 )

  interpret( mob, "bash" );

if( i == 4 )

  interpret( mob, "howl" );

if( random( 1, 6 ) < 3 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
whip~
@rAgar'thana pulls her whip back in preparation for a wicked slash.@n

~
E
stone~
@bTurning slightly, she bends and picks up a handful of debris from the floor.@n

@b@BAgar'thana hurls the stones into the air!@n

~
E
help~
@b@yAgar'thana snarls and screams "Clan Nethr'arak to me!! Slay the

outsiders or face my wrath!!"@n

~
!
0 91 9 0 0 0 0 10
0 0 0 200 895377140 0 0
230707 2105346 0 651 2
42
23 16 12 20 21
12 -30 50 75 0 10 0
320 14 heavily muscled leg~
330 15 dense skull~
1000 18 thick-skinned torso~
0 1000 ~
0 1000 ~
140576
157288330 26214464
1495 11 0 31 0
F 651 5 0
846 17 1174405130 5 0
606 16 1006632990 5 0
847 17 1174405130 10 0
610 16 1006632990 10 0
2659 17 1509949441 13 0
3023 17 1509949465 16 0
1705 16 1509949455 16 0
3024 16 1509949450 16 0
3034 16 1509949470 16 0
3035 16 1509949460 16 0
2730 17 1509949442 -1 0
1913 17 1509949485 -1 0
-1
0 -1
~
~
!
-1

#1634
~
~
mire serpent~
~
~
thrashes about in the water.~
mire serpents~
~
~
thrash about in the water.~
Felt more than seen, this snake-like presence churns the water around you. 

Hints of mottled brown catch your eye as a thick, scaled body arcs out of

the surface of the water.  Out of the corner of your eye, you catch

glimpses of a malevolent black gaze.  You get the impression of an

insatiable hunger, and feel slightly uncomfortable.

~
Khisanth~
attack( mob, victim, 10d8+20, "violent thrashing" );

attack( mob, victim, 9d7+7, "spiked tail" );

attack( mob, victim, 10d5+5, "snapping jaws" );

i = 1d10;

if( i > 7 ) {

  act_tochar( #slap, ch );

  act_notchar( #slap2, ch );

  interpret( mob, "bash" );

  attack( mob, ch, 10d7+30, "tail swipe" );

  }

if( i < 3 ) {

  act_tochar( #vice, ch );

  act_notchar( #vice2, ch );

  attack( mob, ch, 10d7+10, "painful crushing" );

  }

if( i == 2 ) {

  act_room( #tail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d15+15, "whip-like tail" );

    }

  }

if( i == 3 ) {

  act_room( #tail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d15+15, "whip-like tail" );

    }

  }

if( i == 4 ) {

  act_room( #tail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d15+15, "whip-like tail" );

    }

  }

if( i == 5 ) {

  act_room( #tail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d15+15, "whip-like tail" );

    }

  }

if( i == 6 ) {

  send_to_room( #dive, room );

  wait( 1 );

  act_tochar( #dive2, ch );

  act_notchar( #dive3, ch );

  attack( mob, ch, 5d25+25, "crushing bite" );

  }

~
E
slap~
@bThe serpent's tail whips out of the mire, slamming you into a wall!@n

~
E
vice~
@cThe mire serpent coils about you and begins to squeeze!@n

~
E
vice2~
@cThe mire serpent coils about $n and begins to squeeze!@n

~
E
slap2~
@bThe serpent's tail whips out of the mire, slamming $n into a wall!@n

~
E
tail~
@gSuddenly, the sludge erupts in a froth of foam!

@GThe massive tail of the mire serpent whips through the water!@n

~
E
dive~
@cThe mire becomes almost still as the serpent dives beneath the water.@n

~
E
dive2~
@RYou howl in pain as the serpent bites down on your leg from below!@n

~
E
dive3~
@R$n howls in pain as the serpent bites down on $s leg from below!@n

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 893451892 0 0
4231483 23080969 134225920 0 4
55
25 12 12 25 30
25 75 0 -50 0 5 0
60 10 large black eye~
300 19 Rubbery hide~
340 18 exposed neck~
350 21 Thick Scales~
0 1000 ~
0
196611855 26214464
46 5 0 0 0
N 0 8 0
2672 17 1509949445 -1 0
2729 17 1509949445 -1 0
-1
-1

#1635
~
ash-spirit spirit~
ash-spirit~
~
~
rises from the floor.~
ash-spirits~
~
~
rise from the floor.~
As you look at it, the swirling cloud of ash forms into a vaguely

humanoid shape.  A pair of unblinking yellow eyes stare back at you, and

a deep groan of sorrow emanates from within the cloud.

~
Rue~
attack( mob, victim, 2d15, "grating ash" );

attack( mob, victim, 2d15, "grating ash" );

if( random( 1, 10 ) > 3 )

  attack_room( mob,  4d20, "ash storm" );

if( random( 1, 35) < 2 ) {

  act_room( #flash, victim );

  do_spell( blinding light, mob, victim );

  }

~
E
flash~
@YThe spirit's yellow eyes glow brightly!@n 

~
!
0 8 28 0 0 0 0 10
0 0 5133 200 893452429 0 29
363825 78216 4 0 7
17
10 15 15 16 14
10 75 10 25 40 10 50
1000 4 ashen form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
62915210 26214464
1192 7 0 36 19274593
N 0 4 0
2300 17 1509949445 -1 0
1999 17 1509949445 -1 0
-1
-1

#1636
~
desert ogre warlock~
desert ogre warlock~
towering~
~
stands before you, chanting mysterious phrases.~
desert ogre warlocks~
towering~
~
stand before you, chanting mysterious phrases.~
This massive, grey-skinned desert ogre has many strange glyphs carved

into his face and each is dyed a different color.  His hair is tied back

in a pony-tail with a strand of silver rope.  Upon his massive arms are

several large scars from past battles.  The warlock constantly is weaving

his hands and muttering some arcane phrases in some unknown tongue.

~
Terek~
attack_weapon( mob, victim, 3d15+75, "powerful punch" );

attack_weapon( mob, victim, 3d15+75, "hard kick" );

attack_weapon( mob, victim, 3d15+85, "smashing fists" );

attack_weapon( mob, victim, 3d15+85, "powerful glancing blow" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #flame, ch );

  act_notchar( #flame1, ch );

  do_spell( flame strike, mob, victim );

  }

if( random( 1, 4 ) == 1 ) {

  i = 6d5+65;

  act_room( #sandstorm, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "sandstorm" );

    }

  }

if( random( 1, 3 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #slow, ch );

  act_notchar( #slow1, ch );

  do_spell( slow, mob, ch );

  }

~
E
flame~
@b@RThe warlock raises his hands to the sky and calls down a column of

flame to strike you!

~
E
flame1~
@b@RThe warlock raises his hands to the sky and calls down a column of

flame to strike $n!

~
E
sandstorm~
@eThe warlock weaves his hands in a mystical pattern and suddenly a

powerful whirlwind of sand assaults the room!

~
E
slow~
@b@MThe desert ogre warlock points his finger at you and chants quietly.

~
E
slow1~
@b@MThe desert ogre warlock points his finger at $n and chants quietly.

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 893452642 0 25
4423987 10368 4 0 2
70
19 16 16 30 25
100 100 -5 100 100 -5 100
200 19 heavily-muscled body~
400 19 muscular legs~
600 19 massive arms~
800 19 sand-covered head~
0 1000 ~
65632
353895050 26214464
0 1 0 0 0
M 0 5 0
2464 17 1509949530 5 0
2247 16 1509949442 5 0
1065 17 1509949455 -1 0
1054 17 1509949455 -1 0
2251 17 1509949450 17 0
2465 17 1509949450 -1 0
2582 17 1509949540 -1 0
2871 17 1509949443 -1 0
-1
-1

#1637
~
cowled priest~
cowled priest~
~
~
walks the halls, chanting softly to himself.~
cowled priests~
~
~
walk the halls, chanting softly in unison.~
This tall figure is enveloped in a deeply cowled black robe.  Head bowed

so that the cowl falls down over his face, the priest appears to be deep

in prayer.  Branded on the back of each of his hands is an eight sided

shape containing the striking falcon emblem of Kerog.

~
Orb~
attack( mob, ch, 2d10+80, "biting flail" );

attack( mob, ch, 9d2+80, "biting flail" );

attack( mob, ch, 6d6+40, "snap kick" );

if( random( 1, 10 ) <= 5 ) {

  ch = rand_player( room );

  if( find_stat( ch, level ) < 35 ) {

    act_tochar( #banish, ch );

    act_notchar( #rbanish, ch );

    transfer( ch, find_room( 57570 ) );

    }

  }

if( random( 1, 10 ) >= 7 ) {

  send_to_room( #blast, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause critical, mob, rch );

    }

  }

attack( mob, ch, 2d10+90, "crushing blow" );

~
E
banish~
@eThe priest sneers at you and with a wave of his hand dismisses you.

~
E
rbanish~
@eThe priest sneers at $n and banishes $n with a wave of his hand!

~
E
blast~
@CThe priest raises his hands to heaven, summoning the wrath of Ri'lahl!

~
!
0 72 0 0 0 0 0 10
0 0 0 4000 893452721 0 28
230705 32904 0 496 4
65
15 25 25 25 15
75 -10 10 55 30 -15 0
500 18 arm~
700 18 leg~
1000 20 robed body~
0 1000 ~
0 1000 ~
0
209717150 26214464
0 1 0 0 0
M 496 4 0
2296 17 1660944484 16 0
2301 17 1509949515 5 0
2302 17 1509949460 -1 0
21 17 1509949540 0 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( cflag( 70, ch ) ) {

  act_room( #growl, ch );

  attack( mob, ch, 10d4+50, "enraged attack" );

  }

~
E
growl~
The priest snarls, @e"Murderer!"@n

~
!
4 -1
~
if( !cflag( 70, ch ) ) {

  act_tochar( #mark, ch );

  act_notchar( #rmark, ch );

  set_cflag( 70, ch );

  }

else

end;

~
E
mark~
As the priest falls to the ground, an aura of black light surrounds you

for a moment before quickly fading.

~
E
rmark~
An aura of black light surrounds $n before quickly fading.

~
!
-1

#1638
~
avenging spirit elven warrior~
avenging spirit of an elven warrior~
~
~
floats silently here.~
avenging spirits of elven warriors~
~
~
float silently here.~
Once, a proud elven warrior, now this poor soul is tortured to walk the

forest in the after life, seeking to avenge his death.  His form is

transparent but at times becomes almost solid in appearence.  Upon his

body are the remains of a suit of blood-covered platemail armor and he

clutches a gleaming longsword in his hand.  The warrior's sea-blue eyes

add a flare of color to his transparent form and although filled with

hatred and anger, still seem to remain some kindness in them.

~
Terek~
if( has_obj( 1682, mob ) ) {

  attack( mob, victim, 3d10+80, "rushing strike" );

  attack( mob, victim, 3d10+80, "vertical slash" );

  attack( mob, victim, 3d10+80, "hilt smash" );

  attack( mob, victim, 3d10+85, "ethereal slash" );

  }

else {

  attack_weapon( mob, victim, 3d9+80, "ethereal slash" );

  attack_weapon( mob, victim, 3d9+80, "wispy kick" );

  attack_weapon( mob, victim, 3d9+80, "rushing strike" );

  attack_weapon( mob, victim, 3d10+90, "ethereal pierce" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 8d6+120;

  act_tochar( #leap, ch );

  act_notchar( #leap1, ch );

  dam_message( victim, i, "The warrior's berserk attack" );

  inflict( victim, mob, i, "The warrior's berserk attack" );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 5 ) == 1 ) {

      i = 9d5+95;

      act_room( #curse, ch );

      dam_message( rch, i, "The elven warrior's curse of Cynnis" );

      inflict( rch, mob, i, "The elven warrior's curse of Cynnis" );

      do_spell( curse, mob, ch );

      }

    }

  }

~
E
leap~
@eThe elven warrior rushes you screaming an undying curse!

~
E
leap1~
@eThe elven warrior rushes $n screaming an undying curse!

~
E
curse~
@eThe elven warrior cries to his diety Cynnis to aid him!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894048852 0 0
1074235697 8321 419434500 0 3
80
30 30 30 30 30
30 -50 100 -75 100 -100 100
100 24 ethereal body~
300 24 transparent form~
500 22 ethereal armored arms~
700 20 semi-solid armored legs~
900 20 wispy ethereal head~
77791
471859870 524288670
1757 19 0 3004 0
M 0 4 0
2303 17 1509949442 5 0
2396 17 1509949455 -1 0
1682 17 1509949540 16 0
-1
4 -1
~
send_to_room( #vanish, room );

update_quest( ch, 42 );

~
E
vanish~
As the killing blow is placed on the elven warrior he looks up with a

tear-filled face and says: @e"I am finally free from this curse,

Thankyou...."@n He then vanishes.

~
!
0 -1
~
~
!
-1

#1639
~
ghost yurlinfonger~
ghost of Yurlinfonger~
~
~
paces slowly about the room.~
ghosts of Yurlinfonger~
~
~
pace slowly about the room.~
The small stature of this gnome priest's ghost does little to belie the

awesome power that he holds within him.  His calm eyes and passive face

speak of the battle-tested assuredness of a hardened warrior.

~
Rue~
attack_weapon( mob, victim, 4d3, "right hand" );

attack_weapon( mob, victim, 4d3, "left hand" );

if( is_silenced( mob ) ) {

  act_room( #nosound, ch );

  ch = rand_player( room );

  attack_cold( mob, ch, 15d15, "freezing hug" );

  }

else {

  ch = rand_player( room );

  i = random( 1, 5 );

  if( i == 2 ) {

    ch = rand_player( room );

    act_notchar( #crit, ch );

    act_tochar( #pain, ch );

    do_spell( cause critical, mob, ch );

    ch = rand_player( room );

    act_notchar( #crit, ch );

    act_tochar( #pain, ch );

    do_spell( cause critical, mob, ch );

    }

  if( i == 1 ) {

    ch = rand_player( room );

    act_notchar( #crit, ch );

    act_tochar( #pain, ch );

    do_spell( cause critical, mob, ch );

    send_to_room( #cures, room );

    do_spell( cure critical, mob, mob );

    }

  if( i == 3 ) {

    ch = rand_player( room );

    act_notchar( #crit, ch );

    act_tochar( #pain, ch );

    do_spell( cause critical, mob, ch );

    ch = rand_player( room );

    act_notchar( #rmsilence, ch );

    act_tochar( #silence, ch );

    do_spell( silence, mob, ch );

    }

  }

~
E
crit~
The ghost of Yurlinfonger points at $n and curses his name!

~
E
pain~
Your body explodes with pain as the ghost of Yurlinfonger curses you!

~
E
cures~
The ghost of Yurlinfonger places his hands upon himself.

~
E
nosound~
The ghost of Yurlingfonger tries to, but cannot make a sound!

~
E
rmsilence~
The ghost of Yurlinfonger casts silence on $n!

~
E
silence~
The ghost of Yurlinfonger casts silence on you!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 894048975 0 0
1074104547 8451 4108 0 6
30
10 13 17 14 14
10 -5 50 10 50 20 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965450 26214464
0 1 0 0 0
M 0 3 0
2306 17 1509949445 -1 0
2024 17 1509949460 7 0
2044 17 1509949460 10 0
2006 17 1509949460 5 0
2310 17 1509962241 17 0
-1
2 -1
ash~
interpret( mob, "sigh" );

send_to_room( #ash1, room );

wait( 1 );

interpret( mob, "shake" );

send_to_room( #ash2, room );

~
E
ash1~
"You ask me of the ash...it makes my immortal soul tremble with fear at

what we unleashed.  Hekumel was a fool.  He was a FOOL!"

~
E
ash2~
"I beg you not ask me of the ash.  It tears what shreds of hope I had for

this world and my life to tatters."

~
!
2 -1
Hekumeth fool hope~
~
E
Hekumeth~
With a mixture of terror and sadness, Yurl simply says, "Hekumeth was

punished for what he brought upon us.  You had best stay clear of the

remnants of his tortured soul!"

~
!
-1

#1640
~
skeletal gnome bodyguard~
skeletal gnome bodyguard~
~
~
watches you closely.~
skeletal gnome bodyguards~
~
~
watches you closely.~
His hollow indicates that this was once a stout gnome.  What is left 

of his armor hangs loosely on his whitened bones.  The skeleton moves

quickly and with purpose.

~
Rue~
attack_weapon( mob, victim, 2d10+15, "right claw" );

attack_weapon( mob, victim, 2d10+15, "left claw" );

attack( mob, victim, 3d10+15, "bony kick" );

i = 1d10;

~
E
leaps~
The skeletal bodyguard positions himself in front of $n!

~
E
leapsyou~
The skeletal bodyguard positions himself in front of you!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 899876811 0 36
230563 8448 12 0 7
25
16 3 3 16 14
15 25 50 20 50 10 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858250 26214464
0 1 0 0 0
M 0 3 0
2044 17 1509949460 10 0
2006 17 1509949460 5 0
2024 17 1509949460 7 0
2124 17 1509949460 11 0
2066 17 1509949460 9 0
2173 17 1509949480 9 0
-1
-1

#1641
~
blue fungal fungus masses~
mass of blue fungus~
~
~
sprouts from the wall.~
masses of blue fungus~
~
~
sprout from the wall.~
Sprouting right off the tunnel wall, this blue fungus looks rather spongy

and sticky.  Small ridges line its outer rim and give it a mottled,

lumpy appearance.

~
Rue~
ch = rand_player( room );

send_to_room( #puff, room );

attack_room( mob, 1d10, "choking spores" );

do_spell( hallucinate, ch );

attack_room( mob, 1d10, "spore cloud" );

~
E
puff~
A cloud of spores bursts into the air!

~
!
0 65 31 0 0 0 0 10
0 0 0 4000 893453439 0 31
4195363 0 140 0 4
4
3 2 2 2 5
20 -25 -10 75 90 -10 50
1000 0 spongy flesh~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622082 262208
0 1 0 0 0
N 0 1 0
-1
4 -1
~
obj = oload( 2314 );

obj_to_room( obj, room );

wait( 1 );

junk_obj( obj_in_room( 10, room ) );

~
!
-1

#1642
~
~
lumpy mushroom~
speckled,~
~
is growing here.~
lumpy mushrooms~
speckled,~
~
grow here.~
A large mushroom is pushing its way up from the dirt.  It stands about

two feet tall, and has long, frond-like spores hanging from it.  Clumps

of dirt rest on the head of the mushroom.

~
Phobos~
attack_weapon( mob, victim, 2d4, "poisonous spore" );

attack_weapon( mob, victim, 2d4, "head butt" );

if( random( 1, 10 ) < 2 ) {

  act_room( "$n twitches and spores fly everywhere!", mob );

  attack_weapon( mob, victim, 1d10, "acidic spores" );

  }

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893453600 0 26
229409 0 0 0 4
5
9 12 12 14 9
0 -50 0 0 0 -50 100
100 1 frail stem~
300 3 frilly spores~
1000 5 fleshy head~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 2 0
2312 17 1509949455 -1 0
-1
8 -1
hello~
i = 0;

if( race( ch ) == elf )

  i = 1;

if( race( ch ) == ent )

  i = 1;

if( is_player( ch ) ) {

  if( i ) {

    wait( 1 );

    tell( mob, ch, #greet );

    } else {

  wait( 1 );

  tell( mob, ch, #flee );

  attack( mob, ch, 1d6, "panicked attack" );

  interpret( mob, "flee" );

  }

}

~
E
greet~
Hello, $n!  It's so nice to see friendly people in our village, after all

the horrible @rdisasters@n....

~
E
flee~
Ack!  One of the evil ones!  Flee!  Flee!

~
!
8 -1
disasters~
i = 0;

if( race( ch ) == elf )

  i = 1;

if( race( ch ) == ent )

  i = 1;

if( is_player( ch ) ) {

  if( i ) {

    wait( 1 );

    tell( mob, ch, #distext );

    } else {

  wait( 1 );

  tell( mob, ch, #flee );

  attack( mob, ch, 1d6, "panicked attack" );

  interpret( mob, "flee" );

  }

}

~
E
distext~
Yes, terrible to behold!  The evil @rvyans@n descend upon our poor

village every night and raid us!

~
E
flee~
An evil one!  FLEE!  FLEE!

~
!
-1

#1643
~
baby blue dragon ice~
baby blue ice dragon~
~
~
sits here clawing at the ground.~
baby blue ice dragons~
~
~
sit here clawing at the ground.~
Large iced over eyes stare blankly toward you, watching your every move. 

Cold and icey claws expose themselves, chipping bits of ice off the

ground.  A chilling wind moves through your bones as the infant breathes.

~
Sign~
attack( mob, ch, 4d5+10, "butting head" );

attack_cold( mob, ch, 3d6+10, "icy claw" );

attack_cold( mob, ch, 3d6+10, "icy claw" );

attack_cold( mob, ch, 3d8+15, "freezing breath");

if( random( 1, 3) == 1) {

  send_to_room( #ice, room );

  attack_room( mob, 4d5+10, "sweeping tail" );

  }

~
E
ice~
@BA baby blue dragon begins swinging its icy tail around!@n

~
!
0 73 18 0 0 0 0 10
0 0 33 200 893454102 0 31
230961 8192 4 96 2
25
14 10 14 18 17
5 -5 75 5 5 5 0
100 13 ice covered eye~
250 14 frozen leg~
500 14 delicate wing~
750 14 icy nose~
1000 14 frozen hide~
0
65536665 26214464
20806 251 0 10070 2820729
M 96 7 0
2331 17 1509949445 -1 0
-1
-1

#1644
~
flaming baby red dragon~
baby red dragon~
~
~
sits here cleaning itself.~
baby red dragons~
~
~
sit here cleaning itself.~
A small dragon stands here on its back legs.  The creature paces around

in a bird-like way, head bobbing, taking short quick steps.  Faint trails

of smoke come from his nostrils as his eyes focus in on you.

~
Sign~
attack( mob, victim, 4d8+5, "butting head" );

attack_fire( mob, victim, 3d8+10, "burning claw" );

if( random( 1, 2) == 1) {

  attack_fire( mob, victim, 3d8+16, "engulfing flame" );

  continue;

  }

attack_fire( mob, victim, 3d8+10, "burning claw" );

attack_fire( mob, victim, 3d8+10, "burning claw" );

attack_fire( mob, victim, 4d10+5, "flaming tail" );

~
!
0 73 18 0 0 0 0 10
0 0 22 200 893454642 0 25
231217 10240 4 192 2
25
15 12 15 18 16
5 75 -10 5 5 5 0
100 13 scaly belly~
250 14 scale covered arm~
500 14 crimson head~
750 14 fragile wing~
1000 15 scorched hide~
0
65536665 26214464
12289 134 0 9369 2152450
F 192 7 0
2329 17 1509949445 -1 0
-1
-1

#1645
~
green dragon child newly-hatched~
newly-hatched green dragon~
~
~
sits here picking at its scales.~
newly-hatched green dragons~
~
~
sit here picking at its scales.~
A small green dragon sits here, covered in a fragrant glue-like substance. 

Large green eyes stare at you as giant claws stretch forth from the

infants feet.

~
Sign~
attack( mob, victim, 3d8+10, "butting head" );

attack_acid( mob, victim, 3d7+5, "acid-filled claw" );

attack_acid( mob, victim, 3d7+5, "acid-filled claw" );

attack_acid( mob, victim, 3d7+10, "acidic tail" );

if( random( 1, 3) == 1 )

  attack_acid( mob, victim, 5d7+10, "acid spit" );

~
!
0 73 18 0 0 0 0 10
0 0 188 4000 893454765 0 27
17008433 8192 0 0 2
23
13 8 12 20 16
10 10 10 -5 5 25 0
100 14 spiked tail~
250 15 giant eye~
500 15 clawed foot~
750 15 scaly neck~
1000 15 tough hide~
0
60293783 26214464
53610 850 0 34320 9355144
M 0 7 0
2330 17 1509949445 -1 0
-1
-1

#1646
~
adolescent wyvern~
adolescent wyvern~
~
~
flaps its wings to and fro.~
adolescent wyverns~
~
~
flap their wings anxiously.~
The winged dragon floats just above the ground.  A strange purring comes

from deep in its throat.  Monstrous wings beat as the small dragon moves

around.

~
Sign~
i = random( 1, 4);

attack_weapon( mob, victim, 4d6+8, "snapping jaw");

attack_weapon( mob, victim, 3d6+8, "snapping jaw");

if( i == 1) {

  if( is_silenced( mob ) )

    act_room( #nosound, ch );

  else {

    send_to_room( #roar, room );

    attack_room(mob, 4d5+10, "high pitched roar");

    }

  }

if( i == 2) {

  send_to_room( #bash, room );

  interpret( mob, "bash");

  attack_weapon( mob, victim, 4d10+10, "butting head" );

act_tochar( #tail, ch );

act_notchar( #rtail, ch );

  poison( ch );

  }

~
E
roar~
@RThe wyvern roars in anger!@n

~
E
bash~
@MThe wyvern darts forward!@n

~
E
nosound~
@RThe wyvern trys to scream but nothing happens.@n

~
E
tail~
@YThe wyverns tail darts toward you.@n

~
E
rtail~
@YThe wyverns tail darts toward $n.@n

~
!
0 73 18 0 0 0 0 10
0 0 31 4000 893454850 0 29
17010465 8192 0 496 0
15
18 16 12 20 16
20 5 5 -5 10 -5 0
100 12 bobbing head~
250 13 powerful legs~
500 13 skinny arms~
750 13 feathered wings~
1000 14 scaled back~
0
52430100 26214464
7236 150 140 13149 2118634
M 496 5 0
2327 17 1509949447 -1 0
-1
-1

#1647
Galbrosh~
galbrosh gnomish warrior gnome~
gnomish warrior~
~
~
sits here warming himself by the fire.~
gnomish warriors~
~
~
sit here warming themselves by the fire.~
The warrior sits calmly next to the fire, smiling happily.  He whistles a

happy little tune as he looks up at you.  He is average size for his race. 

Large battle scars line his arms showing he is no stranger to a fight. 

His face is slightly deformed, large burn marks have long since left

their toll on this old warrior.  His leg is wrapped in a tight wrap

aparently broken badly.

~
Sign~
attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

attack_weapon( mob, victim, 8d8+10, "stabbing sword" );

if( random( 1, 3 ) == 1 ) {

  send_to_room( #Thorstag, room );

  interpret( mob, "bash" );

  }

if( random( 1, 3) == 2) {

  send_to_room( #sword, room );

  attack_room( mob, 7d8+10, "swiping sword" );

  }

~
E
thorstag~
@CThe warrior charges and screams: "Thorstag!"@n

~
E
sword~
@RThe warriors sword swings around violently!@n

~
!
3 0 2 0 0 0 0 10
0 0 0 4000 893454950 0 36
230307 0 0 96 6
50
17 10 10 30 18
5 15 15 20 -5 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072690 26214464
0 1 0 0 0
M 96 3 0
744 17 1342177355 16 0
2022 17 1509949515 7 0
2042 17 1509949515 10 0
2002 17 1509949515 5 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

else {

  act_notchar( #rwelcome, ch );

  act_tochar( #wink, ch );

  send_to_room( #here, find_room( 61 ) );

  wait( 1 );

  tell( mob, ch, #canopy );

  wait( 1 );

  tell( mob, ch, #bargain );

  wait( 1 );

  act_tochar( #giggle, ch );

  }

~
E
rwelcome~
@WThe gnomish warrior beckons $n to come hear his story.@n

~
E
wink~
@YThe gnomish warrior looks at you and winks.@n

~
E
canopy~
So you have come to the canopy, well many do but few return I am afraid. 

The rest of my party has been killed I am all that is left.

~
E
bargain~
I know everything there is to know about the canopy.  I may be willing to

tell you what I know for a small price, say one gold coin.

~
E
giggle~
@MGalbrosh rubs his hands together and giggles.@n

~
E
here~
@RSomeone has entered the Dragon Hatchery.@n

~
!
6 2
~
send_to_room( #giggle, room );

wait( 2 );

act_notchar( #rstory, ch );

tell( mob, ch, #story );

wait( 2 );

tell( mob, ch, #story2 );

wait( 2 );

tell( mob, ch, #story3 );


~
E
giggle~
@MGalbrosh grips the coin in his hands and giggles.@n

~
E
story~
The clearing you see before you is very old.  The trees who's branches

shelter this clearing and create the canopy were here since the begining

of time.  The clearing is the home of the dragon hatchery, every dragon

that ever was started under this very canopy.  The rocks you see there to

the east, are not rocks but eggs.  Some have been here for hundreds of

years waiting for their turn to hatch.  A great magic covers this

clearing, allowing many climates to exist.  It allows for harmony in the

clearing, no dragons fight each other here.

~
E
rstory~
@WThe gnomish warrior continues telling his tale to $n.@n

~
E
story2~
You can climb that egg to the east if you wish to venture further but be

warned, the clearing and everything under the canopy are dangerous. 

Dragons waiting to leave the hatchery and find a cave or forest of there

own can destroy even the heartiest warrior.

~
E
story3~
If you do go good luck to you, and may the riches of the canopy come to

you.

~
!
-1

#1648
~
short stubby tree~
short, stubby tree~
~
~
with slender branches sways in the breeze.~
short, stubby trees~
~
~
with slender branches sway in the breeze.~
This short tree stands no higher than a typical gnome or dwarf.  It is

very stocky and has a thick, rounded trunk with tough bark chipping off

it.  Sap oozes out of the tree.  The tree's branches are clumped around

the top of the trunk, but spread out slightly into two elongated limbs.

~
Phobos~
attack_weapon( mob, victim, 1d3+2, "raking twigs" );

attack_weapon( mob, victim, 2d3+2, "thrashing branches" );

attack_weapon( mob, victim, 3d3+2, "bark-fisted punch" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893455181 0 26
230433 0 0 0 4
6
15 10 12 8 13
0 -50 0 -30 0 0 50
100 1 fragile leaves~
300 3 stubby branches~
1000 5 thick trunk~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
R 0 3 0
2313 17 1509949450 -1 0
-1
-1

#1649
~
crystalline dragon infant~
crystalline dragon infant~
~
~
sits here howling.~
crystalline dragon infants~
~
~
sit here howling in unison.~
The dragon is covered in crystal scales, giving it the feel of a prism. 

Long glass like claws stretch from each foot, leaving marks in the ground

where it steps.  Shorst hisses come from its mouth as it breaths.  A

faint cry comes forth as it calls for its mother.

~
Sign~
attack_shock( mob, victim, 3d8+10, "charged tail" );

attack_shock( mob, victim, 3d8+10, "charged tail" );

if( random( 1, 3) == 1) {

  send_to_room( #wings, room );

  attack_room( mob, 3d10+5, "batting wings" );

  }

if( random( 1, 8 ) == 1 ) {

send_to_room( #bash, room );

interpret( mob, "bash" );

attack_shock( mob, victim, 3d7+10, "shocking jaw" );

attack_shock( mob, victim, 3d7+10, "shocking jaw" );

}

~
E
wings~
@WThe infant bats its wings in fright!@n

~
E
bash~
@MThe dragon lunges forward with its wing!@n

~
!
0 73 18 0 0 0 0 10
0 0 9 4000 893455311 0 0
231217 8192 4 0 8
30
18 12 12 18 20
0 5 5 0 0 -10 0
100 14 crystal eye~
250 15 crystal wing~
500 15 glass claw~
750 15 clawed foot~
1000 16 scale covered back~
0
78643870 26214464
6285 72 0 4945 1141564
M 0 8 0
2332 17 1509949445 -1 0
-1
-1

#1650
~
~
creeping vine~
long, wiry,~
~
grows here, winding around things.~
creeping vines~
long, wiry,~
~
grow here, curling together in a tangled mass.~
A long, thick, green vine, this plant has very thin roots and tends to

grow near water rather than in the ground.  A few small spines stick out

from its thick, meaty flesh, protecting it from any animals who may be

hungry.  A few leafs are sprouting out of the spines.

~
Phobos~
attack_weapon( mob, victim, 2d6+3, "violent thrashing" );

attack_weapon( mob, victim, 2d4+1, "tail lash" );

i = 7;

j = 2d8+2;

if( random( 1, 10 ) > i ) {

  act_notchar( #grab, victim, obj, mob );

  act_tochar( #nab, victim, obj, mob );

  dam_message( victim, j, "The sharp, constricting squeeze" );

  inflict( victim, mob, j, "a creeper vine" );

  act_tochar( #drop, victim, obj, mob );

  act_notchar( #go, victim, obj, mob );

  }

~
E
grab~
$N lashes out and grabs $n with its long body!

~
E
go~
$N lets go of $n, dropping $m in a crumpled heap.

~
E
nab~
$N lashes out and grabs you with $S long body!

~
E
drop~
$N lets go of you, dropping you in a crumpled heap.

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893455547 0 26
1134635 0 0 0 4
10
15 4 8 9 12
0 -30 0 -5 0 0 0
500 2 delicate fronds~
100 10 tough little thorns~
1000 4 flesh body~
0 1000 ~
0 1000 ~
0
26215050 34080001
0 1 0 0 0
N 0 4 0
2318 17 1509949455 -1 0
-1
-1

#1651
~
tall ogre temple guardian~
temple guardian~
~
tall ogre~
stands silently surveying the hall.~
temple guardians~
~
tall ogre~
stand silently surveying the hall.~
This massive ogre stands here looking utterly bored.  He is perhaps the

cleanest ogre you have ever seen;  his tufted hair is neatly combed

and he doesnt appear to have even one flea.

~
Orb~
attack( mob, ch, 2d10+80, "pike thrust" );

attack( mob, ch, 2d10+80, "pike thrust" );

attack( mob, ch, 2d10+55, "slashing pike" );

attack( mob, ch, 7d3+80, "snap kick" );

if( random( 1, 10 ) > 7 ) {

  act_tochar( #butt, ch );

  act_notchar( #rbutt, ch );

  attack( mob, ch, 10d3+80, "powerful blow" );

  }

if( random( 1, 10 ) > 6 ) {

  act_room( #arc, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 10d2+55, "slashing arc" );

    }

  }

~
E
butt~
@CThe ogre whips around the base of his pike, slamming it into your face!

~
E
rbutt~
@CThe ogre whips around the base of his pike, slamming it into $n's face!

~
E
dodge~
@eThe ogre suddenly strikes at your unprotected side!

~
E
rdodge~
@eThe ogre suddenly strikes at $n's unprotected side!

~
E
arc~
@RThe ogre whirls his pike in a deadly arc!

~
!
0 72 8 0 0 0 0 10
0 0 0 4000 894049483 0 25
4424995 32770 4 800 1
60
25 3 3 25 30
10 -10 35 30 50 -20 0
300 17 heavily muscled arm~
500 17 heavily muscled leg~
1000 24 broad chest~
0 1000 ~
0 1000 ~
0
183502750 26214464
0 1 0 0 0
M 800 5 0
1750 17 1509949490 16 0
1554 16 1509949489 16 0
2340 16 1509949441 16 0
607 17 1509949515 5 0
938 17 1509949500 -1 0
2500 17 1509949450 -1 0
910 17 1509949470 -1 0
876 17 1509949450 -1 0
939 17 1509949460 -1 0
-1
0 -1
~
If( is_follower( ch ) )

wait( random( 1, 5 ) );

interpret( mob, "quaff phial" );

~
!
0 -1
~
~
!
-1

#1652
~
keeper eggs small winged man~
Keeper of the Eggs~
~
~
flies toward you as a small man with wings.~
Egg Keepers~
~
~
fly toward you as small, winged men.~
The small winged man floats above the ground.  Sharp talon-like claws

stretch from both his wings and feet.  A faint trail of smoke leaks from

his mouth when he talks, and his tail appears to be blistering cold.

~
Sign~
i = random( 1, 7 );

attack_weapon( mob, victim, 4d5+15, "flaring claws" );

attack_weapon( mob, victim, 4d5+15, "flaring claws" );

attack_weapon( mob, victim, 4d5+15, "flaring claws" );

if( random( 1, 10 ) > 5) {

  if( is_silenced( mob ) )

    act_room( #nosound, ch );

  else {

    send_to_room( #summon, room );

    summon( mob, victim );

    }

  }

if( i == 1) {

  if( is_silenced( mob ) )

    act_room( #nosound, ch );

  else {

    send_to_room( #screech, room );

    attack_room( mob, 3d5, "screech" );

    }

  }

if( i == 2) {

  send_to_room( #fire, room );

  attack_fire( mob, victim, 4d8+30, "fire breath" );

  }

if( i == 3) {

  send_to_room( #cold, room );

  attack_cold( mob, victim, 4d8+30, "icy tail" );

  }

if( i == 4) {

  if( is_silenced( mob ) )

    act_room( #nosound, ch );

  else {

    send_to_room( #screech, room );

    attack_room( mob, 3d5, "screech" );

    }

  }

if( i == 5 )

  attack_shock( mob, victim, 5d10+15, "charged claw" );

if( i == 6 )

  attack_acid( mob, victim, 5d10+15, "acidic spit" );

attack_weapon( mob, victim, 5d6+20, "snapping bite" );

attack_weapon( mob, victim, 5d6+20, "snapping bite" );

~
E
summon~
@RThe Keeper calls for the aid of his children!@n

~
E
screech~
@CThe Keeper screeches in rage!!@n

~
E
cold~
@BThe Keeper of the Eggs swings his icy tail!!@n

~
E
fire~
@YThe Kepper of the Eggs raises up and lets forth a blazing fireball!@n

~
E
nosound~
@RThe Keeper of the Eggs attempts to scream but nothing happens.@n

~
!
0 73 18 0 0 0 0 10
0 0 0 4000 894049725 0 0
1073974067 43010 4 496 2
35
15 12 8 30 13
0 5 5 -5 0 0 0
100 15 fragile wing~
250 16 boney feet~
500 17 ice covered tail~
750 17 clawed hand~
1000 18 tough hide~
0
91751075 26214464
0 1 0 0 0
M 496 4 0
16 17 1509949465 -1 0
16 17 1509949465 -1 0
16 17 1509949465 -1 0
2334 17 1509949441 16 0
-1
4 -1
~
if( rflag( reset2, room ) ) {

remove_rflag( reset2, room );

send_to_room( #warnmother, room );

wait( 2 );

send_to_room( #death, room );

obj_to_room( oload( 2342 ), room );

}

~
E
warnmother~
@BIn a last breath the winged man looks at you and pleads: "You must not

touch the dragon crystal, the mother will not allow it, please...."@n

~
E
death~
@BThe Keeper of the eggs exhales as his small body vanishes, leaving the

sweet smell of the eggs, and a small dragon shaped crystal behind.@n

~
!
-1

#1653
~
tall grassy plant~
tall, grassy plant~
~
~
with fluffy fronds waves to and fro.~
tall, grassy plants~
~
~
with fluffy froves wave to and fro.~
A large clump of grass, almost up to a man's waist, grows here.  Every so

often it trashes about wildly.  The blades of grass in the clump look

remarkably sharp and sturdy, and have rough edges that could tear skin.

~
Phobos~
attack_weapon( mob, victim, 1d5+2, "slicing blades" );

attack_weapon( mob, victim, 1d4+3, "thrashing" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893456341 0 26
4391201 0 0 0 4
3
12 12 12 9 12
0 -20 0 0 0 0 0
200 1 frail stalks~
1000 2 soft fronds~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
N 0 3 0
1595 17 1509949480 -1 0
-1
-1

#1654
~
~
forgotten soldier~
~
~
floats here, dressed in blood-covered armor.~
forgotten soldiers~
~
~
float here, dressed in blood-covered armor.~
This spectral figure that stands before you still wears the blood-covered

armor he did when he died.  His slim, delicate features are scarred by

many open gashes and wounds from which blood pours from, yet none seems

to hit the ground.  His eyes stare blankly out over the horizion, like a

zombie would.  Within his hand, a gleaming steel broadsword is clutched,

dripping with the blood of his past enemies.  Upon his armor is the mark

of the Guardians of Tarik Nor, the army that once stood to defend the

land from invasions.

~
Terek~
if( has_obj( 984, mob ) ) {

  attack( mob, victim, 4d5+85, "thundering slash" );

  attack( mob, victim, 4d5+85, "quick thrust" );

  attack( mob, victim, 4d5+85, "lightning-fast slash" );

  attack( mob, victim, 4d5+85, "running vertical slash" );

  }

else {

  attack_weapon( mob, victim, 5d5+90, "blinding strike" );

  attack_weapon( mob, victim, 5d5+90, "spinning slash" );

  attack_weapon( mob, victim, 5d5+90, "powerful thrust" );

  attack_weapon( mob, victim, 5d5+90, "piercing blow" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 6d5+110;

  act_tochar( #slash, ch );

  act_notchar( #slash1, ch );

  dam_message( victim, i, "The blinding slash" );

  inflict( victim, mob, i, "The blinding slash" );

  do_spell( blind, mob, ch );

  }

loop( all_in_room ) {

  if( is_player( rch ) ) {

    if( random( 1, 6 ) == 1 ) {

      i = 10d3+110;

      act_room( #blast, ch );

      attack_shock( mob, rch, i, "lightning strike" );

      }

    }

  }

~
E
slash~
@eThe forgotten soldier raises his sword above his head and brings it

down for a lightning-fast strike!

~
E
slash1~
@eThe forgotten soldier raises his sword above his head and brings it

down across $n's head!

~
E
blast~
@b@YThe forgotten soldier raises his sword above his head and suddenly

arcs of electricity strike out from within it!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 893456458 0 29
492339 8385 5 0 4
75
30 20 30 30 25
40 86 100 -50 100 -50 100
200 24 ethereal form~
400 24 wispy arm~
600 24 semi-transparent body~
800 24 semi-solid head~
900 24 ethereal-armored legs~
0
393216660 26214464
209 4 0 11233 0
M 0 5 0
2315 17 1509949525 5 0
2316 16 1509949465 5 0
984 17 1677721700 16 0
-1
-1

#1655
~
tall willow sturdy tree~
tall, sturdy willow tree~
~
~
is rooted firmly in the ground here.~
tall, sturdy willow tree~
~
~
are rooted firmly in the ground here.~
This tall willow tree appears to be very old.  Its bark is thick and

gnarled and its branches stand tall, with long fronds swaying from them. 

Massive roots dig from the trunk into the ground, giving it a sense of

permanency.

~
Phobos~
attack_weapon( mob, victim, 2d5+4, "oaken fist" );

attack_weapon( mob, victim, 2d5+4, "bark-fisted smash" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893456533 0 26
229411 8192 0 0 4
10
12 12 12 12 12
0 -30 0 -5 0 0 0
300 4 long branches~
700 0 leafy boughs~
1000 7 thick, barky trunk~
1 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
M 0 4 0
2313 17 1509949445 -1 0
-1
0 -1
~
i = 0;

if( race( ch ) == elf )

  i = 1;

if( race( ch ) == ent )

  i = 1;

if( is_follower( ch ) )

  if( i != 0 )

  end;

if( is_player( ch ) ) {

  if( i ) {

    wait( 1 );

    interpret( mob, "say Welcome to the Dal-Entil, stranger." );

    wait( 1 );

    interpret( mob, "say Harm us not, and we shall return that favour." );

    }

  else

    if( random( 1, 11 ) >= find_skill( ch, hide ) ) {

    wait( 1 );

    interpret( mob, "yell Intruder!" );

    if( rflag( reset0, room ) ) {

      act_room( #help, mob );

      mload( 1657, room );

      remove_rflag( reset0, room );

      }

    attack( mob, ch, 2d3, "insane charge" );

    }

  }

~
E
help~
A bonsai tree runs in from the east!

~
!
-1

#1656
~
fiesty bonsai tree guardtree~
bonsai guardtree~
~
fiesty~
sways slowing to and fro.~
bonsai guardtrees~
~
fiesty~
sway about in anxiety.~
This short tree has a cluster of branches with many small, light green

leaves growing from them.  Its trunk is stocky and solid, with firm roots

dug into the earth.

~
Phobos~
attack_weapon( mob, victim, 1d5+4, "branch sweep" );

attack_weapon( mob, victim, 1d4+3, "leafy heat-butt" );

attack_weapon( mob, victim, 2d6+2, "impaling branch" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894049874 0 27
230947 0 0 0 4
7
13 12 12 12 12
0 -30 0 -5 0 -5 0
100 1 thin branches~
300 2 soft leaves~
500 5 cracked bark~
1000 8 solid trunk~
0 1000 ~
32
13107845 26214464
0 1 0 0 0
N 0 3 0
2313 17 1509949470 -1 0
2319 17 1509949455 -1 0
2321 17 1509949445 5 0
-1
-1

#1657
~
fiesty bonsai guardtree tree~
bonsai guardtree~
~
fiesty~
sways about frantically.~
bonsai guardtrees~
~
fiesty~
sway about frantically.~
This short tree has a cluster of branches with many small, light green

leaves growing from them.  Its trunk is stocky and solid, with firm roots

dug into the earth.

exit

~
Phobos~
attack_weapon( mob, victim, 1d5+4, "branch sweep" );

attack_weapon( mob, victim, 1d4+3, "leafy heat-butt" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894049968 0 26
230963 0 0 0 4
5
13 12 12 12 12
0 -50 0 -30 0 -20 0
100 1 thin branches~
300 2 soft leaves~
500 4 cracked bark~
1000 6 solid trunk~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
2313 17 1509949500 -1 0
2319 17 1509949460 -1 0
-1
-1

#1658
~
speckled fern~
speckled fern~
short, wide~
~
A short, wide fern with speckled fronds sways gently.~
speckled ferns~
short, wide~
~
~
A short fern is spread out on the ground here.  Large white spots are

speckled across its delicate fronds.  It sways gently, as though it were

observing the area around it.

~
Phobos~
attack_weapon( mob, victim, 1d4+3, "whipping fronds" );

attack_weapon( mob, victim, 2d4+1, "root whack" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893457763 0 0
229411 0 0 0 4
5
9 12 12 14 12
0 -50 0 -20 0 -20 0
100 -2 frail fronds~
400 0 delicate stalks~
1000 3 long, green leaves~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 3 0
2325 17 1509949455 -1 0
2336 17 1509949460 16 0
-1
-1

#1659
~
young sapling~
young sapling~
~
~
dripping with water grows here.~
young saplings~
~
~
dripping with water grow here.~
This young tree is growing peacefully in the dirt.  Tender limbs branch

out with youthful, supple leaves sprouting from them.  A long, slender

trunk supports the fragile boughs.

~
Phobos~
attack_weapon( mob, victim, 1d4+2, "branch" );

attack_weapon( mob, victim, 1d3, "pathetic flailing" );

if( random( 1, 10 ) < 4 )

  act_room( #sob, mob );

~
E
sob~
@e@g$n sobs wildy and begs for mercy!@n

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893457843 0 0
229411 0 0 0 4
4
9 8 8 12 11
0 0 0 0 0 0 0
100 -3 young leaves~
800 3 long trunk~
1000 0 supple branches~
0 1000 ~
0 1000 ~
0
7864964 26214464
0 1 0 0 0
R 0 2 0
2307 17 1509949455 -1 0
-1
4 -1
~
act_room( #cry, mob );

~
E
cry~
$n twitches for a moment, wilts, and expires with a mournful plop.

~
!
-1

#1660
~
~
young seedling~
~
~
with light green leaves is growing here.~
young seedlings~
~
~
with light green leaves grow here.~
This young tree is growing peacefully in the dirt.  Tender limbs branch

out with youthful, supple leaves sprouting from them.  A long, slender

trunk supports the fragile boughs.  The trunk is still soft and delicate,

and the branches very green.

~
Phobos~
attack_weapon( mob, victim, 1d4+1, "soft branch" );

attack_weapon( mob, victim, 1d2, "pathetic flailing" );

if( random( 1, 10 ) < 3 ) {

  interpret( mob, "sob" );

  interpret( mob, "say Please spare me!" );

  }

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893457918 0 0
229411 0 0 0 4
3
12 9 9 12 12
0 0 0 0 0 0 0
100 -3 young leaves~
800 1 soft trunk~
1000 0 supple branches~
0 1000 ~
0 1000 ~
0
5243523 26214464
0 1 0 0 0
R 0 1 0
2307 17 1509949465 -1 0
2324 17 1509949450 -1 0
-1
-1

#1661
~
~
bonsai tree shaman~
shaggy~
~
is here with strips of fur hanging off of it.~
bonsai tree shamans~
shaggy~
~
is here with strips of fur hanging off of it.~
This largish bonsai tree has furs hanging from its wiry branches.  It is

fairly tall for a bonsai tree, with a thick trunk supporting itself. 

Gnarled bark crawls up the length of the tree, protecting it from damage.

~
Phobos~
attack( mob, victim, 2d4+3, "branch sweep" );

i = random( 1, 6 );

if( i < 3 ) {

  act_notchar( #web, ch, obj, mob );

  act_tochar( #rweb, ch, obj, mob );

  do_spell( web, mob, victim );

  }

attack( mob, victim, 2d3+2, "insane charge" );

~
E
web~
$N throws a vine at $n!

~
E
rweb~
$N throws a vine at you!

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893458066 0 0
197667 0 0 0 4
6
12 10 16 11 14
0 -40 0 -20 0 -10 0
300 3 wiry branches~
500 0 soft leaves~
500 2 old trunk~
1000 5 solid trunk~
1 0 ~
0
15729286 32769601
0 1 0 0 0
M 0 3 0
2313 17 1509949465 -1 0
-1
-1

#1662
~
sickly bonsai tree~
sick bonsai tree~
~
~
with grey sap on its trunk is growing here.~
sick bonsau trees~
~
~
with grey sap on their trunks grow here.~
Pale lime-colored leaves and off-brown branches show that this is a very

sick bonsai tree.  Its bark is chipped and decaying and the entire tree

is sagging somewhat.

~
Phobos~
attack_weapon( mob, victim, 1d6+2, "diseases branches" );

attack_weapon( mob, victim, 1d4, "feverish thrashing" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893458132 0 0
229411 0 0 0 4
5
9 12 12 10 8
0 -50 0 -30 0 -20 0
400 1 brittle trunk~
200 -2 sickly bark~
1000 2 frail branches~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
R 0 4 0
-1
-1

#1663
~
old oak trees~
old oak tree~
~
~
is here to care for the sick and weak.~
old oak trees~
~
~
are here to care for the sick and weak.~
This small oak tree has longish branches with shrivelled leaves growing

from them.  Its gnarled bark protects the trunk, growing up into a circle

around a hollow in the tree.  The branches and leaves form a small

canopy, giving shelter to anyone who might happen by.

~
Phobos~
attack_weapon( mob, victim, 1d9, "thrashing branches" );

attack_weapon( mob, victim, 2d3+3, "oaken-fisted smash" );

attack_weapon( mob, victim, 1d5+4, "violent headbutt" );

if( random( 1, 10 ) == 1 )

  interpret( mob, "bash" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893458268 0 0
229411 0 0 0 4
9
15 12 12 13 15
50 -40 60 -20 60 -30 0
50 -3 hollow~
300 4 strong branches~
300 3 solid roots~
1000 6 gnarled trunk~
0 1000 ~
0
34079365 26214464
0 1 0 0 0
R 0 5 0
2313 17 1509949460 -1 0
-1
-1

#1664
~
dirty insane vyan~
dirty, insane vyan~
~
~
with crazy eyes looks around frantically.~
dirty, insane vyans~
~
~
with crazy eyes look around frantically.~
Dirt is smeared across this dark elf's forehead in a sickening mixture of

blood, dust and water.  His eyes are wide and blood-shot, and his long

white hair is hanging, sweaty, in his face.  He twitches occasionally.

~
Phobos~
attack_weapon( mob, victim, 1d5+4, "rabbit punch" );

attack_weapon( mob, victim, 2d4+1, "headbutt" );

attack_weapon( mob, victim, 3d6+1, "locust kick" );

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

~
!
10 0 12 0 0 0 0 10
0 0 0 200 893458350 0 0
229817 8192 0 0 8
12
13 12 6 15 12
0 0 0 0 -20 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457932 26214464
0 1 0 0 0
M 0 4 0
2191 17 1509949540 7 0
2181 17 1509949460 14 0
985 17 1509949465 5 0
2124 17 1509949455 8 0
2335 17 1509949455 -1 0
-1
-1

#1665
~
slender spruce tree white bark~
slender spruce tree~
~
~
with white bark rummages around in the dirt.~
slender spruce trees~
~
~
with white bark rummage around in the dirt.~
This tallish tree, with white bark covering its long, slender trunk, is

rooted firmly into the ground here.  Vividly green leaves sprout from its

arching branches.  Two of the branches are swung dangerously low to the

ground, and have clumps of dirt hanging from them.

~
Phobos~
attack_weapon( mob, victim, 2d4+1, "leafy bash" );

attack_weapon( mob, victim, 1d6+4, "branch sweep" );

attack_weapon( mob, victim, 1d2, "feeble thrashing" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893458665 0 0
229411 0 0 0 4
6
12 12 12 12 12
0 -30 0 -10 0 -20 0
100 2 long, thin branches~
400 4 blocking branches~
1000 5 sturdy trunk~
0 1000 ~
0 1000 ~
0
17040005 26214464
0 1 0 0 0
R 0 4 0
2336 17 1006632985 16 0
2324 17 1509949455 -1 0
2336 17 1509949445 16 0
-1
-1

#1666
~
gnarled small oak tree guardtree~
small oak guardtree~
~
gnarled,~
grows here with a watchful look.~
small oak guardtrees~
~
gnarled,~
grow here with watchful looks.~
This old oak appears to have had a hard life.  Its bark is withered and

gnarled and has many large knots in it.  It's not very tall, for an oak. 

A thick, sturdy trunk supports the tree, with strong branches spreading

out, sprouting broad leaves.

~
Phobos~
attack_weapon( mob, victim, 2d6+3, "solid oaken smash" );

attack_weapon( mob, victim, 1d6+2, "leafy branch sweep" );

if( random( 1, 10 ) == 1 )

  interpret( mob, "bash" );

if( random( 1, 10 ) < 2 )

  attack_weapon( mob, victim, 1d10+5, "oaken pile-driver" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 894050080 0 0
231201 0 0 0 4
7
15 10 15 10 15
0 -25 0 -5 0 -10 0
100 -2 gnarled knot~
500 4 sturdy branches~
1000 6 solid trunk~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
2313 17 1509949460 -1 0
-1
0 -1
~
if( is_player( ch ) ) {

  if( race( ch ) != ent ) {

    if( random( 1, 11 ) >= find_skill( ch, hide ) ) {

      interpret( mob, "say Intruder!" );

      attack( mob, ch, 1d6, "furious attack" );

      }

    }

  }

~
!
-1

#1667
~
gnome skeletal undead guardsman guardsmen~
skeletal gnome guardsman~
~
~
patrols silently.~
skeletal gnome guardsmen~
~
~
patrol silently.~
Once a stout gnome, this skeletal horror now patrols the tunnels for time

eternal.  Armor hangs loosly from its bones, and it turns its empty gaze

towards you.

~
Rue~
attack_weapon( mob, victim, 2d10+20, "skeletal hand" );

attack_weapon( mob, victim, 2d10+20, "skeletal hand" );

attack( mob, victim, 2d10+10, "backhand smash" );

attack( mob, victim, 3d10+15, "bony kick" );

end;

~
!
0 8 28 0 0 0 0 10
0 0 0 400 899876814 0 36
230961 0 12 0 7
25
16 3 4 15 15
10 0 25 10 50 5 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965445 26214464
0 1 0 0 0
M 0 3 0
2066 17 1509949441 11 0
2063 16 1509949460 11 0
2044 17 1509949445 10 0
610 16 1509949460 10 0
2006 17 1509949445 5 0
606 16 1509949460 5 0
2024 17 1509949445 7 0
615 16 1509949460 7 0
2124 17 1509949445 8 0
2122 16 1509949450 8 0
2142 17 1509949445 6 0
2081 16 1509949460 6 0
-1
-1

#1668
~
old oak tree king~
old oak king~
~
~
grows tall and proud.~
old oak kings~
~
~
grow tall and proud.~
This is a remarkably old, yet stunted, oak tree.  Twisted branches wrap

around in crooked spirals, with browning old leaves hanging off them. 

The roots dig deep into the earth, pushing dirt up around it.  Weathered

old bark is wrapped tightly around the tree, and it seems stronger than

any armor.

~
Phobos~
if( random( 1, 6 ) < 3 ) {

  if( !is_silenced( mob ) ) {

    act_room( #yell, mob );

    summon( mob, victim );

    }

  }

if( random( 1, 10 ) < 10 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d8+3, "furious oaken cudgel" );

attack_weapon( mob, victim, 4d5, "thrashing root" );

~
E
yell~
@CYou hear a sound like wood groaning as $n calls for help!@n

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893460610 0 0
229675 0 0 0 4
13
12 12 12 14 12
0 0 0 0 0 0 0
100 0 cracked bark~
500 6 blocking branches~
1000 10 thick trunk~
0 1000 ~
0 1000 ~
0
39322250 26214464
0 1 0 0 0
M 0 5 0
2313 17 1509949450 -1 0
2368 17 1509949445 -1 0
-1
-1

#1669
~
leafy, plant-like creature~
leafy, plant-like creature~
~
~
grows tall and has water dripping from its leaves.~
leafy, plant-like creatures~
~
~
grow tall. Water drips from their leaves.~
This tallish green creature is quite tall for being so fragile looking. 

Large, broad leaves splay out from fleshy tendrils that approximate

branches.  A few buds are growing between vines and leaves.

~
Phobos~
attack_weapon( mob, victim, 1d5+4, "whipping vine" );

attack_weapon( mob, victim, 1d9+4, "constricting tendril" );

attack_weapon( mob, victim, 1d6+1, "sharp leaf slashes" );

~
!
0 0 31 0 0 0 0 10
0 0 0 4000 893461249 0 0
229409 0 0 0 4
6
11 12 12 13 12
0 -60 0 -20 0 -30 0
100 0 broad leaves~
500 3 fleshy vines~
1000 4 thick green stalk~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
R 0 3 0
2307 17 1509949480 -1 0
-1
-1

#1670
~
black-robed illusionist~
black-robed illusionist~
pale-faced~
~
floats silently towards you.~
~
pale-faced~
~
float silently towards you.~
Covered in a hooded black robe from which you can only see his pale face

and blood-red eyes, this illusionist bears the mark of the cult known as

the Black Circle upon his cheek.  Shadows dance around his body and

occasionally a pair of red eyes form in the shadows and then vanish.  He

floats about a foot from the ground and moves with utter silence.

~
Terek~
attack_weapon( mob, victim, 4d10+75, "shadowy kick" );

attack_weapon( mob, victim, 4d10+75, "demon strike" );

attack_weapon( mob, victim, 4d10+75, "blurring strike" );

if( random( 1, 4 ) == 1 ) {

  i = 5d5+100;

  act_tochar( #shadow, ch );

  act_notchar( #shadow1, ch );

  dam_message( victim, i, "The shadow creature's attacks" );

  inflict( victim, mob, i, "The shadow creature's attacks" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 3d10+100;

  act_room( #darkness, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_shock( mob, rch, i, "electrical storm" );

    }

  }

if( random( 1, 4 ) == 1 ) {

  i = 5d4+80;

  act_tochar( #sword, ch );

  act_notchar( #sword1, ch );

  dam_message( victim, i, "The illusionist's sword strike" );

  inflict( victim, mob, i, "The illusionist's sword strike" );

  }

if( random( 1, 9 ) == 1 ) {

  act_tochar( #fear, ch );

  act_notchar( #fear1, ch );

  interpret( ch, "flee" );

  }

~
E
shadow~
@b@BThe illusionist weaves his hands in a mystical pattern and suddenly

the shadows animate and lunge towards you!

~
E
shadow1~
@b@BThe illusionist weaves his hands in a mystical pattern and suddenly

the shadows animate and lunge towards $n!

~
E
darkness~
@b@YWith a wave of the illusionist's hand, a veil of darkness comes over

the area and tendrils of electricity begin to lash out around the room.

~
E
sword~
@b@MThe illusionist snaps his fingers and suddenly a shimmering

broadsword appears in his hand and he begins to attack you!

~
E
sword1~
@b@MThe illusionist snaps his fingers and suddenly a shimmering

broadsword appears in his hand and he begins to attack $n!

~
E
fear~
@b@CThe illusionist stares at you with his blood-red eyes and suddenly a

wave of terror comes over you!

~
E
fear1~
@b@CThe illusionist stares at $n with his blood-red eyes and suddenly $n

tries to flee the battle!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893461424 0 31
229665 33589259 4100 0 2
70
20 30 30 30 25
65 100 -75 -50 75 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367002260 262144650
0 1 0 0 0
M 0 4 0
-1
-1

#1671
~
undead avian zombie~
avian zombie~
~
~
feebly attempts to take flight.~
avian zombies~
~
~
flap their rotten wings in an attempt to fly.~
The avian appears to be about the same size and shape as a small eagle. 

The few feathers that remain, singed and tattered, offer no clue as to

its original species.  Bits of torn flesh hang from rotting sinew where

it has either decomposed or been hacked away forcefully.  Gore-spattered

wings flop futilely as the wretched abomination attempts to take flight,

but inevitably fails.

~
Talis~
attack( mob, victim, 1d5+0, "talon" );

attack( mob, victim, 1d5+0, "cracked beak" );

~
!
0 0 28 0 0 1672 1671 10
0 0 0 4000 893461558 0 0
721441 536879104 12 0 8
3
3 0 0 12 7
0 3 5 0 100 0 100
600 1 dessicated body~
900 1 broken wing~
500 1 battered head~
1000 20 cracked beak~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#1672
~
gruesome skeletal skeleton bird undead~
skeletal avian~
gruesome~
~
scrambles awkwardly along the ground.~
skeletal avians~
gruesome~
~
scramble awkwardly along the ground.~
Enough of the skeletal structure remains to easily identify that this

abomination must have once been a bird no larger than a dog.  The fragile

looking wing bones no longer providing it ample place to drape flesh and

feather for flight.  Where it had piercing black eyes like bits of glass

in life, now rest empty hollows filled with an evil, more ominous

darkness that yet manages to sense your presense with the unnerving

accuracy of a predator.

~
Talis~
attack( mob, victim, 2d3+0, "talon" );

attack( mob, victim, 2d3+0, "talon" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d4+0, "peck" );

~
!
0 0 28 0 0 1672 0 10
0 0 0 4000 899876816 0 0
655905 8448 12 0 8
6
5 0 0 14 8
0 0 10 5 100 0 100
600 1 rib cage~
900 1 fragile wing structure~
500 1 skeltal head~
1000 30 hardened beak~
0 1000 ~
0
10486404 26214464
0 1 0 0 0
M 0 2 0
-1
-1

#1673
Tiamat~
Tiamat dragon mother rainbow~
rainbow-colored dragon~
~
~
is here screaming in rage.~
rainbow-colored dragons~
~
~
are here, screaming in rage.~
The largest dragon you have ever seen stands before you.  She looks as if

she is very old and time has worn her down.  Large dull claws stretch

forth long since worn by time.  All the colors of the rainbow colide and

mix through the dragons scales giving her a very mystic feel.

~
Sign~
attack_cold( mob, victim, 2d10+25, "claw of ice" );

attack_fire( mob, victim, 2d10+25, "claw of fire" );

attack_acid( mob, victim, 2d10+25, "acid spit" );

if( random( 0, 1 ) == 0 )

  attack_weapon( mob, victim, 2d15+25, "multi-hued claw" );

if( random( 0, 3 ) < 2 ) {

  send_to_room( #roar, room );

  attack_room( mob, 5d15+15, "powerful roar" );

  }

interpret( mob, "kick" );

if( random( 0, 6 ) == 1 ) {

  send_to_room( #bash, room );

  interpret( mob, "bash" );

  }

~
E
roar~
@RThe dragon roars in frustration.@n

~
E
bash~
@WThe dragons thrusts itself forward.@n

~
!
0 73 18 0 0 0 0 10
0 0 0 4000 893462255 0 0
230203 8320 4 2000 2
45
13 20 20 14 20
-10 10 10 -10 10 10 0
100 18 multi-hued eye~
250 19 boney claw~
500 19 scale covered tail~
750 19 delicate jaw~
1000 20 colored scales~
0
131074600 26214464
0 1 0 0 0
F 2000 9 0
2329 17 1509949444 -1 0
2331 17 1509949444 -1 0
2332 17 1509949444 -1 0
2330 17 1509949444 -1 0
-1
0 -1
~
act_tochar( #angry, ch );

act_tochar( #death, ch );

~
E
angry~
@WThe mother dragon screams: "Someone has taken the crystal, this crystal

 allows this canopy to survive.  All must perish."@n 

~
E
death~
@WThe mother dragon screams: "You will now greet death!"@n

~
!
-1

#1674
~
High Warrior Priests Ri'lahl cloaked~
High Warrior Priest of Ri'lahl~
~
~
stands before the dais, chanting.~
High Warrior Priests of Ri'lahl~
~
~
stand before the dais, chanting.~
This tall, muscular man stands chanting before the raised dais in the

center of the room.  Only his head and hands are visible, while the rest

of him is cloaked entirely in black.  Though there is a touch of grey in

his black hair, he is obviously in the prime of his life.  He is not the

venerable figure you might have expected.

~
Orb~
attack( mob, ch, 3d40, "vicious strike" );

attack( mob, ch, 40d3, "vicious strike" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 90d2, "biting flail" );

if( random( 1, 10 ) < 5 ) 

  attack( mob, ch, 70d2, "biting flail" );

if( random( 1, 10 ) == 5 ) {

  act_room( #call, ch );

  do_spell( harm, mob, ch );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #blast, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      i = 10d2+65;

      dam_message( rch, i, "The priests blurring attacks" );

      inflict( rch, mob, i, "the High Priest of Ri'lahl" );

      }

    }

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #heal, ch );

  do_spell( heal, mob, mob );

  }

~
E
banish~
@RThe high priest orders you to begone from this place!

~
E
rbanish~
@RThe high priest orders $n to be gone from this place!

~
E
arrive~
You step out of a shimmering vortex filled with white heat.

~
E
rarrive~
$n appears suddenly, stepping out of a white-hot vortex of light!

~
E
call~
@eThe High Priest calls down the wrath of Ri'lahl!

~
E
blast~
@GThe High Priest blurs into a fury of attacks!

~
E
heal~
@eThe high priest is surrounded by a dim light which cures his wounds.

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 894050237 0 29
1078165793 33587203 4 2496 4
70
30 12 12 30 30
30 -25 19 10 75 -25 0
500 20 robed arm~
1000 20 robed body~
0 1000 ~
0 1000 ~
0 1000 ~
0
235932200 26214464
0 1 0 0 0
M 2496 4 0
2241 17 1509949442 1 0
77 17 1509949455 -1 0
2344 17 1509949442 16 0
2296 16 1509949538 16 0
2301 17 1509949540 5 0
2242 17 1509949442 5 0
959 17 1509949448 -1 0
-1
0 -1
~
~
!
-1

#1675
~
zombie tromp undead toad-like creature~
zombie of the Tromp~
~
~
creeps about like some toad-like creature.~
Tromp zombies~
~
~
creep about like some toad-like creature.~
You see before you a huge toadlike monster with a horn protruding from

its head.  Jagged tears in its flesh gape openly but show no sign of

bleeding and dry bones peek through in too many places for this creature

to be alive.  Slow forming warts form on its body, bursting randomly to

release a foul smelling gas.  Once burst, the warts leave behind open

sores that rapidly fester and fill with a greenish-yellow pus.

~
Talis~
if( random( 1, 10 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 3d5, "claw" );

attack( mob, victim, 3d5, "claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d8+2, "tongue arrows out and" );

~
!
0 0 28 0 0 1676 1675 10
0 0 2 4000 894050365 0 0
721441 536879104 12 0 8
15
16 0 0 12 14
0 5 5 5 100 0 100
50 150 blocking horn~
300 4 haggard, fat foreleg~
200 3 bid, rotting head~
1000 7 bloated, festering body~
0 1000 ~
0
26215050 26214464
1343 69 0 0 5632
N 0 6 0
97 17 1509949455 -1 0
-1
-1

#1676
~
~
skeletal tromp~
~
~
creature hops around here.~
~
~
~
~
Before you is a massive collection of bones roughly the size of a horse. 

Perhaps it would look like a giant frog, only no normal frog has an

evil-looking horn jutting from the center of its crack-riddled skull like

this one does.  A faint miasma of rotting garbage seems to hang around

the reanimated corpse perhaps emanating from the few ragged chunks of

sinew that remain.

~
Talis~
attack( mob, victim, 3d6+2, "claw" );

attack( mob, victim, 3d6+2, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d6+2, "claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d5, "crushing bite" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #rbash, ch );

  if( attack( mob, victim, 4d6+6, "falling body" ) )

    interpret( mob, "bash" );

  else {

    act_tochar( #dodge, ch );

    act_notchar( #rdodge, ch );

    } 

  } 

~
E
bash~
The large, skeletal frame of a frog leaps high into the air, falling

rapidly in your general direction.

~
E
rbash~
The large, skeletal fram of a frog leaps high into the air, falling

rapidly in $n's general direction.

~
E
dodge~
Fortunately you manage to step aside as it lands on the ground where you

had been with a loud Kerrrr-THUD!

~
E
rdodge~
Fortunately for $n, $e manages to step aside just in time to avoid

getting crushed.

~
!
0 0 28 0 0 1676 0 10
0 0 0 4000 899876818 0 0
655905 8448 12 0 8
30
18 0 0 14 16
0 10 10 10 100 0 100
100 200 blocking horn~
300 5 skeletal leg~
200 4 boney head~
1000 8 Cracked and broken rib cage~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
N 0 6 0
97 17 1509949520 -1 0
-1
-1

#1677
~
undead kobold zombie~
kobold zombie~
~
~
looks at you and works it mouth hungrily.~
kobold zombies~
~
~
look at you and work theif mouthes hungrily.~
The humanoid remains before you are perhaps 4' tall, though a definite

slump to its shoulders and the odd cant of the body make it difficult to

tell for certain.  Expanses of festering skin are visible where the

greasy, matted hair that covers most of the body has fallen away in

patches.  Gore stains the teeth of the reanimated corpse's canine head. 

The eyes that stare from the dog-like head have a milky film over them as

if they no longer see, but somehow it still seems to sense your presence.

~
Talis~
attack_weapon( mob, victim, 1d4, "punch" );

~
!
0 0 28 0 0 1678 1677 10
0 0 8 4000 893462692 0 0
770721 536879104 12 0 8
3
10 0 0 10 9
0 5 5 5 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26215041
453 425 0 188 265
N 0 2 0
-1
-1

#1678
~
reanimated skeleton kobold skeletal undead~
kobold skeleton~
reanimated~
~
moves about jerkily.~
kobold skeleton~
reanimated~
~
move about jerkily.~
A fully complete skeletal remains of a small humanoid remains amazingly

intact.  Not a sign of flesh or sinew remains, only the pale bones picked

clean and almost, but not quite, glowing with an eerie incandecense.  The

four foot tall form is topped with a skull that seems somehow wrong, more

doglike than is normal on a humanoid form.  The jaws of the skull clack

together alarmingly as the sharp teeth work at some imagined morsle. 

Only then do you faint red glow of unholy light emanating from the dark

eye sockets that stare at you as it relentlessly works its jaws in a

hungry motion.

~
Talis~
attack_weapon( mob, victim, 1d4, "punch" );

attack_weapon( mob, victim, 1d4, "punch" );

~
!
0 0 28 0 0 1678 0 10
0 0 0 4000 899875098 0 0
180897 8448 12 0 8
6
14 0 0 15 13
0 10 10 10 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26215042
0 1 0 0 0
N 0 2 0
-1
-1

#1679
~
theatre sentry~
theatre sentry~
~
~
looks you over carefully.~
theatre sentries~
~
~
look you over carefully.~
Big and stoic-faced, the guard glances you over making sure that you are

not a threat to patrons in the theatre.  He looks very formidable and

well-trained.  He could probably endure a rough battle if he needed to. 

~
Fenlyn~
attack_weapon( mob, victim, 9d5+10, "hard jab" );

attack( mob, victim, 9d5+10, "slam" );

attack( mob, victim, 9d5+10, "fierce punch" );

attack( mob, victim, 9d5+10, "kick" );

if( random( 1, 10 ) > 7 ) {

  act_room( #swings, ch );

  attack_room( mob, 8d10, "wild swing" );

  interpret( mob, "flex" );

  }

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash");

  }

~
E
swings~
@EThe theatre sentry starts swinging wildly at everything.@n

~
E
bash~
@YThe theatre sentry smacks you in the face with his shoulder attempting

to get you on the ground.@n 

~
E
ncbash~
@YThe theatre sentry smacks $n in the face attempting to get $m on the

ground.@n 

~
!
0 71 0 0 0 0 0 10
0 0 1 4000 893623134 0 0
230689 1 65668 144 3
40
20 9 9 30 18
25 20 20 10 30 0 10
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
131074570 65536064
1764 10 0 390 301968
M 144 4 0
606 17 1509949450 5 0
610 17 1509949450 10 0
614 17 1509949450 7 0
2183 17 1509949450 15 0
2183 17 1509949450 14 0
21 17 1509949540 0 0
900 17 1509949450 16 0
-1
8 -1
~
wait( 1 );

tell( mob, ch, #hi );

~
E
hi~
Greetings, $n.  Welcome to the Theatre in the Hills.

~
!
-1

#1680
~
undead large kobold zombie~
large kobold zombie~
~
~
looks at you hungrily.~
large kobold zombies~
~
~
looks at you hungrily.~
The humanoid remains before you are perhaps five and a half feet tall,

though a definite slump to its shoulders and the odd cant of the body

make it difficult to tell for certain.  Expanses of festering skin are

visible where the greasy, matted hair that covers most of the body has

fallen away in patches.  Gore stains the teeth of the reanimated corpse's

canine head.  The eyes that stare from the dog-like head have a milky

film over them as if they no longer see, but somehow it still seems to

sense your presence.

~
Talis~
attack_weapon( mob, victim, 1d4, "punch" );

attack_weapon( mob, victim, 1d4, "punch" );

~
!
0 0 28 0 0 1681 1680 10
0 0 1 4000 893463038 0 0
754337 536879104 12 0 8
6
14 0 0 12 13
0 5 5 5 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
10486404 26214722
158 58 0 0 127
M 0 4 0
-1
-1

#1681
~
reanimated skeleton kobold undead skeletal large~
large skeletal kobold~
~
~
moves about jerkily.~
large skeletal kobolds~
~
~
move about jerkily.~
A fully complete skeletal remains of a small humanoid remains amazingly

intact.  Not a sign of flesh or sinew remains, only the pale bones picked

clean and almost, but not quite, glowing with an eerie incandecense.  The

five and a half foot tall form is topped with a skull that seems somehow

wrong, more doglike than is normal on a humanoid form.  The jaws of the

skull clack together alarmingly as the sharp teeth work at some imagined

morsle.  Only then do you faint red glow of unholy light emanating from

the dark eye sockets that stare at you as it relentlessly works its jaws

in a hungry motion.

~
Talis~
attack_weapon( mob, victim, 1d4, "punch" );

attack_weapon( mob, victim, 1d4, "punch" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d4+2, "vicious bite" );

~
!
0 0 28 0 0 1681 0 10
0 0 0 4000 899876820 0 0
705185 8448 12 0 8
12
16 0 0 15 15
0 0 10 10 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 27525442
0 1 0 0 0
N 0 4 0
-1
-1

#1682
~
undead bugbear zombie~
bugbear zombie~
~
~
lurches about with an unsteady gait.~
bugbear zombies~
~
~
lurch about, their gaits unsteady.~
The zombie before you stands just under seven feet tall, even with the

stoop to its shoulders.  One ear hangs limply where a ragged bit of flesh

is all that holds it on.  One of the eyes has rotted away to nearly

nothing and has sunken back into the skull.  The other retains a bit of

mobility, though it is questionable whether or not it would be of any use

through the milky haze that fills it.  Perhaps at this stage of unlife it

doesn't even need eyes any more.  It shambles about aimlessly, awaiting a

command from its master, bits of flesh occassionally dropping to the

ground.  Where flesh and muscle fall away, the writhing form of actively

feeding magots can be seen squirming away from the sudden onsaught of

fresh air.

~
Talis~
attack_weapon( mob, victim, 1d6, "punch" );

~
!
0 0 28 0 0 1683 1682 10
0 0 2 4000 893463503 0 0
754337 536879104 12 0 8
3
10 0 0 8 9
0 0 6 3 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
136 95 0 47 158
N 0 5 0
-1
-1

#1683
~
bugbear skeleton undead~
bugbear skeleton~
~
~
clicks and clatters about on its own accord.~
bugbear skeleton~
~
~
click and clatter about on its own accord.~
A large humanoid skeleton ambulates under its own power, creating quite a

ruckus as the raw bones grate and clatter against each other.  It stands

just under seven feet tall, and though nearly picked clean, in places a

bit of flesh or muscle remains tenuously clinging to bone.  The gruesome

remains of just enough hair-covered flesh remains on the right side of

the skull like some insane mask provide just enough nauseating evidence

to prove that this was once a bugbear.

~
Talis~
attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "punch" );

~
!
0 0 28 0 0 1683 0 10
0 0 0 4000 899875104 0 0
705185 8448 12 0 8
7
15 0 0 13 14
0 5 10 5 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26215041
0 1 0 0 0
N 0 5 0
-1
-1

#1684
~
undead bugbear zombie~
bugbear zombie~
~
~
lurches about with an unsteady gait.~
bugbear zombies~
~
~
lurch about with an unsteady gait.~
The zombie before you stands just under seven feet tall, even with the

stoop to its shoulders.  One ear hangs limply where a ragged bit of flesh

is all that holds it on.  One of the eyes has rotted away to nearly

nothing and has sunken back into the skull.  The other retains a bit of

mobility, though it is questionable whether or not it would be of any use

through the milky haze that fills it.  Perhaps at this stage of unlife it

doesn't even need eyes any more.  It shambles about aimlessly, awaiting a

command from its master, bits of flesh occassionally dropping to the

ground.  Where flesh and muscle fall away, the writhing form of actively

feeding magots can be seen squirming away from the sudden onsaught of

fresh air.

~
Talis~
attack_weapon( mob, victim, 1d6, "punch" );

attack_weapon( mob, victim, 1d6, "punch" );

~
!
0 0 28 0 0 1685 1684 10
0 0 12 4000 893463670 0 0
770721 536879104 12 0 8
7
15 0 0 10 12
0 5 10 5 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 28836162
69748 12406 0 243 4309
M 0 5 0
-1
-1

#1685
~
skeletal skeleton bugbear undead~
bugbear skeleton~
~
~
clicks and clatters about on its own.~
bugbear skeletons~
~
~
click and clatter about on their own.~
A large humanoid skeleton ambulates under its own power, creating quite a

ruckus as the raw bones grate and clatter against each other.  It stands

just under seven feet tall, and though nearly picked clean, in places a

bit of flesh or muscle remains tenuously clinging to bone.  The gruesome

remains of just enough hair-covered flesh remains on the right side of

the skull like some insane mask provide just enough nauseating evidence

to prove that this was once a bugbear.

~
Talis~
attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "punch" );

if( random( 1, 4, ) == 1 )

  attack( mob, victim, 2d5+5, "bite" );

~
!
0 0 28 0 0 1685 0 10
0 0 0 4000 899875108 0 0
705185 8448 12 0 8
15
15 0 0 13 14
0 5 10 5 100 0 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 27525762
0 1 0 0 0
N 0 5 0
-1
-1

#1686
Pedro~
pedro small vyan boy ugly ears~
small vyan boy~
~
~
with ugly ears stands here.~
small vyan boys~
~
~
with ugly ears stand here.~
A very small and ugly vyan boy stands here.  He appears to be stupid like

has ugly pointed ears, and a large nose, not uncommon for vyans.

~
Sign~
attack_weapon( mob, victim, 10d30, "right hand" );

attack_weapon( mob, victim, 10d30, "left hand" );

if( random( 1, 3 ) == 1 ) {

send_to_room( "@RThe small vyan hits himself in the head.@n", room );

attack_weapon( mob, mob, 10d30, "right hand" );

}

attack_weapon( mob, victim, 10d30+30, "massive punch" );

attack_weapon( mob, victim, 10d30+30, "massive punch" );

attack_weapon( mob, victim, 10d30+30, "massive punch" );

attack_weapon( mob, victim, 10d30+30, "massive punch" );

attack( mob, ch, 100d10, "crazy punch" );

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 893464058 0 26
258985 0 0 0 8
90
15 1 1 15 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
327680
235933500 26214464
0 1 0 0 0
M 0 7 0
-1
-1

#1687
~
headless skeletal terror~
headless skeletal terror~
~
~
surveys the room.~
headless skeletal terrors~
~
~
survey the room.~
Where the skull should be on this skeleton there is only a shimmering

blue flame.  Within the flame floats the visage of an ancient gnomes

face, but twisted and evil like no gnome you have ever seen.  Tattered

robes cover his body, hanging loosely on the gaunt frame.  From his body

comes an intense heat.

~
Rue~
attack_weapon( mob, victim, 3d5+11, "chilling touch" );

attack_weapon( mob, victim, 3d5+11, "chilling touch" );

if( random( 0, 1 ) == 0 )

  attack( mob, victim, 3d5+17, "chilling touch" );

if( random( 0, 5 ) < 2 ) {

  send_to_room( #bonestorm, room );

  attack( mob, victim, 3d20+15, "bone storm" );

  }

if( random( 0, 6 ) < 2 ) {

  attack_fire( mob, victim, 6d15+10, "burst of flame" );

  end;

  }

~
E
bonestorm~
With a wave of his hand the terror causes the bone shards to whip about

the room, tearing into you!

~
!
0 8 28 0 0 0 0 10
0 0 0 4000 899876825 0 0
164899 8640 2097165 0 5
30
10 15 17 14 10
25 25 0 25 25 5 0
300 10 skeletal chest~
400 10 skeletal arm~
500 10 skeletal leg~
600 10 skeletal hand~
1000 35 flaming head~
0
131072650 26214464
0 1 0 0 0
M 0 3 0
2356 17 1509949445 5 0
2357 16 1509949530 5 0
-1
-1

#1688
Norzan~
Norzan Black Magi magus~
Black Magus~
~
~
is here, fingering a white and black swirling orb.~
Black Magi~
~
~
stand here, fingering artifacts of magical power.~
A horrid white face looks at you with disgust from a pitch-black hooded

robe.  The light from the burning fire in the middle of the room doesn't

seem to affect his clothing, as it is blacker than the room's dark stone

walls.  A beautiful swirling orb of black and white is held in his rotten

pale hands, and as you look into his dark eyes, they turn to pools of hot

red, burning brighter than lava. 

~
Nivel~
i = find_stat( ch, level );

dam_message( ch, i, "Norzan's mind blade" );

inflict( ch, mob, i, "Norzan's mind blade" );

act_tochar( #does, ch );

attack_fire( mob, ch, i, "firey hand" );

~
E
does~
@b@RNorzan's hands flame up and smite you with fire!@n

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893464661 0 0
234423 2816 0 0 4
5
15 20 19 16 10
100 0 100 100 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
131073
104859525 26214464
0 1 0 0 0
M 0 4 0
2354 17 1509949540 17 0
-1
-1

#1689
~
dark green scales hunter sahuagin~
sahuagin hunter~
With dark green scales,~
~
lurks in the shadows.~
sahuagin hunters~
With dark green scales,~
~
lurk in the shadows.~
This dark-green scaled humanoid has yellow slitted bulbous eyes.  He

walks with a slight hunch, and moves silently.  His muscles ripple

beneath his scales, and sharp teeth are shown as he pulls back his thin

lips.

~
Rue~
attack_weapon( mob, victim, 5d4+15, "ripping claws" );

attack_weapon( mob, victim, 5d4+15, "ripping claws" );

attack( mob, victim, 5d6+25, "tearing bite" );

if( random( 1, 10 ) < 3 ) {

  act_notchar( #raking, ch );

  act_tochar( #youraked, ch );

  attack( mob, victim, 5d10+25, "raking slash" );

  }

~
E
raking~
The sahuagin hunter rakes at $n with sharp claws!

~
E
youraked~
The sahuagin hunter rakes at you with his claws!

~
!
0 0 65 0 0 0 0 10
0 0 0 4000 894050626 0 27
17010729 16789504 8196 240 2
30
18 12 12 16 16
75 75 -15 -15 50 5 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131072650 26214464
0 1 0 0 0
M 240 4 0
2364 17 1509949445 16 0
2363 17 1509949445 8 0
2121 16 1509949535 8 0
-1
-1

#1690
Varconel~
Varconel spectre elven magician~
spectre of an elven magician~
~
~
is here, quietly sobbing.~
spectres of elven magicians~
~
~
are here, sobbing quietly.~
Wrapped in a green silken robe with a squarely-fashioned hat, this young

magician looks exhausted and troubled, even as his features seem to fade

in and out of the ether.  Grim white hands seem to reach out to an

invisible being, and his eyes stare off into the distance, as if

remembering a time long past.  However, a strange aura surrounds him, and

he still seems to retain some of his once great power within.

~
Nivel~
attack_cold( mob, ch, 30d2+50, "icy hand" );

attack_cold( mob, ch, 30d2+50, "icy hand" );

if( random( 0, 1 ) == 0 )

  attack_cold( mob, ch, 30d2+50, "icy hand" );

attack_acid( mob, ch, 30d2+50, "acid blast" );

if( random( 0, 1 ) == 1 )

  attack_acid( mob, ch, 30d2+50, "acid blast" );

attack_shock( mob, ch, 30d3+40, "shocking grasp" );

if( random( 0, 200 ) == 17 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      attack_shock( mob, rch, 10d10+175, "release of electrical energy" );

      act_tochar( #burnbaby, rch );

      }

    }

  }

if( random( 0, 2 ) < 2 )

  loop( all_in_room ) {

  if( rch != mob ) {

    act_tochar( #mage, rch );

    attack_fire( mob, rch, 20d20, "spheres of fire" );

    }

  }

if( random( 0, 101 ) == 12 ) {

  act_room( #cool, ch );

  set_rflag( no.magic, room );

  }

~
E
burnbaby~
@e@RThe spectre raises up his hands, and a flash of lightning surges

through his body, arcing over to you and searing your flesh!@n 

~
E
mage~
@e@RThe spectre releases a flurry of red-hot spheres in your direction!@n

~
E
cool~
@e@MVarconel uplifts his hands and casts a counterspell against magics on

the room!

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 894051006 0 34
1074233891 131339 50339840 0 4
90
15 23 23 14 10
100 0 75 40 50 40 100
600 15 ethereal body~
800 10 ethereal arm~
900 10 ethereal leg~
1000 4 ethereal head~
0 1000 ~
0
393216356 26214464
0 1 0 0 0
M 0 4 0
16 17 1509951006 -1 0
2 17 1509949504 17 0
2354 17 1509949441 17 0
-1
-1

#1691
Weiran~
weiran ranger green-clad spectre~
spectre of a ranger~
Clad in green,~
~
is here, looking pale and sad.~
spectres of simple rangers~
Clad in green,~
~
are here, looking pale and sad.~
Dressed in green raiment, this quiet spectre regards you in silence.  His

eyes are a deep brown, and cast a somber look about the room.  His face

is drained of color, and there is a scar running down his cheek from near

one of his eyes.  Strangely enough, he appears to be fading in and out of

view, as if unfocused or not wholly there.  A powerful yellow aura all

around him seems to light up the room.  A silver sword shines in his

hands, also wavering in and out of focus, but looking powerful in his

grip.

~
Nivel~
attack_weapon( mob, ch, 10d4+60, "mighty sword-thrust" );

attack_weapon( mob, ch, 10d5+60, "quick feint" );

attack_weapon( mob, ch, 10d6+45, "slash" );

attack_weapon( mob, ch, 10d3+50, "slash" );

attack_acid( mob, ch, 20d10+20, "acid blast" );

do_spell( curse, mob, ch );

if( random( 0, 3 ) == 2 ) {

  act_tochar( #spell, ch );

  do_spell( slow, mob, ch );

  }

if( random( 0, 2 ) == 2 ) {

  act_room( #ouch, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      attack_acid( mob, rch, 4d60, "acid blast" );

      };

    }

  }

~
E
spell~
@e@GThe ranger quickly weaves a spell about you, attempting to slow you down!@n

~
E
ouch~
@e@YThe ranger spreads his hands and burning acid flies all over you!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894051217 0 27
1074233891 131331 50339840 672 4
90
20 20 20 24 20
0 30 50 100 50 0 100
600 30 ethereal body~
800 20 ethereal arm~
900 20 ethereal leg~
1000 10 ethereal head~
0 1000 ~
0
524288276 26214464
0 1 0 0 0
M 672 4 0
2520 17 1509949443 5 0
16 17 1509953047 -1 0
-1
-1

#1692
Maris~
maris armored spectre~
armored spectre~
~
~
is here, wailing in rage.~
armored spectres~
~
~
are here, wailing in rage.~
Wearing a chainmail shirt, over which a white tabbard has been set, this

man's eyes are a deep blue, but the rest of his face is a deathly white,

and he appears to be less than solid, as he seems to go in and out of

focus.  An odd bluish light surrounds him, and he has a powerful, stoic

look, even though he is wailing in pain and sadness.  Dark flowing hair

rests in a tail behind his head, and a thick beard seems to absorb the

tears streaming down his face.

~
Nivel~
attack_weapon( mob, ch, 10d4+60, "mighty sword-thrust" ); attack_weapon(

mob, ch, 10d5+60, "quick feint" ); attack_weapon( mob, ch, 10d6+45,

"slash" ); 

attack_weapon( mob, ch, 10d3+50, "slash" );

if( random( 0, 2 ) == 1 )

  do_spell( cure serious, ch, mob );

do_spell( curse, mob, ch );

if( random( 0, 2 ) == 2 ) {

  act_room( #ouch, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      do_spell( cause critical, mob, rch );

      };

    }

  }

if( random( 0, 200 ) == 17 ) {

  act_room( #doh, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      attack_shock( mob, rch, 10d5+230, "bolt from the gods" );

      };

    }

  }

~
E
ouch~
@n@RThe paladin uplifts his hands, and you feel as if your body is going

to pieces as he tears open your wounds!@n 

~
E
doh~
@e@YThe righteous paladin looks up to the sky in wonder as a bolt of

lightning is called forth and arcs toward you!@n 

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894051300 0 0
492067 131467 50339840 672 4
90
24 15 15 20 23
100 0 0 40 50 0 100
600 30 ethereal body~
800 20 ethereal arm~
900 20 ethereal leg~
1000 10 ethereal head~
0 1000 ~
0
524288276 26214464
0 1 0 0 0
M 672 4 0
2521 17 1509949443 3 0
16 17 1509953047 -1 0
-1
-1

#1693
Israkth knight purple robed~
~
Israkth~
~
~
A @e@Mpurple-robed@n knight is here, looking down mournfully.~
~
~
~
~
Sad, green eyes look disdainfully away, as if ashamed. Robed in deep

purple, his massive body seems almost solid, but ghostly, as it fades in

and out of view.  Two hulking, gauntleted fists wield a massive

greatsword, and the blade glows with a green light.  A red aura floats

about this spectre's head and shoulders, and with his sword pointed up,

he looks nearly angelic.

~
Nivel ~
attack( mob, ch, 30d2+30, "steel-gauntleted fist" );

attack( mob, ch, 30d2+30, "steel-gauntleted fist" );

attack_weapon( mob, ch, 40d2+30, "mighty slash" );

attack_weapon( mob, ch, 40d2+30, "mighty slash" );

attack( mob, ch, 30d2+40, "rending bite" );

attack( mob, ch, 30d2+50, "quick feint" );

if( random( 0, 2 ) == 1 ) {

act_room( #ouch, ch );

  attack_room( mob, 30d2+40, "mad brawling" );

}

~
E
ouich~
No description

delete

~
E
ouch~
@n@RThe knight goes into a bloodthirsty rage, spinning and slashing all about him!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 879872624 0 0
360995 131339 0 576 4
90
24 10 10 26 25
0 0 0 0 100 0 100
600 35 ethereal body~
800 25 ethereal arm~
900 20 ethereal leg~
1000 15 ethereal head~
0 1000 ~
0
655360276 26214464
0 1 0 0 0
M 576 4 0
1973 17 1509949443 16 0
16 17 1509954328 -1 0
-1
-1

#1694
grey robed spectre monk Joolan~
~
Joolan~
~
~
A @h@Wgrey-robed@n spectre is here, eyes downcast in sorrow.~
~
~
~
~
With his cowl pulled up over his face to hide a white sickly complexion,

this powerful-looking monk eyes the ground, and you think you hear

sniffling from the drawn hood.  A fine golden chain is wrapped around his

thick, muscular waist, but he and the chain do not look wholly there, and

his body seems to fade in and out of focus.  A white aura, almost like a

halo, seems to come from his head and shoulders, and as he looks up at

you, penetrating sea-green eyes, lit up like a torch, bore into your soul.

~
Nivel~
attack( mob, ch, 30d3+40, "eagle claw" );

attack( mob, ch, 30d4+90, "dragon strike" );

attack( mob, ch, 20d10+10, "powerful thrust-kick" );

attack( mob, ch, 10d15+20, "roundhouse" );

attack_room( mob, 20d10+10, "mad brawling" );

if( random( 0, 7 ) < 3 ) {

  act_room( #screwed, ch );

  loop( all_in_room ) {

    if( rch != mob ) {

      attack( mob, rch, 10d4+50, "whirling spin kicks" );

      };

    }

  }

~
E
screwed~
@GJoolan starts spinning in a circle, faster and faster, hurling a flurry

of kicks at you!@n 

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 879872542 0 0
360995 131467 50339840 544 4
90
15 23 23 14 10
0 0 0 0 100 0 100
600 35 ethereal body~
700 34 ghostly body~
900 20 ethereal leg~
1000 2 ethereal head~
0 1000 ~
0
655360276 26214464
0 1 0 0 0
M 544 4 0
2519 17 1509949442 16 0
16 17 1509955355 -1 0
16 17 1509949450 -1 0
-1
-1

#1695
elemental dragon king nordun~
~
Nordun, the Elemental Dragon~
~
~
An @RE@Bl@Me@Gm@Ye@Rn@Bt@Ma@Gl@n @YD@Rr@Ba@Mg@Go@Yn@n is here, eying you menacingly.~
~
~
~
~
This mighty beast was once a mere human named Nordun, until a curse was

put upon him and his brethren.  Its mouth is wreathed in flame, frost,

acid, and lightning, and poison drips from its mighty claws.  Great

scales glisten in the light, a sparkling pink which seems to change in

different light.  A golden crown sits on its head, forever a reminder of

who Nordun once was.  Well over one-hundred feet long, it spans the width

and breadth of the room with its tail and body, and its head reaches to

the ceiling.  Black eyes eye you in hate, and chill your blood to the

bone.

~
Nivel~
attack_weapon( mob, ch, 2d10+80, "mighty claw" );

attack_weapon( mob, ch, 2d10+80, "mighty claw" );

attack_fire( mob, ch, 2d10+80, "firey breath" );

attack_cold( mob, ch, 2d10+80, "frosty breath" );

attack_acid( mob, ch, 2d10+80, "acidic breath" );

attack_shock( mob, ch, 2d10+80, "lightning breath" );

poison( ch );

if( random( 0, 5 ) < 3 )

  attack_room( mob, 3d30+100, "whipping tail" );

if( random( 0, 20 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #dead, ch );

  act_notchar( #darn, ch );

  attack( mob, ch, 5d20+300, "attempt to devour" );

  }

~
E
darn~
@e@MThe dragon lifts its mighty head, and advances toward $n, attempting to devour $m.

~
E
dead~
@b@MThe dragon lifts its mighty head, and advances toward you, attempting

to devour you!!@n 

~
!
0 0 18 0 0 0 0 10
0 0 3 4000 879992442 0 0
236087 131459 50339840 0 8
90
15 23 23 14 10
0 0 0 0 100 0 100
700 30 tough-scaled body~
900 45 tough-scaled tail~
1000 20 scaly head~
0 1000 ~
0 1000 ~
0
891291522 26214464
42608 174 90 15009 26729614
M 0 8 0
2361 17 1509949442 -1 0
1951 17 1509949444 6 0
-1
4 -1
~
acode( room, 2 );

act_room( #thanks, ch );

wait( 4 );

set_rflag( safe, room );

act_room( #ghost, ch );

mload( 1788, room );

wait( 4 );

act_room( #thanks1, ch );

wait( 4 );

act_room( #leave, ch );

junk_mob( mob_in_room( 1788, room ) );

remove_rflag( safe, room );

~
E
thanks~
@MWith a last dying breath, the dragon lies dead.@n

~
E
ghost~
@eFrom the body of the dragon floats up a ghost!@n

~
E
thanks1~
@GThe ghost begins to speak:

@Y"Thank you for saving me from that eternal curse!  I cannot thank you

enough.  At last all my companions will be freed!"@n

~
E
leave~
@eWith those final words King Nordun's ghost floats high up through the

ceiling, smiling as he looks upward with a brilliant light on his face.@n

~
!
-1

#1696
Drak'tar red dragon~
~
Drak'tar~
~
~
A juvenile @b@Rred dragon@n rests here, flames shooting out of his nostrils.~
~
~
~
~
This young red dragon is quite large, towering a good 12 feet into the

air.  His scales are a bright, glossy scarlet color which constantly

shine everytime he breaths a stream of fire.  His tail is fairly short

but has several massive spikes lining it.  A pair of massive horns

protrude from his head which look extremely sharp.  Every few moments he

stretches out his wings and then folds them back to his body.

~
Terek~
attack_weapon( mob, victim, 4d5+50, "claw slash" );

attack_weapon( mob, victim, 4d5+50, "tail strike" );

attack_fire( mob, victim, 4d5+50, "stream of flame" );

attack_fire( mob, victim, 4d5+50, "fiery slash" );

if( random( 1, 4 ) == 1 ) {

  i = 7d5+95;

  act_tochar( #breath, ch );

  act_notchar( #breath1, ch );

  attack_fire( mob, victim, i, "Drak'tar's fiery breath" );

  }

if( random( 1, 6 ) == 1 ) {

i = 5d5+75;

~
E
breath~
@b@RDrak'tar opens his mouth wide and breaths a stream of fire at you!

~
E
breath1~
@b@RDrak'tar opens his mouth wide and breaths a stream of fire at $n!

~
!
0 0 18 0 0 0 0 10
1 0 0 4000 880282172 0 0
4423971 0 2097152 0 2
50
30 12 12 25 30
45 100 -75 45 15 50 30
200 23 soft underbelly hide~
400 23 rough scarlet scales~
600 23 horned head~
800 23 long spiked tail~
900 23 massive hind legs~
0
288359050 26214464
0 1 0 0 0
M 0 9 0
2177 17 1509949455 -2 0
-1
-1

#1697
ancient crypt guardian~
~
ancient crypt guardian~
~
~
An @Yancient crypt guardian@n leaps towards you, rags flapping behind it!~
~
~
~
~
This is apparently some large human male that has been primitively

embalmed for the grave, and reanimated by even darker practices. 

Wrinkled flesh and burial shrouds partly obscure red eyes that pierce

deep into your soul.  Small patches of greenish-gray, shriveled skin can

be seen through the decaying bandages.  A foul stench rises from this

walking corpse 

~
Marek~
attack( mob, victim, 2d17+6, "thrust" );

attack( mob, victim, 2d16+8, "overhand swing" );

attack( mob, victim, 2d20, "chopping swing" );

if( random( 0, 2 ) == 1 ) {

  if( has_obj( 744, mob ) || has_obj( 1170, mob ) ) {

    send_to_room( #berserk, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 4d20+10, "berserker flurry" );

      }

    }

  }

attack( mob, victim, 3d10+10, "elbow smash" );

attack( mob, victim, 4d10, "pommel smash" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 3d10+15, "head butt" );

~
E
berserk~
@YThe crypt guardian leaps into the air, its blade flashing towards

everyone around it in a deadly web of death!!

~
E
charge~
@R The crypt guardian hurls himself forward!!

~
!
0 8 28 0 0 0 0 10
0 0 472 2000 879468339 0 0
4359221 2106242 0 0 8
45
19 13 13 16 19
50 5 100 50 70 5 0
700 12 rag-shrouded body~
800 11 iron-hard embalmed flesh~
900 10 shroud-wrapped head~
1000 8 rotting chest cavity~
0 1000 ~
0
117965485 26214464
228212 2782 0 333095 99999059
N 0 4 0
744 17 1509949534 16 0
1170 16 1509949540 16 0
2381 17 1509949441 5 0
2484 17 1509949457 7 0
-1
4 -1
~
act_room( #crumble, mob );

~
E
crumble~
@YThe crypt guardian crumbles to the ground as its life force flees!@b

~
!
-1

#1698
living thorn beast massive ...~
~
living thorn beast~
~
~
A massive @Gplant@n rises above you, covered in poisonous thorns.~
~
~
~
~
This huge plant is covered with long wispy branches loaded with sharp

thorns.  Its bright green leaves are small, and are clustered about the

base of each of the inch-long thorns.  The branches stir of their own

volition, as if seeking a target to pierce or squeeze.

~
Phule~
send_to_room( #flail, room );

i = 1;

loop( i < 8 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      attack( mob, rch, 2d20+25, "falling vine thorn" );

      if( random( 0, 5 ) == 3 )

        poison( rch );

      }

    }

  i = 1d10+1;

  }

loop( i < 8 ) {

  rch = rand_player( room );

  attack( mob, rch, 2d20+25, "flailing vine thorn" );

  if( random( 0, 5 ) == 3 )

    poison( victim );

  }

i = 1d10+1;

if( random( 0, 2 ) == 1 ) {

  send_to_room( #crush, room );

  if( attack( mob, victim, 2d50+50, "powerful crush" ) ) {

    loop( i < 4 ) {

      send_to_room( #cont, room );

      j = 2d10+50;

      dam_message( victim, j, "The powerful crushing" );

      inflict( victim, mob, j, "being crushed to death" );

      i = 1d7+1;

      }

    }

  }

~
E
flail~
@h@GThe living thorn beast sends vine tendrils in crazily spun circles to

massacre its prey!@n 

~
E
crush~
@GThe living thorn beast sends out its tentacles to CRUSH its prey.@n 

~
E
cont~
@GThe living thorn beast continues to crush its victim.@n 

~
!
0 0 31 0 0 0 0 10
0 0 34 4000 875563539 0 0
4147 1075838976 8204 0 5
60
30 3 3 8 25
70 60 30 60 100 100 100
800 28 hard stalk~
950 20 thick vine~
1000 80 ferocious thorns~
0 1000 ~
0 1000 ~
0
353896010 91751050
70537 881 520 110259 33083738
N 0 9 0
2456 17 1509949490 -1 0
-1
-1

#1699
Sir Dagrith Paladin~
~
Sir Dagrith~
~
~
A prestigious @epaladin@n dressed in shimmering white armor stands before you.~
~
~
~
~
Before you stands Sir Dagrith, one of the most famous and well known

paladins in the land of Tarik Nor.  His is quite muscular and his arms

and face bear many scars from past battles.  Worn upon his body is a suit

of shimmering white armor which is almost blinding to look at directly. 

Held in his hand is a massive broadsword which has several runes etched

across its blade.  His eyes portray a look of honor and dignity and by

the looks of this stern paladin, he is a force to be reckoned with should

evil arise.

~
Terek~
if( has_obj( 2383, mob ) ) {

  attack( mob, victim, 5d10+150, "deadly slash" );

  attack( mob, victim, 5d10+200, "blinding slash" );

  attack( mob, victim, 5d10+200, "powerful thrust" );

  attack( mob, victim, 5d10+200, "blurring slash" );

  }

else {

  attack_weapon( mob, victim, 5d10+200, "strong punch" );

  attack_weapon( mob, victim, 5d10+200, "powerful kick" );

  attack_weapon( mob, victim, 5d10+200, "pummeling blows" );

  attack_weapon( mob, victim, 5d10+200, "powerful backhand" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 10d10+250;

  act_tochar( #wrath, ch );

  act_notchar( #wrath1, ch );

  dam_message( victim, i, "Sir Dagrith's holy wrath" );

  inflict( victim, mob, i, "Sir Dagrith's holy wrath" );

  }

if( random( 1, 6 ) == 1 ) {

  act_room( #slay, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( slay, mob, rch );

    }

  }

~
E
wrath~
@eSir Dagrith calls upon the gods of light to destroy you!

~
E
wrath1~
@eSir Dagrith calls upon the gods of light to destroy $n!

~
E
slay~
@eSir Dagrith raises his arms to the sky begging the gods for assistance!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 876484307 0 0
4424483 32963 6291457 0 0
90
20 20 20 30 25
75 100 100 -50 100 -50 50
200 35 plate-armored legs~
400 35 shimmering platemail~
600 35 great iron helm~
800 35 muscular arms~
900 35 scar-covered face~
66016
629146570 26214464
0 1 0 0 0
M 0 4 0
2383 17 1509949540 16 0
1960 17 100 6 0
2384 17 1509949540 5 0
-1
4 -1
~
junk_obj( has_obj( 2383, mob ) );

act_room( #hand, ch );

~
E
hand~
@eAs Sir Dagrith collapses to the floor a hand suddenly bursts through

the ground and retrieves the blade of banishment and then disappears back

into the ground.

~
!
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( find_stat( ch, align ) == 2 ) {

  act_tochar( #leave, ch );

  act_notchar( #leave1, ch );

  transfer( ch, find_room( 52830 ) );

  act_notchar( #arrive, ch );

  }

~
E
leave~
Sir Dargith steps infront of you and says: @e"Im sorry but your kind is

not welcome in this holy temple!  BEGONE!"@n 

~
E
leave1~
@eSir Dagrith grabs hold of $n's arm and escorts $m out of the temple.

~
E
arrive~
@eThe temple door to the north opens and suddenly $n is flung out by a

heavily-armored paladin.

~
!
-1

#1700
~
~
sandstone rock~
~
~
with a sandy trail behind it sits here.~
sandstone rocks~
~
~
with sandy trails behind them sit here.~
Sitting on the ground, minding its own business, is a very old looking

sandstone rock.  Its surface is pitted with the assault of both abrasive

desert winds and the occasional rending gash of what is probably some

desert reptile.  Though large enough to sit upon, its rough, craggy

surface is fairly bumpy, which would make the experience unpleasant at

the very least.  The bottom of the sandstone rock is beveled, as if by

something other than nature.

~
Florian~
attack( mob, victim, 4d4, "crushing weight" );

attack( mob, victim, 4d4, "crushing weight" );

if( random( 1, 4 ) == 1 ) {

  act_room( #raise, ch );

  attack_acid( mob, victim, 4d5, "spew of corrosive liquid" );

  }

attack( mob, victim, 1d12, "sharp, rocky edge" );

if( attack( mob, victim, 1d12, "shark, rocky edge" ) )

  interpret( mob, "bash" );

~
E
raise~
The sandstone rock rises up, revealing a slug-like creature beneath it.

~
!
0 0 13 0 0 0 0 10
0 0 38 4000 900562784 0 0
12763689 0 0 0 4
15
6 3 3 1 9
0 50 50 50 90 50 90
200 7 rocky side~
400 4 brittle, rocky edge~
800 7 rocky surface~
1000 1 soft underside~
0 1000 ~
0
26215060 13107850
1703 144 0 8490 175639
N 0 3 0
-1
3 -1
~
i = 1d6;

if( random( 1, 2 ) == 1 ) {

  mob = mob_in_room( 1700, room );

  obj_to_room( oload( 2293 ), room );

  junk_mob( mob );

  act_room( #shifts, ch );

  }

else if( i == 1 ) {

  if( is_open( room, north ) )

    interpret( mob, "north" );

  else if( is_open( room, east ) )

    interpret( mob, "east" );

  else if( is_open( room, west ) )

    interpret( mob, "west" );

  else if( is_open( room, down ) )

    interpret( mob, "down" );

  else if( is_open( room, up ) )

    interpret( mob, "up" );

  else if( is_open( room, south ) )

    interpret( mob, "south" );

  }

else if( i == 2 ) {

  if( is_open( room, east ) )

    interpret( mob, "east" );

  else if( is_open( room, west ) )

    interpret( mob, "west" );

  else if( is_open( room, down ) )

    interpret( mob, "down" );

  else if( is_open( room, up ) )

    interpret( mob, "up" );

  else if( is_open( room, south ) )

    interpret( mob, "south" );

  else if( is_open( room, north ) )

    interpret( mob, "north" );

  }

else if( i == 3 ) {

  if( is_open( room, west ) )

    interpret( mob, "west" );

  else if( is_open( room, down ) )

    interpret( mob, "down" );

  else if( is_open( room, up ) )

    interpret( mob, "up" );

  else if( is_open( room, south ) )

    interpret( mob, "south" );

  else if( is_open( room, north ) )

    interpret( mob, "north" );

  else if( is_open( room, east ) )

    interpret( mob, "east" );

  }

else if( i == 4 ) {

  if( is_open( room, down ) )

    interpret( mob, "down" );

  else if( is_open( room, up ) )

    interpret( mob, "up" );

  else if( is_open( room, south ) )

    interpret( mob, "south" );

  else if( is_open( room, north ) )

    interpret( mob, "north" );

  else if( is_open( room, east ) )

    interpret( mob, "east" );

  else if( is_open( room, west ) )

    interpret( mob, "west" );

  }

else if( i == 5 ) {

  if( is_open( room, up ) )

    interpret( mob, "up" );

  else if( is_open( room, south ) )

    interpret( mob, "south" );

  else if( is_open( room, north ) )

    interpret( mob, "north" );

  else if( is_open( room, east ) )

    interpret( mob, "east" );

  else if( is_open( room, west ) )

    interpret( mob, "west" );

  else if( is_open( room, down ) )

    interpret( mob, "down" );

  }

else if( i == 6 ) {

  if( is_open( room, south ) )

    interpret( mob, "south" );

  else if( is_open( room, north ) )

    interpret( mob, "north" );

  else if( is_open( room, east ) )

    interpret( mob, "east" );

  else if( is_open( room, west ) )

    interpret( mob, "west" );

  else if( is_open( room, down ) )

    interpret( mob, "down" );

  else if( is_open( room, up ) )

    interpret( mob, "up" );

  }

~
E
shifts~
The moving rock shifts and settles into place.

~
!
4 -1
~
if( random( 1, 12 ) == 1 ) {

act_tochar( #skin, ch, );

act_notchar( #rskin, ch );

obj_to_char( oload( 2796 ), ch );

}

else

act_room( #shatter, ch );

~
E
skin~
A block of stone fractures off the moving rock, landing in your hands.

~
E
rskin~
A block of stone flys off from the moving rock, into $n's hands.

~
E
shatter~
The moving rock heaves to the ground, all cracked and broken.

~
!
-1

#1701
~
~
piranha~
~
jagged-toothed~
swims in a frantic circle.~
piranhas~
~
~
swim in frantic circles.~
No description.

~
Void~
attack_weapon( mob, victim, 5d20+10, "powerful bite" );

attack_weapon( mob, victim, 5d15+10,  "savage chew" );

attack_weapon( mob, victim, 2d10+10, "tearing bite" );

attack_weapon( mob, victim, 5d15+10, "ripping bite" );

if( random( 1, 5 ) == 1 )

attack_room( mob, 4d10+20, "vicious nibble" );

~
!
0 29 29 0 0 0 0 10
0 0 0 4000 893988136 0 0
21206841 256 0 0 5
20
15 10 10 24 10
-10 20 -15 -20 10 -10 0
400 15 scaly body~
600 14 silvery fin~
800 11 soft gills~
1000 10 bulbous eye~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#1702
~
~
giant tarantula~
~
hairy~
struggles against a web.~
giant tarantulas~
~
hairy~
struggle against some webs.~
No description.

~
Void~
attack_weapon( mob, victim, 10d20+25, "fanged attack" );

attack_weapon( mob, victim, 15d8+20,  "savage chew" );

attack_weapon( mob, victim, 8d20+30, "flying leap" );

attack_weapon( mob, victim, 20d15+20, "powerful pierce" );

i = random( 1, 3 );

if( i == 1 ) {

act_tochar( #web, ch );

do_spell( web, mob, ch );

}

~
E
web~
Giant white strands of silk shoot from the tarantula's abdomen and

envelop your body.

~
!
0 0 25 0 0 0 0 3384
0 0 0 4000 899960502 0 0
4424489 67108992 0 0 2
60
15 15 6 30 14
15 -15 -20 -5 10 0 0
200 11 hairy leg~
350 12 black, faceted eye~
500 13 hairy  abdomen~
780 10 pinching mandibles~
1000 7 soft, hairy underside~
0
131072690 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#1703
~
~
sabre-toothed tiger~
~
snarling~
crouches here.~
sabre-toothed tigers~
~
snarling~
crouch here.~
No description.

~
Void~
attack_weapon( mob, victim, 15d20+50, "powerful paw strike" );

attack_weapon( mob, victim, 15d10+60,  "sharp-clawed flurry" );

attack_weapon( mob, victim, 10d20+40, "ripping slash" );

if( random( 1, 7 ) == 1 ) {

interpret( mob, "bash" );

attack_weapon( mob, victim, 20d15+20, "lethal pounce" );

}

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893989896 0 0
21201697 8320 0 0 4
75
25 14 15 30 20
0 0 0 0 0 0 0
400 18 muscular foreleg~
600 18 fur covered leg~
800 20 colossal torso~
1000 16 muscular hindleg~
0 1000 ~
0
393218600 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#1704
~
~
snow tiger~
~
glossy white~
crouches here.~
snow tigers~
~
glossy white~
crouch here.~
No description.

~
Void~
attack_weapon( mob, victim, 1d20+25, "powerful paw strike" );

attack_weapon( mob, victim, 15d10+30,  "sharp-clawed flurry" );

attack_weapon( mob, victim, 10d20+20, "ripping slash" );

if( random( 1, 7 ) == 1 ) {

interpret( mob, "bash" );

attack_weapon( mob, victim, 20d15+15, "lethal pounce" );

}

~
!
0 0 19 0 0 0 0 10
0 0 0 4000 893990559 0 0
17007409 0 0 0 7
50
20 12 12 21 16
5 -10 20 5 5 -5 0
400 18 muscular foreleg~
600 18 fur covered leg~
800 20 colossal torso~
1000 16 muscular hindleg~
0 1000 ~
0
131072680 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#1705
~
~
two-headed dog~
~
yapping~
paces back and forth.~
two-headed dogs~
~
yapping~
pace back and forth.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899879765 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1706
~
~
mammoth~
~
shaggy~
shambles along.~
mammoths~
~
shaggy~
shamble along.~
No description.

~
Void~
attack_weapon( mob, victim, 5d20+50, "bone-crushing blow" );

attack_weapon( mob, victim, 5d20+50, "powerful stomp" );

if( random( 1, 5 ) == 1 )

  interpret( mob, "bash" );

if( random( 1, 5 ) == 1 )

  attack_weapon( mob, victim, 10d20+80, "razor sharp tusk" );

attack_weapon( mob, victim, 10d20+80, "razor sharp tusk" );

~
!
0 0 38 0 0 0 0 10
0 0 1 4000 893991550 0 0
230185 2097152 4 0 4
75
25 11 12 22 30
-10 20 30 10 -5 10 0
400 22 enourmous hairy leg~
600 21 thick skinned body~
800 20 bulky flank~
1000 15 long trunk~
0 1000 ~
0
524291250 26214464
5686 22 0 2026 3070796
M 0 8 0
-1
0 -1
~
wait( 1 );

act_tochar( #bugle, ch );

act_notchar( #rbugle, ch );

~
E
bugle~
The mammoth bugles its displeasure at you presense.

~
E
rbugle~
The mammoth bugles its displeasure at $n's presense.

~
!
-1

#1707
~
~
ice bear~
~
rough-coated~
prowls here.~
ice bears~
~
rough-coated~
prowl here.~
No description.

~
Void~
attack( mob, victim, 5d10+20, "razor-sharp claw" );

attack( mob, victim, 10d15+15, "razor-sharp claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 5d10+10, "tearing bite" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 10d20+30, "hug" );

if( random( 1, 6 ) == 1 )

  interpret( mob, "bash" );

~
!
0 0 41 0 0 0 0 10
0 0 1 4000 893992133 0 0
17007409 0 0 0 5
55
21 10 11 15 20
-5 -15 20 -5 5 0 0
500 17 frozen foreleg~
600 17 frozen hindleg~
800 18 fur covered chest~
1000 12 soft belly~
0 1000 ~
0
196609610 26214464
631 7 0 542 237144
M 0 6 0
-1
-1

#1708
~
~
white wolf~
~
stealthy~
slinks by.~
white wolves~
~
stealthy~
slink by.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 3381
0 0 0 4000 899959862 0 0
268665641 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1709
~
~
Aztec warrior~
~
painted~
stands here.~
Aztec warriors~
~
painted~
stand here.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893994950 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1710
~
~
Aztec priest~
~
dark-skinned~
stands here.~
Aztec priests~
~
dark-skinned~
stand here.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893995005 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1711
~
~
Aztec lord~
~
painted~
stands here.~
Aztec lords~
~
painted~
stand here.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893995064 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1712
~
~
Aztec guardian~
~
thick-bodied~
stands at attention.~
~
~
thick-bodied~
stand at attention.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893997530 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1713
~
~
Aztec sunsmith~
~
~
stands here.~
Aztec sunsmiths~
~
~
stand here.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893997595 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1714
~
~
Aztec ancetral being~
~
~
stands here.~
Aztec ancestral beings~
~
~
stand here.~
No description.

~
Void~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893997752 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1715
~
~
tarrasque~
~
legendary~
charges around the area roaring!~
tarrasques~
~
legendary~
charge around the area roaring!~
This legendary beast stands at least twelve feet tall.  His feet and

hands bear massive, razor-sharp claws which look very capable of

shredding any known metal.  Grey-brown in color, the tarrasque's skin is

wrinkled slightly, like plating on a suit of armor.  It's long tail has a

spiked tip which looks like a thick spear.  Two massive horns sit atop

its head like those of a wicked demon from the abyss.  Its eye are

blood-red and show a hunger that is never satisfied.

~
Terek~
attack_weapon( mob, victim, 4d10+170, "deadly claw slashing" );

attack_weapon( mob, victim, 4d10+200, "savage bite" );

attack_weapon( mob, victim, 4d10+170, "tail strike" );

attack_weapon( mob, victim, 4d10+170, "devastating gouge" );

if( random( 1, 15 ) == 1 ) {

  i = 10d10+400;

  act_tochar( #charge, ch );

  act_notchar( #charge1, ch );

  dam_message( victim, i, "The Tarrasque's deadly charge" );

  inflict( victim, mob, i, "The Tarrasque's deadly charge" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 10d10+100;

  act_tochar( #swipe, ch );

  act_notchar( #swipe1, ch );

  dam_message( victim, i, "The Tarrasque's massive claw swipe" );

  inflict( victim, mob, i, "The Tarrasque's massive claw swipe" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 9d9+120;

  ch = rand_player( room );

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  dam_message( victim, i, "The Tarrasque's deadly bite" );

  inflict( victim, mob, i, "The Tarrasque's deadly bite" );

  }

~
E
charge~
@eThe Tarrasque suddenly charges full speed at you!

~
E
charge1~
@eThe Tarrasque suddenly charges full speed at $n!

~
E
swipe~
@b@RThe Tarrasque takes a swipe at you with it's massive claws!

~
E
swipe1~
@b@RThe Tarrasque takes a swipe at $n with it's massive claws!

~
E
bite~
@eThe Tarrasque lunges at you, clamping its massive jaws around you!

~
E
bite1~
@eThe Tarrasque lunges at $n, clamping its massive jaws around $m!

~
!
0 0 30 0 0 0 0 10
0 0 1 4000 893997802 0 0
1078165811 2129920 2097152 0 4
90
30 2 1 30 30
70 100 20 -50 100 80 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
891290270 26214464
10765 28 0 6269 8691281
M 0 9 0
-1
-1

#1716
~
~
giant rose bush~
~
flowering~
fills the area with a lovely scent.~
giant rose bushes~
~
flowering~
fill the area with a lovely scent.~
This giant rose bush stands at least five feet tall.  Its dark green

leaves are almost hidden by the abundance of bright yellow roses.  Long

thorns peek out from amongst the leaves, ready to poke a vicious hole in

any who draw too close.

~
Merior~
attack( mob, victim, 5d5+10, "pricking stem" );

attack( mob, victim, 5d5+20, "slap of leaves" );

i = random( 0, 3 );

if( i == 0 ) {

  act_tochar( #thorn, ch );

  act_notchar( #seethorn, ch );

  inflict( mob, ch, 5d5+15, "stinging thorn" );

  }

attack( mob, victim, 5d6+10, "beautiful blossom" );

~
E
thorn~
@RThe rose bush seems suddenly to shoot its petals straight at you!@n 

~
E
seethorn~
@RThe rose bush suddenly begins to shoot thorns at $n!@n 

~
!
0 0 31 0 0 0 0 10
0 0 182 4000 894625552 0 25
35 1073741824 0 0 4
30
18 5 5 10 20
50 0 -10 40 0 0 10
500 8 red flowers~
800 9 green leaves~
1000 12 sharp thorn~
0 1000 ~
0 1000 ~
0
78643870 26214464
38712 646 0 90516 13202062
N 0 4 0
2376 17 1509949445 -1 0
545 17 1509949460 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
6 1212
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

tell( mob, ch, #nope );

end;

}

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
I'm sorry, but I cannot speak to you since you have killed my friends.

~
E
didit~
Thanks, but you have helped us as much as you can.

~
E
ask~
Thank you, but what is this for?

~
E
thanks~
Ah, I see you have been able to aid the tomato in ridding our world of

pests.  Unfortunately, my life is a very difficult one, filled with

danger.  The evil yeti that live not far away make my life very tenuous. 

If you could bring me proof of their demise, I would be very grateful.

~
!
6 456
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "gives bouquet to", ch );

  act_tochar( #gives, ch );

  act_notchar( #give, ch );

  obj_to_char( oload( 1889 ), ch );

  interpret( mob, "gives tomato to", ch );

  obj_to_char( oload( 1212 ), ch );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
I'm sorry, but I can't talk to one such as you.

~
E
thanks~
Thank you so very much for killing the evil yeti.  If you could just talk

to my brother, the pepper plant, he could tell you more of our plight. 

Just give him this bouquet, and I'm sure he'll talk to you.

~
E
didit~
Thanks so much, but you have helped me all that you can.

~
E
ask~
I'm not quite sure why you're giving this to me.  Have you talked to the

old woman in the nearby cabin?

~
E
gives~
The rose curtseys and hands you a beautiful bouquet and returns the

tomato to you.

~
E
give~
The rose curtseys as it hands $n a beautiful bouquet and a large tomato.

~
!
-1

#1717
Aranidian~
~
sage~
~
tall, white-bearded~
stands here wearing long black robes.~
~
~
~
~
This tall man is quite old, the many wrinkles on his face testament to

his age.  His long white beard extends from his chin down to his feet

where it curls slightly.  He wears a set of flowing black robes which are

covered in several glowing runes.  His eyes are completely white and have

no pupils, like one would see on a blind man.

~
Terek~
attack_weapon( mob, victim, 5d10+250, "staff strike" );

attack_weapon( mob, victim, 5d10+250, "smashing strike" );

attack_weapon( mob, victim, 5d10+250, "crushing blow" );

if( random( 1, 2 ) == 1 ) {

  act_tochar( #flame, ch );

  act_notchar( #flame1, ch );

  do_spell( flame strike, ch );

  }

if( random( 1, 2 ) == 1 ) {

  act_tochar( #acid, ch );

  act_notchar( #acid1, ch );

  do_spell( acid blast, ch );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #fireballs, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  do_spell( fireball, ch );

  }

~
E
flame~
@b@RAranidian points at you and suddenly a column of flame shoots towards

you!

~
E
flame1~
@b@RAranidian points at $n and suddenly a column of flame shoots towards

$m!

~
E
acid~
@eAranidian weaves his hands mystically and suddenly a sphere of acid

streaks toward you!

~
E
acid1~
@eAranidian weaves his hands mystically and suddenly a sphere of acid

streaks toward $n!

~
E
help~
@eAranidian screams for the city guards to assist him!

~
E
fireballs~
@b@RAranidian claps his hands and suddenly fireballs appear in his hand

and he begins to hurl them about the room!

~
!
0 74 0 0 0 0 0 10
0 0 0 4000 893998717 0 0
4424995 33818633 4 0 2
90
17 25 25 30 30
100 100 100 -50 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361310 26214464
0 1 0 0 0
M 0 4 0
152 17 1509949540 5 0
-1
2 -1
spectral minion~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about spectral minions.

~
E
rask~
$n asks $N something.

~
E
stat1~
Blind dog toenails ground into a found powder and sewn into a pouch of

grey for some reason calls to spectral minions more than any other

reagent I have discovered.

~
!
2 -1
shadow demons~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat1~
By far shadow demons are the hardest of the allies to control or even

summon.  You must meet my price if you are to have the knowledge to

summon one.

~
E
ask~
You ask $N about shadow demons.

~
E
rask~
$n asks $N something.

~
E
stat2~
All I ask is this.  Bring me the horn of a dark unicorn and I shall tell

you what you wish to know.

~
!
6 1978
~
act_room( #tuck, ch, obj, mob );

junk_obj( has_obj( 1978, mob ), 1 );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
tuck~
$N tucks the alicorn of the dark unicorn away.

~
E
stat1~
In exchange for the dark alicorn, I will tell you what calls a shadow

demon.  Pent up within the crystalline lattice of black diamonds there

dwells enough evil to call a shadow demon to your side as an ally.

~
!
-1

#1718
~
~
ant lion~
~
bright red~
tries to drag you down to its lair!~
~
~
~
~
This three foot high ant lion has large, pinching mandibles and six

thrashing legs.  His shiny, bright red carapace is thick and hard, built

to deflect the blows of his prey.

~
Orb~
attack( mob, ch, 2d4+3, "mandibles" );

attack( mob, ch, 5d2+2, "thrashing legs" );

if( random( 1, 2 ) == 1 )

  attack( mob, ch, 4d3+5, "mandibles" );

if( random( 1, 5 ) >= 3 ) 

  attack( mob, ch, 2d6, "powerful bite" );

if( random( 1, 10 ) == 6 ) {

  ch = rand_player( room );

  act_tochar( #munch, ch );

  act_notchar( #rmunch, ch );

  transfer( ch, find_room( 61018) );

  act_tochar( #thump, ch );

  act_notchar( #rthump, ch );

  }

~
E
munch~
@eThe ant lion grabs you and shoves you through the sand into its lair!

~
E
rmunch~
@eThe ant lion grabs $n and shoves $m down through the sand into its lair!

~
E
thump~
You land in the ant lion's lair with a loud thump!

~
E
rthump~
$n slithers down through the sand and lands with a thump!

~
!
0 0 26 0 0 0 0 10
0 0 86 4000 893999853 0 25
196659 0 0 0 4
10
12 12 12 12 15
-10 20 -10 0 0 0 0
300 4 chitinous legs~
400 4 clicking mandibles~
500 2 delicate antenna~
1000 6 bright red carapace~
0 1000 ~
0
17040010 26214464
4352 333 0 11647 309344
M 0 3 0
-1
-1

#1719
Thangmar~
~
orc ranger~
~
scarred~
observes you closely.~
orc rangers~
~
scarred~
observe you closely.~
Not the largest orc you have ever seen, Thangmar is perhaps the ugliest. 

The left side of his face is scarred, with thick bones sticking out at

the cheek.  The left ear is also missing, with nothing but a vile hole to

remind you it was there. Despite these hideous scars, Thangmar is stil

quite capable.

~
Phule~
attack_weapon( mob, victim, 2d10+55, "wicked punch" );

if( random( 0, 5 ) < 5 )

attack_weapon( mob, victim, 2d10+55, "wicked punch" );

if( random( 0, 8 ) < 5 )

attack_weapon( mob, victim, 2d10+55, "wicked punch" );

if( i == 1 ) {

  i = 1d8;

  act_tochar( #slow, ch );

  act_notchar( #rslow, ch );

  do_spell( slow, mob, ch );

  }

if( i == 2 ) {

  send_to_room( #calm, room );

  do_spell( calm, mob, victim );

  }

if( i == 3 ) {

  send_to_room( #blind, room );

  do_spell( blind, mob, victim );

  }

if( i == 4 ) {

  send_to_room( #sleep, room );

  do_spell( sleep, mob, victim );

  }

if( i == 5 ) {

  send_to_room( #web, room );

  do_spell( web, mob, victim );

  }

if( i == 6 ) {

  send_to_room( #fire, room );

  do_spell( faerie fire, mob, victim );

  }

if( i == 7 ) {

  send_to_room( #surcease, room );

  do_spell( surcease, mob, mob );

  }

if( i == 8 ) {

  send_to_room( #acid, room );

  do_spell( acid blast, mob, victim );

  }

if( random( 0, 3 ) == 2 ) {

  send_to_room( #howl, room );

  j = 20d2+200;

  dam_message( victim, j, "The spectral tiger's ripping talons" );

  inflict( victim, mob, j, "The High Ranger Thangmar" );

  }

if( random( 0, 5 ) < 3 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
slow~
Thangmar crushes a snail shell between his fingers and throws it at you.

~
E
rslow~
Thangmar crushes a snail shell between his fingers and throws it at $n.

~
E
calm~
Thangmar mutters calming words.

~
E
blind~
Thangmar crushes a charred stick in his hand.

~
E
sleep~
Thangmar waves his hands in a hypnotic motion.

~
E
web~
Thangmar carefully places a small piece of spider's web in his hand.

~
E
fire~
Thangmar crushes a bright red berry in his hand.

~
E
surcease~
You pick up the smell of sage, cedar, and cinnamon as Thangmar drinks

something.

~
E
acid~
Thangmar casts acid blast.

~
E
howl~
An eerie howl fills the air as Thangmar conjures up a spectral tiger to

rend his victim's flesh.

~
E
help~
Thangmar calls for help from the Brithbarad guards nearby.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 896166341 0 25
138663331 8320 -530505728 0 2
75
15 12 12 15 13
30 20 10 10 50 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
0 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
Thangmar looks at you for a moment and says, "What you want?"

~
!
2 -1
lion red~
wait( 1 );

interpret( mob, "grunt" );

act_tochar( #lion, ch );

~
E
lion~
Thangmar squints and says, "The lion's mine.  Leave him alone; he bites."

~
!
2 -1
elements resist cold fire acid shock~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
stat1~
I simply keep out of extreme environs.  If you wish to manipulate the

elements, you must seek a master.  Perhaps the shaman of Sos-Kul knows of

an elemental master.

~
E
ask~
You ask $N about the elements.

~
!
-1

#1720
~
~
red lion~
~
powerful~
paws the earth.~
red lions~
~
powerful~
paw the earth.~
Malice is evident in this great red beast, not the simple primal hunter's

gaze of a common lion.  Its ruddy skin is patched with sooty black, and

its eyes burn like embering coals.  Its ears flatten at your approach.

~
Phule~
attack( mob, victim, 2d10+30, "flesh rending claw" );

if( random( 0, 1 ) == 1 )

  attack( mob, victim, 2d10+30, "flesh rending claw" );

send_to_room( #pounce, room );

if( attack( mob, victim, 2d20+20, "heavy pounce" ) ) {

  if( random( 0, 1 ) == 1 ) {

    send_to_room( #maul, room );

    attack( mob, victim, 2d5+55, "powerful jaws" );

    }

  }

~
E
pounce~
@YThe lion growls, then pounces!!@n

~
E
maul~
@YThe lion tries to maul its victim.@n

~
!
0 64 22 0 0 0 0 10
0 0 0 4000 893999971 0 25
134468897 8192 1885339660 0 5
40
17 9 8 15 19
25 5 35 10 75 15 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715850 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1721
Cullin~
~
confused-looking man~
~
~
ambles about slowly with a vacuous look on his face.~
~
~
~
~
This is Cullin, Medienne's resident village idiot.  Cullin can usually be

found staring straight ahead with a rather vacuous look in his glassy

eyes.  If not for his noticably peculiar actions he would be a fairly

good looking man by human standards.  His shoulder-length hair is mostly

free of tangles at the moment and his clothes are more or less unrumpled

and mostly clean.  Other town members take turns keeping an eye on him as

he seems to take little notice of himself.

~
Talis~
attack_weapon( mob, victim, 4d6, "right fist" );

attack_weapon( mob, victim, 4d6, "left fist" );

if( random( 1, 4 ) == 1 ) {

  act_room( #flurry, ch );

  i = 5d6+10;

  j = 2d5+5;

  dam_message( ch, i, "a mad flurry of blows" );

  inflict( ch, mob, i, "Cullin's mad flurry of blows" );

  dam_message( mob, j, "incidental damage" );

  inflict( mob, ch, j, "his own brashness" );

  }

if( random( 1, 10 ) < 6 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
flurry~
@YCullin leaps into the fray flailing wildly, heedless of his safety.@n

~
E
help~
@RCullin lets out a loud bellow of fear and anger. @n

~
!
1 0 0 0 0 0 0 10
0 0 0 4500 893969192 0 0
246181 134217728 0 0 3
40
16 15 10 12 16
25 20 20 15 100 0 20
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
104858280 31457922
617 14 0 18 0
M 0 4 0
708 17 1509949540 5 0
2021 17 1509949540 7 0
2200 17 1509949540 13 0
2123 17 1509949540 8 0
-1
0 -1
~
if( random( 1, 5 ) == 1 ) {

  wait( random( 2, 5 ) );

  i = 1d4;

  if( i == 1 )

    send_to_room( #inane1, room );

  if( 1 == 2 )

    send_to_room( #inane2, room );

  if( i == 3 )

    send_to_room( #inane3, room );

  if( i == 4 )

    send_to_room( #inane4, room );

  if( random( 1, 10 ) == 1 )

    mpcode( mob, 1 );

  }

~
E
inane1~
Cullin hums two alternating notes as he rocks back and forth.

~
E
inane2~
Cullin points upward and begings to hop up and down.

~
E
inane3~
Cullin starts loudly raving though you can't understand a single thing

he's saying.

~
E
inane4~
Cullin mumbles incoherrent words to no one in particular.

~
!
8 -1
hello hi greetings salutations~
i = random( 1, 4 );

if( i == 1 )

  act_tochar( #hi1, ch );

if( i == 2 )

  act_tochar( #hi2, ch );

if( i == 3 ) 

  act_tochar( #hi3, ch );

if( i == 4 )

  act_tochar( #hi4, ch );

~
E
hi1~
Cullin looks at you and starts raving incoherently.

~
E
hi2~
Cullin doesn't even seem to realize you were speaking to him.

~
E
hi3~
Cullin gives you a big hug... of course he doesn't want to let go now.

~
E
hi4~
Cullin tries to shake your hand, then suddenly bites you.  Ouch!

~
!
-1

#1722
~
marsh viper~
marsh viper~
~
large~
slithers around.~
marsh vipers~
~
large~
slither around.~
Resembling a thick tree branch, this viper swiftly floats around

searching for prey.  It's difficult to judge accurately how long it is,

but the viper is probably the length of a troll's arm.  Two short, yet

sharp fangs are revealed when it opens its mouth, and a forked tongue

flicks in and out.  Its scales are solid black, and a triangular pattern

can be seen on the top of its head.

~
Olah~
attack( mob, victim, 2d3+3, "wild lunge" );

if( random( 1, 11 ) < 4 )

  attack( mob, victim, 2d3+1, "quick bite" );

if( attack( mob, victim, 2d3+1, "quick bite" ) )

  poison( victim );

i = random( 1, 20 );

if( i == 1 ) {

  ch = rand_player( room );

  attack( mob, ch, 2d3+3, "wild fang slash" );

  }

if( i == 10 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #spit, ch );

      act_notchar( #nspit, ch );

      poison( rch );

      }

    }

  }

if( random( 1, 4 ) == 3 )

  send_to_room( #hiss, room );

~
E
spit~
@gThe marsh viper lunges at you and spits out some venom!@n

~
E
nspit~
@gThe marsh viper lunges at $n and spits out some venom!@n

~
E
hiss~
@yThe marsh viper hisses loudly.@n

~
!
0 0 15 0 0 0 0 10
0 0 281 4000 894315325 0 30
5312561 0 0 0 4
6
8 3 3 12 13
0 5 -20 5 5 5 80
700 4 black, scaly body~
100 6 bony skull~
750 4 slick scales~
200 3 thick head~
1000 5 tough, scaly hide~
0
15729285 26214464
16390 3809 2640 26825 289370
R 0 2 0
3239 17 1509949448 -2 0
-1
-1

#1723
~
~
scholarly sage~
~
~
peers about, pondering the mystery of the missing Dark Tower.~
~
~
~
~
A stooped, robed human stands before you, his inquisitive eyes regarding

you with curiosity that quickly fades in the face of your...  normalcy. 

This man is utterly obsessed with the rare and unusual, whether mundane

or magical, and has obviously come to this area after hearing of the

disappearance of the mysterious Dark Tower.

~
Marek~
i = random( 1, 10 );

attack( mob, victim, 2d6+0, "left hand" );

if( i < 9 )

  attack( mob, victim, 2d6+0, "right hand" );

if( i < 7 )

  attack( mob, victim, 2d6+0, "left hand" );

if( i < 5 )

  attack( mob, victim, 2d6+0, "right hand" );

i = random( 1, 10 );

if( i == 6 )

  do_spell( web, mob, victim );

if( i == 5 )

  do_spell( confuse, mob, victim );

if( i == 3 )

  do_spell( fireball, mob, victim );

if( i == 2 )

  do_spell( fireball, mob, victim );

~
E
help~
The sage cries out for help!!!!

~
!
1 0 0 0 0 996 3001 10
0 0 0 4000 894001067 0 35
71550373 39977419 140 16 3
50
15 20 20 12 15
50 50 50 50 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196608665 131075210
234 7 0 110 0
M 16 4 0
-1
-1

#1724
Gangmok~
~
orc witch-doctor~
~
~
glares balefully about the room.~
orc witch-doctors~
~
~
glare balefully about the room.~
Smaller than most orcs, but wide and portly, Gangmok does not appear

imposing.  His skin is a dark green, while his eyes appear jaundiced and

yellow.  On his face is what appears to be a permanant disapproving frown. 

His hands are stained and scarred; not the hands of the typical priest.

~
Rue~
attack_weapon( mob, victim, 2d10+35, "ham fist" );

attack_weapon( mob, victim, 2d10+35, "ham fist" );

if( random( 0, 8 ) < 5 )

  attack_weapon( mob, victim, 2d10+35, "ham fist" );

if( i < 3 ) {

  act_room( #callhelp, ch );

  summon( mob, victim );

  }

i = 1d6;

if( i == 1 ) {

  act_tochar( #blind, ch );

  act_notchar( #rmblind, ch );

  do_spell(  blind, mob, ch );

  }

if( i == 2 ) {

  act_room( #help, ch );

  send_to_room( #light, room );

  do_spell( chain lightning, mob, ch );

  }

if( i == 3 ) {

  act_tochar( #crit, ch );

  act_notchar( #rmcrit, ch );

  do_spell( cause critical, mob, ch );

  }

if( i == 4 ) {

  act_tochar( #banish, ch );

  act_notchar( #rmbanish, ch );

  i = 15d20+10;

  dam_message( ch, i, "the banish living spell" );

  inflict( ch, mob, i, "the banish living spell" );

  }

~
E
help~
Gangmok claps his hands together loudly!

~
E
blind~
Gangmok throws dust at you!

~
E
rmblind~
Gangmok throws dust at $n!

~
E
light~
The altar crackles with thunder and lightning!

~
E
crit~
Gangmok points at you!

~
E
rmcrit~
Gangmok points at $n!

~
E
banish~
Gangmok raises his fist in front of him and points at you!

~
E
rmbanish~
Gangmok raises his fist in front of him and points at $n!

~
E
callhelp~
The noise of battle attracts attention!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893974451 0 25
138642339 33554435 33554433 0 2
75
12 16 22 12 18
50 35 20 15 70 70 65
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
353895045 26214464
45 2 0 4 0
M 0 4 0
2471 17 1509949540 3 0
2121 17 1509949540 8 0
488 17 1509949540 5 0
-1
0 -1
~
if( random( 1, 20 ) > 18 ) {

  wait( 1 );

  act_tochar( #look, ch );

  }

end;

~
E
look~
Gangmok stops what he is doing and glances at you suspiciously.

~
!
8 -1
hi hello~
wait( 1 );

act_tochar( #hello, ch );

act_tochar( #snort, ch );

~
E
hello~
With a flourish, Gangmok turns to face you, "Welcome to my temple. 

Behave and me let you live." 

~
E
snort~
Gangmok snorts at you, then turns away.

~
!
2 -1
beaded choker~
wait( 1 );

act_tochar( #beaded, ch );

interpret( mob, "spit" );

~
E
beaded~
Gangmok exhales excitedly before responding, "Da beaded bracer!  It

special!  Only those of great devotion like to wear it...others too

weak of spirit, not like the pains."

~
!
2 -1
rattlesnake charm~
wait( 1 );

act_tochar( #charm, ch );

~
E
charm~
Gangmok peers at you intently, then says, "The charm help priests find

those that hold da truth in dey hearts." 

~
!
-1

#1725
Orod~
~
orc shaman~
~
~
mutters to himself.~
orc shamans~
~
~
mutter to each other.~
Orod is tall and thin for an orc.  He stands nearly seven feet tall, and

is almost human-like in his breadth.  His arms are longer than you would

expect, nearly reaching to his knees.  Long and skeletal fingers topped

with thick, curved nails fidget constantly with items around him.  His

curved tusks are yellowed with age, matching the hue of his deep-set

pig-eyes.

~
Rue~
attack_weapon( mob, victim, 2d4+25, "scratching nails" );

attack_weapon( mob, victim, 2d4+25, "scratching nails" );

attack_weapon( mob, victim, 2d4+25, "scratching nails" );

i = 1d7;

if( i == 1 ) {

  send_to_room( #filings, room );

  do_spell( chain lightning, mob, ch );

  }

if( i == 2 ) {

  send_to_room( #mael, room );

  do_spell( maelstrom, mob, ch );

  }

if( i == 3) {

  act_tochar( #acid, ch );

  act_notchar( #rmacid, ch );

  do_spell( acid storm, mob, ch );

  }

if( i == 4) {

  if( !mob_in_room( 1078, find_room( 52295 ) ) ) {

    send_to_room( #blind, room );

    do_spell( blinding light, mob, ch );

    }

  }

i = 1d7;

if( i < 3 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
filings~
Orod tosses mithril filings into the air!

~
E
mael~
Orod tosses a maelstrom of pebbles into the air!

~
E
acid~
Orod draws an intricate rune in the air and points at you!

~
E
rmacid~
Orod draws an intricate rune in the air and points at $n!

~
E
blind~
Orod makes some arcane gestures with his clawed hands.

~
E
help~
The sounds of your battle carry through the building!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893974683 0 25
4424491 2505 8388624 0 2
70
16 17 17 8 14
40 20 10 10 70 0 55
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
367002245 26214464
0 1 0 0 0
M 0 4 0
765 17 1509949540 -1 0
-1
2 -1
mask~
act_tochar( #mask, ch );

interpret( mob, "grunt" );

~
E
mask~
Orod tells you, " Me makes nice mask!  It of spirit Kroluk!  He powerful

shaman-spirit!" 

~
!
8 -1
hi hello~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
Orod turns to look at you as you address him, then silently turns away.

~
!
2 -1
feathered bracer~
act_tochar( #ask, ch, obj, mob );

wait( 1 );

act_tochar( #feath, ch );

wait( 1 );

act_tochar( #feat2, ch );

~
E
feath~
Orod grins a toothy smile, "So you want know about the feathered

bracer me make, eh?"

~
E
feat2~
After a pause, Orod hisses gain, "Me fashions dey from feathers of

dark birds...it help focus energies.  Me make they real good." 

~
E
ask~
You ask Orud about the feathered bracer.

~
!
2 -1
knife serrated steel~
act_tochar( #knife, ch );

~
E
knife~
Orod grins evilly as you ask about the knife, "It nice knife...da

handle me makes from rhino horn."

~
!
2 -1
request ally reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about request ally reagents.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I don't have time to deal with this right now, not unless you have

something specific in mind that you wish to summon.

~
!
2 -1
black~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about black dragons.

~
E
rask~
$n asks $N something.

~
E
stat1~
So you want to summon a black dragon as your ally, eh?  Heh, more power

to you.  I hear a serpent's claw is good for doing that.

~
!
2 -1
dragons~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about dragons.

~
E
rask~
$n asks $N something.

~
E
stat1~
What type of dragons is it ye be wanting?  I know of both red and black

dragons that mages of evil hearts and more evil deeds frequently request

as allies.

~
!
2 -1
red~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about red dragons.

~
E
rask~
$n asks $N something.

~
E
stat1~
Listen, I'm not sure what calls to a red dragon, but Argorth up in

Denab-knur might.  I've done business with him a time or two.

~
!
2 -1
lycanthropy werepanther~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about werepanthers.

~
E
rask~
$n asks $N about something.

~
E
stat1~
Lycanthropes are a tough and unsavory lot.  Most only change form under

the light of a moon.

~
!
2 -1
giant cave spiders~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
I know nothing about that, really. You might ask Argorth.

~
E
ask~
You ask $N about giant cave spiders.

~
E
rask~
$n asks $N something.

~
!
2 -1
obsidian gargoyle~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Obsidian gargoyles?  Heh, I haven't a single idea what a mage might use

to summon one.  Oiudar might though.  I've traded secrets with him in

Darkhaven before.

~
E
ask~
You ask $N about obsidian gargoyles.

~
E
rask~
$n asks $N about something.

~
!
2 -1
harpy harpies~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about harpies.

~
E
rask~
$n asks $N something.

~
E
stat1~
A witch living up near Kha-da deals much more with harpies than I do. 

Perhaps she will better help you?

~
!
2 -1
vampiric mist~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about vampiric mists.

~
E
rask~
$n asks $N something.

~
E
stat1~
Like an early morning fog, vampiric mists have no substance and yet they

can drain the life out of a victim in mere moments.  Larblad specializes

in them if I recall.

~
!
2 -1
spectral minion~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about spectral minions.

~
E
rask~
$n asks $N something.

~
E
stat1~
Spectral minions are like fearsome shadows and are never satisfied in

their thirst for blood and pain.  Aranidian is the only archman I know

who was ever foolish enough to want one as a companion.

~
!
2 -1
shadow demon~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Like his soul, Aranidian, who resides in Darkhaven last I heard, is a

master of the shadow magics.  Only one such as he could hold a shadow

demon in his power.  He must surely know what summons one.  But I cannot

imagine the price for that knowledge will be chief.

~
E
ask~
You ask $N about shadow demons.

~
E
rask~
$n asks $N something.

~
!
2 -1
flesh simulcrum~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
ask~
You ask $N about flesh simulcrums.

~
E
rask~
$n asks $N something.

~
E
stat1~
Flesh golems are powerful if they've been constructed well, though it's

easier to steal control of one that it is to build one.  Larblad use to

dabble with simulcrums.  I've never bothered.

~
!
-1

#1726
Sirig~
~
small and compact orc~
~
~
is hunched over some projects.~
small and compact orcs~
~
~
are hunched over some projects.~
Sirig is a small and compact orc.  You find it hard to believe his pudgy

fingers are capable of any fine work, or that this greasy orc could

easily slit your throat.  Despite his unassuming appearance for an orc,

you don't doubt that he is quite capable of defending himself.

~
Rue~
attack( mob, victim, 6d6+30, "pierce" );

attack( mob, victim, 6d6+30, "pierce" );

attack( mob, victim, 6d6+30, "pierce" );

if( random( 1, 2 ) == 1 ) {

  open( room, south );

  act_room( #pull, ch );

  summon( mob, victim );

  }

~
E
pull~
Sirig pulls on a thin rope and a warning bell rings!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 894004052 0 25
4424491 0 0 0 2
75
16 10 10 18 16
30 20 10 10 50 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
380109445 26214464
0 1 0 0 0
M 0 4 0
2001 17 1509949540 5 0
2041 17 1509949540 10 0
2021 17 1509949540 7 0
2080 17 1509949540 6 0
2101 17 1509949540 9 0
2123 17 1509949540 8 0
-1
0 -1
~
act_tochar( #hi, ch );

~
E
hi~
Sirig smiles a toothy grin, "Welcome to my humble shop.  What can me help

you with today?" 

~
!
2 -1
ring sardonyx~
act_tochar( #ring, ch );

end;

~
E
ring~
Sirig grins, "Me can makes da ring for ya, me find witch-doctors like

they!" 

~
!
-1

#1727
Klar~
~
orc trader~
~
~
stands ready to help you.~
orc traders~
~
~
stand ready to help you.~
A rather non-descript orc stands here.  He regards you carefully with his

small eyes.  Despite his plain looks, he appears to be quite capable of

defending himself.  His tusked mouth opens and closes, seemingly on its

own as he putters arounds his shop.

~
Rue~
i = random( 0, 5 );

attack( mob, ch, 10d5+20, "kick" );

attack( mob, ch, 10d5+20, "jab" );

attack( mob, ch, 10d5+20, "roundhouse" );

attack( mob, ch, 2d25+25, "body slam" );

if( i < 3 ) {

  send_to_room( #help, room );

  summon( mob, ch );

  }

~
E
help~
The sounds of your battle carry outside!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893974993 0 25
4423971 385 0 48 2
70
16 15 15 18 20
25 50 50 50 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
338166407 26214464
0 1 0 0 0
M 48 4 0
-1
0 -1
~
act_tochar( #hi, ch );

wait( 1 );

if( random( 1, 20 ) > 18) {

  send_to_room( #bang, room );

  interpret( mob, "swear" );

  end;

  }

~
E
hi~
Klar squints at you quickly then his tusked mouth opens into a wide grin,

"Welcomes to me shop!" 

~
E
bang~
As Klar moves to help you he bangs his head on an item hanging from the

ceiling!

~
!
8 -1
hello hi~
wait( 1 );

act_tochar( #hi, ch );

if( random( 1, 15 ) > 12 ) {

  act_tochar( #hi2, ch );

  act_tochar( #throw, ch );

  act_notchar( #rmthrow, ch );

  wait( 1 );

  interpret( ch, "south" );

  end;

  }

else

  act_tochar( #hi3, ch );

~
E
hi~
Klar squints at you a moment, before he says in a gravelly voice, 

~
E
hi2~
Ehh?!  You sent by Bennis!  Me tell he me no fix prices with he!  Now get

out!"

~
E
throw~
As he yells, Klar pushes you out the door!

~
E
rmthrow~
Suddenly Klar starts yelling at $n, and pushes $m out of his shop!

~
E
hi3~
"Me thot me already say hi, but me say hi again."

~
!
-1

#1728
~
~
hell's hidden~
~
~
crouches in the shadows.~
hell's hiddens~
~
~
crouch in the shadows.~
This creature is completely without external feature, seemingly some

infernal, incorporeal cousin to the bloodwraith.  Humanoid in shape and

appearance, its almost-solid skin is the deep, nearly-black red of pooled

blood.  The thing seems to have no sensory organs of any kind, or even a

mouth.  Were it not for its long, razor-like claws, the darkspawn would

seem to be merely an unfinished model of a human.

~
Marek~
i = random( 3, 15 );

attack( mob, victim, 10d2+10, "razorlike claw" );

if( attack( mob, victim, 10d2+10, "razorlike claw" ) )

  if( i < 10 ) {

  act_tochar( #chill, ch );

  do_spell( chilling touch, mob, ch );

  }

if( attack( mob, victim, 10d2+10, "razorlike claw" ) )

  if( i < 10 ) {

  act_tochar( #burn, ch );

  do_spell( burning hands, mob, ch );

  }

if( i > 13 ) {

  act_room( #melt, mob );

  do_spell( blink, mob );

  }

if( i == 3 ) {

  ch = rand_player( room );

  act_room( #peer, mob );

  attack( mob, ch, 10d2+10, "razorlike claw" );

  }

~
E
burn~
@YThe claws of the creature@n @Rpulse@n @Ywith flame!

~
E
melt~
@BThe hidden seems to literally melt into the shadows!@n

~
E
chill~
@RThe claws of the creature@n @Cpulse@n @Rwith a chilling force!

~
E
peer~
@CThe hidden pauses for a moment, seeking a new target...

~
!
0 8 20 0 0 0 0 10
0 0 0 200 894004012 0 31
262193 1192321 67125260 0 8
35
18 22 22 22 18
35 35 50 0 100 35 0
700 15 muscled body~
800 16 claw-tipped arm~
950 16 thick leg~
1000 8 featureless head~
0 1000 ~
0
91751075 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1729
Sir Stonefist Axehand~
~
dwarf~
~
small, muscular~
stands before you.~
~
~
~
~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894004779 0 24
229667 3 4 0 3
90
30 19 22 30 22
100 100 100 -50 100 75 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360650 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1730
The Oracle of the Ages~
~
humanoid form~
~
misty~
drifts in the middle of the room.~
~
~
~
~
This vaguely humanoid creature is a luminous green color.  The mists

which make up this figure are constantly swirling and are shot with blue

streaks of energy.  It roams the expanse of the octagon, seemingly

trapped withing the silver limned shape.

~
Orb~
loop( all_in_room ) {

  if( is_player( rch ) )

    do_spell( acid storm, mob, rch );

  }

~
E
acid~
@GThe mist becomes a storm of acid descending upon you!

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894142669 0 29
262691 4194312 268439556 0 4
5
12 30 30 12 12
10 10 -100 -10 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131075250 26214464
937 3 0 0 0
N 0 5 0
-1
0 -1
~
~
E
love~
The Oracle shimmers violently, its colors changing from luminous green to

a deep crimson.

~
E
love1~
No description~
!
2 -1
death~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_room( #death, ch );

  wait( 1 );

  wait( 2 );

  act_room( #shimmer, ch );

  wait( 3 );

  act_room( #death1, ch );

  wait( 3 );

  act_room( #death2, ch );

  wait( 3 );

  act_room( #death3, ch );

  wait( 3 );

  act_room( #death4, ch );

  wait( 2 );

  act_room( #return, ch );

  junk_mob( mob_in_room( 1730, room ) );

  if( has_quest( ch, 46 ) ) {

    act_room( #sigh, ch );

    wait( 2 );

    act_room( #nope, ch );

    }

  }

else

  act_room( #nothing, ch );

~
E
death~
The luminous green color drains away from the Oracle, leaving behind a

deep, midnight black.

~
E
death1~
@eA slant of sun on dull brown walls

A forgotten sky of bashful blue

Toward God a mighty hymn

A song of collisions and cries...@n

~
E
return~
The Oracle shimmers and dissipates into a thin green mist.

~
E
nothing~
The Oracle does not respond.

~
E
shimmer~
Images, flashes of light and dark, dance before your eyes.  The sounds of

battle fill your ears.

~
E
death2~
@eRumbling of wheels, hoof-beats, bells,

Welcomes, farewells, love-calls, final moans,

Voices of joy, idiocy, warning, despair...@n

~
E
death3~
@eThe unknown appeal of brutes,

The chanting of flowers

The senseless babble of hens and wisemen-@n

~
E
death4~
@eA cluttered incoherency that cries at the stars:

"Oh, God, save us."

@n

~
E
nope~
@e"The phial which contains Tsarith's answer lies with the sorceress

Aurelia.  She beat you here, and demanded it.  Rather than kill her, I

gave it.  You must take it from her, if you choose to complete your

task." 

~
E
sigh~
The old man sighs softly.  @e"So, you've returned.  Few find their way

here twice in a lifetime." 

~
!
11 -1
~
act_room( #acid, ch );

continue;

~
E
acid~
@GThe Oracle thins to a luminescent storm of acid!

~
!
2 -1
love~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_room( #love, ch );

  wait( 2 );

  act_room( #love1, ch );

  wait( 2 );

  act_room( #love2, ch );

  wait( 2 );

  act_room( #bye, ch );

  junk_mob( mob_in_room( 1730, room ) );

  }

else

  act_room( #nothing, ch );

~
E
love~
The Oracle of Ages shimmers violently swirling madly through a rainbow of

colors before settling on a deep crimson.

~
E
love1~
A voice rises out of the crimson luminosity that is the Oracle:

~
E
love2~
@e"My love I call her, and she loves me well:

But I love her as in the maelstrom's cup

The whirled stone loves the leaf inseperable

That clings to it round the circling swell,

And that the same last eddy swallows up."@n

~
E
bye~
The sepulchur voice ceases and the Oracle explodes in a shower of crimson

sparks!

~
E
nothing~
The Oracle does not respond.

~
!
2 -1
life battle~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_room( #shimmer, ch );

  wait( 1 );

  act_room( #frown, ch );

  wait( 1 );

  act_room( #voice, ch );

  wait( 2 );

  act_room( #life, ch );

  wait( 3 );

  act_room( #bye, ch );

  junk_mob( mob_in_room( 1730, room ) );

  if( doing_quest( ch, 45 ) ) {

    if( !cflag( 72, ch ) ) {

      wait( 2 );

      act_room( #man, ch );

      act_notchar( #give, ch );

      act_tochar( #rgive, ch );

      obj_to_char( oload( 2543 ), ch );

      set_cflag( 72, ch );

      }

    else

      end;

    }

  else

    end;

  }

else

  act_room( #nothing, ch );

~
E
shimmer~
Ripples and streaks of black lightning run through the misty oracle, and

a rumbling fills the chamber.

~
E
frown~
The old man frowns worriedly but says nothing.

~
E
life~
@e"No, there is not a glimmer, nor a call,

For one that welcomes, welcomes when he fears,

The black and awful chaos of the night;

For through it all, - above, beyond it all, -

I know the far-sent message of the years,

I feel the coming glory of the Light."@n

~
E
voice~
The rumbling resolves itself into a resounding voice which echoes through

the vaulted hall.

~
E
bye~
The Oracle coalesces into a brilliant pillar of light, then quickly fades

away, leaving a purple after-image before your eyes.

~
E
nothing~
The Oracle does not respond.

~
E
man~
The robed man sighs loudly.  @e"So, young Etrahnin sends you to ask his

question.  Take him this phial of twilight.  In it, he shall find the

answer you have just heard, and may puzzle it out on his own.  I doubt one

such as you could remember the Oracle's answer.  Seldom have mortal men

heard its voice."


~
E
give~
The robed man hands a small phial to $n.

~
E
rgive~
The robed man hands you a phial of twilight.

~
!
-1

#1731
Ghrote~
~
orc stablemaster~
~
~
yells at his assistants.~
orc stablemasters~
~
~
yell at their assistants.~
Ghrote is a large orc with a sneering face.  His brow seems permanantly

furrowed as he barks orders to his assistants.  He carries a whip which

he is not shy about using.

~
Rue~
attack( mob, victim, 7d10+35, "swift kick" );

attack( mob, victim, 4d15+40, "kick" );

attack( mob, victim, 4d12+45, "quick jab" );

attack_weapon( mob, victim, 7d12+48, "flailing punch" );

if( random( 1, 10 ) < 7 ) {

  act_room( #summon, mob );

  summon( mob, victim );

  }

~
E
summon~
No description~
!
8 75 10 0 0 1080 1079 10
0 0 0 4000 893975182 0 25
4423971 0 0 0 2
65
16 10 16 15 16
15 15 15 15 50 5 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359045 26214464
275 2 0 5 0
M 0 4 0
92 17 1509949540 16 0
-1
0 -1
~
if( mob_in_room( 1732, room ) ) {

  if( random( 0, 3 ) == 1 ) {

    act_room( #whip, ch );

    end;

    }

}

    end;

~
E
whip~
Ghrote snarls loudly, "Get to work you lazy pig," and cracks his whip at

the orc stablehand!

~
!
8 -1
hi hello~
wait( 1 );

act_tochar( #hi, ch );

~
E
hi~
Ghrote clears his throat and waves his whip wildly, "What you want?!  Me

busy!" He looks around and to nobody in particular screams, "Get to work

you lazy fools!" 

~
!
-1

#1732
~
~
orc stablehand~
~
~
tries to look busy.~
orc stablehands~
~
~
try to look busy.~
This orc is not quite old enough for military service.  He wears little

clothing, and sweats like a pig.  His bare back is covered in whip-scars

and reddened welts.  He looks harried, and has a look of fear on his face.

~
Rue~
attack( mob, victim, 1d7+3, "punch" );

attack( mob, victim, 1d7+3, "punch" );

attack( mob, victim, 1d7+3, "punch" );

ch = rand_player( room );

act_tochar( #kick, ch );

attack( mob, victim, 3d5+5, "kick" );

if( i < 3 ) {

act_room( #help, ch );

summon( mob, victim );

}

~
E
kick~
The orc stablehand whips out with a sudden side-kick!

~
E
help~
The sounds of your battle carry through the area!

~
!
8 75 3 0 0 0 0 10
0 0 0 4000 893975204 0 25
230881 0 0 0 2
15
14 6 11 15 16
15 10 10 5 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
102 5 0 0 0
M 0 4 0
-1
-1

#1733
~
~
drunken off-duty orc~
~
~
stumbles about.~
drunken off-duty orcs~
~
~
stumble about.~
This large orc has been trained for war.  He stands at about 6 feet in

height, and bears massive shoulders and arms capable of inflicting great

damage.  Right now he is VERY drunk.

~
Rue~
attack_weapon( mob, victim, 2d5+5, "punch" );

attack_weapon( mob, victim, 2d5+5, "punch" );

attack( mob, victim, 2d20+20, "wicked bite" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #duck, room );

  if( attack( mob, victim, 3d30+100, "shoulder ram" ) ) {

    if( random( 0, 1 ) == 1 ) {

      send_to_room( #bash, room );

      interpret( mob, "bash" );

      }

    }

  }

~
E
duck~
@YThe drunk orc ducks a shoulder and charges!!@n

~
E
bash~
@YThe drunk orc continues his successful charge with a bash attempt.@n 

~
!
8 7 0 0 0 1080 1079 10
0 0 0 4000 893974398 0 25
231201 0 0 32 2
40
16 8 5 15 17
5 5 -10 5 -10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
288359045 26214464
316 2 0 0 0
M 32 4 0
607 17 503316530 5 0
1093 17 503316580 16 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( race( ch ) == elf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == lizardman ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == halfling ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == ent ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == dwarf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

~
E
axe~
The drunken orc grins and swings his axe at you!

~
!
-1

#1734
Chloreia~
~
green dragon~
~
sinister-looking~
rests among the shade of the trees.~
~
~
~
~
This massive mound of gleaming green scales stands about twenty feet high

and at least thirty feet long from head to tail.  Large, vicious claws

gleam in the light and look able to rip a mountain in half.  The dragon's

tail is quite long and coverd in several sharp spikes which look like

sword blades.  Her eyes are completely black and have no pupils.  As she

snorts occassionally a cloud of greenish-colored gas fills the room and

the plantlife around her withers.

~
Terek~
attack_weapon( mob, victim, 5d15+200, "vicious claw swipe" );

attack_weapon( mob, victim, 5d15+100, "snapping tail" );

attack_weapon( mob, victim, 5d10+300, "lunging strike" );

attack_weapon( mob, victim, 5d10+120, "vicious bite" );

if( random( 1, 5 ) == 1 ) {

  i = 10d10+200;

  act_tochar( #cloud, ch );

  act_notchar( #cloud1, ch );

  dam_message( victim, i, "The cloud of chlorine gas" );

  inflict( victim, mob, i, "The cloud of chlorine gas" );

  }

~
E
cloud~
@eChloreia opens her mouth wide and spews forth a cloud of chlorine gas

at you!

~
E
cloud1~
@eChloreia opens her mouth wide and spews forth a cloud of chlorine gas

at $n!

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894071845 0 0
4434219 3 67108868 0 8
90
30 30 30 30 30
75 -50 -50 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360660 26214464
0 1 0 0 0
F 0 9 0
-1
-1

#1735
Priytian~
~
human ranger~
~
aged~
stands before you, leaning on his sword~
~
~
~
~
Once a possibly a powerful ranger, now this poor man has watched his

youth slip away from him.  Several wrinkles cover his face and his grey

beard is shaggy and uncut.  His slate grey eyes peer out over the vast

forest to the west as if searching for something.  He occasionally lets

out a long sigh as he straightens up with the aid of his sword.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894072255 0 0
4423971 3 -2147475456 0 3
80
15 20 12 30 20
50 100 100 -50 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524289290 26214464
0 1 0 0 0
M 0 4 0
2432 17 100 16 0
-1
0 -1
~
Wait( 1 );

act_room( #hello, ch );

Wait( 2 );

Act_room( #speak, ch );

Wait( 4 );

act_room( #speak1, ch );

Wait( 6 );

act_room( #speak2, ch );

~
E
hello~
Periytian's face perks up as he sees you enter and begins to speak:

@e"Good day traveller, I am Periytian, Ranger Lord and Guardian of the

Forest of the Kings."@n 

~
E
speak~
Periytian leans against his sword and continues to speak: @e"I have taken

it upon myself to warn all those travelling through these parts of the

dangers that lurk inside the forest.  Many a good ranger has died in

there trying to battle the evil and although it seems hopeless we

continue to fight.  Within the forest are several illusions which the

demons have conjured up to confuse and destroy unwanted visitors."@n

~
E
speak1~
Periytian points westward at the vast forest and says: @e"Within the

forest are five crossroads and five illusions.  I do not know what

exactly each is or what they hide but I can give you this bit of

information.  The first is true, the second is false, the third is false,

the fourth is true and the fifth is false.  If you can decipher the

meaning of it then you will be able to pass the forest boundries.  I do

urge you though, on the other side of the forest lies the city of

Morindale, the source of the evil in the land, you may not be powerful

enough to survive but I know of something that can help you also."@n 

~
E
speak2~
With a muffled groan of pain, Periytian continues to speak to you:

@e"Within the forest lies the ancient catacombs of the king's of

Morindale.  Many of them died while trying to defeat the demons and their

bodies were placed there under a magical guard.  Within the catacombs are

items of great magical power which can be used to help stop the demons

and banish them back to the Abyss from which they came.  I do not know

the exact location of the entrance or where inside the catacombs lie the

artifacts, that is for you to find out.  For now though, I wish you luck

and good fortune in your journies and hope that you can help bring out

land back to its previous glory."@n 

~
!
-1

#1736
~
~
crypt dweller~
~
massive~
floats here, a huge knot of dark tentacles.~
cryp swellers~
~
massive~
float here, huge knots of dark tentacles.~
A dark mass of tentacles, the crypt dweller -- a thing somewhere between

legend and wive's tale -- snakes its feelers out through the water all

around you, waiting for more prey to arrive.  Attack is unnecessary, it

merely needs to pulls its meal to it...  and let it die.

~
Marek~
i = random( 1, 10 );

if( i > 8 ) {

  act_room( #web, ch );

  do_spell( web, mob, ch );

  }

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

attack( mob, victim, 3d3+1, "tentacle" );

if( random( 1, 10) < 5 ) {

  attack( mob, victim, 2d50+10, "cavernous maw" );

  end;

  }

~
E
web~
The tentacles of the creature form around you in an impassable web!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894074077 0 0
4292647 50340224 4 0 8
45
25 4 3 22 20
30 100 10 10 100 90 0
750 20 scaled tentacle~
900 18 tentacle succer~
1000 15 protected eye~
0 1000 ~
0 1000 ~
0
144179885 64
0 1 0 0 0
N 0 7 0
-1
1 -1
~
if( is_player( ch ) )

  {

act_tochar( #drag, ch );

transfer( ch, find_room( 1967 ) );

end;

}

~
E
drag~
@CYou try to swim away, but the crypt dweller pulls you back under water!

~
!
-1

#1737
~
~
large seahorse~
~
~
stares at you from a distance.~
large seahorses~
~
~
stare at you from a distance~
A huge horse-like fish swims through the water, hiding in the shadows.

A strong coiled tail propels the beast through the water at a rapid pace.

Small air bubbles float up from its gills as its head bobs up and down in

the current.

~
Sign~
attack( mob, victim, 5d10, "swiping tail" );

attack( mob, victim, 5d10, "swiping tail" );

if( random( 1, 4 ) == 2 ) {

  send_to_room( #wave, room );

  attack_room( mob, 7d10+10, "wave" );

  }

else

  attack( mob, victim, 5d10+15, "swiping tail" );

attack( mob, victim, 6d10+10, "butting head" );

attack( mob, victim, 6d10+10, "butting head" );

attack( mob, victim, 6d10+10, "butting head" );

attack( mob, victim, 8d10, "swiping tail" );

attack( mob, victim, 8d10, "swiping tail" );

~
E
wave~
@BThe seahorse thrusts forward creating a mighty wave.@n

~
!
0 77 29 0 0 0 0 10
0 0 0 200 894074688 0 0
4429601 16785792 0 0 4
35
19 15 15 22 13
-5 -5 25 -25 0 -5 5
100 16 soft belly~
250 17 hard tail~
500 18 thick skull~
750 18 boney jaw~
1000 19 tough hide~
0
91751070 26214464
0 1 0 0 0
M 0 5 0
-1
-1

#1738
~
~
Darkhaven gate guard~
~
powerfully-built~
stands here holding a long pike.~
Darkhaven gate guards~
~
powerfully-built~
stand here holding long pikes.~
This powerfully-built human bears the mark of the Darkhaven guards upon

his armor.  His cold grey eyes show no emotion whatsoever and barely move

except to occasionally scan the area around him.  In his hand he holds a

long iron pike which he holds out in front of him, ready to repel

invaders.

~
Terek~
attack( mob, victim, 20d20+350, "pike slash" );

attack( mob, victim, 20d20+350, "pike pierce" );

attack( mob, victim, 20d20+350, "charging pierce" );

attack( mob, victim, 20d20+350, "blunt-ended smash" );

if( random( 1, 1 ) == 1 ) {

  i = 10d10+400;

  act_tochar( #impale, ch );

  act_notchar( #impale1, ch );

  dam_message( victim, i, "The gate guard's impaling pike" );

  inflict( victim, mob, i, "The gate guard's impaling pike" );

  }

~
E
impale~
@b@CThe gate guard jabs you in the stomach with his pike, running it half

way through your stomach before he releases you!

~
E
impale1~
@b@CThe gate guard jabs $n in the stomach with his pike, running it half

way through $s stomach before he releases $m!

~
!
0 74 0 0 0 0 0 10
0 0 0 4000 894312477 0 0
4425003 2129923 132 0 5
90
25 15 15 30 25
75 100 100 -100 100 100 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360670 26214464
2305 5 0 0 0
M 0 4 0
1554 17 100 16 0
1936 17 100 10 0
1933 17 100 7 0
1930 17 100 5 0
-1
-1

#1739
~
~
Darkhaven crossbowman~
~
heavily-armored~
stands here, crossbow in hand.~
Darkhaven crossbowmen~
~
heavily-armored~
stand here, crossbows in hand.~
Powerfully built, this Darkhaven guard is part of the elite crossbowman

regiment which is renowned for its skill with a crossbow.  His body is

very muscular from rigorous training and years of repelling invaders. 

His blue eyes stare blankly over the edge of the watch tower, scanning

for any sign of trouble.

~
Terek~
if( random( 1, 1, ) == 1 ) {

  i = 10d10+500;

  act_tochar( #nock, ch );

  act_notchar( #nock1, ch );

  dam_message( victim, i, "The crossbow bolt" );

  inflict( victim, mob, i, "The crossbow bolt" );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #bolt, ch );

  do_spell( lightning bolt, ch );

  do_spell( lightning bolt, ch );

  do_spell( lightning bolt, ch );

  do_spell( lightning bolt, ch );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #fire, ch );

  do_spell( flame strike, ch );

  }

~
E
nock~
@b@MThe crossbowman quickly nocks a bolt in his crossbow and fires at you!

~
E
nock1~
@b@MThe crossbowman quickly nocks a bolt in his crossbow and fires at $n!

~
E
bolt~
@b@YThe crossbowman grabs a slender yellow bolt from his quiver quickly

nocs and fires it and you watch as it splits into four seperate lightning

bolts!

~
E
fire~
@b@RThe crossbowman grabs a flaming crossbow bolt from his quiver, nocks

it and quickly fires it!

~
!
0 74 0 0 0 0 0 10
0 0 0 4000 894074914 0 0
4425003 3 4 0 2
90
30 15 16 30 25
100 100 -50 100 0 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
681575050 26214464
1116 3 0 0 0
M 0 4 0
1431 17 1509949540 16 0
2003 17 100 5 0
186 17 100 10 0
1077 17 100 7 0
2182 17 1509949540 15 0
2182 17 1509949540 14 0
2480 17 1509949540 5 0
-1
-1

#1740
Snaoi Bonecrusher~
~
troll~
~
blood-covered~
skins the flesh off a corpse.~
~
~
~
~
Standing at least eight feet tall, Snaoi Bonecrusher makes his living as

a hunter and owner of Darkhaven's grocery shop.  His slimy green flesh is

covered in several scars and warts.  His large, clawed hands are covered

in dirt, grime and blood which constantly drip on his cutting table.  His

eyes are like black obsidian with only tiny red dots as pupils.  His

stringy black hair is mottled with dirt and bits of dried beef.

~
Terek~
attack( mob, victim, 10d10+300, "vicious chop" );

attack( mob, victim, 10d10+300, "bone-cutting slice" );

attack( mob, victim, 10d10+300, "massive chop" );

attack( mob, victim, 10d10+300, "bone-cutting slice" );

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 2 ) == 1 ) {

  i = 5d10+400;

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  dam_message( victim, i, "Snaoi's vicious bite" );

  inflict( victim, mob, i, "Snaoi's vicious bite" );

  }

~
E
help~
@b@YSnaoi bellows for the guards to kill you!

~
E
bite~
@b@RSnaoi lunges at you and brings his sharp teeth down upon your arm!

~
E
bite1~
@b@RSnaoi lunges at $n and brings his sharp teeth down upon $s arm!

~
!
0 74 9 0 0 0 0 10
0 0 0 4000 894075028 0 25
4424995 2392067 4 0 5
90
25 11 10 30 30
65 -100 100 75 100 95 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
707789470 26214464
0 1 0 0 0
M 0 4 0
422 17 1509949540 16 0
-1
-1

#1741
Moradin~
~
duergar dwarf~
~
pale-skinned~
hammers a set of horseshoes.~
~
~
~
~
A distant relative of the mountain dwelling dwarves, Moradin is a prime

example of an evil dwarf.  His skin is a sickly pale yellow color covered

in bits of mud.  His eyes are completely white and he appears to have no

pupils.  Grey tendrils of mottled hair hang off his head and a few

strands have been braided with golden beads.

~
Terek~
attack( mob, victim, 5d50+400, "hammer strike" );

attack( mob, victim, 5d50+400, "crushing blow" );

attack( mob, victim, 5d50+400, "wicked smash" );

attack( mob, victim, 5d50+400, "hard kick" );

if( random( 1, 2 ) == 1 ) {

act_room( #help, ch );

summon( mob, victim );

}

if( random( 1, 2 ) == 1 ) {

i = 30d30+500;

act_tochar( #forge, ch );

act_notchar( #forge1, ch );

attack_fire( mob, victim, i, "The forge's hot surface" );

}

~
E
help~
@b@YMoradin hollars for the city guards!

~
E
forge~
@b@RMoradin grabs you by the head and slams you onto the red hot forge!

~
E
forge1~
@b@RMoradin grabs $n by the head and slams $m onto the red hot forge!

~
!
0 74 3 0 0 0 0 10
0 0 0 4000 894075796 0 0
4425003 33816579 4 0 5
90
25 20 21 30 30
75 100 100 -75 100 75 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
707789460 26214464
0 1 0 0 0
M 0 4 0
654 17 1509949540 16 0
1567 17 1509949540 7 0
342 17 1509949540 5 0
-1
2 -1
find reagent mount~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
ask~
You ask $N about find mount reagents.

~
E
rask~
$n asks $N about something.

~
E
stat1~
I know but of two things that can summon unholy paladin mounts.  Both are

fragments of the ethereal plane.  One flickers with flame and lightning

arcs from the other.

~
E
stat2~
If you want to know more, I'm sure the stablehand in Voaleth can help.

~
!
-1

#1742
Lystra~
~
vyan woman~
~
tall, beautiful~
leans over the counter, examining her gems.~
~
~
~
~
Dark and mysterious, Lystra is a young vyan, barely in her teens in human

years.  Her slender form makes her quite attractive and many a men have

fallen victim to her beauty.  Her snow-white hair hangs down past her

waist in a pony-tail.  Like a piece of charcoal, her skin is very dark,

testament to years of life underground.  Lystra is the gossip of most of

Darkhaven's resident as she is the only female to attempt to assassinate

a Lord and live, resulting in her demotion to the common peasantry.

~
Terek~
attack( mob, victim, 30d10+300, "deep-cutting pierce" );

attack( mob, victim, 30d10+300, "backstab" );

attack( mob, victim, 30d10+300, "glancing slice" );

attack( mob, victim, 30d10+300, "impaling dagger" );

if( random( 1, 2 ) == 1 ) {

  act_tochar( #plant, ch );

  act_notchar( #plant1, ch );

  dam_message( victim, i, "Lystra's backstab" );

  inflict( victim, mob, i, "Lystra's backstab" );

  do_spell( drain life, ch );

  do_spell( drain life, ch );

  do_spell( drain life, ch );

  }

if( random( 1, 2 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
plant~
@b@RGracefully, Lystra whirls herself behind you and plants her dagger in

your back!

~
E
plant1~
@b@RGracefully, Lystra whirls herself behind $n and plants her dagger in

$s back!

~
E
help~
@eLystra whistles loudly three times, summoning the city guards!

~
!
0 74 12 0 0 0 0 10
0 0 0 4000 894075917 0 30
4424995 262275 4 0 2
90
19 20 25 30 25
100 100 100 20 2 85 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360660 26214464
0 1 0 0 0
F 0 4 0
945 17 1509949540 7 0
652 17 1509949540 5 0
970 17 1509949540 16 0
-1
-1

#1743
~
~
skeletal guardian~
~
~
patrols the area.~
skeletal guardians~
~
~
patrol the area.~
This darkspawn is the reanimated remains of some soldier, its body now

decomposed and reduced to a walking pile of bones.  Cold white light

gleams from it eyesockets, the flames regarding you with comtempt...  or

hunger.  Moving with an unbelievable speed and grace its one goal is

nothing short of the destruction of all living creatures.

~
Marek~
i = random( 1, 10 );

if( i > 8 ) {

  act_tochar( #bash, ch );

  act_notchar( #o-bash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 2d7+6, "slash" );

attack( mob, victim, 2d7+6, "slash" );

attack( mob, victim, 2d7+6, "slash" );

~
E
bash~
@CThe guardian lunges at you with amazing speed!

~
E
o-bash~
@CThe guardian lunges at $n with amazing speed!

~
!
0 8 28 0 0 0 0 10
0 0 0 2000 899876829 0 32
574641 8576 4 48 2
15
11 9 9 23 13
0 0 25 25 100 0 0
200 10 femur~
400 10 breast bone~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
0 1 0 0 0
N 48 4 0
935 17 1509949475 16 0
1060 16 1509949445 16 0
968 16 1509949465 16 0
744 16 1509949470 16 0
973 16 1509949470 16 0
-1
-1

#1744
~
~
dew sprite~
~
~
hovers in the air making faces at you.~
dew sprites~
~
~
hover in the air making faces at each other and you.~
Like all of its kind, this sprite is small, barely larger than an apple. 

Its skin is a gray-white skin is perfectly suited to its natural

environment of the mists.

~
Talis~
attack( mob, victim, 2d5, "dew magic" );

~
!
0 0 67 0 0 0 0 10
0 0 2 4000 893707407 0 35
33753957 8320 4096 0 4
2
3 10 10 15 10
20 0 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
801 246 0 23 245
N 0 1 0
-1
0 -1
~
i = random( 0, 105 );

if( is_follower( ch ) )

  end;

if( i == 1 ) {

  wait( 2 );

  interpret( mob, "snicker" );

  }

if( i == 9 ) {

  wait( 2 );

  interpret( mob, "tongue" );

  }

if( i == 17 ) {

  wait( 2 );

  interpret( mob, "flirt" );

  }

~
!
-1

#1745
~
~
statue of a priest~
~
~
stands against the northern wall.~
statues of priests~
~
~
stand against the northern walls.~
This is a statue representing one of the major orders of faith in the

region...  several hundred years ago.  His granite robes hang in folds

that are quite lifelike, and you find yourself fairly impressed with

whomever originally crafted this statue...


That is about when the statue's head turns to regard you quizzically.

~
Marek~
attack_weapon( mob, victim, 5d6+5, "stone fist" );

attack_weapon( mob, victim, 5d6+5, "stone fist" );

if( random( 1, 5 ) == 1 ) 

  attack( mob, victim, 4d10+5, "crushing blow" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894076287 0 35
98467 270337 140 0 4
21
17 6 10 13 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
55050901 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
answer riddle i will ~
wait( 2 );

tell( mob, ch, #answer );

~
E
answer~
All you must do is 'answer riddle'.

~
!
-1

#1746
~
~
orc grunt~
~
~
looks around suspiciously.~
orc grunts~
~
~
look around suspiciously.~
This large orc has been trained for war.  He stands at about 6 feet in

height, and bears massive shoulders and arms capable of inflicting great

damage.  His red-furred skin is scarred from battle and his dog-like ears

each bear a simple earring of some sort.

~
Rue~
attack_weapon( mob, victim, 2d5+5, "punch" );

attack_weapon( mob, victim, 2d5+5, "punch" );

attack( mob, victim, 2d20+20, "wicked bite" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #duck, room );

  if( attack( mob, victim, 3d30+100, "shoulder ram" ) ) {

    if( random( 0, 1 ) == 1 ) {

      send_to_room( #bash, room );

      interpret( mob, "bash" );

      }

    }

  }

if( has_obj( 1060, mob ) ) {

  if( !is_resting( mob ) ) {

    send_to_room( #axe, room );

    attack( mob, victim, 2d20+20, "heavy axe chop" );

    }

  }

~
E
duck~
The orc grunt ducks a shoulder and charges!!

~
E
bash~
The orc grunt continues his successful charge with a bash attempt.

~
E
axe~
The orc grunt raises his hand axe and brings it down swiftly.

~
!
8 75 10 0 0 1080 1079 10
0 0 0 4000 894077787 0 30
134469601 0 0 48 2
40
16 8 5 15 17
5 5 -10 5 -10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183501450 26214464
3322 25 0 152 0
M 48 4 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( race( ch ) == elf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == lizardman ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == halfling ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == ent ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

if( race( ch ) == dwarf ) {

  act_tochar( #axe, ch );

  attack( mob, ch, 2d20+20, "heavy axe chop" );

  }

~
E
axe~
The orc grins and swings his axe at you!

~
!
-1

#1747
~
~
raven~
~
watchful~
observes you carefully.~
ravens~
~
watchful~
observe you carefully.~
Oily black feathers cover this large bird.  His black, slightly curved

beak sits just below two intelligent citrine eyes.  His head is cocked at

a slight angle as he regards you slowly.

~
Rue~
attack( mob, ch, 1d10+15, "raking claw" );

attack( mob, ch, 1d10+15, "raking claw" );

attack( mob, ch, 2d9+15, "heavy beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960104 0 0
231689 16777217 0 0 4
30
5 15 15 25 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643841 26214464
0 1 0 0 0
M 0 1 0
-1
2 -1
shoulder~
obj = oload( 2586 );

obj_to_char( obj, ch );

act_tochar( #got, ch );

act_notchar( #rmgot, ch );

mob = mob_in_room( 1747, room );

junk_mob( mob_in_room( 1747, room ) );

~
E
got~
The raven flies onto your shoulder.

~
E
rmgot~
The raven flies onto $n's shoulder.

~
!
-1

#1748
~
~
green-red mote~
Corsucating in a wild spiral,~
Coruscating in a wild spiral,~
float here.~
green-red motes~
Coruscating in wild spirals,~
~
~
Nearly a foot in diameter, this green-red mote slowly maneuvers through

the air.  From the slow shifting of her plasm colors, you can tell that

she is full with young.  Occaisonally an electric spark will arc from

her round etherial body to fry some nearby scenery.  

~
Talis~
i = random( 4, 5 );

attack_shock( mob, victim, i, "angry shock" );

if( random( 1, 3 ) == 1 ) {

  act_tochar( #birth, ch );

  act_notchar( #birth2, ch );

  i = random( 2d10+5 );

  if( attack_shock( mob, victim, i, "offspring's suicidal explosion." ) )

    end;

  else {

    act_notchar( #miss, ch );

    act_tochar( #miss2, ch );

    }

  }

~
E
birth~
@b@GA mother mote shifts to a darker green, and throws off a baby mote!

@nA green mote leaps to attack you!

~
E
miss~
The green mote explodes prematurely missing $n.

~
E
miss2~
Fortunately you leap out of the way just in time to avoid the explosion.

~
E
birth2~
@b@GA mother mote shifts to a darker green, and throws off a baby mote!

@nA green mote leaps to attack $n!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894283182 0 27
264481 8584 4224 0 3
10
3 3 3 18 3
40 25 25 99 99 0 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
0 1 0 0 0
F 0 1 0
-1
-1

#1749
~
~
dark orc scout~
~
dirt-covered~
surveys the surrounding area.~
dark orc scouts~
~
dirt-covered~
survey the surrounding area.~
Significantly larger then any orc you have seen before, this dark orc has

a menacing look about him.  His eyes are large and blood-shot, which show

no emotion except for a blood-lust.  His claws are long and very sharp,

like a swords blade.  Although not very muscular he looks very nimble as

his posistion as a scout calls for.

~
Terek~
attack( mob, victim, 2d5+3, "dagger thrust" );

attack( mob, victim, 1d5+3, "left punch" );

if( random( 1, 3 ) < 3 ) 

  attack( mob, victim, 2d5+3, "quick jab" );

attack( mob, victim, 2d5+3, "dagger pierce" );

~
!
0 0 10 0 0 0 0 10
0 0 0 200 894079382 0 30
230201 1056899 0 48 5
5
19 12 12 30 25
10 -10 70 5 20 35 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
24904002 262144650
0 1 0 0 0
M 48 4 0
2494 17 1509949490 -1 0
1103 17 1509949540 16 0
985 17 1509949540 5 0
2022 17 1509949540 -2 0
2042 17 1509949540 10 0
2102 17 1509949540 9 0
-1
-1

#1750
~
~
dark orc footman~
~
muscular, scar-covered~
charges at you, snarling viciously.~
dark orc footmen~
~
muscular, scar-covered~
charge at you, snarling viciously.~
This muscular dark orc is covered with nasty-looking scars and open

wounds which trickle blood.  His large snout is covered in blood as are

his large, sharp teeth which hang out over his lip.  His large claws are

covered in blood and bits of flesh cling to his nails.  Mottled, black

hair drapes down alongside his head, braided with bone beads.

~
Terek~
attack( mob, victim, 10d1+5, "sword swipe" );

attack( mob, victim, 10d1+5, "sword slash" );

attack( mob, victim, 10d1+5, "lunging strike" );

~
!
0 0 10 0 0 0 0 10
0 0 0 200 894079565 0 0
4424177 32771 0 0 5
10
25 13 12 30 20
25 100 -50 0 0 -5 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26214723 262144650
0 1 0 0 0
M 0 4 0
2494 17 1509949465 -2 0
2496 17 1509949540 16 0
606 17 1509949540 5 0
610 17 1509949540 10 0
614 17 1509949540 7 0
-1
-1

#1751
~
~
dark orc beserker~
~
massive, growling~
charges at you with his blade held high.~
dark orc beserkers~
~
massive, growling~
charge at you with their blades held high.~
One of the most feared members of the dark orc clans, this beserker loves

nothing more then to charge into battle when he's outnumbered.  His giant

claws make for great weapons as they can easily pierce armor.  His eyes

are blood red and show nothing but a love of carnage and death.  He

constantly howls and cackles as he charges around the area destroying all

in his path.

~
Terek~
attack( mob, victim, 2d5+10, "violent slashing" );

attack( mob, victim, 2d5+10, "gouging claws" );

attack( mob, victim, 2d5+10, "claw swipe" );

if( random( 1, 3 ) == 1 ) {

  i = 2d5+5;

  act_tochar( #charge, ch );

  act_notchar( #charge1, ch );

  dam_message( victim, i, "The dark orc beserker's charge" );

  inflict( victim, mob, i, "The dark orc beserker's charge" );

  }

if( random( 1, 4 ) == 1 ) {

  interpret( mob, "cackle" );

  interpret( mob, "bash" );

  }

~
E
charge~
@eThe dark orc beserker charges you!

~
E
charge1~
@eThe dark orc beserker charges $n!

~
!
0 0 10 0 0 0 0 10
0 0 0 200 894079895 0 0
4424625 32771 4 96 2
15
30 11 13 30 20
-50 -5 100 -5 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
77332805 262144650
0 1 0 0 0
M 96 4 0
2494 17 1509949490 -2 0
-1
-1

#1752
~
~
dark orc officer~
~
imposing~
lunges at you, snarling curses!~
dark orc officers~
~
imposing~
lunge at you, snarling curses!~
Garbed in worn armor, this dark orc officer is covered in scars and open

wounds which flow with fresh blood.  His muscled body is bruised and

battered from the ongoing battles he fights.  His claws grasp a longsword

which drips with fresh blood.  He continually yells grunts and snarls,

like he is warning his fellow orcs of the battle ahead.

~
Terek~
if( has_obj( 507, mob ) ) {

  attack( mob, victim, 3d8+12, "sword slash" );

  attack( mob, victim, 3d8+12, "impaling charge" );

  attack( mob, victim, 3d8+12, "overhead swipe" );

  attack( mob, victim, 3d8+12, "sworrd chop" );

  }

else {

  attack_weapon( mob, victim, 3d8+12, "claw swipe" );

  attack_weapon( mob, victim, 3d8+12, "lunging attack" );

  attack_weapon( mob, victim, 3d8+12, "vicious bite" );

  attack_weapon( mob, victim, 3d8+12, "wicked claw slash" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d5+15;

  act_tochar( #rush, ch );

  act_notchar( #rush1, ch );

  dam_message( victim, i, "The dark orc's rushing attack" );

  inflict( victim, mob, i, "The dark orc's rushing attack" );

  interpret( mob, "bash" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d5+10;

  act_room( #bellow, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "bellow" );

    }

  }

~
E
rush~
@b@RThe dark orc rushes you, slashing with his claws!

~
E
rush1~
@b@RThe dark orc rushes $n, slashing with his claws!

~
E
bellow~
@eThe dark orc officer lets loose a ground-shaking bellow!

~
!
0 0 10 0 0 0 0 10
0 0 0 200 894080058 0 0
4424689 32771 4 0 5
20
20 12 12 30 30
20 100 -50 2 100 5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
102236485 262144650
0 1 0 0 0
M 0 4 0
507 17 1509949540 16 0
2494 17 1509949540 -2 0
2042 17 1509949540 10 0
619 17 1509949540 5 0
-1
-1

#1753
~
~
dark orc war shaman~
~
robed~
mutters some arcane phrases.~
dark orc war shamans~
~
robed~
mutter some arcane phrases.~
Dressed in dark robes, this dark orc has a aura of magic about him. 

Several runes and glyphs have been carved into his skin which glow with

an unnatural blue light.  His blood-shot eyes show a blood-lust unmatched

by anything you have ever seen.  His large claws are covered in blood

from the victims that have crossed his path.

~
Terek~
attack_weapon( mob, victim, 5d6+10, "claw slash" );

attack_weapon( mob, victim, 5d6+10, "lunge" );

attack_weapon( mob, victim, 5d6+10, "claw swipe" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #fireball, ch );

  act_notchar( #fireball1, ch );

  do_spell( fireball, mob, ch );

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #burning, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( burning hands, mob, rch );

    }

  }

if( random( 1, 6 ) == 1 ) {

  act_tochar( #light, ch );

  act_notchar( #light1, ch );

  do_spell( lightning bolt, mob, ch );

  }

~
E
fireball~
@b@RThe dark orc war shaman unleashes a fireball towards you!

~
E
fireball1~
@b@RThe dark orc war shaman unleashes a fireball towards $n!

~
E
burning~
@b@YThe dark orc war shaman incants a mystical phrase and begins to throw

spells at everyone!

~
E
light~
@b@BThe dark orc shaman raises his hands to the sky and calls forth a

bolt of lightning to strike you!

~
E
light1~
@b@BThe dark orc shaman raises his hands to the sky and calls forth a

bolt of lightning to strike $n!

~
!
0 0 10 0 0 0 0 10
0 0 0 200 894080245 0 30
4425649 2099211 4 0 2
25
20 20 21 30 25
60 50 -50 50 100 40 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
123207882 262144650
0 1 0 0 0
M 0 4 0
2494 17 1509949490 -2 0
-1
-1

#1754
~
~
dark orc war leader~
~
gigantic~
raises his sword to the sky and howls.~
dark orc war leaders~
~
gigantic~
raise their swords to the sky and howl.~
This large, imposing dark orc bears the mark of a leader upon his cheek;

a blood-dripping dagger.  His large, black eyes have no pupils and shine

like an obsidian orb.  His large claws are covered in blood and bits of

flesh.  The dark orc war leader's muscles are very large, showing that he

is capable of defending himself 

~
Terek~
if( has_obj( 984, mob ) ) {

  attack( mob, victim, 5d6+15, "vicious slice" );

  attack( mob, victim, 5d6+15, "wild slashing" );

  attack( mob, victim, 5d6+15, "vicious lunge" );

  attack( mob, victim, 5d6+15, "massive swipe" );

  }

else {

  attack_weapon( mob, victim, 5d6+14, "claw swipe" );

  attack_weapon( mob, victim, 5d6+14, "razor-like claws" );

  attack_weapon( mob, victim, 5d6+14, "lunging strike" );

  attack_weapon( mob, victim, 5d6+14, "backhand" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 4d10+20;

  act_tochar( #bite, ch );

  act_notchar( #bite1, ch );

  dam_message( victim, i, "The dark orc's bite" );

  inflict( victim, mob, i, "The dark orc's bite" );

  }

if( random( 1, 3 ) == 1 ) {

  i = 3d5+10;

  act_room( #rampage, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "rampage" );

    }

  }

~
E
bite~
@b@RThe dark orc lunges at you, bringing his teeth down onto your arm!

~
E
bite1~
@b@RThe dark orc lunges at $n, bringing his teeth down onto $s arm!

~
E
rampage~
@eThe dark orc war leader goes berserk and starts attacking everything in

his path!

~
!
0 0 10 0 0 0 0 10
0 0 0 4000 894080229 0 30
4425137 32771 4 992 5
30
30 13 15 30 25
25 100 -50 50 100 75 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
198432
144179530 262144650
0 1 0 0 0
M 992 4 0
984 17 1509949540 16 0
1930 17 1509949540 5 0
1931 17 1509949540 7 0
1934 17 1509949540 10 0
2494 17 1509949490 -2 0
2495 17 1509949540 17 0
-1
-1

#1755
~
~
acid hound~
~
drooling~
drips acid on the floor.~
acid hounds~
~
drooling~
drip acid on the floor.~
This large canine looks like a rottweiler bred with a pit daemon.  The

creature stands 4 feet high at the shoulder, its matted, yellow fur burnt

in small patches all over its body.  @YYellow@n, glowing orbs pass

themselves off as eyes, and large fangs jut from the beast's mouth,

dripping acid that hisses as it hits the floor.

~
Marek~
attack_weapon( mob, victim, 4d5+20, "sharp claws" );

attack_weapon( mob, victim, 4d5+20, "deadly bite" );

attack_weapon( mob, victim, 4d5+5, "lunge" );

attack_weapon( mob, victim, 4d5+5, "claw swipe" );

if( random( 1, 2 ) == 1 ) {

  i = 2d10+70;

  act_tochar( #bite, victim );

  act_notchar( #r_bite, victim );

  attack_acid( mob, ch, i, "acid bite" );

  }

if( random( 1, 8 ) == 1 ) {

  ch = rand_player( room );

  if( is_player( ch ) ) {

    act_room( #wind, ch );

    do_spell( acid blast, mob, ch );

    }

  }

~
E
bite~
@YThe hound leaps forward, jaws snapping!

~
E
r_bite~
@YThe hound leaps at $n, jaws snapping!

~
E
wind~
@GThe hound vomits forth a stream of acid!@n


~
!
0 12 55 0 0 0 0 10
0 0 0 4000 894080656 0 29
4425009 32769 4202500 0 8
50
20 12 12 19 21
10 100 0 1 1 100 0
200 20 ugly scarred head~
400 20 matted fur~
600 30 oozing muzzle~
800 25 powerful legs~
1000 35 muscular chest~
0
131072690 131072650
0 1 0 0 0
N 0 6 0
-1
-1

#1756
~
~
shimmering vortex~
~
~
of energy whirls madly in the center of the runes.~
shimmering vortices~
~
~
of energy whirl madly in the center of the runes.~
Nearly ten feet tall and almost as wide, this appears to be a gash in the

air in front of you.  Whirling and roiling, the mists inside the vortex

clear to reveal an occasional glimpse of green and blue.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894080896 0 33
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1757
~
~
vampiric mist~
~
thick, billowing cloud of~
hangs in the air.~
vampiric mist~
~
thick, billowing clouds of~
hang in the air.~
The smell of old blood rises from this pale, reddish mist.  Thick reddish

clouds roil through the mist.  Floating in constant movement, the mist

sends out a myriad of gaseous tendrils.

~
Orb~
if( random( 1, 5 ) == 1 )

  attack_room( mob, 10d10+10, "veil of mist" );

if( random( 1, 5 ) == 2 )

  attack_room( mob, 10d10+10, "veil of mist" );

if( random( 1, 5 ) == 3 )

  attack_room( mob, 3d40, "wispy tendrils" );

if( random( 1, 5 ) == 4 ) {

  attack_room( mob, 3d20, "gaseous form" );

  drain_stat( ch, con, 1, -1 );

  }

if( random( 1, 5 ) == 5 ) 

  attack_room( mob, 10d4+30, "veil of mist" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894227553 0 25
4456739 256 134221836 0 8
80
12 3 12 30 12
-30 70 35 -30 100 0 100
1000 30 vaporous form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930900 26214464
0 1 0 0 0
N 0 7 0
-1
-1

#1758
~
~
vyan merchant~
~
dark-skinned~
hurries along the street.~
vyan merchants~
~
dark-skinned~
hurry along the street.~
This citizen of Darkhaven makes his living as one of the city's many

merchants.  By the looks of his clothes bussiness has been good. 

Strapped to his hip is a long steel dagger which he keeps one hand on at

all times.  Trailing behind him is a sleek, black cloak which slowly

wavers as he rushes past you.  Although not very muscular, this vyan

looks very capable of defending himself.

~
Terek~
attack( mob, victim, 2d5+20, "vicious jab" );

attack( mob, victim, 2d5+20, "dagger thrust" );

attack( mob, victim, 2d5+20, "dagger pierce" );

attack( mob, victim, 2d5+20, "pummeling blow" );

~
!
0 0 12 0 0 0 0 10
0 0 0 1500 899235547 0 25
229673 3 4 0 4
20
20 17 20 30 17
20 20 20 20 20 50 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
533 7 0 5 0
M 0 4 0
1103 17 1509949540 16 0
1567 17 1509949540 7 0
652 17 1509949540 5 0
1797 17 1509949540 5 0
-1
0 -1
~
if( random( 1, 5 ) == 1 ) {

  act_room( #hi, ch );

  end;

  }

~
E
hi~
The vyan merchant greets you with a sly grin and says: @e"Good day

traveller!"@n 

~
!
-1

#1759
~
~
squid~
massive~
squid~
darts toward you.~
squid~
~
massive~
dart toward you.~
A massive eight-armed creature darts through the water.  Massive jaws

snap wild and free as the great arms flare about.  Two large eyes stare

deeply toward you and a trail of dark ink flows from the creature.

~
Sign~
attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

attack( mob, victim, 5d8+5, "large tenticle" );

if( random( 1, 14 ) > 11 ) {

  act_tochar( #ink, ch );

  act_notchar( #rink, ch );

  do_spell( blind, ch );

  }

if( random( 1, 10 ) > 8 )

  attack( mob, victim, 10d5+15, "wrenching arms" );

~
E
ink~
@BThe squid shoots a thick ink toward you.@n

~
E
rink~
@BThe squid shoots a thick ink at $n.@n

~
!
0 29 29 0 0 0 0 10
0 0 0 4000 894246729 0 25
205751099 16777600 0 0 7
50
15 20 20 14 13
15 -10 10 -25 10 -5 -5
100 20 huge eyes~
250 21 massive arms~
500 21 massive arms~
750 22 massive arms~
1000 23 tough skin~
0
170394290 26214464
0 1 0 0 0
M 0 7 0
-1
-1

#1760
~
tall warrior woman worshipper~
warrior woman~
~
tall~
kneels here, making her devotions to her god.~
warrior women~
~
tall~
kneel here, making their devotions to their god.~
This massively muscled woman stands nearly seven feet tall.  Her

honey-colored braids reach down to her waist.  Her delicate, almost

elfin, facial features are at odds with her powerful body.

~
Orb~
attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d4+30, "powerful kick" );

attack( mob, ch, 10d4+30, "powerful kick" );

if( random( 1, 10 ) <= 4 )

  attack_room( mob, 10d2+40, "spinning kick" );

if( random( 1, 10 ) >= 6 )

  attack( mob, ch, 40d4+30, "body blow" );

if( random( 1, 10 ) <= 2 )

  attack( mob, ch, 40d4+30, "body blow" );

~
!
0 72 0 0 0 0 0 10
0 0 0 4000 894246888 0 33
4424993 32771 4 992 1
70
20 12 12 30 25
40 20 45 -50 100 40 0
300 20 muscular arms~
500 20 muscular legs~
1000 22 hard-muscled body~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
F 992 4 0
139 17 1509949490 16 0
-1
-1

#1761
~
~
acolyte~
~
young~
stands here eyeing you suspiciously.~
acolytes~
~
young~
stand here eyeing you suspiciously.~
This young man wears the robe of a priest, though the heavy cowl is

thrown back to reveal his face.  He holds his flail competently and has

an arrogant bearing.  His left hand carries the brand of Kerog, but his

right hand is bare.

~
Orb~
attack( mob, ch, 2d10+50, "biting flail" );

attack( mob, ch, 9d9+20, "biting flail" );

attack( mob, ch, 6d6+25, "snap kick" );

attack( mob, ch, 2d10+70, "snap kick" );

if( random( 1, 10 ) <= 5 ) {

  if( find_stat( ch, level ) <= 35 ) {

    ch = rand_player( room );

    act_tochar( #banish, ch );

    act_notchar( #rbanish, ch );

    transfer( ch, find_room( 57570 ) );

    }

  }

attack( mob, ch, 2d10+50, "biting flail" );

if( random( 1, 10 ) >= 7 ) {

  act_room( #fury, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) 

      do_spell( cause serious, mob, rch );

    }

  }

~
E
banish~
@eThe acolyte sneers at you and with a wave of his hand dismisses you.

~
E
rbanish~
@eThe acolyte sneers at $n and banishes $n with a wave of his hand!

~
E
fury~
@CThe acolyte summons the wrath of his god!@n

~
!
0 72 3 0 0 0 0 10
0 0 0 4000 894247020 0 27
4425521 32771 4 544 4
63
12 12 12 12 12
-25 -20 40 35 100 20 0
1000 19 robed body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716500 26214464
0 1 0 0 0
M 544 4 0
2296 17 1174405170 16 0
2301 17 1509949490 5 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( cflag( 70, ch ) ) {

  act_room( #growl, ch );

  attack( mob, ch, 10d4+50, "enraged attack" );

  }

~
E
growl~
The acolyte snarls, @e"Murderer!"@n

~
!
-1

#1762
~
~
acolyte~
~
young~
is here, pretending to study.~
acolytes~
~
young~
are here, pretending to study.~
This young man wears the robe of a priest, though the heavy cowl is

thrown back to reveal his face.  He holds his flail competently and has

an arrogant bearing.  His left hand carries the brand of Kerog, but his

right hand is bare.

~
Orb~
attack( mob, ch, 20d3+25, "biting flail" );

attack( mob, ch, 9d9+20, "biting flail" );

attack( mob, ch, 6d6+25, "snap kick" );

attack( mob, ch, 2d20+50, "snap kick" );

if( random( 1, 10 ) <= 5 ) {

  if( find_stat( ch, level ) <= 35 ) {

    ch = rand_player( room );

    act_tochar( #banish, ch );

    act_notchar( #rbanish, ch );

    transfer( ch, find_room( 57570 ) );

    }

  }

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 2d10+60, "biting flail" );

attack( mob, ch, 2d10+60, "snap kick" );

if( random( 1, 10 ) >= 7 ) {

  act_room( #blast, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) 

      do_spell( cause serious, mob, rch );

    }

  }

~
E
banish~
@eThe acolyte sneers at you and with a wave of his hand dismisses you.

~
E
rbanish~
@eThe acolyte sneers at $n and banishes $n with a wave of his hand!

~
E
blast~
@cThe acolyte calls down the wrath of his god!

~
!
0 72 3 0 0 0 0 10
0 0 0 4000 894247385 0 27
4425521 32771 4 544 4
63
12 12 12 12 12
-25 -20 40 35 100 20 0
1000 19 robed body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209716500 26214464
0 1 0 0 0
M 544 4 0
2296 17 1258291300 16 0
2301 17 1509949540 5 0
-1
0 -1
~
if( is_follower( ch ) )

end;

if( cflag( 70, ch ) ) {

  act_room( #growl, ch );

  attack( mob, ch, 10d4+50, "enraged attack" );

  }

~
E
growl~
The acolyte growls, @e"Murderer!"@n

~
!
-1

#1763
~
~
merman warrior~
~
large~
swims through the current.~
mermen warriors~
~
large~
swim through the current.~
A large merman swims through the water, swaying back and forth in the

current.  Large eyes and flowing white hair show his maturity and age.  A

small pagan symbol of a cross is scarred into his fin and a faint glow

comes from it.

~
Sign~
attack( mob, victim, 8d8+5, "mighty blow" );

attack( mob, victim, 8d8+5, "mighty blow" );

i = random( 1, 10 );

if( i > 7 ) {

  interpret( mob, "wave" );

  send_to_room( #fire, room );

  loop( all_in_room ) {

    if( rch != mob ) 

      attack_fire( mob, ch, 15d8+10, "boiling water" );

    }

  }

else if( i > 5 ) {

  interpret( mob, "bow" );

  send_to_room( #poison, room );

  loop( all_in_room ) {

    if( rch != mob )

      poison( rch );

    }

  }

else if( i < 3 ) {

  interpret( mob, "ponder" );

  send_to_room( #flash, room );

  do_spell( blind, ch );

  }

attack( mob, victim, 8d8+5, "swiping blow" );

attack( mob, victim, 8d8+5, "mighty blow" );

attack( mob, ch, 10d10+10, "frantic pounch" );

~
E
fire~
@RThe water around you begins to boil.@n

~
E
poison~
@YA thick haze fills the water.@n

~
E
flash~
@WA bright light fills the room.@n

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894247534 0 31
4428595 16777608 0 0 4
60
19 20 18 25 16
-5 10 30 -30 15 15 10
100 18 slender neck~
250 20 strong chest~
500 20 blocking forearm~
750 20 powerful fin~
1000 21 muscular torso~
0
157287100 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1764
Hroth~
~
orc armorsmith~
~
~
is hammering away here.~
orc armorsmiths~
~
~
are hammering away here.~
This fat orc swings his meaty arms with tremendous force.  Black soot and

grime from the forge cover his body, making his white tusks stand out

even more.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Hroth clangs loudly on an old set of armor, creating quite a ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973866 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
-1

#1765
Klutarg~
~
orc armorsmith~
~
~
hammers away, making a helmet for the orc troops.~
orc armorsmiths~
~
~
hammer away, making helmets for the orc troops.~
Covered in soot and dripping with sweat, this stubby orcs pounds away at

the helm he is working on.  His short arms are muscled, and the veins

seem to pop from his skin.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Klutarg clangs loudly on an old set of armor, creating quite a ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973832 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
2 -1
horned helm~
act_tochar( #helm, ch );

~
E
helm~
Klutargh grunts and says, "Da horned helm is ok.  It more for show than

fer protection!" 

~
!
-1

#1766
Jorgble~
~
orc armorsmith~
~
~
pounds metal into curved plates.~
orc armorsmiths~
~
~
pound metal into curved plates.~
This tall and lanky orc has absolutely no fat on his lean frame.  Soot

and dusty covers his body, obscuring his features.  Despite his thin

build, his muscles ripple beneath his blackened skin.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Jorgble clangs loudly on an old set of armor, creating quite a ruckus.

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973395 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
-1

#1767
Lachdanion~
small goblin Lachdanion~
goblin~
Covered in large furs,~
small~
stands here waiting to serve you.~
~
~
~
~
This small green and black skinned goblin is renowed around the city of

Darkhaven for his ability to find rare and valuable furs.  Lachdanion

stands about three feet tall with bushy grey hair.  His eyes are

slate-grey in color with black pupils.  His build is quite muscular even

for his small stature.  Despite his harmless appearance, something tells

you he is very capable of defending his shop and his life if the need

arises.

~
Terek~
attack( mob, victim, 2d50+350, "brutal punch" );

attack( mob, victim, 2d50+350, "brutal kick" );

attack( mob, victim, 2d50+350, "haymaker" );

attack( mob, victim, 2d50+350, "glancing blow" );

If( random( 1, 2 ) == 1 ) {

act_room( #help, ch );

summon( mob, victim );

}

~
E
help~
@eLachdanion screams for the guards!

~
!
0 74 11 0 0 0 0 10
0 0 0 4000 894247897 0 22
230819 264323 4 0 5
90
20 17 15 30 19
60 100 100 75 100 90 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361610 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1768
Rhugart~
~
orc armorsmith~
~
~
is studying the curve of some bronze armor.~
orc armorsmiths~
~
~
are studying the curves of some bronze armor.~
Powerful arms and a barrel-chest provide this orc with the power he needs

to form armor.  His dextrous hands make short work of the plates in front

of him, and the intense gaze of his yellow eyes never leaves his work.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Rhugart bangs on his anvil loudly!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973270 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
-1

#1769
Thenar~
~
orc armorsmith~
~
~
works at fashioning rings into armor.~
orc armorsmiths~
~
~
work at fashioning rings into armor.~
A large hump causes this orc to lean forward into a crouch, and his

stubby, twisted legs slow down his movements.  However, his thick arms

and powerful hands make short work of the metal before him.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Thenar bangs loudly on the anvil, creating a ruckus!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973202 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
-1

#1770
Blogok~
~
orc armorsmith~
~
~
pounds plates into armor.~
orc armorsmiths~
~
~
pound plates into armor.~
With a thick-body and arms rippling with muscles, this dirty, sooty orc

hammers at ingots, making them into thick plates.  Deep yellow eyes glare

from behind hid blackened face.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 0, 1 ) == 1 ) {

  send_to_room( #clang, room );

  summon( mob, victim );

  }

attack_fire( mob, victim, 2d50+100, "red-hot tongs" );

~
E
clang~
Blogok bangs loudly against his anvil!

~
!
8 64 10 0 0 1080 1079 10
0 0 0 4000 893973786 0 25
134468003 0 0 0 2
50
17 10 11 12 15
10 30 -10 10 20 40 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930250 26214464
0 1 0 0 0
M 0 4 0
828 17 1509949540 5 0
-1
2 -1
hobnail boot nail~
wait( 1 );

act_tochar( #boot, ch );

~
E
boot~
Blogok smiles broadly and says, "Dem makes wonderful boots.  Me likes

stomp elfs in face with they!" 

~
!
-1

#1771
~
~
minotaur guard~
~
huge~
stands here menacingly.~
minotaur guards~
~
huge~
stand here menacingly.~
The minotaur overshadows you.  He has the head of a bull and the body of

huge-muscled humanoid.  A long black pony tail grows from the back of its

head.  You notice huge arms etched with strange symbols.  It stands here

on its huge goat like feet ready to charge towards his next victim.

~
Void~
attack( mob, victim, 10d20+75, "pummeling fist" );

attack( mob, victim, 12d20+75, "powerful hoofed kick" );

attack( mob, victim, 13d20+80, "thunderous punch" );

if( random( 1, 3 ) == 1 )

  attack_room( mob, 10d10+60, "tremendous pound" );

if( random( 0, 2 ) == 1 ) {

  send_to_char( #s_charge, victim );

  act_notchar( #t_charge, victim );

  attack( mob, victim, 8d10+50, "charge" );

  }

else

  attack_room( mob, 8d10+70, "powerful horn swipe" );

if( random( 0, 6 ) == 2 ) {

  send_to_char( #s_throw, victim );

  act_notchar( #t_throw, victim );

  attack( mob, victim, 8d10+20, "throw" );

  }

attack( mob, victim, 6d20+30, "horned headbutt" );

if( random( 1, 8 ) == 1 )

interpret( mob, "spit" );

if( random( 1, 10 ) == 2 )

send_to_room( #taunt2, room );

if( random( 1, 20 ) == 3 )

interpret( mob, "yell Come on, your fighing with the big boys now !!" );

if( random( 1, 20 ) == 4 )

interpret( mob, "yell You think you can hurt me !?" );

~
E
t_charge~
The minotaur lowers its head, scratches his hoofs in the dirt and charges

towards $n!

~
E
s_charge~
The minotaur lowers its head, scratches his hoofs in the dirt and charges

towards you!

~
E
t_throw~
The minotaur lowers its head to pick $n up and hurls $n against the stone

wall!

~
E
s_throw~
The minotaur lowers its head to pick you up and hurls you against the

stone wall!

~
E
taunt2~
Growling at you, the minotaur guard ponders your existence.

~
!
0 0 38 0 0 0 0 10
0 0 1 4000 894248010 0 29
229665 384 4 96 8
75
23 13 10 26 20
20 20 20 10 30 25 30
600 20 hair covered muscular torso~
750 22 horned head~
1000 18 huge goat-like legs~
0 1000 ~
0 1000 ~
0
327681950 26214464
87840 11 0 811 5224583
M 96 7 0
-1
0 -1
~
send_to_room( #growl, room );

wait( random( 2, 5 ) );

 send_to_room( #taunt, room );

wait( random( 1, 4 ) );

 send_to_room( #taunt1, room );

wait( random( 3, 7 ) );

 send_to_room( #taunt2, room );

attack( mob, ch, 6d20+30, "horned headbutt" );

~
E
taunt~
The minotaur guard clenches his fists and bellows: "MORTAL FLESH!".

~
E
growl~
A huge minotaur guards moves towards you and growls.

~
E
taunt1~
The minotaur guard slams his hoof into the floor.

~
E
taunt2~
The minotaur guard grinds his horns against the wall.

~
!
-1

#1772
~
~
killer whale~
~
enormous~
swims slowly through the water.~
killer whales~
~
enormous~
swim slowly through the water.~
A massive fish-like creature swims through the sea before you.  Huge,

powerful fins allow the creature to move swiftly with minimal energy. 

Its large dorsal fin stands off from its back cutting through the water

like a knife.  Large peaceful-looking eyes stare blankly towards you.

~
Sign~
attack( mob, ch, 10d5+10, "stabbing dorsal fin" );

attack( mob, ch, 10d5+10, "stabbing dorsal fin" );

attack( mob, ch, 10d10+5, "slapping tail" );

if( random( 1, 5 ) == 2 ) {

  send_to_room( #charge, room );

  attack_room( mob, 6d10+10, "charging body" );

  }

attack( mob, ch, 10d10+5, "slapping tail" );

attack( mob, ch, 10d10+5, "slapping tail" );

if( random( 1, 5 ) > 3 )

  attack( mob, ch, 20d15+10, "butting head" );

~
E
charge~
@WThe whale backs up and charges you.@n

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894248159 0 37
4428579 16777600 0 0 4
50
21 15 15 15 20
-15 10 10 -40 -10 -10 5
100 16 tender eye~
250 18 dorsal fin~
500 19 delicate fin~
750 20 thick skull~
1000 21 blubbery hide~
0
144179890 26214464
0 1 0 0 0
M 0 8 0
-1
-1

#1773
~
~
black eel~
~
giant~
jets through the water.~
black eels.~
~
giant~
jet through the water.~
A sleek black eel jets back and forth through the water leaving a small

wake behind.  Two eyes as dark as night peer across the water looking for

the next kill or a shadow to hide in.  Sharp fang-like teeth fill the

creature's gaping jaw.

~
Sign~
attack( mob, ch, 5d10, "snapping bite" );

attack( mob, ch, 5d10, "snapping bite" );

attack( mob, ch, 5d10, "snapping bite" );

attack( mob, ch, 5d10, "snapping bite" );

if( random( 1, 5 ) == 2 ) {

  send_to_room( #tail, room );

  attack_room( mob, 5d20, "whipping tail" );

  }

if( random( 1, 5 ) == 3 ) {

  i = 10d10+15;

  act_tochar( #grip, ch );

  act_notchar( #rgrip, ch );

dam_message( ch, i, "The eels choking hold" );

  inflict( ch, mob, i, "A black eel" );

  }

attack( mob, ch, 5d10, "snapping bite" );

attack( mob, ch, 5d10, "snapping bite" );

attack( mob, ch, 5d10, "snapping bite" );

~
E
tail~
@BThe eel whips its tail violently toward you.@n

~
E
grip~
@CThe eel wraps itself around your neck.@n

~
E
rgrip~
@CThe eel wraps itself around the neck of $n.@n

~
!
0 0 29 0 0 0 0 10
0 0 0 4000 894248558 0 22
234291 20971912 0 0 8
57
18 15 15 23 20
-10 -5 30 -15 10 -20 -5
100 18 glossy eye~
500 19 smooth head~
1000 20 thick hide~
0 1000 ~
0 1000 ~
0
170394295 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1774
~
~
merman sentinel~
~
huge~
keeps a watchful eye on you.~
mermen sentinels~
~
huge~
watch their post.~
A towering merman floats around watching his post.  Huge muscles and a

powerful tail seems capible of propelling him through the water at great

speeds as his eyes scan the water.

~
Sign~
attack_weapon( mob, ch, 8d10, "mighty swing" );

attack_weapon( mob, ch, 8d10, "mighty swing" );

attack_weapon( mob, ch, 8d10, "mighty swing" );

attack_weapon( mob, ch, 8d10, "mighty swing" );

if( random( 1, 7 ) == 2 ) {

  send_to_room( #swing, room );

attack_room( mob, 10d10+20, "slashing attack" );

  }

attack_weapon( mob, ch, 10d8+5, "lunging stab" );

attack_weapon( mob, ch, 10d8+5, "lunging stab" );

if( random( 1, 7 ) == 3 ) 

attack_weapon( mob, ch, 10d15, "balistic frenzy" );

attack_weapon( mob, ch, 10d15, "balistic frenzy" );

attack_weapon( mob, ch, 10d15, "balistic frenzy" );

attack_weapon( mob, ch, 10d15, "balistic frenzy" );

~
E
swing~
@RThe mermaid swings his weapon around violently.@n

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894248709 0 25
234291 -2130706432 0 0 4
65
20 5 5 17 21
-20 10 10 -20 -20 -5 -10
100 20 unprotected head~
500 21 muscular arm~
1000 22 massive chest~
0 1000 ~
0 1000 ~
0
183501500 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#1775
~
~
borer beetle~
~
yellowish~
stands here, feelers twitching agitatedly!~
borer beetles~
~
yellowish~
stand here, feelers twitching agitatedly!~
This beetle stands nearly three feet high, its delicate antennae waving

agitatedly.  Its hard carapace is nearly the same color as the sandy clay

it was digging through when it was so rudely interrupted.

~
Orb~
attack( mob, ch, 3d4, "thrashing leg" );

attack( mob, ch, 4d4+5, "clicking mandibles" );

if( random( 1, 2 ) == 1 )

  attack( mob, ch, 1d9+5, "thrashing leg" );

if( random( 1, 2 ) == 2 )

  attack( mob, ch, 1d9+5, "thrashing leg" );

~
!
0 0 26 0 0 0 0 10
0 0 18 4000 894248853 0 29
229921 0 0 0 4
10
15 12 12 8 12
-10 15 0 0 0 -15 0
1000 4 yellowish carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
19661450 26214464
1079 63 0 2148 61685
M 0 4 0
37 17 1509949455 -1 0
-1
-1

#1776
~
~
merman prince~
~
~
floats in the water before his throne.~
mermen princes~
~
~
float in the water before a throne.~
A regal-looking mermaid stares blankly through the water.  Strong

powerful-looking arms swing too and fro as his massive tail allows him to

float through the water.  A small jeweled crown lies upon his head.

~
Sign~
attack( mob, ch, 10d8+10, "pounding fist" );

attack( mob, ch, 10d8+10, "pounding fist" );

if( random( 1, 3 ) == 2 )

  attack( mob, ch, 10d8+10, "pounding fist" );

if( random( 1, 3 ) == 2 )

  attack( mob, ch, 10d8+10, "pounding fist" );

if( random( 1, 5 ) == 3 ) {

  send_to_room( #tail, room );

  attack_room( mob, 20d10+20, "mighty tail" );

  }

attack( mob, ch, 10d10+10, "frantic pounches" );

attack( mob, ch, 10d10+10, "frantic pounches" );

attack( mob, ch, 20d10+10, "slapping tail" );

attack( mob, ch, 20d10+10, "slapping tail" );

attack( mob, ch, 20d15, "pounding fist" );

~
E
tail~
@CThe prince swings his mighty tail through the water.

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894248914 0 33
4428595 16785794 0 0 4
70
20 14 14 18 15
0 0 0 0 0 0 0
100 20 crowned head~
500 21 strong forearm~
1000 22 strong tail~
0 1000 ~
0 1000 ~
0
209716028 26214464
0 1 0 0 0
M 0 5 0
2580 17 1509949445 1 0
-1
0 -1
~
if( !is_follower( ch ) ){

  send_to_room( #warn, room );

  interpret( mob, "close east" );

  interpret( mob, "cackle" );

  act_tochar( #slap, ch );

  act_notchar( #rslap, ch );

  i = 20d10;

  dam_message( ch, i, "the massive slap" );

  inflict( ch, mob, i, "Mermaid Prince's slap" );

  attack( mob, ch, 10d10, "flaring fist" );

  }

~
E
warn~
A regal looking prince turns toward you and yells:

 @R"Fools!  You would try and confront me?"@n

~
E
slap~
@WThe prince brings his tail back and slaps you across the face with

it!@n 

~
E
rslap~
@WThe prince brings his tail back and slaps $n across the face with it!@n


~
!
-1

#1777
~
~
dark priest of despair~
Cloaked in shadows,~
~
scowls at your presence.~
dark priests of despair~
Cloaked in shadows,~
~
scowl at your presence.~
Once a powerful servant of Morkith, this dark priest pleased the dark god

and was able to return to life to seek revenge on those who would undo

the work of evil.  His transparent still shows signs of his gaping wounds

which flow with ethereal blood.  His black, cold eyes stare at you with a

relentless hatred.  His face and body are covered by his robes but his

skeletal hands are visible, flesh clinging from the bones.

~
Terek~
if( has_obj( 2556, mob ) ) {

  attack( mob, victim, 3d10+105, "pummeling blow" );

  attack( mob, victim, 3d10+105, "overhead smash" );

  attack( mob, victim, 3d10+105, "wild swipe" );

  attack( mob, victim, 3d10+75, "severe clobbering" );

  }

if( !has_obj( 2556, mob ) ) {

  attack_weapon( mob, victim, 3d10+105, "vicious swipe" );

  attack_weapon( mob, victim, 3d10+105, "elbow smash" );

  attack_weapon( mob, victim, 3d10+115, "lightning fast punches" );

  attack_weapon( mob, victim, 3d10+110, "lightning fast kick" );

  }

if( random( 1, 4 ) == 1 ) {

  act_notchar( #slay1, ch );

  do_spell( slay, mob, ch );

  }

if( random( 1, 5 ) == 1 ) {

  i = 5d7+170;

  act_tochar( #thrash, ch );

  act_notchar( #thrash1, ch );

  dam_message( victim, i, "The dark priest's violent smash" );

  inflict( victim, mob, i, "The dark priest's violent smash" );

  }

if( random( 1, 6 ) == 1 ) {

  act_room( #curse, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause critical, mob, rch );

    do_spell( curse, mob, rch );

    }

  }

~
E
slay~
@b@BThe dark priest of despair raises his hands to the sky and summons

down the power of the dark gods on you!

~
E
slay1~
@b@BThe dark priest of despair raises his hands to the sky and summons

down the power of the dark gods on $n!

~
E
thrash~
@b@WIn a flash of white light a shimmering flail appears in the hand of

the priest and he quickly lunges at you, slamming the flail across your

head!

~
E
thrash1~
@b@WIn a flash of white light a shimmering flail appears in the hand of

the priest and he quickly lunges at $n, slamming the flail across $s head!

~
E
curse~
@b@YThe dark priest raises his hands skyward and invokes the power of

Morkith to aid him!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894249285 0 31
1078427963 2130179 1883242500 0 2
90
20 30 30 30 25
75 -10 75 100 0 60 0
100 25 transparent form~
300 25 boney hand~
500 21 semi-solid head~
700 25 ethereal shield~
1000 25 pale blue aura~
0
419431050 26214464
0 1 0 0 0
M 0 4 0
511 17 1509949540 5 0
16 17 1509949490 -1 0
16 17 1509949490 -1 0
-1
4 -1
~
act_room( #spirit, ch );

~
E
spirit~
@b@YAs the killing blow is placed upon the priest of despair, his spirit

slowly drifts up towards the ceiling, weeping quietly.

~
!
-1

#1778
~
~
dark priest of pain~
~
robed~
floats here, dripping ghostly blood.~
dark priests of pain~
~
robed~
float here, dripping ghostly blood.~
This partially rotted walking corpse is the reamins of the dark priest of

pain, a minion of Morkith charged with brining eternal pain to all the

souls collected in his name.  His grey flesh is mottled with blue-black

bruises and gashes which drip ghostly blood upon the floor.  His eyes are

intact save for the fact that they are completely black lumps of flesh

which stare idly out of their sockets.  Portions of his bones can be seen

where the flesh has fallen off, revealing their charcoal black color.

~
Terek~
attack_weapon( mob, victim, 3d10+125, "painful punch" );

attack_weapon( mob, victim, 3d10+125, "painful bite" );

attack_weapon( mob, victim, 3d10+125, "vicious claw strike" );

attack_weapon( mob, victim, 3d10+125, "lunging strike" );

if( random( 1, 4 ) == 1 ) {

  i = 5d10+170;

  act_tochar( #symbol, ch );

  act_notchar( #symbol1, ch );

  dam_message( victim, i, "The dark priest's symbol of pain" );

  inflict( victim, mob, i, "The dark priest's symbol of pain" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d10+160;

  act_room( #spikes, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      dam_message( rch, i, "The needle-thin darts" );

    inflict( rch, mob, i, "The needle-thin darts" );

    }

  }

~
E
symbol~
@YThe dark priest of pain draws a rune in the mid-air before you which

pulses once with a deep crimson light causing you to cry out in pain.

~
E
symbol1~
@YThe dark priest of pain draws a rune in the mid-air before $n which

pulses once with a deep crimson light causing $m to cry out in pain.

~
E
spikes~
@BThe dark priest of pain gestures mystically and suddenly dozens of

black, needle-thin darts fly from his hands and out towards you!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894249353 0 31
1074233635 32771 0 0 2
90
25 25 25 30 25
50 50 50 -50 0 -10 0
200 45 boney body~
1000 30 thick skull~
0 1000 ~
0 1000 ~
0 1000 ~
0
458753290 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1779
~
~
dark priest of nightmares~
Veiled in darkness,~
~
floats here silently.~
dark priests of nightmares~
Veiled in darkness,~
~
float here silently.~
Horrific, even in death, the dark priest of nightmares is an imposing

figure held together by dark magics and blackened bones.  Nearly all of

his flesh has been stripped from his body and only small fragments remain

on his skull.  His blackened bones are covered in dried blood which is

barely visible.  Shadows swirl about the priest from which you can sense

a strong evil emanating.

~
Terek~
attack_weapon( mob, victim, 3d10+105, "fierce bite" );

attack_weapon( mob, victim, 3d10+105, "slashing claws" );

attack_weapon( mob, victim, 3d10+105, "swift punch" );

attack_weapon( mob, victim, 3d10+105, "spinning kick" );

if( random( 1, 4 ) == 1 ) {

  i = 5d10+170;

  act_tochar( #soul, ch );

  act_notchar( #soul1, ch );

  dam_message( victim, i, "The dark priest's soul strike" );

  inflict( victim, mob, i, "The dark priest's soul strike" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d10+160;

  act_room( #visions, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      dam_message( rch, i, "The dark priest of nightmare's dark visions" );

    inflict( rch, mob, i, "The dark priest of nightmare's dark visions" );

    }

  }

~
E
soul~
@RThe dark priest of nightmare's gazes at you and suddenly you feel as if

someone were tearing your soul apart!

~
E
soul1~
@RThe dark priest of nightmare's gazes at $n and suddenly $s face grows

pale and $e screams in terror!

~
E
visions~
@BThe dark priest of nightmares raises his arms up above him and suddenly

a dark fog descends upon your mind fills with horrific visions of death

causing you to reel in terror!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894249580 0 31
1074233635 32771 0 0 2
90
25 20 20 30 25
50 50 50 50 0 10 0
200 30 ethereal body~
400 20 boney arms~
1000 15 semi-solid head~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
act_room( #vanish, ch );

~
E
vanish~
@BAs the dark priest of nightmares falls to the ground a feeling of peace

and tranquility rushes over you, as if those souls whom have died at his

hands have been put to rest.

~
!
-1

#1780
~
~
dark priest of death~
The skeletal form of~
~
beckons you closer.~
dark priests of death~
The skeletal forms of~
~
beckon you closer.~
This large, imposing figure is nothing more than a mere skeleton draped

in tattered black robes which still bear the mark of Morkith upon them. 

His eyes are mere pin-points of red light which seem to pierce your soul

as his gaze crosses you.  Portions of his bones are charred a deep black

color while others remain a nearly blinding white color.  A few strands

of grey hair still hang from his scalp which are mottled with dirt and

grime.

~
Terek~
attack_weapon( mob, victim, 3d10+130, "boney grasp" );

attack_weapon( mob, victim, 3d10+130, "vicious bite" );

attack_weapon( mob, victim, 3d10+130, "whirling backhand" );

attack_weapon( mob, victim, 3d10+130, "raking claw" );

if( random( 1, 5 ) == 1 ) {

  i = 10d5+200;

  act_tochar( #pale, ch );

  act_notchar( #pale1, ch );

  dam_message( victim, i, "The dark priest of death's soul strike" );

  inflict( victim, mob, i, "The dark priest of death's soul strike" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 10d5+200;

  act_room( #death, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, i, "touch of death" );

    drain_stat( rch, str, 3, -1 );

    drain_stat( rch, con, 3, -1 );

    }

  }

if( random( 1, 11 ) == 1 ) {

  10d7+170;

  act_tochar( #ice, ch );

  act_notchar( #ice1, ch );

  attack_cold( mob, victim, i, "The dark priest of death's blizzard" );

  }

~
E
pale~
The dark priest of death gazes at you and says: @W"Your mortal soul is

weak and brittle and it too shall be mine!"@n 

~
E
pale1~
The dark priest of death gazes at $n and says: @W"Your mortal soul is

weak and brittle and it too shall be mine!"@n

~
E
death~
@CThe dark priest of death thrusts his hand into the air and suddenly a

gust of deathly-cold air assaults the room!

~
E
ice~
@WThe dark priest of death opens his mouth and breathes forth a wave of

ice at you!

~
E
ice1~
@WThe dark priest of death opens his mouth and breathes forth a wave of

ice at $n!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894249666 0 33
1078427955 33027 272629764 0 2
90
30 25 25 30 30
60 -100 100 75 100 50 100
200 40 boney hand~
400 40 blackened arm bones~
600 40 thick skull~
700 20 ~
1000 50 ghostly aura~
0
432538890 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
act_room( #death, ch );

~
E
death~
@MThe dark priest of death topples to the ground in a heap of bones and

you watch as they instantly turn to ash and blow away.

~
!
-1

#1781
~
~
dark priest of agony~
Draped in long robes,~
~
stands here, wailing loudly.~
dark priests of agony~
Draped in long robes,~
~
stand here, wailing loudly.~
One of Morkith's chief minions of pain, the dark priest of agony remains

an imposing figure even in undeath.  His boney form is covered with bits

of decaying flesh which occasionally drop to the floor.  An overwhelming

stench of decay surrounds his body, causing you to choke and gag.  His

eyes are mere pin-points of red light which glare at you sinisterly.  His

tattered robes still retain the mark of Morkith upon their blood-stained

surface.

~
Terek~
attack_weapon( mob, victim, 3d10+125, "glancing blow" );

attack_weapon( mob, victim, 3d10+115, "swift kick" );

attack_weapon( mob, victim, 3d10+105, "painful bite" );

attack_weapon( mob, victim, 3d10+105, "vicious swipe" );

if( random( 1, 4 ) == 1 ) {

  i = 5d10+170;

  act_tochar( #impale, ch );

  act_notchar( #impale1, ch );

  dam_message( victim, i, "The dark priest's impaling punch" );

  inflict( victim, mob, i, "The dark priest's impaling punch" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d10+160;

  act_room( #agony, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      dam_message( rch, i, "The dark priest of agony's agonizing attack" );

    inflict( rch, mob, i, "The dark priest of agony's agonizing attack" );

    }

  }

~
E
impale~
@CThe dark priest of agony rushes you quickly and throws a fierce punch

into your stomach which goes straight through you!

~
E
impale1~
@CThe dark priest of agony rushes $n quickly and throws a fierce punch

into $n's stomach which goes straight through $m!

~
E
agony~
@YThe dark priest of agony gestures mystically and suddenly you are

overcome by a intense pain causing you to scream out in agony!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894261435 0 35
1074234147 3 0 0 2
90
30 20 20 30 25
50 20 100 -10 0 75 0
200 45 boney form~
1000 35 dark aura~
0 1000 ~
0 1000 ~
0 1000 ~
0
445646100 26214464
0 1 0 0 0
M 0 4 0
2866 17 1509949441 5 0
-1
-1

#1782
~
~
dark priest of horror~
Draped in bloody robes,~
~
stands here, arms folded.~
dark priests of horror~
Draped in bloody robes,~
~
stand here, arms folded.~
Formely one of the grand high priest's of Morkith, now the dark priest of

horror serves his evil good even in death.  His transparent form shows

signs of heavy mutilation as his arms have been broken and nearly all his

flesh stripped away.  His eyesockets are filled with lumps of grey

material which were once his eyes.  The priest blindly gropes about the

air while giving off a loud wail that sends shivers down your spine.

~
Terek~
attack_weapon( mob, victim, 3d10+105, "raking claw" );

attack_weapon( mob, victim, 3d10+105, "vicious strike" );

attack_weapon( mob, victim, 3d10+115, "piercing glare" );

attack_weapon( mob, victim, 3d10+115, "painful bite" );

if( random( 1, 4 ) == 1 ) {

  i = 5d8+170;

  act_tochar( #glare, ch );

  act_notchar( #glare1, ch );

  dam_message( victim, i, "The dark priest's sinister glare" );

  inflict( victim, mob, i, "The dark priest's sinister glare" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d10+150;

  act_room( #wail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      dam_message( rch, i, "The dark priest of horror's horrifying wail" );

    inflict( rch, mob, i, "The dark priest of horror's horrifying wail" );

    }

  }

if( random( 1, 9 ) == 1 ) {

  act_tochar( #flee, ch );

  act_notchar( #flee1, ch );

  if( is_player( rch ) )

    interpret( rch, "flee" );

  }

~
E
glare~
@YThe dark priest of the horror fixes his gaze upon you and suddenly you

cringe in pain!

~
E
glare1~
@YThe dark priest of the horror fixes his gaze upon $n and suddenly $e

cringes in pain!

~
E
wail~
@RThe dark priest of horror lets loose a horrifying wail which echoes

about the chamber!

~
E
flee~
@MThe dark priest of horror spins around to face you and lets loose a

wail causing you to reel in terror!

~
E
flee1~
@MThe dark priest of horror spins around to face $n and lets loose a wail

causing $n to reel in terror!

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894261902 0 25
1078165819 0 0 0 2
90
30 20 20 30 25
50 65 30 15 100 50 0
200 40 ethereal form~
400 45 non-corpreal body~
1000 35 phasing aura~
0 1000 ~
0 1000 ~
2
445646110 26214464
0 1 0 0 0
M 0 4 0
-1
4 -1
~
act_room( #release, ch );

~
E
release~
@RJust as the killing blow is placed on the dark priest several shadowy

figures lunge out of the walls towards him, grabbing his arms and

dragging him into the ground as he screams in terror!

~
!
-1

#1783
~
~
surly bartender~
~
~
stands behind the bar washing glasses.~
surly bartenders~
~
~
stand behind the bar washing glasses.~
Tall and thin, the bartender slouches behind the bar.  His unshaven face

is wrinkled into a unattractive grimace, his whole posture displaying his

poor attitude.  A greasy apron drapes over stained clothes which hang

loosely on his bony frame.  He busies his hands washing glasses as he

waits for the next opportunity to be insolent to the customers.

~
Derna~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894242575 0 0
230305 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1784
~
large mink~
large mink~
~
~
with beautiful fur moves swiftly about.~
large minks~
~
~
with beautiful fur move swiftly about.~
This five-foot long mink resembles an aquatic version of a weasel with

its whiskers, narrow eyes, and long bushy tail.  The dark brown fur of

this enormous creature shines in the light.  Its beautiful fur looks

plush, soft, and exceedingly comfortable to touch.

~
Olah~
if( random( 1, 3 ) == 2 )

  send_to_room( #squeal, room );

attack( mob, victim, 1d4+1, "spit" );

attack( mob, victim, 2d2+2, "swift bite" );

if( random( 1, 13 ) < 10 )

  attack( mob, victim, 2d2+3, "acrid musk" );

~
E
squeal~
@bThe mink squeals with rage!@n

~
!
0 0 19 0 0 2193 2192 10
0 0 1612 3000 897257376 0 25
217961 0 0 0 4
5
7 6 6 20 12
0 0 25 0 10 -5 0
300 2 feral head~
400 3 bushy tail~
1000 4 furry body~
0 1000 ~
0 1000 ~
0
18351042 26214464
70888 19370 0 136261 784156
M 0 3 0
3173 17 1509949444 -2 0
-1
-1

#1785
~
~
wood-colored snake~
~
~
slithers around.~
wood-colored snakes~
~
~
slither around.~
Tough scales of light brown threaded with black cover this horrific snake. 

Its body is thick, perhaps five inches in diameter at the widest point,

and its tail tapers to a dull, blunted point.  Its head is wide with

large, frightening eyes that seem to glaze over in a sort of trance as it

watches you.

~
Slip~
attack( mob, victim, 2d5, "bite" );

~
!
0 0 15 0 0 0 0 10
5500 0 0 4000 894262567 0 28
5443657 8192 0 0 4
5
3 3 3 15 6
0 0 -25 0 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 13108801
0 1 0 0 0
N 0 1 0
-1
3 -1
~
~
!
-1

#1786
~
~
misshapen serpent~
~
~
is here, gently writing around.~
misshapen serpents~
~
~
are here, gently writhing around.~
A large brown snake.  It slithers toward you.

~
Slip~
attack( mob, victim, 4d6, "bite" );

~
!
0 0 15 0 0 0 0 10
5500 0 0 4000 894305730 0 0
5444681 8448 0 0 4
15
3 12 5 15 6
-100 0 -25 0 -100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26214730 13108801
0 1 0 0 0
N 0 3 0
-1
0 -1
~
~
!
-1

#1787
the betrayer~
~
dark apparition~
~
~
stands before you, eyes black and unblinking.~
dark apparitions~
~
~
stand before you, eyes black and unblinking.~
This dark apparition's black eyes observe you, unblinking, without

emotion, as it slowly approaches, long, slender fingers forming into

claws...

~
Phule~
attack(mob, ch, 1d20+7, "evil claws" );

if( random( 0, 3 ) < 3 ) {

  send_to_room( #recoil, room );

  attack( mob, ch, 1d20+7, "evil claws" );

  }

if( random( 0, 7 ) < 3 ) {

  send_to_room( #recoil, room );

  attack( mob, ch, 1d20+7, "evil claws" );

  }

if( random( 0, 2 ) == 2 ) {

  send_to_room( #howl, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 1d10+5;

      do_spell( chilling touch, mob, rch );

      }

    }

  }

~
E
recoil~
@MThe betrayer recoils its claws for another strike!@n

~
E
howl~
@MThe betrayer howls, and an eerie chill comes over you.@n

~
!
0 81 28 0 0 0 0 10
0 0 0 4000 894321105 1080434492 33
311347 131464 436486157 0 8
20
16 12 12 12 10
20 20 100 30 100 100 100
950 8 midnight form~
1000 -4 black eyes~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536650 26214464
0 1 0 0 0
M 0 4 0
2527 17 1509949450 17 0
7 0 1509949540 -1 0
-1
4 -1
~
send_to_room( #howl, room );

loop( all_in_room ) {

  if( doing_quest( rch, 36 ) )

    update_quest( rch, 36 );

  }

~
E
howl~
@MThe betrayer howls as he is destroyed, once and for all.@n

~
!
-1

#1788
~
~
ghost of Nordun~
~
~
is here, robed in deep purple.~
ghosts of Nordun~
~
~
are here, robed in deep purple.~
Dressed in @Mdeep purple@n and wearing a @Ygolden crown@n on his head, he

looks to have been a kind and honorable king.  His hair is a flowing

white, an unknown wind blowing through it.

~
Nivel~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894309092 0 33
1074234153 0 67108864 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1789
Balrog~
~
Balrog~
~
~
A Balrog is here.~
~
~
~
~
No description.

~
Nivel~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 1 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
14 3 0 80 585
M 0 4 0
-1
-1

#1790
~
~
dark guardian~
In a swirl of crimson mist,~
~
appears before you.~
dark guardians~
In a swirl of crimson mist,~
~
appear before you.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 87 3 0 0 0 0 10
0 0 0 4000 894309446 0 25
231209 0 0 0 2
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1791
~
~
statue of a horned demon~
~
life-like~
glares at you with black diamond eyes.~
statues of horned demons~
~
life-like~
glare at you with black diamond eyes.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894312900 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1792
Gnortan~
Gnortan mystic~
mystic~
~
~
closely guards his inventory.~
~
~
~
~
Old age seems to be approaching the mystic as his unkempt yellow hair has

partly fallen out of his wrinkled head.  Slowly running out of his nose

towards his mouth is a trail of green snot, and clumps of dirt appear

stuck in his eyebrows and yellow mustache.  HIs eyes are deeply inset

into his head so that his eyes appear almost hidden by the dark shadow

his forehead casts.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894341029 0 33
1073971619 262665 1 0 2
80
9 17 17 14 14
100 10 10 10 100 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262149130 26214464
0 1 0 0 0
M 0 3 0
726 17 1509949540 5 0
-1
2 -1
phials~
if( done_quest( ch, 47 ) ) {

  tell( mob, ch, #thanks );

  end;

  }

if( doing_quest( ch, 47 ) ) {

  tell( mob, ch, #tellagain );

  end;

  }

act_tochar( #asks, ch );

act_notchar( #ncasks, ch );

wait( 1 );

tell( mob, ch, #info1 );

wait( 3 );

tell( mob, ch, #info2 );

assign_quest( ch, 47 );

~
E
thanks~
Thanks for hepping me find the herb for me 'speramental potion.

~
E
tellagain~
Hi, $n.  You find me herb yet?

~
E
asks~
You ask Gnortan about all the empty phials lying around.

~
E
ncasks~
$n asks Gnortan something.

~
E
info1~
Oh!  Me been trying to make new potion that let gobbins change shape.  Me

work on dis for really long time, but me needs a rare Chiiron herb to

study more.

~
E
info2~
Me go there, but on me last trip me got attacked by guards who no like me. 

Meadows were swarmin' with human trash.  Please, hepp me by findin' the

herb in Chiiron meadow.

~
!
6 2599
~
junk_obj( obj, 1 );

if( done_quest( ch, 47 ) )

  tell( mob, ch, #already );

else {

  if( doing_quest( ch, 47 ) ) {

    tell( mob, ch, #thanks );

    update_quest( ch, 47 );

    wait( 1 );

    tell( mob, ch, #token );

    act_room( #spell, mob );

    do_spell( mystic shield, mob, ch );

    }

  else

    tell( mob, ch, #howdid );

  }

~
E
already~
Thanks, $n.  Me need more herbs all da time.

~
E
thanks~
The herb!  Now me learn more 'bout making better potions.

~
E
token~
Here, $n.  I got gift for your hard work finding the purple herb.

~
E
spell~
Gnortan casts mystic shield.

~
E
howdid~
Me offin wonder how peoples know so much 'bout what others need.  Thanks.

~
!
-1

#1793
Kiopsyn~
Kiopsyn tavernkeeper~
tavernkeeper~
~
~
is here tending to his customers' drinking needs.~
~
~
~
~
This tavernkeeper looks to be rather young and inexperienced, but judging

from the number of customers he's serving, he is making a nice chunk of

change.  His clothes look shoddy, but he still has a smile on his face as

he offers you a brew.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894314526 0 27
1073972643 0 0 0 2
40
17 10 14 14 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183503370 26214464
0 1 0 0 0
M 0 3 0
2159 17 1509949540 17 0
985 17 1509949540 5 0
2191 17 1509949540 7 0
2121 17 1509949540 8 0
-1
0 3
~
wait( 1 );

if( reputation( ch, Jezvik ) > 75 )

  tell( mob, ch, #custom );

else {

  interpret( mob, "snarl" );

  tell( mob, ch, #snarl );

  }

~
E
custom~
Got empty beer?  Me refill for cost.  See me customs.

~
E
snarl~
Buy beer or leave!

~
!
-1

#1794
Fuzen~
Fuzen pet shop keeper~
pet shop keeper~
~
~
is here tidying up his shop.~
~
~
~
~
Covered in bird droppings and pet excrement, Fuzen is trying to clean up

his shop.  He appears to be a strong man, but something has taken a small

chunk out of his left arm leaving a bite mark the size of a horse's mouth. 

Poking its way out of the mess covering Fuzen's face is a wart with a

really big hair sticking out of it.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894314971 0 35
229795 262144 0 0 2
30
14 12 14 17 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288330 26214464
0 1 0 0 0
M 0 3 0
1366 17 1509949540 17 0
463 17 1509949540 5 0
-1
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #pets );

~
E
pets~
Hi.  You wanna buy pet?

~
!
-1

#1795
Gretow~
old shopkeeper Gretow~
old shopkeeper~
~
~
stands in the middle of the shop awaiting your business.~
~
~
~
~
His old age is apparent as his back is giving way to gravity, and a hump

now exists where his head should be.  Gray hairs extend from the very top

of his head in a circular pattern disguising a small bald spot.  Frail

legs and arms on the man indicate that he is not as strong as he is old.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894315166 0 29
229795 262144 0 0 2
30
17 14 10 17 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288330 26214464
0 1 0 0 0
M 0 3 0
2194 17 1509949540 5 0
-1
-1

#1796
Urani~
~
armorsmith~
~
~
is here putting the finishing touches on some armor.~
~
~
~
~
Urani's arms look to be made almost entirely out of muscle.  Her face

looks masculine, but her femininity is saved by her long flowing hair and

long eyelashes.  Her body is dirty, but her hair appears to be

particularly clean.  On her right hand, a finger is noticeably absent.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894341557 0 35
1073971619 262144 0 0 2
30
17 14 11 16 17
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288330 26214464
0 1 0 0 0
F 0 3 0
2081 17 1509949540 6 0
2181 17 1509949540 15 0
2181 17 1509949540 14 0
2002 17 1509949540 5 0
2022 17 1509949540 7 0
2042 17 1509949540 10 0
-1
-1

#1797
Sniblik~
~
weaponsmith~
~
~
red2~
~
~
~
~
Sniblik's arms are scarred so badly that he doesn't have a smooth piece

of arm skin on him.  Some of the scars are small, but others are about

three inches long.  Each scar is smooth and looks like it was cut in the

same direction by some sort of sharp object.  Not a particularly strong

man is Sniblik, but not a particularly weak-looking man is he either.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894341667 0 25
229795 262144 98304 0 2
30
17 17 11 14 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288330 26214464
0 1 0 0 0
M 0 3 0
970 17 1509949540 16 0
2002 17 1509949540 5 0
600 17 1509949540 7 0
116 17 1509949540 8 0
-1
2 -1
daggers display case~
act_tochar( #asks, ch );

act_notchar( #ncasks, ch );

wait( 1 );

tell( mob, ch, #info );

~
E
asks~
You ask Sniblik about the daggers in the display case.

~
E
ncasks~
$n asks Sniblik a question.

~
E
info~
Me make daggers since 16 years I was.  I make 'em for surviving, but

daggers in that case was made by me family years ago.  They been passed

down to male goblins in me family for lotsa years, and each dagger has

own style of person who make it.  It pretty special to me.

~
!
-1

#1798
~
~
waiter~
~
professional-looking~
stands here with a stack of menus.~
~
~
~
~
Dressed up in rotten clothes, he is eager to serve whoever walks in the

door.  The goblin waiter is very tall and thin not unlike a spear shaft. 

The very presence of the dirty rag he's holding indicates that he cares about

the appearance of his establishment, but his clothing is so ragged and

torn that it seems the same is not true for his appearance.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894341784 0 0
229795 262144 0 0 2
30
14 15 14 19 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288330 26214464
0 1 0 0 0
M 0 3 0
2159 17 1509949540 17 0
2192 17 1509949540 5 0
444 17 1509949540 7 0
-1
0 3
~
act_tochar( #enter, ch );

~
E
enter~
As you enter the restaurant, a waiter approaches and shows you to the

menu board.

~
!
-1

#1799
~
~
High Bishop~
~
~
of Grottington is praying before the altar.~
~
~
~
~
Engaged in a prayer, the High Bishop has a very peaceful, pious look.  He

is rather short, even for a goblin, and his robes touch the ground and

bunch up so that his legs cannot be seen.  He is holding his palms

together and has his eyes closed revealing a set of dark blue eyelids.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894341822 0 25
1073971619 262275 33554433 0 2
60
12 17 17 13 19
58 42 27 10 50 0 19
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
222826250 26214464
0 1 0 0 0
M 0 3 0
2163 17 1509949540 5 0
-1
-1

#1800
Professor Frippet~
Professor Frippet middle-aged gentleman~
middle-aged gentleman~
~
~
stands near his bookshelf preparing his lessons.~
middle-aged gentlemen~
~
~
~
A middle-aged gentleman, Professor Frippet holds his head high, looking

down the bridge of his warty nose.  Little brown moles with hairs

sticking out of them speckle his neck destroying any smooth skin he once

had there.  His graying hair reaches down to his shoulders and is very

knotted from lack of care.

~
Fenlyn~
attack_weapon( mob, victim, 5d20+5, "right hand" );

attack_weapon( mob, victim, 5d20+5, "left hand" );

~
!
9 0 11 0 0 0 0 10
0 0 0 4000 894343675 0 29
233891 262144 0 0 2
50
15 17 17 15 18
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183504010 26214464
0 1 0 0 0
M 0 3 0
2247 17 1509949540 5 0
2004 17 1509949540 6 0
-1
2 -1
weapons fighting magic training~
tell( mob, ch, #train );

~
E
train~
Me teach languages.  If need weapon skills, go to Sniblik.  Gnortan teach

magic.  One of guards teach fighting.

~
!
-1

#1801
~
~
Orlumber town guard~
~
~
is here surveying the town for trouble.~
Orlumber town guards~
~
~
are here surveying the town for trouble.~
He is nothing more than a combination of skin and muscle.  Every muscle

on his arms and legs bulge out to show everyone who sees them the power

they are capable of.  As you look at him, he takes the time to look you

over as well to make sure you aren't causing trouble.  Although he looks

powerful, he also looks rather disgusting as his nose drips an unpleasant

yellow goo.

~
Fenlyn~
attack( mob, victim, 5d20+5, "piercing spear attack" );

attack( mob, victim, 5d20+5, "closed-fisted punch" );

i = random( 1, 6 );

if( i == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

if( i == 3 ) {

  if( !mob_in_room( 1802, room ) ) {

    act_room( #summ, mob );

    summon( mob, victim );

    }

  }

if( random( 1, 5 ) == 5 ) {

  loop( followers ) {

    if( random( 1, 2 ) == 2 )

      attack( mob, rch, 5d20+10, "swift kick" );

    }

  }

~
E
bash~
@GA Grottington town guard lunges towards your shoulders trying to get

you off balance.@n 

~
E
ncbash~
@GA Grottington town guard lunges towards $n's shoulders

trying to get $m off balance.@n

~
E
summ~
@CA Grottington town guard hollers out for assistance!@n

~
!
9 82 11 0 0 0 0 10
0 0 0 4000 894343732 0 34
134469541 384 98305 96 8
60
17 14 12 30 19
22 20 25 20 45 20 35
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
222826250 26214464
0 1 0 0 0
M 96 4 0
1507 17 1509949540 5 0
1508 17 1509949540 10 0
1509 17 1509949540 7 0
2228 17 1509949540 8 0
1249 17 1509949540 16 0
-1
-1

#1802
~
~
chief guard of Orlumber~
~
~
is enforcing the laws of the town.~
chief guards of Orlumber~
~
~
are enforcing the laws of the town.~
The brown-eyed guard has many scars on his body apparently from a long

experience with battle.  Muscles peek out from under the guard's

protective armor.  A wrinkle or two around his forehead is even further

enhanced by the muscles near his temples.  As he looks you over, he

displays his needle-sharp teeth while smirking at you.

~
Fenlyn~
attack( mob, victim, 5d25+10, "piercing spear attack" );

attack( mob, victim, 5d25+10, "closed-fisted punch" );

i = random( 1, 5 );

if( i == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

if( i == 3 ) {

  if( !mob_in_room( 1801, room ) ) {

    act_room( #summ, mob );

    summon( mob, victim );

    }

  }

if( random( 1, 4 ) == 5 ) {

  loop( followers ) {

    if( random( 1, 3 ) == 2 )

      attack( mob, rch, 5d25+15, "swift kick" );

    }

  }

~
E
bash~
@eThe Chief Guard hurls his body towards your shoulder.@n

~
E
ncbash~
@eThe Chief Guard hurls his body towards $n's shoulder.@n

~
E
summ~
@RThe Chief Guard calls out for backup!@n

~
!
9 82 11 0 0 0 0 10
0 0 0 4000 895826751 0 34
134469541 384 98305 192 8
60
17 16 14 30 19
27 25 30 25 50 25 40
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
249040650 26214464
0 1 0 0 0
M 192 4 0
2592 17 1509949540 -1 0
1507 17 1509949540 5 0
1509 17 1509949540 7 0
1508 17 1509949540 10 0
2228 17 1509949540 8 0
1249 17 1509949540 16 0
-1
-1

#1803
Jarec Argent~
large pale human Jerec Argent~
dark-haired man~
~
large, pale~
stands here.~
dark-haired men~
~
large, pale~
stand here.~
The man before you is oddly pale, almost completely white in fact.  His

black hair goes slightly past his shoulders and is thick and luxurious. 

You notice bright green eyes that seem to capture and reflect back light,

causing them to sparkle.  His attire is rumpled, but still very elegant. 

Looking over him you cannot find a single wrinkle.

~
Galen~
attack_weapon( mob, victim, 6d5+65, "powerful right hand" );

attack_weapon( mob, victim, 6d5+65, "left upper cut" );

attack_weapon( mob, victim, 8d5+75, "elbow smash" );

attack_weapon( mob, victim, 8d5+75, "knee" );

if( random( 1, 4 ) == 1) {

  i = 20d2+100;

  act_room( #mists, ch );

  attack_room( mob, i, "choking mists" );

}

if( random( 1, 4 ) == 1) {

  i = 1d100+20;

  j = random( 1, 5 );

  act_tochar( #drain, ch );

  act_notchar( #r_drain, ch );

  dam_message( victim, i, "Jerec Argent's bite" );

  inflict( victim, mob, i, "Jerec Argent's bite" );

  drain_stat( victim, con, j, -1 );

}

if( random( 1, 3 ) == 1 ) {

  act_room( #call, ch );

  if( mob_in_room( 1821, find_room( 63012 ) ) ) {

    mob = mob_in_room( 1821, find_room( 63012 ) );

    mpcode( mob, 1 );

  }

  if( mob_in_room( 1809, find_room( 63013 ) ) ) {

    mob = mob_in_room( 1809, find_room( 63013 ) );

    mpcode( mob, 2 );

  }

}

~
E
mists~
@CA thick, @Wwhite@C mist materalizes around Jerec and quickly

spreads across the room.@n 

~
E
drain~
@CJerec darts in and bites your exposed flesh, sucking out your

@Rblood!@n 

~
E
r_drain~
@CJerec darts in and bites $n exposed flesh, draining @Rblood

@Cfrom $m!

~
E
call~
Jerec Argent shouts, 'My companions, assist me in my hour of need!'

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894346741 0 29
4424371 2097536 33562637 4992 5
80
20 18 18 30 22
50 -25 50 75 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471859880 26214464
0 1 0 0 0
M 4992 4 0
1162 17 1509949490 8 0
2454 16 1509949450 8 0
2024 17 1509949490 7 0
637 16 1509949450 7 0
2044 17 1509949490 10 0
1936 16 1509949450 10 0
2006 17 1509949490 5 0
1930 16 1509949450 5 0
2757 17 1509949490 6 0
1762 16 1509949445 6 0
654 17 1509949490 16 0
2744 16 1509949441 16 0
-1
3 -1
~
if( rflag( status2, find_room( 63011 ) ) ) {

  interpret( mob, "open south" );

  interpret( mob, "south" );

  interpret( mob, "open west" );

  interpret( mob, "west" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
3 -1
~
if( rflag( status2, find_room( 63011 ) ) ) {

  interpret( mob, "open south" );

  interpret( mob, "south" );

  interpret( mob, "open east" );

  interpret( mob, "east" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
4 -1
~
act_room( #death, ch );

mload( 1859, find_room( 63011 ) );

~
E
death~
With his dieing breath Jerec Argent utters a ply to the devil.  A few

seconds later a thin smile plays across his face and then he dies!

~
!
4 -1
~
if( doing_quest( ch, 50 ) ) {

  update_quest( ch, 5 );

  act_tochar( #thank, ch );

  act_notchar( #thank_c, ch );

  obj_to_char( oload( 2845 ), ch );

}

~
E
thank~
The spirit Jhessail appears before you and says, 'Thank you brave soul

for slaying this great evil.  The spirit of my daughter and myself can

rest at ease now, we are very grateful.  Take this key, it will unlock a

small compartment in the master bedroom of this house.  In there you

shall find a small reward ...  ' After speaking to you, the spirit slowly

desolves into nothingness.

~
E
thank_c~
A spirit appears before $n and talks to $m for a moment, then fades away.

~
!
-1

#1804
~
~
giant sword spider~
~
massive~
lunges at you, baring vicious fangs.~
giant sword spiders~
~
massive~
lunge at you, baring vicious fangs.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899908970 0 29
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1805
~
~
ancient sword spider~
~
~
lunges at you, spewing globs of venom!~
ancient sword spiders~
~
~
lunge at you, spewing gobs of venom!~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894346929 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1806
~
~
soldier~
~
tall, hard-muscled~
stands here, admiring the architecture.~
soldiers~
~
~
stand here, admiring the architecture.~
This tall, lean man has thick streaks of grey through his dark hair. 

Wiry muscles flex beneath his tanned skin as his bare arms unconsciously

flex, keeping his sword arm loose for battle.

~
Orb~
attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d4+30, "powerful kick" );

attack( mob, ch, 10d4+30, "powerful kick" );

if( random( 1, 10 ) <= 3 )

  attack_room( mob, 10d2+40, "spinning kick" );

if( random( 1, 10 ) >= 9 )

  attack( mob, ch, 40d4+30, "body blow" );

if( random( 1, 10 ) <= 2 )

  attack( mob, ch, 40d4+30, "body blow" );

~
!
0 72 0 0 0 0 0 10
0 0 0 4000 894249795 0 33
4424993 32771 0 992 1
70
20 12 12 30 25
-10 20 45 -50 100 40 0
300 20 muscular arms~
500 20 muscular legs~
1000 22 hard-muscled body~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
M 992 4 0
1930 17 1509949540 5 0
185 17 1509949515 16 0
-1
-1

#1807
~
~
young woman~
~
slight, pretty~
stands here, lost in prayer.~
young women~
~
slight, pretty~
stand here, lost in prayer.~
This small young woman stands only five feet high at most.  Her body is

lithe and muscled, though very feminine.  Her bright blue eyes are wide

and evenly spaced above her high cheekbones.  Her stance is perfectly

balanced, and she seems somewhat nervous.

~
Orb~
attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d3+45, "iron-hard fist" );

attack( mob, ch, 10d4+30, "powerful kick" );

attack( mob, ch, 10d4+30, "powerful kick" );

if( random( 1, 10 ) <= 3 )

  attack_room( mob, 10d2+40, "spinning kick" );

if( random( 1, 10 ) >= 9 )

  attack( mob, ch, 40d4+30, "body blow" );

if( random( 1, 10 ) <= 2 )

  attack( mob, ch, 40d4+30, "body blow" );

~
!
0 72 0 0 0 0 0 10
0 0 0 4000 894249958 0 31
230691 32771 0 992 1
70
20 12 12 30 25
-10 20 45 -50 100 40 0
300 20 small arm~
500 20 slender legs~
1000 22 lithe body~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
F 992 4 0
1210 17 1509968715 5 0
139 17 1509949490 16 0
328 17 1509949444 -2 0
-1
-1

#1808
Jergault~
human zombie large fierce warrior jergault~
zombie of a fierce warrior~
~
~
stands at the edge of the pool.~
~
~
~
stand at the edge of the pool.~
Though not much flesh remains on his body, you can tell that this zombie

was once a young, human man.  A few wisps of a long brown pony cling to

his skull and only one of his cloudy green eyes is still fully intact. 

In his left hand he clutches a broken short sword, whose pommel is a

tiger's head.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897379921 0 27
234283 17039360 0 0 5
39
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1809
Thagdal Argent~
powerful bald-headed Thagdal Argent~
bald-headed man~
~
powerful,~
is here.~
~
~
~
~
This man is very gruesome to behold.  He is a human male, with a totally

bald head and a mean face.  His nose is nothing more than a large hook. 

Despite the ugly face, his body is a thing of power.  Muscles ripple and

flex as he breathes.  His skin is very pale, almost white like marble. 

His eyes are a dark purple, and change hues as light reflects off of them

at different angles.

~
Galen~
attack_weapon( mob, victim, 3d5+60, "left handed jab" );

attack_weapon( mob, victim, 3d5+60, "right handed slap" );

attack_weapon( mob, victim, 4d5+80, "shoulder-butt" );

attack_weapon( mob, victim, 4d5+80, "lightning fast kick" );

if( random( 1, 4 ) == 1) {

  i = 6d5+120;

  act_room( #stench, ch );

  attack_room( mob, i, "nausiating stench" );

  }

if( random( 1, 4 ) == 1) {

  i = 6d5+100;

  j = random( 1, 5 );

  act_tochar( #drain, ch );

  act_notchar( #r_drain, ch );

  dam_message( victim, i, "Vlad Argent's bite" );

  inflict( victim, mob, i, "Vlad Argent's bite" );

  drain_stat( victim, con, j, -1 );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #call, ch );

  if( mob_in_room( 1803, find_room( 63014 ) ) ) {

    mob = mob_in_room( 1803, find_room( 63014 ) );

    mpcode( mob, 2 );

  }

  if( mob_in_room( 1821, find_room( 63012 ) ) ) {

    mob = mob_in_room( 1821, find_room( 63012 ) );

    mpcode( mob, 2 );

 }

}

~
E
stench~
@CA thick, @Ynausiating@C stench eminates from Vlad Argent's

body.@n 

~
E
drain~
@CVlad Argent slams his teeth into your exposed flesh, sucking out your

@Rblood!@n 

~
E
r_drain~
@CVlad Argent darts forward and sinks his teeth into $n, draining $m of

@Rblood!@n 

~
E
call~
Vlad Argent shouts, 'Jerec, Lasara, to me!  I am under attack by these

pitiful mortals!' 

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894347119 0 35
4424371 2097536 33562637 4000 5
75
25 16 16 25 22
25 -35 50 75 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
419431705 26214464
0 1 0 0 0
M 4000 4 0
264 17 1509949490 8 0
1796 16 1509949450 8 0
1077 17 1509949490 7 0
1790 16 1509949450 7 0
186 17 1509949490 10 0
1795 16 1509949450 10 0
2003 17 1509949490 5 0
1784 16 1509949450 5 0
980 17 1509949490 6 0
2757 16 1509949450 6 0
2423 17 1509949490 16 0
2685 16 1509949441 16 0
-1
3 -1
~
if( rflag( status1, find_room( 63011 ) ) ) {

  interpret( mob, "open west" );

  interpret( mob, "west" );

  interpret( mob, "open west" );

  interpret( mob, "west" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
3 -1
~
if( rflag( status1, find_room( 63011 ) ) ) {

  interpret( mob, "open west" );

  interpret( mob, "west" );

  interpret( mob, "open north" );

  interpret( mob, "north" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
-1

#1810
~
shadow beast silent morphing mass~
shadow beast~
Moving in a silent, morphing mass,~
~
lurks about the area.~
shadow beasts~
Moving in silence,~
~
lurk about the area.~
Merely a mass of shadows, this being has no predefined shape or structure

to it.  It constantly morphs its outline to appear like that of a clawed

beast, a tall humanoid and a small dragon.  Two white dots seem to serve

as eyes for the being although those too are transparent and keep no

shape.  Swirling about the shadow is a light crimson mist which ripples

through its opaque form.

~
Terek~
attack_weapon( mob, victim, 5d5+100, "shadowy strike" );

attack_weapon( mob, victim, 5d5+105, "claw rake" );

attack_weapon( mob, victim, 5d5+105, "lashing tendril of shadows" );

attack_weapon( mob, victim, 5d5+100, "claw slash" );

attack_weapon( mob, victim, 5d5+150, "shadowy gaze" );

if( random( 1, 5 ) == 1 ) {

  i = 10d4+120;

  act_tochar( #lunge, ch );

  act_notchar( #lunge1, ch );

  dam_message( victim, i, "The shadow beasts lunging strike" );

  inflict( victim, mob, i, "The shadow beasts lunging strike" );

  }

if( random( 1, 6 ) == 1 ) {

  i = 10d4+100;

  act_room( #cloud, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, i, "enveloping shadows" );

    }

  }

~
E
lunge~
@BThe shadow beasts morphs its form to that of a wolf and lunges at your

throat!

~
E
lunge1~
@BThe shadow beasts morphs its form to that of a wolf and lunges at $n's

throat!

~
E
cloud~
@BThe shadow beast summons forth a billowing cloud of darkness which

slowly sucks the breathe from your very body!

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894347336 0 31
4686129 37003 270532612 0 8
70
30 15 15 25 30
45 50 50 -50 100 100 100
200 35 wispy form~
400 35 ever-changing shape~
600 25 semi-solid head~
700 45 displaced image~
1000 50 ethereal body~
0
367002270 26214464
0 1 0 0 0
N 0 4 0
2562 17 1509949442 -1 0
-1
4 -1
~
act_room( #melt, ch );

~
E
melt~
@WThe shadow beast collapses to the ground and slowly seeps into the

cracks in the stones.

~
!
-1

#1811
~
~
spectre of a Patriarch of Morkith~
~
~
floats silently toward you.~
spectres of the Patriarchs of Morkith~
~
~
float silently toward you.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894347587 0 33
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1812
~
~
nethershadow~
Emerged from the plane of nothingness,~
dark~
gazes upon you hungrily.~
nethershadows~
Emerged from the plane of nothingness,~
dark~
gaze upon you hungrily.~
This dark shadow being seems a part of the very nether itself.  Where its

legs end, they meld completely into the fabric of the plane.

~
Phule~
send_to_room( #chill, room );

do_spell( freeze, mob, ch );

if( random( 0, 3 ) == 1 ) {

  loop( all_in_room ) {

    if( rch != mob ) {

      if( rch != ch )

        do_spell( freeze, mob, rch );

      }

    }

  }

attack_cold( mob, victim, 1d5+5, "chill touch" );

if( random( 0, 2 ) == 1 )

  attack_cold( mob, victim, 1d5+5, "chill touch" );

~
E
chill~
@BA dread chill fills the room.....@n

~
!
0 81 28 0 0 0 0 10
0 0 0 4000 894351684 0 33
4507697 8576 306184204 0 8
15
10 8 8 17 5
20 -20 100 -10 100 100 100
950 4 near-insubstantial mist~
1000 0 glowing red eyes~
0 1000 ~
0 1000 ~
0 1000 ~
0
49808261 26214464
0 1 0 0 0
M 0 4 0
1859 17 1509949442 17 0
-1
-1

#1813
~
~
hump-backed troll~
~
~
blocks the path.~
hump-backed trolls~
~
~
block the path.~
This sway-backed troll limps quickly and drags its long arms along the

ground as it moves.  Thick black hair cascades in tangles about its face. 

Long and blood-encrusted nails tap rhythmically on the ground as it moves.

~
Rue~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 2d8+15, "bloody right claw" );

attack_weapon( mob, victim, 2d8+15, "bloody left claw" );

if( i <= 6  )

  attack( mob, victim, 3d10+8, "bite" );

if( i == 10 )

  attack( mob, victim, 4d10+8, "rending bite " );

~
!
0 0 9 0 0 0 0 10
0 0 175 4000 895069697 0 25
268681633 2105473 12 240 8
15
20 6 6 15 20
15 -20 20 20 20 10 30
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322255 26214464
42265 970 0 28671 3177924
R 240 5 0
227 17 1509949455 -1 0
1 0 1509949465 -1 0
10 0 1509949470 5 0
11 0 1509949470 7 0
-1
6 2
gold~
if( is_fighting( mob ) ) {

  act_tochar( #tolate, ch );

  end;

  }

else {

  send_to_room( #takes, room );

  wait( 1 );

  interpret( mob, "grin" );

  send_to_room( #leaves, room );

  interpret( mob, "climb down" );

  }

~
E
takes~
The troll takes the coin in $s outstretched palm and casually tosses it

under the bridge.  The coin falls silently through the air before

disappearing into the raging waters below the bridge.

~
E
leaves~
Grabbing the side-rail of the bridge, the troll quickly lunges over the

side of the bridge, vanishing as quickly as it appeared.

~
E
tolate~
It's too late to pay the troll!

~
!
6 14
silver~
if( is_fighting( mob ) ) {

  act_tochar( #tolate, ch );

  end;

  }

else {

  send_to_room( #takes, room );

  wait( 1 );

  interpret( mob, "grin" );

  send_to_room( #leaves, room );

  interpret( mob, "climb down" );

  }

~
E
tolate~
It's too late to pay the troll!

~
E
leaves~
Grabbing the side-rail of the bridge, the troll quickly lunges over the

side of the bridge, vanishing as quickly as it appeared.

~
E
takes~
The troll takes the coin in its outstretched palm and casually tosses it

under the bridge.  The coin falls silently through the air before

disappearing into the raging waters below the bridge.

~
!
6 16
platinum~
if( is_fighting( mob ) ) {

  act_tochar( #tolate, ch );

  end;

  }

else {

  send_to_room( #takes, room );

  wait( 1 );

  interpret( mob, "grin" );

  send_to_room( #leaves, room );

  interpret( mob, "climb down" );

  }

~
E
tolate~
It's too late to pay the troll!

~
E
leaves~
Grabbing the side-rail of the bridge, the troll quickly lunges over the

side of the bridge, vanishing as quickly as it appeared.

~
E
takes~
The troll takes the coin in its outstretched palm and casually tosses it

under the bridge.  The coin falls silently through the air before

disappearing into the raging waters below the bridge.

~
!
6 12
copper~
if( is_fighting( mob ) ) {

  act_tochar( #tolate, ch );

  end;

  }

else {

  act_tochar( #takes, ch );

  send_to_room( #copper, room );

  }

~
E
tolate~
It's too late to try and pay the troll!

~
E
copper~
The troll snarls, "This ain't nearly enough!"

~
E
takes~
The troll takes your money, and tosses it over the bridge.

~
!
1 3
~
if( is_player( ch ) ) {

  act_tochar( #block, ch );

  act_notchar( #rmblock, ch );

  interpret( mob, "shake" );

  interpret( mob, "say You no pass without paying me silver coin at least!"  );

  }

~
E
no!~
The troll lisps, "You no pass without paying me silver coin at least!"

~
E
rmblock~
The troll easily blocks $n from crossing the bridge.

~
E
block~
The troll easily stops you from crossing the bridge.

~
!
-1

#1814
~
wrathwyrm~
wrath wyrm~
~
~
is here, its banded body looking hungry.~
wrath wyrms~
~
~
are here, their banded bodies looking hungry.~
This long wyrm is over ten feet long, with bands of red and gold carrying

down to a thin tip at its end.  Blackened orbs flicker from its head as a

film covering protects what appear to be eyes.  It is coated with a thin

overlayer of slime, which smells like sulfur.  Two fierce fangs stick out

from a rather large mouth, giving it the appearance of a dangerous snake.

~
Nivel~
attack( mob, ch, 5d7, "vicious maw" );

if( random( 0, 2 ) < 2 )

  attack( mob, ch, 5d7, "vicious maw" );

attack_room( mob, 4d5, "segmented tail swipe" );

if( random( 0, 3 ) == 2 ) {

  act_tochar( #coil, ch );

  act_notchar( #rcoil, ch );

  i = 10d5;

  dam_message( ch, i, "A wrath wyrm's fangs" );

  inflict( ch, mob, i, "wrath wyrm's fang attack" );

  poison( ch );

  }

~
E
coil~
@GThe wrath wyrm buries its fangs into you!

~
E
rcoil~
@gThe wrath wyrm buries its fangs into $n!@n

~
!
0 100 15 0 0 0 0 10
0 0 0 4000 897658400 0 29
273810465 8192 0 0 4
20
20 6 6 18 20
10 0 30 40 0 50 100
600 8 tough, segmented body~
800 10 tough head~
1000 3 segmented tail~
0 1000 ~
0 1000 ~
0
65538562 26214464
0 1 0 0 0
N 0 5 0
3068 17 1509949445 -1 0
-1
-1

#1815
~
~
{beetle} fire beetle~
~
huge red and black~
A huge black and red @rbeetle@n stands here, mandibles clicking.~
{beetles} fire beetles~
~
huge red and black~
stand here, mandibles clicking.~
This giant beetle stands about 4 feet high.  Patches of glowing red dot

his body and lines of heat distortion waft up from them.  His solidly

armored body is black mottled with burning red.  His huge mandibles are

as long as a human's arm and make ominous clacking sounds as he smacks

them together in anticipation of his next meal.

~
Orb~
attack( mob, ch, 2d4+5, "sharp mandibles" );

attack( mob, ch, 2d4+5, "thrashing legs" );

if( random( 1, 10 ) > 5 )

  attack_fire( mob, ch, 2d10, "fiery breath" );

if( random( 1, 10 ) > 8 ) {

  act_room( #fire, ch );

  act_room( #glass, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, 2d5+8, "fiery breath" );

    }

  }

~
E
fire~
@RThe beetle rears back and a barrage of fiery breath comes from its

mouth!

~
E
glass~
@YThe sand around you turns to glass as the heat strikes it!

~
!
0 0 80 0 0 0 0 10
0 0 47 4000 894250200 0 24
197171 0 0 0 4
13
12 3 3 7 12
-10 100 -20 -10 0 0 0
1000 6 mottled carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457930 26214464
5056 310 0 9280 307573
M 0 3 0
-1
-1

#1816
~
~
mermaid nanny~
~
portly~
frowns deeply.~
mermaid nannies~
~
portly~
frown deeply.~
This mermaid is somewhat overweight and appears to be very matronly.  A

large frown comes to her face as she notices you.

~
Sign~
attack( mob, victim, 8d12+10, "frightened slap" );

attack( mob, victim, 8d12+10, "frightened slap" );

attack( mob, victim, 8d12+10, "frightened slap" );

if( random( 1, 5 ) == 3 ) {

  send_to_room( #tail, room );

  attack_room( mob, 10d12+10, "massive tail" );

  }

else

  attack( mob, victim, 12d13+15, "frantic pounding" );

if( random( 0, 5 ) == 3 ) {

  rch = rand_player( room );

  if( rch != mob )

    attack( mob, rch, 15d12+10, "berzerked swinging tail" );

  }

attack( mob, ch, 10d15+10, "pounding tail" );

~
E
tail~
@BThe nanny swings her tail around violently.@n

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894351792 0 22
234299 16798080 0 0 4
63
14 12 12 19 16
-10 10 25 -30 -20 15 10
100 19 fragile head~
500 21 portly stomach~
1000 22 powerful tail~
0 1000 ~
0 1000 ~
0
188744380 26214464
0 1 0 0 0
F 0 4 0
-1
0 -1
~
if( !is_follower( ch ) )

send_to_room( #scream, room );

if( !is_follower( ch ) )

attack( mob, ch, 20d10, "frantic pounding" );

send_to_room( #cry, room );

mload( 1842, room );

mload( 1842, room );

mload( 1842, room );

~
E
scream~
Someone yells: @R"Stay away from my young ones!"@n

~
E
cry~
@WThe scream from the Nanny wakes all of the children in the nursery.@n

~
!
-1

#1817
~
~
mermaid cook~
~
~
stands here fussing over a pot.~
mermaid cooks~
~
~
stand here, fussing over various pots.~
This small mermaid swims about quickly preparing food for the stronghold. 

A large cleaver is held in her hand and a glint of anger appears as her

gaze falls upon you.

~
Sign~
attack( mob, victim, 10d10+5, "slashing cleaver" );

attack( mob, victim, 10d10+5, "slashing cleaver" );

attack( mob, victim, 10d10+5, "slashing cleaver" );

attack( mob, victim, 10d10+5, "slashing cleaver" );

  if( random( 1, 3 ) == 2 ) {

  send_to_room( #cleaver, room );

  attack( mob, victim, 10d15+10, "flying cleaver" );

  }

attack( mob, victim, 10d10+5, "wild slashing" );

attack( mob, victim, 10d13+5, "wild slashing" );

~
E
cleaver~
@WThe cook up and takes a cleaver from her rack.@n

@WThe cook throws her cleaver through the water.@n

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894351848 0 27
234297 16777602 0 0 4
65
18 8 8 15 17
-20 -20 25 -30 -10 25 25
100 20 flesh covered head~
500 21 massive tail~
1000 22 thick apron~
0 1000 ~
0 1000 ~
0
190055100 26214464
0 1 0 0 0
F 0 4 0
1524 17 1509949540 16 0
2856 17 1509949445 3 0
-1
-1

#1818
~
~
merman doorman~
~
towering~
stands his post.~
~
~
towering~
stand their posts.~
A strong merman stands here watching the door of the structure carefully. 

A small pagan cross is imprinted on his fin and it glows faintly.  His

sharp black eyes stare through the water.

~
Sign~
attack( mob, victim, 8d8+5, "mighty blow" );

attack( mob, victim, 8d8+5, "mighty blow" );

i = random( 1, 10 );

if( i > 7 ) {

  interpret( mob, "wave" );

  send_to_room( #fire, room );

  loop( all_in_room ) {

    if( rch != mob ) 

      attack_fire( mob, ch, 15d8+5, "boiling water" );

    }

  }

else if( i > 5 ) {

  interpret( mob, "bow" );

  send_to_room( #poison, room );

  loop( all_in_room ) {

    if( rch != mob )

      poison( rch );

    }

  }

if( i <= 2 ) {

  interpret( mob, "ponder" );

  send_to_room( #flash, room );

  do_spell( blind, ch );

  }

attack( mob, victim, 8d8+5, "swiping blow" );

attack( mob, victim, 8d8+5, "swiping blow" );

attack( mob, victim, 8d8+5, "mighty blow" );

attack( mob, ch, 10d10+10, "frantic pounch" );

if( random( 1, 10 ) == 5 ) {

  send_to_room( #help, room );

  send_to_room( #death, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      dam_message( ch, 175, "the touch of death" );

      inflict( ch, mob, 175, "touch of death" );

      }

    }

  }

~
E
fire~
@RThe water around you begins to boil.@n

~
E
poison~
@YA thick haze fills the water.@n

~
E
flash~
@WA bright light fills the room.@n

~
E
help~
@MThe merman calls upon the powers of his god to aid him.@n

~
E
death~
@WThe hand of death reaches down and touches your soul.@n

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894351897 0 25
4428595 16777608 0 0 4
60
18 20 18 25 16
-5 10 30 -30 15 15 10
100 18 slender neck~
250 20 strong chest~
500 20 blocking forearm~
750 20 powerful fin~
1000 21 muscular torso~
0
157287100 26214464
0 1 0 0 0
M 0 4 0
2569 17 1509949455 -1 0
-1
-1

#1819
~
~
Orlumber citizen~
~
goblin~
walks around town conducting business.~
Orlumber citizens~
~
goblin~
walk around town conducting business.~
The citizen of Grottington looks very busy, and barely pays any attention

to you as you pass by.  Covered in dirt, the little goblin appears to be

doing a little bit of shopping while in town.

~
Fenlyn~
attack( mob, victim, 1d9+1, "right hand" );

attack( mob, victim, 1d9+1, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d9+1, "right hand" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d9+1, "left hand" );

if( random( 1, 10 ) < 5 ) {

act_room( #help, mob );

summon( mob, victim );

}

~
E
help~
@eSuddenly, $N screams for his life!@n

~
!
9 82 11 0 0 996 3001 10
0 0 0 1000 894351990 0 0
229861 0 0 16 5
7
14 9 13 10 16
0 10 15 0 45 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593607 19662401
0 1 0 0 0
R 16 3 0
948 49 1509949540 17 0
2101 81 1509949515 -2 0
1003 81 1509949450 -2 0
284 81 1509949465 -2 0
3028 81 1509949490 -2 0
29 81 1509949540 -2 0
2000 17 1509949540 5 0
-1
-1

#1820
~
~
white centaur warrior~
~
heavily-muscled~
eyes you with suspicion.~
white centuar warriors~
~
heavily-muscled~
eye you with suspicion.~
This heavily-muscled white centaur has the body of a pure white stallion. 

His long tail is as white as snow and covered with intricate beaded

straps which keep it from fraying.  His long, blonde hair shines like the

sun and a few strands of it have been braided and tied back with a silk

rope.  Like a gentle blue sea, his eyes show compassion and peace but

also tell a story of a veteran fighter who knows never to trust a

stranger.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894352061 0 22
71533857 32835 269484036 0 0
75
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
20971520
13107845 26214464
0 1 0 0 0
M 0 4 0
2570 17 1509949540 16 0
-1
-1

#1821
Lasara Argent~
stunningly beautiful female Lasara Argent~
female~
~
stunningly beautiful~
stands here, her dainty hands on her hips.~
~
~
~
~
The human female before you is the perfect example of what beauty is. 

She has long blond hair, reaching to her lower back.  Blue eyes that seem

to capture the light and sparkle stare out from a beautiful face.  Her

skin is the perfect example of alabaster, and doesn't have a wrinkle on

it that you can detect.  Her shape is full-figured.  Her clothing, while

elegant, seems old and out-of-date.

~
Galen~
attack_weapon( mob, victim, 6d5+65, "nail slash" );

attack_weapon( mob, victim, 6d5+65, "straight-armed jab" );

attack_weapon( mob, victim, 8d5+75, "elbow smash" );

attack_weapon( mob, victim, 8d5+75, "kick to the groin" );

if( random( 1, 4 ) == 1 ) {

  i = 20d2+100;

  act_room( #skick, ch );

  attack_room( mob, i, "spin kick" );

}

if( random( 1, 4 ) == 1 ) {

  i = 1d100+20;

  j = random( 1, 5 );

  act_tochar( #drain, ch );

  act_notchar( #r_drain, ch );

  dam_message( victim, i, "Lasara Argent's bite's bite" );

  inflict( victim, mob, i, "Lasara Argent's bite's bite" );

  drain_stat( victim, con, j, -1 );

}

if( random( 1, 3 ) == 1 ) {

  act_room( #call, ch );

  if( mob_in_room( 1803, find_room( 63014 ) ) ) {

    mob = mob_in_room( 1803, find_room( 63014 ) );

    mpcode( mob, 1 );

  }

  if( mob_in_room( 1809, find_room( 63013 ) ) ) {

    mob = mob_in_room( 1809, find_room( 63013 ) );

    mpcode( mob, 1 );

  }

}

~
E
skick~
@CLasara Argent jumps into the air and kicks everyone around her,

spinning with preternatural speed.@n 

~
E
drain~
@CLasara Argent darts in and bites your exposed flesh, sucking out your

@Rblood!@n 

~
E
r_drain~
No description

@CLasara Argent darts in and bites $n exposed flesh, draining @Rblood@C from $m!@n

~
E
call~
Lasara Argent shouts, 'Jerec, Vlad, to me!  I am being murdered!'

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894352358 0 34
4424371 2097536 33562637 2992 5
75
20 20 20 30 20
50 -25 50 75 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
419431705 26214464
0 1 0 0 0
F 2992 4 0
1640 17 1509949490 8 0
1368 17 1509949490 5 0
2212 16 1509949485 5 0
2213 17 1509949490 6 0
1103 17 1509949530 16 0
2686 16 1509949441 16 0
869 17 1509949450 -1 0
938 17 1509949450 -1 0
-1
3 -1
~
if( rflag( status0, find_room( 63011 ) ) ) {

  interpret( mob, "open east" );

  interpret( mob, "east" );

  interpret( mob, "open north" );

  interpret( mob, "north" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
3 -1
~
if( rflag( status0, find_room( 63011 ) ) ) {

  interpret( mob, "open east" );

  interpret( mob, "east" );

  interpret( mob, "open east" );

  interpret( mob, "east" );

  interpret( mob, "say How dare you attack my brethern!" );

  end;

}

~
!
-1

#1822
~
~
intoxicated goblin~
~
~
is here drinking down a frothy beer.~
intoxicated goblins~
~
~
are here drinking down their beer.~
The most apparent thing about this goblin citizen is that he's roaring

drunk.  His eyes droop down in fatigue as he tries to force them open. 

Looking very disheveled, the inebriated goblin smells like he hasn't

bathed in days as he is covered in his own bodily fluids.

~
Fenlyn~
attack( mob, victim, 1d9+1, "right hand" );

attack( mob, victim, 1d9+1, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d9+1, "right hand" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d9+1, "left hand" );

~
!
9 82 11 0 0 0 0 10
0 0 0 4000 894352461 0 24
229861 0 0 0 5
7
14 9 13 10 16
6 10 15 14 45 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593607 19662401
0 1 0 0 0
M 0 3 0
24 17 1509949540 17 1
2192 17 1509949540 5 0
2121 17 1509949540 8 0
-1
-1

#1823
~
~
dwarven slave~
Shackled on his legs,~
~
works laboriously here.~
dwarven slaves~
Shackled on their legs,~
~
work laboriously here.~
The slave, with shackles around his feet to keep him restrained, is about

three feet tall.  He looks very frail in captivity and quite malnourished

as he works away at building the town.  Any muscle on his arm is now

nothing more than bone and skin.

~
Fenlyn~
attack( mob, victim, 1d7+1, "right hand" );

attack( mob, victim, 1d7+1, "left hand" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 1d7+1, "right hand" );

if( random( 1, 10 ) < 5 )

  attack( mob, victim, 1d7+1, "left hand" );

~
!
4 83 3 0 0 0 0 10
0 0 536 4000 894352542 0 26
754151 0 0 0 3
7
14 9 13 10 16
0 10 15 0 45 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593607 19662401
0 1 0 0 2680
M 0 3 0
2628 17 1509949540 8 0
2589 17 1509949540 16 0
-1
-1

#1824
~
muscular goblin slave boss~
slave boss~
~
muscular goblin~
is here supervising some slaves.~
slave bosses~
~
muscular goblin~
are here supervising some slaves.~
Burly and grotesque looking at the same time, this slave boss is wearing

an angry look on his snot-covered face.  He stands tall, poking his

slaves every now and then with his spear.

~
Fenlyn~
attack( mob, victim, 5d20+5, "piercing spear attack" );

attack( mob, victim, 5d20+5, "closed-fisted punch" );

i = random( 1, 6 );

if( i == 1 ) {

  act_tochar( #bash, ch );

  act_notchar( #ncbash, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 5 ) == 5 ) {

  loop( followers ) {

    if( random( 1, 3 ) == 2 )

      attack( mob, rch, 5d20+10, "swift kick" );

    }

  }

~
E
bash~
@YThe slave boss lunges towards you!@n

~
E
ncbash~
@YThe slave boss lunges towards $n!@n

~
!
9 83 11 0 0 0 0 10
0 0 0 4000 894352617 0 0
251303 384 98305 64 5
60
17 14 12 30 19
22 20 25 20 45 20 35
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
222826250 26214464
90598 1 0 0 0
M 64 3 0
1252 17 1509949540 16 0
985 17 1509949540 5 0
600 17 1509949540 7 0
-1
0 -1
~
if( !is_follower( ch ) ) {

  if( random( 1, 3 ) == 2 ) {

    ch = mob_in_room( 1823, room );

    i = 1d3;

    wait( 1 );

    if( ch )

      interpret( mob, "say More work, slaves!  Want see family, you make town pretty!" );

    wait( 1 );

    act_room( #pokes, ch );

    dam_message( ch, i, "The spear" );

    inflict( ch, mob, i, "a slave boss" );

    wait( 1 );

    interpret( ch, "emote chisels away at the cave wall." );

    }

  else {

    wait( 1 );

    if( mob_in_room( 1823, room ) )

      interpret( mob, "say Work, dwarf scum!" );

    }

  }

~
E
pokes~
@CThe slave boss pokes $n with his spear.

~
!
-1

#1825
~
mouldy remains Dorick Levant~
remains of Dorick Levant~
~
mouldy~
turn towards you.~
~
~
~
~
Damp skin clings to the emaciated body of this once-human creature.  Much

of the skin has rotted away, leaving two glaring yellow eyes staring at

you.  The mouth opens,  but the black, swollen tongue only allows a raspy

sucking sound to escape.  In one of its hands it holds a large axe.  And

it moves...it moves towards you.

~
Rue~
rch = rand_player( room );

do_spell( fear, mob, rch );

i = random( 1, 10 );

attack_weapon( mob, victim, 4d5, "overhand smash" );

attack_weapon( mob, victim, 4d5, "putrid-bite" );

attack_weapon( mob, victim, 4d5, "rancid claw" );

if( i < 7 )

  attack_weapon( mob, victim, 4d5, "quick-counterstrike" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 6d10+10, "kick" );

if( random( 1, 10 ) < 2 )

  attack( mob, victim, 6d10+10, "kick" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894352729 0 22
1346470833 12673 32768 240 8
40
20 10 10 15 20
35 20 20 25 75 20 75
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
209715845 26214464
0 1 0 0 0
M 240 4 0
2581 17 1509949445 16 0
1516 16 1509949540 16 0
2200 17 1509949540 13 0
600 17 1509949540 7 0
6 0 1509949490 0 0
1 0 1509949465 0 0
-1
-1

#1826
otis~
~
cat~
a fluffy, grey-black~
~
sits here.~
~
~
~
~
This fluffy cat seems to look permanantly confused.  His coat is long and

shiny.  He holds his tail up behind him, and the hair on it is poofed

like the tail of a squirrel.

~
Rue~
attack( mob, victim, 1d4, "sharp claws" );

attack( mob, victim, 1d4, "sharp claws" );

~
!
0 0 22 0 0 0 0 10
0 0 0 4000 894317781 0 29
230187 0 0 0 4
5
4 3 3 16 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 1 0
-1
0 -1
~
i = 1d4;

if( i == 1 )

  interpret( mob, "emo meows plaintively." );

if( i == 2 )

  interpret( mob, "purr" );

if( 1 == 3 )

  interpret( mob, "yawn" );

if( i == 4 )

  interpret( mob, "stretch" );

~
E
meow~
No description

delete

~
!
-1

#1827
~
~
aerie servant~
~
~
floats quietly in the middle of the room.~
aerie servants~
~
~
float quietly in the middle of the room.~
Floating about the room you see a misty cloud that has a slightly

humanoid shape.  Tendrils of vapor drift from the form and hang in the

air near it.  Two bright, blue spots - eyes - glow from the upper part of

the mist form.

~
Galen~
attack( mob, victim, 2d10+40, "bash" );

attack( mob, victim, 2d10+40, "swipe" );

attack( mob, victim, 2d10+40, "punch" );

if( random( 1, 2 ) == 1) {

  act_tochar( #blade, ch );

  act_notchar( #r_blade, ch );

  do_spell( mind blade, mob, victim );

}

~
E
blade~
@CA tendril extends from the mists and enters your forehead, lashing your

brain!@n 

~
E
r_blade~
@CA tendril of mists extends into $n forehead, and $m cries out in

pain!@n 

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 894407468 0 30
298035 -2147425911 24576 992 5
50
20 18 18 25 20
25 0 50 0 50 0 0
400 30 wispy torso~
600 25 wispy legs~
800 25 wispy arms~
900 20 wispy head~
1000 20 wispy groin~
0
209715860 26214464
0 1 0 0 0
N 992 4 0
1366 17 1509949490 17 0
187 17 1509949450 -1 0
-1
-1

#1828
~
disheveled middle-aged human~
middle-aged human~
~
disheveled,~
tries to hide behind a bush.~
humans~
~
disheveled, middle-aged~
try to hide behind the bushes.~
This human is somewhat overweight, a slight potbelly bulging over his

pants.  His hair is a mess of tangles and he could use a shave.

~
Rue~
attack_weapon( mob, victim, 2d7, "left hook" );

attack_weapon( mob, victim, 1d6+2, "frantic backhand" );

i = random( 1, 10 );

if( i < 7 )

  interpret( mob, "kick" );

attack_weapon( mob, victim, 1d2+2, "bite" );

attack_weapon( mob, victim, 1d8+2, "quick punch" );

~
!
0 85 0 0 0 0 0 10
0 0 3201 4000 894409285 0 0
230819 0 0 0 5
5
9 8 7 10 10
5 10 10 5 15 3 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
131931 15352 0 175126 3174921
M 0 4 0
3029 17 1509949465 16 0
0 0 1509949540 -1 0
2191 17 1509949455 7 0
-1
1 2
~
if( is_player( ch ) ) {

  act_tochar( #block, ch );

  act_notchar( #rmblock, ch );

  interpret( mob, "shake" );

  act_tochar( #no!, ch );

  }

~
E
block~
The disheveled man moves to block you from going south!

~
E
rmblock~
The disheveled man blocks $n's attempt to walk south.

~
E
no!~
He snarls, "You ain't gettin' away from me that easy!  Now give me a

silver coin!" 

~
!
1 0
~
if( is_player( ch ) )

  act_tochar( #coward!, ch );

continue;

~
E
coward!~
The disheveled man yells at you, "Coward!  Get back here with your

money!" 

~
!
6 14
~
if( is_fighting( mob ) )

  act_tochar( #tolate, ch );

else {

  act_tochar( #takes, ch );

  wait( 1 );

  interpret( mob, "south" );

  interpret( mob, "east" );

  }

~
E
tolate~
It's too late to try and pay him!

~
E
takes~
The disheveled man accepts your money.

~
E
delete~
$n gives some money to the disheveled man.

~
!
6 12
~
if( is_fighting( mob ) )

  act_tochar( #tolate, ch );

else {

  act_tochar( #takes, ch );

  send_to_room( #copper, room );

  }

~
E
tolate~
It's too late to try and pay him!

~
E
copper~
He snarls, "This ain't nearly enough!"

~
E
takes~
The disheveled man accepts your money.

~
!
6 16
~
if( is_fighting( mob ) )

  act_tochar( #tolate, ch );

else {

  act_tochar( #takes, ch );

  wait( 1 );

  interpret( mob, "skip" );

  interpret( mob, "south" );

  interpret( mob, "east" );

  }

~
E
tolate~
It's too late to try and pay him!

~
E
takes~
The disheveled man accepts your money.

~
!
6 2
~
if( is_fighting( mob ) )

  act_tochar( #tolate, ch );

else {

  act_tochar( #takes, ch );

  wait( 1 );

  interpret( mob, "south" );

  interpret( mob, "east" );

  }

~
E
tolate~
It's too late to try and pay him!

~
E
takes~
The disheveled man accepts your money.

~
!
-1

#1829
~
scarab beetle giant queen crystalline~
{enormous scarab beetle} scarab beetle queen~
~
softly glowing~
with a crystalline carapace stands here.~
{enormous scarab beetles} scarab beetle queens~
~
~
with crystalline carapces stand here.~
This beetle stands nearly five feet tall.  She is quite the oddest beetle

you have ever seen.  She glows softly with a golden light which radiates

out through all parts of her clear, crystalline body.  You can, in fact,

see right through her to the wall of the chamber.  In the middle of her

faceted carapace is only a brilliant golden light, impossible to look

directly at for long.

~
Orb~
attack( mob, ch, 10d2+3, "translucent mandibles" );

attack( mob, ch, 2d8+5, "leg sweep" );

if( random( 1, 10 ) < 5 )

  attack( mob, ch, 5d3+5, "flailing legs" );

if( random( 1, 10 ) > 8 ) {

  act_room( #light, ch );

  i = 2d10;

  loop( all_in_room ) {

    if( is_player( rch ) ) {

dam_message( rch, i, "The radiant light" );

inflict( rch, mob, i, "a crystalline scarab's radiant light" );

      }

    }

  }

if( random( 1, 10 ) >= 8 ) {

  act_room( #call, ch );

  summon( mob, victim );

  }

~
E
light~
@eThe scarab queen rears up, exposing her brilliant underbelly.  The

radiant light sears your eyes!

~
E
call~
@CThe scarab rears back on her hind legs, and issues an echoing bellow!@n

~
!
0 84 80 0 0 0 0 10
0 0 30 4000 899843678 0 21
197683 0 4 0 4
17
12 20 12 12 12
25 0 -25 0 0 0 0
400 7 crystalline leg~
600 3 crystalline mandibles~
1000 10 crystalline carapace~
0 1000 ~
0 1000 ~
0
52429450 26214464
3592 151 0 8430 463168
F 0 3 0
2642 17 1509949455 -1 0
2643 17 1509949443 -1 0
-1
-1

#1830
Acalith~
acalith advisor~
advisor to the Lord of Darkhaven~
~
~
stands before you.~
~
~
~
~
Known throughout the land as one of the wisest sages that ever lived,

Acalith now spends his remaining years as the advisor to the Lord of

Darkhaven.  Several wrinkles covered his tanned, leathery face, testament

to the years he has watched come and go.  His deep, piercing black eyes

seem almost magical and as he looks upon you, you feel as if he were

probing your mind for any hidden secrets.  His long, flowing black robes

are covered in ancient runes and sigils which glow with a pale blue light. 

Within his hands are a dusty stone tome and a staff carved like to look

like a serpent.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894420993 0 35
1078166819 0 4 0 2
90
15 30 30 30 19
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1831
~
~
long-haired youth~
~
~
stands looking at one of the trees.~
long-haired youths~
~
~
stand looking at the trees.~
His long hair is tied in a pony-tail, and sparse beard growth shows you

this youth is barely out of his teens.  The look in his eye tells you he

would as soon kill you as take your money.

~
Rue~
attack_weapon( mob, victim, 2d2+5, "quick jab" );

attack_weapon( mob, victim, 2d4+5, "roundhouse" );

i = random( 1, 10 );

if( i > 7 )

  interpret( mob, "punch" );

~
!
0 85 0 0 0 0 0 10
0 0 2608 4000 894407845 0 0
230819 0 0 0 5
5
14 10 8 14 12
5 5 4 8 2 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
90986 10350 0 141573 2593481
M 0 4 0
3029 17 1509949460 16 0
10 0 1509949455 5 0
11 0 1509949455 7 0
2121 17 1509949450 8 0
-1
-1

#1832
~
~
dark-eyed bandit~
~
~
appears surprised to see you.~
dark-eyed bandits~
~
~
appear surprised to see you.~
This olive-skinned human has dark rings under each of his eyes.  It is

hard to tell if they are black eyes, or if he is just tired, although his

constant yawning urges you to consider the latter.

~
Rue~
attack_weapon( mob, victim, 2d7, "right hook" );

attack_weapon( mob, victim, 2d7, "knee-smash" );

attack_weapon( mob, victim, 2d7, "kick" );

i = random( 1, 10 );

if( i > 7 )

  attack_weapon( mob, victim, 2d7, "left hook" );

~
!
0 85 0 0 0 0 0 10
0 0 871 4000 894407958 0 0
230323 0 0 0 5
8
12 6 7 12 12
5 7 5 0 0 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
60829 4818 0 53974 1523701
M 0 4 0
3007 17 1509949455 16 0
11 0 1509949490 7 0
-1
-1

#1833
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

THI

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_tochar( #assass, victim );

  i = 10d5+20;

  dam_message( victim, i, "Your mirror image's pierce" );

  inflict( victim, mob, i, "your mirror image" );

  }

if( attack( mob, victim, 10d5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d3+5, "pierce" );

  }

if( attack( mob, victim, 10d5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d3+5, "pierce" );

  }

if( attack( mob, victim, 10d5, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d3+5, "pierce" );

  }

if( random( 1, 5 ) == 2 ) {

  if( random( 1, 2 ) == 1 ) {

    act_tochar( #gouge, victim, obj, mob );

    do_spell( blind, mob, victim );

    }

  else

    act_tochar( #fail, victim, obj, mob );

  }

~
E
assass~
@eYour mirror image ASSASSINATES you!!@n

~
E
gouge~
@RBlood pours from your eyes as $N gouges them!@n

~
E
fail~
@GTrying to gouge your eyes, $N fails miserably.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893621354 0 0
8618295 4096 0 296 8
60
15 11 12 19 17
20 5 10 10 32 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
104861450 26214464
0 1 0 0 0
N 296 4 0
1413 17 1509949448 16 0
363 16 1509949540 16 0
1760 17 1509949470 5 0
2024 17 1509949470 7 0
1795 17 1509949470 10 0
2228 17 1509949470 8 0
-1
-1

#1834
~
~
troll guard~
~
large, lumbering~
stands here guarding his home.~
troll guards~
~
large, lumbering~
stand here guarding their homes.~
Standing ten feet tall, a large warrior troll looks at you.  His largely

muscled arms and torso are covered in filth, and are a dull brown color. 

Beady black eyes hide beneath a protruding eye ridge that is home to

greasy brows the same brown as his matted hair.

~
Khisanth~
attack( mob, victim, 6d4+12, "brutal pound" );

attack( mob, victim, 2d4+12, "left hand" );

if( random( 1, 10 ) > 7 )

  attack( mob, victim, 2d6+34, "bite" );

i = 1d6;

if( i == 4 ) {

  send_to_room( #stal, room );

  act_tochar( #stal2, ch );

  act_notchar( #stal3, ch );

  attack( mob, ch, 5d5+20, "hurled stalactite" );

  }

if( i == 1 )

  interpret( mob, "bash" );

if( i == 5 )

  interpret( mob, "bellow" );

if( i == 3 ) {

  ch = rand_player( room );

  attack( mob, rch, 2d5+30, "bite" );

  }

if( i == 2 ) {

act_room( #roof, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 5d3+25, "crushing rocks" );

    }

}

~
E
stal~
@RReaching high overhead, the troll guard grabs a stalactite and breaks

it off.@n 

~
E
stal2~
The troll guard hurls the jagged stalactite at you!

~
E
stal3~
The troll guard hurls the jagged stalactite at $n!

~
E
roof~
@REnraged beyond thought, the troll guard lashes out with his fist,

smashing it into the wall.@n 

~
!
0 91 9 0 0 0 0 10
0 0 0 2500 895286801 0 26
100145 2105344 0 400 5
33
20 7 6 16 16
15 -25 30 12 20 12 0
270 12 heavily muscled leg~
300 13 dense skull~
1000 15 thick-skinned torso~
0 1000 ~
0 1000 ~
84064
117965450 26214464
1176 111 0 0 0
M 400 5 0
606 17 1006632990 5 0
846 16 1174405130 5 0
610 17 1006632970 5 0
847 16 1174405130 10 0
614 17 1006632990 7 0
227 17 1509949450 -1 0
2734 17 1509949540 16 0
-1
-1

#1835
~
dirty one-eyed dwarf bandit~
one-eyed dwarf bandit~
~
dirty~
digs at the ground.~
one-eyed dwarf bandits~
~
dirty~
dig at the ground.~
This squat dwarf is a particularly ugly specimen of his race.  His long,

dirty beard is a mess of tangles, and his head is nearly bald but for a

curly ball of hair over each ear.  His hands are covered in dirt, and his

clothes full of holes.

~
Rue~
attack_weapon( mob, victim, 2d4+5, "right hand" );

attack_weapon( mob, victim, 2d4+5, "left hand" );

attack( mob, victim, 2d8+2, "shoulder bash" );

~
!
0 85 3 0 0 0 0 10
0 0 2397 4000 894436239 0 0
229795 0 0 8 5
5
14 8 5 15 12
10 -5 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
148600 9007 0 122141 4459811
M 8 3 0
2589 17 1509949455 16 0
11 0 1509949455 7 0
-1
-1

#1836
~
~
scarab guard~
~
massive~
stands here, alert for any danger to his queen.~
scarab guards~
~
massive~
stand here, alert for any danger to their queen.~
This rounded beetle stands a massive four feet high.  His heavily armored

body is a deep ebony color, mottled with patches of the clearest, faceted

crystal.  The sharp mandibles of this large scarab click threateningly as

he patrols his area.

~
Orb~
attack( mob, ch, 2d10+3, "thrashing legs" );

attack( mob, ch, 2d10+3, "thrashing legs" );

if( random( 1, 10 ) > 5 )

attack( mob, ch, 2d5+10, "clicking mandibles" );

if( random( 1, 10 ) < 3 )

attack( mob, ch, 2d5+10, "clicking mandibles" );

~
!
0 84 80 0 0 0 0 10
0 0 101 4000 894250873 0 31
198195 0 4 0 4
15
12 15 14 10 12
10 10 -25 0 0 0 0
200 -2 delicate feeler~
1000 6 mottled carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0
45875850 26214464
9753 490 0 23649 1077549
M 0 3 0
37 17 1509949450 -1 0
-1
-1

#1837
~
~
balding bandit~
~
~
blocks the path.~
balding bandits~
~
~
block the path.~
Somewhat overweight, this sweaty bandit is almost completely bald.  He

tries to hang on to his lost hair by growing what little he has left into

a long ponytail.  His beer belly hangs over his waist, and he wheezes

slightly as he breathes.

~
Rue~
attack_weapon( mob, victim, 3d4, "sucker punch" );

attack_weapon( mob, victim, 3d4, "elbow smash" );

i = random( 1, 10 );

if( i > 7 )

  attack_weapon( mob, victim, 3d4, "jab" );

attack( mob, victim, 4d4, "kick" );

~
!
0 85 0 0 0 0 0 10
0 0 2565 4000 894436293 0 0
229795 0 0 1 5
8
10 6 6 8 10
5 0 5 -5 0 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593605 26214464
183917 15037 0 204158 5560160
M 1 4 0
2590 17 1509949465 6 0
2191 17 1509949450 7 0
2122 17 1509949450 8 0
3003 17 1509949450 16 0
3002 16 1509949490 16 0
-1
1 1
~
if( is_player( ch ) )

  act_tochar( #no!, ch );

else

  continue;

~
E
no!~
The balding bandit steps in front of you, hissing through his teeth, "You

may not pass!" 

~
!
1 2
~
act_tochar( #no!, ch );

~
E
no!~
The balding bandit steps in front of you, hissing through his teeth, "You

may not pass!" 

~
!
0 -1
~
act_tochar( #stay, ch );

~
E
stay~
The balding bandit steps out into the path and snarls, "Aye, you best be

heading back to the safety of yer town." 

~
!
1 0
~
interpret( mob, "laugh" );

act_tochar( #run, ch );

continue;

~
E
run~
As you leave you hear the bandit call out, "Aye, You looked the coward's

part!" 

~
!
-1

#1838
~
~
handsome youth~
~
~
leans against a tree.~
handsome youths~
~
~
lean against nearby trees.~
This young man is quite attractive by human standards.  His hair is

short, and he has the beginnings of a beard growing on his face. 

Although not muscular, he isn't skinny either and looks like he could

defend himself quite well.

~
Rue~
attack_weapon( mob, victim, 4d4, "right hand" );

attack_weapon( mob, victim, 4d4, "left hand" );

attack( mob, victim, 4d4+1, "kick" );

~
!
0 85 0 0 0 0 0 10
0 0 754 4000 894436382 0 0
231347 0 0 8 5
6
12 6 7 13 13
5 5 5 -5 -10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
18350724 26214464
66678 5173 0 57736 1677735
M 8 4 0
600 17 1509949460 7 0
10 1 1509949460 5 0
3014 17 1509949455 16 0
3013 16 1509949475 16 0
-1
-1

#1839
~
~
rake-thin woman~
~
~
stares at you.~
rake-thin women~
~
~
stare at you.~
This woman looks out with the passionless eyes of somebody who has given

up on life.  Her gaunt frame barely seems able to support her head, and

her long fingers seem too delicate to handle the daily stresses of life.

~
Rue~
attack_weapon( mob, victim, 2d5, "right hand" );

attack_weapon( mob, victim, 2d5, "left hand" );

i = 1d10;

if( i < 3 ) {

  rch = rand_player( room );

  i = 4d9;

  send_to_room( #spell, room );

  dam_message( rch, i, "the spike-spray" );

  inflict( rch, mob, i, "a rake-thin woman" );

  }

~
E
spell~
As the rake-thin woman spreads her fingers into a fan, spikes burst forth!

~
!
0 85 0 0 0 0 0 10
0 0 714 4000 894436476 0 0
231331 0 0 0 5
7
12 8 8 15 11
5 0 0 -5 9 4 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
20972166 26214464
44101 7252 0 65593 810825
F 0 4 0
2673 17 1509949465 5 0
2122 17 1509949465 8 0
2674 17 1509949455 9 0
-1
-1

#1840
~
~
bushy-browed gnome~
~
~
stands guard.~
bushy-browed gnomes~
~
~
stand guard.~
Bushy yellow eyebrows and a long moustache give this gnome a peculiar

look.  His head is shaved bald, and is quite scarred and dirty.  When he

looks at you, you notice most of his teeth are starting to decay.

~
Rue~
attack_weapon( mob, victim, 2d5+5, "wild punch" );

attack_weapon( mob, victim, 2d5+5, "gouge" );

i = 1d20;

if( i < 10 )

  attack_weapon( mob, victim, 3d5+1, "snap kick" );

if( i < 15 )

  attack_weapon( mob, victim, 2d8+5, "head butt" );

~
!
0 85 2 0 0 0 0 10
0 0 1600 4000 894436518 0 0
231331 0 0 0 5
8
10 7 6 15 10
15 10 10 4 10 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215044 26214464
80240 11829 0 150248 2112008
M 0 3 0
1249 17 1509949455 16 0
3008 16 1509949515 16 0
2003 17 1509949460 5 0
2002 16 1509949485 5 0
11 1 1509949505 7 0
611 17 1509949450 10 0
2042 16 1509949475 10 0
186 16 1509949495 10 0
2060 17 1509949520 11 0
2061 16 1509949530 11 0
2596 17 1509949475 -1 0
-1
0 3
~
if( is_player( ch ) ) {

  if( is_follower( ch ) )

    end;

act_tochar( #appoint?, ch );

  }

~
E
appoint?~
The gnome positions himself in front of the door to the east,

"I knows ye ain't got no 'pointment, so ye best be off now!"

~
!
1 1
~
act_tochar( #nope, ch );

act_notchar( #rmnope, ch );

mob = mob_in_room( 1840, find_room( 47011 ) );

interpret( mob, "say I told ya no!  Now git!" );

~
E
nope~
The gnome casually steps in front of you.

~
E
rmnope~
The gnome casually steps in front of $n.

~
!
-1

#1841
~
~
half-ogre thug~
~
hulking~
cracks his knuckles as he approaches you.~
half-ogre thugs~
~
hulking~
crack their knuckles as they approach you.~
This large speciman must be a half-breed of some sort.  He is almost as

large as an ogre, but lacks the wild look that they have.  His facial

features are much more human, aside from the thick brow.  His hair is cut

short, and his face has several days of thick beard growth.

~
Rue~
attack_weapon( mob, victim, 2d7+1, "pounding fist" );

attack_weapon( mob, victim, 2d7+1, "pounding fist" );

if( random( 1, 10 ) < 8 )

  attack_weapon( mob, victim, 2d4+0, "crushing backhand" );

if( random( 1, 10 ) < 3 )

  interpret( mob, "bash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 1d10+1, "foot-stomp" );

~
!
0 85 8 0 0 0 0 10
0 0 1340 4000 894436584 0 0
230307 8192 0 0 5
10
15 5 7 14 14
5 15 15 5 -10 5 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
31457928 26214464
140996 8678 0 162638 6063745
M 0 5 0
11 1 1509949465 7 0
10 0 1509949465 5 0
875 17 1509949465 8 0
2604 17 1509949455 16 0
-1
0 0
~
if( is_follower( ch ) )

  end;

if( !is_player( ch ) )

  end;

interpret( mob, "beat" );

if( random( 1, 15) < 8 ) {

  rch = rand_player( room );

  send_to_room( #upset, room );

  attack( mob, rch, 2d6+3, "charge" );

  }

~
E
upset~
The ogre looks mighty upset that you have disturbed him!

~
!
-1

#1842
mermaid child~
~
mermaid child~
~
~
swims through the water.~
mermaid children~
~
~
swim through the water.~
This small mermaid swims about quickly preparing food for the stronghold. 

A large cleaver is held in her hand and glint of anger appears as her

gaze falls upon you.

~
Sign~
attack( mob, victim, 7d5+10, "slapping tail" );

attack( mob, victim, 7d5+10, "slapping tail" );

attack( mob, victim, 7d5+10, "slapping tail" );

~
!
0 77 78 0 0 0 0 10
0 0 0 4000 894436633 0 31
235305 16777602 0 0 4
15
12 8 8 12 13
-20 -20 25 -30 -10 25 25
1000 14 soft tail~
1 1000 ~
1 1000 ~
0 1000 ~
0 1000 ~
0
26215055 26214464
0 1 0 0 0
F 0 3 0
-1
-1

#1843
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

RAN

~
Fenlyn~
if( random( 1, 8 ) == 8 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 10 ) == 10 ) {

  interpret( mob, "cast acid blast" );

  continue;

  }

attack( mob, victim, 10d8+5, "slash" );

attack( mob, victim, 10d8+5, "slash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d8+5, "slash" );

if( random( 1, 5 ) == 5 )

  attack( mob, victim, 10d8+5, "slash" );

~
E
bash~
@eYour mirror image tries to shove you onto the ground.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893621975 0 0
8618295 4096 -2147475452 296 8
75
17 12 11 20 14
15 8 23 16 25 0 20
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
183505610 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2423 16 1509949540 16 0
1784 17 1509949470 5 0
1790 17 1509949470 7 0
1795 17 1509949470 10 0
1796 17 1509949470 8 0
-1
-1

#1844
~
overweight dirty woman~
overweight and dirty woman~
~
~
digs at her dirty nails.~
overweight and dirty women~
~
~
look at you with a dull expression.~
Ragged hair and a dusty and blackened face top this large woman's body. 

Her arms hang loosely at her sides, and a dull expression complements her

mouth full of stained teeth.

~
Rue~
attack_weapon( mob, victim, 2d5+2, "punch" );

 attack_weapon( mob, victim, 2d5+2, "punch" );

if( random( 1, 10) < 2 )

  attack_weapon( mob, victim, 3d5+2, "punch" );

~
!
0 85 0 0 0 0 0 10
0 0 0 4000 900886408 0 0
235427 0 0 1 5
7
13 6 9 10 10
5 5 10 -5 -5 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 1 4 0
2605 17 1509949540 5 0
3035 17 1509949515 16 0
2590 17 1509949450 6 0
-1
-1

#1845
~
slender human with goatee~
slender human with a goatee~
~
~
paces nervously.~
slender men with goatees~
~
~
pace nervously.~
Tall and slender of build, this cunning man is dressed in finery. 

His goatee is neatly trimmed, and his long blond hair is carefully

brushed and falls behind his neck.

~
Rue~
attack_weapon( mob, victim, 3d4+3, "left hand" );

attack_weapon( mob, victim, 3d4+3, "sucker punch" );

attack( mob, victim, 2d6+8, "kick" );

if( random( 1, 10 ) < 5 )

attack( mob, victim, 2d6+5, "lighting-quick counterstrike" );

~
!
0 85 0 0 0 0 0 10
0 0 1237 4000 894881578 0 0
231331 0 0 8 5
11
12 10 10 16 12
10 10 5 0 0 -5 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
28836491 26214464
147695 10040 0 160322 5379362
M 8 4 0
2209 17 1509949490 7 0
2606 16 1509949540 7 0
652 17 1509949515 5 0
1564 16 1509949465 5 0
3104 17 1509949515 16 0
467 16 1509949465 16 0
1079 16 1509949465 16 0
2123 17 1509949465 8 0
2607 17 1509949455 6 0
2608 17 1509949455 17 0
2609 17 1509949450 -1 0
-1
-1

#1846
~
frail and pale young girl~
frail and pale young girl~
~
~
is here.~
frail and pale young girls~
~
~
are here.~
This small girl appears to be about thirteen years old.  Her pale skin is

bruised and dirty, and it is obvious she has been crying from the marks

on her face.  Her brown hair is tangled and ratty.

~
Rue~
attack( mob, victim, 2d10+2, "small hand" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 2d10+2, "small hand" );

if( random( 0, 3 ) == 3 ) {

  open( find_room( 47011 ), south );

  i = 2d5+2;

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      dam_message( rch, i, "a curling bolt of crackling-energy" );

      inflict_shock(  rch, mob, i, "a pale and frail young girl" );

      }

    }

  }

i = random( 1, 10 );

if( i >= 8 ) {

  act_room( #help, ch );

  summon( mob, victim );

  interpret( mob, "open west" );

  open( find_room( 47011 ), east );

  open( find_room( 47011 ), south );

  }

~
E
cower~
The pale girl cowers from her attackers.

~
E
shock~
The pale and frail young girl waves her hand in front of herself!

~
E
help~
@RThe sounds of your fight echo out of the room.@n

~
!
0 85 8 0 0 0 0 3398
0 0 0 4000 900886726 0 0
230819 1 0 35 5
15
16 14 8 14 14
75 5 5 5 75 5 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
39322253 26214464
0 1 0 0 0
F 35 5 0
-1
4 -1
~
obj_to_room( oload( 3220 ), room );

wait( 1 );

junk_obj( obj_in_room( 10, room ) );

send_to_room( #pop, room );

~
E
pop~
As the girl falls to the floor dead, her body begins to shimmer and her

outline changes.  There is a deafening @MPOP@n as the body is engulfed in

purple flames, engulfing the bodies on the floor!  When the smoke

clears, the corpse of a hideous blue-skinned ogre lies upon the ground!

~
!
0 -1
~
if( is_player( ch ) ) {

  if( is_follower( ch ) )

    end;

  interpret( mob, "say Please....please...h-help me..." );

  wait( 2 );

  send_to_room( #zap, room );

  do_spell( shock, mob, ch );

  attack( mob, ch, 2d10+2, "small hand" );

  }

~
E
zap~
The girl reaches her pale hand to you...  and blue sparks shoot from it!

~
!
-1

#1847
roc~
gigantic reddish-colored roc~
roc~
~
gigantic~
swoops down at you, screeching loudly!~
reddish-colored rocs~
gigantic~
~
swoop down at you, screeching loudly!~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 23 0 0 0 0 3382
0 0 0 4000 899960112 0 25
4426035 3 67108868 0 4
80
25 12 12 30 25
75 -50 100 75 0 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
432538270 26214464
0 1 0 0 0
N 0 9 0
-1
-1

#1848
~
tall human wolf tattoo forehead~
tall human~
~
~
with a wolf tattoo on his forehead is standing here.~
tall humans~
~
~
with wolf tattoos on their foreheads are standing here.~
No description.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

if( random( 1, 5 ) == 1 )

  interpret( mob, "bash" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894438409 0 0
250821 0 0 128 4
10
18 11 11 14 13
-1 0 0 0 23 0 -1
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 52429450
0 1 0 0 0
M 128 4 0
1219 17 1509949540 2 0
1219 17 1509949540 1 0
232 17 1509949540 3 0
232 17 1509949540 4 0
67 17 838860900 3 0
842 17 1509949540 4 0
2003 17 100 5 0
1154 17 1509949540 5 0
2081 17 1509949540 6 0
586 17 1509949540 6 0
2022 17 1509949540 7 0
646 17 1509949540 7 0
2125 17 1509949540 8 0
2102 17 1509949540 9 0
645 17 1509949540 10 0
1089 17 100 16 0
2201 17 1509949540 13 0
2182 17 1509949540 15 0
2182 17 1509949540 14 0
5020 17 1509949540 17 0
1649 17 1509949540 5 0
1077 17 100 7 0
21 17 1509949540 0 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
21 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
236 17 1509949540 -1 0
1209 17 1509949540 -1 0
-1
3 -1
~
~
!
11 -1
~
act_tochar( #no, ch );

~
E
no~
killing and stealing from that player is against your alignment.

~
!
8 -1
will you intro introduce yourself to me me? u~
wait( random( 2, 4 ) );

i = random( 1, 5 );

if( i < 5 ) {

  loop( all_in_room ){

    if( find_skill( rch, humanic ) > 8 ) {

      act_tochar( #no_good, rch );

      end;

      }

    j = random( 1 ,5 );

    if( find_skill( rch, humanic ) == 0 ) {

      if( j == 1 )

        act_tochar( #not1, rch );

      if( j == 2 )

        act_tochar( #not2, rch );

      if( j == 3 )

        act_tochar( #not3, rch );

      if( j == 4 )

        act_tochar( #not4, rch );

      if( j == 5 )

        act_tochar( #not5, rch );

      end;

      }

    else {

      if( j == 1 )

        act_tochar( #no1, rch );

      if( j == 2 )

        act_tochar( #no2, rch );

      if( j == 3 )

        act_tochar( #no3, rch );

      if( j == 4 )

        act_tochar( #no4, rch );

      if( j == 5 )

        act_tochar( #no5, rch );

      }

    }

  }

else

  interpret( mob, "shake" );

~
E
no_good~
A tall human with a wolf tattoo on his forehead says (in humanic): "no"

~
E
no1~
A tall human with a wolf tattoo on his forehead says (in humanic): "no"

~
E
no2~
A tall human with a wolf tattoo on his forehead says (in humanic): "nk"

~
E
no3~
A tall human with a wolf tattoo on his forehead says (in humanic): "nd"

~
E
no4~
A tall human with a wolf tattoo on his forehead says (in humanic): "zo"

~
E
no5~
A tall human with a wolf tattoo on his forehead says (in humanic): "ks"

~
E
not1~
A tall human with a wolf tattoo on his forehead says (in an unknown tongue): "vs"

~
E
not2~
A tall human with a wolf tattoo on his forehead says (in an unknown tongue): "rx"

~
E
not3~
A tall human with a wolf tattoo on his forehead says (in an unknown tongue): "as"

~
E
not4~
A tall human with a wolf tattoo on his forehead says (in an unknown tongue): "wv"

~
E
not5~
A tall human with a wolf tattoo on his forehead says (in an unknown tongue): "le"

~
!
6 0
~
if( coin_value( obj ) > 100 ) {

  wait( random( 1, 2 ) );

  interpret( mob, "say thank you friend" );

  wait( 1 );

  if( random( 1, 4 ) == 1 )

    interpret( mob, "smile" );

  end;

  }

else {

  wait( random( 1, 2 ) );

  if( random( 1, 5 ) == 1 )

    interpret( mob, "say thanks" );

  wait( 1 );

  if( random( 1, 5 ) == 1 ) {

    interpret( mob, "smile" );

    end;

    }

  if( random( 1, 5 ) == 1 )

    interpret( mob, "bow" );

  }

~
!
0 -1
~
if( is_player( ch ) ) {

  wait( random( 1, 3 ) );

  interpret( mob, "bow" );

  }

~
!
-1

#1849
~
~
worker beetle~
~
busy~
trundles around here.~
worker beetles~
~
busy~
trundle around here.~
This beetle stands nearly three and a half feet high, its front pair of

legs is angled perfectly for digging.  Its shiny yellowish carapace is

covered with random patches of sand.  Its feelers twitch and turn,

informing the beetle of its surroundings.

~
Orb~
attack( mob, ch, 2d5+5, "clicking mandibles" );

attack( mob, ch, 2d5+5, "clicking mandibles" );

if( random( 1, 10 ) > 5 )

attack( mob, ch, 2d10, "thrashing leg" );

if( random( 1, 10 ) < 5 )

attack( mob, ch, 2d6, "thrashing leg" );

~
!
0 0 80 0 0 0 0 10
0 0 134 2000 894251018 0 28
230949 0 0 0 4
11
12 3 3 11 12
5 25 -50 0 0 0 0
50 -3 delicate feelers~
1000 5 yellowish carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0
45875850 26214464
10186 642 0 17826 772115
M 0 3 0
-1
0 -1
~
if( random( 1, 10 ) < 6 ) {

  wait( random( 1, 10 ) );

  send_to_room( #scratch, room );

  }

~
E
scratch~
The beetle scratches at the wall, its clawed legs making faint scraping

sounds.

~
!
-1

#1850
~
~
giant gingerbread man~
~
~
lurches toward you, dripping brown sugar.~
~
~
~
~
What can be said about this being, its a 20 foot tall gingerbread man

with 2 foot long fangs and a really evil face.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894438513 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1851
Korlaka~
troll bodyguard Korlaka~
troll bodyguard~
~
~
flips a dagger through her hands as she paces.~
~
~
~
~
Tall and lithe, Korlaka wanders about her mother's cave, dispensing a

harsh trollish justice with her meaty fists.  Matted hair clings to a

head with a slightly less bony look than the other trolls of this cave

complex, above eyes with a frighteningly sharp intellegence.  Her skin is

an odd dusky grey, and stretches across sinewy muscles that seem built

for speed.

~
Khisanth~
attack( mob, victim, 2d2+25, "biting slash" );

attack( mob, victim, 4d4+20, "driving pierce" );

if( random( 1, 10) > 7 )

  attack( mob, ch, 3d5+15, "spin-kick" );

if( random( 1, 10) == 1 ) {

  interpret( mob, "bash" );

  attack( mob, ch, 4d4+16, "vicious stomp" );

  }

if( random( 1, 10) < 3) {

  send_to_room( #dagger, room );

  rch = rand_player( room );

  attack( mob, rch, 5d5+25, "driving pierce" );

  }

if( random( 1, 10) == 5) {

  act_room( #sword, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 8d5+10, "slash" );

    }

  }

~
E
dagger~
@rA troll bodyguard quickly steps to the side and lashes out with her dagger.@n

~
E
sword~
@yA troll bodyguard, moving faster than possible lashes out with her sword.@n

~
!
0 91 9 0 0 0 0 10
0 0 0 450 895376376 0 0
99129 2097282 0 500 2
38
19 9 7 23 16
25 -5 35 75 0 0 0
155 12 heaveily muscled leg~
226 14 dense skull~
275 15 thick-skinned torso~
1000 17 heavily scarred arm~
0 1000 ~
330304
150733450 26214464
0 1 0 0 0
F 500 5 0
2640 17 1509949441 18 0
1575 16 1509949454 18 0
3028 16 1006633010 18 0
3003 17 1006633010 16 0
281 16 1174405140 16 0
185 16 1342177285 16 0
606 17 1006632990 5 0
846 16 1174405130 5 0
847 17 1006632990 10 0
610 16 1174405130 10 0
614 17 1006632990 7 0
2730 17 1509949442 -1 0
-1
-1

#1852
Aurelia~
furious vyan woman Aurelia~
vyan woman~
~
furious~
stands here, her striking emerald eyes sparking.~
~
~
~
~
This slender, petite vyan is perhaps the smallest adult female of her

kind you have ever seen.  She is quite clearly furious about something,

and her mane of lustrous ivory hair blows about her in its own private

wind.  Her emerald eyes glitter with rage.  An aura of heat emanates from

her, distorting the air around her.

~
Orb~
attack_fire( mob, ch, 2d10+100, "searing touch" );

attack_fire( mob, ch, 2d10+100, "searing touch" );

if( random( 1, 10 ) > 5 )

  attack_fire( mob, ch, 2d5+70, "flaming grasp" );

if( random( 1, 10 ) < 5 )

  attack_fire( mob, ch, 10d10+80, "flaming staff" );

if( random( 1, 10 ) >= 7 ) {

  act_room( #chant, ch );

  do_spell( flame strike, mob, ch );

  }

if( random( 1, 10 ) >= 8 ) {

  act_room( #cast, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( fireball, mob, rch );

    }

  }

if( random( 1, 3 ) == 2 ) {

  act_room( #glow, ch );

  do_spell( prismic missile, mob, ch );

  }

~
E
chant~
@RFire begins to crackle around Aurelia's small form!

~
E
cast~
@eSmoke pours from Aurelia's hands as she rubs them together.

~
E
glow~
@eAurelia's hands glow a deep amber.@n

~
!
0 0 12 0 0 0 0 10
0 0 0 4000 894500505 0 31
4423987 33556808 10485760 2000 5
70
15 30 30 20 12
50 100 -45 25 75 50 0
1000 25 lithe body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930900 26214464
0 1 0 0 0
F 2000 4 0
2638 17 1509949441 -1 0
-1
4 -1
~
wait( 1 );

act_room( #death, ch );

junk_obj( obj_in_room( 10, room ) );

~
E
death~
@BFlames creep up all around the body of the sorceress and engulf her. 

When the flames recede, she is gone.

~
!
-1

#1853
~
~
harpy~
~
~
flies through the air.~
harpies~
~
~
fly through the air.~
This evil beast has the torso of a human, but the legs of a bird-of-prey. 

From her back sprout two huge feathered wings, each covered in greasy

black feathers.  The features of the face are elongated like those of a

bird, and the lower jaw protrudes enough to allow sharp teeth to tear at

flesh.

~
Rue~
attack( mob, victim, 2d8+2, "dirty claw" );

attack( mob, victim, 2d8+2, "dirty claw" );

if( random( 1, 10 ) < 5 )

  if( attack( mob, victim, 1d16+3, "tearing bite" ) ) {

  if( random( 1, 15 ) == 1 )

    poison( victim );

  }

if( has_obj( 1249, mob ) ) {

  if( random( 1, 10 ) < 3 ) {

    send_to_room( #spear, room );

    attack( mob, victim, 2d12+10, "impaling spear-thrust" );

    }

  }

~
E
spear~
@RThe harpy dives with her spear point-down!@n

~
!
0 88 23 0 0 0 0 10
0 0 0 1000 894500729 0 0
4427121 8192 0 0 8
15
14 10 12 16 11
15 5 30 10 15 5 50
200 6 dirty claw~
300 3 black torso~
500 7 oily wing~
700 4 arm~
1000 5 greasy-feathered leg~
0
65536645 26214464
0 1 0 0 0
F 0 4 0
1249 17 1509949490 16 0
-1
-1

#1854
~
~
black harpy~
~
~
flies through the air.~
black harpies~
~
~
fly through the air.~
This evil beast has the torso of a human, but the legs of a bird-of-prey. 

From her back sprout two huge feathered wings, each covered in greasy

black feathers.  The features of the face are elongated like those of a

bird, and the lower jaw protrudes enough to allow sharp teeth to tear at

flesh.

~
Rue~
attack( mob, victim, 2d9+4, "dirty claw" );

attack( mob, victim, 2d9+4, "dirty claw" );

if( random( 1, 10 ) < 5 )

  if( attack( mob, victim, 1d16+3, "tearing bite" ) ) {

  if( random( 1, 8 ) == 1 )

    poison( victim );

  }

if( has_obj( 1249, mob ) ) {

  if( random( 1, 10 ) < 5 ) {

    send_to_room( #spear, room );

    attack( mob, victim, 2d12+12, "impaling spear-thrust" );

    }

  }

~
E
spear~
@RThe harpy dives with her spear point-down!@n

~
!
0 88 23 0 0 0 0 10
0 0 0 4000 900370146 0 0
4427121 8192 0 0 8
17
14 10 10 16 13
15 5 30 5 20 5 50
200 6 dirty claw~
300 3 black torso~
500 7 oily wing~
700 4 arm~
1000 5 greasy-feathered leg~
0
70779525 26214464
0 1 0 0 0
F 0 4 0
2632 17 1509949445 10 0
1249 17 1509949465 16 0
-1
-1

#1855
~
~
large harpy~
~
~
surveys the room.~
large harpies~
~
~
survey the room.~
Larger than the smaller harpies, this great beast is even uglier.  Her

torso is more of a tan color, and the feathers range from oily grey to a

bluish-black color.  From her back sprout two huge feathered wings, each

covered in the splotchy feathers, that almost drip oil.  Her sharp teeth

don't seem to fit in her mouth as she howls madly!

~
Rue~
attack( mob, victim, 3d7+5, "large dirty claw" );

attack( mob, victim, 3d7+5, "large dirty claw" );

if( random( 1, 10 ) < 5 ) {

  if( attack( mob, victim, 2d13+5, "rending bite" ) ) {

    if( random( 1, 6 ) == 1 )

      poison( victim );

    }

  }

if( random( 1, 4 ) == 1 ) {

  send_to_room( #buffet, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

attack( mob, rch, 3d10+2, "buffeting wings" );

    }

  }

~
E
buffet~
@RThe large harpy beats its wings, bashing at everybody!@n

~
!
0 88 23 0 0 0 0 10
0 0 0 4000 894501636 0 0
4427121 8192 0 0 8
22
15 10 10 16 14
20 8 35 10 20 10 55
200 8 dirty claw~
300 5 black torso~
500 9 oily wing~
700 6 arm~
1000 7 greasy-feathered leg~
0
83886725 26214464
0 1 0 0 0
F 0 5 0
3010 17 1509949465 16 0
2632 17 1509949445 10 0
-1
-1

#1856
~
~
harpy huntress~
~
~
hangs in the shadows.~
harpy huntresses~
~
~
hang in the shadows.~
Foul-smelling and foul-tempered describe this massive harpy.  Long curved

talons end her grasping fingers, and her mouth is a cavern of sharp teeth. 

Black eyes stare at you as she wonders how best to tear your throat out

and eat you at her leisure.  Her heavy wings disturb the air, and the

smell of death follows on the wind.

~
Rue~
attack( mob, victim, 3d15+15, "large dirty claw" );

if( random( 1, 10 ) < 7 ) {

  if( attack( mob, victim, 2d25+15, "rending bite" ) ) {

    if( random( 1, 6 ) == 1 )

      poison( victim );

    }

  }

if( random( 1, 3 ) == 1 ) {

  send_to_room( #buffet, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 4d10+10, "buffeting wings" );

    }

  }

if( random( 1, 15 ) == 1 ) {

  rch = rand_player( room );

  act_tochar( #scratch, rch );

  act_notchar( #rmscratch, ch );

  do_spell( blind, mob, rch );

  }

~
E
buffet~
@RThe large harpy beats its wings, bashing at everybody!@n 

~
E
scratch~
@RThe harpy takes a vicious swipe at your eyes!@n

~
E
rmscratch~
@RThe harpy takes a vicious swipe at $n's eyes!@n

~
!
0 88 23 0 0 0 0 10
0 0 0 4000 894514885 0 0
233331 12288 0 0 8
25
16 12 12 17 15
30 15 35 10 20 10 65
200 9 dirty claw~
300 6 black torso~
500 10 oily wing~
700 7 arm~
1000 8 greasy-feathered leg~
0
86508165 26214464
0 1 0 0 0
F 0 5 0
2637 17 1509949450 -1 0
-1
-1

#1857
~
~
screech harpy~
~
large~
flaps her wings.~
screech harpies~
~
large~
flap their wings.~
Somewhat smaller than the other harpies, this one seems much more

bird-like.  A squat head sits atop a neck that seems to twist in every

direction, looking to and fro with little effort.  The pale lips sitck

out in almost horselike fashion, and the teeth grow as to almost form a

beak.  Despite her small size, her wings are tremendously strong, and her

wingspan seems out of proportion to her tiny stature.

~
Rue~
attack( mob, victim, 3d7+5, "large dirty claw" );

attack( mob, victim, 3d7+5, "large dirty claw" );

if( random( 1, 10 ) < 5 ) {

  if( attack( mob, victim, 2d13+5, "rending bite" ) ) {

    if( random( 1, 12 ) == 1 )

      poison( victim );

    }

  }

if( random( 1, 10 ) == 1 ) {

  send_to_room( #buffet, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 3d10+2, "buffeting wings" );

    }

  }

else {

  if( random( 1, 4 ) == 1 ) {

    send_to_room( #screech, room );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        i = 3d10+20;

        inflict( rch, mob,  i, "a screech harpy" );

        dam_message( rch, i, "the high-pitched screech" );

        }

      }

    }

  }

~
E
buffet~
@RThe large harpy beats its wings, bashing at everybody!@n

~
E
screech~
@RThe large harpy lets loose a high-pitched screech!@n

~
!
0 88 3 0 0 0 0 10
0 0 0 4000 894514949 0 0
233329 8192 0 0 8
22
14 12 12 15 13
20 10 35 15 20 10 60
200 7 dirty claw~
300 4 black torso~
500 8 oily wing~
700 5 arm~
1000 6 greasy-feathered leg~
0
78643845 26214464
0 1 0 0 0
F 0 5 0
2632 17 1509949445 10 0
-1
-1

#1858
~
aged hermit~
aged hermit~
~
~
sits in his chair.~
~
~
~
~
This small human has not been smiled upon by age.  Wrinkles and liver

spots cover his body.  A small frown seems frozen on his face and a small

tear slides slowly down his cheek.

~
Sign~
attack( mob, victim, 5d5, "frantic punch" );

attack( mob, victim, 5d5, "frantic punch" );

attack( mob, victim, 5d5, "frantic punch" );

attack( mob, victim, 5d5, "frantic punch" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 894515350 0 21
230315 0 0 288 7
20
15 18 18 8 13
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429460 26214464
0 1 0 0 0
M 288 4 0
2192 17 1509949540 5 0
116 17 1509949540 8 0
600 17 1509949540 7 0
-1
0 -1
~
tell( mob, ch, #hello );

wait( 2 );

tell( mob, ch, #legend );

wait( 2 );

tell( mob, ch, #mermen );

wait( 2 );

tell( mob, ch, #me );

~
E
hello~
Hello young one, I suppose you have come to hear the legend of the well. 

Many have come before you, none have returned.

~
E
legend~
The well was once the pride of this area; the first man made water source

ever.  Great amounts of magic and work went into it.  Only problem was we

made it too close to the ocean and the walls of the aqueduct cracked. 

Sea water filled the well and made it useless to us.  We closed the well

to prevent people from drinking the tainted water.

~
E
mermen~
Rumor has it that the wells cracking was no accident.  A group of mermen

warriors live in the near by waters and some think they cracked the well. 

The aqueduct is now filled with a vast amount of sea life as well as with

the mermen who patrol their aquired territory.

~
E
me~
Everyone else left the area when the well was closed.  I had no place

else in this world save the shack you stand in today.  I stayed living

out the rest of my years and telling others the story of this well.

~
!
2 -1
merman mermaid~
tell( mob, ch, #mermen );

~
E
mermen~
The mermen live in the surrounding waters of this beach.  A powerful

wizard saved them in a war long ago and as payment they now guard the

only passage to the gyspy island that lies in the distant seas.

~
!
2 -1
gypsy island~
tell( mob, ch, #gypsy );

~
E
gypsy~
So you want to know about the gyspy island do you.  Well the island is a

prison of sorts.  A powerful wizard banned the group their long ago.  The

mermen that call the waters near by their home guard the only passage to

the island.  Strong magical currents created by the wizard make it

impossible to reach the island by ship.

~
!
-1

#1859
~
huge pit fiend~
pit fiend~
~
huge~
snarls at you!~
pit fiends~
~
huge~
snarl at you!~
This large demon has black, leathery skin.  Hair protrudes from various

parts of its body.  Its face is one huge snarl and thick, viscous

liquid drips from its mouth.  Muslces bulge under its odd skin, greatly

straining it.  Thick black claws grow from its fingers and toes, and

look sharper than any weapon you have seen.  An aura of evil seems to

emanate from this horrid creature.

~
Galen~
attack_weapon( mob, victim, 8d5+70, "razor sharp claw-slash" );

attack_weapon( mob, victim, 8d5+70, "painful claw thrust" );

attack_weapon( mob, victim, 10d5+60, "splitting head-butt" );

if( random( 1, 7 ) == 1 ) {

  if( char_in_room( victim, room ) ) {

    act_tochar( #portal, victim, obj, mob );

    act_notchar( #portal_r, victim, obj, mob );

    transfer( victim, find_room( 63024 ) );

    acode( find_room( 63024 ), 1 );

    act_notchar( #incoming, victim, obj, mob );

  }

}

if( random( 1, 4 ) == 1 ) {

  i = 3d5+85;

  act_room( #fire, ch );

  attack_room( mob, i, "wall of fire" );

}

~
E
portal~
A dark, black portal shoots form from the pit fiends out stretched hand

and moves towards you, growing as it does!  You are sucked through the

portal and deposited in ...  hell?

~
E
portal_r~
A portal shoots forth from the pit fiend at $n, expanding and sucking $m

right into it!

~
E
incoming~
You see a portal, much like the one that placed you here, open up and out

of it comes spilling $n!

~
E
fire~
@CA super-heated wall of @Wwhite hot @Rflame@C issues forth from the pit

fiend and engulfs you!@w

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894515460 0 25
4424115 2441 8196 0 8
90
25 22 20 25 30
50 50 15 50 50 50 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524289640 26214464
0 1 0 0 0
M 0 6 0
1730 17 1509949455 16 0
2758 17 1509949445 -1 0
-1
-1

#1860
~
~
desert scarab~
~
giant~
digs around in the sand.~
~
~
giant~
dig around in the sand.~
Standing upright, the desert scarab would be about four feet all.  As it

is, while it is resting on its six segmented legs, the desert beetle is

nearly a foot high.  Unlike other insects, the front wings of the scarab

lack veins and meet in a straight line down the middle of its back. 

Clearly not used for flying, the scarabs wings look to assist more in

defense and in short hops.  The thorax and abdomen of the scarab are

covered in a dung-colored chitin that is dull and scratched.  Attached to

the giant scarab's head are moving antennae and serrated, clacking

mandibles.

~
Orb~
attack( mob, victim, 3d3+5, "jagged fore leg" );

attack( mob, victim, 3d3+5, "sharp middle leg" );

attack( mob, victim, 3d3+5, "hooked hind leg" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 3d3+5, "clacking jaws" );

~
!
0 0 26 0 0 0 0 10
0 0 62 4000 894251070 0 28
4391521 0 12 0 4
14
11 3 4 6 9
15 20 -20 25 50 25 0
450 14 hard black carapace~
700 8 wicked black pinchers~
900 7 short leg~
1000 3 exposed eye~
0 1000 ~
0
60293765 26214914
6516 429 0 15365 474709
N 0 4 0
-1
-1

#1861
Rob~
~
candy-maker~
~
~
works diligently at his sweet-craft.~
~
~
~
~
Candy-maker Rob is an average looking human male.  His short brown hair

is dappled with grey, and he is just a tiny bit overweight.  His white

smock and pants are protected by a white apron that is smeared with

chocolate stains.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 893970747 0 0
229795 0 0 0 6
55
14 14 13 15 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
2656 17 1509949540 6 0
2657 17 1509949540 7 0
463 17 1509949540 13 0
2658 17 1509949540 5 0
-1
6 16
blank~
transfer( mob, find_room( 265 ) );

interpret( mob, "junk all" );

obj_to_room( oload( 2654 ), find_room( 265 ) );

obj_to_room( oload( 2648 ), find_room( 265 ) );

obj_to_room( oload( 2649 ), find_room( 265 ) );

obj_to_room( oload( 2650 ), find_room( 265 ) );

obj_to_room( oload( 2651 ), find_room( 265 ) );

obj_to_room( oload( 2652 ), find_room( 265 ) );

obj_to_room( oload( 2653 ), find_room( 265 ) );

obj_to_room( oload( 2655 ), find_room( 265 ) );

interpret( mob, "get all" );

interpret( mob, "open box" );

interpret( mob, "put all box" );

interpret( mob, "close box" );

transfer( mob, find_room( 139 ) );

interpret( mob, #candytobox );

interpret( mob, "drop box" );

interpret( ch, "get box" );

interpret( mob, "smile" );

interpret( mob, #thanks );

~
E
candytobox~
emo carefully places the candies into a small box.

~
E
thanks~
say Thanks, I trust you will enjoy them!

~
!
6 12
blank~
obj = oload( 12 );

obj_to_char( obj, ch );

interpret( mob, "say Sorry, I accept exact change only." );

interpret( mob, "emo gives back the money." );

~
!
6 2
blank~
obj = oload( 2 );

obj_to_char( obj, ch );

interpret( mob, "say Sorry, I accept exact change only." );

interpret( mob, "emo gives back the money." );

~
!
6 14
blank~
obj = oload( 14 );

obj_to_char( obj, ch );

interpret( mob, "say Sorry, I accept exact change only." );

interpret( mob, "emo gives back the money." );

~
!
-1

#1862
~
deformed twisted dryad~
twisted dryad~
~
deformed~
stands here, clawing at a stone tree.~
twisted dryads~
~
deformed,~
stand here, clawing at the stone trees.~
This once-lovely tree-spirit is now a twisted, and dying creature.  Parts

of her deformed body have turned to stone, changing her from a beautiful

sprite to a sickened, ugly creature.  An insane light glows in her wide

violet eyes, and her face is twisted into an expression of desperation.

~
Orb~
attack( mob, ch, 10d6+80, "claw slash" );

attack( mob, ch, 10d2+100, "desperate attack" );

attack( mob, ch, 10d6+80, "claw slash" );

attack( mob, ch, 10d6+80, "claw slash" );

if( random( 1, 10 ) < 3 )

  attack( mob, ch, 100d2, "vicious attack" );

attack( mob, ch, 10d2+100, "desperate attack" );

if( random( 1, 10 ) > 7 )

  attack( mob, ch, 100d2, "vicious attack" );

if( random( 1, 3 ) == 1 ) {

  if( !is_silenced( mob ) ) {

    i = 10d10+70;

    act_room( #shriek, ch );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        dam_message( rch, i, "The twisted dryad's piercing shriek" );

        inflict( rch, mob, i, "a twisted dryad's piercing shriek" );

        }

      }

    }

  else

    act_room( #silence, ch );

  }

if( random( 1, 4 ) == 3 ) {

  i = 100d2+50;

  act_tochar( #blast, ch );

  act_notchar( #rblast, ch );

  dam_message( ch, i, "The dryad's desperate burst of energy" );

  inflict( ch, mob, i, "a twisted dryad's deseperate burst of energy" );

  }

~
E
shriek~
@MThe twisted dryad throws back her head and howls out a piercing shriek!

~
E
blast~
@GThe dryad summons a burst of pure energy, channeling it straight at you!

~
E
rblast~
@GThe dryad summons a burst of pure energy, channeling it straight at $n!

~
E
silence~
@MThe dryad throws back her head in a soundless howl of anguish.

~
!
0 0 74 0 0 0 0 10
0 0 0 4000 894515554 0 33
4558897 1207959944 8192 0 7
85
20 12 12 25 30
50 -25 -25 50 50 75 0
50 10 frail back~
500 40 partially stone leg~
600 40 stone arm~
1000 45 twisted body~
0 1000 ~
0
235932850 26214464
0 1 0 0 0
F 0 4 0
2665 17 1509949442 17 0
2876 17 1509949448 -1 0
-1
0 -1
~
wait( random( 1, 3 ) );

if( random( 1, 10 ) < 3 )

interpret( mob, "caress stone" );

~
!
-1

#1863
~
~
barbarian female~
~
large and husky~
is going about her chores.~
barbarian females~
~
large and husky~
are going about their chores.~
This burly, full-sized woman stands over six feet tall.  Her auburn hair

is long and tangled, while her skin is coarse and weather-beaten,

probably from living outside in the cold for so long.

~
Olah~
attack( mob, victim, 5d5+18, "bone-crushing hug" );

attack( mob, victim, 4d6+16, "vicious slap" );

attack( mob, victim, 4d6+16, "vicious slap" );

if( random( 0, 9 ) < 8 )

  attack( mob, victim, 4d6+18, "vicious kick" );

if( random( 1, 5 ) < 3 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 8 )

        attack( mob, rch, 5d5+18, "spinning backfist" );

      }

    }

  }

~
E
spin~
@rThe bloodthirsty woman flails her arms around in anger!@n

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 893892589 0 24
4445475 128 4 400 7
35
18 8 8 20 22
0 5 75 -50 25 20 0
800 11 full-figured body~
500 9 plump leg~
500 8 strong arm~
1000 6 round head~
0 1000 ~
2144
149422735 31457344
798 8 0 425 155437
F 400 5 0
843 17 1509949460 5 0
619 17 1509949490 5 0
2761 17 1509949441 -1 0
-1
-1

#1864
~
~
barbarian warrior~
~
towering, broad-shouldered~
is polishing his weapon.~
barbarian warriors~
~
towering, broad-shouldered~
are polishing their weapons.~
Standing over six and a half feet tall, this muscular brute of a man

scowls at you.  Enormous biceps dangle upon limber arms, and

powerful-looking legs support his large frame.  His thick @mauburn@n

beard contains several drops of alcohol, no doubt this creature imbibes a

lot of it.

~
Olah~
attack( mob, victim, 6d5+15, "violent chop" );

attack( mob, victim, 6d5+15, "second chop" );

attack( mob, victim, 6d5+15, "third chop" );

if( random( 0, 9 ) < 8 )

  attack( mob, victim, 5d5+15, "shoulder thrust" );

if( random( 0, 9 ) < 6 )

  attack( mob, victim, 6d6+16, "powerful chop" );

if( random( 1, 5 ) < 3 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 8 )

        attack( mob, rch, 6d5+15, "spinning chop" );

      }

    }

  }

if( random( 0, 5 ) == 3 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

~
E
spin~
@RThe barbarian swings his weapon wildly around the room!@n

~
E
charge~
@eThe barbarian ducks his head and charges full speed ahead!@n

~
!
0 0 0 1000 100 0 0 10
0 0 22 4000 893641374 0 24
4441393 3 32772 400 7
40
20 5 5 18 25
-10 10 75 -50 50 20 0
700 14 muscled torso~
300 12 muscular arm~
300 13 muscular leg~
1000 8 thick head~
0 1000 ~
67680
170394575 26214464
14576 99 0 7634 6531352
M 400 5 0
2678 17 1509949441 17 0
2064 16 1509949480 17 0
2067 16 1174405140 17 0
2680 17 1509949480 -1 0
1955 17 1509949470 6 0
619 17 1509949490 5 0
2761 17 1509949441 -1 0
-1
-1

#1865
~
~
barbarian scout~
~
muscular, narrow-eyed~
is patrolling the area.~
barbarian scouts~
~
muscular, narrow-eyed~
are patrolling the area.~
Standing about six and a half feet tall, this muscular brute of a man

constantly scans the area looking for intruders.  His arms and legs are

so large that they protrude from his many layers of clothing.  His

narrow-eyes suddenly focus their attention on you, and a gleam of

excitement ignites in them.

~
Olah~
if( random( 0, 9 ) < 4 )

  attack( mob, victim, 6d10+12, "powerful stab" );

attack( mob, victim, 3d10+15, "ferocious pierce" );

attack( mob, victim, 3d10+15, "second pierce" );

attack( mob, victim, 3d10+15, "third pierce" );

if( random( 0, 9 ) < 8 )

  attack( mob, victim, 3d10+15, "potent pierce" );

if( random( 1, 5 ) < 3 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 8 )

        attack( mob, rch, 3d10+15, "spinning pierce" );

      }

    }

  }

~
E
spin~
@eThe barbarian whirls around striking rapidly with his knife!@n

~
!
0 90 0 1000 100 0 0 10
0 0 23 2500 893641701 0 24
4446001 129 -2147483644 400 7
40
20 9 6 20 24
-10 0 90 -50 50 40 30
600 16 muscular body~
500 13 powerful arm~
300 14 powerful leg~
1000 9 thick head~
0 1000 ~
65760
157287375 39322245
18890 106 0 5260 6386131
M 400 5 0
2676 17 1509949441 16 0
3027 16 1509949539 16 0
2064 17 1509949480 17 0
2067 16 1509949460 17 0
1955 17 1509949465 6 0
843 17 1509949470 5 0
619 17 1509949490 5 0
-1
0 -1
~
act_tochar( #intru, ch );

~
E
intru~
The @rbarbarian@n shouts, "@YIntruders!@n"

~
!
-1

#1866
~
~
barbarian hidesmaker~
Grunting heavily,~
sweaty~
is busy butchering away here.~
barbarian hidesmakers~
Grunting heavily,~
sweaty~
are busy butchering away here.~
This muscular brute of a man constantly grunts as he pounds away at the

carcasses.  Rivers of @csweat@n glisten down his bulging arms and legs. 

His thick brown beard is loaded with @csweat@n and @rblood@n, covering

half his face.  Looking closer at his arms, you can see a rather large

scar in the shape of a lightning bolt.

~
Olah~
attack( mob, victim, 5d6+20, "violent pounding" );

attack( mob, victim, 5d6+20, "second pounding" );

attack( mob, victim, 5d6+20, "third pounding" );

if( random( 0, 9 ) < 5 )

  attack( mob, victim, 6d6+20, "butchering smash" );

if( random( 0, 9 ) < 7 )

  attack( mob, victim, 5d7+20, "forceful pounding" );

if( random( 1, 5 ) < 4 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 8 )

        attack( mob, rch, 5d6+20, "spinning pounding" );

      }

    }

  }

if( random( 1, 5 ) == 3 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

~
E
spin~
@RBlood splatters everywhere as the barbarian attacks with wicked abandon!@n

~
E
charge~
@YThe barbarian grunts and lunges his enormous body forward!@n

~
!
0 0 0 1000 100 0 0 10
0 0 3 4000 893641529 0 24
4441379 1 4 600 7
45
20 9 5 18 26
-10 20 75 -40 50 20 20
700 16 massive chest~
300 13 sweaty arm~
400 14 sweaty leg~
1000 10 thick head~
0 1000 ~
67680
175637775 26214464
3284 17 0 1414 1119373
M 600 5 0
843 17 1509949470 5 0
1955 17 1509949470 6 0
619 17 1509949490 5 0
949 49 1509949540 -1 0
41 81 1509949500 -2 0
1482 81 1509949470 -2 0
2761 81 1509949444 -2 0
-1
-1

#1867
~
~
barbarian shaman~
~
gray-eyed, dark-skinned~
is chanting something.~
barbarian shamans~
~
gray-eyed, dark-skinned~
are chanting something.~
This brute, standing over 6 feet tall, gazes up at nothing in particular. 

Not quite as big as the other barbarians, he is still well-muscled.  His

hands are constantly in a prayer position, and his stance is in a

battle-ready position.  Examining his gray eyes closer, you sense great

emnity as you have somehow disturbed his daily routine.

~
Olah~
attack( mob, victim, 7d5+25, "quick left blow" );

attack( mob, victim, 2d18+25, "swift side kick" );

if( !is_silenced( mob ) ) {

  if( random( 0, 9 ) < 4 ) {

    send_to_room( #elec, room );

    wait( 1 );

    send_to_room( #telec, room );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        if( random( 0, 9 ) < 8 )

          do_spell( lightning bolt, mob, rch );

        }

      }

    }

  if( random( 0, 9 ) < 4 ) {

    send_to_room( #curse, room );

    do_spell( blind, mob, ch );

    }

  }

attack_shock( mob, victim, 7d5+25, "electric touch" );

if( random( 0, 9 ) < 7 )

  attack( mob, victim, 7d5+35, "vicious blow" );

~
E
elec~
@YThe barbarian calls upon his god to strike you!@n

~
E
telec~
@YSilver bolts of lightning illuminate the room!@n

~
E
curse~
@rA cloud of darkness envelops the room.@n

~
!
0 0 0 0 0 0 0 10
0 0 1 4000 893885185 0 24
229683 33554817 4 800 7
53
15 14 15 14 20
-10 25 100 -30 75 25 75
700 12 exposed torso~
400 10 muscular thigh~
400 9 powerful hand~
1000 8 thick head~
0 1000 ~
352
188744660 26214464
1832 6 0 574 884376
M 800 5 0
2670 17 1509949442 8 0
1320 17 1509949530 5 0
413 16 1509949450 5 0
-1
-1

#1868
~
~
barbarian elder~
~
blue-eyed, silver-bearded~
proudly stands before you.~
barbarian elders~
~
blue-eyed, silver-bearded~
proudly stand before you.~
A gray beard covers most of this barbarian's face.  Streaks of silver and

drops of alcohol rest on the beard.  The skin on his hands and face looks

coarse, and the few wrinkles scattered along his face give the only hints

that this man has seen more years than most other barbarians.

~
Olah~
attack( mob, victim, 4d10+22, "powerful fist smash" );

attack( mob, victim, 6d7+20, "elbow smash" );

attack_shock( mob, victim, 4d10+25, "electric punch" );

if( random( 0, 9 ) < 7 )

  attack( mob, victim, 5d10+22, "vicious uppercut" );

if( random( 0, 9 ) < 8 )

  attack( mob, victim, 6d9+22, "front kick" );

if( random( 1, 5 ) < 4 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 8 )

        attack( mob, rch, 4d10+25, "powerful round house" );

      }

    }

  }

~
E
spin~
@RThe barbarian lifts his leg high in the air and becomes a blur.@n

~
!
0 90 0 1000 100 0 0 10
0 0 0 4000 893641658 0 24
4441905 3 32772 696 7
50
20 8 14 16 25
-10 10 75 -35 50 10 25
700 16 tough torso~
300 12 powerful arm~
450 13 powerful leg~
1000 9 bearded face~
0 1000 ~
67704
183502100 26214464
0 1 0 0 0
M 696 5 0
2692 17 1509949441 3 0
1955 17 1509949470 6 0
1956 16 1509949455 6 0
2064 17 1509949480 17 0
2067 16 1509949460 17 0
619 17 1509949490 5 0
-1
-1

#1869
~
~
barbarian chieftain~
~
hulking, powerful-looking~
positions himself before you.~
barbarian chieftains~
~
hulking, powerful-looking~
position themselves before you.~
This huge, muscular man stands almost seven feet tall.  His auburn beard

is well-trimmed, and his eyes stare intently at you.  His muscles are

well-defined, and several scars in the shape of a lightning bolt

accentuate the muscles on his legs.  Despite his powerful build, what

commands your attention is his impish grin and his battle-ready stance.

~
Olah~
attack( mob, victim, 6d9+25, "potent chop" );

attack( mob, victim, 9d6+25, "powerful chop" );

attack_shock( mob, victim, 9d6+25, "lightning chop" );

if( random( 0, 9 ) < 7 )

  attack( mob, victim, 9d6+35, "mighty chop" );

if( random( 0, 9 ) < 9 )

  attack( mob, victim, 9d6+30, "forceful chop" );

if( random( 1, 5 ) < 4 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) )

      attack( mob, rch, 9d6+25, "spinning chop" );

    }

  }

if( random( 0, 5 ) == 3 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

if( !is_silenced( mob ) ) {

  if( random( 0, 9 ) < 4 ) {

    send_to_room( #curse, room );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        if( random( 0, 9 ) < 6 )

          do_spell( curse, mob, rch );

        }

      }

    }

  }

~
E
spin~
@RThe barbarian flails his weapon around the room.@n

~
E
charge~
@eThe barbarian ducks his head and charges full speed!@n

~
E
curse~
@rThe barbarian cries out to his god and screams some curses.@n

~
!
0 0 0 1000 100 0 0 10
0 0 0 4000 899329521 0 24
4445491 3 32772 1000 7
55
23 8 9 21 25
-10 20 90 -30 75 20 50
700 20 powerful torso~
300 16 muscular arm~
500 18 muscular leg~
1000 14 protected head~
0 1000 ~
67616
214959380 26214464
0 1 0 0 0
M 1000 5 0
2671 17 1509949442 6 0
1956 16 1509949490 6 0
2681 17 1509949443 16 0
313 16 1509949520 16 0
619 17 1509949500 5 0
-1
4 -1
~
~
!
4 -1
~
remove_rflag( reset0, find_room( 66008 ) );

~
!
-1

#1870
~
~
silver dragon~
Stretching its neck and imitating a silver swan,~
~
says, "Hi Florian!"~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894515701 0 34
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1871
~
~
young golden dragon~
~
~
A young golden dragon is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894515718 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1872
~
~
satyr~
~
~
A satyr is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894515726 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1873
pegacorn~
~
marble gargoyle~
~
~
A pegacorn is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 885115780 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1874
aerial servant~
~
aerial servant~
~
~
An aerial servant is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1875
hamadryad~
~
hamadryad~
~
~
A hamadryad is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1876
hamadaryd~
~
hamadaryd~
~
~
A hamadaryd is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1877
weretiger~
~
weretiger~
~
~
A weretiger is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1878
crystal golem~
~
crystal golem~
~
~
A crystal golem is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1879
winged savant~
~
winged savant~
~
~
A winged savant is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1880
~
~
crystal dragon~
~
~
is here, shimmering as it gazes about.~
crystal dragons~
~
~
are here, shimmering as they gaze about.~
Though large, the dragon before you stands with a deft grace that belies

its bulk.  Hexagonel crystal scales of various sizes armor its body from

its long, sweeping neck to its short, stubby tail.  Tines of crystal jut

outward from the tip of its tail like the barbed spikes on a triclopse's

club.  The crystal dragon's browbridges slant downward at a protective

angle, shielding its green, slitted eyes.  Also, the claws on the dragon

look impossibly sharp and well-honed.

~
Florian~
i = 1d15;

attack( mob, victim, 6d6+10, "left crystalline claw" );

attack( mob, victim, 6d6+10, "right crystalline claw" );

if( random( 1, 8 ) == 1 ) {

  act_room( #tail, ch, obj, mob );

attack( mob, victim, 5d5+10, "crystal tine spiked tail" );

  }

if( random( 1, 9 ) == 7 ) {

  mob = mob_in_room( 1880, room );

  act_tochar( #surge, mob, obj, victim );

  act_tochar( #surge2, ch, obj, mob );

  act_neither( #rsurge, ch, obj, mob );

  interpret( mob, "bash" );

  }

if( i == 1 ) {

  mob = mob_in_room( 1880, room );

  act_tochar( #breatheon, mob, obj, victim );

  act_tochar( #breath, ch, obj, mob );

  act_neither( #rbreath, ch, obj, mob );

  attack_shock( mob, victim, 7d7+10, "electric blue lightning" );

  }

if( i == 2 ) {

  mob = mob_in_room( 1880, room );

  act_tochar( #cast, ch, obj, mob );

  act_tochar( #cast2, mob, obj, victim );

  act_neither( #rcast, ch, obj, mob );

  do_spell( lightning bolt, mob, victim );

  }

~
E
tail~
@CA crystal dragon whips its tail back violently!@n

~
E
surge~
@RYou surge forward towards $N!@n

~
E
breatheon~
@BYou open your mouth, preparing to breathe on $N!@n

~
E
rbreath~
@BA crystal dragon opens its mouth, preparing to breathe.@n

~
E
cast2~
@YYou glare at $N and begins casting a spell on $M.@n

~
E
rcast~
@YA deep rumble emmanates from a crystal dragon's chest.@n

~
E
rsurge~
@RA crystal dragon surges forward!@n

~
E
surge2~
@RA crystal dragon surges forward, trying to knock you over!@n

~
E
breath~
@BThe crystal dragon rears back, preparing to breathe on you!@n

~
E
cast~
@YA crystal dragon rumbles as it begins casting at you.@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894515902 0 33
4419619 8328 67112960 0 4
45
16 14 13 11 15
35 25 25 90 0 0 90
100 40 crystalline browridges~
350 20 crystalline wing~
650 18 large, crystal claw~
950 18 crystal-tined tail~
1000 10 green, slitted pupil~
8388608
170394270 24903961
0 1 0 0 0
M 0 6 0
-1
-1

#1881
~
~
young amethyst dragon~
~
~
stands here with a wary eye.~
~
~
~
~
This young dragon is little bigger than a horse.  With brilliant yellow

eyes and scales of faceted purple amethyst, this serpentine fellow is

quite a sight to behold.  Its tail is long and curved, ending in a

spear-like tip and each of its claws glitter with a miriad of colors. 

The dragon's underbelly is soft and leathery.  Its lavender color is a

stark contrast to its bright violet scales.

~
Florian~
if( random( 1, 10 ) == 1 ) {

  act_tochar( #tailtomob, mob, obj, victim );

  act_tochar( #tail, ch, obj, mob );

  act_neither( #rtail, ch, obj, mob );

  attack( mob, victim, 7d7, "long, spear-like tail" );

  }

attack( mob, victim, 5d5+10, "gleaming amethyst claw" );

attack( mob, victim, 5d5+10, "gleaming amethyst claw" );

attack( mob, victim, 6d6+15, "sharp, toothy bite" );

if( random( 1, 10 ) == 1 ) {

  act_tochar( #bashtomob, mob, obj, victim );

  act_tochar( #bash, ch, obj, mob );

  act_neither( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

~
E
bashtomob~
@RYou slam your tail into $N.

~
E
bash~
@RSuddenly, $N slams its tail into you!@n

~
E
rbash~
@RWith force, $N slams $S tail into $n!

~
E
tailtomob~
@MYou whip your tail around, hitting $N!

~
E
tail~
@MA young amethyst dragon slams its tail into you!@n

~
E
rtail~
@MA young amethyst dragon slams its tail into $n!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894517777 0 33
225315 128 201330688 0 4
35
15 14 13 14 14
15 20 20 70 20 0 45
300 15 hard, faceted head~
550 14 long, spear-like tail~
700 12 amethyst scales~
900 17 sharp, amethyst claw~
925 10 soft, lavender underbelly~
8388608
91751075 20973124
0 1 0 0 0
M 0 6 0
-1
-1

#1882
~
large menace dune stalker~
{large menace covered with sand} dune stalker~
~
~
looms ominously near.~
{large menaces covered with sand} dune stalkers~
~
~
loom ominously near.~
This large, lanky creature has a rough, almost scaly hide.  Much of its

body, though, is covered in a thick layer of sand.  It has a protruding

snout like that of a lizardman and sharp teeth to match.  Above its

snout, it has two ebony eyes whose depths speak of nothing but dim

intelligence.  Two large, meaty fists hang at the dune stalker's side.

~
Florian~
attack_weapon( mob, victim, 6d6, "razor thin sand claws" );

attack_weapon( mob, victim, 6d6, "razor thin sand claws" );

attack( mob, victim, 4d6+15, "rending bite" );

i = 1d20;

if( i == 1 ) {

  act_tochar( #mobspit, mob, obj, victim );

  act_tochar( #spit, ch, obj, mob );

  act_neither( #rspit, ch, obj, mob );

  attack_acid( mob, victim, 5d5+12, "spray of venom" );

  }

else if( i > 18 ) {

  act_tochar( #mobbash, mob, obj, victim );

  act_tochar( #bash, ch, obj, mob );

  act_neither( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

~
E
mobspit~
@GInhaling deeply, you spray a stream of venom on $N!@n

~
E
spit~
@GWith a deep breath, $N spits venom all over you!@n

~
E
rspit~
@GRearing back, $N spits venom on $n!@n

~
E
mobbash~
@BFuriously, you slam yourself into $N!@n

~
E
bash~
@BLurching greatly, $N slams into you!@n

~
E
rbash~
Lurching greatly, $N slams directly into $n.

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 894764197 0 28
229665 0 0 0 4
37
14 8 7 13 15
5 40 25 0 0 0 25
250 13 sandy body~
450 10 sand-colored fist~
650 15 sandy mid-section~
950 18 tough, leathery snout~
1000 5 faceted, ebony eye~
65536
96995658 26216642
0 1 0 0 0
M 0 4 0
-1
-1

#1883
ice gargoyle sculpture large~
~
{large gargoyle of sculpted ice} ice gargoyle~
~
~
looms nearby.~
{large gargoyle of sculpted ices} ice gargoyles~
~
~
loom nearby.~
Seemingly carved from ice, this gargoyle stands at least six feet tall. 

It wings, though quite delicate, look like they could support its weight

in flight and sparkle as the light catches their surface.  Two sharp,

curving horns of ice jut from the gargoyle's forehead, jsut above its

glowing green eyes.  The gargoyle's claws are extremely sharp and its

feet are jagged and gnarled.

~
Florian~
attack_cold( mob, victim, 5d5+8, "ice claw" );

attack_cold( mob, victim, 5d5+8, "ice claw" );

attack_cold( mob, victim, 4d4+10, "icy bite" );

if( random( 1, 15 ) == 1 ) {

act_tochar( #mobbreathes, mob, obj, victim );

act_tochar( #breathe, ch, obj, mob );

act_neither( #rbreathe, ch, obj, mob );

attack_cold( mob, victim, 7d5+10, "icy breath" );

}

if( random( 1, 12 ) == 1 )

interpret( mob, "bash" );

~
E
mobbreathes~
@CYou inhale cool air and breathe upon $N!@n

~
E
breathe~
@CDrawing a deep breath, $N breathes ice at you!@n

~
E
rbreathe~
@CSuddenly, $N breathes ice at $n.@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 894764347 0 35
33788449 0 4198400 0 4
33
12 12 12 12 12
10 -100 100 0 45 0 0
200 10 slender ice wing~
400 11 tail of ice~
675 15 ice-hard chest~
975 14 frost covered body~
1000 100 horns of ice~
0
86509642 31458882
0 1 0 0 0
M 0 4 0
-1
-1

#1884
swirling cloud earth dust dao~
~
{swirling column of dust and earth} dao~
~
~
hovers above the ground.~
{swirling columns of dust and earth} daos~
~
~
hover above the ground.~
Resting atop a swirling column of earth and dust is the torso of an

extremely muscular man.  Known commonly as a dao, this being hovers above

the ground and has no lower body save for this column.  The dao's hands

are twice the size of an ogre's.  Clamped down about his wrists are bands

of silvery blue metal.  The dao's eyes have a red, unearthy glow to them.

~
Florian~
attack( mob, victim, 2d12+10, "fist of stone" );

attack( mob, victim, 2d12+10, "fist of stone" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 3d10+10, "pummeling stone fist" );

if( random( 1, 10 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_tochar( #summonmob, mob, obj, victim );

  act_tochar( #summon, ch, obj, mob );

  act_neither( #rsummon, ch, obj, mob );

  i = 3d10+20;

  dam_message( victim, i, "A cloud of swirling dust" );

  inflict( victim, mob, 5d5+15, "a dao's earth spell" );

  }

else {

  act_tochar( #mobcant, mob, obj, victim );

  act_tochar( #cant, ch, obj, mob );

  act_neither( #rcant, ch, obj, mob );

  }

if( random( 1, 13 ) == 13 )

  interpret( mob, "bash" );

~
E
summonmob~
@ySpeaking the ritual of earth, you summon your element to aid you!@n

~
E
summon~
@yIntoning deeply, $N summons $S element to help $M.@n

~
E
rsummon~
@yIntoning deeply, $N summons $S element to attack $n!@n

~
E
mobcant~
@YYou cannot summon your element. You are silenced!@n

~
E
cant~
@YSuddenly, $N glares at you, as $E realizes $E has been silenced!@n

~
E
rcant~
@YA dao levels a dangerous glare at $n.

~
!
0 0 81 0 0 0 0 10
0 0 0 4000 894764812 0 28
250665 -2146434688 67112960 0 4
37
16 15 11 12 12
25 15 0 0 45 0 0
350 10 wispy, lower body~
600 15 defined torso~
750 17 blue wrist band~
950 17 broad shoulder~
1000 50 long pony tail~
131072
91752778 26217602
0 1 0 0 0
M 0 4 0
-1
-1

#1885
~
~
{being of flesh and air} djinn~
~
~
hovers above the ground.~
{beings of flesh and air} djinns~
~
~
hovers above the ground.~
Before you stands a being of air and flesh.  From the waist down, there

is nothing but a swirling cyclone of air.  But atop the column is the

torso of a strong, muscular man.  His eyes are slightly slanted and quite

intelligent.  Bands of iron are clamped around the djinn's wrists. 

Trailing behind the djinn is a long, black ponytail.

~
Florian~
attack( mob, victim, 2d12+10, "gust of wind" );

attack( mob, victim, 2d12+10, "gust of wind" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 3d10+10, "gale of air" );

if( random( 1, 10 ) == 1 )

if( !is_silenced( mob ) ) {

act_tochar( #summonmob, mob, obj, victim );

act_tochar( #summon, ch, obj, mob );

act_neither( #rsummon, ch, obj, mob );

i = 3d10+20;

dam_message( mob, i, "A swirling cyclone of air" );

inflict( victim, mob, 5d5+15, "a djinn's air spell" );

}

else {

act_tochar( #mobcant, mob, obj, victim );

act_tochar( #cant, ch, obj, mob );

act_neither( #rcant, ch, obj, mob );

}

if( random( 1, 13 ) == 13 )

interpret( mob, "bash" );

~
E
summonmob~
@YYou incant the ritual of air, summoning your element to aid you!@n

~
E
summon~
@YIntoning, $N incants a spell, summoning the very air to attack you!@n

~
E
rsummon~
@YIntoning a spell, $N coaxes the air to attack $n!@n

~
E
mobcant~
@RYou cannot incant your ritual. You are silenced!@n

~
E
cant~
@RA djinn opens its mouth but no sound emerges.@n

~
E
rcant~
You watch as $N glares openly at $n.@n

~
!
0 0 81 0 0 0 0 10
0 0 0 4000 894764937 0 29
250657 -2146434688 4096 0 4
37
15 15 11 14 14
15 15 15 25 45 15 0
350 16 wispy, lower body~
575 16 hard upper body~
625 10 black ponytail~
850 15 iron wrist band~
1000 16 broad shoulder~
131072
98306378 19662404
0 1 0 0 0
M 0 4 0
-1
-1

#1886
~
~
{man with a water spout for a lower body} marid~
~
~
stands here, arms folded.~
{men with water spouts for lower bodies} marids~
~
~
stand here, arms folded.~
Like a geyser, the lower half of this being gushes crystal blue water up

and outward.  From the waist up, though, the marid looks like an

oversized human.  Its hands are quite large and are bound by red bands

engemmed with lapis lazuli.  The marid's eyes are his most unusual

feature.  They seem to speak of endless cruelty and intellect.

~
Florian~
attack_cold( mob, victim, 6d6+10, "watery blast" );

attack_cold( mob, victim, 6d6+10, "watery blast" );

if( random( 1, 3 ) == 1 )

  attack_cold( mob, victim, 3d10+10, "stream of icy water" );

if( random( 1, 10 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_tochar( #summonmob, mob, obj, victim );

  act_tochar( #summon, ch, obj, mob );

  act_neither( #rsummon, ch, obj, mob );

  i = 3d10+20;

  dam_message( mob, i, "A tidal wave of water" );

  inflict( mob, victim, i, "a marid's ritual water spell" );

  }

else {

  act_tochar( #mobcant, mob, obj, victim );

  act_tochar( #cant, ch, obj, mob );

  act_neither( #rcant, ch, obj, mob );

  }

if( random( 1, 13 ) == 13 )

  interpret( mob, "bash" );

~
E
summonmob~
@BYou intone deeply, summoning your element to aid you!@n

~
E
summon~
@BLooking directly at you, $N incants a ritual.@m

~
E
rsummon~
@BSuddenly $n flinches as $N incants a ritual.@n

~
E
mobcant~
@RYou cannot summon your element. You have been silenced!@n

~
E
cant~
@RBearing $S teeth as you, $N discovers that $E cannot utter a sound!

~
E
rcant~
@RBearing $S teeth as N, $N discovers that $E cannot utter a sound!

~
!
0 0 81 0 0 0 0 10
0 0 0 4000 894765153 0 31
250665 26222976 4096 0 4
37
14 16 13 13 16
25 -100 100 0 35 0 0
350 10 wispy, lower body~
600 15 defined torso~
750 17 red wrist band~
950 17 broad shoulder~
1000 50 long pony tail~
131072
98306378 26216004
0 1 0 0 0
M 0 5 0
-1
-1

#1887
~
~
{young woman with the features of a fox} werefox~
~
~
perches nearby, observing.~
{young women with the features of vixen} werefoxes~
~
~
perch nearby, watching each other.~
At first glance, you see a young human woman who is maybe twenty five

years of age.  Her clothing is a bit shabby and she carries herself with

a wary grace.  A closer inspection, though, reveals that the woman's face

has a feral quality to it and is covered in a light dusting of redish fur. 

She has an unusual nose, like that of a fox and her ears are large and

tufted.

~
Florian~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "bash" );

attack_weapon( mob, victim, 4d5+5, "back hand attack" );

attack_weapon( mob, victim, 4d6+3, "stomach jab" );

attack_weapon( mob, victim, 4d6+3, "stomach jab" );

if( random( 1, 10 ) < 3 ) {

  act_tochar( #mobtrans, mob, obj, victim );

  act_tochar( #trans, ch, obj, mob );

  act_neither( #rtrans, ch, obj, mob );

  attack( mob, victim, 7d6+10, "mighty claw" );

  }

~
E
mobtrans~
@REntering a battle frenzy, you hand transforms into a mighty claw!@n

~
E
trans~
@REntering a battle frenzy, $N's hand transforms into a mighty claw!@n

~
E
rtrans~
@REntering a battle frenzy, $N's hand transforms into a mighty claw!@n

~
!
0 0 77 0 0 0 0 10
0 0 0 4000 894765290 0 32
246561 160 1048592 0 4
30
13 13 9 24 15
15 -15 35 -5 20 10 -10
200 15 furry face~
500 15 lithe body~
650 10 outstretched claw~
750 8 tuffed ear~
1000 16 shabby, clothed body~
458752
99616138 20972803
0 1 0 0 0
F 0 4 0
-1
-1

#1888
~
~
{iron colossus} lightning simulcrum~
~
~
stands here with arcs of lightning flying off of it.~
{iron colossi} lightning simulcrums~
~
~
stand here with arcs of lightning flying off of them.~
Standing at least eight feet tall, you see what at first looks to be

giant statue forged of iron.  But as golden electricity arcs off of its

body, your original premise is soon laid to rest.  With powerful arms and

an iron chest as thick as a barrel, the golem before you looks onward

with faceted garnets for eyes.  Emblazoned on its chest is the mark of a

powerful mage.

~
Florian~
i = random( 1, 10 );

if( i < 6 )

  interpret( mob, "bash" );

attack_shock( mob, victim, 5d6+10, "pulsing gauntlet" );

attack_shock( mob, victim, 5d6+10, "pulsing gauntlet" );

attack_shock( mob, victim, 5d6+10, "pulsing gauntlet" );

if( i < 5 ) { 

  ch = rand_player( room );

  if( find_stat( ch, level ) < 91 ) 

    attack_shock( mob, victim, 7d7+12, "arc of electricity" );

  }

if( i == 1 )

attack( mob, victim, 5d5, "ramming shoulder" );

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 894765483 0 34
4424225 32769 268435464 2 4
40
16 5 4 5 15
25 30 -40 100 50 0 0
250 200 hard, iron body~
500 20 iron forearm~
750 17 visored helm~
900 15 iron midsection~
1000 12 unprotected side~
139264
104860170 20972803
0 1 0 0 0
N 2 5 0
-1
-1

#1889
~
~
{man of flesh and flame} efreet~
~
~
hovers here with his arms crossed.~
{men of flesh and flame} efreets~
~
~
hover here with their arms crossed.~
Surrounded by a nimbus of fire, this being is made of both flesh and

flame.  From the waist up, you see the body of a large, humanoid male

with the physique of a blacksmith.  Around each of his massive wrists are

mithril bands with a fire opal set into each.  Rather than having a lower

body, from the waist down he is nothing but an undulating column of flame. 

His eyes are of blue flame, which compliments his blue-black ponytail

that hangs down his back.

~
Florian~
attack_fire( mob, victim, 6d6+10, "fist of flame" );

attack_fire( mob, victim, 6d6+10, "fist of flame" );

if( random( 1, 3 ) == 1 )

  attack_fire( mob, victim, 3d10+10, "tongue of flame" );

if( random( 1, 10 ) == 1 )

  if( !is_silenced( mob ) ) {

  act_tochar( #summonmob, mob, obj, victim );

  act_tochar( #summon, ch, obj, mob );

  act_neither( #rsummon, ch, obj, mob );

  i = 3d10+20;

attack_fire( mob, victim, i, "wave of heat" );

  }

else {

  act_tochar( #mobcant, mob, obj, victim );

  act_tochar( #cant, ch, obj, mob );

  act_neither( #rcant, ch, obj, mob );

  }

if( random( 1, 13 ) == 13 )

  interpret( mob, "bash" );

~
E
summonmob~
@RBarking a command word, you summon the ritual of flame!@n

~
E
summon~
@RWaving $S hands, $N summons $S element to aid $M against you!@n

~
E
rsummon~
@RWaving $S hands, $N summons $S element to aid $M against $n!@n

~
E
mobcant~
@CYou try to summon your element but find yourself silenced!@n

~
E
cant~
@CShaking $S fist, $N glares at you.@n

~
E
rcant~
@CShaking $S fist, $N glares at $n.@n

~
!
0 0 81 0 0 0 0 10
0 0 0 4000 894765625 0 25
250665 1059200 67112960 0 4
37
15 10 8 14 17
25 100 -100 5 43 10 -5
350 16 wispy, lower body~
575 16 hard upper body~
625 10 black ponytail~
850 15 mithril wrist band~
1000 16 broad shoulder~
131072
78644500 26216644
0 1 0 0 0
M 0 4 0
-1
-1

#1890
~
~
black dragon~
~
~
is here.~
black dragons~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763583 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1891
~
~
young red dragon~
~
~
is here.~
red dragons~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763568 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1892
~
~
werepanther~
~
~
is here.~
werepanthers~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763606 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1893
~
~
obsidian gargoyle~
~
~
stands here, poised like a statue.~
obsidian gargoyles~
~
~
stand here, poised like statues.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894765783 0 30
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1894
~
~
hellfire~
~
~
is here.~
hellfires~
~
~
are here.~
No description.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763642 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 100 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
26220900 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1895
~
~
vampiric mist~
~
~
is here.~
vampiric mists~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763681 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1896
~
~
spectral minion~
~
~
is here.~
spectral minions~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763715 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1897
giant cave spider~
~
giant cave spider~
~
~
A giant cave spider is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899908972 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1898
flesh golem~
~
flesh golem~
~
~
A flesh golem is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 854874456 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1899
~
~
shadow demon~
~
~
is here.~
shadow demons~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894763739 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1900
~
~
barbarian guard~
~
huge, well-muscled~
protects the entrance.~
barbarian guards~
~
huge, well-muscled~
protect the entrance.~
This heavily-muscled man stands over six and a half feet tall.  His

@bblue@n eyes gaze warily at you.  Many scars cover his face, and his

beard contains what looks to be a beard ring in the shape of a lightning

bolt.

~
Olah~
attack( mob, victim, 3d10+20, "violent chopping" );

attack( mob, victim, 3d10+20, "second chopping" );

attack( mob, victim, 3d10+20, "third chopping" );

if( random( 0, 9 ) < 5 )

  attack( mob, victim, 7d6+23, "butchering smash" );

if( random( 0, 9 ) < 7 )

  attack( mob, victim, 3d10+25, "powerful chopping" );

if( random( 1, 5 ) < 4 ) {

  send_to_room( #spin, room );

  loop( all_in_room )  {

    if( is_player( rch ) ) {

      if( random( 0, 9 ) < 9 )

        attack( mob, rch, 3d10+20, "spinning chopping" );

      }

    }

  }

if( random( 0, 5 ) == 2 ) {

  send_to_room( #charge, room );

  interpret( mob, "bash" );

  }

if( random( 1, 2 ) == 2 ) {

  act_room( #help, ch );

  open( room, north );

  summon( mob, victim );

  }

~
E
spin~
@eThe barbarian screams in anger and swings around wildly!@n

~
E
charge~
@BThe barbarin ducks his head and charges!@n

~
E
help~
@eThe barbarian gestures for aid!@n

~
!
0 90 0 1000 100 0 0 10
0 0 0 4000 893641797 0 24
4440867 131 4 496 7
48
20 9 5 18 26
-10 20 90 -40 50 10 25
700 15 massive chest~
400 13 powerful arm~
400 14 powerful leg~
1000 10 thick head~
0 1000 ~
67680
173016335 26214464
0 1 0 0 0
M 496 5 0
843 17 1509949470 5 0
1955 17 1509949470 6 0
1956 16 1509949455 6 0
619 17 1509949490 5 0
-1
0 -1
~
wait( 1 );

act_tochar( #growl, ch );

wait( 1 );

~
E
growl~
The @rbarbarian@n growls at you, obviously annoyed by your presence.

~
!
6 2680
~
wait( 1 );

if( !is_fighting( ch ) ) {

  act_tochar( #pass, ch );

  act_notchar( #opass, ch );

  open( room, north );

  transfer( ch, find_room( 66062 ) );

  act_notchar( #nenter, ch );

  loop( followers ) {

    if( is_player( rch ) ) {

      transfer( rch, find_room( 66062 ) );

      act_notchar( #nenter, rch );

      }

    }

  close( room, north );

  act_tochar( #close, ch );

  junk_obj( obj, 1 );

  }

else

  act_tochar( #cant, ch );

~
E
pass~
The @rbarbarian@n nods and opens the entrance to let you through.

~
E
opass~
The @rbarbarian@n nods and opens the entrance to let $n through.

~
E
nenter~
$n enters the stone building.

~
E
close~
The boulder immediately closes.

~
E
cant~
You can't do that while fighting!

~
!
8 -1
hi hello~
wait( 1 );

act_tochar( #enter, ch );

wait( 1 );

~
E
enter~
"What do you want?" the @rbarbarian@n snarls.

~
!
2 -1
enter entrance gray-stoned building~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

act_tochar( #grunt, ch );

act_notchar( #ngrunt, ch );

wait( 1 );

act_room( #invit, ch );

wait( 1 );

act_room( #allow, ch );

~
E
grunt~
The @rbarbarian@n looks at you and grunts.

~
E
invit~
"The only way I'll let you enter is if the chieftain himself has invited

you," the @rbarbarian@n continues.

~
E
ngrunt~
The @rbarbarian@n looks at $n and grunts.

~
E
allow~
"Have the leader of your group hand me a written invitation from the

chief, and I will let you in," the @rbarbarian@n declares.

~
E
ask~
You ask the barbarian guard how to enter the stone building.

~
E
nask~
$n asks the barbarian guard how to enter the stone building.

~
!
-1

#1901
Ruoger Prentis~
~
tall and lanky man~
~
~
works behind the counter.~
~
~
~
~
Ruoger is tall and lean.  His adam's apple sticks far out of his crooked

neck, and his front teeth protrude slightly from his weak chin.  He

always has a smile on his face and a quick laugh for his patrons.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894835623 0 0
230307 384 0 0 4
5
14 14 0 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
8 -1
hi hello~
wait( 1 );

act_tochar( #hello, ch );

~
E
hello~
Ruoger nods at you, smiles and says, "Good day traveler, can I get you

something to eat or drink?" 

~
!
0 0
~
i = 1d10;

if( i == 5 ) {

  interpret( mob, "smile" );

  wait( 1 );

  interpret( mob, "say Can I get you anything today?" );

  }

~
!
-1

#1902
~
~
cleaning boy~
~
young~
wanders about cleaning the cafe.~
cleaning boys~
~
young~
wander about cleaning the cafe.~
This young boy wanders about the cafe, cleaning tables and disposing of

the trash.  His face belies a slightly slow mind, and he looks somewhat

nervous.  From his looks, he is probably about fourteen years old.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 1250 894836273 0 0
230305 0 0 0 3
5
10 7 10 12 12
10 5 5 0 0 0 5
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
13 1 0 0 0
M 0 4 0
-1
1 -1
~
interpret( mob, "get all.simple" );

interpret( mob, "get all.bottle" );

interpret( mob, "get all.flask" );

i = 1d10;

if( i < 4 )

  interpret( mob , "get all" );

continue;

~
!
0 -1
~
~
!
-1

#1903
~
~
gladiator~
~
heavily-muscled~
aggressively charges towards you.~
gladiators~
~
heavily-muscled~
aggressively charge towards you.~
With arms built with muscle and very little fat, this gladiator looks to

be quite the athletic type.  However, the disgruntled look on his face is

one of agitation.  With the arms of brute strength that he has been

endowed with, this gladiator could fare well in a long battle.

~
Fenlyn~
if( class( ch ) == cleric )

  j = 10d4+5;

if( class( ch ) == thief )

  j = 10d4+10;

if( class( ch ) == mage )

  j = 10d5+5;

if( class( ch ) == ranger )

  j = 10d5+10;

if( class( ch ) == monk )

  j = 10d5+10;

if( class( ch ) == paladin )

  j = 10d6+5;

if( class( ch ) == warrior )

  j = 10d7+10;

attack( mob, victim, j, "slash" );

attack( mob, victim, j, "slash" );

attack( mob, victim, j, "slash" );

attack( mob, victim, j, "slash" );

if( random( 1, 8 ) == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  interpret( mob, "bash" );

  }

~
E
bash~
@yUsing the brute strength in $S arms, $N knocks you across the head!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 894836403 0 28
8638903 0 4 75 7
50
20 14 14 25 20
10 10 5 20 30 0 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
157288020 26214464
0 1 0 0 0
M 75 4 0
619 17 1509949470 5 0
635 17 1509949470 7 0
634 17 1509949470 10 0
2187 17 1509949470 14 0
2187 17 1509949470 15 0
2228 17 1509949470 8 0
2423 17 1509949465 16 0
185 16 1509949540 16 0
2069 17 1509949490 11 0
-1
-1

#1904
~
~
{large mound of earth} earth demon~
~
~
stands here in a heap.~
{large mounds of earth} earth demons~
~
~
stand here in heaps.~
It doesn't appear to be anything more than a large, walking lump of dirt

formed in the shape of a giant demon.  Its face bears a viscious-looking

snarl and eyes as red as rubies.  Although a mound of dirt, its arms and

legs appear very strong making him a formidable opponent.

~
Fenlyn~
if( class( ch ) == cleric )

  i = 10d5+5;

if( class( ch ) == thief )

  i = 10d6+5;

if( class( ch ) == mage )

  i = 10d7;

if( class( ch ) == ranger )

  i = 10d7+10;

if( class( ch ) == monk )

  i = 10d7+10;

if( class( ch ) == paladin )

  i = 10d8+10;

if( class( ch ) == warrior )

  i = 10d9+10;

attack( mob, victim, i, "forceful pound" );

attack( mob, victim, i, "heavy forearm" );

attack( mob, victim, i, "closed-fisted punch" );

attack( mob, victim, i, "swift kick" );

if( random( 1, 5 ) == 5 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

~
E
bash~
@eYour enemy lunges forward charging your shoulder.@n

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894836484 0 32
293830975 0 4 0 8
60
24 4 4 13 22
15 15 15 10 -5 10 5
500 22 body~
600 20 arm~
700 19 leg~
800 16 hand~
1000 20 head~
0
196611850 26214464
0 1 0 0 0
N 0 7 0
77 17 1509949442 -1 0
2 0 1509949515 -1 0
-1
-1

#1905
~
~
lion~
~
fierce~
stands ready to pounce on top of you.~
lions~
~
fierce~
stand ready to pounce on top of you.~
Sharp pointed white teeth seem to peek over this fierce creature's

small-lipped jaw.  A bit of blood has stained the fur just under the

lion's chin and neck indicating his recent prowess in finding a tasty

treat to eat.  His fur is a bright golden color, and his head is topped

with a large mane of golden brown.

~
Fenlyn~
if( class( ch ) == cleric )

  j = 10d5+5;

if( class( ch ) == thief )

  j = 10d6;

if( class( ch ) == mage )

  j = 10d6+5;

if( class( ch ) == monk )

  j = 10d7;

if( class( ch ) == ranger )

  j = 10d7;

if( class( ch ) == paladin )

  j = 10d7+5;

if( class( ch ) == warrior )

  j = 10d8;

attack( mob, victim, j, "clawed paw" );

attack( mob, victim, j, "sharp claw" );

attack( mob, victim, j, "strong bite" );

attack( mob, victim, j, "clawed paw" );

if( random( 1, 6 ) == 4 ) {

  act_tochar( #pounce, ch, obj, mob );

  interpret( mob, "bash" );

  }

else {

  if( random( 1, 4 ) == 2 )

    attack( mob, victim, j, "sharp teeth" );

  }

~
E
pounce~
@CCatching you a bit off guard, $N pounces up in the air towards your

body.@n 

~
!
0 0 83 0 0 0 0 10
0 0 0 4000 894836560 0 28
293814587 0 4 0 8
55
20 8 8 25 21
10 50 -20 5 10 5 20
500 22 large head~
700 17 paw~
800 19 hind leg~
900 19 tail~
1000 22 furred body~
0
170397130 26214464
0 1 0 0 0
M 0 6 0
2823 17 1509949445 -1 0
-1
-1

#1906
your mirror image~
~
reflection of you~
~
~
is floating before you.~
mirror images~
~
~
are floating before you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
i = random( 1, 6 );

if( i == 1 ) {

  interpret( mob, "cast conflag" );

  continue;

  }

if( i == 4 ) {

  interpret( mob, "cast ice lance" );

  continue;

  }

if( i == 3 ) {

  interpret( mob, "cast acid storm" );

  continue;

  }

if( i == 2 ) {

  interpret( mob, "cast lightning bolt" );

  continue;

  }

if( i == 5 ) {

  i = random( 1, 3 );

  if( i == 1 )

    interpret( mob, "cast web" );

  if( i == 3 )

    interpret( mob, "cast slow" );

  }

attack_weapon( mob, victim, 5d4, "punch" );

attack_weapon( mob, victim, 5d4, "punch" );

~
E
ionshield~
Your mirror image casts ion shield.

~
E
fire~
@RYour mirror image rubs $s hands together producing a large flame.@n

~
E
cold~
@CYour mirror image rubs $s hands together producing a sphere of freezing ice.@n

~
E
acid~
@GYour mirror image holds $s hands to the sky as they begin to fill with

acid.@n 

~
E
elec~
@BYour mirror image's hands spark with electrical energy.

~
E
web~
@eYour mirror image shoots a web from $s hands.

~
E
slow~
@yYour mirror image weaves $s hands in a mystical pattern.@n

~
!
0 0 82 0 0 0 0 10
0 0 2 4000 893622011 0 0
8618295 -2113787000 8392724 298 8
80
17 16 15 13 16
38 20 15 15 36 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
157291530 26214464
3376 23 0 5733 2314303
N 298 4 0
726 17 1509949520 5 0
5 17 1509949515 -1 32
2850 17 1509949445 16 0
1518 16 1509949515 16 0
-1
4 -1
~
set_rflag( status2, room );

obj = has_obj( 1813, mob );

if( obj )

  junk_obj( obj );

obj = has_obj( 2698, mob );

if( obj )

  junk_obj( obj );

obj = has_obj( 2294, mob );

if( obj )

  junk_obj( obj );

obj = has_obj( 1842, mob );

if( obj )

  junk_obj( obj );

obj = has_obj( 1843, mob );

if( obj )

  junk_obj( obj );

~
!
-1

#1907
your mirror image~
~
reflection of you~
~
~
stands here preparing for battle.~
mirror images~
~
~
stand here preparing for battle.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 6 ) == 4 ) {

  act_tochar( "@eYour mirror image leaps at you trying to destroy your balance.@n", victim );

  interpret( mob, "bash" );

  }

attack( mob, victim, 10d13+10, "slash" );

attack( mob, victim, 10d13+10, "slash" );

attack( mob, victim, 10d13+10, "slash" );

attack( mob, victim, 10d13+10, "slash" );

attack( mob, victim, 10d13+10, "slash" );

if( random( 1, 10 ) == 10 ) {

  i = 20d13;

  act_tochar( "Your mirror image hits you with a POWER STRIKE!", ch );

  act_notchar( "Your mirror image hits $n with a POWER STRIKE!", ch );

  dam_message( victim, i, "Your mirror image's slash" );

  inflict( victim, mob, i, "your mirror image" );

  }

~
E
bash~
@eYour mirror image leaps at you trying to destroy your balance.@n

~
E
ps~
Your mirror image hits you with a POWER STRIKE!

~
E
ncps~
Your mirror image hits $n with a POWER STRIKE!

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622042 0 0
8618295 0 0 296 8
80
19 10 11 20 20
35 15 20 15 32 0 15
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
209720330 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2432 16 1509949540 16 0
2006 17 1509949470 5 0
2044 17 1509949470 10 0
2024 17 1509949470 7 0
747 17 1509949470 8 0
-1
-1

#1908
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 8 ) == 8 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 10 ) == 10 ) {

  interpret( mob, "cast acid blast" );

  continue;

  }

attack( mob, victim, 10d9, "slash" );

attack( mob, victim, 10d9, "slash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d9, "slash" );

if( random( 1, 5 ) == 5 )

  attack( mob, victim, 10d9, "slash" );

~
E
bash~
@eYour mirror image tries to shove you onto the ground.@n

~
E
acid~
@eYour mirror image mumbles some strange phrases as @Gacid@e shoots from

$s hands.

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622091 0 0
8618295 4096 -2147475452 296 8
80
17 12 11 20 14
15 8 23 16 25 0 20
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
196613130 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2423 16 1509949540 16 0
1784 17 1509949470 5 0
1790 17 1509949470 7 0
1795 17 1509949470 10 0
1796 17 1509949470 8 0
-1
-1

#1909
your mirror image~
~
reflection of you~
~
~
is here floating towards you.~
mirror images~
~
~
are here floating towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 5 ) == 2 ) {

  if( rflag( status2, room ) ) {

    remove_rflag( status2, room );

    act_notchar( #curse, mob );

    do_spell( curse, mob, victim );

    }

  }

attack( mob, victim, 10d6, "pound" );

attack( mob, victim, 10d6, "pound" );

attack( mob, victim, 10d6, "pound" );

i = random( 1, 10 );

if( i == 3 ) {

  act_notchar( #cure, mob );

  do_spell( heal, mob, mob );

  }

if( i == 7 )

  interpret( mob, "cast slay" );

if( random( 1, 15 ) == 13 )

  interpret( mob, "cast call lightning" );

~
E
cure~
@eYour mirror image casts a healing spell on $mself.@n

~
E
call~
@BYour mirror image calls down the power of the heavens.@n

~
E
curse~
@cYour mirror image mutters some strange phrases is your direction.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622136 0 0
8618295 33587203 4096 296 8
80
14 15 15 17 16
15 20 24 22 34 0 1
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
157291530 26214464
0 1 0 0 0
N 296 4 0
2850 17 1509949450 16 0
367 16 1509949540 16 0
9 1 1509949465 5 0
606 16 1509949540 5 0
12 1 1509949465 10 0
610 16 1509949540 10 0
13 1 1509949465 7 0
614 16 1509949540 7 0
875 17 1509949515 8 0
-1
4 -1
~
set_rflag( status2, room );

~
!
-1

#1910
your mirror image~
~
reflection of you~
~
~
floats towards you.~
mirror images~
~
~
float towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
attack( mob, victim, 10d8, "slash" );

attack( mob, victim, 10d8, "slash" );

attack( mob, victim, 10d8, "slash" );

if( random( 1, 3 ) == 2 )

  attack( mob, victim, 10d8, "slash" );

if( random( 1, 5 ) == 1 ) {

  act_notchar( #heal, mob );

  do_spell( cure critical, mob, mob );

  }

if( random( 1, 8 ) == 7 )

  interpret( mob, "bash" );

~
E
heal~
@eYour mirror image casts a healing spell on $mself.@n 

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622164 0 0
8618295 32771 50335744 296 8
80
16 14 10 18 14
15 10 15 10 30 0 5
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
183505930 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2423 16 1509949540 16 0
2006 17 1509949470 5 0
2024 17 1509949470 7 0
2044 17 1509949470 10 0
747 17 1509949470 8 0
-1
-1

#1911
your mirror image~
~
reflection of you~
~
~
is here in flowing robes.~
mirror images~
~
~
are here in flowing robes.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 7 ) == 7 ) {

  act_tochar( #bash, victim );

  interpret( mob, "bash" );

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d6+15;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d10+30, "death strike" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d6+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d6+15;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d10+30, "death strike" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "demon slash" );

    else

      attack( mob, victim, 10d6+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d6+15;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d10+30, "death strike" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "demon slash" );

    else

      attack( mob, victim, 10d6+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d6+15;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d10+30, "death strike" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d6+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d6+15;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d10+30, "death strike" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d6+15, "punch" );

    }

  }

~
E
crit~
Your mirror image CRITICALLY hits you!

~
E
bash~
@eYour mirror image attempts to knock you off your feet.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622206 0 0
8618295 4194304 8388608 296 8
80
15 8 8 18 17
23 10 10 10 30 0 15
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
262149130 26214464
0 1 0 0 0
N 296 4 0
2464 17 1509949515 5 0
2869 17 1509949445 16 0
91 16 1509949540 16 0
875 17 1509949520 8 0
-1
-1

#1912
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_tochar( #assass, victim );

  i = 10d7+20;

  dam_message( victim, i, "Your mirror image's pierce" );

  inflict( victim, mob, i, "your mirror image" );

  }

if( attack( mob, victim, 10d7, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d5+5, "pierce" );

  }

if( attack( mob, victim, 10d7, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d5+5, "pierce" );

  }

if( attack( mob, victim, 10d7, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d5+5, "pierce" );

  }

if( attack( mob, victim, 10d7, "pierce" ) ) {

  if( random( 1, 10 ) == 7 )

    attack( mob, victim, 10d5+5, "pierce" );

  }

if( random( 1, 5 ) == 2 ) {

  if( random( 1, 2 ) == 1 ) {

    act_tochar( #gouge, victim, obj, mob );

    do_spell( blind, mob, victim );

    }

  else

    act_tochar( #fail, victim, obj, mob );

  }

~
E
assass~
@eYour mirror image ASSASSINATES you!!@n

~
E
gouge~
@RBlood pours from your eyes as $N gouges them!@n

~
E
fail~
@GTrying to gouge your eyes, $N fails miserably.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622228 0 0
8618295 4096 0 296 8
80
15 11 12 19 17
20 5 10 10 32 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
157291530 26214464
0 1 0 0 0
N 296 4 0
2867 17 1509949445 16 0
1413 16 1509949465 16 0
363 16 1509949540 16 0
1760 17 1509949470 5 0
2024 17 1509949470 7 0
1795 17 1509949470 10 0
2228 17 1509949470 8 0
-1
4 -1
~
set_rflag( status2, room );

~
!
-1

#1913
~
~
{blue horse with the tail of a dolphin} hippocampus~
~
~
prances about.~
{blue horses with tails like dolphins} hippocampi~
~
~
prance about.~
With the body of a horse and the tail of a dolphin, the gait of this

creature must be awkward on land.  Nonetheless, an eerie air of

perfection and grace surrounds the creature some have come to call a

hippocampus.  While it might be more at home in the water rather than on

land, the hippocampus looks at ease with its surrondings.  The

hippocampus's hair is a deep, sea blue color that compliments its foamy

green mane.  Scintillating, the hooves of the hippocampus look as though

they are made of mother of pearl.

~
Florian~
attack( mob, victim, 3d5+6, "trample" );

attack( mob, victim, 3d5+6, "trample" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 4d4+10, "tail slap" );

else if( random( 1, 8 ) == 1 ) {

  act_room( #slam, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d5+3, "savage chomp" );

~
E
slam~
@BPicking up speed, the hippocampus charges!@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894837163 0 31
209697 25165824 0 0 6
18
14 12 10 10 13
10 5 25 -20 20 15 5
200 5 wispy, sea green mane~
450 8 muscular flank~
700 10 silver hoof~
900 12 broad chest~
1000 14 finned tail~
29360128
47187082 52431363
0 1 0 0 0
M 0 6 0
-1
-1

#1914
~
~
{stallion trained in war} trained war stallion~
~
~
stands here, awaiting its master.~
{stallions trained in war} trained war stallions~
~
~
stand here, awaiting their masters.~
This large stallion has the stance of a horse bread for warfare.  He

looks proud and capable of carrying even the most well-armored of knights. 

The stallion's coat has the look of watered satin and is composed of a

varigation of colors.  Chief among them are silver, grey, and tan. 

Though trained for war, there is an uncanny intelligence behind the

stallion's dark brown eyes.

~
Florian~
attack( mob, victim, 3d5+2, "iron-shod hoof" );

attack( mob, victim, 3d5+2, "iron-shod hoof" );

if( random( 1,10) < 3 )

  if( attack( mob, victim, 4d5+4, "trample" ) )

  interpret( mob, "bash" );

if( random( 1, 6 ) == 1 ) {

  act_room( #rears, ch );

  attack( mob, victim, 4d3+4, "foreleg stomp" );

  }

~
E
rears~
@RA trained war horse rears up, giving a war cry.@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894838861 0 0
209697 0 0 0 3
16
17 10 8 12 15
5 10 15 0 5 0 0
250 12 flank~
450 11 muscular chest~
750 10 foreleg~
870 9 hindleg~
1000 13 strong back~
29360128
41944074 47186570
0 1 0 0 0
M 0 6 0
-1
-1

#1915
~
battle lion well-groomed mane~
{lion} battle lion~
~
gigantic~
with a well-groomed mane stands here.~
{lions} battle lions~
~
gigantic~
with well-groomed manes stand here.~
The way this lion carries himself is the only clue anyone would need that

he considers himself the master of the territory.  His mane is a dark

brown color and encircles his head fully with a fluffy elegance.  The

fore and hind legs of the lion are equally muscular and his back is

extremely broad and strong.  The lion's sky blue eyes are like sapphires

and speak of courage and loyalty.

~
Florian~
attack( mob, victim, 3d5+5, "swiping claw" );

attack( mob, victim, 3d5+5, "swiping claw" );

if( random( 1, 8 ) == 1 )

  attack( mob, victim, 5d4+5, "savage bite" );

if( random( 1, 10 ) == 1 ) {

  act_room( #roar, ch );

  attack( mob, victim, 4d4+8, "deafening roar" );

  }

~
E
roar~
@RA battle lion roars ferociously.@n

~
!
0 0 83 0 0 0 0 10
0 0 0 4000 894839166 0 29
209697 0 134217728 0 0
20
15 6 7 14 13
5 -5 20 0 0 8 10
200 12 broad left paw~
400 12 broad right paw~
550 5 flowing brown mane~
850 13 muscular chest~
1000 7 tail tip~
12582912
52430090 52429140
0 1 0 0 0
M 0 6 0
-1
-1

#1916
mount mist horse mare mistmare~
horses mist mistmare~
{horse made of mist} mistmare~
~
~
stands here, watching her surroundings closely.~
{horses made of mist} mistmares~
~
~
stand here, watching their surroundings closely.~
Billowing like a cloud, a mare made of violet mist stands before you, her

head dipped low.  The mistmare stands a little shorter than an average

horse and has a smaller frame.  Yet, her presense commands more attention

than her size might otherwise indicate.  Floating ever so slightly above

the ground, the mistmare shifts slightly with the wind.  With eyes of

gold and a mane of purple ether, the mistmare is quite an exotic creature.

~
Florian~
attack( mob, victim, 3d5+5, "misty foreleg" );

attack( mob, victim, 3d5+5, "misty hindleg" );

if( random( 1, 3 ) == 1 ) {

  act_room( #rears, ch );

  if( attack( mob, victim, 3d5+5, "trample" ) )

    interpret( mob, "bash" );

  }

if( random( 1, 25 ) == 13 ) {

  act_neither( #rrears, ch, obj, mob );

  act_tochar( #snort, mob, obj, victim );

  act_tochar( #snort2, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

~
E
rears~
@mA mistmare rears up on its hind legs then crashes down.@n

~
E
snort~
@MA mistmare snorts, sending out a puff of mist in its opponent's face.@n

~
E
rrears~
@mA mistmare snorts, sending a puff of mist into $n's face.@n

~
E
snort2~
@MA mistmare snorts, sending a puff of mist into your face.@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894839258 0 33
4682529 128 4096 0 6
19
13 6 7 16 10
25 5 5 15 20 10 100
200 12 broad, misty chest~
400 30 tail of mist~
600 12 misty foreleg~
800 12 misty hindleg~
1000 15 muscular, yet misty back~
29360128
49808586 47187524
0 1 0 0 0
F 0 6 0
-1
-1

#1917
~
dragon copper gleaming scales~
{dragon with scales of gleaming copper} copper dragon~
~
~
awaits its master here.~
{dragons with scales of gleaming copper} copper dragons~
~
~
await their masters here.~
Larger than the largest warhorse, this young dragon has shiny copper

scales that are slightly curved around the edges.  He has a leathery

yellow underbelly and sharp, gleaming cupric claws.  There are a few long

but healed scars up and down his wing membranes and a few slashes across

his flanks.  It would appear he is not novice to combat.  Though

seemingly a significant force to reckon with, the copper dragon carries

himself with a playful and light-hearted attitude while all the while his

emerald green eyes sparkle with mischief.

~
Florian~
if( random( 0, 1 ) == 0 ) {

  attack( mob, victim, 3d6+4, "vicious bite" );

  end;

  }

if( modify_mana( mob, -5 ) )

  if( random( 1, 8 ) == 1 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 5d5+10, "molten spray of copper" );

  loop( followers ) {

    act_tochar( #breathe, rch, obj, mob );

    act_notchar( #rbreathe, rch, obj, mob );

    attack_fire( mob, rch, 5d5+10, "molten spray of copper" );

    }

  }

else

  attack( mob, victim, 3d5, "strong tail" );

else

  act_room( #cant, ch, obj, mob );

attack( mob, victim, 3d5+5, "sharp claw" );

attack( mob, victim, 3d5+5, "sharp claw" );

~
E
breathe~
@YA copper dragon raises his head and breathes directly on you!@n

~
E
rbreathe~
@yA copper dragon breathes on $n!@n

~
E
cant~
@cA copper dragon tries breathing, but is exhausted!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894841273 0 28
225825 0 67112960 0 6
25
16 12 12 13 13
20 25 -25 0 15 15 5
400 20 gleaming copper scales~
650 14 copper-scaled neck~
750 10 soft, scaly underbelly~
870 10 scaly copper arm~
1000 15 long, coppery tail~
8388608
78644490 52429450
0 1 0 0 0
M 0 6 0
-1
-1

#1918
~
large beast head men lion body androsphinx~
{large beast with a man's head and lion's body} androsphinx~
~
~
stands here.~
{large beasts with heads like men and lions' bodies} adrosphinxes~
~
~
stand here.~
Broad like that of a horse, the back of this noble sphinx looks strong

enough to sit even the most well-armored knight.  Standing more than six

feet tall at the shoulder, this sphinx is much larger than those commonly

found in the desert.  With the head of a man, the body of a lion, and the

wings of an eagle, this sphinx has all the benevolent features of each

species and none of their more awkward traits.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+5, "powerful left paw" );

attack( mob, victim, 3d5+5, "powerful right paw" );

attack( mob, victim, 4d5+5, "ferocious bite" );

if( i == 2 ) {

  act_room( #splay, ch, obj, mob );

  do_spell( freeze, mob, victim );

  }

else if( i == 3 ) {

  act_room( #tail, ch, obj, mob );

  attack( mob, victim, 5d5, "playful slap" );

  }

else if( i > 8 )

  interpret( mob, "em frowns in thought." );

~
E
splay~
@CAn androsphinx calmly points a finger.@n

~
E
tail~
A wise but sly grin crosses the androsphinx's face.

~
!
0 0 72 0 0 0 0 10
0 0 0 4000 894856586 0 0
226081 128 134217728 0 3
17
13 8 7 11 13
15 -10 15 7 21 -10 35
300 12 white, feathery wing~
550 22 broad, leonine chest~
700 16 muscular forepaw~
850 7 brown tail tuft~
1000 100 full brown mane~
12582912
44565578 47186378
0 1 0 0 0
M 0 6 0
-1
-1

#1919
~
silvery horse spiraling horn white wings pegacorn~
{silvery horse with a spiraling horn and white wings} pegacorn~
~
~
stands here.~
{silvery horses with spiraling horns and white wings} pegacorns~
~
~
stand here.~
More than your average steed, before you stands a powerful and yet

elegant horse with both a set of wings and a four foot horn protruding

from her forehead.  And unlike most horses, the coat of this one is blue

with soft, silken hair.  Also, her tail and mare are of the purest, most

radiant white you have ever seen - and they match the color of her wing

feathers perfectly.  The horn which juts out of the middle of her

forehead is a long, tri-colored spiral of ivory, lapis lazuli and onyx.

~
Florian~
i = random( 1, 30 );

if( attack( mob, victim, 2d6+1, "left, smashing fore leg" ) )

  if( attack( mob, victim, 2d6+1, "right, smashing fore leg" ) )

  attack( mob, victim, 3d6+2, "golden-hooved trample" );

if( i > 25 ) 

  if( attack( mob, victim, 6d4+1, "head-butt" ) )

  interpret( mob, "bash" );

if( i < 3 ) 

  if( attack( mob, victim, 3d7+1, "piercing alicorn" ) ) {

  act_room( #blink, ch, obj, mob );

  heal( mob, 2d10 );

  }

i = random( 1, 20 );

if( i == 1 ) {

  act_room( #gout, ch, obj, mob );

  attack_shock( mob, victim, 5d5+5, "ray of lightning" );

  }

~
E
gout~
@GThe horn jutting from a pegacorn's forehead glows briefly.@n

~
E
blink~
@YA pegacorn's alicorn pulses with life!@n

~
!
0 0 75 0 0 0 0 10
0 0 0 4000 894856633 0 35
226081 0 83890176 0 6
23
15 15 14 15 14
15 0 15 -15 25 5 100
200 100 spiraling alicorn~
425 13 white feather wings~
675 11 flank~
885 14 silvery horseshoe~
1000 16 muscular silver chest~
25165824
60294602 65537922
0 1 0 0 0
F 0 6 0
-1
-1

#1920
~
non-corporeal horse amber glowing eyes spirit~
{non-corporeal horse with amber glowing eyes} spirit horse~
~
~
stands here.~
{non-corporeal horses with amber glowing eyes} spirit horses~
~
~
stand here.~
The most clear and striking detail about this powerful horse is that he

is undead.  Shrouded in mist and darkness, you can see straight through

its non-corporeal form.  Though of about the same size of a trained war

horse, this creature is anything but.  Its eyes are a brilliant green

color and so piercing that there is no question that it is intelligent. 

The spirit horse carries itself with a proud yet weary demeanor.

~
Florian~
attack( mob, victim, 4d5+3, "spectral trampling" );

attack( mob, victim, 4d5+3, "spectral trampling" );

if( random( 1, 6 ) == 1 ) {

  act_room( #loom, ch, obj, mob );

  attack_shock( mob, victim, 5d5+5, "wispy image" );

  }

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 5d4+10, "spectral hind kick" );

~
E
loom~
@mThe spirit horse looms and its image waivers...@n

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894856738 0 0
4682273 0 4104 0 3
24
14 6 7 14 13
15 -30 30 -15 20 -15 100
250 14 wispy body~
450 13 spectral hooves~
650 26 non-corporeal chest~
770 20 flowing mane~
1000 16 spectral foreleg~
29360128
62916106 52429450
0 1 0 0 0
N 0 6 0
-1
-1

#1921
~
silvery horse wings white pegasus~
{silvery horse with wings of white} silvery pegasus~
~
~
stands here nobly.~
{silvery horses with wings of white} silvery pegasuses~
~
~
stand here nobly.~
This silvery horse glimmers like the moon and has a set of graceful wings

on her back.  Unlike most legendary mounts of her kind, this pegasus is

female.  Her body and eyes are the same color as true iron and her wings

as fluid as mercury.  Shod in gold, her hooves sparkle like miniature

suns whenever she moves.  Her noble, equine features speak of loyalty,

compassion, and duty.

~
Florian~
attack( mob, victim, 4d4+10, "pearlescent left hoof" );

attack( mob, victim, 4d4+10, "pearlescent right hoof" );

if( random( 1, 8 ) == 1 ) {

  act_room( #wings, ch, obj, mob );

  attack_acid( mob, victim, 5d4+5, "glowing green aura" );

  }

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 3d3+12, "chomp" );

~
E
wings~
@GSuddenly, $N brings her wings up and a glow surrounds them!@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894856828 0 35
226081 0 83890176 0 0
22
13 14 10 13 13
15 -10 20 -15 20 0 20
400 36 strong, muscular white body~
550 18 white flank~
700 14 white hindleg~
950 14 white foreleg~
1000 100 gleaming hooves~
29360128
57673098 78643841
0 1 0 0 0
F 0 6 0
-1
-1

#1922
~
griffon golden feathers~
{griffon with golden feathers} golden griffon~
~
~
perches nearby, ready to fly.~
{griffons with golden feathers} golden griffons~
~
~
perch nearby, ready to fly.~
Before you stands a griffon - a powerful creature with an air of nobility

about him.  With the body of a lion and the head and wings of an eagle,

the griffon looks quite capable of defending itself and others.  His beak

is a bright orange color that matches his eyes and looks extremely sharp. 

Both the griffon's body and tail feathers are a near-metallic, golden

color, which glint in the light.

~
Florian~
attack( mob, victim, 4d7+1, "powerful, curved beak" );

attack( mob, victim, 4d5+2, "golden claw" );

attack( mob, victim, 4d5+2, "golden claw" );

if( random( 1, 10 ) < 4 ) 

  attack( mob, victim, 3d8+1, "golden-feathered wings" );

attack( mob, victim, 4d5, "kicking hindquarters" );

if( random( 1, 10 ) < 3 ) { 

act_room( #surge, ch );

attack( mob, victim, 3d5+5, "angry shriek" );

}

~
E
surge~
@YA golden griffon raises his head in the air proudly.@n

~
!
0 0 23 0 0 0 0 10
0 0 0 4000 894856955 0 29
4420385 0 67112960 0 6
21
15 5 6 11 14
15 -20 20 -12 15 15 -10
200 15 sharp claws~
500 18 strong beak~
750 13 feathered wings~
850 16 leathery feet~
1000 10 tail feathers~
29360128
55051594 32771843
0 1 0 0 0
M 0 6 0
-1
-1

#1923
~
horse pure lightning thundermare~
{horse of pure lightning} thundermare~
~
~
stands hear, awaiting its master.~
{horses of pure lightning} thundermares~
~
~
stand here, awaiting their masters.~
Harnessed and tamed, the chaotic forces of pure lightning have been

brought into being, in the form of a mare.  Like a warhorse, the

thundermare has a strong, muscular body and a broad back, able to carry

an armored knight.  But in shape are where the similarities with a mere

horse end.  Her mane flickers and trails green sparks, as does her tail. 

Bolts of blue lightning jolt outward from her otherwise empty eye sockets.

~
Florian~
i = random( 1, 15 );

attack_shock( mob, victim, 4d4+6, "pounding hoof" );

attack_shock( mob, victim, 4d4+6, "pounding hoof" );

attack_shock( mob, victim, 3d3+8, "electric bite" );

if( i == 1 ) {

  act_room( #eyes, ch );

  do_spell( shock, mob, victim );

  }

if( i > 13 ) { 

  act_room( #hind, ch );

  attack_shock( mob, victim, 4d5, "flying sparks" );

  }

~
E
eyes~
@YA bolt of lightning streaks from the eyes of the thundermare!@n

~
E
hind~
@BRearing on her front legs, a thundermare crashes her hind legs

together, sending sparks flying.@n 

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894857042 0 29
4666145 128 0 0 5
22
14 6 6 13 14
20 15 0 100 20 -5 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
57673098 60294403
0 1 0 0 0
F 0 6 0
-1
-1

#1924
~
stallion pure flame~
{stallion of pure flame} stallion of flame~
~
~
stands here with its red eyes narrowed.~
{stallions of pure flame} stallions of flame~
~
~
stand here with their red eyes narrowed.~
Seemingly coaxed into shape, a stallion of flame stands before you.  The

stallion's entire being is composed of orange-red flames, save for the

tail, mane and eyes.  These three are of blue flame instead and arc about

chaotically, unlike the orange-red fire which makes up its body.  Though

the way the stallion holds his neck implies a certain nobleness, his

stance is that of a being clearly ready for battle, blood, and glory.

~
Florian~
i = random( 1, 15 );

attack_fire( mob, victim, 4d4+6, "fiery hoof" );

attack_fire( mob, victim, 4d4+6, "fiery hoof" );

attack_fire( mob, victim, 3d3+8, "flaming bite" );

if( i == 1 ) {

  act_room( #eyes, ch );

do_spell( burning hands, mob, victim );

  }

if( i > 13 ) { 

  act_room( #hind, ch );

attack_fire( mob, victim, 4d5, "fiery breath" );

  }

~
E
eyes~
@RFlames shoot directly out of the eyes of a stallion of flame.@n

~
E
hind~
@rRearing up, a stallion of flame breathes fire!@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894857925 0 25
209697 0 0 0 5
23
14 6 6 13 15
20 100 100 10 15 -15 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
60294602 47188163
0 1 0 0 0
M 0 6 0
-1
-1

#1925
~
dark horse shadow stallion~
{dark horse} shadow stallion~
Bound in shadow,~
~
stands here with his eyes glaring.~
{dark horses} shadw stallions~
~
~
stand here with their eyes glaring.~
At first, the stallion before you seems nothing more than a mirage;

little more than a shadow looming over your mind.  Yet, his crystalline

blue eyes cannot be denied.  His entire being is composed of shadows,

which swirl and eddy like wisps of smoke drifting up into the sky. 

Staying as close to the shadows - his kin - as possible, the stallion

appears to watch and observe everything that transpires around him.

~
Florian~
i = random( 1, 15 );

attack( mob, victim, 4d4+6, "shadowy hoof" );

attack( mob, victim, 4d4+6, "shadowy hoof" );

attack( mob, victim, 3d3+8, "dark bite" );

if( i == 1 ) {

  act_room( #eyes, ch );

do_spell( blind, mob, victim );

  }

if( i > 13 ) { 

  act_room( #hind, ch );

attack( mob, victim, 4d5, "tendril of darkness" );

  }

~
E
eyes~
@bA wave of darkness ebbs from the eyes of a shadow stallion!@n

~
E
hind~
@yA shadow stallion rears, surronding itself with tendrils of darkness.@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 894858106 0 34
4666145 0 0 0 2
24
15 7 7 14 13
25 15 5 10 13 0 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
62916106 55052163
0 1 0 0 0
M 0 6 0
-1
-1

#1926
~
red draconic creature scorpion tail wyvern~
{red, draconic creature with a scorpion's tail} red wyvern~
~
~
perches nearby.~
{red, draconic creatures with scorpions' tails} red wyverns~
~
~
perch nearby.~
This large creature resembles a small red dragon.  Its body is plated

with dusty red scales up and down its body.  In place of a serpentine

tail, the wyvern has a long, venomous stinger, like that found on a giant

scorpion.  The wyvern's green eyes buldge outward and glow softly with

fury.  Deep scars score the sides, underbelly, and wing membranes of the

red wyvern.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+5, "wicked left claw" );

attack( mob, victim, 3d5+5, "wicked right claw" );

attack( mob, victim, 4d3+5, "serrated mandibles" );

if( i == 1 ) 

  if( attack( mob, victim, 3d5+5, "venomous tail stinger" ) )

  poison( victim );

else if( i == 2 ) {

  act_room( #whip, ch, obj, mob );

  attack( mob, victim, 7d5+5, "slashing tail stinger" );

  }

~
E
whip~
@RA red wyvern's tail whips around violently!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894858284 0 25
225825 0 67112960 0 5
16
13 3 4 15 14
12 20 -30 10 -15 20 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
12582912
41944074 49809923
0 1 0 0 0
N 0 6 0
-1
-1

#1927
~
very large fearsome battle panther~
{very large, very fearsome panther} battle panther~
~
~
is here, pawing at the ground.~
{very large, very fearsome panthers} battle panthers~
~
~
~
Black as night, the pelt of this sleek feline is glossy, tracing the

contour and subtle movements it makes.  As large as a horse, this panther

stands about five feet tall at the shoulder and is twelve feet long from

nose to tail.  The panther's paws are as wide as a dwarf's axe blade and

its teeth are long, pointy, and yellowed.  Red in color, its eyes are

those of a hunter born to do battle and to the hunt.

~
Florian~
attack( mob, victim, 3d5+5, "outstretched claw" );

attack( mob, victim, 3d5+5, "outstretched claw" );

if( random( 1, 8 ) == 1 )

  attack( mob, victim, 5d4+5, "rending teeth" );

if( random( 1, 10 ) == 1 ) {

  act_room( #roar, ch );

  attack( mob, victim, 4d4+8, "deafening roar" );

  }

~
E
roar~
@MA battle panther lets loose a mighty growl!@n

~
!
0 0 22 0 0 0 0 10
0 0 0 4000 894858633 0 28
226081 0 0 0 5
19
13 7 6 13 17
5 5 25 0 10 12 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
49808586 52431042
0 1 0 0 0
N 0 6 0
-1
-1

#1928
~
large winged beasts man's face lion's body hydrosphinxes~
{large winged beast with a man's face and lion's body} hydrosphinx~
~
~
prowls the area.~
{long winged beasts with men's faces and lions' bodies} hydrosphinxes~
~
~
prowl the area.~
With black eyes seething in hatred and evil, the hydrosphinx perches

quietly, hunched down on his broken form.  With the head of a man, the

body of a puma, and the wings of a vulture, this creature is certainly an

unusual blend of creatures.  The hydrosphinx's face is twisted with

cruely and framed by a tangled, lice-infested mane of black fure.  Also,

his claws are overly large and, unlike most feline claws, they do not

seem to retract.

~
Florian~
i = random( 1, 10 );

attack( mob, victim, 3d5+5, "powerful left paw" );

attack( mob, victim, 3d5+5, "powerful right paw" );

attack( mob, victim, 4d5+5, "ferocious bite" );

if( i == 2 ) {

  act_room( #splay, ch, obj, mob );

  do_spell( burning hands, mob, victim );

  }

else if( i == 3 ) {

  act_room( #tail, ch, obj, mob );

  attack( mob, victim, 5d5, "wicked tail" );

  }

else if( i > 8 )

  interpret( mob, "em roars violently!" );

~
E
splay~
A hydrosphinx rears up and splays his paws outward.

~
E
tail~
@RA hydrosphinx whips his deadly tail around!@n

~
!
0 0 72 0 0 0 0 10
0 0 0 4000 894859828 0 0
221985 0 0 0 5
17
13 6 6 17 13
15 10 20 5 20 -5 15
300 12 black, feathery wing~
550 22 broad, leonine chest~
700 16 muscular forepaw~
850 7 grey tail tuft~
1000 100 full grey mane~
12582912
44565578 47187204
0 1 0 0 0
M 0 6 0
-1
-1

#1929
~
dragon blue scales~
{dragon with dark blue scales} blue dragon~
~
~
stands here, its neck craning.~
{dragons with dark blue scales} blue dragons~
~
~
stand here, their necks craning.~
Large even for a dragon, this blue monstrosity looks strong and powerful,

considering obvious its young age.  Its scales are a dark, midnight blue

and vary in size up and down the length of the dragon's body.  Two long,

wicked horns jut out of the dragon's azure head, just above its deep,

inset ebon eyes which are filled with pure hatred.  Down the back of the

blue dragon's neck and spine are razor-sharp ridges which are as deadly

as its curving black talons.

~
Florian~
attack( mob, victim, 3d5+5, "sharp claw" );

attack( mob, victim, 3d5+5, "sharp claw" );

if( random( 0, 1 ) == 0 ) {

  attack( mob, victim, 3d6+4, "vicious bite" );

  end;

  }

if( modify_mana( mob, -5 ) )

  if( random( 1, 8 ) == 1 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_shock( mob, victim, 5d5+10, "lightning breath" );

  loop( followers ) {

    act_tochar( #breathe, rch, obj, mob );

    act_notchar( #rbreathe, rch, obj, mob );

    attack_shock( mob, rch, 5d5+10, "lightning breath" );

    }

  }

else

  attack( mob, victim, 3d5, "rending rear claw" );

else

  act_room( #cant, ch, obj, mob );

~
E
cant~
@BA blue dragon tries to breathe but is exhausted!@n

~
E
breathe~
@YA blue dragon's head snaps up as he breathes lightning on you!@n

~
E
rbreathe~
@yA blue dragon breathes lightning at you!@n

~
!
0 0 18 0 0 0 0 10
0 0 0 4000 894860032 0 31
225825 0 100667392 0 5
25
16 8 7 12 14
15 15 0 35 15 10 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
8388608
65537610 68158722
0 1 0 0 0
F 0 6 0
-1
-1

#1930
~
unusual horse digging claws sharp teeth vampiric erguroth~
{unusual horse with digging claws and sharp teeth} vampiric erguroth~
~
~
stands here.~
{unusual horses with digging claws and sharp teeth} vampiric erguroths~
~
~
stand here.~
To mistake this beast for a horse would require more than being just half

blind.  While it has the same form of a horse, its muscles are much

thicker and corded.  Beyond this, in place of hooves the beast has large

digging claws with extremely sharp edges.  Also, its teeth are those of a

hunter - long and piercing.  Its eyes are a burning orange color, like

small, flickering flames.

~
Florian~
attack( mob, victim, 3d5+6, "jagged digging claw" );

attack( mob, victim, 3d5+6, "jagged digging claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 4d4+10, "piercing teeth" );

else if( random( 1, 8 ) == 1 ) {

  act_room( #slam, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 8 ) == 1 )

if( modify_mana( mob, -8 ) ) {

act_tochar( #sinktomob, mob, obj, victim );

act_tochar( #drain, ch, obj, mob );

act_neither( #rsink, ch, obj, mob );

do_spell( drain life, mob, victim );

heal( mob, 2d8 );

act_room( #flush, ch );

}

~
E
slam~
@RA vampiric erguroth begins to charge!@n

~
E
sinktomob~
@RYou sink your sharp canines into $N!@n

~
E
drain~
@RA vampiric erguroth sinks its canines into your shoulder!@n

~
E
rsink~
@RA vampiric erguroth sinks its canines into $n!@n

~
E
flush~
@GA vampiric erguroth looks flushed with renewed vigor.@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 895011606 0 0
209697 32768 0 0 5
18
14 15 10 13 13
15 10 10 -5 -10 14 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
47187082 52431362
0 1 0 0 0
M 0 6 0
-1
-1

#1931
~
griffon sleek black feathers~
{griffon with sleek black feathers} black griffon~
~
~
perches warily.~
{griffons with sleek black feathers} black griffons~
~
~
perch warily.~
Twisted beyond anything any sane homonculator might intend, this creature

is a griffon of the most vicious magnitude.  No griffons are said to be

more fierce than black ones.  Unlike most griffons, the body of this one

is that of a panther and its head and wings are those of an angry roc. 

Its head has an enormous beak and its claws, particularly its back ones,

are long and wicked.

~
Florian~
attack( mob, victim, 4d7+1, "powerful beak" );

attack( mob, victim, 4d5+2, "claw" );

attack( mob, victim, 4d5+2, "claw" );

if( random( 1, 10 ) < 4 ) 

  attack( mob, victim, 3d8+1, "beating wings" );

attack( mob, victim, 4d5, "kicking hindquarters" );

if( random( 1, 10 ) < 3 ) { 

act_room( #surge, ch );

interpret( mob, "bash" );

}

~
E
surge~
@GA black griffon surges with its shoulder forward!@n

~
!
0 0 23 0 0 0 0 10
0 0 0 4000 895011683 0 0
226081 0 67112960 0 5
21
13 5 5 13 14
0 5 15 -5 20 -10 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
12582912
55051594 55052482
0 1 0 0 0
N 0 6 0
-1
0 -1
~
if( class( ch ) == paladin )

end;

else

act_tochar( #snort, ch, obj, mob );

~
E
snort~
@RStreaks of flame shoot from the nightmare's nostrils as she snorts.@n

~
!
-1

#1932
~
black horse hooves eyes flame nightmare~
{black horse with hooves and eyes of flame} nightmare~
~
~
praces about.~
{black horses with hooves and eyes of flame} nightmares~
~
~
prance about.~
The horse before you looks like it could have ridden out of some dark

dream.  Her coat is a black, midnight-blue color and is glossy from being

well-groomed.  Her hind and fore legs are strong and muscular and her

back is broad.  The nightmare's hooves, mane, and eyes are sooty, red

flames that crackle and flare with life of their own.  Indeed, this mare

looks to have ridden from a dark, twisted nightmare rather than a mere

dream.

~
Florian~
attack_fire( mob, victim, 4d4+10, "flaming left hoof" );

attack_fire( mob, victim, 4d4+10, "flaming right hoof" );

if( random( 1, 8 ) == 1 ) {

  act_room( #wings, ch, obj, mob );

do_spell( blind, mob, victim );

  }

if( random( 1, 4 ) == 1 )

  attack_fire( mob, victim, 3d3+12, "chomp" );

~
E
wings~
@gA sphere of darkness creeps outward from a nightmare!@n

~
!
0 0 35 0 0 0 0 10
0 0 0 4000 895048804 0 24
4682529 32768 100667392 0 5
24
15 11 5 13 15
15 25 -15 10 10 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
29360128
62916106 52693059
0 1 0 0 0
F 0 6 0
-1
0 -1
~
if( random( 1, 5 ) == 1 )

act_tochar( #snort, ch );

~
E
snort~
@RA nightmare snorts and clouds of smoke issue forth from her nostrils.

~
!
-1

#1933
~
brown squirrel flying~
{odd-looking brown squirrel} brown flying squirrel~
~
~
watches you suspiciously.~
{odd-looking brown squirrels} brown flying squirrels~
~
~
watch you suspiciously.~
Thick @ybrown@n fur keeps this squirrel warm in cold climes.  Each hair

is tipped in @Wgrey@n, giving the animal a frosted look.  Sharp claws and

padded paws make movement among trees effortless.  Basically, a normal

squirrel...except for the flaps of skin that hang on each of its flanks,

connecting each forelimb with a hindlimb.  This animal is, in fact, a

@Cflying squirrel@n, superbly adapted to gliding between tree branches.

~
Starshine~
attack_weapon( mob, victim, 3d5, "sharp claw" );

attack_weapon( mob, victim, 3d5, "biting teeth" );

~
!
0 0 14 0 0 1944 1945 10
0 0 3924 4000 896346556 0 28
246633 0 0 0 4
5
5 5 5 15 8
0 -5 5 5 0 5 0
200 2 furry head~
400 1 fur-covered body~
600 1 gliding flap~
800 2 bushy tail~
1000 1 tiny paw~
0
13107530 262144064
135908 21807 0 229001 2533098
R 0 1 0
2819 17 1509949450 -1 0
2821 17 1509949445 -1 0
406 17 1509949460 -1 0
-1
0 -1
~
if( random( 1, 5) == 2 )

send_to_room( #talk, room );

~
E
talk~
The squirrel @echatters@n at you, @escolding@n.

~
!
-1

#1934
~
~
black nurse ant~
~
~
A black nurse ant is here.~
~
~
~
~
This black ant must be four feet long, at least, but despite his great

size he seems less than aggressive toward you.  Instead, even as you

marvel at the unnatural size of this creature it continues on with its

work.

~
Slip~
attack( mob, victim, 2d3+3, "mandibles" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d3+3, "pincers" );

~
!
0 15 26 0 0 0 0 10
0 0 0 4000 895048837 0 0
16973925 8192 0 0 4
4
14 4 3 16 15
0 0 0 0 0 0 0
300 3 shiny black body~
500 2 shiny hard leg~
700 0 delicate antenna~
850 4 armored thorax~
1000 3 eye-faceted head~
0
10486404 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#1935
~
red squirrel flying~
{odd-looking red squirrel} red flying squirrel~
~
~
nibbles on a juicy fruit.~
{odd-looking red squirrels} red flying squirrels~
~
~
nibble on juicy fruits.~
Thick @Rred@n fur keeps this squirrel warm in cold climes.  Each hair is

tipped in @wwhite@n, giving the animal a frosted look.  Flaps of skin

hang from each flank, connecting each forepaw with each hindpaw.  A

wonderful, bushy tail curls over the animal's head.  Two triangular ears

and a be-whiskered nose twitch at your approach, while two dark eyes

check you out.  This animal is, in fact, a @Cflying squirrel@n, superbly

adapted for the treetops.

~
Starshine~
attack_weapon( mob, victim, 3d5, "sharp claw" );

attack_weapon( mob, victim, 3d5, "biting teeth" );

~
!
0 0 14 0 0 1944 1945 10
0 0 2891 4000 896346729 0 24
246633 0 0 0 4
5
5 5 5 15 8
0 -5 5 5 0 5 0
200 2 furry head~
400 1 fur-covered body~
600 1 gliding flap~
800 2 bushy tail~
1000 1 tiny paw~
0
13107530 262144064
102548 16201 0 164775 1871715
R 0 1 0
406 17 1509949460 -1 0
2820 17 1509949450 -1 0
2822 17 1509949445 -1 0
2855 17 1509949450 -1 0
-1
0 -1
~
if( random( 1, 5) == 2 )

send_to_room( #talk, room );

~
E
talk~
The squirrel @echatters@n at you, @escolding@n.

~
!
-1

#1936
~
~
charcoal grey tomcat with black stripes~
~
~
A charcoal grey tomcat with black stripes is looking at you.~
~
~
~
~
A small, black tabby cat looks up at you and purrs contentedly.

~
Slip~
~
!
0 57 22 0 0 0 0 10
0 0 0 4000 895048876 0 0
213321 1056768 0 0 3
4
3 4 6 19 8
10 5 5 5 99 0 0
500 4 body~
700 5 foreleg~
900 2 tail~
1000 1 head~
0 1000 ~
0
262144064 26214464
0 1 0 0 0
F 0 1 0
-1
5 -1
~
do_spell( calm, ch, mob );

act_tochar( #pcalm, ch );

act_tochar( #mcalm, mob );

act_neither( #ocalm, ch );

~
E
pcalm~
The tomcat hisses at you furiously, startling you enough to make you back

off.

~
E
mcalm~
You hiss at $p furiously, startling $m enough to make $m back off.

~
!
-1

#1937
~
~
spectral druid~
~
~
hovers in the air, looking utterly bewildered.~
spectral druids~
~
~
hover in the air, looking utterly bewildered.~
This spectre appears to have been a kindly man in life.  He has gentle

facial features, and seems more confused than hostile.  His phantasmal

hands twitch and his features contort into an expression of insane

desperation before returning to bewilderment.

~
Orb~
attack( mob, ch, 10d2+90, "ethereal grasp" );

attack( mob, ch, 10d2+90, "ethereal grasp" );

attack( mob, ch, 100d2, "furious lunge" );

attack( mob, ch, 100d2, "crushing blow" );

if( random( 1, 10 ) > 5 )

  attack( mob, ch, 100d2, "crushing blow" );

if( random( 1, 10 ) < 5 )

  attack( mob, ch, 100d2, "fierce attack" );

if( random( 1, 10 ) >= 8 ) {

  act_room( #thin, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      i = 100d2;

      dam_message( rch, i, "The choking mist" );

      inflict( rch, mob, i, "the choking mist of a spectral druid" );

      act_room( #return, ch );

      }

    }

  }

if( random( 1, 15 ) > 10 ) {

  i = 100d2+50;

  act_tochar( #rush, ch );

  act_notchar( #rrush, ch );

  dam_message( ch, i, "The spectre's rushing charge" );

  inflict( ch, mob, i, "the rushing charge of a spectral druid" );

  }

~
E
thin~
@eThe spectral druid dissipates suddenly into a noxious mist!@n

~
E
return~
@eThe spectre solidifies back to his original shape.

~
E
rush~
@YThe specter pulls back for a moment, then charges you!

~
E
rrush~
@YThe specter pulls back for a moment, then charges $n!

~
!
0 0 1 0 0 0 0 10
0 0 0 1000 895048955 0 21
294961 134226824 8392708 0 6
80
12 25 25 30 30
100 -10 100 -75 100 -10 0
100 40 ethereal arm~
200 40 ethereal leg~
1000 40 ethereal body~
0 1000 ~
0 1000 ~
0
235932200 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1938
~
~
shadow monster~
~
~
stands here, ready to rip your head off.~
shadow monsters~
~
~
stand here, ready to rip your head off.~
This creature of the void has a face only a mother could love.  Horns

stick out of its heavily scarred and bloodied face.  Its face is so

deformed that it looks like someone's skin has been turned inside out. 

The rest of its body is equally grotesque, but oddly some parts of it

gurgles in little boils.

~
Fenlyn~
if( random( 1, 6 ) == 5 ) {

  act_notchar( #morph, mob );

  set_rflag( reset0, room );

  set_rflag( reset1, room );

  set_rflag( reset2, room );

  set_rflag( status0, room );

  set_rflag( status1, room );

  i = random( 1, 5 );

  if( i == 1 )

    remove_rflag( reset0, room );

  if( i == 2 )

    remove_rflag( reset1, room );

  if( i == 3 )

    remove_rflag( reset2, room );

  if( i == 4 )

    remove_rflag( status0, room );

  if( i == 5 )

    remove_rflag( status1, room );

  }

if( class( ch ) == cleric ) {

  i = 9d3+5;

  j = 9d4+10;

  }

if( class( ch ) == mage ) {

  i = 9d3+10;

  j = 9d4+15;

  }

if( class( ch ) == thief ) {

  i = 9d3+10;

  j = 9d4+15;

  }

if( class( ch ) == paladin ) {

  i = 9d4+10;

  j = 9d5+15;

  }

if( class( ch ) == monk ) {

  i = 9d4+10;

  j = 9d5+15;

  }

if( class( ch ) == ranger ) {

  i = 9d5+5;

  j = 9d6+10;

  }

if( class( ch ) == warrior ) {

  i = 9d5+10;

  j = 9d6+15;

  }

if( !rflag( reset0, room ) ) {

  attack( mob, victim, i, "ferocious punch" );

  attack( mob, victim, i, "savage attack" );

  attack( mob, victim, i, "ripping teeth" );

  }

if( !rflag( reset1, room ) ) {

  attack_fire( mob, victim, j, "fiery breath" );

  attack_fire( mob, victim, j, "fireball" );

  attack_fire( mob, victim, j, "flaming touch" );

  }

if( !rflag( reset2, room ) ) {

  attack_shock( mob, victim, j, "electrical shock" );

  attack_shock( mob, victim, j, "ionized touch" );

  attack_shock( mob, victim, j, "arc of electrical energy" );

  }

if( !rflag( status0, room ) ) {

  attack_acid( mob, victim, j, "flurry of acid" );

  attack_acid( mob, victim, j, "toxic punch" );

  attack_acid( mob, victim, j, "slimy attack" );

  }

if( !rflag( status1, room ) ) {

  attack_cold( mob, victim, j, "chilling breath" );

  attack_cold( mob, victim, j, "frosty bite" );

  attack_cold( mob, victim, j, "freezing touch" );

  }

~
E
morph~
@YSuddenly you sense that $n is changing shape into something quite

different.@n 

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 895106955 0 0
285704247 16768 0 48 8
40
25 7 7 20 25
20 15 15 15 5 15 5
500 20 body~
600 18 leg~
700 17 arm~
800 18 foot~
1000 17 hand~
0
163842570 26214464
0 1 0 0 0
N 48 5 0
-1
4 -1
~
set_rflag( reset0, room );

set_rflag( reset1, room );

set_rflag( reset2, room );

set_rflag( status0, room );

set_rflag( status1, room );

~
!
11 -1
~
set_rflag( reset0, room );

set_rflag( reset1, room );

set_rflag( reset2, room );

set_rflag( status0, room );

set_rflag( status1, room );

i = random( 1, 5 );

if( i == 1 )

  remove_rflag( reset0, room );

if( i == 2 )

  remove_rflag( reset1, room );

if( i == 3 )

  remove_rflag( reset2, room );

if( i == 4 )

  remove_rflag( status0, room );

if( i == 5 )

  remove_rflag( status1, room );

continue;

~
!
-1

#1939
~
~
ivory-billed woodpecker~
~
huge, red-crested, black and white~
pauses to watch you.~
~
~
huge, red-crested, black and white~
pause to watch you.~
A huge black and white woodpecker looks at you with one of its yellow

eyes.  Glossy black feathers cover its neck and shoulders.  A

white-feathered stripe flows down the side of its neck, coming to a

V-ending on its back.  Disturbed, it ruffles its bright, red crest at you

and clacks its ivory bill.

~
Starshine~
attack_weapon( mob, victim, 4d4, "right claw" );

attack_weapon( mob, victim, 4d4, "left claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d4, "sharp ivory bill" );

~
!
0 0 23 0 0 0 0 3382
0 0 131 4000 899960126 0 37
232233 0 0 0 4
7
12 8 8 18 10
10 -5 5 5 0 -5 5
100 2 red crest~
200 2 ivory bill~
400 2 long, feathered tail~
900 1 soft, feathered body~
1000 1 black head~
0
18350727 26214464
37111 2296 0 12278 403579
M 0 2 0
2764 17 1509949448 -1 0
2811 17 1509949455 -1 0
2812 17 1509949444 -1 0
2813 17 1509949442 -1 0
-1
-1

#1940
~
~
ivory-billed woodpecker~
~
huge, black and white~
does not look happy to see you.~
ivory-billed woodpeckers~
~
huge, black and white~
do not look happy to see you.~
A huge black and white woodpecker looks at you with one of its yellow

eyes.  Glossy black feathers cover its neck and shoulders.  A

white-feathered stripe flows down the side of its neck, coming to a

V-ending on its back.  Disturbed, it ruffles its black crest at you and

clacks its ivory bill.

~
Starshine~
attack_weapon( mob, victim, 4d4, "right claw" );

attack_weapon( mob, victim, 4d4, "left claw" );

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 2d4, "sharp ivory bill" );

~
!
0 30 23 0 0 0 0 3382
0 0 4 4000 899960127 0 37
233257 0 0 0 4
7
12 8 8 18 10
10 -5 5 5 0 10 5
100 2 black crest~
200 3 ivory bill~
400 1 black head~
900 1 soft, feathered body~
1000 1 yellow eye~
0
18350727 26214464
299 26 0 450 9184
F 0 2 0
2811 17 1509949455 -1 0
2812 17 1509949444 -1 0
2813 17 1509949442 -1 0
-1
-1

#1941
~
~
ivory-billed woodpecker~
~
young~
hides behind its mother.~
ivory-billed woodpeckers~
~
young~
hide behind their mother.~
A black and white woodpecker looks curiously at you.  This bird is mostly

black, a duller black than its parents.  White feathers are starting to

come in, in a pattern that resembles that of its parents.

~
Starshine~
attack_weapon( mob, victim, 2d5, "right claw" );

attack_weapon( mob, victim, 2d5, "left claw" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d2, "sharp bill" );

~
!
0 30 23 0 0 0 0 3382
0 0 12 4000 899960130 0 37
233257 0 0 0 4
4
8 6 6 12 8
0 -5 3 3 0 -5 3
100 2 ivory bill~
300 1 dull black head~
800 1 down-covered body~
1000 1 black and white wing~
0 1000 ~
0
10486026 26214464
540 178 0 765 3499
R 0 1 0
2814 17 1509949445 -1 0
-1
-1

#1942
~
~
rufous-colored kestrel~
~
young~
watches you, eyes gleaming.~
rufous-colored kestrels~
~
young~
watch you, eyes gleaming.~
This kestrel is small, just the size of a pigeon.  The falcon's back is

rufous with black spots, and two thick vertical bars of black mark each

white cheek.  With its sharp talons and razor-edged beak, it looks quite

formidable.

~
Starshine~
attack_weapon( mob, victim, 5d4, "right talon" );

attack_weapon( mob, victim, 5d4, "left talon" );

if( random( 1, 3 ) == 2 )

  attack( mob, victim, 2d5, "razor-edged beak" );

~
!
0 0 23 0 0 0 0 3382
0 0 174 4000 899960132 0 25
232233 0 0 0 4
8
14 8 8 20 12
10 -3 7 7 0 -3 5
100 1 multi-colored head~
200 3 sharp talon~
300 3 wicked-looking beak~
600 1 sleek wing~
1000 1 feathered body~
0
20972168 26214464
22657 1321 0 13450 560166
R 0 2 0
2815 17 1509949450 -1 0
2817 17 1509949442 -1 0
2818 17 1509949445 -1 0
-1
-1

#1943
~
emaciated man~
emaciated man~
~
~
stands hunched in the corner.~
emaciated man~
~
~
are here~
This poor soul looks as close to death's door as any you have ever seen. 

His skin literally hangs from his bones, his joints swollen from

malnutrition.  His face is haggared, and his eyes are sunken deep into

purple and bruised sockets.  His hair is dirty, as is his body.  The poor

man appears to have been subject to daily beatings in an attempt to break

his spirit.

~
Rue~
attack( mob, victim, 1d2, "feeble resistance" );

~
!
0 0 0 0 0 0 0 10
0 0 4 4000 895365422 0 36
754083 0 0 0 0
1
4 15 14 4 5
-25 -25 -25 -25 -50 -25 -50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1311361 26214464
6 16 0 43 28
M 0 4 0
-1
0 -1
~
act_tochar( #mumble, ch );

wait( 1 );

act_tochar( #chains, ch );

~
E
mumble~
@GThe emaciated man mumbles to himself, shying away from you with a

fearful glance.@n 

~
E
chains~
The man turns to you, looking with vacant eyes, "C..could you break these

chains for me?" With these words the man raises his thin limbs and

rattles some decrepit old chains.@n 

~
!
4 -1
~
if( find_stat( ch, align ) == 0 ) {

  act_tochar( #sadness, ch );

  act_tochar( #sadness2, ch );

  set_cflag( 89, ch );

  }

if( find_stat( ch, align ) == 3 ) {

  act_tochar( #sadness, ch );

  act_tochar( #sadness2, ch );

  set_cflag( 89, ch );

  }

if( find_stat( ch, align ) == 6 ) {

  act_tochar( #sadness, ch );

  act_tochar( #sadness2, ch );

  set_cflag( 89, ch );

  }

~
E
sadness~
@GThe man looks at you with sad eyes, slowly growing dim, and grabbing

your arm pulls you down to his mouth with unnatural strength.@n 

~
E
sadness2~
@RWith his teeth clenched in pain, the man wheezes out his last words: "A

curse on you, who calls yourself good." With these words, he leans back,

a peaceful grin on his face.@n 

~
!
-1

#1944
~
skeleton squirrel~
skeleton of a squirrel~
~
red-eyed~
glares at the world.~
skeletons of squirrels~
~
red-eyed~
glare at the world.~
The tattered skeleton of a squirrel consists of bones with only small

bits of fur still left.  Its flesh decayed long ago.  Liquid fire eyes

glow from the eye cavities of its skull.

~
Starshine~
attack_weapon( mob, victim, 2d2, "sharp claws" );

attack_weapon( mob, victim, 2d2, "biting teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875111 0 0
230185 0 0 0 8
2
5 5 5 10 5
10 10 10 0 0 -5 10
600 0 decaying fur~
800 0 putrid flesh~
1000 1 ragged tail~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
R 0 1 0
-1
-1

#1945
~
~
zombie of a squirrel~
~
~
looks at you with a dull eye.~
zombies of squirrels~
~
~
look at you with a dull eyes.~
The squirrel has been long dead, its fur starting to decay, bald spots

showing.  The stench emanating from this unburied corpse is horrendous,

its flesh obviously rotten and rotting.

~
Starshine~
attack_weapon( mob, victim, 1d2, "sharp claws" );

attack_weapon( mob, victim, 1d2, "biting teeth" );

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893819238 0 0
754209 0 0 0 8
1
5 5 5 8 5
5 5 5 0 0 -5 5
600 1 decaying fur~
800 1 putrid flesh~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
0 1 0 19 5
R 0 1 0
-1
-1

#1946
Jezryen~
~
journeyman armorer~
~
~
stands here, pounding ingots into rings.~
~
~
~
~
No description.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893968519 0 0
230185 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
6 2715
~
act_tochar( #give, ch );

act_notchar( #rgive, ch );

wait( 1 );

act_tochar( #give2, ch );

act_notchar( #rgive2, ch );

obj_to_char( oload( 89 ), ch );

obj_to_char( oload( 89 ), ch );

obj_to_char( oload( 89 ), ch );

obj_to_char( oload( 89 ), ch );

obj_to_char( oload( 89 ), ch );

~
E
give~
Jezryen turns and digs out five mithril rings from one of the metal bins

along the wall.

~
E
give2~
Jezryen hands you five mithril rings.

~
E
rgive~
The smith turns and digs out five mithril rings from one of the bins by

the wall.

~
E
rgive2~
Jezryen hands five mithril rings to $n.

~
!
6 2716
~
act_room( #give, ch );

wait( 1 );

act_tochar( #give2, ch );

act_notchar( #rgive2, ch );

obj_to_char( oload( 75 ), ch );

obj_to_char( oload( 75 ), ch );

obj_to_char( oload( 75 ), ch );

obj_to_char( oload( 75 ), ch );

obj_to_char( oload( 75 ), ch );

~
E
give~
Jezryen turns and digs out five steel rings from one of the bins along

the wall.

~
E
give2~
Jezryen hands five steel rings to you.

~
E
rgive2~
Jezryen hands five steel rings to $n.

~
!
6 2717
~
act_room( #give, ch );

wait( 1 );

act_tochar( #give2, ch );

act_notchar( #rgive2, ch );

obj_to_char( oload( 70 ), ch );

obj_to_char( oload( 70 ), ch );

obj_to_char( oload( 70 ), ch );

obj_to_char( oload( 70 ), ch );

obj_to_char( oload( 70 ), ch );

~
E
give~
Jezryen turns and digs out five iron rings one of the bins along

the wall.

~
E
give2~
Jezryen hands five iron rings to you.

~
E
rgive2~
Jezryen hands five iron rings to $n.

~
!
6 2718
~
act_room( #give, ch );

wait( 1 );

act_tochar( #give2, ch );

act_notchar( #rgive2, ch );

obj_to_char( oload( 63 ), ch );

obj_to_char( oload( 63 ), ch );

obj_to_char( oload( 63 ), ch );

obj_to_char( oload( 63 ), ch );

obj_to_char( oload( 63 ), ch );

~
E
give~
Jezryen turns and digs out five bronze rings from one of the bins along

the wall.

~
E
give2~
Jezryen hands five bronze rings to you.

~
E
rgive2~
Jezryen hands five bronze rings to $n.

~
!
-1

#1947
~
~
{massive toadlike creature} stomp~
~
~
hops toward you!~
~
~
~
~
You see before you a huge toadlike monster with a horn protuding from its

head.  Warts on its body burst randomly releasing a foul smelling gas. 

New warts form as soon as old ones burst.  

~
Rue~
i = random( 1, 4 );

if( i > 3 )

  interpret( mob, "bash" );

attack( mob, victim, 3d15+14, "claw" );

attack( mob, victim, 3d15+14, "claw" );

if( i == 2 )

  attack( mob, victim, 3d15+14, "claw" );

if( i < 3 )

  attack( mob, victim, 4d15+20, "tongue arrows" );

if( !is_silenced( mob ) ) {

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #croak, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack( mob, rch, 2d10+20, "echoing bellow" );

      }

    }

  }

else

  send_to_room( #mouth, room );

~
E
croak~
@YThe stomp let loose a deafening croak that reverberates throughout the

pit, blasting your ears and shaking your bones!@n

~
E
mouth~
@YThe massive beast opens its dripping maw, but no noise comes out!@n

~
!
0 0 30 0 0 1676 1675 10
0 0 0 4000 895107948 0 29
1073938483 8320 0 0 4
40
19 5 5 18 17
25 10 10 10 80 0 0
200 200 blocking horn~
300 12 thick foreleg~
200 8 warty head~
1000 14 bloated body~
0 1000 ~
0
157287050 26214401
0 1 0 0 0
N 0 7 0
2763 17 1509949447 -1 0
-1
1 -1
~
i = random( 1, 5 );

if( i < 4 ) {

  act_tochar( #rflee, ch );

  act_notchar( #cflee, ch );

  end;

  }

else

  continue;

~
E
cflee~
@b@GThe stomp's tongue stops $n from fleeing.@n

~
E
rflee~
@b@GThe stomp's tongue shoots out around your leg, pulling you back.@n

~
!
-1

#1948
~
~
black ant larva~
~
~
is here.~
~
~
~
~
This black ant must be four feet long, at least, but despite his great

size he seems less than aggressive toward you.  Instead, even as you

marvel at the unnatural size of this creature it continues on with its

work.

~
Slip~
attack( mob, victim, 2d3+3, "mandibles" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d3+3, "pincers" );

~
!
0 15 26 0 0 0 0 10
0 0 0 4000 895108009 0 0
16973925 8192 0 0 4
4
14 4 3 16 15
0 0 0 0 0 0 0
300 3 shiny black body~
500 2 shiny hard leg~
700 0 delicate antenna~
850 4 armored thorax~
1000 3 eye-faceted head~
0
10486404 26214464
0 1 0 0 0
N 0 3 0
-1
11 -1
~
mob = mob_in_room( 1226, room );

if( mob )

{

act_room( #rescue, mob );

attack( mob, ch, 2d4, "furious retaliation" );

}

~
E
rescue~
@B$n leaps to the defense of $s charge!

~
!
-1

#1949
Beo~
~
toy bear~
Wearing a pastel-swirled scarf,~
~
grins lopsidedly at you.~
~
~
~
~
His brown and tan mottled fur is messy, rumpled from many huggings.  His

sewed-on mouth looks somewhat lopsided, as if stitched into place by a

clumsy child's fingers.  The scarf around his neck is primarily a deep

midnight blue with pastel streaks of green, blue and pink threaded

throughout in a swirled pattern.  From his rump hangs a small tag that

bears the words "NZ or Bust." 

~
Caer~
attack( mob, victim, 1d6, "furry stuffed paw" );

if( random( 1, 2 ) == 1 )

attack( mob, victim, 1d6, "fuzzy muzzle bite" );

if( random( 1, 5 ) < 3 )

attack( mob, ch, 2d3, "pastel swirled scarf" );

~
!
0 0 41 0 0 0 0 10
0 0 0 4000 895108094 0 34
8639369 25165824 128 0 3
50
30 10 10 30 30
0 0 0 0 0 0 0
500 3 shining silver body~
800 2 widespread wings~
1000 1 gleaming silver neck~
0 1000 ~
0 1000 ~
131072
196609610 13108801
0 1 0 0 0
M 0 1 0
-1
-1

#1950
~
~
giant lab rat~
~
~
crawls around here.~
giant lab rats~
~
~
crawl around here.~
The giant white rat crawls its way around here.  It's about six feet

shoulder height, and merely serves as fodder for its master's mysterious

plans.

~
Olah~
attack_weapon( mob, victim, 3d10+25, "vicious bite" );

attack_weapon( mob, victim, 4d10+20, "constant gnawing" );

attack_weapon( mob, victim, 5d8+25, "annoying squeak" );

~
!
0 0 52 0 0 0 0 10
0 0 0 3000 894226739 0 35
259881 8192 0 0 4
30
12 14 14 10 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
56
131072650 52428864
0 1 0 0 0
M 0 4 0
-1
0 -1
~
wait( 1 );

act_room( #squeak, ch );

~
E
squeak~
A giant lab @Crat@n squeaks softly.

~
!
-1

#1951
~
dwarven shopkeeper~
dwarven shopkeeper~
~
~
is here, polishing up a blue rock.~
dwarven shopkeeper~
~
~
are here, polishing up some small rocks.~
Just another dwarf clerk, these people seem to be chosen for the

anonymity as much as there ability to do sums.  

~
Nivel~
attack( mob, victim, 2d4+3, "feeble punch" );

if( random( 1, 2 ) == 1 ) {

  act_room( #rm, victim, obj, mob );

  summon( mob, victim );

  }

~
E
rm~
@b@RThe shopkeeper calls for help!@n

~
!
4 0 3 0 0 0 0 10
0 0 3 4000 895710906 0 28
230787 0 0 16 4
10
16 13 13 16 10
5 5 5 5 99 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079364 26214464
203 34 0 307 3853
M 16 3 0
-1
-1

#1952
Briddle~
~
stubby dwarf with an icicle-covered beard~
~
~
is trying to keep warm.~
stubby dwarves with icicle-covered beards~
~
~
are trying to keep warm.~
Standing a little over four and a half feet tall, several notable

features on this dwarf catch your attention.  At the middle of his plump

round face is a bright @rred@n nose, the color of a fresh rose.  His

@yyellow@n beard is peculiar looking, as sweat has partially frozen to

form icicles on them.  As he rubs his hands, you notice that one of his

fingers on his right hand is missing.

~
Olah~
attack_weapon( mob, victim, 4d10+20, "powerful chop" );

attack_weapon( mob, victim, 3d10+20, "powerful blow" );

attack_weapon( mob, victim, 4d10+15, "powerful kick" );

if( random( 1, 10 ) < 8 ) {

  act_room( #scream, ch );

  attack_weapon( mob, victim, 4d10+20, "mighty chop" );

  }

if( random( 1, 5 ) == 3 ) {

  act_tochar( #bash, ch );

  act_notchar( #nbash, ch );

  interpret( mob, "bash" );

  }

~
E
scream~
@eBriddle lifts his head back, ready for another attack.@n

~
E
bash~
@RBriddle ducks his shoulders and charges towards you!@n

~
E
nbash~
@RBriddle ducks his shoulders and charges towards $n!@n

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894219187 0 25
4441443 262144 32768 0 3
50
20 12 12 20 19
25 25 60 0 75 5 50
500 14 powerful belly~
400 12 muscular forearm~
300 12 muscular leg~
1000 8 bearded face~
0 1000 ~
67040
196609295 26214464
0 1 0 0 0
M 0 4 0
843 17 1509949480 5 0
1083 17 1509949480 16 0
426 16 1509949445 16 0
506 17 1509949460 8 0
259 17 1509949480 6 0
2005 17 1509949480 5 0
-1
0 -1
~
wait( 1 );

act_tochar( #smi, ch );

~
E
smi~
The dwarf beams a smile at you as he rubs his hands over a dying campfire.

~
!
8 -1
hi hello~
wait( 1 );

tell( mob, ch, #greet );

wait( 1 );

interpret( mob, "sneeze" );

~
E
greet~
@GGreetings!  What brings you here, $n?

Do you know about the@n @rbarbarians@n @Gthat live nearby?@n

~
!
2 -1
barbarians~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

interpret( mob, "shiver" );

wait( 1 );

tell( mob, ch, #talk );

wait( 3 );

interpret( mob, "roll" );

wait( 2 );

tell( mob, ch, #cont );

wait( 2 );

act_room( #sigh, ch );

~
E
talk~
@GThose barbarians are mean and powerful.  They don't care too much for

outsiders.  I used to visit them often, trading our ingots from the

dwarven mines for their rich furs and animal hides.  Until one fateful

day when one of them suddenly vanished.  The others demanded to know what

happened to him, as though I had something to do with it." @n 

~
E
cont~
@GIt was some barbarian with remarkable@n @Ygolden@n @Geyes.  I swore to them

that I knew nothing of what happened to him.  You see, if that barbarian

had died, they would have demanded his corpse to be burned and given a

proper funeral before their shaman.@n 

~
E
sigh~
Briddle sighs and continues to rub his hands over the campfire.

~
E
ask~
You ask Briddle about the barbarians that live near here.

~
E
nask~
$n asks Briddle about the barbarians that live near here.

~
!
2 -1
golden eyes~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

tell( mob, ch, #axe );

wait( 2 );

act_room( #shrug, ch );

~
E
ask~
You ask Briddle about the missing barbarian with golden eyes.

~
E
nask~
$n asks Briddle about the missing barbarian with golden eyes.

~
E
axe~
@GI already said I don't know what happened to him.  He's pretty tall,

though, like most of the barbarians.  Also, he always carries a

@n@Bblue@n @Gaxe with him wherever he goes.@n 

~
E
shrug~
Briddle shrugs helplessly and resumes rubbing his hands over the campfire.

~
!
2 -1
blue axe~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

tell( mob, ch, #blue );

wait( 2 );

act_room( #gig, ch );

~
E
blue~
@GThat axe?  Rumors say that the axe is a weaker version of what the

barbarian chief himself uses.  That's still impressive as some have said

the chief's axe was given to him by their very own god!

~
E
gig~
Briddle giggles quietly to himself and resumes rubbing his hands over the

fire.

~
E
ask~
You ask Briddle about the blue axe.

~
E
nask~
$n asks Briddle about the blue axe.

~
!
-1

#1953
~
thickly-muscled hunched goblin~
hunched goblin~
~
thickly-muscled~
wanders about muttering to himself.~
hunched goblins~
~
thickly-muscled~
wander about muttering to themselves.~
This goblin is larger than most of his race, but retains the familiar

features of his smaller brethren.  Bulbous eyes seem to point in

different directions and his large nostrils expand and contract

noticeably with every breath.  Rippling muscles show beneath his splotchy

green and yellow skin.  Like most of his race he walks with a hunched

gait, ready for anything.

~
Rue~
attack( mob, victim, 3d10, "punch" );

attack( mob, victim, 3d10, "clawed right hand" );

attack( mob, victim, 2d10+2, "gnashing bite" );

i = random( 1, 7 );

if( i == 1 )

  attack( mob, victim, 6d10, "tiger paw" );

if( i == 2 )

  attack( mob, victim, 7d10, "locust kick" );

i = random( 1, 15 );

if( i == 7 )

  send_to_room( #howl, room );

~
E
howl~
@YWith a howl of rage, the goblin renews his assault with greater fury!@n

~
!
0 2 11 0 0 0 0 10
0 0 0 300 895109211 0 0
230305 8192 0 8 8
25
18 10 14 16 15
15 20 -10 15 25 15 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643845 26214464
0 1 0 0 0
M 8 4 0
2760 17 1509949540 17 0
-1
-1

#1954
~
slime-covered water serpent~
water serpent~
~
slime-covered~
rears its ugly head!~
water serpents~
~
slime-covered~
rear their ugly heads!~
The bulky, twisted mass of scales before you is a frighteningly grotesque

serpent.  More closely related to dragons than snakes, the scales of this

behemoth are mithril-hard, and covered with a flame-retardant slime.  A

dull, greyish-green, the monstrous serpent matches the hue of the water

from which it rose almost perfectly.

~
Orb~
attack( mob, ch, 2d100+25, "snapping jaws" );

attack( mob, ch, 2d100+25, "snapping jaws" );

if( random( 1, 10 ) >= 7 )

  attack( mob, ch, 2d100+25, "snapping jaws" );

if( random( 1, 10 ) <= 3 )

  attack( mob, ch, 2d100+25, "snapping jaws" );

if( random( 1, 4 ) == 2 ) {

  act_room( #acid, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 3d75, "acidic breath" );

    }

  }

if( random( 1, 6 ) <= 2 ) {

  i = 10d10+250;

  act_tochar( #chomp, ch );

  act_notchar( #rchomp, ch );

  dam_message( ch, i, "The serpent's powerful jaws" );

  inflict( ch, mob, i, "the powerful jaws of a water serpent" );

  }

~
E
acid~
@GThe water serpent rears back, its jaws opening wide to release a spray

of acid!

~
E
chomp~
@gThe serpent's powerful jaws close around you!

~
E
rchomp~
@gThe serpent's powerful jaws close around $n!

~
!
0 0 17 0 0 0 0 10
0 0 0 4000 895109326 0 26
1278003 6295552 4 0 8
80
30 2 2 30 30
20 50 -80 -20 0 20 0
1000 40 sinuous green body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
314574100 26214464
0 1 0 0 0
R 0 7 0
2766 17 1509949490 -1 0
2728 17 1509949442 -1 0
2767 17 1509949442 -1 0
-1
-1

#1955
~
robes shaman goblin~
{goblin in robes} goblin shaman~
~
~
chants in a shrill voice.~
{goblins in robes} goblin shamans~
~
~
chant with shrill voices.~
Large eyes stare out from the creased and warty face of this goblin.  His

ears are long and pointed, the tips covered in a thick tangle of grey

hair.  His spiky teeth protrude slightly from his thin, black lips.

~
Rue~
attack_weapon( mob, victim, 4d7+10, "left hand" );

attack_weapon( mob, victim, 4d7+10, "right hand" );

if( is_silenced( mob ) ) {

  act_room( #nosound, ch );

  ch = rand_player( room );

  attack( mob, ch, 7d10, "overhand crush" );

  }

else {

  i = random( 1, 5 );

  if( i == 1 ) {

    if( mob_in_room( 1957, room ) ) {

      send_to_room( #cures, room );

      ch = mob_in_room( 1957, room );

      do_spell( cure serious, mob, ch );

      do_spell( cure serious, mob, mob );

      }

    else {

      send_to_room( #selfcure, room );

      do_spell( cure serious, mob, mob );

      }

    }

  if( i >= 4 ) {

    ch = rand_player( room );

    act_notchar( #serious, ch );

    act_tochar( #pain, ch );

    do_spell( cause serious, mob, ch );

    }

  i = random( 1, 20 );

  if( i == 1 )

    send_to_room( #gibber, room );

  }

~
E
nosound~
@YThe goblin shaman opens his mouth, but no sound escapes!@n

~
E
cures~
@YThe shaman casts group serious!@n

~
E
serious~
@The goblin shaman casts cause serious on $n!@n

~
E
pain~
@RYour body explodes in pain as the goblin shaman curses you!@n

~
E
selfcure~
@YThe shaman cures himself!@n

~
E
gibber~
@YWith a crazed look in his eyes the shaman gibbers madly!@n

~
!
0 2 11 0 0 0 0 10
0 0 0 1000 895133673 0 0
231329 3 0 8 8
20
8 15 17 15 15
25 10 15 10 40 5 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429445 26214464
0 1 0 0 0
M 8 3 0
2306 17 1509949455 16 0
934 16 1509949455 16 0
380 16 1509949540 16 0
6 1 1509949465 1 0
2166 17 1509949445 5 0
488 16 1509949540 5 0
-1
-1

#1956
~
fire drake long sinuous body~
fire drake~
~
~
with a long, sinuous body writhes on the ground.~
fire drakes~
~
~
with long, sinuous bodies writhe on the ground.~
This crimson serpent has vestigal wings growing from its flame-colored

back.  Its ice blue eyes are reptilian and glimmer with intelligence. 

Nearly ten feet long and six feet tall, this drake makes a formidable

mount.

~
Orb~
attack( mob, ch, 10d5, "snapping jaws" );

attack( mob, ch, 10d5, "snapping jaws" );

if( random( 1, 10 ) > 5 )

attack( mob, ch, 10d5, "lashing tail" );

~
!
0 0 17 0 0 0 0 10
0 0 1 4000 895133691 0 24
5501193 8448 0 0 4
25
12 12 12 12 12
0 0 0 0 0 0 0
1000 25 sinuous body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78643850 5770
63 4 0 0 6096
M 0 6 0
-1
-1

#1957
~
~
goblin spearman~
~
~
eyes the tunnel for intruders.~
goblin spearmen~
~
~
eye the tunnel for intruders.~
Standing nearly five feet tall, this lanky goblin is scarred from many

battles.  His arms are longer than they should be for his height, making

him deadly with the spear he wields.  Definately not somebody you would

want to fight in a dark tunnel...

~
Rue~
attack_weapon( mob, victim, 2d4+5, "right hand" );

attack_weapon( mob, victim, 2d4+5, "right hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+10, "left hand" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d4+15, "uppercut" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 3d5+10, "kick" );

if( random( 1, 5 ) == 1 )

  send_to_room( #howl, room );

if( random( 1, 15 ) == 1 ) {

  i = 2d15;

  act_tochar( #haft, ch );

  inflict( ch, mob, i, "goblin spearman" );

  dam_message( ch, i, "the haft strike" );

  act_notchar( #rmhaft, ch );

  do_spell( silence, mob, ch );

  }

if( random( 1, 20 ) == 1 )

  send_to_room( #pump, room );

~
E
howl~
@YThe spearman howls a war cry as he stabs wildly!@n

~
E
haft~
@RWith a quick counterstrike the goblin slams the haft of his spear into

your throat!@n 

~
E
rmhaft~
@YThe goblin strikes quickly at $n's throat with the haft

of his spear!@n

~
E
pump~
@YThe goblin pumps his spear in the air, filled with battle-lust!@n

~
!
0 2 11 0 0 0 0 10
0 0 0 4000 895133445 0 0
231345 32768 0 8 8
17
16 10 7 15 14
15 10 10 5 5 5 15
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
68158085 26214464
3982 194 0 732 0
M 8 3 0
10 1 1509949490 5 0
11 1 1509949490 7 0
1285 17 1258291215 16 0
3009 16 1258291300 16 0
2060 17 1509949530 11 0
2061 16 1509949540 11 0
-1
-1

#1958
~
vent steam humanoid shape elemental~
{rising vent of steam, humanoid in shape,} steam elemental~
~
~
lurks nearby.~
{rising vents of steam, humanoid in shape,} steam elementals~
~
~
lurk nearby.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895133717 0 37
541577761 8192 0 0 4
15
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
196608
13107845 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#1959
~
~
ash elemental~
~
~
is here.~
ash elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133625 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1960
~
~
vacuum elemental~
~
~
are here.~
vacuum elementals~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133747 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1961
~
~
dust elemental~
~
~
is here.~
dust elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133767 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1962
~
~
lightning elemental~
~
~
is here.~
lightning elementals.~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133789 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1963
~
~
mineral elemental~
~
~
is here.~
mineral elementals.~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133811 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1964
~
~
salt elemental~
~
~
is here.~
salt elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133829 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1965
~
~
radiance elemental~
~
~
is here.~
radiance elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133853 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1966
~
~
quasi-elemental guardian~
~
~
is here.~
quasi-elemental guardians~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133879 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1967
~
~
quasi-elemental savant~
~
~
is here.~
quasi-elemental savants~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895133905 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1968
~
~
{wave of water} water elemental~
~
~
with dark whirlpools for eyes undulates and sloshes here.~
{waves of water} water elementals~
~
~
with dark whirlpools for eyes undulate and slosh here.~
It a wave of water and an ent could somehow be mixed together, what

stands before you would resemble it as close as such a thing is possible. 

Though its height varies from moment to moment like the undulating waves

of the ocean, the creature before you has the girth and bulk of an ent

but appears to be formed entirely of water.  Its crystal clear waters

swirls violent like a whirlpool up and down its body from its legs to its

arms.  The rippling whirlpool, though, is intersected by two smaller

pools of darker water that swirl about in tight concentration where eyes

might be.  Aside from these, the watery behemoth has no facial or body

features.

~
Florian~
i = 1d10;

if( i == 1 ) {

  act_room( #loom, ch, obj, mob );

  attack( mob, victim, 3d6+20, "tsunami of water" );

  }

if( attack( mob, victim, 5d4+5, "watery grasp" ) )

  if( attack( mob, victim, 5d4+5, "watery grasp" ) )

  attack( mob, victim, 4d4+16, "choking depths" );

~
E
loom~
@BSuddenly, $N looms overhead like a wave waiting to crash over someone!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895133974 0 31
543543905 0 0 0 4
25
11 4 4 18 12
15 -25 -15 25 25 25 10
175 15 watery body~
400 13 tendril of water~
600 14 swirling surface~
800 15 whirling depths~
1000 100 dark whirlpool eye~
131072
65537610 28837442
0 1 0 0 0
N 0 4 0
-1
-1

#1969
~
creature pure flame fire elemental emotion~
{creature of pure flame} fire elemental~
~
~
and without emotion stalks mightily close.~
{creatures of pure flame} fire elementals~
~
~
and without emotion stalk mightily close.~
Six feet tall and formed of flame, the being before you has twice the

girth of a human.  Each movement the fiery creature makes seems to have

clear intent behind it, indicating a measured intelligence.  The

creature's flaming form has no sex or facial characteristics, save for a

pair of blue flames which seems to dance upon its face.  Sparks of flame

shoot off periodically from its fiery body.

~
Florian~
i = 1d10;

if( i == 1 ) {

  act_tochar( #fire, ch, obj, mob );

  act_notchar( #rfire, ch, obj, mob );

  attack_fire( mob, victim, 3d6+20, "wall of flame" );

  }

if( attack_fire( mob, victim, 5d4+5, "fiery tendril" ) )

  if( attack_fire( mob, victim, 5d4+5, "fiery tendril" ) ) {

  act_tochar( #engulf, ch, obj, mob );

  act_notchar( #rengulf, ch, obj, mob );

  attack_fire( mob, victim, 4d4+16, "body of flame" );

  }

~
E
fire~
@RA wall of flame surrounds you at $N's nod.@n

~
E
rfire~
@RA wall of flame surrounds $n at $N's nod.@n

~
E
rengulf~
@RAs $N's tendrils wrap about $n, $e is engulfed in flame!@n

~
E
engulf~
@RAs $N's tendrils wrap about you, engulfing you in flame.@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134256 0 25
541442913 2048 0 0 4
25
15 3 3 14 16
15 100 -25 10 15 10 100
150 16 fiery torso~
450 15 chest of flame~
750 18 strong, fiery arm~
875 5 fiery heart~
1000 6 eye of blue flame~
131072
65537610 28837442
0 1 0 0 0
N 0 4 0
-1
-1

#1970
~
swirling cyclone air elemental~
{swirling cyclone of air} air elemental~
~
~
hovers silently nearby.~
{swirling cyclones of air} air elementals~
~
~
hover silently nearby.~
Swirling madly, you can barely made out the outlines of a tapering column

of air.  Though lacking arms and legs, there is, no doubt that what is

before you in anything but a natural weather phenomenon.  The two red

eyes hovering deep within its swirling masses glare about with clear

sentience.  Bits of debris and dust gyrate within the middle of the air

creature's chaotic vortex, giving it its shape and form.

~
Florian~
i = 1d10;

if( i == 1 ) {

  act_room( #loom, ch, obj, mob );

  attack( mob, victim, 3d6+20, "swirling swarm of air" );

  }

if( attack( mob, victim, 5d4+5, "blast of air" ) )

  if( attack( mob, victim, 5d4+5, "blast of air" ) ) {

  act_tochar( #cloud, ch, obj, mob );

  act_notchar( #rcloud, ch, obj, mob );

  if( attack( mob, victim, 4d4+16, "noxious air" ) )

    poison( victim );

  }

~
E
loom~
@CSwelling to twice $S size, $N looms ominously!@n

~
E
cloud~
@CSuddenly, $N breathes a dark cloud on you!@n

~
E
rcloud~
@CSuddenly, $N breathes a dark cloud on $n!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134330 0 35
541446753 0 4096 0 4
25
11 3 3 15 14
15 15 25 100 15 25 10
150 8 tendril of air~
300 12 chaotic vortex~
550 15 swirling mass of air~
700 8 glowing red eye~
1000 18 floating debris~
131072
65537610 26216002
0 1 0 0 0
N 0 4 0
-1
-1

#1971
~
creature compeltely earth elemental emotion~
{creature made completely of earth} earth elemental~
~
~
looms here without emotion.~
{creatures made completely of earth} earth elementals~
~
~
loom here without emotion.~
Before you stands a creature made entirely of black earth.  With legs the

size of tree trunks and arms just as large, this hulking beast looks

strangely sentient.  Two black orbs of coal are set into a craggy visage

that passes for the creature's face, which in itself is nothing more than

a couple of indentations.  Rather than having feet, the massive earth

creature simply merges with the ground, as though it is part of its

element.

~
Florian~
i = 1d10;

if( i == 1 ) {

  act_room( #loom, ch, obj, mob );

  attack( mob, victim, 3d6+20, "crashing mound of earth" );

  }

if( i == 2 ) {

  act_room( #charge, ch, obj, mob );

  interpret( mob, "bash" );

  }

if( attack( mob, victim, 5d4+5, "earthen grasp" ) )

  if( attack( mob, victim, 5d4+5, "earthen grasp" ) ) {

  act_tochar( #choke, ch, obj, mob );

  act_notchar( #rchoke, ch, obj, mob );

  attack( mob, victim, 4d4+16, "choking grasp" );

  }

~
E
loom~
@GThe ground shakes violently as $N looms overhead!@n

~
E
charge~
@WThough comically slow at first, $N charges, picking up speed.@n

~
E
choke~
@RYou feel yourself unable to breath as $N wraps its hands about you!@n

~
E
rchoke~
@rLurching, $N wraps its hands about $n and throttles $m.@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134408 0 27
537121377 0 0 0 4
25
17 5 5 11 14
15 15 -15 50 15 25 -25
150 15 black earth torso~
300 12 earthen arm~
600 14 earthen leg~
900 16 broad, black earth back~
1000 0 of coal~
131072
65537610 26216002
0 1 0 0 0
N 0 4 0
-1
-1

#1972
~
tall humanoid blue skin water elemental lord~
{tall humanoid with blue skin} water elemental lord~
~
~
stands here proudly.~
{tall humanoids with blue skin} water elemental lords~
~
~
stand here proudly.~
Almost seven feet tall, the man which stands before you looks slightly

human, though his features are clearly foreign.  Where his ears might be

there are only swirling whirlpools of dark water and his eyes have the

color and shape of blue coral.  Also, he is looks to be bald.  In fact,

he looks completely devoid of hair.  Encircling his brow is a woven band

of seaweed with a minuscule vial of deep water set into it that rests

just over his forehead.  Garbed in dark blue clothing, this strange

specimen looks strangely vigorous and strong.  His most controlling

feature, though, is that his skin is a light blue color.

~
Florian~
i = 1d10;

if( i == 1 ) {

  act_tochar( #hands, ch, obj, mob );

  act_notchar( #rhands, ch, obj, mob );

  attack( mob, victim, 6d6+10, "blast of concentrated water" );

  }

if( attack_weapon( mob, victim, 6d5+5, "punch of tidal fury" ) )

  if( attack_weapon( mob, victim, 6d5+5, "punch of tidal fury" ) ) {

  act_tochar( #slam, ch, obj, mob );

  act_notchar( #rslam, ch, obj, mob );

  if( random( 1, 4 ) == 1 )

    interpret( mob, "bash" );

  }

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 5d5+15, "flowing kick" );

~
E
hands~
@CA spout of water bursts from $N's hands, striking you!@n

~
E
rhands~
@CA spout of water bursts from $N's hands, striking $n!@n

~
E
slam~
@BThe force from $N's tidal punches knocks you backward!@n

~
E
rslam~
@BThe force from $N's tidal punches knocks $n backward!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134487 0 24
537121377 0 0 0 4
35
15 10 13 17 15
25 20 25 5 18 15 100
150 22 dark blue armor~
425 25 toned blue torso~
600 18 upraised arm~
800 14 exposed, blue-skinned leg~
1000 10 woven circlet of seaweed~
196608
91752650 26219202
0 1 0 0 0
M 0 4 0
-1
-1

#1973
~
tall humanoid red skin fire elemental lord~
{tall humanoid with red skin} fire elemental lord~
~
~
stands here proudly.~
{tall humanoids with red skin} fire elemental lords~
~
~
stand here proudly.~
Almost seven feet tall, the man which stands before you looks slightly

human, though his features are clearly foreign.  His ears are practically

non-existent, save for jutting wings of flame on the side of his head and

he has the fiery red eyes of a night predator.  Also, he is looks to be

bald.  In fact, he looks completely devoid of hair.  Encircling his brow

is a circlet of flame with a small fire ruby that floats just over his

forehead.  Garbed in yellow and orange clothing, this strange specimen

looks strangely vigorous and strong.  His most controlling feature,

though, is that his skin is a deep red color.

~
Florian~
i = 1d10;

if( i == 1 ) {

act_tochar( #eyes, ch, obj, mob );

act_notchar( #reyes, ch, obj, mob );

attack_fire( mob, victim, 6d6+10, "beam of flame" );

}

if( attack_fire( mob, victim, 6d5+5, "fiery touch" ) )

if( attack_fire( mob, victim, 6d5+5, "fiery touch" ) ) {

act_tochar( #slam, ch, obj, mob );

act_notchar( #rslam, ch, obj, mob );

if( random( 1, 4 ) == 1 )

interpret( mob, "bash" );

}

if( random( 1, 4 ) == 1 )

attack_fire( mob, victim, 5d5+15, "fiery backhand" );

~
E
eyes~
@RYou feel $N's fiery eyes glaring upon you.@n

~
E
reyes~
@RSlowly, $N levels $S fiery eyes upon $n.@n

~
E
slam~
@rThe heat from $N's fists knocks $n backwards!@n

~
E
rslam~
@rThe heat from $N's fists knocks $n backwards!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134582 0 24
537117537 0 0 0 4
35
17 13 13 14 17
25 100 -25 15 28 25 100
150 22 yellow and orange armor~
425 25 muscular red chest~
600 18 upraised arm~
800 14 exposed, red-skinned leg~
1000 100 circlet of flame~
196608
91752650 26219202
0 1 0 0 0
M 0 4 0
-1
-1

#1974
~
tall humanoid violet skin air elemental lord~
{tall humanoid with violet skin} air elemental lord~
~
~
stands here proudly.~
{tall humanoids with violet skin} air elemental lords~
~
~
stand here proudly.~
Almost seven feet tall, the man which stands before you looks slightly

human, though his features are clearly foreign.  His ears stand up like

the quills of an excited porcupine and he has vacant holes where eyes

might otherwise be.  Also, he is looks to be bald.  In fact, he looks

completely devoid of hair.  Encircling his brow is a circle of clouds

with a tiny pearlescent opal that floats just over his forehead.  Garbed

in white and violet clothing, this strange specimen looks strangely

vigorous and strong.  His most controlling feature, though, is that his

skin is light violet color.

~
Florian~
i = 1d10;

if( i == 1 ) {

act_tochar( #point, ch, obj, mob );

act_notchar( #rpoint, ch, obj, mob );

attack_fire( mob, victim, 6d6+10, "searing blast of hot air" );

}

if( attack_weapon( mob, victim, 6d5+5, "fist of pure force" ) )

if( attack_weapon( mob, victim, 6d5+5, "fist of pure force" ) ) {

act_tochar( #slam, ch, obj, mob );

act_notchar( #rslam, ch, obj, mob );

if( random( 1, 4 ) == 1 )

interpret( mob, "bash" );

}

if( random( 1, 4 ) == 1 )

attack( mob, victim, 5d5+15, "cyclonic kick" );

~
E
point~
@YWith precision, $N points a finger directly at you!

~
E
rpoint~
@YWith precision, $N points a finger directly at $n!

~
E
slam~
@YThe force from $N's fists slams you backward!@n

~
E
rslam~
@YThe force from $N's fists slams $n backward!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134663 0 32
537121377 0 0 0 4
35
17 13 13 14 17
25 15 25 25 18 100 25
150 22 white and violet armor~
425 25 toned, violet chest~
600 18 upraised arm~
800 14 exposed, violet-skinned leg~
1000 100 ring of clouds~
196608
91752650 26219202
0 1 0 0 0
M 0 4 0
-1
-1

#1975
~
tall humanoid earthy green skin~
{tall humanoid with earthy green skin} earth elemental lord~
~
~
stands here proudly.~
{tall humanoids with earthy green skin} earth elemental lords~
~
~
stand here proudly.~
Almost seven feet tall, the man which stands before you looks slightly

human, though his features are clearly foreign.  His ears jut back like

those of an angry feline and he has two pupilless green eyes.  Also, he

is looks to be bald.  In fact, he looks completely devoid of hair. 

Encircling his brow is a stone circlet with a tiny ampoule of black earth

that rests just on his forehead.  Garbed in earth-toned clothing, this

strange specimen looks strangely vigorous and strong.  His most

controlling feature, though, is that his skin color matches the color of

his eyes.

~
Florian~
attack_weapon( mob, victim, 2d4, "left hand" );

i = 1d10;

if( i == 1 ) {

  act_tochar( #hands, ch, obj, mob );

  act_notchar( #rhands, ch, obj, mob );

  attack( mob, victim, 6d6+10, "tumult of pounding stones" );

  }

if( attack_weapon( mob, victim, 6d5+5, "rock-hard punch" ) )

  if( attack_weapon( mob, victim, 6d5+5, "rock-hard punch" ) ) {

  act_tochar( #knockback, ch, obj, mob );

  act_notchar( #rknockback, ch, obj, mob );

  if( random( 1, 4 ) == 1 )

    interpret( mob, "bash" );

  }

if( random( 1, 4 ) == 1 )

  attack( mob, victim, 5d5+15, "crushing grasp" );

~
E
hands~
@GLifting $S hands, rocks rise up against you at $N's command.@n

~
E
rhands~
@GLifting $S hands, rocks rise up against $n at $N's command.@n

~
E
knockback~
@GThe impact from both of $N's punches knocks you back!@n

~
E
rknockback~
@GThe impact from both of $N's punches knocks $n back!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895134736 0 26
537121377 0 0 0 4
35
17 13 13 14 17
25 18 18 15 20 16 -25
150 22 earth-toned armor~
425 25 stony body~
600 18 upraised arm~
800 14 exposed, green-skinned leg~
1000 10 circlet of stone~
196608
91752650 26219202
0 1 0 0 0
M 0 4 0
-1
-1

#1976
~
strange canine elemental guardian~
{strange canine} elemental guardian~
~
~
stands at the ready, its fur changing color randomly.~
{strange canines} elemental guardians~
~
~
stand at the ready, their fur changing color randomly.~
Superficially, this creature looks like a very large, very powerful

canine.  Its teeth are sharp and its paws wide.  Also, its muscular frame

lends to it the attributes of a hunter.  Trailing behind the creature is

a long, thin tail that wags to and fro frequently.  The creatures eyes

and body, though, are indicative to its true nature.  The unusually large

dog's eyes are swirling chasms of madness, changing color and texture to

match the primal elementals of earth, air, fire and water.  The

creature's entire form seems to change composition at a whim to

correspond to its eyes.

~
Florian~
i = 1d4;

if( i == 1 ) {

  act_room( #earth, ch, obj, mob );

  attack( mob, victim, 6d5+10, "stone claw" );

  attack( mob, victim, 6d5+10, "stone claw" );

  if( attack( mob, victim, 6d5+10, "stone claw" ) )

    attack( mob, victim, 6d7+5, "powerful stone jowls" );

  if( random( 1, 8 ) == 1 ) {

    act_room( #earthpounce, ch, obj, mob );

    interpret( mob, "bash" );

    }

  }

if( i == 2 ) {

  act_room( #air, ch, obj, mob );

  attack( mob, victim, 6d5+10, "howling breath" );

  attack( mob, victim, 6d5+10, "howling breath" );

  if( attack( mob, victim, 6d5+10, "howling breath" ) )

    attack( mob, victim, 6d7+5, "blast of force" );

  if( random( 1, 8 ) == 1 ) {

    act_room( #airpounce, ch, obj, mob );

    interpret( mob, "bash" );

    }

  }

if( i == 3 ) {

  act_room( #fire, ch, obj, mob );

  attack_fire( mob, victim, 6d5+10, "claw of fire" );

  attack( mob, victim, 6d5+10, "claw of fire" );

  if( attack( mob, victim, 6d5+10, "claw of fire" ) )

    attack( mob, victim, 6d7+5, "jowls of flame" );

  if( random( 1, 8 ) == 1 ) {

    act_room( #firepounce, ch, obj, mob );

    do_spell( burning hands, mob, victim );

    }

  }

if( i == 4 ) {

  act_room( #water, ch, obj, mob );

  attack( mob, victim, 6d5+10, "watery tendril" );

  attack( mob, victim, 6d5+10, "watery tendril" );

  if( attack( mob, victim, 6d5+10, "watery tendril" ) ) {

    act_tochar( #wash, ch, obj, mob );

    act_notchar( #rwash, ch, obj, mob );

    attack( mob, victim, 6d7+5, "choking depths" );

    }

  if( random( 1, 8 ) == 1 ) {

act_room( #waterpounce, ch, obj, mob );

    interpret( mob, "bash" );

    }

  }

~
E
earth~
@GFlicking $S tail, $N forms into earth.

~
E
water~
@CFlicking $S tail, $N forms into water.@n

~
E
fire~
@RFlicking $S tail, $N takes on the form of fire!@n

~
E
air~
@CFlicking $S tail, $N takes on the form of air!@n

~
E
earthpounce~
@GLeaping into the air, $N pounces with $S stone claws.@n

~
E
airpounce~
@CLeaping into the air, $N pounces with shimmering force around $M!@n

~
E
firepounce~
@GLeaping into the air, $N pounces with $S fiery claws.@n

~
E
wash~
@BWater swirls up at $N's behest, engulfing you!@n

~
E
rwash~
@BWater swirls up at $N's behest, engulfing $n!@n

~
E
waterpounce~
@BLeaping into the air, $N attacks with fluid grace.@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895363782 0 34
537129569 0 0 0 4
40
15 6 6 16 17
30 25 25 25 25 25 25
150 100 wispy tail of air~
300 25 earthen body~
600 22 wide and watery paw~
800 24 fiery side~
1000 5 eye of the elements~
12713984
104860170 57676482
0 1 0 0 0
N 0 5 0
-1
-1

#1977
~
elemental savant tall regal humanoid~
{tall but regal humanoid} elemental savant~
~
~
stands here, his skin changing color.~
{tall but regal humanoids} elemental savants~
~
~
stand here, their skin changing color.~
Were it not for the fact that his skin texture and color appears to

change from moment to moment, you might mistake the man before you as a

human.  But as his skin and eye color change from blue to red, red to

green, green to violent, and back again to blue, it is quite obvious that

he is anything but human.  Dressed is a carefully tailored violet and

green outfit and wearing red high boots chased in blue, the man has a

regal air about him.  On his brow he wears a diadem of interwoven flame,

air, water and earth.

~
Florian~
i = 1d4;

if( i == 1 ) {

  j = 1d10;

  act_room( #earth, ch, obj, mob );

  if( j == 1 ) {

    act_tochar( #hands, ch, obj, mob );

    act_notchar( #rhands, ch, obj, mob );

    attack( mob, victim, 6d6+10, "tumult of pounding stones" );

    }

  attack_weapon( mob, victim, 7d5+5, "rock-hard punch" );

  if( attack_weapon( mob, victim, 7d5+5, "rock-hard punch" ) )

    if( attack_weapon( mob, victim, 7d5+5, "rock-hard punch" ) ) {

    act_tochar( #knockback, ch, obj, mob );

    act_notchar( #rknockback, ch, obj, mob );

    if( random( 1, 4 ) == 1 )

      interpret( mob, "bash" );

    }

  if( random( 1, 4 ) == 1 )

    attack( mob, victim, 6d5+15, "crushing grasp" );

  }

if( i == 2 ) {

  act_room( #air, ch, obj, mob );

  j = 1d10;

  if( j == 1 ) {

    act_tochar( #point, ch, obj, mob );

    act_notchar( #rpoint, ch, obj, mob );

    attack_fire( mob, victim, 7d6+10, "searing blast of hot air" );

    }

  attack_weapon( mob, victim, 7d5+5, "fist of pure force" );

  if( attack_weapon( mob, victim, 7d5+5, "fist of pure force" ) )

    if( attack_weapon( mob, victim, 7d5+5, "fist of pure force" ) ) {

    act_tochar( #airslam, ch, obj, mob );

    act_notchar( #rairslam, ch, obj, mob );

    if( random( 1, 4 ) == 1 )

      interpret( mob, "bash" );

    }

  if( random( 1, 4 ) == 1 )

    attack( mob, victim, 6d5+15, "cyclonic kick" );

  }

if( i == 3 ) {

  act_room( #fire, ch, obj, mob );

  j = 1d10;

  if( j == 1 ) {

    act_tochar( #eyes, ch, obj, mob );

    act_notchar( #reyes, ch, obj, mob );

    attack_fire( mob, victim, 7d6+10, "beam of flame" );

    }

  attack_fire( mob, victim, 6d5+5, "fiery touch" );

  if( attack_fire( mob, victim, 7d5+5, "fiery touch" ) )

    if( attack_fire( mob, victim, 7d5+5, "fiery touch" ) ) {

    act_tochar( #slam, ch, obj, mob );

    act_notchar( #rslam, ch, obj, mob );

    if( random( 1, 4 ) == 1 )

      interpret( mob, "bash" );

    }

  if( random( 1, 4 ) == 1 )

    attack_fire( mob, victim, 6d5+15, "fiery backhand" );

  }

if( i == 4 ) {

  act_room( #water, ch, obj, mob );

  j = 1d10;

  if( j == 1 ) {

    act_tochar( #hands, ch, obj, mob );

    act_notchar( #rhands, ch, obj, mob );

    attack( mob, victim, 7d6+10, "blast of concentrated water" );

    }

  if( attack_weapon( mob, victim, 7d5+5, "punch of tidal fury" ) )

    if( attack_weapon( mob, victim, 7d5+5, "punch of tidal fury" ) ) {

    act_tochar( #spout, ch, obj, mob );

    act_notchar( #rspout, ch, obj, mob );

    if( random( 1, 4 ) == 1 ) {

      act_tochar( #waterslam, ch, obj, mob );

      act_notchar( #rwaterslam, ch, obj, mob );

      }

    interpret( mob, "bash" );

    }

  if( random( 1, 4 ) == 1 )

    attack( mob, victim, 6d5+15, "flowing kick" );

  }

~
E
hands~
@GLifting $S hands, rocks rise up against you at $N's command.@n

~
E
rhands~
@GLifting $S hands, rocks rise up against $n at $N's command.@n

~
E
earth~
@gIntoning deeply, $N takes on the attributes of earth.@n

~
E
knockback~
@GThe impact from both of $N's punches knocks you back!@n

~
E
rknockback~
@GThe impact from both of $N's punches knocks $n back!@n

~
E
air~
@YWith but a gesture, $N takes on the attributes of air!

~
E
point~
@YWith precision, $N points a finger directly at you!

~
E
rpoint~
@YWith precision, $N points a finger directly at $n!

~
E
airslam~
@YThe force from $N's fists slams you backward!@n

~
E
rairslam~
@YThe force from $N's fists slams $n backward!@n

~
E
fire~
@RYelling feverishly, $N takes on the attributes of fire!@n

~
E
eyes~
@RYou feel $N's fiery eyes glaring upon you.@n

~
E
reyes~
@RSlowly, $N levels $S fiery eyes upon $n.@n

~
E
slam~
@rThe heat from $N's fists knocks you backwards!@n

~
E
rslam~
@rThe heat from $N's fists knocks $n backwards!@n

~
E
water~
@BWith fluid grace, $N takes on the attributes of water!

~
E
spout~
@CA spout of water bursts from $N's hands, striking you!@n

~
E
rspout~
@CA spout of water bursts from $N's hands, striking $n!@n

~
E
waterslam~
@BThe force from $N's tidal punches knocks you backward!@n

~
E
rwaterslam~
@BThe force from $N's tidal punches knocks $n backward!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 895363903 0 0
537121633 0 0 0 4
45
18 15 16 16 20
35 30 30 30 30 30 30
150 28 toned blue body~
300 28 toned red body~
450 28 toned violet body~
650 28 toned green body~
1000 35 diadem of the elements~
458752
117967690 47187202
0 1 0 0 0
M 0 4 0
-1
-1

#1978
~
~
ice elemental~
~
~
is here.~
ice elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366773 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1979
~
~
magma elemental~
~
~
is here.~
magma elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366795 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1980
~
~
smoke elemental~
~
~
is here.~
smoke elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366831 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1981
~
~
ooze elemental~
~
~
is here.~
oos elementals~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366862 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1982
~
~
ice elemental lord~
~
~
is here.~
ice elemental lords~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366911 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1983
~
~
magma elemental lord~
~
~
is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366923 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1984
~
~
smoke elemental lord~
~
~
is here.~
smoke elemental lords~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895366993 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1985
~
~
ooze elemental lord~
~
~
is here.~
ooze elemental lords~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895367012 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1986
~
~
para-elemental guardian~
~
~
is here.~
para-elemental guardians~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895367041 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1987
~
~
para-elemental savant~
~
~
is here.~
para-elemental savants~
~
~
are here.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895367059 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#1988
Lieriae~
~
fragile, ancient sage~
~
~
rests here, his eyes filled with concern.~
~
~
~
~
Apparently in his late hundreds, this fragile looking human is scarred by

many wrinkles and old battle scars on almost every bit of his flesh that

you can see.  His almond-shaped eyes have no permanant color, rather they

cycle through the hues of a rainbow.  His long white robes are covered

sigils and runes which pulse with a deep crimson light.  A look of

concern, worry and possibly even fear crosses his face every moment as he

glances around.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 895004986 0 0
230305 33818827 -1879039932 2 4
90
20 30 30 20 19
100 100 100 100 100 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1048576660 26214464
0 1 0 0 0
M 2 4 0
2349 17 1509949540 17 0
-1
2 -1
hard times demons~
If( cflag( 84, ch ) )

send_to_char( #demons, ch );

wait( 3 );

send_to_char( #demons1, ch );

if( !is_player( ch ) )

  end;

if( cflag( 84, ch ) )

  end;

if( !cflag( 84, ch ) ) {

  Wait( 1 );

  send_to_char( #mutter, ch );

  Wait( 3 );

  send_to_char( #mutter1, ch );

  Wait( 3 );

  send_to_char( #mutter2, ch );

  set_cflag( 84, ch );

  }

~
E
mutter~
Lieriae looks around the room and says: "Dark times have befallen us.  I

fear for the worst.  The sky has grown darker and there is a sinister

hiss drifting in the wind." 

~
E
mutter1~
Lieriae grasps his cane and says with a worry-worn face: "For centuries I

ignored the signs, and as a result the kingdom of Tarik Nor fell; but

this time I will heed the warnings.  We must prepare for battle, my child. 

The fate of the land rests in your hands alone." 

~
E
Mutter2~
Lieriae signs deeply and says: "I must rest now.  When I have consulted

the stars, I shall inform you of what is to become of us.  Until then, I

place these words upon thee.  At no time should you ever doubt yourself

or your faith.  Believe in your gods, for only then will ye be able to

harness the power that may save us.  Become chaotic, lose sight of this

goal or doubt yourself, and our doom will be handed to us and not even

the gods combined can save us then." 

~
E
demons~
Lieriae's face pales and he begins to speak: "The demon lord known as

Gza'r has been awakened within the depths of the Nine Hells.  The last

time he awoke several races were exterminated.  To put it in simple

terms, he is a Tanar'ai demon, one of the worst kind.  He is able to

control hordes of demons at his own free will."

~
E
demons1~
Lieriae stares at you and says: "The only way to stop him is to slay him

with the staff of the four winds.  Its last known location was the Temple

of the Phoenix within the Black Wastes.  The location of the temple is

unknown but legends hint of it being to the northwest of the mountains. 

Find the staff and return to me when you have it.  Then I shall inform

you on how to use it.  Make haste, the demon lord arrives soon." 

~
!
8 -1
hi hello greetings~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Hard times are befalling us and the time for the demons is at hand!

~
!
-1

#1989
~
huge minotaur blade~
minotaur blade~
~
huge~
rushes towards you!~
minotaur blades~
~
huge~
rush toward you!~
The minotaur overshadows you.  He has the head of a bull and the body of

huge-muscled humanoid.  A long black pony tail grows from the back of its

head.  You notice huge arms etched with strange symbols.  It stands here

on its huge goat like feet ready to charge towards his next victim.

~
Void~
attack_weapon( mob, victim, 8d15+60, "raking blow" );

attack_weapon( mob, victim, 6d10+55, "rupturing slash" );

attack_weapon( mob, victim, 7d10+50, "severing swipe" );

attack_room( mob, 8d10+60, "powerful horn swipe" );

if( random( 0, 6 ) == 2 ) {

send_to_char( #s_throw, victim );

act_notchar( #t_throw, victim );

attack( mob, victim, 8d10+50, "throw" );

}

else

attack_weapon( mob, victim, 6d20+50, "horned headbutt" );

if( random( 0, 6 ) == 1 )

attack_room( mob, 8d8+60, "beserking rampage" );

~
E
t_throw~
The minotaur lowers its head to pick $n up and hurls $n against the stone

wall!

~
E
s_throw~
The minotaur lowers its head to pick you up and hurls you against the

stone wall!

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 895367308 0 0
229681 384 8388612 96 8
77
23 13 10 28 20
20 70 20 10 30 25 30
600 20 hair covered muscular torso~
750 22 horned head~
1000 18 huge goat-like legs~
0 1000 ~
0 1000 ~
0
340789150 26214464
0 1 0 68972 0
M 96 7 0
-1
-1

#1990
~
enormous minotaur armorers~
minotaur armorer~
~
enormous~
growls at you!~
minotaur armorers~
~
enormous~
growl at you!~
The minotaur overshadows you.  He has the head of a bull and the body of

huge-muscled humanoid.  A long black pony tail grows from the back of its

head.  You notice huge arms etched with strange symbols.  It stands here

on its huge goat like feet ready to charge towards his next victim.

~
Void~
attack_weapon( mob, victim, 8d10+55, "relentless pummel" );

attack_weapon( mob, victim, 8d10+60, "wrenching fist" );

attack_weapon( mob, victim, 7d10+50, "side-splitting elbow smash" );

attack_room( mob, 8d10+60, "powerful horn swipe" );

if( random( 0, 6 ) == 2 ) {

send_to_char( #s_throw, victim );

act_notchar( #t_throw, victim );

attack( mob, victim, 8d10+50, "throw" );

}

else

attack_weapon( mob, victim, 6d10+60, "awesome uppercut" );

if( random( 0, 6 ) == 1 )

attack_room( mob, 8d8+60, "beserking rampage" );

~
E
s_throw~
The minotaur lowers its head to pick you up and hurls you against the

stone wall!

~
E
t_throw~
mpdata The minotaur lowers its head to pick $n up and hurls $n against

the stone wall!

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 895368032 0 0
229681 33554816 8388612 96 8
77
23 13 10 22 25
20 70 40 10 30 25 30
600 25 hair covered muscular torso~
750 28 horned head~
1000 22 goat-like leg~
0 1000 ~
0 1000 ~
0
340789150 26214464
0 1 0 0 0
M 96 7 0
-1
-1

#1991
~
immense albino minotaur~
albino minotaur~
~
immense~
turns its eyes towards you and charges!~
albino minotaurs~
~
immense~
turn their eyes towards you and charge!~
The minotaur overshadows you.  He has the head of a bull and the body of

huge-muscled humanoid.  A long black pony tail grows from the back of its

head.  You notice huge arms etched with strange symbols.  It stands here

on its huge goat like feet ready to charge towards his next victim.

~
Void~
attack_weapon( mob, victim, 8d15+60, "raking blow" );

attack_weapon( mob, victim, 6d10+55, "rupturing slash" );

attack_weapon( mob, victim, 7d10+50, "severing swipe" );

attack_room( mob, 8d10+60, "powerful horn swipe" );

if( random( 0, 6 ) == 2 ) {

send_to_char( #s_throw, victim );

act_notchar( #t_throw, victim );

attack( mob, victim, 8d10+50, "throw" );

}

else

attack_weapon( mob, victim, 6d20+50, "horned headbutt" );

if( random( 0, 6 ) == 1 )

attack_room( mob, 8d8+60, "beserking rampage" );

i = random( 1, 20 );

if( i < 8 ) {

act_tochar( #fear, ch );

act_notchar( #rfear, ch );

do_spell( fear, mob, victim );

end;

}

~
E
t_throw~
The albino minotaur lowers its head to pick $n up and hurls $n against

the stone wall!

~
E
s_throw~
The albino minotaur lowers its head to pick you up and hurls you against

the stone wall!

~
E
fear~
The albino minotaur bellows with rage and stares at you intently.

~
E
rfear~
The albino minotaur bellows with rage and stares at $n intently.

~
!
0 0 38 0 0 0 0 10
0 0 0 4000 895368244 0 0
229681 384 8388612 96 8
80
23 13 10 25 20
65 70 20 10 30 25 30
600 20 hair covered muscular torso~
750 22 horned head~
1000 18 huge goat-like legs~
0 1000 ~
0 1000 ~
0
314575075 26214464
0 1 0 0 0
M 96 7 0
-1
4 -1
~
send_to_room( #death, room );

~
E
death~
Rising from the corpse, the damned soul of the minotaur gives a sad

smile and fades into the void.

~
!
-1

#1992
~
foot tall humanoid midges~
{foot tall humanoid} midge~
~
~
skulks in the shadows.~
{foot tall humanoids} midges~
~
~
skulk in the shadows.~
Barely a foot tall, this vaguely humanoid creature is covered with warty

and lumpy skin.  Its sloped forehead and pointy chin make it almost

comical, except for the sharp teeth that are barely covered by its thin

lips.

~
Rue~
attack( mob, victim, 1d5, "bite" );

attack( mob, victim, 1d2+2, "kick" );

i = random( 1, 20 );

if( i == 1 )

  send_to_room( #chitter, room );

if( i == 5 )

  send_to_room( #ducks, room );

if( i == 20 ) {

  act_tochar( #tochar, ch );

  act_notchar( #notchar, ch );

  dam_message( ch,  1d1+1, "the needle-stick" );

  inflict( ch, mob,  1d1+1, "being stabbed to death" );

  }

~
E
chitter~
@YThe midge begins chittering like a trapped rat!@n

~
E
ducks~
@YThe tiny humanoid dodges and weaves quickly between your legs!@n

~
E
tochar~
@RWith a quick jab, the midge slams a crude needle deep into your foot!@n

~
E
notchar~
@RWhirling quickly, the midge rams a sharp needle into $n's foot!@n

~
!
0 24 14 0 0 0 0 10
0 0 1 2000 895368422 0 0
200865 0 0 0 5
1
4 2 2 8 6
0 0 0 0 0 0 0
1000 0 green body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2359681 26214464
5228 24 0 10 2277
R 0 1 0
-1
-1

#1993
~
spirit beautiful elven woman Jhessail~
{spirit of a beautiful elven woman} spirit of Jhessail~
~
~
wavers in the air.~
~
~
~
~
Before you hovers the spirit of a beautiful elven women.  Due to her

current form you can not see the color of her features to well, however

the paleness of her skin is still evident.  Maring the beauty before you

are two puncture wounds on her neck, they are bright red.  Odd, since the

rest of her features have faded.  A pleading look flashes across her face.

~
Galen~
attack_weapon( mob, victim, 10d10+100, "spectral hand" );

attack_weapon( mob, victim, 10d20+150, "spectral jab" );

attack_weapon( mob, victim, 10d20+150, "powerful kick" );

attack_weapon( mob, victim, 10d20+200, "head-butt" );

if( random( 1, 3 ) == 1 )

  attack_room( mob, 500, "wail of death" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 895369785 0 0
1078298659 -1033860725 -480223204 2 0
90
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
1048582410 26214464
0 1 0 0 0
F 2 4 0
-1
0 -1
~
if( !done_quest( ch, 50 ) ) {

  wait( 1 );

  tell( mob, ch, #help );

  end;

}

tell( mob, ch, #thank );

~
E
help~
Kind soul, will you help lift the curse that keeps me trapped here, in

this pathetic form?  Please @Ctell@n me @Cyes@n!

~
E
thank~
Thank you for slaying my torementors, my daughter and I shall be going

shortly to join Luvon in rest!

~
!
8 -1
yes~
wait( 1 );

tell( mob, ch, #thank );

wait( 1 );

tell( mob, ch, #part1 );

wait( 10 );

tell( mob, ch, #part2 );

wait( 10 );

tell( mob, ch, #part3 );

wait( 10 );

tell( mob, ch, #part4 );

wait( 10 );

tell( mob, ch, #part5 );

~
E
thank~
Thank you!  Let me tell you how I came to this retched form...

~
E
part1~
My husband, Luvon, was an adventurer, like you I think.  He left one day

with a group of companions to go on a great adventure, deep into the

lands of the east, past all of the land that is currently common

knowledge.  Several weeks later, only one member of his party, Nethmurta,

returned.  She was very weak, with many wounds all over her, and drained

of blood nearly to death.  Luckly, she was a great mage and managed to

create a gate of some sort back to Medienne, where she was found outside

of the west gate.

~
E
part2~
While Brother Thomas and his fellow clerics tried to heal her, she

related her tail to them, and it was later told to me by the clerics. 

Apparently Luvon's band of adventurers made it to an unexplored castle

which is very ancient.  After slaying many monsters and passing many

dangerous traps they made it to a set of stairs leading to a crypt below

the castle.  Upon descending these stairs the party found a group of very

powerful undead.  All of the party was slain by these beings, except for

Nethmurta.  She said they were very powerful, capable of sucking the

blood out of a person in an instant!  Later I was to learn of just how

accurate she was.

~
E
part3~
A year later what remained of my family, my only daughter and I, were

visited by a horrible curse.  The curse was brought down unknowningly by

Luvon, and resulted in our deaths.  Late one night, while I was reading

by the fire and my daughter was asleep in bed three travelers showed up

at my door.  When I greeted them they immediately grabbed me, and started

talking about revenge for the death of their kind.  Apparently, before he

died Luvon managed to kill two of the beings that had slain him and his

comrades, and now these three undead were here to do the same to myself

and my daughter!

~
E
part4~
And that is exactly what they did.  We were taken down to our basement,

and forced to watch as the undead used many powerful magics to transport

an ancient burial crypt into what was once a large and cozy basement! 

When they finished a bone-chilling, freezing wind blew constantly up into

our house!  The last thing I remember is hearing my daughter scream as

she and I were slain together, over an odd well with a freezing wind

pouring out of it.  After a while I awoke to find myself a ghost! 

Summoning up as much of my will as I could, I managed to become the

semi-solid spirit you see before you.  In a few hours horrible memories

started to work their way into my head, forcing me to remember my

daughters and I's death!

~
E
part5~
The undead beings had cursed my daughter and I, to exist as spirits

hovering over these lands forever, then slain us and allowed our blood to

collect in the well.  I believe if these undead beings are destroyed, my

daughter and I can go to the eternal rest that awaits us, and to Luvon. 

Perversely, these beings have now made our old home their lair, killing

some of the innocent towns folk of Medienne to exist!  Please @Ctell@n me

you will @Caccept@n this quest!

~
!
8 -1
accept~
if( !done_quest( ch, 50 ) ) {

  if( !has_quest( ch, 50 ) ) {

    assign_quest( ch, 1 );

    tell( mob, ch, #secret );

    wait( 3 );

    tell( mob, ch, #reason );

    obj_to_char( oload( 2503 ), ch );

    end;

  }

  tell( mob, ch, #doing );

  end;

}

act_tochar( #giggle, ch );

tell( mob, ch, #done );

~
E
giggle~
The spirit of Jhessail giggles.

~
E
reason~
I am grateful that you are willing to try and free my daughter and I.  To

release you need only kill the leader of the three undead, for that one

is most responsible for our deaths!  Here is the key to our house, do not

lose it for it is the only one I have!

~
E
doing~
I know you are trying to slay these beings already $n, and I thank you.

~
E
done~
What are you talking about $n, you have already slain these beings silly!

~
E
secret~
Also, the land upon which our house is built was once sacred to the Elves

of the Vaasa, as such the ground still contains many magics.  To aid you

in your quest, you can bury the heart of a frost giant shaman in the

ground behind my house to summon forth a very special rose bush.  The

roses will help you to slay the evil undead, though what their specific

use is I can not say.

~
!
-1

#1994
Murphy~
~
~
~
~
stands here, contemplating the universal laws.~
~
~
~
~
Thus is Murphy, master of philosophies and the universal laws.  Though he

is responsibile for the codification of quite a few of the universal

laws, he is perhaps best known for the one that received his name;

Murphy's Law.  If anything can go wrong, it will.


~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 895370005 0 0
230185 0 0 0 4
5
15 18 18 15 15
100 100 100 100 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930330 78644801
0 1 0 0 0
M 0 4 0
-1
6 686
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 686 ), ch );

~
!
6 869
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 869 ), ch );

~
!
6 876
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 876 ), ch );

~
!
6 877
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 877 ), ch );

~
!
6 878
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 878 ), ch );

~
!
6 887
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 887 ), ch );

~
!
6 893
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 893 ), ch );

~
!
6 901
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 901 ), ch );

~
!
6 902
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 902 ), ch );

~
!
6 908
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 908 ), ch );

~
!
6 909
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 909 ), ch );

~
!
6 910
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 910 ), ch );

~
!
6 911
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 911 ), ch );

~
!
6 929
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 929 ), ch );

~
!
6 938
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 938 ), ch );

~
!
6 939
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 939 ), ch );

~
!
6 940
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 940 ), ch );

~
!
6 941
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 941 ), ch );

~
!
6 951
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 951 ), ch );

~
!
6 952
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 952 ), ch );

~
!
6 953
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 953 ), ch );

~
!
6 954
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 954 ), ch );

~
!
6 955
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 955 ), ch );

~
!
6 956
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 956 ), ch );

~
!
6 967
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 967 ), ch );

~
!
6 1045
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1045 ), ch );

~
!
6 1075
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1075 ), ch );

~
!
6 1106
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1106 ), ch );

~
!
6 1492
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1492 ), ch );

~
!
6 1571
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1571 ), ch );

~
!
6 1876
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1876 ), ch );

~
!
6 1887
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 1887 ), ch );

~
!
6 2217
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 2217 ), ch );

~
!
6 2500
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 2500 ), ch );

~
!
6 2543
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 2543 ), ch );

~
!
6 2648
~
junk_obj( obj, 1 );

act_tochar( "Murphy exchanges your phial for a new one", ch );

obj_to_char( oload( 2638 ), ch );

~
!
11 -1
~
act_tochar( #oops, ch );

~
E
oops~
As you go to attack Murphy you slip on a banana peel, spin crazily about

and go careening into nearby objects.  In the process you manage to bash

your funny bone, then hopping about in agony you stub a toe, bash your

knee and crack your head causing a well-spring of blood to cover your

face.  By the time you recover, you realize you've completely forgotten

your original intent was to attack Murphy.  Better luck next time.

~
!
-1

#1995
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

RAN

~
Fenlyn~
if( random( 1, 8 ) == 8 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 10 ) == 10 ) {

  interpret( mob, "cast acid blast" );

  continue;

  }

attack( mob, victim, 10d8, "slash" );

attack( mob, victim, 10d8, "slash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d8, "slash" );

if( random( 1, 5 ) == 5 )

  attack( mob, victim, 10d8, "slash" );

~
E
bash~
@eYour mirror image tries to shove you onto the ground.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622246 0 0
8618295 4096 -2147475452 296 8
70
17 12 11 20 14
15 8 23 16 25 0 20
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
170398090 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2423 16 1509949540 16 0
1784 17 1509949470 5 0
1790 17 1509949470 7 0
1795 17 1509949470 10 0
1796 17 1509949470 8 0
-1
-1

#1996
your mirror image~
~
reflection of you~
~
~
is trying to hide in the shadows here.~
mirror images~
~
~
are trying to hide in the shadows here.~
This is a dummy description.  The real description is found in an acode in 67029.

RAN

~
Fenlyn~
if( random( 1, 8 ) == 8 ) {

  act_tochar( #bash, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 10 ) == 10 ) {

  interpret( mob, "cast acid blast" );

  continue;

  }

attack( mob, victim, 10d7, "slash" );

attack( mob, victim, 10d7, "slash" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 10d7, "slash" );

if( random( 1, 5 ) == 5 )

  attack( mob, victim, 10d7, "slash" );

~
E
bash~
@eYour mirror image tries to shove you onto the ground.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622264 0 0
8618295 4096 -2147475452 296 8
60
17 12 11 20 14
15 8 23 16 25 0 20
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
144183050 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2423 16 1509949540 16 0
1784 17 1509949470 5 0
1790 17 1509949470 7 0
1795 17 1509949470 10 0
1796 17 1509949470 8 0
-1
-1

#1997
your mirror image~
~
reflection of you~
~
~
floats towards you.~
mirror images~
~
~
float towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

PAL

~
Fenlyn~
attack( mob, victim, 10d7+5, "slash" );

attack( mob, victim, 10d7+5, "slash" );

attack( mob, victim, 10d7+5, "slash" );

if( random( 1, 3 ) == 2 )

  attack( mob, victim, 10d7+5, "slash" );

if( random( 1, 5 ) == 1 ) {

  act_notchar( #heal, mob );

  do_spell( cure critical, mob, mob );

  }

if( random( 1, 8 ) == 7 )

  interpret( mob, "bash" );

~
E
heal~
@eYour mirror image casts a healing spell on $mself.@n

~
E
crit~
Your mirror image CRITICALLY hits you!

~
E
bash~
@eYour mirror image attempts to knock you off your feet.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622301 0 0
8618423 32771 50335744 296 8
75
16 14 10 18 14
15 10 15 10 30 0 5
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
170398410 26214464
0 1 0 0 0
N 296 4 0
2825 17 1509949445 16 0
2423 16 1509949540 16 0
2006 17 1509949470 5 0
2024 17 1509949470 7 0
2044 17 1509949470 10 0
747 17 1509949470 8 0
-1
-1

#1998
your mirror image~
~
reflection of you~
~
~
floats towards you.~
mirror images~
~
~
float towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
attack( mob, victim, 10d7, "slash" );

attack( mob, victim, 10d7, "slash" );

attack( mob, victim, 10d7, "slash" );

if( random( 1, 3 ) == 2 )

  attack( mob, victim, 10d7, "slash" );

if( random( 1, 5 ) == 1 ) {

  act_notchar( #heal, mob );

  do_spell( cure serious, mob, mob );

  }

if( random( 1, 8 ) == 7 )

  interpret( mob, "bash" );

~
E
heal~
@eYour mirror image casts a healing spell on $mself.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622343 0 0
8618295 32771 50335744 296 8
70
16 14 10 18 14
15 10 15 10 30 0 5
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
157290890 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2423 16 1509949540 16 0
2006 17 1509949470 5 0
2024 17 1509949470 7 0
2044 17 1509949470 10 0
747 17 1509949470 8 0
-1
-1

#1999
your mirror image~
~
reflection of you~
~
~
floats towards you.~
mirror images~
~
~
float towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
attack( mob, victim, 10d6, "slash" );

attack( mob, victim, 10d6, "slash" );

attack( mob, victim, 10d6, "slash" );

if( random( 1, 3 ) == 2 )

  attack( mob, victim, 10d6, "slash" );

if( random( 1, 5 ) == 1 ) {

  act_notchar( #heal, mob );

  do_spell( cure serious, mob, mob );

  }

if( random( 1, 8 ) == 7 )

  interpret( mob, "bash" );

~
E
heal~
@eYour mirror image casts a healing spell on $mself.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622365 0 0
8618295 32771 50335744 296 8
60
16 14 10 18 14
15 10 15 10 30 0 5
500 30 body~
600 27 arm~
700 25 leg~
1000 23 hand~
0 1000 ~
0
131075850 26214464
0 1 0 0 0
N 296 4 0
2868 17 1509949445 16 0
2423 16 1509949540 16 0
2006 17 1509949470 5 0
2024 17 1509949470 7 0
2044 17 1509949470 10 0
747 17 1509949470 8 0
-1
-1

#2000
your mirror image~
~
reflection of you~
~
~
is floating before you.~
mirror images~
~
~
are floating before you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
i = random( 1, 6 );

if( i == 1 ) {

  interpret( mob, "cast flame strike" );

  continue;

  }

if( i == 4 ) {

  interpret( mob, "cast ice lance" );

  continue;

  }

if( i == 3 ) {

  interpret( mob, "cast acid storm" );

  continue;

  }

if( i == 2 ) {

  interpret( mob, "cast lightning bolt" );

  continue;

  }

if( i == 5 ) {

  i = random( 1, 3 );

  if( i == 1 )

    interpret( mob, "cast web" );

  if( i == 3 )

    interpret( mob, "cast slow" );

  }

attack_weapon( mob, victim, 5d4, "punch" );

attack_weapon( mob, victim, 5d4, "punch" );

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622394 0 0
8618295 -2113787000 8392724 298 8
75
17 16 15 13 16
38 20 15 15 36 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
144184010 26214464
0 1 0 0 0
N 298 4 0
726 17 1509949520 4 0
5 17 1509949515 -1 32
2850 17 1509949445 16 0
1518 16 1509949515 16 0
-1
-1

#2001
your mirror image~
~
reflection of you~
~
~
is floating before you.~
mirror images~
~
~
are floating before you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
i = random( 1, 6 );

if( i == 1 ) {

  interpret( mob, "cast flame strike" );

  continue;

  }

if( i == 4 ) {

  interpret( mob, "cast ice storm" );

  continue;

  }

if( i == 3 ) {

  interpret( mob, "cast acid storm" );

  continue;

  }

if( i == 2 ) {

  interpret( mob, "cast lightning bolt" );

  continue;

  }

if( i == 5 ) {

  i = random( 1, 3 );

  if( i == 1 )

    interpret( mob, "cast web" );

  if( i == 3 )

    interpret( mob, "cast slow" );

  }

attack_weapon( mob, victim, 5d4, "punch" );

attack_weapon( mob, victim, 5d4, "punch" );

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622411 0 0
8618295 -2113787000 8392724 298 8
70
17 16 15 13 16
38 20 15 15 36 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
131076490 26214464
0 1 0 0 0
N 298 4 0
726 17 1509949520 5 0
5 17 1509949515 -1 32
727 17 1509949445 16 0
918 16 1509949445 16 0
1518 16 1509949515 16 0
-1
-1

#2002
your mirror image~
~
reflection of you~
~
~
is floating before you.~
mirror images~
~
~
are floating before you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
i = random( 1, 6 );

if( i == 1 ) {

  interpret( mob, "cast flame strike" );

  continue;

  }

if( i == 4 ) {

  interpret( mob, "cast ice storm" );

  continue;

  }

if( i == 3 ) {

  interpret( mob, "cast acid storm" );

  continue;

  }

if( i == 2 ) {

  interpret( mob, "cast lightning bolt" );

  continue;

  }

if( i == 5 ) {

  i = random( 1, 3 );

  if( i == 1 )

    interpret( mob, "cast web" );

  if( i == 3 )

    interpret( mob, "cast slow" );

  }

attack_weapon( mob, victim, 5d4, "punch" );

attack_weapon( mob, victim, 5d4, "punch" );

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622424 0 0
8618295 -2113787000 8392724 296 8
60
17 16 15 13 16
38 20 15 15 36 0 10
500 20 body~
600 17 arm~
700 15 leg~
1000 13 hand~
0 1000 ~
0
104861450 26214464
0 1 0 0 0
N 296 4 0
726 17 1509949520 5 0
5 17 1509949515 -1 32
727 17 1509949445 16 0
918 16 1509949445 16 0
1518 16 1509949515 16 0
-1
-1

#2003
your mirror image~
~
reflection of you~
~
~
is here floating towards you.~
mirror images~
~
~
are here floating towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 5 ) == 2 ) {

  if( rflag( status2, room ) ) {

    remove_rflag( status2, room );

    act_notchar( #curse, mob );

    do_spell( curse, mob, victim );

    }

  }

attack( mob, victim, 10d5+5, "pound" );

attack( mob, victim, 10d5+5, "pound" );

attack( mob, victim, 10d5+5, "pound" );

i = random( 1, 10 );

if( i == 3 ) {

  act_notchar( #cure, mob );

  do_spell( heal, mob, mob );

  }

if( i == 7 )

  interpret( mob, "cast slay" );

if( random( 1, 15 ) == 13 )

  interpret( mob, "cast call lightning" );

~
E
cure~
@eYour mirror image casts a healing spell on $mself.@n

~
E
curse~
@cYour mirror image mutters some strange phrases is your direction.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622459 0 0
8618295 33587203 4096 296 8
75
14 15 15 17 16
15 20 24 22 34 0 1
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
144184010 26214464
0 1 0 0 0
N 296 4 0
2850 17 1509949450 16 0
367 16 1509949540 16 0
9 1 1509949465 5 0
606 16 1509949540 5 0
12 1 1509949465 10 0
610 16 1509949540 10 0
13 1 1509949465 7 0
614 16 1509949540 7 0
875 17 1509949515 8 0
-1
-1

#2004
your mirror image~
~
reflection of you~
~
~
is here floating towards you.~
mirror images~
~
~
are here floating towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_notchar( #curse, mob );

  do_spell( curse, mob, victim );

  }

attack( mob, victim, 10d5, "pound" );

attack( mob, victim, 10d5, "pound" );

if( random( 1, 5 ) == 2 )

  attack( mob, victim, 10d5, "pound" );

i = random( 1, 10 );

if( i == 3 ) {

  act_notchar( #cure, mob );

  do_spell( heal, mob, mob );

  }

if( i == 7 )

  interpret( mob, "cast harm" );

if( random( 1, 15 ) == 13 )

  interpret( mob, "cast call lightning" );

~
E
cure~
@eYour mirror image casts a healing spell on $mself.@n

~
E
curse~
@cYour mirror image mutters some strange phrases is your direction.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622482 0 0
8618295 33587203 4096 296 8
70
14 15 15 17 16
15 20 24 22 34 0 1
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
131076490 26214464
0 1 0 0 0
N 296 4 0
918 17 1509949450 16 0
367 16 1509949540 16 0
9 1 1509949465 5 0
606 16 1509949540 5 0
12 1 1509949465 10 0
610 16 1509949540 10 0
13 1 1509949465 7 0
614 16 1509949540 7 0
875 17 1509949515 8 0
-1
-1

#2005
your mirror image~
~
reflection of you~
~
~
is here floating towards you.~
mirror images~
~
~
are here floating towards you.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_notchar( #curse, mob );

  do_spell( curse, mob, victim );

  }

attack( mob, victim, 10d4, "pound" );

attack( mob, victim, 10d4, "pound" );

if( random( 1, 5 ) == 3 )

  attack( mob, victim, 10d4, "pound" );

i = random( 1, 10 );

if( i == 3 ) {

  act_notchar( #cure, mob );

  do_spell( heal, mob, mob );

  }

if( i == 7 )

  interpret( mob, "cast harm" );

if( random( 1, 15 ) == 13 )

  interpret( mob, "cast call lightning" );

~
E
cure~
@eYour mirror image casts a healing spell on $mself.@n

~
E
curse~
@cYour mirror image mutters some strange phrases is your direction.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893622496 0 0
8618295 33587203 4096 296 8
60
14 15 15 17 16
15 20 24 22 34 0 1
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
104861450 26214464
0 1 0 0 0
N 296 4 0
918 17 1509949450 16 0
367 16 1509949540 16 0
9 1 1509949465 5 0
606 16 1509949540 5 0
12 1 1509949465 10 0
610 16 1509949540 10 0
13 1 1509949465 7 0
614 16 1509949540 7 0
875 17 1509949515 8 0
-1
-1

#2006
your mirror image~
~
reflection of you~
~
~
is here in flowing robes.~
mirror images~
~
~
are here in flowing robes.~
This is a dummy description.  The real description is found in an acode in 67029.

~
Fenlyn~
if( random( 1, 7 ) == 7 ) {

  act_tochar( #bash, victim );

  interpret( mob, "bash" );

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5+10;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d6+30, "eagle claw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d5+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5+10;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+30, "tiger paw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "demon slash" );

    else

      attack( mob, victim, 10d5+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5+10;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+30, "tiger paw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "demon slash" );

    else

      attack( mob, victim, 10d5+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5+10;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d5+10, "bear grasp" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d5+15, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5+10;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d5+10, "bear grasp" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "dragon strike" );

    else

      attack( mob, victim, 10d5+15, "punch" );

    }

  }

~
E
crit~
Your mirror image CRITICALLY hits you!

~
E
bash~
@eYour mirror image attempts to knock you off your feet.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893623045 0 0
8618295 4194304 8388608 296 8
75
15 8 8 18 17
23 10 10 10 30 0 15
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
249041610 26214464
0 1 0 0 0
N 296 4 0
2464 17 1509949515 5 0
2869 17 1509949445 16 0
91 16 1509949465 16 0
875 17 1509949520 8 0
-1
-1

#2007
your mirror image~
~
reflection of you~
~
~
is here in flowing robes.~
mirror images~
~
~
are here in flowing robes.~
This is a dummy description.  The real description is found in an acode in 67029.

MON

~
Fenlyn~
if( random( 1, 7 ) == 7 ) {

  act_tochar( #bash, victim );

  interpret( mob, "bash" );

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d6+30, "eagle claw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d5+20, "bear grasp" );

    else

      attack( mob, victim, 10d5, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+30, "tiger paw");

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d5+25, "locust kick" );

    else

      attack( mob, victim, 10d5, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+30, "tiger paw");

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d5+25, "locust kick" );

    else

      attack( mob, victim, 10d5, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d5+20, "bear grasp" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d6+25, "spin kick" );

    else

      attack( mob, victim, 10d5, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 20d5;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d5+20, "bear grasp" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d6+25, "spin kick" );

    else

      attack( mob, victim, 10d5, "punch" );

    }

  }

~
E
crit~
Your mirror image CRITICALLY hits you!

~
E
bash~
@eYour mirror image attempts to knock you off your feet.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893623061 0 0
8618295 4194304 8388608 296 8
70
15 8 8 18 17
23 10 10 10 30 0 15
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
235934090 26214464
0 1 0 0 0
N 296 4 0
2464 17 1509949515 5 0
2754 17 1509949445 16 0
91 16 1509949465 16 0
875 17 1509949520 8 0
-1
-1

#2008
your mirror image~
~
reflection of you~
~
~
is here in flowing robes.~
mirror images~
~
~
are here in flowing robes.~
This is a dummy description.  The real description is found in an acode in 67029.

MON

~
Fenlyn~
if( random( 1, 7 ) == 7 ) {

  act_tochar( #bash, victim );

  interpret( mob, "bash" );

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 4d20;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d6+30, "eagle claw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d9+35, "bear grasp" );

    else

      attack( mob, victim, 10d4, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 4d20;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+20, "tiger paw" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d5+25, "locust kick" );

    else

      attack( mob, victim, 10d4, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 4d20;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d4+20, "tiger paw");

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d5+25, "locust kick" );

    else

      attack( mob, victim, 10d4, "punch" );

    }

  }

if( random( 1, 45 ) == 43 ) {

  act_tochar( #crit, ch );

  i = 4d20;

  dam_message( ch, i, "Your mirror image's punch" );

  inflict( ch, mob, i, "your mirror image" );

  }

else {

  if( random( 1, 30 ) == 23 )

    attack( mob, victim, 10d5+20, "bear grasp" );

  else {

    if( random( 1, 30 ) == 21 )

      attack( mob, victim, 10d6+25, "spin kick" );

    else

      attack( mob, victim, 10d4, "punch" );

    }

  }

~
E
crit~
Your mirror image CRITICALLY hits you!

~
E
bash~
@eYour mirror image attempts to knock you off your feet.@n

~
!
0 0 82 0 0 0 0 10
0 0 0 4000 893623077 0 0
8618295 4194304 8388608 296 8
60
15 8 8 18 17
23 10 10 10 30 0 15
500 15 body~
600 12 arm~
700 11 leg~
1000 10 hand~
0 1000 ~
0
209719050 26214464
0 1 0 0 0
N 296 4 0
2464 17 1509949515 5 0
2754 17 1509949445 16 0
91 16 1509949465 16 0
875 17 1509949520 8 0
-1
-1

#2009
~
gigantic puddle oozing ooze grey liquid~
{puddle of an oozing grey liquid} grey ooze~
~
gigantic~
covers the ground.~
{puddles of an oozing grey liquid} grey oozes~
~
gigantic~
cover the ground.~
This massive puddle of liquid is grey in color and has a fetid odor

surrounding it.  Within its oozing mass, you can pick out a few pieces of

bone and debris.  The puddle of ooze ripples and gyrates slowly.  Along

the edges of the pool are snaking tendrils of grey ooze that streak

outward as if searching for something.

~
Florian~
if( random( 1, 8 ) == 1 ) {

  act_tochar( #spew, ch, obj, mob );

  act_notchar( #spew, ch, obj, mob );

  attack_acid( mob, ch, 10d10+25, "stream of corrosive ichor" );

  loop( followers ) {

    act_tochar( #spew, rch, obj, mob );

    act_notchar( #rspew, rch, obj, mob );

    attack_acid( mob, rch, 10d10+25, "stream of corrosive ichor" );

    }

  }

attack_acid( mob, victim, 10d6+20, "lashing grey tendril" );

attack_acid( mob, victim, 10d6+20, "lashing grey tendril" );

attack_acid( mob, victim, 10d6+20, "lashing grey tendril" );

~
E
spew~
@cSuddenly, $N spews a grey ichor all over you!

~
E
rspew~
@cSuddenly, $N spews a grey ichor all over $n!

~
!
0 0 32 0 0 0 0 10
0 0 0 4000 895495916 0 0
14844451 4194368 8388608 0 4
60
14 3 3 15 16
35 -25 25 0 100 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
183504650 10486410
0 1 0 0 0
N 0 5 0
2780 17 1509949458 -2 0
-1
-1

#2010
~
~
copper golem~
~
~
stands protectively nearby.~
copper golems~
~
~
stand protectively nearby.~
Over six feet tall, this body of this golem has the gleam of burnished

metal.  Constructed from interlocking plates of copper riveted together,

the copper golem appears quite massive.  From its sturdy, copper legs to

the sharp horns atop its broad head, the man of copper expresses no

emotion.  Eyes of yellow flame flicker beneath an angular, sloped brow of

burnished copper.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_acid( mob, victim, 4d4+14, "stream of acid" );

  }

attack_weapon( mob, victim, 3d5+5, "copper fist" );

attack_weapon( mob, victim, 3d5+5, "copper fist" );

if( attack( mob, victim, 3d5+5, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5, "piercing copper horns" );

  }

~
E
bash~
@yA copper golem slams its fist into you!@n

~
E
rbash~
@yA copper golem slams its fist into $n!@n

~
E
extra~
@yA copper golem digs its copper horns into you!@n

~
E
rextra~
@yA copper golem digs its copper horns into $n!@n

~
E
breathe~
@yA copper golem draws breath and breathes on you!@n

~
E
rbreathe~
@yA copper golem draws breath and breathes on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895495966 0 28
537104417 0 12 0 3
23
18 4 4 14 15
10 15 25 -15 80 25 100
250 22 cupric body~
450 16 thick, coppery arms~
675 16 sturdy copper leg~
880 14 broad, copper head~
1000 14 sharp copper horns~
0
60294602 62917762
0 1 0 0 0
N 0 5 0
-1
-1

#2011
~
~
{elven spectre} spectre of an elven ranger~
~
forlorn~
floats here, sadly considering you.~
{elven spectres} spectres of elven rangers~
~
forlorn~
float here, sadly considering you.~
The pointed ears and lovely sea-blue eyes of this spectre mark it as

having been an elf in life.  From the shadowy image of brown and green

leathers, and the curved bow clutched in his hands, this elf was a ranger.

His eyes are filled with a righteous wrath and his face carries an

expression of rage mixed with desperation.

~
Celine~
attack( mob, ch, 10d6+110, "spinning slash" );

attack( mob, ch, 10d6+110, "vertical strike" );

attack( mob, ch, 10d6+110, "dizzying second attack" );

attack( mob, ch, 10d2+125, "ethereal blade" );

if( random( 1, 3 ) == 2 ) {

  act_room( #blast, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 10d5+100, "blast of acid" );

    }

  }

if( random( 1, 2 ) == 1 ) {

  act_tochar( #impale, ch );

  act_notchar( #rimpale, ch );

  i = 10d5+150;

  dam_message( ch, i, "The spectral ranger's impaling blow" );

  inflict( ch, mob, i, "the spectre of an elven ranger" );

  }

~
E
blast~
@gThe ghost weaves his spectral hands in a mystical pattern!@N

~
E
impale~
@eThe phantasmal elf lunges forward, impaling you on his ethereal blade!

~
E
rimpale~
@eThe phantasmal elf lunges forward, impaling $n on his ethereal blade!

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 895496085 0 26
819771 8457 -2147483644 1150 6
85
19 18 12 30 30
15 45 100 0 40 50 0
1000 45 misty form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
471860500 26214464
5130 17 0 97 0
M 1150 4 0
2913 17 838873602 5 0
2914 17 1509949443 -1 0
-1
-1

#2012
~
~
brass golem~
~
~
stands protectively nearby.~
brass golems~
~
~
stand protectively nearby.~
Built from brass, a large golem stands here with an impassive expression

on its burnished face.  The golem's body is roughly cylindrical in shape

and attached to it are broad arms and sturdy legs made from banded of

riveted brass.  Atop its shiny head is a triangular fin with a fine,

sharp edge.  The only evidence that the golem is more than just a statue

is the pair of gleaming blue eyes that peek out from beneath two sculpted

brass eye brows.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 4d5+15, "wave of heat" );

  }

attack_weapon( mob, victim, 4d5+5, "brass gauntleted fist" );

attack_weapon( mob, victim, 4d5+5, "brass gauntleted fist" );

if( attack( mob, victim, 4d5+5, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5+5, "sharp brass fin" );

  }

~
E
bash~
@rA brass golem slams its broad forearm into you with great force!@n

~
E
rbash~
@rA brass golem slams its broad forearm into $n with great force!@n

~
E
extra~
@gThe brass golem drives its sharp fin into you with its head-butt!@n

~
E
rextra~
@gA brass golem drives its fin into $n with its head-butt!@n

~
E
breathe~
@RA brass golem breathes outward, covering you with its hot breath!@n

~
E
rbreathe~
@RA brass golem breathes, covering $n with its hot breath!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496292 0 28
537104417 0 12 0 3
25
18 4 4 14 15
10 15 25 -15 80 25 100
250 24 polished brass body~
450 17 broad, brass arm~
675 17 sturdy brass leg~
880 15 shiny brass head~
1000 15 brass head fin~
0
65537610 62917762
0 1 0 0 0
N 0 5 0
-1
-1

#2013
~
~
lead golem~
~
~
stands protectively nearby.~
lead golems~
~
~
stand protectively nearby.~
The body of this golem is a direct contrast to its arms and legs.  While

its grey body is slender and sleek, both its arms and legs are massive

and heavy.  The lead golem's arms are like jagged, serrated blades of a

sacrificial and look extremely sharp.  The only thing sharper on the

golem's body are its filed, pointed canines that jut downward from its

large, circular mouth.  Set into its angular head are two pits of

blackness that appear to serve as the construct's eyes.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  if( attack( mob, victim, 4d5+18, "stream of grey ichor" ) )

    poison( victim );

  }

attack_weapon( mob, victim, 4d5+8, "jagged lead arm" );

attack_weapon( mob, victim, 4d5+8, "jagged lead arm" );

if( attack( mob, victim, 4d5+8, "leaden bite" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  if( attack( mob, victim, 6d5+3, "pointed lead canines" ) )

    poison( victim );

  }

~
E
bash~
@cA lead golem brings its arms down upon you!@n

~
E
rbash~
@cA lead golem brings its arms down upon $n!@n

~
E
extra~
@CA lead golem drives its pointed lead fangs into your body!@n

~
E
rextra~
@CA lead golem drives its pointed lead fangs into $n's body!@n

~
E
breathe~
@GA lead golem's chest swells and it looks directly at you!@n

~
E
rbreathe~
@GA lead golem's chest swells and it looks directly at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496325 0 34
537104417 0 12 0 3
28
18 4 4 14 15
10 15 25 -15 80 25 100
250 26 smooth, lead body~
450 18 jagged arms of lead~
675 18 heavy lead leg~
880 16 angular lead head~
1000 16 pointed, lead canines~
0
73402122 62917762
0 1 0 0 0
N 0 5 0
-1
-1

#2014
~
~
bronze golem~
~
~
stands protectively nearby.~
bronze golems~
~
~
stand protectively nearby.~
Rectangular in shape, the body of this golem has been polished to a shine. 

Constructed from plates of bronze metal riveted together, the golem looks

like a solid suit of armor with bright green eyes glowing beneath a

sloped, helm-like head.  The ends of the bronze golem's arms end in giant

mallets and along its shoulders, jutting outward like fungal scales, are

sharpened pieces of metal with rapier-thin edges.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_shock( mob, victim, 4d5+20, "lightning breath" );

  }

attack_weapon( mob, victim, 4d5+5, "bronze, hammer arm" );

attack_weapon( mob, victim, 4d5+5, "bronze, hammer arm" );

if( attack( mob, victim, 4d5+5, "shoulder slam" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 6d5+5, "set of shoulder blades" );

  }

~
E
bash~
@gA bronze golem slams both its hammer arms into you!@n

~
E
rbash~
@gA bronze golem slams both its hammer arms into $n!@n

~
E
extra~
@BA bronze golem digs its shoulder blades into you as it hits!@n

~
E
rextra~
@BA bronze golem digs its shoulder blades into $n as it hits!@n

~
E
breathe~
@YA bronze golem's eyes light up with sparks as it looks at you!@n

~
E
rbreathe~
@YA bronze golem's eyes light up with sparks as it looks at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496407 0 28
537104417 0 12 0 3
30
19 4 4 15 16
10 15 25 -15 80 25 100
250 28 bronze, rectangular body~
450 19 bronze, hammer-like arm~
675 19 broad bronze leg~
880 17 sloped, bronze forehead~
1000 17 bronze shoulder blades~
0
78645130 62917762
0 1 0 0 0
N 0 5 0
-1
-1

#2015
~
~
platinum golem~
~
~
stands protectively nearby.~
platinum golems~
~
~
stand protectively nearby.~
Made of platinum, this golem looks extremely valuable.  Luckily, it

probably looks too menacing and massive for even the most courageous

thief to try and steal.  Its body is cylindrical in shape and has two

sculpted arms adjoining it.  The golem's base appears to be little more

than a moveable stand.  Its head is flat and jutting from each of its

polished, platinum hands are extremely long spikes.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  if( attack( mob, victim, 4d5+22, "blast of radiance" ) )

    do_spell( blind, mob, victim );

  }

attack_weapon( mob, victim, 5d5+7, "platinum hand spike" );

attack_weapon( mob, victim, 5d5+7, "platinum hand spike" );

if( attack( mob, victim, 5d5+7, "extending chest stiletto" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 7d5+2, "set of shoulder blades" );

  }

~
E
bash~
@YA platinum golem hits you with the side of its hand spike!@n

~
E
rbash~
@YA platinum golem hits $n with the side of its hand spike!@n

~
E
extra~
@RThe chest spike draws you in close to its serrated shoulder blades.@n

~
E
rextra~
@RThe chest spike draws $n in to its serrated shoulder blades.@n

~
E
breathe~
@WA platinum golem points its glowing hand spike at you!@n

~
E
rbreathe~
@WA platinum golem points its glowing hand spike at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496458 0 37
537104417 0 12 0 3
32
19 4 4 15 16
15 20 30 -10 80 25 100
250 30 cylindrical, platinum body~
450 20 smooth, platinum arm~
675 20 platinum chest spike~
880 18 flat platinum head~
1000 18 platinum hand spike~
0
78645258 62917762
0 1 0 0 0
N 0 5 0
-1
-1

#2016
~
~
iron golem~
~
~
stands protectively nearby.~
iron golems~
~
~
stand protectively nearby.~
Forged into the form a man fit for battle, the contours of this golem

follow the shape of massive muscles.  The iron golem resembles a human in

every way except for its complete lack of hair and his hands, which have

been molded into the shape of mallets.  Much strength looks to lie behind

those wide, iron arms.  Set into the golem's narrow iron head are two

small, sapphire jewels which glow faintly and serve as the construct's

eyes.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  do_spell( fireball, mob, victim );

  }

attack_weapon( mob, victim, 6d5+5, "iron, mallet hands" );

attack_weapon( mob, victim, 6d5+5, "iron, mallet hands" );

if( attack_weapon( mob, victim, 6d5+5, "iron body slam" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 7d5+5, "bone jarring body slam" );

  }

~
E
bash~
@cAn iron golem knocks into you with all its mass behind it!@n

~
E
rbash~
@cAn iron golem knocks into $n with all its mass behind it!@n

~
E
extra~
@CAn iron golem lowers its shoulder and slams into you!

~
E
rextra~
@CAn iron golem lowers its shoulder and slams into $n!@n

~
E
breathe~
@BAn iron golem glowers and breathes a ball of fire at you!

~
E
rbreathe~
@BAn iron golem glowers and breathes a ball of fire at $n!

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496516 0 35
537104417 0 12 0 3
32
19 4 4 15 16
15 25 25 -10 80 17 100
250 32 hard, iron body~
450 21 iron mallet hand~
675 21 thick iron leg~
880 19 narrow, iron head~
1000 19 wide iron arm~
0
83888138 60297602
0 1 0 0 0
N 0 4 0
-1
-1

#2017
~
~
steel golem~
~
~
stands protectively nearby.~
steel golems~
~
~
stand protectively nearby.~
Forged from steel, the body of this golem is massive and broad.  Thick

beams of steel serve as the construct's arms, ending in a triad of steel

talons.  For a lower body, the golem has a flexible base divided into two

sections which only superficially looks like a pair of legs.  The golem's

head looks like a steel knight's helm, complete with riveted visor and

plates.  A soft, crimson glow peaks out from between the visor's slit.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d6+17, "flying shard of steel" );

  }

attack_weapon( mob, victim, 6d5+7, "triad of steel talons" );

attack_weapon( mob, victim, 6d5+7, "triad of steel talons" );

if( attack_weapon( mob, victim, 6d5+7, "triad of steel talons" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+2, "piercing talon" );

  }

~
E
extra~
@RThe triad of steel talons dig into your body!@n

~
E
rextra~
@RThe triad of steel talons dig into $n's body!@n

~
E
bash~
@MA steel golem slams its elbow into you!@n

~
E
rbash~
@MA steel golem slams its elbow into $n!@n

~
E
breathe~
@BA steel golem begins heaving like a bellows at you!@n

~
E
rbreathe~
@BA steel golem begins heaving like a bellows at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496560 0 34
537104417 0 12 0 3
37
20 3 4 16 17
15 28 30 -5 85 20 100
250 34 broad, steel body~
450 22 thick steel arm~
675 22 massive steel base~
880 20 triad of steel talons~
1000 20 steel plated head~
0
2378 62919042
0 1 0 0 0
N 0 5 0
-1
-1

#2018
~
~
mithril golem~
~
~
stands protectively nearby.~
mithril golems~
~
~
stand protectively nearby.~
This golem has been polished to a gleaming shine.  Constructed from

mithril, the seven foot tall golem has large legs sculpted to look

extremely muscular and bulging mithril biceps.  Jutting from each of its

wrist are serrated, curving blades.  The golem's mithril head has an

unusually bright shine to it and from between its visored gaze glows a

thin strip of azure light.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_cold( mob, victim, 5d8+10, "chilling breath" );

  }

attack_weapon( mob, victim, 7d5+5, "powerful, mithril punch" );

attack_weapon( mob, victim, 7d5+5, "powerful, mithril punch" );

if( attack_weapon( mob, victim, 7d5+5, "mithril wrist blade" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+5, "jagged wrist blade" );

  }

~
E
bash~
@CA mithril golem slams its studded arm into you!@n

~
E
rbash~
@CA mithril golem slams its studded arm into $n!@n

~
E
extra~
@mA mithril golem's wrist blade digs into you!@n

~
E
rextra~
@mA mithril golem's wrist blade digs into $n!@n

~
E
breathe~
@CA mithril golem's chest swells as it gets ready to breathe on you!@n

~
E
rbreathe~
@CA mithril golem's chest swells as it gets ready to breathe on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496601 0 34
537104417 0 12 0 3
40
20 4 12 16 17
20 33 33 -1 85 20 100
250 36 shiny mithril body~
450 23 gleaming mithril arm~
675 23 muscular mithril leg~
880 21 shimmering mithril head~
1000 21 jagged mithril wrist blades~
0
104860170 62919042
0 1 0 0 0
N 0 5 0
-1
-1

#2019
~
~
electrum golem~
~
~
stands protectively nearby.~
electrum golems~
~
~
stand protectively nearby.~
This massive golem has been constructed from the purest of electrum.  Its

large, electrum upper body and arms have a silvery-blue shimmer to them. 

In place of hands, the golem has a pair of electrum claws with sharp,

piercing tips.  The lower half of its body looks more like a mobile stand

than a pair of legs.  But they have been polished to a more brilliant

shine and burnished to perfection.  Two brilliant, amber eyes peer out

from its oval, electrum head.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_shock( mob, victim, 5d10+2, "swirling vortex of electricity" );

  }

attack_weapon( mob, victim, 8d5+5, "clawed electrum hand" );

attack_weapon( mob, victim, 8d5+5, "clawed electrum hand" );

if( attack_weapon( mob, victim, 8d5+5, "choking hold" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+7, "enduring grasp" );

  }

~
E
bash~
@mAn electrum golem charges you with its full bulk!@n

~
E
rbash~
@mAn electrum golem charges $n with its full bulk!@n

~
E
extra~
@gAn electrum golem increases the pressure of its squeeze on you!@n

~
E
rextra~
@gAn electrum golem increases the pressure of its squeeze on $n!@n

~
E
breathe~
@BAn electrum golem's eyes glow blue as it looks at you!@n

~
E
rbreathe~
@BAn electrum golem's eyes glow blue as it looks at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496650 0 35
537104417 0 12 0 3
42
21 4 4 18 18
40 35 35 5 85 20 0
250 38 large, electrum body~
450 24 shimmering electrum arm~
675 24 brilliant electrum lower body~
880 22 oval, electrum head~
1000 22 clawed electrum hand~
0
110103178 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2020
~
~
adamantium golem~
~
~
stands protectively nearby.~
adamantium golems~
~
~
stand protectively nearby.~
Standing nearly seven fit tall, this golem has twice the mass and girth

of a human.  Constructed from adamantium, the golem has a thick torso and

long, massive arms.  At the end of each of his arms are heavy, gauntleted

hands.  The head of the golem is oblong and a triad of adamantium horns

tip it.  From within its oblong, adamantium head you can see the burning

glow of two green, needle points of light.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d10+5, "cloud of adamantium dust" );

  }

attack_weapon( mob, victim, 8d5+10, "left, adamantium gauntlet" );

attack_weapon( mob, victim, 8d5+10, "right, adamantium gauntlet" );

if( attack_weapon( mob, victim, 8d5+10, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 10d5, "triad of adamantium horns" );

  }

~
E
bash~
@WAn adamantium golem slams both its gauntleted fists down on you!@n

~
E
rbash~
@WAn adamantium golem slams both its gauntleted fists down on $n!@n

~
E
extra~
@CAn adamantium golem digs its helmet horns into you!@n

~
E
rextra~
@CAn adamantium golem digs its helmet horns into $n!@n

~
E
breathe~
@GAn adamantium golem breathes on you!@n

~
E
rbreathe~
@GAn adamantium golem breathes on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496708 0 33
537104417 0 12 0 3
45
22 3 3 19 20
45 40 40 20 90 25 100
250 40 strong adamantium body~
450 25 long, adamantium arm~
675 25 thick adamantium torso~
880 23 oblong adamantium crown~
1000 23 triad of adamantium horns~
0
117967690 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2021
~
~
clay golem~
~
~
stands here without any expression on its face.~
clay golems~
~
~
stand here without any expressions on their faces.~
Over six feet tall, this body of this golem is extremely lumpy. 

Constructed from pieces of clay mashed together into a humanoid shape,

the clay golem appears quite massive.  From its sturdy, flesh-like, clay

legs to the grey horns atop its spongy head, the man of clay expresses no

emotion.  Eyes of blue flame flicker beneath an angular, sloped brow of

grey clay.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 3d10, "series of baked clay shards" );

  }

attack_weapon( mob, victim, 3d5+5, "clay fist" );

attack_weapon( mob, victim, 3d5+5, "clay fist" );

if( attack( mob, victim, 3d5+5, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5, "blunt clay horns" );

  }

~
E
bash~
@yA clay golem dips its shoulder and charges at you!@n

~
E
rbash~
@yA clay golem dips its shoulder and charges at $n!@n

~
E
extra~
@WA claw golem rams its blunt horns into you!@n

~
E
rextra~
@WA claw golem rams its blunt horns into $n!@n

~
E
breathe~
@RA clay golem heaves twice and breathes clay at you!@n

~
E
rbreathe~
@RA clay golem heaves twice and breathes clay at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895496757 0 37
537104417 0 12 0 4
23
18 4 4 14 15
10 -10 10 -5 80 0 100
250 22 grey, lumpy body~
450 16 grey clay arm~
675 16 flesh-like clay leg~
880 14 spongy clay head~
1000 14 grey clay horns~
0
60294602 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2022
~
~
sand golem~
~
~
stands here without any expression on its face.~
sand golems~
~
~
stand here without any expressions on their faces.~
Made from sand, a large golem stands here with an impassive expression on

its tan face.  The golem's body is extremely fluid and has little

definite shape.  It has flowing tendrils of sand for arms and a moving,

cyclone of sand for its lower body.  The only evidence that the golem is

more than just a mound of sand is the pair of gleaming blue eyes that

peek out from beneath two sandy brows.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 4d5+15, "blast of hot sand" );

  }

attack_weapon( mob, victim, 4d5+5, "hard sand fist" );

attack_weapon( mob, victim, 4d5+5, "hard sand fist" );

if( attack( mob, victim, 4d5+5, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5+5, "tendril of sand" );

  }

~
E
bash~
@gA sand golem crashes its sandy body into yours!@n

~
E
rbash~
@gA sand golem crashes its sandy body into $n's!@n

~
E
extra~
@YSuddenly, a tendril of sand erupts from the golem to attack you!@n

~
E
rextra~
@YSuddenly, a tendril of sand erupts from the golem to attack $n!@n

~
E
breathe~
@yA sand golem breathes hot sand on you!@n

~
E
rbreathe~
@yA sand golem breathes hot sand on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895527230 0 29
537104417 0 12 0 4
25
18 4 4 14 15
10 -10 10 -10 80 0 100
250 24 fluid body of sand~
450 17 tendril of sand~
675 17 flowing base of sand~
880 15 tan, sandy chest~
1000 15 whipping tendril~
0
65537610 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2023
~
~
glass golem~
~
~
stands here without any expression on its face.~
glass golems~
~
~
stand here without any expressions on their faces.~
The body of this golem is a direct contrast to its arms and legs.  While

its clear, glassy body is slender and fragile, both its arms and legs are

massive and sturdy.  The glass golem's arms are very long and angular and

its legs, though transparent, are quite powerful-looking.  The only thing

more unusual about the golem are its filed, pointed fangs that jut

downward from its large, circular mouth.  Set into its jar-like head are

two pits of blackness that appear to serve as the construct's eyes.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 4d5+18, "stream of molten glass" );

  }

attack_weapon( mob, victim, 4d5+8, "sharp, glass fist" );

attack_weapon( mob, victim, 4d5+8, "sharp, glass fist" );

if( attack( mob, victim, 4d5+8, "massive bite" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 6d5+3, "piercing glass fangs" );

  }

~
E
bash~
@cA glass golem crashes its transparent forearm into you!@n

~
E
rbash~
@cA glass golem crashes its transparent forearm into $n!@n

~
E
extra~
@CA glass golem tries sinking its glass fangs into you!@n

~
E
rextra~
@RA glass golem breathes molten glass on $n!@n

~
E
breathe~
@RA glass golem breathes molten glass on you!@n

~
E
rbreathe~
No description~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895527620 0 35
537104417 0 12 0 4
28
18 4 4 14 15
15 -5 15 100 80 100 100
250 26 fragile glass body~
450 18 angular glass arm~
675 18 transparent leg~
880 16 jar-like head~
1000 16 sharp, glass fangs~
0
73402122 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2024
~
~
obsidian golem~
~
~
stands here without any expression on its face.~
obsidian golems~
~
~
stand here without any expressions on their faces.~
Rectangular in shape, the body of this golem has been ground down and

polished.  Constructed from a single pieces of black obsidian, the golem

looks like a solid suit of armor with bright green eyes glowing beneath a

sloped, helm-like head.  The ends of the obsidian golem's arms end in

massive hands s and along its shoulders, jutting outward like a

porcupine's quills, are sharpened obsidian flakes with rapier-thin edges.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 4d5+20, "blast of volcanic glass" );

  }

attack_weapon( mob, victim, 5d5+5, "powerful, obsidian punch" );

attack_weapon( mob, victim, 5d5+5, "powerful, obsidian punch" );

if( attack( mob, victim, 5d5+5, "shoulder slam" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 6d5+5, "set of obsidian flakes" );

  }

~
E
bash~
@GAn obsidian golem charges you with its head held low.@n

~
E
rbash~
@GAn obsidian golem charges $n with its head held low.@n

~
E
extra~
@MAn obsidian golem grinds its shoulder flakes into you!@n

~
E
rextra~
@MAn obsidian golem grinds its shoulder flakes into $n!@n

~
E
breathe~
@rAn obsidian golem breathes volcanic glass on you!@n

~
E
rbreathe~
@rAn obsidian golem breathes volcanic glass on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895527743 0 32
537104417 0 12 0 4
30
19 4 4 15 15
16 5 15 100 80 100 100
250 28 black, obsidian body~
450 19 glassy obsidian arm~
675 19 black, obsidian leg~
880 17 baleful, obsidian eye~
1000 17 set of sharp obsidian shoulder wedges~
0
78645130 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2025
~
~
stone golem~
~
~
stands here without any expression on its face.~
stone golems~
~
~
stand here without any expressions on their faces.~
Made of stone, this golem looks extremely massive.  The golem's stone

body has a sculpted look to it, as if someone carved each of its limbs

from a block of stone and fastened them all together.  Its body is

cylindrical in shape and has two sculpted arms adjoining it.  The stone

golem's base appears to be little more than a moveable stand spilt down

the middle to form two thick, tree trunk-like legs.  Its head is broad

and flat and has a pair of cold black eyes set into it.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 4d5+22, "gust of stony fragments" );

  }

attack_weapon( mob, victim, 5d5+7, "crushing stone fist" );

attack_weapon( mob, victim, 5d5+7, "crushing stone fist" );

if( attack( mob, victim, 5d5+7, "stone pummel" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 7d5+2, "body slam" );

  }

~
E
bash~
@YA stone golem slams its elbow into you!@n

~
E
rbash~
@YA stone golem slams its elbow into $n!@n

~
E
extra~
@yA stone golem lifts you in attempt to body slam you!@n

~
E
rextra~
@yA stone golem lifts $n in attempt to body slam $m!@n

~
E
breathe~
@cA stone golem breathes shards of stone at you!@n

~
E
rbreathe~
@cA stone golem breathes shards of stone at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529415 0 37
537104417 0 12 0 4
32
19 4 4 15 15
20 15 25 20 85 20 100
250 30 hulking grey body~
450 20 massive stone arm~
675 20 trunk-like stone leg~
880 18 broad, stone head~
1000 18 massive stone hand~
0
83888138 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2026
~
~
quartz golem~
~
~
stands here without any expression on its face.~
quartz golems~
~
~
stand here without any expressions on their faces.~
Carved from quartz, the body of this golem is massive and broad.  Thick

tines of quartz serve as the construct's arms, ending in polished and

faceted hands of rose quartz.  For a lower body, the golem has two solid,

clear, legs made from the same quartz as its body.  The golem's head is

thin and transparent and is lit from within by a royal-blue glow. 

Jutting from the center of its chest is a long spike of quartz.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d8+5, "flying fragment of quartz" );

  }

attack_weapon( mob, victim, 6d5+5, "conchoidal quartz fist" );

attack_weapon( mob, victim, 6d5+5, "conchoidal quartz fist" );

if( attack_weapon( mob, victim, 6d5+5, "jutting quartz spike" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 7d5+5, "piercing quartz spike" );

  }

~
E
bash~
@BA quartz golem crashes its crystalline arm into you!

~
E
rbash~
@BA quartz golem crashes its crystalline arm into $n!

~
E
extra~
@CThe jutting quartz spike tries piercing further into you!@n

~
E
rextra~
@CThe jutting quartz spike tries piercing further into $n!@n

~
E
breathe~
@MA quartz golem breathes fragments of quartz at you!@n

~
E
rbreathe~
@MA quartz golem breathes fragments of quartz at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529473 0 27
537104417 0 12 0 4
35
19 4 4 15 15
25 20 30 35 85 25 100
250 32 gleaming body of quartz~
450 21 bulging quartz arm~
675 21 solid quartz legs~
880 19 thin, transparent head~
1000 19 quartz chest spike~
0
91752650 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2027
~
~
topaz golem~
~
~
stands here without any expression on its face.~
topaz golems~
~
~
stand here without any expressions on their faces.~
This golem has been polished to a gleaming shine.  Constructed from

pieces of topaz gems, the seven foot tall golem has large legs faceted to

look like strong muscles and thick blue topaz biceps.  While its arms and

legs are pieced together from pieces of orange topaz, the rest of its

form is crafted from blue topaz.  The ends of its orange arms are tipped

with even bright orange topaz claws.  Its bright blue topaz head, with

its glaring orange eyes, appears capable of swiveling all the way around.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d6+17, "flying fragment of faceted topaz" );

  }

attack_weapon( mob, victim, 6d5+7, "faceted topaz claw" );

attack_weapon( mob, victim, 6d5+7, "faceted topaz claw" );

if( attack_weapon( mob, victim, 6d5+7, "faceted topaz claw" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+2, "piercing claw tip" );

  }

~
E
bash~
@yA topaz golem slams its entire body into you!@n

~
E
rbash~
@yA topaz golem slams its entire body into $n!@n

~
E
extra~
@GA topaz golem futher digs its claw into you!@n

~
E
rextra~
@GA topaz golem futher digs its claw into $n!@n

~
E
breathe~
@YA topaz golem breathes bits of faceted stone at you!@n

~
E
rbreathe~
@YA topaz golem breathes bits of faceted stone at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529578 0 31
537104417 0 12 0 4
38
20 4 4 16 17
30 25 35 35 85 25 100
250 34 faceted blue topaz body~
450 22 cut orange topaz arms~
675 22 faceted blue base~
880 20 swiveling blue topaz head~
1000 20 bright orange topaz claws~
0
99617162 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2028
~
~
corundum golem~
~
~
stands here without any expression on its face.~
corundum golems~
~
~
stand here without any expressions on their faces.~
This massive golem has been constructed from the purest corundum . Its

large, ruby upper body and arms have a sunset-red shimmer to them.  In

place of hands, the golem has a pair of sapphire claws with sharp,

piercing tips and set into its shoulders are wedges of sliced corundum

that has been give sharp edges.  The lower half of its body looks more

like a mobile stand than a pair of legs.  But they have been faceted and

cut to a clarity any jeweler would be hard pressed to match.  Two

sky-blue sapphires wink out from beneath its ruby corundum helm.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 8d5+10, "glittering corundum shard" );

  }

attack_weapon( mob, victim, 7d5+5, "glittering corundum punch" );

attack_weapon( mob, victim, 7d5+5, "glittering corundum punch" );

if( attack_weapon( mob, victim, 7d5+5, "shoulder slam" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+5, "sharp, biting corundum" );

  }

~
E
bash~
@RA corundum golem crouches low and charges into you!@n

~
E
rbash~
@RA corundum golem crouches low and charges into $n!@n

~
E
breathe~
@rA corundum golem breathes brilliant shards of corundum on you!@n

~
E
rbreathe~
@rA corundum golem breathes brilliant shards of corundum on $n!@n

~
E
extra~
@cA corundum golem's faceted shoulder digs into you!@n

~
E
rextra~
@cA corundum golem's faceted shoulder digs into $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529632 0 25
537104417 0 12 0 4
40
20 4 4 16 17
30 25 35 35 85 25 100
250 36 brilliant red corundum body~
450 23 gleaming corundum arm~
675 23 faceted ruby arm~
880 21 glitter corundum helm~
1000 21 corundum slice shoulder plates~
0
104860170 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2029
~
~
diamond golem~
~
~
stands here without any expression on its face.~
diamond golems~
~
~
stand here without any expressions on their faces.~
Standing nearly seven fit tall, this golem has twice the mass and girth

of an elf.  Constructed from pure diamond, the golem has a thick torso

and long, massive arms.  Its legs, though, is like a mobile pedestal. 

Both sparkle like the stars in the night sky.  At the end of each of his

arms are heavy, gauntleted hands.  The head of the golem is oblong and

two yellow, diamond eyes peer out from its expressionless face.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, "bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d10+2, "swirling cloud of diamond dust" );

  }

attack_weapon( mob, victim, 8d5+2, "left, diamond gauntlet" );

attack_weapon( mob, victim, 8d5+2, "right, diamond gauntlet" );

if( attack_weapon( mob, victim, 8d5+2, "bear hug" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 8d5+7, "grinding diamond grasp" );

  }

~
E
bash~
@CA diamond golem jars into you with its bulk.@n

~
E
rbash~
@CA diamond golem jars into $n with its bulk.@n

~
E
extra~
@YA diamond golem increases its pressure on you!@n

~
E
rextra~
@YA diamond golem increases its pressure on $n!@n

~
E
breathe~
@MA diamond golem breathes diamond dust on you!@n

~
E
rbreathe~
@MA diamond golem breathes diamond dust on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529676 0 29
537104417 0 12 0 4
42
21 4 4 17 18
35 25 35 35 85 100 100
250 38 left diamond gauntlet~
450 24 right diamond gauntlet~
675 24 sparkling diamond body~
880 22 faceted diamond base~
1000 22 yellow, eye of diamond~
0
110103178 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2030
~
~
starite golem~
~
~
stands here without any expression on its face.~
starite golems~
~
~
stand here without any expressions on their faces.~
Sculpted into the form a man fit for battle, the contours of this golem

follow the shape of massive muscles.  The green, crystalline golem

resembles a human in every way except for its complete lack of hair and

his hands, which have been molded into the shape of gauntlets.  Much

strength looks to lie behind those wide, crystalline arms.  Set into the

golem's narrow, crystal head are two small, radiant green eyes.  The

golem's chest glows with a soft green light and for the first time, you

notice that the facets and lattice structuring of the crystalline golem

is that of green starite.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_shock( mob, victim, 5d10+5, "radiant eye blast" );

  do_spell( blind, mob, victim );

  }

attack_weapon( mob, victim, 8d5+5, "crushing starite grasp" );

attack_weapon( mob, victim, 8d5+5, "crushing starite grasp" );

if( attack_weapon( mob, victim, 8d5+5, "head-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 10d5, "starite fin" );

  }

~
E
bash~
@CThe starite golem brings its mass to bear on you!@n

~
E
rbash~
@CThe starite golem brings its mass to bear on $n!@n

~
E
extra~
@cThe starite golem digs its bladed fin into you!@n

~
E
rextra~
@cThe starite golem digs its bladed fin into $n!@n

~
E
breathe~
@BThe starite golem's eyes alight on you and glow!@n

~
E
rbreathe~
@BThe starite golem's eyes alight on $n and glow!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529714 0 27
537104417 0 12 0 4
45
22 4 4 18 19
75 25 35 35 85 65 100
250 40 green starite body~
450 25 brilliant green arm of starite~
675 25 radiant green starite eyes~
880 23 heart of green starite~
1000 23 helmed fin of green starite~
0
117967690 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2031
~
~
straw golem~
~
~
stands nearby, as though ready to strike.~
straw golems~
~
~
stand nearby, as though ready to strike.~
Built from straw, a large golem stands here with an impassive expression

painted on its leathery face.  The golem's body is little more than

bundles of straw with canvas gloves for hands.  Though its arms and legs

are just simply straw, they seem to possess a strength beyond their

materials.  The only evidence that the golem is more than just a stuffed

scarecrow is the pair of burning orange eyes that peek out through its

leathery mask.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  do_spell( fear, mob, victim );

  }

attack_weapon( mob, victim, 5d5, "straw-stuffed hand" );

attack_weapon( mob, victim, 5d5, "straw-stuffed hand" );

if( attack( mob, victim, 5d5, "high pitched scream" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  drain_stat( victim, int, 10, -3 );

  }

~
E
bash~
@yThe straw golem plows into you!@n

~
E
rbash~
@yThe straw golem plows into $n!@n

~
E
breathe~
@BA straw golem exhales and a wave of darkness washes over you.@n

~
E
rbreathe~
@BA straw golem exhales and a wave of darkness washes over $n.@n

~
E
extra~
@GThe scream pierces your mind, mixing your thoughts.@n

~
E
rextra~
@GThe scream pierces $n's mind, mixing $s thoughts.@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529761 0 29
537104417 0 12 0 5
25
18 4 12 14 15
35 -25 25 40 85 -20 100
250 24 body of stuffed straw~
450 17 arm of bundled straw~
675 17 leg of bundled straw~
880 15 leathery face~
1000 15 stuffed, gloved hand~
0
65537610 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2032
~
~
bamboo golem~
~
~
stands nearby, as though ready to strike.~
bamboo golems~
~
~
stand nearby, as though ready to strike.~
The body of this golem is a direct contrast to its arms and legs.  While

its green body is slender and sleek, both its arms and legs are massive

and cumbersome.  The bamboo golem's arms are bundles of cut and hollowed

leafless shoots.  A sharpened bamboo spike protruding from its chest. 

Set into its hollow head are two pits of blackness that appear to serve

as the construct's eyes.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 4d7+10, "piercing whistle" );

  }

attack_weapon( mob, victim, 7d4, "whipping bamboo hand" );

attack_weapon( mob, victim, 7d4, "whipping bamboo hand" );

if( attack( mob, victim, 7d4, "sharpened bamboo stake" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 4d7+5, "jagged length of bamboo" );

  }

~
E
bash~
@gA bamboo golem slams its leafy arm into you!@n

~
E
rbash~
@gA bamboo golem slams its leafy arm into $n!@n

~
E
breathe~
@CA bamboo golem swells with intaken air and looks at you.@n

~
E
rbreathe~
@CA bamboo golem swells with intaken air and looks at $n.@n

~
E
extra~
@GA bamboo golem jabs the bamboo stake into you further.@n

~
E
rextra~
@GA bamboo golem jabs the bamboo stake into $n further.@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529809 0 27
537104417 0 12 0 5
28
18 4 4 14 15
40 -15 25 30 85 -15 100
250 26 body of bound bamboo reeds~
450 18 bundled bamboo arms~
675 18 thick, bamboo legs~
880 16 hollow bamboo head~
1000 16 sharpened bamboo spike~
0
73402122 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2033
~
~
vine golem~
~
~
stands nearby, as though ready to strike.~
vine golems~
~
~
stand nearby, as though ready to strike.~
Lacking any true shape, the body of this golem is a variety of green

colors.  Constructed from interwoven lengths of vine of more than one

type, the golem looks like a creature from the swamp It has beady red

eyes glowing beneath a head of bound vines.  The vine golem's arms are

lengths of whipping tendril vines with sharp thorns up and down their

sides.  The feet of the golem look like roots gnarled mandrake roots.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

attack_weapon( mob, victim, 6d5+2, "slashing razor vine" );

attack_weapon( mob, victim, 6d5+2, "slashing razor vine" );

if( attack_weapon( mob, victim, 6d5+2, "slashing razor vine" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  if( attack( mob, victim, 6d5+7, "jagged, poisoned thorn" ) )

    poison( victim );

  }

~
E
bash~
@gA vine golem hits you with a tendril, trying to knock you off-balance.

~
E
rbash~
@gA vine golem hits $n with a tendril, trying to knock $m off-balance.

~
E
extra~
@mThe vines encircle and cut into you.@n

~
E
rextra~
@mThe vines encircle and cut into $n.@n

~
E
breathe~
@GA vine golem breathes a sweet polen in your face.@n

~
E
rbreathe~
@GA vine golem breathes a sweet polen in $n's face.@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529916 1080872764 26
537104417 0 28 0 5
32
19 4 4 15 16
30 -10 -10 20 100 -10 100
250 30 undulating body of vines~
450 20 razor-edged vine~
675 20 root-like foot~
880 18 beady red eye~
1000 18 tip of a poison thorn~
0
83888138 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2034
~
~
seaweed golem~
~
~
stands nearby, as though ready to strike.~
seaweed golems~
~
~
stand nearby, as though ready to strike.~
Made of seaweed bound together, this golem looks like it just stepped out

of the sea.  Its body is cylindrical in shape and has loose tendrils of

seaweed dangling from its form.  The golem's legs, while also made of

seaweed bundles, have a sinewy look to them.  Its head is round and

wrapped tight with a lighter, yellow seaweed.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_acid( mob, victim, 3d10+10, "blast of putrid chlorophil" );

  }

attack_weapon( mob, victim, 5d5+5, "whipping tendril of seaweed" );

attack_weapon( mob, victim, 5d5+5, "whipping tendril of seaweed" );

if( attack_weapon( mob, victim, 5d5+5, "whipping tendril of seaweed" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5+10, "strangling seaweed tendril" );

  }

~
E
bash~
@gA seaweed golem slams into you with its moist body.@n

~
E
rbash~
@gA seaweed golem slams into $n with its moist body.@n

~
E
extra~
@GThe whipping seaweed tendril coils around you!@n

~
E
rextra~
@GThe whipping seaweed tendril coils around $n!@n

~
E
breathe~
@cA seaweed golem breathes a dark green mist on you!@n

~
E
rbreathe~
@cA seaweed golem breathes a dark green mist on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895529974 0 26
537104417 0 28 0 5
30
19 4 4 15 16
40 -5 -5 -15 85 -15 100
250 28 green body of seaweed~
450 19 tendril of seaweed~
675 19 sinewy seaweed leg~
880 17 bound head of seaweed~
1000 17 loose, strangling tendril of seaweed~
0
78645130 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2035
~
~
bone golem~
~
~
stands nearby, as though ready to strike.~
bone golems~
~
~
stand nearby, as though ready to strike.~
Extremely tall and bulky, this golem is a bleached white color.  Every

single piece of it appears to be made of bones.  The bones have been

bound together with wire, carved into interlocking pieces, and ground

down to fit into place.  At the end of its white, bony arms are long,

skeletal hands.  Across its back rests a protective carapace of solid

bone.  Two jagged horns jut from its skull-like head.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 3d12+1, "cone of bone splinters" );

  }

attack_weapon( mob, victim, 7d5+2, "white, skeletal fist" );

attack_weapon( mob, victim, 7d5+2, "white, skeletal fist" );

if( attack_weapon( mob, victim, 7d5+2, "jagged, skeletal horns" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d5, "eye piercing horn" );

  do_spell( blind, mob, victim );

  }

~
E
bash~
@WA bone golem charges into you with its bony head.@n

~
E
rbash~
@WA bone golem charges into $n with its bony head.@n

~
E
breathe~
@GA bone golem breathes a white cloud at you!@n

~
E
rbreathe~
@GA bone golem breathes a white cloud at $n!@n

~
E
extra~
@CA bone golem tries to drive its horn into your eye!@n

~
E
rextra~
@CA bone golem tries to drive its horn into $n's eye!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 899876718 0 23
537104417 0 12 0 5
38
21 4 4 17 18
45 10 40 100 85 15 100
250 34 body of bones~
450 22 white, bony arm~
675 22 skeletal hand~
880 20 carapace of bone~
1000 20 horns of jagged bone~
0
99617162 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2036
~
~
blood golem~
~
~
stands nearby, as though ready to strike.~
blood golems~
~
~
stand nearby, as though ready to strike.~
Gobbets of gore drip from the form of this golem.  Standing over six feet

tall, the blood golem's body is a shapeless made of gooey, dried blood. 

Its arms are like crimson-black water snake and its head has no shape

whatsoever.  In place of legs or feet, the golem has a fluid base of

coagulated blood that swims over the ground like an ooze.  The blood

golem has no visible eyes or facial features.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_fire( mob, victim, 4d10+10, "burning blood" );

  }

attack_weapon( mob, victim, 4d10, "burning, bloody touch" );

attack_weapon( mob, victim, 4d10, "burning, bloody touch" );

if( attack_weapon( mob, victim, 4d10, "tendril of blood" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 4d10+5, "choking gore" );

  }

~
E
bash~
@rA blood golem charges into you with its bloody body!@n

~
E
rbash~
@rA blood golem charges into $n with its bloody body!@n

~
E
extra~
@RThe bloody tendril wraps itself around you and constricts.@n

~
E
rextra~
@RThe bloody tendril wraps itself around $n and constricts.@n

~
E
breathe~
@RA blood golem spews hot blood on you!@n

~
E
rbreathe~
@RA blood golem spews hot blood on $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895530083 0 24
539201569 0 12 0 5
40
21 4 4 17 18
45 10 20 15 100 -10 100
250 36 coagulated body of blood~
450 23 crimson-black arm~
675 23 base of congealed blood~
880 21 amorphous head~
1000 21 blood tendril~
0
104860170 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2037
~
~
wood golem~
~
~
stands nearby, as though ready to strike.~
wood golems~
~
~
stand nearby, as though ready to strike.~
Over six feet tall, this body of this golem is smooth and sanded. 

Constructed from pieces of oak and ironwood, and carved into a humanoid

shape, the wood golem is very large.  From its ironwood arms to its

thick, oaken legs, the golem seems both imposing and quite ent-like.  A

host of malicious features have been carved into its head and a long,

dangerous-looking spike protrudes from its chest.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 5d9, "torrent of flying splinters" );

  }

attack_weapon( mob, victim, 7d5, "wooden fist" );

attack_weapon( mob, victim, 7d5, "wooden fist" );

if( attack_weapon( mob, victim, 7d5, "chest-butt" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 7d5+5, "jutting, wooden spike" );

  }

~
E
bash~
@yA wood golem bashes into you with its considerable bulk.@n

~
E
rbash~
@yA wood golem bashes into $n with its considerable bulk.@n

~
E
extra~
@YA wood golen tries impaling you on its chest spike further!@n

~
E
rextra~
@YA wood golen tries impaling $n on its chest spike further!@n

~
E
breathe~
@GA wood golem breathes a cone of splinters at you!@n

~
E
rbreathe~
@GA wood golem breathes a cone of splinters at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895530141 0 28
537104417 0 12 0 5
35
18 4 12 15 16
35 -30 30 40 80 -10 100
250 32 carved wooden body~
450 21 wooden arm~
675 21 wooden leg~
880 19 carved, wooden head~
1000 19 jutting wooden spike~
0
91752650 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2038
~
~
chitin golem~
~
~
A @Rchitin golem@n stands nearby, as though ready to strike.~
chitin golems~
~
~
stand nearby, as though ready to strike.~
Extremely tall and bulky, this golem is a red in color with a glossy

sheen.  Every single inch of it appears to be made from plates of chitin. 

The chitinous plates have been carefully fit together in a seamless,

interlocking pattern to form the golem's body and limbs.  At the end of

its red, chitinous arms are heavy gauntlets also made of chitin.  Across

its back rests a protective carapace.  Behind the golem trails a

chitin-plated tail that looks quite prehensile.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 4d10+12, "swarm of chitin fragments" );

  }

attack_weapon( mob, victim, 4d10+2, "chitin-plated gauntlet" );

attack_weapon( mob, victim, 4d10+2, "chitin-plated gauntlet" );

if( attack_weapon( mob, victim, 4d10+2, "segmented, chitinous tail" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 4d10+7, "strangling tail" );

  }

~
E
bash~
@CA chitin golem charges into you with its chitin-plated body!@n

~
E
rbash~
@CA chitin golem charges into $n with its chitin-plated body!@n

~
E
extra~
@RA chitin golem whips its tail around in your direction.@n

~
E
rextra~
@RA chitin golem whips its tail around in $n's direction.@n

~
E
breathe~
@GA chitin golem breathes fragments of chitin at you!@n

~
E
rbreathe~
@GA chitin golem breathes fragments of chitin at $n!@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895530220 0 25
537104417 0 28 0 5
42
22 4 4 17 19
45 50 -30 45 80 35 100
250 38 thick, chitin-plated body~
450 24 chitin-plated tail~
675 24 chitinous gauntlet~
880 22 stubby, chitinous head~
1000 22 carapace of chitin~
0
110103178 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2039
~
~
flesh golem~
~
~
stands nearby, as though ready to strike.~
flesh golems~
~
~
stand nearby, as though ready to strike.~
This golem looks like an expressionless human except for its skin and

size.  It stands over seven feet tall and its skin is a patchwork of

different strips of flesh sewn together with extremely tight stitches. 

Both its arms and legs are massive and muscular and it looks as though a

sword might bounce right off its chest.  The flesh golem is completely

bald.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack_acid( mob, victim, 4d10+15, "fetid breath" );

  }

attack_weapon( mob, victim, 4d10+5, "massive, fleshy hand" );

attack_weapon( mob, victim, 4d10+5, "massive, fleshy hand" );

if( attack_weapon( mob, victim, 4d10+5, "double punch" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack( mob, victim, 5d10, "head-butt" );

  }

~
E
bash~
@GA flesh golem slams its fleshy elbow into your side!@n

~
E
rbash~
@GA flesh golem slams its fleshy elbow into $n's side!@n

~
E
extra~
@YAlready crouched low from the punch, a flesh golem head-butts you!@n

~
E
rextra~
@YCrouched low from the punch, a flesh golem head-butts $n!@n

~
E
breathe~
@yA flesh golem breathes on you!

~
E
rbreathe~
@yA flesh golem breathes on $n!

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895530269 0 34
537104417 0 12 0 5
45
24 0 4 19 22
35 -20 -15 -15 85 -15 100
250 40 thick, fleshy body~
450 25 fleshy arm~
675 25 massive left hand~
880 23 massive right hand~
1000 23 muscular chest~
0
117967690 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2040
~
~
ash golem~
~
~
stands nearby, as though ready to strike.~
ash golems~
~
~
stand nearby, as though ready to strike.~
Over six feet tall, this body of this golem is extremely rough and uneven. 

Constructed from clumps of ash and pumice mashed together into a humanoid

shape, the ash golem is very large.  From its ashen arms to its thick,

grey legs of pumice, the golem seems both imposing and fragile.  Its

porous face expresses no emotion and its broad pumice chest has several

gouges out of it.

~
Florian~
i = 1d20;

if( i == 1 ) {

  act_tochar( #bash, ch, obj, mob );

  act_notchar( #rbash, ch, obj, mob );

  interpret( mob, " bash" );

  }

else if( i == 2 ) {

  act_tochar( #breathe, ch, obj, mob );

  act_notchar( #rbreathe, ch, obj, mob );

  attack( mob, victim, 4d5+10, "cloud of choking ash" );

  }

attack( mob, victim, 5d4, "jet of volcanic ash" );

attack( mob, victim, 5d4, "jet of volcanic ash" );

if( attack_weapon( mob, victim, 5d4, "grey, grasping hand" ) ) {

  act_tochar( #extra, ch, obj, mob );

  act_notchar( #rextra, ch, obj, mob );

  attack_acid( mob, victim, 5d5, "acid touch" );

  }

~
E
bash~
@cAn ash golem slams into you with its grey forearm!@n

~
E
rbash~
@cAn ash golem slams into $n with its grey forearm!@n

~
E
extra~
@gAn ash golem's touch becomes unbearable!@n

~
E
rextra~
@g$n's face contorts in pain as an ash golem touches $m!@n

~
E
breathe~
@CAn ash golem breathes ash into your face!@n@n

~
E
rbreathe~
@CAn ash golem breathes ash into $n's face!@n@n

~
!
0 0 33 0 0 0 0 10
0 0 0 4000 895530302 0 34
537104417 0 28 0 5
23
18 4 4 14 15
15 40 25 15 85 25 100
250 22 grey, ashen body~
450 16 arm of grey pumice~
675 16 thick, grey leg~
880 14 porous head~
1000 14 broad pumice chest~
0
60294602 60297602
0 1 0 0 0
N 0 5 0
-1
-1

#2041
~
~
animated marionette~
~
wooden~
is floating around.~
animated marionettes~
~
wooden~
are floating around.~
Long, @rred@n hair flows from a wooden, lifeless head.  The marionette's

clear @cblue@n orbs which pass as its eyes gaze vacantly out at you.  The

shape of the doll appears to be that of a human female, albeit an

exceptionally skinny one.  The wooden arms and legs are very thin and

deceptively fragile.  Some strings still dangle from its arms and legs.

~
Olah~
attack( mob, victim, 3d5+12, "hair strike" );

attack( mob, victim, 2d9+12, "body charge" );

attack( mob, victim, 4d5+12, "snap kick" );

i = random( 1, 3 );

if( i == 1 )

  attack( mob, victim, 4d5+12, "hand chop" );

if( i == 2 ) {

  act_room( #split, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 2d9+12, "split kick" );

    }

  }

~
E
split~
@MThe marionette lifts a leg and starts spinning around the room.@n

~
!
0 0 13 0 0 0 0 10
0 0 0 3000 893643090 0 33
230961 0 4100 90 4
27
15 5 5 20 15
-10 -20 0 0 40 -10 90
600 8 wooden torso~
400 6 wooden leg~
1000 5 lifeless head~
0 1000 ~
0 1000 ~
64
104858254 26214464
0 1 0 0 0
N 90 4 0
2875 17 1509949450 6 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@MA final scream can be heard as the last ounce of life escapes the

doll.@n 

~
!
-1

#2042
~
~
shady gnome~
~
~
is here.~
shady gnomes~
~
~
are here.~
No description.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895530349 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
underground shop~
if( class( ch ) == thief ) {

  tell( mob, ch, #aye );

  wait( 1 );

  act_room( #thief, ch );

  send_to_room( #trapdoor, find_room( 33656 ) );

  open( room, down );

  }

else {

  tell( mob, ch, #no );

  i = random( 1, 3 );

  if( i == 1 ) {

    if( has_obj( 14, ch ) ) {

      junk_obj( has_obj( 14, ch ), 1 );

      obj_to_char( oload( 14 ), mob );

      }

    }

  if( i == 2 ) {

    if( has_obj( 16, ch ) ) {

      junk_obj( has_obj( 16, ch ), 1 );

      obj_to_char( oload( 16 ), mob );

      }

    }

  if( i == 3 ) {

    if( has_obj( 2, ch ) ) {

      junk_obj( has_obj( 2, ch ), 1 );

      obj_to_char( oload( 2 ), mob );

      }

    }

  }

~
E
thief~
The shady gnome hits a cleverly hidden button and a trapdoor in the floor

opens up.

~
E
aye~
Ahh, yes.  Well, since you asked...

~
E
no~
I know nothing about that.

~
E
trapdoor~
A small bell echoes through the shop, and the trapdoor above opens.

~
!
-1

#2043
stuart~
~
apprentice~
~
~
shuffles about, losing papers by the handful.~
~
~
~
~
Stuart is a young human lad in his mid teens and is well-known by the

Chiiron citizenry if not often seen.  Any citizen on the street could

point him out and tell you that, yes he's Prenslie's assitant, though

he's usually out of town on business for Prenslie so you won't see him

often.

His arms hold an assorted mass of looseleaf parchments, scrolls, vials

containing various ground herbs and powders as well as the odd rod or

wand poking out from place to place.  As he shambles about he

occassionally seems to lose the odd parchment or two which, frotunately

for Prenslie's sake, magically disapear a moment after they touch ground.

~
Prenslie~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
1 0 0 0 0 0 0 10
0 0 0 4999 895530384 0 0
230185 0 0 0 4
5
8 16 15 10 12
25 25 25 25 75 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26215045
0 1 0 0 0
M 0 4 0
-1
11 -1
~
act_tochar( #squeal, ch );

act_notchar( #rsqueal, ch );

wait( 1 );

act_room( #poof, ch );

do_spell( blink, mob, mob );

~
E
squeal~
Seeing your aggressive demeaner Stuart lets out a terrified squeal.

~
E
rsqueal~
Stuart lets out a terrified squeal as $n approaches him with obvious

hostile intent.

~
E
poof~
A sudden flash of blindingly bright light precedes Stuart's sudden

disapearance.  All that remains are a few sheets of parchment slowly

falling to the ground where they promptly disapear too.

~
!
0 -1
~
if( is_follower( ch ) )

  end;

if( !has_obj( 12, mob ) ) {

  if( random( 1, 3 ) == 1 ) {

    obj_to_char( oload( 12 ), mob );

    wait( random( 2, 3 ) );

    i = random( 1, 6 );

    if( i == 1 )

      act_room( #papers, ch );

    if( i == 2 )

      act_room( #trip, ch );

    if( i == 3 ) {

      act_room( #ohno, ch );

      wait( 1 );

      junk_obj( has_obj( 12, mob ) );

      mpcode( mob, 3 );

      }

    if( i == 4 )

      act_room( #spell, ch );

    if( i == 5 )

      act_room( #cauldron, ch );

    if( i == 6 )

      act_room( #eye, ch );

    junk_obj( has_obj( 12, mob ) );

    }

  }

~
E
papers~
Stuart seems to be talking to himself, deep in thought.  You make out

something along the lines of "...that sheaf of paper?  If I don't find it

he'll surely turn me into a toad this time" followed by a heavy sigh.

~
E
trip~
Suddenly Stuart, not able to see the ground before his feet due to the

armload of supplies, trips.  It is some moments before he manages to

disentangle himself from the sprawling mass of parchments and supplies

which he even now begins to recollect.

~
E
ohno~
Suddenly Stuart's eyes go wide and all color drains from his face.  "Oh

no, the mugwort, I forgot the mugwort again!" he cries with dismay then

promptly he runs off.

~
E
spell~
You over hear Stuart contemplating some mystic equation.  It sounds as if

he's saying something like "...the innate arcane balance of germander

and its quasi-elemental effects...  water I think...  and the catalytic

alignment of Thormod's node with the..  yes, the proper phase...." He

trails off in contemplation.

~
E
cauldron~
Stuart seems to be going over some mental list verbally.  "...scrub the

cauldron free of rust, pick fresh hellebore, water the new strain of rose

seedlings...  ah and can't forget the freshly pressed robes from the

cleaners".

~
E
eye~
Stuart seems to be verbally going over a list he has either in hand

somewhere or in his head.  "...eye of newt, got it.  sack of flint, got

it.  tongue of tromp, got it though I still don't know what for.  pickled

hen's toes, hmm...  better run by Pennan real quick." 

~
!
3 -1
~
i = random( 1, 3 );

if( i == 1 ) {

  if( is_open( room, east ) ) {

    interpret( mob, "east" );

    interpret( mob, "east" );

    mpcode( mob, 4 );

    end;

    }

  else

    mpcode( mob, 3 );

  }

if( i == 2 ) {

  if( is_open( room, west ) ) {

    interpret( mob, "west" );

    interpret( mob, "west" );

    mpcode( mob, 4 );

    end;

    }

  else

    mpcode( mob, 3 );

  }

if( i == 3 ) {

  if( is_open( room, south ) ) {

    interpret( mob, "south" );

    interpret( mob, "south" );

    mpcode( mob, 4 );

    end;

    }

  else

    mpcode( mob, 3 );

  }

if( i == 4 ) {

  if( is_open( room, south ) ) {

    interpret( mob, "north" );

    interpret( mob, "north" );

    mpcode( mob, 4 );

    end;

    }

  else

    mpcode( mob, 3 );

  }

else {

  act_tochar( #poof, ch );

  junk_mob( mob );

  end;

  }

~
E
poof~
A sudden flash of blindingly bright light precedes Stuart's sudden

disapearance.  All that remains are a few sheets of parchment slowly

falling to the ground where they promptly disapear too.

~
!
3 -1
~
i = random( 1, 3 );

if( i == 1 ) {

  if( is_open( room, east ) ) {

    interpret( mob, "east" );

    interpret( mob, "east" );

    end;

    }

  else

    mpcode( mob, 4 );

  }

if( i == 2 ) {

  if( is_open( room, west ) ) {

    interpret( mob, "west" );

    interpret( mob, "west" );

    end;

    }

  else

    mpcode( mob, 4 );

  }

if( i == 3 ) {

  if( is_open( room, south ) ) {

    interpret( mob, "south" );

    interpret( mob, "south" );

    end;

    }

  else

    mpcode( mob, 4 );

  }

if( i == 4 ) {

  if( is_open( room, south ) ) {

    interpret( mob, "north" );

    interpret( mob, "north" );

    end;

    }

  else

    mpcode( mob, 4 );

  }

~
!
1 -1
~
if( has_obj( 12, mob ) ) {

  continue;

  wait( 4 );

  if( has_obj( 12, mob ) )

    junk_obj( has_obj( 12, mob ) );

  }

continue;

~
!
-1

#2044
~
spirit all-father father spirit undead~
spirit of the All-Father~
~
~
is here, angry and disturbed.~
spirits of the All-father~
~
~
are here, angry and disturbed.~
The first and most noticeable feature about this spirit is that it looms

nearly seven feet tall and seems to fill the chamber.  Even though he is

non-corporeal, his features are distinct.  He has long blond hair

which is bound in the back by a silver, seashell clasp and intense, sea

green eyes.  And while in life his human face might have been considered

handsome, his features are twisted and angry.  The spirit still

appears to be wearing a long, regal red robe fastened at the waist by a

red leather belt.  Also, emblazoned on his forehead is a golden crest.

~
Florian~
i = 1d20;

attack( mob, victim, 4d8+20, "pearlescent glowing hand" );

attack( mob, victim, 4d8+20, "pearlescent glowing hand" );

attack( mob, victim, 4d8+20, "pearlescent glowing hand" );

attack( mob, victim, 4d8+20, "pearlescent glowing hand" );

if( i == 1 ) {

  if( rflag( reset1, room ) ) {

    if( !is_silenced( mob ) ) {

      act_room( #fireshield, ch, obj, mob );

      mob = mob_in_room( 2044, room );

      do_spell( fire shield, mob, mob );

      remove_rflag( reset0, room );

      }

    else

      act_room( #cant, ch, obj, mob );

    }

  else

    attack_fire( mob, victim, 4d7+15, "burning gaze" );

  }

else if( i == 2 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #acid, ch, obj, mob );

    act_notchar( #racid, ch, obj, mob );

    do_spell( acid blast, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 3 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #chain, ch, obj, mob );

    act_notchar( #rchain, ch, obj, mob );

    do_spell( chain lightning, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 4 ) {

  if( rflag( reset1, room ) ) {

    if( !is_silenced( mob ) ) {

      act_room( #summon, ch, obj, mob );

      acode( find_room( 69032 ), 4 );

      }

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( random( 1, 6 ) == 1 )

  attack_fire( mob, victim, 4d7+15, "burning gaze" );

~
E
fireshield~
@RWaving $S hand, a shield of flame surrounds $N.

~
E
cant~
@gSuddenly, $N looks very agitated!@n

~
E
acid~
@GRaising $S hand, $N points at you!@n

~
E
racid~
@GRaising $S hand, $N points at $n!@n

~
E
chain~
@YChanting in rhyme, $N points at you!@n

~
E
rchain~
@YChanting in rhyme, $N points at $n!@n

~
E
summon~
@MThe spirit of the ALL-Father uses his powers to call upon the help of

his descendants!@n 

~
!
0 80 28 0 0 0 0 10
0 0 0 4000 893893210 0 25
1074103859 392 8388612 0 4
45
24 24 24 24 24
40 1 65 26 75 71 100
250 14 large, ethereal hand~
500 22 ethereal upper body~
650 15 long but transparent leg~
910 22 non-corporeal form~
1000 150 shimmering, pearlescent nimbus~
0
144182090 36701442
0 1 0 0 0
M 0 4 0
-1
4 -1
~
set_rflag( status0, find_room( 48080 ) );

set_rflag( status1, find_room( 48080 ) );

set_rflag( status2, find_room( 48080 ) );

set_rflag( status0, find_room( 48082 ) );

set_rflag( status1, find_room( 48082 ) );

set_rflag( status2, find_room( 48082 ) );

set_rflag( status0, find_room( 48114 ) );

set_rflag( status1, find_room( 48114 ) );

set_rflag( status2, find_room( 48114 ) );

set_rflag( status0, find_room( 48113 ) );

set_rflag( status1, find_room( 48113 ) );

set_rflag( status2, find_room( 48113 ) );

set_rflag( status0, find_room( 48103 ) );

set_rflag( status1, find_room( 48103 ) );

set_rflag( status2, find_room( 48103 ) );

set_rflag( status0, find_room( 48024 ) );

set_rflag( status1, find_room( 48024 ) );

set_rflag( status2, find_room( 48024 ) );

set_rflag( status0, find_room( 48027 ) );

set_rflag( status1, find_room( 48027 ) );

set_rflag( status2, find_room( 48027 ) );

set_rflag( status0, find_room( 48029 ) );

set_rflag( status1, find_room( 48029 ) );

~
!
-1

#2045
~
spirit revered mother undead~
the spirit of the Revered Mother~
~
~
hovers nearby, clearly upset.~
spirit of the Revered Mother~
~
~
hover nearby, clearly upset.~
Though incorporeal, the small, lithesome woman which hovers here has

clear, distinct features.  Little more than four feet tall, the woman has

red skin, sea-green eyes, and hair the color and texture of sea foam. 

Sprouting from her forehead and back are pairs of antennae and wings

respectively.  Dressed in what looks like a sheer white burial gown, the

petite spirit resembles an overly large sea sprite with red skin.

~
Florian~
i = 1d20;

attack( mob, victim, 4d8+10, "tiny red sprite hand" );

attack( mob, victim, 4d8+10, "tiny red sprite hand" );

attack( mob, victim, 4d8+10, "tiny red sprite hand" );

attack( mob, victim, 4d8+10, "tiny red sprite hand" );

if( i == 1 ) {

  if( rflag( reset1, room ) ) {

    if( !is_silenced( mob ) ) {

      act_room( #thornshield, ch, obj, mob );

      mob = mob_in_room( 2045, room );

      do_spell( thorn shield, mob, mob );

      remove_rflag( reset0, room );

      }

    else

      act_room( #cant, ch, obj, mob );

    }

  else

    attack( mob, victim, 4d7+5, "euphoric smile" );

  }

else if( i == 2 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #harm, ch, obj, mob );

    act_notchar( #rharm, ch, obj, mob );

    do_spell( harm, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 3 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #lightning, ch, obj, mob );

    act_notchar( #rlightning, ch, obj, mob );

    do_spell( lightning bolt, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 4 ) {

  if( !is_silenced( mob ) ) {

    remove_rflag( reset1, room );

    acode( find_room( 69032 ), 4 );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 5 ) {

  if( !is_silenced( mob ) ) {

    ch = rand_player( room );

    act_tochar( #random, ch, obj, mob );

    act_notchar( #rrandom, ch, obj, mob );

    do_spell( harm, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 6 ) {

  if( !is_silenced( mob ) ) {

    ch = rand_player( room );

    act_tochar( #dust, ch, obj, mob );

    act_notchar( #rdust, ch, obj, mob );

    do_spell( sleep, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 7 ) {

  if( !is_silenced( mob ) ) {

    if( modify_mana( mob, 15 ) ) {

      mob = mob_in_room( 2045, room );

      act_room( #heal, ch, obj, mob );

      do_spell( heal, mob, mob );

      }

    else

      act_room( #mana, ch, obj, mob );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( random( 1, 6 ) == 1 )

  attack( mob, victim, 4d7+5, "euphoric gaze" );

~
E
thornshield~
@GSpinning around, $N forms a thorn shield around herself.

~
E
cant~
@mStamping $S feet, $N tries to cast a spell but fails.@n

~
E
harm~
@RPointing, $N focus raw power at you!@n

~
E
rharm~
@RPointing, $N focus raw power at $n!@n

~
E
lightning~
@YAn arc of lightning splays from $N to you!@n

~
E
rlightning~
@YAn arc of lightning splays from $N to $n!@n

~
E
summon~
@GThe spirit of the Revered Mother calls forth her descendants to aid her!@n

~
E
random~
@rSeeming at random, $N touches you.@n

~
E
rrandom~
@rSeeming at random, $N touches $n.@n

~
E
dust~
@MWings fluttering, $N dowses you with fairy dust.@n

~
E
rdust~
@MWings fluttering, $N dowses $N with fairy dust.@n

~
E
heal~
@GWith $S hands glowing, $N heals some of $S wounds.@n

~
E
mana~
@yEnergy fades from $N and $E wilts noticeably.@n

~
!
0 80 28 0 0 0 0 10
0 0 0 4000 893893269 0 31
1074103859 392 0 0 4
42
22 22 22 22 22
35 1 60 21 70 66 100
250 18 lithe, red, ethereal body~
500 14 tiny red antennae~
650 14 slender red leg~
910 17 shapely but incorporeal red body~
1000 100 shimmering red nimbus~
0
136317578 36701442
0 1 0 0 0
F 0 3 0
3156 17 1509949540 5 0
-1
4 -1
~
set_rflag( status2, find_room( 69000 ) );

set_rflag( status2, find_room( 69002 ) );

set_rflag( status2, find_room( 69003 ) );

set_rflag( status2, find_room( 69005 ) );

set_rflag( status2, find_room( 69008 ) );

set_rflag( status2, find_room( 69009 ) );

set_rflag( status2, find_room( 69010 ) );

set_rflag( status2, find_room( 69011 ) );

set_rflag( status2, find_room( 69016 ) );

set_rflag( status2, find_room( 69017 ) );

set_rflag( status2, find_room( 69018 ) );

set_rflag( status2, find_room( 69019 ) );

set_rflag( status2, find_room( 69021 ) );

set_rflag( status2, find_room( 69022 ) );

set_rflag( status2, find_room( 69025 ) );

set_rflag( status2, find_room( 69027 ) );

set_rflag( status2, find_room( 69028 ) );

set_rflag( status2, find_room( 69030 ) );

set_rflag( status2, find_room( 69031 ) );

set_rflag( status2, find_room( 69033 ) );

set_rflag( status2, find_room( 69034 ) );

set_rflag( status2, find_room( 69035 ) );

~
!
-1

#2046
~
spirit first descendant crabman undead~
spirit of the first descendant~
~
~
hovers near the burial alcove.~
spirits of the first descendant~
~
~
hover near the burial alcove.~
Humanoid in form, this spirit might have once walked among humankind if

he could have found a way to mask his eyes and his left hand.  His eyes

have no pupils and are like glowing, crimson pits of coal and his left

arm, rather than ending in a five-fingered hand, ends in a red,

chitin-plated crab's claw.  On his bare, muscular chest, the spirit has a

golden birthmark that is much like a crest.

~
Florian~
i = 1d16;

attack( mob, victim, 5d8+5, "left, serrated claw" );

attack( mob, victim, 5d8+5, "right, pummeling fist" );

attack( mob, victim, 5d8+5, "left, serrated claw" );

attack( mob, victim, 5d8+5, "right, pummeling fist" );

if( random( 1, 10 ) == 1 ) {

act_room( #sweep, ch, obj, mob );

attack_room( mob, 5d6+10, "sweeping kick" );

}

if( i == 1 ) {

if( !is_silenced( mob ) ) {

act_tochar( #cause, ch, obj, mob );

act_notchar( #rcause, ch, obj, mob );

do_spell( cause critical, mob, ch );

}

else

act_room( #cant, ch, obj, mob );

}

else if( i == 2 ) {

if( !is_silenced( mob ) ) {

if( modify_mana( mob, -15 ) ) {

mob = mob_in_room( 2046, room );

act_room( #cure, ch, obj, mob );

do_spell( cure critical, mob, mob );

}

else

act_room( #mana, ch, obj, mob );

}

else

act_room( #cant, ch, obj, mob );

}

else if( i == 3 ) {

act_room( #bash, ch, obj, mob );

attack( mob, victim, 8d6+7, "sweeping, ethereal claw" );

}

else if( random( 1, 8 ) == 1 )

attack_shock( mob, victim, 4d7+5, "blast of energy from its eyes" );

~
E
sweep~
@RThe spirit of the first descendant snaps its leg about in a full circle!@n

~
E
cause~
@gReaching out, $N touches you.

~
E
rcause~
@gReaching out, $N touches $n.

~
E
cant~
Clearly agitated, $N tries mouthing something but fails.

~
E
cure~
@MCrossing $S arms around $Mself, $N heals some of $S wounds.

~
E
mana~
@YEnergy visibly drains from $N, leaving $M weakened.

~
E
bash~
@mLowering $S body, $N charges!@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893490 0 27
1074103859 392 4 0 4
40
20 20 20 20 20
30 -4 55 16 65 61 100
250 20 red, ethereal, chitinous body~
500 18 ethereal red claw~
650 16 wispy leg~
910 18 non-corporeal form~
1000 22 shimmering outline~
0
131074570 36701442
1805 16 0 1244 537304
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@RThe spirit of the first descendant dissipates into a brilliant red

circle of flame.@n 

~
!
-1

#2047
~
spirit second descendant crabman undead~
spirit of the second descendant~
~
~
hovers near the burial alcove.~
spirits of the second descendant~
~
~
hover near the burial alcove.~
Though humanoid, this non-corporeal spirit has several unusual features. 

His skin is bright pink and his eyes bulge outward to twice their normal

length and size.  On his right arm he has a large, chitinous claw and his

left hand is missing its thumb.  When taken altogether, the spirit's mix

of features makes him look like a cross between a human and an angry red

lobster.

~
Florian~
i = 1d16;

attack( mob, victim, 5d7+5, "left, serrated claw" );

attack( mob, victim, 5d7+5, "right, fisted punch" );

attack( mob, victim, 5d7+5, "left, serrated claw" );

attack( mob, victim, 5d7+5, "right, fisted punch" );

if( random( 1, 10 ) == 1 ) {

  act_tochar( #bodyslam, ch, obj, mob );

  act_notchar( #rbodyslam, ch, obj, mob );

  attack( mob, victim, 5d6+5, "body slam" );

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    if( modify_mana( mob, -15 ) ) {

      mob = mob_in_room( 2047, room );

      act_room( #cure, ch, obj, mob );

      do_spell( cure serious, mob, mob );

      }

    else

      act_room( #mana, ch, obj, mob );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 6d7+7, "sweeping, ethereal claw" );

  }

else if( random( 1, 8 ) == 1 ) {

  act_room( #eyesbulge, ch, obj, mob );

  attack_shock( mob, victim, 4d7, "shocking blast" );

  }

~
E
bodyslam~
Leaping into the air, $N slams into you!

~
E
rbodyslam~
Leaping into the air, $N slams into $n!

~
E
cure~
@GTouching a wound, $N closes it.@n

~
E
mana~
@YLooking drained, $N wilts visibly.@n

~
E
cant~
@mKicking and stomping, $N tries to cast a spell but fails.@n

~
E
bash~
Lunging, $N backs up and charges!@n

~
E
eyesbulge~
@rSuddenly, $N's eye bulge to twice their size.@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893530 0 27
1074103859 392 4 0 4
38
19 19 19 19 19
27 -7 53 13 62 58 100
250 19 red, ethereal, chitinous body~
500 17 ethereal red claw~
650 15 wispy leg~
910 17 non-corporeal form~
1000 21 shimmering outline~
0
125831562 36701442
1337 21 0 1732 280318
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@BAs the spirit of the second descendant dissipates, a smooth blue square

flares into being and fades away gently.@n 

~
!
-1

#2048
~
spirit third descendant crabman undead~
spirit of the third descendant~
~
~
hovers near the burial alcove.~
spirits of the third descendant~
~
~
hover near the burial alcove.~
Perhaps a couple inches taller than the average dwarf, this angry spirit

is mostly humanoid.  In addition to its humanoid features, the spirit's

left hand ends in a red, chitinous claw that matches its ruddy pink skin

tone.  Stocky in build, the spirit has thick legs and a wide torso. 

Aside from his crab-like features, the humanoid spirit's non-corporeal

form has one other, unusual feature: it has no eyes.

~
Florian~
i = 1d16;

attack( mob, victim, 5d7+2, "left, serrated claw" );

attack( mob, victim, 5d7+2, "right, doubled fist" );

attack( mob, victim, 5d7+2, "left, serrated claw" );

attack( mob, victim, 5d7+2, "right, doubled fist" );

if( random( 1, 10 ) == 1 ) {

  act_room( #snap, ch, obj, mob );

  attack( mob, victim, 5d6+5, "snapping claw" );

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #cause, ch, obj, mob );

    act_notchar( #rcause, ch, obj, mob );

    do_spell( cause serious, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 6d6+7, "sweeping, ethereal claw" );

  }

else if( random( 1, 8 ) == 1 ) {

  act_room( #clap, ch, obj, mob );

  attack_room( mob, 4d7+5, "deafening sound" );

  }

~
E
snap~
@RAll of a sudden, $N snaps a claw outward!@n

~
E
cause~
Touching your arm, $N chants a short spell.

~
E
rcause~
Touching $n's arm, $N chants a short spell.

~
E
cant~
@MUnable to speak, $N jumps up and down in fury.@n

~
E
bash~
@CReaching back, $N emits a wave of force!@n

~
E
clap~
@yClapping $S claw and hand together, $N creates a clap of thunder!@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893566 0 27
1074103859 392 4 0 4
35
18 18 18 18 18
24 -10 50 10 59 55 100
250 18 red, ethereal, chitinous body~
500 16 ethereal red claw~
650 14 wispy leg~
910 16 non-corporeal form~
1000 20 shimmering outline~
0
117967050 36701442
1332 19 0 1486 273397
M 0 3 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@GAs the spirit of the third descendant dissipates, a sharp green

triangle flares into being and fades away.@n 

~
!
-1

#2049
~
spirit fourth descendant crabman undead~
spirit of the fourth descendant~
~
~
hovers near the burial alcove.~
spirits of the fourth descendant~
~
~
hover near the burial alcove.~
This humanoid spirit is a bizarre cross betweeb a crab and a human.  The

spirit has the upper and lower body of what you might see on a tall and

yet stocky human.  However, both its feet and hands end in crab-like

claws.  Not only that, but the spirit's left eye bulges several inches

out of its head, until it is less of an eye and more of an eye on an

eyestalk.  The spirit's other eye is perfectly normal, like a human's

eye, save that it glows with a burning orange hatred.

~
Florian~
i = 1d16;

attack( mob, victim, 5d6+7, "left, serrated claw" );

attack( mob, victim, 5d6+7, "right, serrated claw" );

attack( mob, victim, 5d6+7, "left, clawed foot" );

attack( mob, victim, 5d6+7, "right, clawed foot" );

if( random( 1, 15 ) == 1 ) {

  act_room( #eye, ch, obj, mob );

  ch = rand_player( room );

  do_spell( sleep, mob, ch );

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #cause, ch, obj, mob );

    act_notchar( #rcause, ch, obj, mob );

    do_spell( cause light, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #ice, ch, obj, mob );

    act_notchar( #rice, ch, obj, mob );

    do_spell( freeze, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 3 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 6d6+7, "sweeping, ethereal claw" );

  }

~
E
eye~
@GTwirling about, $N's eyestalks dance in a hypnotic pattern.@n

~
E
cause~
@cReaching out, $N brushes up against you, chanting.@n

~
E
rcause~
@cReaching out, $N brushes up against $n, chanting.@n

~
E
cant~
@MMouth moving without sound, $N looks quite angry!@n

~
E
ice~
@CYou suddenly feel very cold as $N looks at you.@n

~
E
rice~
@C$n shivers as $N looks at $m.@n

~
E
bash~
@WLooming to twice $S size, $N leaps!@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893594 0 27
1074103859 392 4 0 4
32
17 17 17 17 17
21 -13 47 7 56 52 100
250 17 red, ethereal, chitinous body~
500 15 ethereal red claw~
650 13 wispy leg~
910 15 non-corporeal form~
1000 19 shimmering outline~
0
110102538 36701442
987 16 0 1169 216359
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@YAs the spirit of the fourth descendant dissipates, a graceful yellow

rectangle shimmers in the air for a few seconds.@n 

~
!
-1

#2050
~
spirit fifth descendant crabman undead~
spirit of the fifth descendant~
~
~
hovers near the burial alcove.~
spirits of the fifth descendant~
~
~
hover near the burial alcove.~
Five feet tall and extremely robust, in life this incorporeal spirit's

bulk must have been a force to reckon with.  The creature's visage and

skin are red in color and its features are a vague mix of human and crab. 

It has claws where it might have had hands, very little facial or body

hair, and its entire upper body, except for its jaws and eyes, are those

of a crustacean.  A thick plating of chitin encircles its chest.

~
Florian~
i = 1d16;

if( attack( mob, victim, 5d6+7, "left, serrated claw" ) )

  attack( mob, victim, 5d6+7, "left, serrated claw" );

if( attack( mob, victim, 5d6+7, "right, serrated claw" ) )

  attack( mob, victim, 5d6+7, "right, serrated claw" );

if( random( 1, 22 ) == 1 ) {

  act_room( #eye, ch, obj, mob );

  ch = rand_player( room );

  do_spell( sleep, mob, ch );

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    if( modify_mana( mob, -15 ) ) {

act_room( #cure, ch, obj, mob );

      do_spell( cure light, mob, mob );

      }

    else

      act_room( #mana, ch, obj, mob );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 5d6+7, "sweeping, ethereal claw" );

  }

else {

  act_room( #sand, ch, obj, mob );

  attack_room( mob, 4d7, "swirling sandstorm" );

  }

~
E
eye~
@YThe spirit of the fifth descendant's eye stalks move in a hypnotic pattern.@n

~
E
cure~
@GThe spirit of the fifth descendant places his hands on himself.@n

~
E
mana~
@MThe spirit of the fifth descendant looks drained of energy and wilts.@n

~
E
cant~
$N moves his mouth but no sound emerges.

~
E
bash~
@RSuddenly, $N lashes out.

~
E
sand~
@yWith a snap of $S claws, $N summons a sandstorm.@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893648 0 27
1074103859 392 4 0 4
30
16 16 16 16 16
18 -16 44 4 53 49 100
250 16 red, ethereal, chitinous body~
500 14 ethereal red claw~
650 12 wispy leg~
910 14 non-corporeal form~
1000 18 shimmering outline~
0
104859530 36701442
3339 35 0 1942 515138
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@rAs the spirit of the fifth descendant dissipates, a sultry red rhombus

shimmers in the air for a few seconds.@n 

~
!
-1

#2051
~
spirit sixth descendant crabman undead~
spirit of the sixth descendant~
~
~
hovers near the burial alcove.~
spirits of the sixth descendant~
~
~
hover near the burial alcove.~
This spirit has the visage of a crabman, with its chitinous upper body,

short eye stalks, and hairless body.  However, rather than having huge,

lobster-claw hands, the spirit's prehensile appendages are just

oversized hands with four digits.  Also, its eye stalks are much shorter

and more primitive-looking than most living crabmen possess.  The crabman

spirit's features are twisted with rage.

~
Florian~
i = 1d16;

if( attack( mob, victim, 4d6+7, "left, oversized hand" ) )

  attack( mob, victim, 4d6+7, "left, oversized hand" );

if( attack( mob, victim, 4d6+7, "right, oversized hand" ) )

  attack( mob, victim, 4d6+7, "right, oversized hand" );

if( random( 1, 18 ) == 1 ) {

  act_room( #eye, ch, obj, mob );

  do_spell( sleep, mob, ch );

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #burn, ch, obj, mob );

    act_notchar( #rburn, ch, obj, mob );

    do_spell( burning hands, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

attack( mob, victim, 4d6+14, "sweeping, ethereal claw" );

  interpret( mob, "bash" );

  }

~
E
eye~
@MIn a hypnotic pattern, $N's eye stalks begin to weave.@n

~
E
burn~
@RLaying an oversized hand on you, $N barks a command word!@n

~
E
rburn~
@RLaying an oversized hand on $n, $N barks a command word!@n

~
E
cant~
@gThe mouth of $N moves but nothing issues forth.@n

~
E
bash~
@yDucking down, $N charges into your midst!@n

~
!
0 80 28 0 0 0 0 10
0 0 3 4000 893893672 0 27
1074103859 392 4 0 4
28
15 15 15 15 15
16 -19 41 1 50 46 100
250 15 red, ethereal, chitinous body~
500 13 ethereal red claw~
650 11 wispy leg~
910 13 non-corporeal form~
1000 17 shimmering outline~
0
99616522 36701442
1901 39 0 1782 222176
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@rAs the spirit of the sixth descendant dissipates, a somber grey

trapezoid forms from its lost presence.@n 

~
!
-1

#2052
~
spirit seventh descendant crabman undead~
spirit of the seventh descendant~
~
~
hovers near the burial alcove.~
spirits of the seventh descendant~
~
~
hover near the burial alcove.~
Part crab and part human, the creature before you is clearly a spirit as

well for you can see through its entire form.  With the upper body of a

human and the lower body of a crab, this spirit is the complete opposite

of modern crabmen.  His long, segmented legs are plated in red chitin and

scurry about nervously.  The spirit's eyes brim with uncommon

intelligence even while his face contorts in an angry snarl.

~
Florian~
i = 1d16;

if( attack( mob, victim, 3d6+7, "left, fisted pummel" ) ) {

  if( attack( mob, victim, 3d6+7, "right, fisted pummel" ) ) {

    attack( mob, victim, 2d6+7, "hooked crab leg" );

    attack( mob, victim, 2d6+7, "hooked crab leg" );

    attack( mob, victim, 2d6+7, "hooked crab leg" );

    attack( mob, victim, 2d6+7, "hooked crab leg" );

    }

  }

if( i == 1 ) {

  if( !is_silenced( mob ) ) {

    act_tochar( #chill, ch, obj, mob );

    act_notchar( #rchill, ch, obj, mob );

    do_spell( chilling touch, mob, ch );

    }

  else

    act_room( #cant, ch, obj, mob );

  }

else if( i == 2 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 3d6+14, "sweeping, ethereal claw" );

  }

~
E
chill~
@CAs cold as ice, $N breathes on you!@n

~
E
rchill~
@CAs cold as ice, $N breathes on $n!@n

~
E
cant~
@MThe mouth of $N moves, but no sound comes out!@n

~
E
bash~
@CBending low, $N sets $Mself into a charging run.@n

~
!
0 80 28 0 0 0 0 10
0 0 4 4000 893893692 0 27
1074103859 392 4 0 4
25
14 14 14 14 14
13 -22 38 -2 47 43 100
250 14 red, ethereal, chitinous body~
500 12 ethereal red claw~
650 10 wispy leg~
910 12 non-corporeal form~
1000 16 shimmering outline~
0
91752010 36701442
549 24 0 2184 111817
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@yAs the spirit of the seventh descendant dissipates, a dull yellow oval

forms from its lost presence.@n 

~
!
-1

#2053
~
spirit eighth descendant crabman undead~
spirit of the eighth descendant~
~
~
hovers near the burial alcove.~
spirits of the eighth descendant~
~
~
hover near the burial alcove.~
A crabman in every way, this regal spirit reflects the perfection of the

crabman race.  His legs and lower body, his only human characteristics,

are muscular and strong while his upper body is armored thoroughly with

plates of red chitin.  The incorporeal spirit has two serrated,

lobster-like claws and a pair of long eye stalks that move about

independently of one another.  On the spirit's chest is a golden crest.

~
Florian~
i = random( 1, 20 );

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" );

attack_weapon( mob, victim, 4d6+10, "red, pinching claws" );

if( random( 1, 2 ) == 1 ) {

  ch = rand_player( room );

  act_room( #wild, ch, obj, mob );

  attack( mob, ch, 5d7+7, "red, slashing claw" );

  }

if( i == 1 ) {

  act_room( #hyp, ch, obj, mob );

  do_spell( sleep, mob, victim );

  }

if( i == 2 ) {

  act_room( #bash, ch, obj, mob );

attack( mob, victim, 5d8, "sweeping, ethereal claw" );

  }

~
E
wild~
@RSlashing wildly, $N's claw whips about!@n

~
E
hyp~
@MIn a hypnotic dance, $N's eye stalks weave.@n

~
E
bash~
@cStanding tall, $N rushes into your midst!@n

~
!
0 80 28 0 0 0 0 10
0 0 2 4000 893893725 0 27
1074103859 392 4 0 4
25
13 13 13 13 13
10 -25 35 -5 50 40 100
250 14 red, ethereal, chitinous body~
500 12 ethereal red claw~
650 10 wispy leg~
910 12 non-corporeal form~
1000 16 shimmering outline~
0
91752010 36701442
336 13 0 957 61959
M 0 4 0
-1
4 -1
~
act_room( #die, ch );

~
E
die~
@MAs the spirit of the eighth descendant dissipates, a vibrant violet

crescent forms out of nowhere.@n 

~
!
-1

#2054
~
angry crabman spirit reset0~
spirit of a crabman~
~
~
is here, angry at its rest being disturbed.~
spirits of crabmen~
~
~
are here, angry at their rest being disturbed.~
Wavering like a reflection cast in a rippling pond, the visage of this

spirit before you shifts and twists.  Roughly five feet tall, the spirit

has the lower body of a well-built human warrior and the upper body of a

giant sea crab.  Though incorporeal, you can see that the crabman spirit

is clearly agitated.  Its eye stalks are moving in a frenzy of patterns.

~
Florian~
attack_cold( mob, victim, 3d7+10, "ethereal claw" );

attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 10 ) < 7 )

  attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 10 ) < 3 )

  attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #ram, room );

  if( random( 1, 10 ) < 3 ) {

attack( mob, victim, 3d10+10, "blast of pure force" );

    continue;

    }

  }

~
E
ram~
@gAn angry crabman spirit's eyestalks begin to glow a muted green color.@n

~
!
0 80 28 0 0 0 0 10
0 0 20 4000 893893867 0 34
1074103859 136 4 0 4
20
12 12 12 12 12
10 -25 35 -5 50 40 100
250 14 red, ethereal, chitinous body~
500 12 ethereal red claw~
650 10 wispy leg~
910 12 non-corporeal form~
1000 16 shimmering outline~
0
91751045 26216962
4481 120 0 10110 793901
N 0 4 0
-1
4 -1
~
if( room == find_room( 69000 ) )  {

  act_room( #glow1, ch );

  remove_rflag( status2, find_room( 69000 ) );

  }

if( room == find_room( 69002 ) ) {

  act_room( #glow2, ch );

  remove_rflag( status2, find_room( 69002 ) );

  }

if( room == find_room( 69003 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status2, find_room( 69003 ) );

  }

if( room == find_room( 69005 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status2, find_room( 69005 ) );

  }

if( room == find_room( 69008 ) ) {

  act_room( #glow5, ch );

  remove_rflag( status2, find_room( 69008 ) );

  }

if( room == find_room( 69009 ) ) {

  act_room( #glow6, ch );

  remove_rflag( status2, find_room( 69009 ) );

  }

if( room == find_room( 69010 ) ) {

  act_room( #glow7, ch );

  remove_rflag( status2, find_room( 69010 ) );

  }

if( room == find_room( 69011 ) ) {

  act_room( #glow8, ch );

  remove_rflag( status2, find_room( 69011 ) );

  }

if( room == find_room( 69016 ) ) {

  act_room( #glow9, ch );

  remove_rflag( status2, find_room( 69016 ) );

  }

if( room == find_room( 69017 ) ) {

  act_room( #glow10, ch );

  remove_rflag( status2, find_room( 69017 ) );

  }

if( room == find_room( 69018 ) ) {

  act_room( #glow11, ch );

  remove_rflag( status2, find_room( 69018 ) );

  }

if( room == find_room( 69009 ) ) {

  act_room( #glow12, ch );

  remove_rflag( status2, find_room( 69019 ) );

  }

if( room == find_room( 69021 ) ) {

  act_room( #glow13, ch );

  remove_rflag( status2, find_room( 69021 ) );

  }

if( room == find_room( 69022 ) ) {

  act_room( #glow14, ch );

  remove_rflag( status2, find_room( 69022 ) );

  }

if( room == find_room( 69025 ) ) {

  act_room( #glow15, ch );

  remove_rflag( status2, find_room( 69025 ) );

  }

if( room == find_room( 69027 ) ) {

  act_room( #glow16, ch );

  remove_rflag( status2, find_room( 69027 ) );

  }

if( room == find_room( 69028 ) ) {

  act_room( #glow17, ch );

  remove_rflag( status2, find_room( 69028 ) );

  }

if( room == find_room( 69030 ) ) {

  act_room( #glow18, ch );

  remove_rflag( status2, find_room( 69030 ) );

  }

if( room == find_room( 69031 ) ) {

  act_room( #glow19, ch );

  remove_rflag( status2, find_room( 69031 ) );

  }

if( room == find_room( 69033 ) ) {

  act_room( #glow20, ch );

  remove_rflag( status2, find_room( 69033 ) );

  }

if( room == find_room( 69034 ) ) {

  act_room( #glow21, ch );

  remove_rflag( status2, find_room( 69034 ) );

  }

if( room == find_room( 69035 ) ) {

  act_room( #glow22, ch );

  remove_rflag( status2, find_room( 69035 ) );

  }

~
E
glow1~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow2~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow3~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow4~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow5~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow6~
@GThe etched symbol above the southern burial alcove begins glowing.@n

~
E
glow7~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow8~
@GThe etched symbol above the southern burial alcove begins glowing.@n

~
E
glow9~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow10~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow11~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow12~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow13~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow14~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow15~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow16~
@GThe etched symbol above the southern burial alcove begins glowing.@n

~
E
glow17~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow18~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow19~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow20~
@GThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow21~
@GThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow22~
@GThe etched symbol above the southern burial alcove begins glowing.@n

~
!
-1

#2055
~
creeping darkness lurking shadow~
lurking darkness~
~
~
looms over the entire chamber.~
lurking darknesses~
~
~
loom over the entire chamber.~
Creeping like a plague, what you see here is nothing but an oozing mass

of darkness.  With the viscosity of sap and the speed of a seasoned

warrior's reflex, wisps of darkness branches off from the center of the

midnight void and coils about empty air hungrily.  Seated within the

darkness of this creature's being are two floating orange eyes.

~
Florian~
attack( mob, victim, 4d10+20, "midnight-black claw" );

attack( mob, victim, 4d10+20, "midnight-black claw" );

attack( mob, victim, 4d10+20, "midnight-black claw" );

if( random( 1, 6 ) == 1 ) {

  act_room( #loom, ch, obj, mob );

  if( attack( mob, victim, 6d10+15, "creeping darkness" ) )

    drain_stat( victim, str, 5, -1 );

  }

if( random( 1, 10 ) == 1 )

  if( attack( mob, victim, 6d7+6, "tendril of darkness" ) )

  do_spell( blind, mob, ch );

~
E
loom~
@BA wave of darkness looms over the chamber!@n

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 893894083 0 31
13074995 16832 41943052 0 5
50
14 8 14 18 25
30 15 15 -20 0 15 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
196614405 26214464
0 1 0 0 0
N 0 8 0
-1
4 -1
~
if( random( 1, 100 ) < 4 ) {

act_room( #fade, ch );

obj_to_room( oload( 2916 ), room );

}

else

act_room( #fade2, ch );

~
E
fade~
@GAs the darkness dissapates, it leaves behind a red chitinous egg.@n

~
E
fade2~
@BThe darkness within the chamber fades away gradually.

~
!
-1

#2056
~
crabman catacomb guards~
crabman catacomb guard~
~
~
stands at the ready to protect the catacombs.~
crabman catacomb guards~
~
~
stand at the ready to protect the catacombs.~
Standing about five feet tall, this crabman looks a lot more stolid than

its kin above.  With muscular legs and two large, serrated, pinching

claws, the crabman has a serious look to his crustacean features.  His

red, chitin-plated upper body is extremely pale, probably from lack of

exposure to sunlight.  Strangely, though, his eye stalks are only half

extended and are glazed over, as if the guard were not entirely 'there.' 

~
Florian~
attack( mob, victim, 2d8+10, "pinching claws" );

attack( mob, victim, 2d8+10, "pinching claws" );

if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 2d8+10, "pinching claws" );

if( !is_silenced( mob ) ) {

  if( random( 0, 3 ) < 2 ) {

    act_notchar( #shriek, mob );

    attack( mob, victim, 4d10+10, "high pitched shriek" );

    if( random( 0, 5 ) < 2 ) {

      send_to_room( #echo, room );

      loop( all_in_room ) {

        if( is_player( rch ) ) {

          i = 1d10+5;

dam_message( rch, i, "The crabman catacomb guard's high pitched shriek" );

inflict( rch, mob, i, "crabman catacomb guard" );

          }

        }

      }

    }

  }

else

  send_to_room( #mouth, room );

if( random( 0, 5 ) == 1 ) {

  send_to_room( #ram, room );

  interpret( mob, "bash" );

  }

~
E
shriek~
@rThe crabman catacomb guard lets loose a shrill shriek.@n

~
E
echo~
@cThe shrill shriek reverberates painfully about the chamber.@n

~
E
mouth~
@mA crabman catacomb guard moves his mouth but no sound emerges.@n

~
E
ram~
@gA crabman catacomb guard tucks its shoulder for a ram.@n

~
!
0 80 73 0 0 0 0 10
0 0 36 4000 893893099 0 29
231203 0 0 0 4
25
15 9 9 15 16
15 0 -5 0 0 0 0
75 10 left, clacking claw~
350 20 red chitinous body~
500 11 right, clacking claw~
600 8 vulnerable eye stalk~
1000 23 hard, chitinous shell~
0
13107845 26214464
3450 63 0 3437 336483
M 0 4 0
2283 17 1509949443 -2 0
2181 17 1509949450 15 0
2180 16 1509949458 14 0
2001 17 1509949458 5 0
2002 16 1509949450 5 0
2042 17 1509949450 10 0
2041 16 1509949458 10 0
2021 17 1509949458 7 0
2022 16 1509949450 7 0
1109 17 1509949458 9 0
2909 16 1509949443 9 0
1 0 1509949540 -1 0
3 0 1509949540 -1 0
16 17 1509949442 -1 0
2 16 1509949455 -1 0
2 16 1509949470 -1 0
2 16 1509949450 -1 0
2 16 1509949443 -1 0
2 16 1509949444 -1 0
14 17 1509949540 -1 0
14 17 1509949540 -1 0
14 17 1509949490 -1 0
14 16 1509949470 -1 0
14 16 1509949460 -1 0
-1
4 -1
~
act_room( #fade, ch );

~
E
fade~
As the crabman catacomb guard falls, you see a wisp of darkness creep out

of its eyes and dissipate.

~
!
-1

#2057
~
infernalist~
infernalist~
~
~
stands here, preparing to perform his dark arts.~
infernalists~
~
~
stand here, preparing to perform dark arts.~
Standing here before you is a scrawny, half-starved human.  He stares at

you with a half-crazed look in his brilliant blue eyes.  Dark rings

caused by the stress of his black arts encircle his eyes, creating a

unique contrast to the dazzling blue.  He stands at a height of six foot,

with dirty and blood-encrusted blonde hair.  His robes hang loosely over

his gaunt form, though they don't seem to be hindering his movement in

the least.

~
Adakar~
attack( mob, victim, 3d5+30, "viscious swing" );

attack( mob, victim, 2d5+20, "viscious swing" );

attack( mob, victim, 3d3+25, "kick" );

do_spell( cause serious, mob, ch );

i = 1d8;

if( i > 6 ) {

  act_room( #runic, ch );

  act_room( #runic2, ch );

  loop( all_in_room ) {

    if( race( rch ) != demon ) {

      j = 5d5+50;

      dam_message( rch, j, "the runic blast" );

      inflict( rch, mob, j, "the runic blast" );

      }

    }

  }

if( i < 3 ) {

  act_room( #runic3, ch );

  act_room( #runic4, ch );

  do_spell( cure critical, mob, mob );

  }

if( i == 6 ) {

  if( !mob_in_room( 2058, room ) ) {

    send_to_room( #runic5, room );

    send_to_room( #runic6, room );

    mload( 2058, room );

    send_to_room( #arrived, room );

    }

  }

if( i == 4 )

  interpret( mob, "bash" );

~
E
runic~
@RThe infernalist reaches out his left hand and quickly traces one of the

glowing runes on the wall of the chamber.@n 

~
E
runic2~
@YThe runic patterns glow a vibrant yellow!@n

~
E
runic3~
@RReaching out his left hand, the infernalist smears his bloody hand over

a glowing rune on the wall of the chamber.@n 

~
E
runic4~
@BThe runic patterns glow a soothing blue.@n

~
E
runic5~
@RThe infernalist reaches out his left hand, and quickly traces one of

the glowing runes on the wall of the chamber.@n 

~
E
runic6~
@MThe runic patterns glow a royal magenta.@n

~
E
arrived~
@MThe @Bblue@M flame flares and a small demon steps forth from it.@n

~
!
0 12 20 0 0 0 0 10
0 0 0 4000 895784374 0 24
4424499 8323 0 2000 8
55
21 16 12 24 20
65 60 45 35 20 25 0
315 11 thick skull~
330 10 exposed arm~
1000 13 scrawny torso~
0 1000 ~
0 1000 ~
82016
196608660 26214464
0 1 0 0 0
M 2000 4 0
413 17 1509949470 5 0
511 16 1509949510 5 0
706 17 1509949520 16 0
383 16 1509949460 16 0
2939 17 1509962242 14 0
2125 17 1509949540 8 0
3218 17 1509949442 -1 0
-1
-1

#2058
~
small winged bound demon~
bound demon~
~
small, winged~
flies here, awaiting its master's orders.~
bound demons's~
~
small, winged~
fly here, awaiting their master's orders.~
This little demon is no larger than the average beagle.  Small, dark wings

sit just behind its shoulderblades, and a dark grey tail ends in a deadly

spike.  Glaring beady red eyes stare at you with pure hate evident, though

a hint of intelligence seems to be present as it follows your every move. 

Each of its small arms end in razor sharp talons, the perfect accessory

to the acid dripping fangs that protrude from its mouth.

~
Adakar~
attack( mob, victim, 4d4+10, "clawed right hand" );

attack( mob, victim, 4d2+8, "clawed left hand" );

i = 1d7;

if( i == 1 )

  rch = rand_player( room );

attack( mob, rch, 3d5+15, "tail swipe" );

if( i == 3 ) {

  act_tochar( #vomit1, ch );

  act_notchar( #vomit2, ch );

  do_spell( acid blast, mob, ch );

  }

~
E
vomit1~
@GCocking his little head back, the small demon spews forth a greenish

liquid at you!@n 

~
E
vomit2~
@GCocking his little head back, the small demons spew forth a green

liquid at $n.@n 

~
!
0 12 20 0 0 0 0 10
0 0 1 4000 894248554 0 26
4427571 8193 67108864 0 2
20
16 5 5 20 17
25 25 15 -10 0 100 0
100 4 small beady eye~
225 10 sharp talon~
300 6 thin wing membrane~
1000 9 tough rubbery hide~
0 1000 ~
0
78643850 26214464
318 33 0 104 3019
N 0 2 0
-1
-1

#2059
~
demon guard~
demon guard~
~
~
stands here, anxious to kill.~
demon guards~
~
~
stand here, anxious to kill.~
Standing before you is a rippling mass of muscle, scales and thick skin. 

This demon stands at a height of eight feet with a dusky grey colored

skin.  Wings too small to carry it in flight poke up over its shoulders,

framing its horned head in perfect manner to show off the malevolent grin

adorning its face.  It is clear this creature was built for battle: its

scaled forearms end in blade-like protrusions while its long whipping

tail ends in a deadly spike.  Both of its hands and feet end in gleaming

dark talons, each slightly curved to enhance the pain its victim receives.

~
Adakar~
attack( mob, victim, 4d4+35, "wicked talon slash" );

attack( mob, victim, 4d4+35, "wicked talon slash" );

attack( mob, victim, 4d4+35, "wicked talon slash" );

i = 1d8;

if( i >= 7 ) {

  ch = rand_player( room );

  attack( mob, ch, 3d10+30, "clawed foot" );

  }

if( i <= 2 ) {

  act_room( #fly, ch );

  act_room( #fly2, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 3d3+21, "tail swipe" );

    }

  }

if( i == 4 ) {

  act_tochar( #spike, ch );

  act_notchar( #spike2, ch );

  attack( mob, ch, 5d5+40, "spiked slash" );

  }

~
E
fly~
@cPushing up off the ground, the demon guard's small wings catch a pocket

of air.@n 

~
E
fly2~
@CMoving with unworldly speed, the demon guard spins in mid-air, his

spiked tail carving a deadly arc!@n 

~
E
spike~
@BSwiveling its body, the demon guard slashes out at you with a gleaming

blade-like protrusion extending from its elbow.@n 

~
E
spike2~
@BSwiveling its body, the demon guard slashes out at $n with a gleaming

blade-like protrusion extending from its elbow.@n 

~
!
0 12 20 0 0 0 0 10
0 0 0 4500 900816961 0 30
4441905 8320 0 0 5
45
20 9 8 22 19
50 50 75 50 -25 10 0
345 15 heavily muscled thigh~
410 16 horned skull~
200 18 thick-skinned torso~
1000 17 scaled forearm~
0 1000 ~
96
176947850 26214464
381 9 0 0 0
N 0 5 0
2973 17 1509949445 -1 0
-1
-1

#2060
~
magic trap~
magic trap~
~
~
lies on the ground, waiting to be sprung.~
magic traps~
~
~
lie on the ground, waiting to be sprung.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899162832 0 0
230187 0 0 0 4
90
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
235930330 26214464
8246 1 0 0 0
M 0 4 0
-1
-1

#2061
~
k'sskian~
k'sskian~
sending ripples through the swamp water,~
~
slithers about.~
k'sskians~
sending ripples through the swamp water,~
~
slither about.~
This greenish skinned serpent is nearly six feet long from mouth to tail

tip.  Its green skin has yellowish speckles covering it, perhaps

obtained due to the high sulfuric content of the waters that it calls

home.  Rows of glistening fangs fill its mouth, set just before what

appears to be yet another weapon of the k'sskian: large glands that

contain a highly acidic poison.

~
Adakar~
attack( mob, victim, 4d4+30, "bite" );

if( attack( mob, victim, 5d5+45, "bite" ) ) {

  act_tochar( #shred, ch );

  act_notchar( #shred1, ch );

  j = 3d3+40;

  dam_message( ch, j, "the k'sskian's shredding twist" );

  inflict( ch, mob, j, "a k'sskian" );

  }

i = 1d8;

if( i <= 2 ) {

  act_tochar( #bash1, ch );

  act_notchar( #bash2, ch );

  interpret( mob, "bash" );

  if( is_resting( victim ) )  {

    act_tochar( #squeeze, ch );

    act_notchar( #squeeze2, ch );

    attack( mob, ch, 5d5+40, "crushing squeeze" );

    act_room( #release, ch );

    }

  }

if( i == 3 ) {

  act_tochar( #spit, ch );

  act_notchar( #spit2, ch );

  do_spell( acid blast, mob, ch );

  }

~
E
shred~
@GHaving locked its deadly fangs into your flesh, the k'sskian twists its

body, sending spasms of pain through you.@n 

~
E
shred1~
@GHaving locked its deadly fangs into $n's flesh, the k'sskian twists its

body, shredding $s flesh.@n

~
E
squeeze~
@CAs you fall into the water, the k'sskian darts forward and wraps

itself around you.@n 

~
E
squeeze2~
@CAs $n falls into the water, the k'sskian darts forward and wraps itself

around $m.@n 

~
E
release~
@CReleasing its crushing grasp, the k'sskian slithers back preparing to

strike again.@n 

~
E
spit~
@MRaising itself up on its tail, the k'sskian spits a glob of venom out

at you!@n 

~
E
spit2~
@MRaising itself up on its tail, the k'sskian spits a glob of venom out

at $n.@n 

~
E
bash1~
@CThe k'sskian wraps its tail around your legs, and twists in an attempt

to knock you to the ground.@n 

~
E
bash2~
@CThe k'sskian wraps its tail around $n's legs, and twists in an attempt

to knock $m to the ground.@n 

~
!
0 0 17 0 0 0 0 10
0 0 0 4500 900817086 0 26
5312817 10485760 0 0 4
45
24 12 12 24 24
50 -10 50 10 0 75 0
650 18 serpentine body~
1000 16 serpentine head~
0 1000 ~
0 1000 ~
0 1000 ~
0
183502090 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#2062
~
angry crabman spirit reset1~
spirit of a crabman~
~
~
is here, angry at its rest being disturbed.~
spirits of crabmen~
~
~
are here, angry at their rest being disturbed.~
Wavering like a reflection cast in a rippling pond, the visage of this

spirit before you shifts and twists.  Roughly five feet tall, the spirit

has the lower body of a well-built human warrior and the upper body of a

giant sea crab.  Though incorporeal, you can see that the crabman spirit

is clearly agitated.  Its eye stalks are moving in a frenzy of patterns.

~
Florian~
attack_cold( mob, victim, 3d7+10, "ethereal claw" );

attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 10 ) < 7 )

  attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 10 ) < 3 )

  attack_cold( mob, victim, 3d7+10, "ethereal claw" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #ram, room );

  if( random( 1, 10 ) < 3 ) {

attack( mob, victim, 3d10+10, "blast of pure force" );

    continue;

    }

  }

~
E
ram~
@gAn angry crabman spirit's eyestalks begin to glow a muted green color.@n

~
!
0 80 28 0 0 0 0 10
0 0 21 4000 893894285 0 34
1074103859 136 4 0 4
20
12 12 12 12 12
10 -25 35 -5 50 40 100
250 14 red, ethereal, chitinous body~
500 12 ethereal red claw~
650 10 wispy leg~
910 12 non-corporeal form~
1000 16 shimmering outline~
0
91751045 26216962
4247 119 0 10759 780715
N 0 4 0
-1
4 -1
~
if( room == find_room( 69000 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status0, find_room( 48080 ) );

  }

if( room == find_room( 69002 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status1, find_room( 48080 ) );

  }

if( room == find_room( 69003 ) ) {

  act_room( #glow2, ch );

  remove_rflag( status2, find_room( 48080 ) );

  }

if( room == find_room( 69004 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status0, find_room( 48082 ) );

  }

if( room == find_room( 69008 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status1, find_room( 48082 ) );

  }

if( room == find_room( 69009 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status2, find_room( 48082 ) );

  }

if( room == find_room( 69010 ) ) {

  act_room( #glow2, ch );

  remove_rflag( status0, find_room( 48114 ) );

  }

if( room == find_room( 69015 ) ) {

act_room( #glow4, ch );

  remove_rflag( status1, find_room( 48114 ) );

  }

if( room == find_room( 69016 ) ) {

act_room( #glow2, ch );

  remove_rflag( status2, find_room( 48114 ) );

  }

if( room == find_room( 69017 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status0, find_room( 48113 ) );

  }

if( room == find_room( 69018 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status1, find_room( 48113 ) );

  }

if( room == find_room( 69019 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status2, find_room( 48113 ) );

  }

if( room == find_room( 69021 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status0, find_room( 48103 ) );

  }

if( room == find_room( 69022 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status1, find_room( 48103 ) );

  }

if( room == find_room( 69023 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status2, find_room( 48103 ) );

  }

if( room == find_room( 69027 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status0, find_room( 48024 ) );

  }

if( room == find_room( 69028 ) ) {

  act_room( #glow2, ch );

  remove_rflag( status1, find_room( 48024 ) );

  }

if( room == find_room( 69029 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status2, find_room( 48024 ) );

  }

if( room == find_room( 69030 ) ) {

  act_room( #glow2, ch );

  remove_rflag( status0, find_room( 48027 ) );

  }

if( room == find_room( 69031 ) ) {

  act_room( #glow3, ch );

  remove_rflag( status1, find_room( 48027 ) );

  }

if( room == find_room( 69033 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status2, find_room( 48027 ) );

  }

if( room == find_room( 69034 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status0, find_room( 48029 ) );

  }

if( room == find_room( 69035 ) ) {

  act_room( #glow4, ch );

  remove_rflag( status1, find_room( 48029 ) );

  }

~
E
glow1~
@CThe etched symbol above the northern burial alcove begins glowing.@n

~
E
glow2~
@CThe etched symbol above the western burial alcove begins glowing.@n

~
E
glow3~
@CThe etched symbol above the southern burial alcove begins glowing.@n

~
E
glow4~
@CThe etched symbol above the eastern burial alcove begins glowing.@n

~
!
-1

#2063
Xarleek~
winged horror xarleek~
winged horror~
~
~
stands here surveying the destruction around it.~
~
~
~
~
A giant of a creature stands before you.  Nearly thirteen feet tall from

horn to foot, it is truly impressive.  Red flecks shimmer slightly on its

deep black hide, acting in a horrid mimicry of the stars burning in the

midnight sky.  Smoldering crimson eyes lock on to you as it moves, almost

giving the impression that its eyes alone could devour you.  Both its

hands and feet end in serrated talons and its mouth is filled with

glistening, six inch long fangs.  While only a lieutenant in the demon

armies, this is not a creature to mess with.

~
Adakar~
attack( mob, victim, 4d4+40, "baneful slash" );

attack( mob, victim, 4d4+36, "raking claw" );

attack( mob, victim, 2d5+40, "fanged bite" );

i = 1d8;

if( i > 6 ) {

  act_room( #pill1, ch );

  wait( 1 );

  act_room( #pill2, ch );

  loop( all_in_room ) {

    if( race( rch ) != demon ) {

      j = 5d5+50;

      attack_fire( mob, rch, 1d1+100, "pillar of hell's fire" );

      }

    }

  act_room( #pill3, ch );

  wait( 2 );

  act_room( #rain1, ch );

  loop( all_in_room ) {

    if( race( rch ) != demon ) {

      dam_message( rch, j, "The rain of hell's fire" );

      inflict_fire( rch, mob, j, "The rain of hell's fire" );

      }

    }

  }

if( i  == 4 ) {

  act_tochar( #light2, ch );

  act_notchar( #light1, ch );

  j = 2d10+40;

  dam_message( ch, j, "Xarleek's eye slash" );

  inflict( ch, mob, j, "Xarleek's eye slash" );

  interpret( mob, "cackle" );

  do_spell( blind, mob, ch );

  }

if( i == 6) {

  rch = rand_player( room );

  act_room( #glow, ch );

  if( attack( mob, rch, 3d3+35, "raking claw" ) ) {

    act_tochar( #glow1, ch );

    act_notchar( #glow2, ch );

    drain_stat( rch, con, 5, -1 );

    }

  }

if( i <= 2 ) {

  if( attack( mob, ch, 5d2+30, "raking claw" ) ) {

    act_tochar( #blood1, ch );

    act_notchar( #blood2, ch );

    act_room( #blood, ch );

    summon( mob, victim );

    if( !mob_in_room( 2059, room ) ) {

      mload( 2059, room );

      continue;

      }

    }

  }

~
E
pill1~
@RHaving placed its taloned hands together palms out, Xarleek slowly

separates its hands.@n

~
E
pill2~
@YThe ground cracks slightly and a pillar of@n @Rhell's flame@n @Yerupts

from the ground!@n 

~
E
rain1~
@RDroplets of fiery rain begin falling, remnants of the upper portion of

the powerful pillar!@n 

~
E
pill3~
@YThe ground closes cutting off the pillar of@n @Rhell's flame@n.

~
E
light1~
@h@CSlashing out with its curved talons, Xarleek aims straight for $n's

eyes.@n 

~
E
light2~
@h@CSlashing out with its curved talons, Xarleek aims straight for your

eyes!@n 

~
E
glow~
@GXarleek's form begins to glow a pulsing green.@n

~
E
glow1~
Your flesh begins to glow @Ggreen@n as Xarleek's claw enters your flesh.

~
E
glow2~
$n's flesh begins glowing a sickening @Ggreen@n as Xarleek's claw enters

thier flesh.

~
E
blood~
@h@YXarleek cries out to his demon guards, "COME, feast in the blood of

these mortals!!"@n 

~
E
blood1~
With a quick flick of its wrist, Xarleek sends a small stream of your

@Rblood@n high into the air.

~
E
blood2~
With a quick flick of its wrist, Xarleek sends a small stream of $n's

@Rblood@n high into the air.

~
!
0 12 20 0 0 0 0 10
0 0 0 4000 899071053 0 28
272860979 2099593 4096 3000 8
55
25 17 7 26 24
65 85 25 30 0 65 0
150 12 wing membrane~
300 15 horned skull~
550 20 blocking claw~
1000 21 thick-skinned torso~
0 1000 ~
65632
209716500 26214464
227 4 0 0 0
N 3000 7 0
2926 17 1509949442 -1 0
-1
4 -1
~
send_to_room( #glow, room );

wait( 2 );

if( 1d100 < 10 ) {

  send_to_room( #drop, room );

  send_to_room( #drop2, room );

  obj_to_room( oload( 3197 ), room );

  }

else {

  send_to_room( #drop, room );

  send_to_room( #disint, room );

  send_to_room( #boom, room );

  loop( all_in_room ) {

    if( race( rch ) != demon ) {

      j = 5d5+75;

      dam_message( rch, j, "The explosion of demonic energy" );

      inflict( rch, mob, j, "The explosion of demonic energy" );

      }

    }

  }

~
E
glow~
@CBursts of turquoise light emanate from Xarleek's chest as it falls to

its knees... dying.@n

~
E
drop~
@CThe bursts of turquoise light cease, forming a glowing ball that hovers

for an instance in midair!@n

~
E
disint~
@bThe glowing ball begins to quiver violently in midair...

~
E
drop2~
@cThe glowing ball suddenly coalesces into a vibrant crystal that falls

to the ground!@n 

~
E
boom~
@YThe quivering ball of energy suddenly explodes with concussive force!@n

~
!
-1

#2064
~
~
rash-ker~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 899860872 0 0
4424625 2097160 0 0 8
50
18 14 10 22 22
15 50 50 25 -25 -50 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
64
327683205 26214464
0 1 0 0 0
N 0 5 35000
-1
-1

#2065
~
~
lesser blood demon~
~
gruesome-looking~
lunges at you, flashing his claws.~
lesser blood demons~
~
~
lunge at you, flashing their claws.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895530651 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2066
~
~
killer vines~
~
tangle of~
violently last out at you!~
killer vines~
~
tangles of~
violently lash out at you!~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895530799 0 29
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2067
~
~
fire giant~
~
massive, muscle-bound~
pounds toward you rapidly.~
fire giants~
~
massive, muscle-bound~
pound toward you rapidly.~
This massive fire giant stands larger than any other breed of giant you

have laid eyes on.  His charcoal-black skin is covered in various scars

from past encounters with those whom have invaded his home.  Burning a

like a giant bonfire, his flaming red hair emanates ripples of heat which

distort the air.  His eyes glow with a sinister red glow which convey a

look of utter hatrid for all those not of his kind.

~
Terek~
attack( mob, victim, 2d20+400, "fiery slash" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895530876 0 25
230313 0 0 2500 4
80
30 13 15 30 30
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
563610280 26214464
0 1 0 0 0
M 2500 4 0
-1
-1

#2068
~
gnome~
wandering gnomish youth~
~
~
appears a bit lost.~
wandering gnomish youths~
~
~
appear a bit lost.~
About fourteen years old, this young gnome has eyes bright with curiosity

and wanderlust.  He is short, only about three and a half or so feet tall. 

He is smiling at you.

~
Phule~
attack( mob, victim, 3d3+3, "punch" );

attack( mob, victim, 3d3+3, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d12+5, "kick" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #bite, ch );

  act_notchar( #rbite, ch );

  attack( mob, victim, 2d5+5, "resourceful bite" );

  }

~
E
bite~
The gnomish youth, having run out of options, tries to bite you.

~
E
rbite~
The gnomish youth, having run out of options, tries to bite $n.

~
!
3 0 2 0 0 0 0 10
0 0 12721 3000 895793211 0 29
250273 0 0 0 3
17
11 12 12 12 11
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
52429450 26214464
1018529 86324 0 2546291 73057540
M 0 3 0
2947 17 1509949450 -1 0
2949 49 1509949470 13 0
14 82 1509971200 -1 0
14 82 1509968640 -1 0
14 82 1509960960 -1 0
-1
0 -1
~
if( !is_follower( ch ) ) {

  if( random( 0, 20 ) == 1 )

    interpret( mob, "say Hi there! Who are you?" );

  }

~
!
-1

#2069
~
gnome~
gnomish father~
~
middle-aged~
is here, enjoying his day off.~
gnomish fathers~
~
middle-aged~
are here, enjoying their day off.~
This gnome is of the working class, his hands calloused from tedious

crafting.  He seems to be quite tired.

~
Phule~
attack( mob, victim, 3d4+10, "punch" );

attack( mob, victim, 3d4+10, "punch" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d10+5, "kick" );

if( random( 1, 5 ) == 1 ) {

  send_to_room( #flex, room );

  attack( mob, victim, 2d5+20, "heavy punch" );

  }

~
E
flex~
The gnome coils a fist and flexes his arm.

~
!
3 0 2 0 0 0 0 10
0 0 723 4000 895793135 0 29
251299 0 0 0 3
28
12 12 12 12 11
10 0 0 0 0 0 -10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
78644500 26214464
197798 7224 0 276257 22433334
M 0 3 0
2947 17 1509949460 -1 0
2949 49 1509949505 13 0
2 80 1509968640 -1 0
2 82 1509954560 -1 0
2 82 1509952000 -1 0
14 82 1509968640 -1 0
14 82 1509966080 -1 0
14 82 1509960960 -1 0
14 82 1509954560 -1 0
-1
-1

#2070
Grayclaw~
~
~
The protectorate to Object,~
~
meancingly glowers at you.~
~
~
~
~
Toughened and scarred by thousands of years of often life-threatening

service, Grayclaw is the loyal protectorate of the mighty deity Object.

Part wolf, part dragon, this powerful, ironic beast is the last member of

a race of guardians created eons ago by the gods to serve

unflinfhingly at the sides of their liege for all eternity.


Grayclaw stands four feet at the back, with a round, protruding skull and

powerful, leathery forearms as its most striking features.  despite its

apparent apathetic behavior, and eyes lackluster enough to belie

lethargy, this beast has at its command a razor sharp intellect with

teeth and claws to match. Add to this an unflappable sense of

determination and a remarkable knack for detecting the unobvious, and one

can quickly gain an appreciation for why this legendary creature has a

reputation for never giving the opportunity to provoke it twice.

~
Object~
attack_weapon( mob, victim, 45d45, "devastating right claw");

 attack_weapon( mob, victim, 45d45, "horrifying left claw");

attack_weapon( mob, victim, 45d45, "bone crushing jaw");

attack_weapon( mob, victim,  10d10, "teeth shattering head butt");

~
!
0 0 70 4388 0 0 0 10
0 0 0 4000 895531209 0 0
285472525 -2114845759 412098577 4 4
90
24 27 30 22 25
85 92 81 53 72 65 75
2 400 vulnerable neck~
8 200 exposed underbelly~
20 40 tough hind quarters~
250 20 thick skull~
1000 15 leathery forearms~
8388744
65536690 26214464
0 1 0 0 0
M 4 2 0
-1
-1

#2071
~
~
{giant striped wasp} giant wasp~
~
~
is trapped in honey here.~
{giant striped wasps} giant wasps~
~
~
are trapped in honey here.~
This gigantic wasp is nearly the size of a dwarf.  Its wings are

mired in what looks like honey.  Its antennae twitch violently and it

is obviously extremely agitated.  A huge stinger adorns its nether

regions.  It too, twitches violently, looking for someone to sting.

~
Orb~
attack( mob, ch, 3d4+5, "sharp stinger" );

attack( mob, ch, 3d4+5, "sharp stinger" );

if( random( 1, 4 ) == 2 ) {

  act_room( #flail, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 3d5, "flailing legs" );

    }

  }

~
E
flail~
@eThe wasp flails violently, desperately trying to free its mired wings!

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 895531386 0 29
229427 0 0 0 4
12
14 3 3 10 14
0 0 -10 0 0 0 0
50 -4 fouled wings~
300 5 flailing legs~
1000 6 striped body~
0 1000 ~
0 1000 ~
0
39322250 26214464
0 1 0 0 0
R 0 4 0
-1
-1

#2072
Brito~
~
supervisor~
~
~
keps an eye on things.~
~
~
~
~
This seemingly tireless gnome is a bit larger than the average gnome. 

His forearms are thickly corded with muscle, and he walks with a

bow-legged gait.  Sweat beads on his forehead as he rushes around

overseeing the workings of the tallow factory.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 895531430 0 0
1073972643 0 0 0 3
25
14 12 12 13 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965450 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2073
~
gnome~
gnomish laborer~
~
~
goes about his work.~
gnomish laborers~
~
~
go about their work.~
Strong of limb and of heart, this bearded gnome works without complaint. 

He has a slight paunch that betrays his love of good food and ale, and a

twinkle in his eye that shows he is not just a mindless laborer.  His

hair is brown and braided down his back.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 895793172 0 0
230819 0 0 0 3
20
14 12 11 12 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2074
~
~
female bugbear~
~
~
reclines on a pallet stuffed with rotten straw.~
female bugbears~
~
~
recline on individual stuffed pallets.~
Overly large and obviously female, this bugbear looks well-pampered.  Her

clothing is extremely dirty and reeks of sweat.  Interwoven in her wiry

hair are various colors of ribbons, most of which are strained and torn. 

All things aside, though, she looks extremely hard to please and vaguely

mean.

~
Florian~
attack_weapon( mob, victim, 2d5, "open-handed slap" );

attack_weapon( mob, victim, 2d5, "open-handed slap" );

if( random( 1, 8 ) == 1 )

  attack( mob, victim, 2d4+5, "shin kick" );

~
!
0 0 34 0 0 0 0 10
0 0 4 4000 895531483 0 29
230177 0 0 0 8
5
13 8 8 17 16
0 0 10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
62 11 0 303 1964
F 0 4 0
-1
-1

#2075
~
~
honeypot worker ant~
~
~
walks along on some errand.~
honeypot worker ants~
~
~
walk along on various errands.~
The segmented antennae attached to the front of the ant's circulate

wildly, as though it were sensing for something in particular.  Like most

ants, this one has a three part body.  Both its thorax and head are

plated in a thick red chitin and have little bristles poking out of them. 

Pinching mandibles surround the ant's mouth.  The ant's abdomen, though,

is bulbous, transparent, and appears to be holding a viscous, orange

liquid.  Aside from its unusually shaped posterior, the ant's one other

contributing uniqueness is its size; it stands nearly two feet tall.  A

sweet, natural fragrance fills the air around the large insect.

~
Orb~
attack( mob, ch, 2d5+5, "clicking mandibles" );

attack( mob, ch, 2d5+5, "clicking mandibles" );

if( random( 1, 10 ) > 5 )

attack( mob, ch, 2d10, "thrashing leg" );

if( random( 1, 10 ) < 5 )

attack( mob, ch, 2d6, "thrashing leg" );

~
!
0 0 80 0 0 0 0 10
0 0 0 2000 895531536 0 29
230949 0 0 0 4
11
12 3 3 11 12
5 25 -50 0 0 0 0
50 -3 delicate feelers~
1000 5 red carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0
40632970 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2076
~
~
honeypot soldier ant~
~
massive~
patrols the area.~
honeypot soldier ants~
~
massive~
patrol the area.~
The segmented antennae attached to the front of the ant's circulate

wildly, as though it were sensing for something in particular.  Like most

ants, this one has a three part body.  Both its thorax and head are

plated in a thick red chitin and have little bristles poking out of them. 

Pinching mandibles surround the ant's mouth.  The ant's abdomen, though,

is bulbous, transparent, and appears to be holding a viscous, orange

liquid.  Aside from its unusually shaped posterior, the ant's one other

contributing uniqueness is its size; it stands nearly two feet tall.  A

sweet, natural fragrance fills the air around the large insect.

~
Orb~
attack( mob, ch, 2d10+3, "thrashing legs" );

attack( mob, ch, 2d10+3, "thrashing legs" );

if( random( 1, 10 ) > 5 )

attack( mob, ch, 2d5+10, "clicking mandibles" );

if( random( 1, 10 ) < 3 )

attack( mob, ch, 2d5+10, "clicking mandibles" );

~
!
0 84 80 0 0 0 0 10
0 0 0 4000 895533178 0 29
198195 0 4 0 4
13
12 15 14 10 12
10 10 -25 0 0 0 0
200 -2 delicate feeler~
1000 6 red carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0
48497290 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2077
~
beautiful white-haired snow witch~
snow witch~
~
beautiful, white-haired~
glares at you with contempt.~
snow witches~
~
beautiful, white-haired~
glare at you with contempt.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d20+160, "vicious scratch" );

attack_weapon( mob, victim, 2d20+160, "sharp nails" );

attack_weapon( mob, victim, 2d20+160, "blurring kick" );

attack_weapon( mob, victim, 2d20+160, "hard punch" );

if( random( 1, 5 ) == 1 ) {

  i = 10d10+200;

  act_tochar( #frost, ch );

  act_notchar( #frost1, ch );

  dam_message( victim, i, "The snow witch's icy gaze" );

  inflict( victim, mob, i, "The snow witch's icy gaze" );

  }

if( random( 1, 5 ) == 1 ) {

  i = 10d11+160;

  act_room( #blizzard, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, i, "blizzard" );

    }

  }

~
E
frost~
@WThe snow witch gazes at you and suddenly her eyes flare with a frosty

blue color and you are overcome by a intense wave of cold!

~
E
frost1~
@WThe snow witch gazes at $n and suddenly her eyes flare with a frosty

blue color and $n suddenly screams out in pain and shivers violently.

~
E
blizzard~
@BThe snow witch raises her arms above her and suddenly a blizzard of

pounding snow and ice assails you!

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895533263 0 37
4423969 9 4 2 2
85
20 28 30 30 24
75 50 100 50 100 25 0
200 30 skinny arms~
400 15 delicate head~
600 25 slender body~
1000 35 long, slim legs~
0 1000 ~
0
471860500 26214464
2422 15 0 0 0
M 2 4 0
-1
-1

#2078
~
~
clockwork sentinel~
~
immense wooden~
guards the area.~
clockwork sentinels~
~
immense wooden~
guard the area.~
This massive mechanical creature stands over eight feet tall.  A wooden

sphere at the top of its metal-plated body serves as a head, with two red

orbs and a comb serving as its eyes and mouth.  Metallic contraptions

serve as its joints, connecting its head, arms, hands, legs, and feet. 

Its arms and legs are made of tree trunks, with the bark still intact.

~
Olah~
attack( mob, victim, 6d5+10, "punishing blow" );

attack( mob, victim, 4d6+10, "foot stomp" );

i = random( 1, 12 );

if( i == 5 )

  send_to_room( #alert, room );

if( i < 10 )

  attack( mob, victim, 5d6+10, "head butt" );

if( i < 3 ) {

  act_tochar( #lift, ch );

  act_notchar( #nlift, ch );

  interpret( mob, "bash" );

  }

if( i > 9 ) {

  send_to_room( #blade, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( random( 1, 10 ) < 9 ) {

        dam_message( rch, 4d6+10, "a whirling blade" );

        inflict( rch, mob, 4d6+10, "a clockwork sentinel's a whirling blade" );

        }

      }

    }

  }

~
E
lift~
@YThe clockwork sentinel attempts to throw you back!@n

~
E
nlift~
@YThe clockwork sentinel attempts to throw $n back!@n

~
E
blade~
@WThe sentinel unleashes a multitude of razor blades from its body!@n

~
E
alert~
@RThe clockwork sentinel cries, "Intruder alert! Intruder alert!"@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894309313 0 26
230963 0 4 88 1
25
15 10 10 12 15
0 -10 15 -20 50 0 75
200 5 wooden head~
400 6 trunk-like legs~
600 6 trunk-like arms~
1000 9 rough torso~
0 1000 ~
65536
96993924 26214464
0 1 0 0 0
N 88 6 0
-1
-1

#2079
Osidia~
blonde-haired slender female gnome~
slender female gnome~
~
blonde-haired~
cleans the store.~
~
~
~
~
Known throughout Orlumber as one of the most wise and deadly magess' of

the gnomish race, Osidia is also one of the most beautiful of the gnomish

race.  Her long blonde hair nearly touches the ground and has been done

up in braids adorned with small yellow ribbons.  Her sapphire-blue eyes

twinkle in the light and convey a look of innocence.  Although rather

tall for a gnome, her form is perfect and she is not plump like so many

other female gnomes.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 895626122 0 29
230691 33589259 4 0 0
90
20 25 30 30 25
100 100 100 75 0 90 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2080
~
~
earthworm~
~
large~
wriggles here, dug from its earthy home.~
earthworms~
~
large~
wriggle here, dug from their earthy homes.~
A garden-variety earthworm wriggles about here.  It appears to be rather

unordinary.

~
Nereus~
attack( mob, victim, 1d4, "tiny bite" );

~
!
0 0 30 0 0 0 0 10
0 0 3 4500 894317099 0 24
1048837 536870912 0 0 4
1
3 2 2 2 4
0 0 0 0 0 0 0
400 1 segmented tail~
1000 1 segmented body~
0 1000 ~
0 1000 ~
0 1000 ~
0
1048833 2621569
0 1 0 14 15
N 0 0 0
-1
-1

#2081
~
~
clockwork beast~
~
metallic~
prowls about.~
clockwork beasts~
~
metallic~
prowl about.~
A hideous beast made of all sorts of metal stares at you through glowing

red orbs.  Its head is arrow-shaped, and pointy ridges stained in red

function is its teeth.  Powerful steel claws look ready to rip through

meat, as it assumes a battle-ready position.  A long metal tail rolls

down its back.  Sticking straight out of its bronze-plated back is a

piece of metal shaped in such a way that one could possibly wind it up,

should one be able to get there.

~
Olah~
attack( mob, victim, 4d5+15, "vicious bite" );

attack( mob, victim, 4d6+10, "razor-claw slash" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 5d6+10, "diagonal claw" );

if( random( 1, 10 ) < 4 ) {

  act_tochar( #bite, ch );

  act_notchar( #nbite, ch );

  dam_message( ch, 3d5+8, "The clockwork beast's digging bite" );

  inflict( ch, mob, 3d5+8, "A clockwork beast's The clockwork beast's digging bite" );

  }

if( random( 1, 5 ) == 4 ) {

  send_to_room( #spin, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( random( 1, 10 ) < 8 )

        attack( mob, victim, 5d6+10, "razor spin" );

      }

    }

  }

~
E
bite~
@eThe clockwork beast grabs onto $n's back and sinks its teeth further!@n

~
E
nbite~
@eThe clockwork beast grabs onto $n's back and sinks its teeth further!@n

~
E
spin~
@gThe clockwork beast spins its sharp metal tail around!@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893614577 0 35
230963 2 4 0 7
27
14 8 8 14 15
10 50 0 -25 30 -10 75
300 5 metal claw~
400 6 metal leg~
500 7 metal arm~
1000 9 tough chest~
0 1000 ~
0
99615747 26214464
0 1 0 0 0
N 0 6 0
3091 17 1509949445 -1 0
-1
-1

#2082
Orlan~
orlan cowled priest~
cowled priest~
~
~
is here, praying before a simple stone altar.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895626297 0 33
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2083
Bianca~
bianca comely woman~
comely woman~
~
~
sits by the fire, playing a golden harp.~
~
~
~
~
Standing here, with all the grace of an elf, os a human woman of middling

years.  Her long, light brown hair is bound in a pony tail by a slim,

silvery band that might have once been a wedding ring.  Lithe but not

overly thin, the woman looks to be both nimble and deft in every movement

she makes.  A golden harp rests at ther side - obviously a constant

companion.  A sweet smile graces her rosy face and her sparkling emerald

eyes hold more than a little bit of mischief to them.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895626988 0 29
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2084
Fabian~
~
baker~
Stripped to the waist,~
~
stands before a hot oven, baking.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895708779 0 35
1073972011 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2085
~
giant sewer newt~
giant sewer newt~
~
~
swims with agility through the thick mire.~
giant sewer newt~
~
~
swim with agility through the thick mire,~
The creature so closely resembles a newt that that's all it could be,

except its the size of a large dog!  Other mutations are also quiet

evident, perhaps due to generations of evolution in the polluted

environment of the sewers.  Among them is a third eye set in the

forehead, extra wide webbed feet, and a peculiar set of ridged spines

running along either flank.

~
Talis~
act_tochar( #swim, ch );

attack( mob, victim, 3d3, "spine rake" );

act_tochar( #swim, ch );

attack( mob, victim, 3d3, "spine rake" );

if( random( 1, 5 ) == 1 ) {

  act_tochar( #rake, ch );

  act_notchar( #rrake, ch );

  i = 3d4;

  dam_message( ch, i, "the salamanders raking spines" );

  inflict( ch, mob, i, "giant mutated sewer salamander" );

  poison( ch );

  }

~
E
swim~
The sewer salamander glides by you attempting to rake you with its spines.

~
E
rake~
@rThe sewer salamander swims by raking you hard with its spines.

~
E
rrake~
@rThe sewage clouds with fresh blood as the salamander rakes $n with its spines.

~
!
0 0 65 0 0 0 0 10
0 0 47 4000 894468711 0 27
201521 25165824 8 0 4
6
8 4 4 20 16
5 10 10 5 25 75 75
300 2 slick, rubbery head~
200 2 slippery foreleg~
200 2 slippery hind leg~
300 2 slick, rubbery tail~
1000 3 slick, rubbery body~
0
18350725 26214464
1725 351 270 3118 47222
N 0 2 0
3178 17 1509949460 -2 0
-1
-1

#2086
Major Rash-ker~
~
~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895708846 0 0
230185 0 0 0 4
65
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2087
~
~
water spirit~
~
swirling, misty~
hovers above the ground here.~
~
~
swirling, misty~
hover above the ground here.~
An ethereal swirl of mist hovers here above the ground; seeming to

coalesce at will.  A pair of small, deep pools of blue are visible moving

about through the swirl, watching.  As you watch, the mists swirl about

slowly, taking a new form.  An aura of cold and a smell of briney

seawater permeates the area around it.

~
Nereus~
attack( mob, victim, 4d6+50, "ethereal tendril" );

attack( mob, victim, 4d6+50, "ethereal tendril" );

attack( mob, victim, 7d6+75, "ghostly maw" );

if( random( 0, 4 ) == 2 ) {

   i = 12d4+120;

   act_tochar( #torrent, ch );

   act_notchar( #torrent2, ch );

   dam_message( ch, i, "The torrential blast of water" );

   inflict( ch, mob, i, "The torrential blast of water" );

  }

~
E
torrent~
@BThe eyes of the creature begin to glow a deep blue, and a huge torrent

of icy water blasts directly at you!@n 

~
E
torrent2~
@BThe eyes of the creature begin to glow a deep blue, and a huge torrent

of water blasts directly at $n!@n 

~
!
0 0 63 0 0 0 0 10
0 0 0 4000 893481403 0 30
809879053 18891008 268455936 0 4
40
8 12 12 26 12
100 -20 20 -10 60 100 0
400 20 insubstantial tendril~
100 24 wispy form~
500 22 mist-shrouded form~
100 18 pool-like eye~
1000 23 ethereal body~
0
209718405 104858882
0 1 0 0 0
N 0 4 0
-1
-1

#2088
Xalcrin~
~
humanoid~
~
~
stands here, waiting to devour a soul.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 898732801 0 29
4426667 0 1073741824 2 8
70
23 15 12 24 25
85 25 75 50 -50 75 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
393216650 26214464
0 1 0 0 0
N 2 7 0
-1
-1

#2089
~
~
flame demon~
enveloped in flames~
~
rises in the air.~
flame demons~
enveloped in flames~
~
rise in the air.~
Engulfed in bright orange flames, this humanoid-looking demon hovers by

you.  Brilliant white extends from its extremities, resembling human arms

and human legs.  Occasional sparks explode from its head and body. 

Almost unbearable heat flows from it and towards you.

~
Olah~
attack_fire( mob, victim, 2d10+12, "fiery jab" );

attack_fire( mob, victim, 5d6+15, "burning touch" );

attack_fire( mob, victim, 5d6+15, "flaming swipe" );

if( random( 1, 3 ) == 1 ) {

  send_to_room( #cloud, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      dam_message( rch, 2d10+12, "an explosive spark" );

      inflict( rch, mob, 2d10+12, "a flame demon's explosive spark" );

      }

    }

  }

~
E
cloud~
@GA brilliant white cloud of sparks encircles the room!@n

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893717183 0 29
4491315 2107784 4108 0 8
30
14 7 7 16 15
0 100 -30 0 30 30 75
300 6 fiery head~
500 7 flaming leg~
700 7 flaming arm~
1000 8 fiery body~
0 1000 ~
0
86508490 26214464
0 1 0 0 0
N 0 5 0
3038 17 1509949445 -1 0
-1
-1

#2090
~
~
pegasi colt~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709280 0 0
230185 0 0 0 4
20
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2091
~
~
pegasi filly~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709294 0 0
230185 0 0 0 4
20
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2092
~
~
pegasi yearling~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709308 0 0
230185 0 0 0 4
30
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2093
~
~
war pegasus~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709331 0 0
230185 0 0 0 4
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2094
~
~
pegasus mare~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709344 0 0
230185 0 0 0 4
45
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2095
~
~
old stablehand~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895709354 0 0
230185 0 0 0 4
70
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2096
~
~
stableboy~
~
~
is here.~
~
~
~
~
No description.

~
Adakar~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 1 4000 895709365 0 0
230185 0 0 0 4
35
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 6
M 0 4 0
-1
-1

#2097
~
hound abyss~
hound of the abyss~
Waiting to devour its next victim,~
~
paces back and forth.~
hounds of the abyss~
Waiting to devour their next victims,~
~
pace back and forth.~
This demonic entity closely resembles a normal canine excluding the fact

that it stands nearly six feet tall at its shoulders.  Its paws are the

size of a small human childs head, as each strike the ground small

pockets of flame erupt around them.  Its teeth are four inch serrated

fangs, designed for the singular task of ripping flesh from the bones of

its victims.  Fur like the midnight sky adorns the body of this viscious

creature, complemented by the raging inferno that is the eyes of this

demon.

~
Adakar~
attack( mob, ch, 4d5+70, "tearing bite" );

attack( mob, ch, 50d2, "sharp claws" );

attack( mob, ch, 2d25+50, "tearing bite" );

if( random( 1, 10 ) >= 7 ) {

  attack( mob, ch, 25d2+50, "slashing claw" );

  interpret( mob, "snarl" );

  }

if( random( 1, 3 ) == 1 )  {

  act_tochar( #bash, ch );

  act_notchar( #bash1, ch );

  interpret( mob, "bash" );

  }

if( random( 1, 4 ) == 4 ) {

  loop( all_in_room ) {

    if( race( rch ) != demon ) {

      send_to_room( #flames, room );

      do_spell( flame strike, mob, rch );

      }

    }

  }

~
E
bash~
@RLunging forward, quicker then expected, the hound of the abyss attempts

to knock you to the ground.@n 

~
E
bash1~
@RLunging forward, quicker then expected, the hound of the abyss attempts

to knock $n to the ground.@n 

~
E
flames~
@RIt's eyes flash a bright red as the hound of the abyss calls forth

flames from under your feet!@n 

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 899842906 0 25
289604385 2099584 4 0 8
75
26 12 12 26 26
50 100 -25 95 45 85 0
200 40 furry back~
400 42 long snout~
500 41 muscular legs~
1000 45 furred skull~
0 1000 ~
0
353895690 26214464
0 1 0 0 0
N 0 6 18500
-1
-1

#2098
~
~
insane squirrel~
~
~
hops about madly, beady eyes watching you.~
insane squirrels~
~
~
hop about madly, beady eyes watching you.~
A medium-sized squirrel races wildly from tree to tree, evilly watching

you.  As you come closer, you notice that it twitches when it pauses in

its motion, glaring at you with an insane hatred.

~
Nereus~
attack( mob, victim, 5d2+3, "ravenous bite" );

attack( mob, victim, 3d2+4, "mad scratching" );

attack( mob, victim, 3d2+4, "mad scratching" );

if( random( 0, 4 ) == 1 ) {

act_tochar( #char, ch );

act_notchar( #room, ch );

i = 10d2+35;

dam_message( ch, i, "The squirrel swarm's ravenous clawing" );

inflict( ch, mob, i, "an angry throng of squirrels" );

}

~
E
char~
@RThe squirrel makes a wild chittering noise, and suddenly a swarm of

squirrels bursts from the trees, biting and clawing at you madly!@n 

~
E
room~
@RThe squirrel makes a wild chittering noise, and suddenly a swarm of

squirrels bursts from the trees, biting and clawing at $n madly!@n 

~
!
0 0 19 0 0 0 0 10
0 0 0 225 894851805 0 24
251673 4194304 0 0 8
10
3 3 3 20 10
0 10 10 10 0 0 0
500 5 bushy tail~
50 1 chittering mouth~
1000 2 furry body~
0 1000 ~
0 1000 ~
0
40632524 26214464
0 1 0 0 0
M 0 1 0
-1
-1

#2099
~
~
tiny, mummified gremlin~
~
~
is here.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895710090 0 0
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2100
~
~
hippopotamus~
~
plump~
is here, munching on some reeds.~
hippopotamuses~
~
plump~
are here, munching on some reeds.~
The hippopotamus simply likes the water.  Its skin glistens with fresh

mud as it tries to stay cool.  This creature is huge, and it has a mouth

filled with large, grinding teeth.  Small ears wiggle on its large and

bloated head, while its mouth gapes wide open in what almost appears to

be a grin.

~
Phule~
attack( mob, victim, 4d10+20, "head butt" );

attack( mob, victim, 4d10+35, "four-toothed chomp" );

if( random( 0, 7 ) == 1 ) {

  send_to_room( "The hippopotamus ducks a meaty shoulder and charges!", room );

  if( attack( mob, victim, 1d40+25, "heavy charge" ) ) {

    send_to_room( "The hippopotamus continues its successful charge!", room );

    interpret( mob, "bash" );

    }

  }

~
!
0 66 19 0 0 0 0 10
0 0 17 4000 893971984 0 31
209193 0 0 0 4
55
18 5 3 9 14
10 -10 -10 -20 60 20 40
700 14 tough grey skin~
1000 6 wet snout~
0 1000 ~
0 1000 ~
0 1000 ~
12582912
144180500 26214464
7286 103 0 11769 2689522
M 0 6 0
-1
-1

#2101
~
gnome~
ghost of a gnomish servant~
~
~
hovers around the room.~
ghosts of female gnomes~
~
~
hover around the room.~
A pale figure of a small gnomish woman floats around.  Her features are

blurred, but she still wears a uniform resembling that of a maid's.  Her

face is scarred, and her eyes stare blankly into space.

~
Olah~
attack( mob, victim, 4d6+12, "ethereal punch" );

attack( mob, victim, 5d5+12, "ethereal snap kick" );

attack_cold( mob, victim, 5d6+12, "frozen touch" );

if( random( 1, 4 ) == 2 ) {

  send_to_room( #scream, room );

  loop( all_in_room ) {

    if( rch != mob ) {

      i = 4d6+12;

      dam_message( rch, i, "the sonic scream" );

      inflict( mob, rch, i, "A ghostly sonic scream" );

      }

    }

  }

~
E
scream~
@CThe ghost lets out a deafening scream!@n

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 895793198 0 0
67470455 8 12 50 7
25
12 11 12 13 12
-10 0 100 0 50 0 50
800 6 ghostly body~
1000 4 pale face~
0 1000 ~
0 1000 ~
0 1000 ~
131072
83886730 26214464
0 1 0 0 0
F 50 3 0
2993 17 1509949540 -1 0
-1
-1

#2102
~
~
forest imp~
~
grinning, green-scaled~
bounces around.~
forest imps~
~
grinning, green-scaled~
bounce around.~
This quick moving, scaly green imp has a constant evil grin on its small

face.  Large red eyes flicker with excitement when you look at it.  Its

claws are small but look very sharp and able to rip through tough things

such as wood.  Its short, gnome-sized body is dark green and slimy.

~
Olah~
attack( mob, victim, 2d10+12, "quick bite" );

attack( mob, victim, 2d12+12, "sharp claw" );

if( random( 1, 11 ) < 8 )

  attack( mob, victim, 2d10+14, "ripping claw" );

if( random( 1, 4 ) == 3 ) {

  send_to_room( #throw, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 2d10+10, "pot throw" );

    }

  }

if( random( 1, 4 ) == 4 )

  interpret( mob, "cackle" );

~
E
throw~
@GThe forest imp grabs some broken pots and throws them all around the

room!@n 

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 894309642 0 26
229683 8192 8388608 0 8
23
10 11 11 18 13
5 50 -20 0 20 25 10
400 3 slimy claw~
800 6 scaled body~
1000 4 grinning face~
0 1000 ~
0 1000 ~
196608
62915850 26214464
389 7 0 319 0
M 0 3 0
1501 17 1509949445 -1 0
1066 17 1509949490 -1 0
1068 16 1509949448 -1 0
-1
-1

#2103
~
~
animated harlequin doll~
~
bright blue~
stands here unsteadily.~
animated harlequin dolls~
~
bright blue~
stand here unsteadily.~
To say that this doll-like creature looks strange is an understatement. 

It smiles wildly at you through diamond-shaped buttons, which are its

eyes.  Covering its entire face, except for those eyes, is a light blue

mask with red dots encircling its cheeks.  Flowing from the top of its

head are orange woolen strands.  Covering most of its body is a

combination of bright blue circles and a plaid design, giving off a odd,

contrasting appearance.  Its hands look proportionally larger than its

body, and its feet are almost as long as its fluffy legs.

~
Olah~
attack( mob, victim, 3d6+10, "head butt" );

attack( mob, victim, 4d5+10, "full body thrust" );

attack( mob, victim, 3d5+10, "painful slap" );

i = random( 1, 4 );

if( i == 2 ) {

  act_room( #spin, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 2d9+10, "wild whirlwind" );

    }

  }

j = random( 1, 6 );

if( j == 2 ) {

  act_tochar( #lunge, ch );

  act_notchar( #nlunge, ch );

  interpret( mob, "bash" );

  }

~
E
spin~
@cThe harlequin doll starts spinning crazily around the room.@n

~
E
lunge~
@eThe harlequin doll steps back, then lunges at you!@n

~
E
nlunge~
@eThe harlequin doll steps back, then lunges at $n!@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893643152 0 35
230451 128 4 110 7
28
15 9 5 14 15
0 -10 10 0 40 0 90
600 9 elastic body~
400 5 long arm~
1000 4 grinning face~
0 1000 ~
0 1000 ~
65632
104858255 26214464
0 1 0 0 0
N 110 4 0
530 17 1509949448 6 0
-1
-1

#2104
Relanya~
Relanya grieving mother~
grieving mother~
~
~
rolls a set of rosary beads around in her hands.~
~
~
~
~
A pale young woman stands here, her beauty masked by grief and worry. 

Her eyes may have once sparkled but they are now just a dull blue,

bloodshot and swollen.  Her long blonde hair, while showing evidence of

spending most of its time in a crown-like braid, is now disheveled and

dirty.  A slight, depressed slump to her shoulders makes her appear

shorter then her five feet eight inches.

~
Adakar~
attack( mob, ch, 5d5+35, "tight-clinched fist");

attack( mob, ch, 4d4+45, "powerful kick" );

act_tochar( #point, ch );

act_notchar( #point2, ch );

do_spell( cause critical, mob, ch );

i = 1d10;

if( i <= 2 ) {

  act_tochar( #slay1, ch );

  act_notchar( #slay2, ch );

  do_spell( harm, mob, ch );

  }

if( i == 3 ) {

  act_tochar( #curse1, ch );

  act_notchar( #curse2, ch );

  do_spell( curse, mob, ch );

  drain_stat( ch, str, 5, -1 );

  drain_stat( ch, con, 5, -1 );

  drain_stat( ch, wis, 5, -1 );

  }

if( i >= 9 ) {

  send_to_room( #heal1, room );

  do_spell( cure critical, mob, mob );

  do_spell( holy wrath, mob, mob );

  }

if( i >= 7 ) {

  send_to_room( #help, room );

  summon( mob, victim );

  }

~
E
slay1~
@ROffering a quick prayer, Relanya yells at you '"Leave me to grieve in

peace!.

~
E
slay2~
@rOffering a quick prayer, Relanya yells at $n '"Leave me to grieve in

peace!@n 

~
E
curse1~
@bHer voice barely above a whisper, Relanya says 'May the gods cast thee

down for attacking one so deep in prayer.'@n 

~
E
curse2~
@bHer voice barely above a whisper, Relanya says 'May the gods cast thee

down for attacking one so deep in prayer.'@n 

~
E
heal1~
@CWith a quick glance at the temple, Relanya says 'My lord, even though I

lack the strength of mind to carry on, please grant me strength of

body.'@n

~
E
help~
@YRelanya raises her clear voice to the sky and yells 'Guards assist me

in slaying these vile attackers'.@n 

~
E
point~
Clutching a set of rosary beads in her hands, Relanya points at you.

~
E
point2~
Clutching a set of rosary beads in her hands, Relanya points at $n.

~
!
1 0 0 0 0 0 0 10
0 0 0 4000 898907222 0 34
4424611 3 0 120 4
50
15 21 17 18 16
95 25 65 55 55 20 0
300 20 well toned arms~
600 19 muscular legs~
1000 21 torso~
0 1000 ~
0 1000 ~
0
183501450 26214464
0 1 0 0 0
F 120 4 0
3072 17 1509949540 17 0
3196 17 1509949540 5 0
-1
0 -1
~
i = 1d6;

if( i >= 3 ) {

  wait( 2 );

  send_to_room( #pray1, room );

  continue;

  }

if( i < 3 ) {

wait( 3 );

  send_to_room( #pray2, room );

  continue;

  }

~
E
pray1~
@CRolling a set of rosary beads around in her hands, Relanya prays softly

for her lost boys.@n 

~
E
pray2~
@bWith tear-filled eyes, Relanya glances towards the temple to the north

and offers a quick prayer for her lost kin.

~
!
2 -1
Tireth~
act_tochar( #ask, ch );

act_notchar( #ask2, ch );

wait( 1 );

act_tochar( #tireth, ch );

wait( 4 );

send_to_room( #tear, room );

wait( 1 );

act_tochar( #tireth1, ch );

~
E
ask~
You ask Relanya about Tireth.

~
E
ask2~
$n asks Relanya about Tireth.

~
E
tireth~
Looking up at you with tear-streaked cheeks, Relanya sighs quietly. 

@e"Tireth... Tireth was my beloved husband of fourteen years before

he..."@n Relanya inhales a deep breath and seems to steady herself.

@e"I'm sorry, please let me continue.  He disappeared just a few short

months ago.  Tireth was a young sage, did you know that?  Oh well, he is

not that well known, yet.  Anyway, Tireth and my twin sons had made a

quick trip to Sos-kul to investigate an odd darkness that had been

reported to the north of the city.  I asked Tireth to send someone else

for I had ill feelings about their endeavor.  When that failed I asked him

to not take our young ones with him.  Tireth said his famous lines of the

boys need to learn the ways of the world, and that was the last I have

ever seen of my husband.

~
E
tear~
@CRelanya shivers slightly as a single tear runs down her cheek.@n

~
E
tireth1~
@eI Know my husband is dead, and I know he made a grand discovery...They

named that@n horrid place@e after him you know.

~
!
2 -1
horrid place swamp~
act_tochar( #ask3, ch );

act_notchar( #ask4, ch );

wait( 1 );

send_to_room( #sigh1, room );

wait( 2 );

act_tochar( #swamp1, ch );

wait( 4 );

act_tochar( #swamp2, ch );

~
E
ask3~
You ask Relanya about the horrid place she mentioned.

~
E
ask4~
$n asks Relanya about the horrid place that she mentioned.

~
E
swamp1~
Relanya looks at you and says, @e"What I say is serious... three days after

my husband and boys left town, I had a most disturbing dream.  I have not

slept since that night.  The scenes I saw that night haunt my sleeping and

waking hours now.@n

~
E
sigh1~
The color drops from Relanya's face as she thinks about Tireth's swamp.

~
E
swamp2~
@eI saw my family entering a tight crevice in a rock face, newly opened by

means that I do not know... They stood before a great darkness, and then

their inquisitive natures got the best of them.  I saw them climb down a

cliff face and that's... that's... that's where those horrid things attacked

them.  I saw my little boys escape, but they captured my husband... Then

that man arrived.  I don't know who he was but he did not look

healthy... He was covered in blood and dressed in oversized robes.  I saw

this man strap my poor Tireth down to a bloody altar and that's where he

did the unthinkable.  I saw him@n sacrifice @eTireth and in the next instance

summon a malevolent-looking creature.@n

~
!
2 -1
lost twins boys~
act_tochar( #ask5, ch );

act_notchar( #ask6, ch );

wait( 1 );

act_tochar( #boys1, ch );

if( !has_quest( ch, 56 ) )

assign_quest( ch, 56 );

~
E
ask5~
You ask Relanya about her young boys.

~
E
ask6~
$n asks Relanya about her young boys.

~
E
boys1~
A slight glimmer of hope flashes across her face as she looks at you. 

@e"My boys, they meant the world to me.  I can only pray that they are still

alive.  I hired a band of mercenaries to go and find them, to seek out

that horrid swamp and bring back my boys, or at least news of their

deaths.  But alas, I have not heard from them since they left the city

and I fear that they have been killed."@n  With an almost pleading look in

her face, Relanya looks at you and asks @e"Would you please bring my boys

back to me or at least news so that I may mourn for them?"@n

~
!
8 -1
hi~
act_tochar( #look1, ch );

act_notchar( #look2, ch );

wait( 1 );

tell( mob, ch, #greet );

act_notchar( #greet2, ch );

~
E
look1~
Lifting her head slowly, Relanya looks up at you.

~
E
look2~
Lifting her head slowly, Relanya looks up at $n.

~
E
greet~
@CWell met fellow traveller, perhaps you would be kind enough to help

avenge my husband, Tireth's death.@n

~
E
greet2~
Relanya whispers something to $n, You overhear a single word: 'Tireth's'.

~
!
6 2910
0~
junk_obj( obj );

set_cflag( 86, ch );

wait( 1 );

if( doing_quest( ch, 56 ) ) {

  if( !cflag( 88, ch ) ) {

    send_to_room( #sob, room );

    wait( 1 );

    act_tochar( #sob2, ch );

    }

  else

    send_to_room( #sob, room );

  wait( 1 );

  act_tochar( #sob3, ch );

  update_quest( ch, 56 );

  if( !has_quest( ch, 57 ) )

    assign_quest( ch, 57 );

  wait( 2 );

  mpcode( mob, 12 );

  end;

  }

~
E
sob~
With tears welling up in her eyes, Relanya holds the bloody tunic close

to her heart, and inhales deeply.

~
E
sob2~
This... this tunic was one of my son's... it was Sorin's.  No one could

have survived after receiving a wound such as the one this tunic

shows...but what of my other son...what of Talen..have you found any

evidence of him?

~
E
sob3~
This... this tunic was Sorin's, this proves he is no longer with us... No

one could have survived after receiving a wound such as the one this

tunic shows... But perhaps you can still rescue Talen.  Please hurry I do

miss him greatly.

~
!
6 3197
0~
wait( 1 );

if( doing_quest( ch, 56 ) ) {

  set_cflag( 88, ch );

  junk_obj( obj );

  if( !cflag( 86, ch ) ) {

    send_to_room( #hope, room );

    wait( 2 );

    act_tochar( #hope2, ch );

    }

  else

    send_to_room( #hope, room );

  act_tochar( #hope3, ch );

  }

update_quest( ch, 56 );

if( !has_quest( ch, 57 ) )

  assign_quest( ch, 57 );

wait( 2 );

mpcode( mob, 12 );

~
E
hope~
@CStaring into the Crystal of Seeing, Relanya suddenly gasps with

astonishment!@n

~
E
hope2~
Oh, Talen is still alive, I can see him!  He is right here in this

crystal...Oh thank you very much, you must go find him and rescue him. 

But what of my other son, what of Jarin have you found any evidence of

him or of his death?

~
E
hope3~
Oh, Talen is still alive, I can see him!  He is right here in this

crystal... Oh thank you very much.  You must go find him and rescue him.

At least one of my sons is still alive.  I do not know what I would do if

they were both gone.

~
!
2 -1
sacrifice~
send_to_room( #shiv1, room );

wait( 1 );

send_to_room( #shiv2, room );

wait( 1 );

act_tochar( #shiv3, ch );

act_notchar( #whisp1, ch );

wait( 1 );

act_tochar( #shiv4, ch );

wait( 2 );

act_tochar( #shiv5, ch );

wait( 2 );

act_tochar( #shiv6, ch );

act_notchar( #stand1, ch );

wait( 3 );

act_tochar( #shiv7, ch );

wait( 3 );

act_tochar( #shiv8, ch );

wait( 3 );

act_tochar( #shiv9, ch );

wait( 2 );

act_tochar( #shiv10, ch );

act_notchar( #stand2, ch );

~
E
shiv1~
@bAll color drops from Relanya's face as a slight shiver runs down the

course of her body.@n 

~
E
shiv2~
@bRelanya closes her eyes and appears to try and steady herself.@n

~
E
shiv3~
@cIt was unimaginable... at least for those with pure hearts.  That man...

I don't know how he could have been so strong...  he hardly looked bigger

than my Tireth, yet he picked him up as I would have one of my boys...

~
E
shiv4~
@bRelanya's eyes glaze over slightly, and she bends down, almost as if she

were picking up a child.  She blinks fitfully, and stops herself, drawing

herself back to her hunched posture.  Silent tears course unnoticed down

her face as she turns to you, her voice strangely calm.

~
E
shiv5~
@cIt was almost surgical, what he did to my Tireth.  With that unholy

strength he bound my love with blood-stained leathers to that

soot-stained white marble.  I could see Tireth fighting against those

bonds...  I could see his mouth open as if to scream...

~
E
shiv6~
@bShe suddenly stands straight, and looks deep into your eyes with an

unnerving intensity.  You almost wish you could pull your eyes away, but

find that you cannot.

~
E
shiv7~
@cThat emaciated man then raised his hand high above my husband's heart.

It was then that I first saw the dagger in his hand.  The dagger just

seemed so very @rwrong@c.  It curved in such a manner as to make one ill

just looking at it.  He stood poised above him for what seemed forever,

for what seemed an instant.  It could not have been more than a handful

of heartbeats until he plunged that obscenely twisting dagger into

Tireth's chest.

~
E
whisp1~
@bRelanya begins speaking in hushed tones with $n.

~
E
shiv8~
@bYour vision clouds slightly, and all you see are her now-blazing blue eyes.

Her voice continues on with an almost chant-like intonation.  You see

before you a tiny scorched chamber, with one hunched man prepared to

sacrifice another over a soot-blackened altar.

~
E
shiv9~
@cAs soon as the lifeblood of my husband touched that altar, thick smoke

began to rise from it.  The smoke began to drift towards the center of

the cavern, swirling and coalescing into a great winged figure.  Eyes of

what can only be called hellfire opened, and a sound of demonic rage

caused gravel to fall from the ceiling of the cavern.  Great gouts of

flame suddenly sprung from the floor of the cavern, throwing ash and soot

into the air, ruining visiblity.

~
E
shiv10~
@cAll i could see were those fiery eyes... then the dream ended.  I can

still see that demon whenever I close my own eyes.  The horror...  that

demon must still be loose.

~
E
stand1~
@bRelanya suddenly stands up straight, locking her gaze on $n.

~
E
stand2~
@bRelanya's eyes glaze over slightly, and she bends down, almost as if she

were picking up a child.  She blinks fitfully, and stops herself, drawing

herself back to her hunched posture.

~
!
2 -1
children~
tell( mob, ch, #talk1 );

~
E
talk1~
My young ones went with my husband Tireth.  That was the last time I have

seen any of them alive.

~
!
2 -1
demon winged horror~
act_tochar( #shiver1, ch );

act_notchar( #shiver2, ch );

wait( 1 );

tell( mob, ch, #demon );

~
E
shiver1~
@CA slight shiver runs through Relanya's body as you ask her about the

winged demon.@n 

~
E
shiver2~
@CA slight shiver runs through Relanya's body as $n speaks with her in

hushed tones.@n 

~
E
demon~
That creature...  That thing does not belong on this plane.  It was

summoned by the lifeblood of my husband.  There may still be a link

between that horrid creature and my family line.

~
!
3 -1
~
if( done_quest( ch, 56 ) ) 

  tell( mob, ch, #stat );

~
E
stat~
Their uncle will at last be able to put his mind to rest, now that we

know what has happened to the children!

~
!
2 -1
uncle~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about her brother, her children's uncle.

~
E
stat1~
When he found out, he was devasated.  But he, like any druid, cannot

leave his grove, which lies somewhere in a great desert.  If he did, he

would lose all his healing powers and influence over nature and lightning

and the grove would die.

~
!
2 -1
great desert~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the great desert.

~
E
stat1~
The great desert lies west of the farming community of Pennan.  Whenever

I needed to get a message to my brother, I simply took it to a gnome

hermit I met in the west part of the desert.  I think only he knows the

way into the lost grove my brother tends.

~
!
-1

#2105
~
~
yellow-billed oxpecker~
~
~
is here, looking for something to eat.~
yellow-billed oxpeckers~
~
~
are here, looking for something to eat.~
This small bird is fiercely territorial and, quite frankly, generally

irritable.  Its short yellow bill is quite sharp, and its keen eyes have

probably been watching your approach for quite a while.

~
Phule~
attack( mob, victim, 2d4+1, "peck" );

attack( mob, victim, 2d5+1, "claw" );

~
!
0 66 23 0 0 0 0 3382
0 0 68 4000 899960135 0 29
215345 0 0 0 4
5
7 8 9 17 6
0 0 0 0 0 0 0
100 1 small skull~
1000 3 tough feathers~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
842 204 0 5464 37107
M 0 1 0
-1
0 -1
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

mob = mob_in_room( 963, room );

if( mob ) {

  if( !is_fighting( mob ) ) {

    if( find_stat( ch, level ) > 90 )

      end;

    act_tochar( #warning, ch );

    act_notchar( #rwarn, ch );

    interpret( mob, "snort" );

    attack( mob, ch, 2d10+20, "horn swipe" );

    }

  }

~
E
warning~
@YThe oxpecker flaps its wings wildly, screeching at you.  It seems to get

the rhino's attention.@n

~
E
rwarn~
@YThe oxpecker flaps its wings wildly, screeching at $n.  It seems to get

the rhino's attention.@n 

~
!
-1

#2106
~
~
towering tulip~
~
~
with a giant yellow flower grows here.~
towering tulips~
~
~
with giant yellow flowers grow here.~
A giant tulip plant droops slightly towards the ground.  Its dark yellow

flowers are slightly wilted at the tips, but it still appears to have

quite a bit of life left in them.

~
Merior~
attack( mob, victim, 5d5+10, "fragrant flower" );

attack( mob, victim, 5d5+20, "slap of leaves" );

i = random( 0, 3 );

if( i == 0 ) {

  act_tochar( #bashes, ch );

  act_notchar( #hbash, ch );

  interpret( mob, "bash" );

  }

attack( mob, victim, 5d6+10, "leafy fury" );

~
E
ouch~
@RThe rose sends a sharp thorn flying into your side!@n

~
E
hits~
@RThe rose sends a sharp thorn flying into $n's side!@n

~
E
bashes~
@GSuddenly the tulip rears back and tries to bash you!@N

~
E
hbash~
@GThe tulip seems to rear back and try to bash $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 172 4000 894625806 0 29
4423979 0 0 0 4
25
10 5 5 15 15
30 -5 -20 40 0 0 0
400 7 yellow flower~
600 6 dark leaves~
1000 8 green stem~
0 1000 ~
0 1000 ~
0
65536665 26214464
16861 315 0 68344 8182351
N 0 2 0
1125 17 1509949460 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2107
~
~
wisteria vine~
~
~
grows over the fence, encroaching on the garden.~
wisteria vines~
~
~
grow over the fence, encroaching on the garden.~
The fence to your west is almost completely covered by a giant wisteria

vine.  Small white flowers peek out of the green leaves, their tiny

blossoms sending a fragrant scent into the air.

~
Merior~
attack( mob, victim, 5d5+10, "fragrant flower" );

attack( mob, victim, 5d5+20, "slap of leaves" );

attack( mob, victim, 5d6+10, "leafy fury" );

i = random( 1, 5 );

if( i < 3 ) {

  act_tochar( #arms, ch );

  act_notchar( #arm, ch );

  do_spell( slow, mob, ch );

  }

attack( mob, victim, 4d5+15, "stinging branches" );

~
E
arms~
@GThe wisteria suddenly starts to weave a spell!@n

~
E
arm~
@GYou see the wisteria start to wave its branches at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 334 4000 894626210 0 22
4423979 0 0 0 4
25
10 5 5 15 15
30 -5 -20 40 0 0 0
400 6 purple flowers~
600 6 dark leaves~
1000 8 green stem~
0 1000 ~
0 1000 ~
0
65536665 26214464
40696 593 0 127180 21189944
N 0 2 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
6 107
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

tell( mob, ch, #nope );

end;

}

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
thanks~
Ahh...  so my brother the raspberry has sent you to help me.  I am

constantly disturbed by the giant bees that live not far from here. 

Bring me the venom gland from their queen, and I will be most grateful.

~
E
didit~
Thanks so much for this nice twig, but I don't really have any use for it

now.

~
E
ask~
Thank you for this nice twig, but why are you giving it to me?  Perhaps

you should talk to my mother about what you can do around here.

~
E
nope~
You have hurt my brothers and have not repented.  Leave me in peace!

~
!
6 1439
~
junk_obj( obj );

if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

wait( 1 );

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "give flower to", ch );

  act_tochar( #gives, ch );

  act_notchar( #give, ch );

  obj_to_char( oload( 679 ), ch );

  interpret( mob, "give twig to", ch );

  obj_to_char( oload( 107 ), ch );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
thanks~
Thanks so much for vanquishing the cruel bees.  I fear, however, your

task is not yet done.  My sister the tomato plant needs your assistance. 

Give her this token from me, so she knows you are my friend.

~
E
didit~
Thanks so much, but you have already helped me as much as you can.

~
E
ask~
Thank you, but this is of little use to me right now.  Perhaps you should

speak to my mother.

~
E
nope~
You have killed my brethern.  I will not deal with you!

~
E
gives~
The wisteria seems to smile as it hands you a blossom and returns to you

the twig.

~
E
give~
The wisteria seems to smile as it hands a blossom and twig to $n.

~
!
-1

#2108
~
~
clump of herbs~
~
~
grows here, its odor reminiscent of kitchen spices.~
clumps of herbs~
~
~
grow here, their odor reminiscent of kitchen spices.~
This large mass of greenery resembles a giant piece of parsley.  It has

medium-colored green leaves of a feathery nature, and exudes a slight

smell.  Viewed from another angle, it could appear to be a huge sprig of

oregano.

~
Merior~
attack( mob, victim, 5d5+20, "sweet-smelling leaves" );

attack( mob, victim, 5d5+20, "slap of leaves" );

attack( mob, victim, 5d6+20, "leafy fury" );

loop( all_in_room ) {

  if( is_player( rch ) ) {

    act_tochar( #hits, ch );

    ch = rand_player( room );

    attack( mob, victim, 4d5+15, "stinging seeds" );

    }

  }

~
E
hits~
@YThe herbs suddenly release a rain of seeds!@n

~
!
0 0 31 0 0 0 0 10
0 0 3 4000 894626654 0 27
4423979 0 0 0 4
25
10 5 5 15 15
30 -5 -20 40 0 0 0
500 7 waving leaves~
600 9 green leaves~
1000 10 pungent-smelling stalk~
0 1000 ~
0 1000 ~
0
65536665 26214464
1947 17 0 1162 357641
N 0 2 0
1677 17 1509949445 -1 0
755 17 1509949445 -1 0
1678 17 1509949445 -1 0
667 17 1509949442 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2109
~
~
herald~
~
~
is here.~
~
~
~
~
No description.

~
Phule~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895710558 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2110
~
~
ancient wrath wyrm~
~
~
is here, its large banded body looking hungry.~
ancient wrath wyrms~
~
~
are here, their large banded bodies looking hungry.~
This long wyrm is over thirty feet long, its segmented body colored in

alternating bands of red and gold.  Its large, black eyespots have been

permanently filmed over by a layer of thick green mucus, but it seems to

know its way around.  It is coated with a thick green slime that smells

of sulfur and methane.  Two large fierce fangs stick out from its large

maw, cracked and decaying but tinted red from years of carnivorous use. 

~
Nivel~
attack( mob, ch, 6d8, "vicious maw" );

if( random( 0, 2 ) == 1 )

  attack( mob, ch, 3d6, "vicious bite" );

attack_room( mob, 4d5, "segmented tail swipe" );

if( random( 0, 3 ) == 2 ) {

  act_tochar( #coil, ch );

  act_notchar( #rcoil, ch );

  i = 11d7;

  dam_message( ch, i, "A wrath wyrm's fangs" );

  inflict( ch, mob, i, "wrath wyrm's fang attack" );

  poison( ch );

  }

~
E
coil~
@GRThe ancient wrath wyrm buries its fangs into you!@n

~
E
rcoil~
@gThe ancient wrath wyrm buries its fangs into $n!@n

~
!
0 100 15 0 0 0 0 10
0 0 0 4000 897660155 0 25
273810481 8192 0 0 4
25
20 6 6 18 20
20 10 50 60 10 60 100
600 10 segmented body~
800 15 tough head~
900 5 segmented tail~
1000 -3 weak eye spot~
0 1000 ~
0
89131523 26214464
92 7 0 17 0
M 0 5 0
3068 17 1509949455 -1 0
-1
-1

#2111
~
~
spirit of Xyla~
~
pale, sullen~
hovers around the room.~
spirits of Xyla~
~
pale, sullen~
hover around the room.~
The ethereal image of a small gnomish woman hovers around the room. 

Although her features are slightly blurred, you can detect a sad,

melancholy expression on her ghostly face.  Her eyes look vacant, and her

fingers are constantly in motion.  Her hair is long and flowing, as

though the wind is constantly blowing up on it.  She is dressed in an

ethereal, blue nightgown which fits her ghostly body perfectly.

~
Olah~
attack( mob, victim, 4d5+8, "ethereal fist" );

attack( mob, victim, 4d5+12, "ethereal kick" );

attack( mob, victim, 4d5+10, "spirit flip" );

if( random( 1, 4 ) == 1 ) {

  send_to_room( #gest, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause serious, mob, rch );

    }

  }

if( random( 1, 3 ) == 2 ) {

  if( !is_open( room, west ) )

    open( room, west );

  if( !is_open( find_room( 68025 ), west ) )

    open( find_room( 68025 ), west );

  send_to_room( #aid, room );

  summon( mob );

  }

~
E
gest~
@mXyla's spirit gestures a quick spell.@n

~
E
aid~
@mThe spirit of Xyla gestures for aid.@n

~
!
0 95 28 0 0 0 0 10
0 0 0 4000 894309194 0 32
1074072611 2105738 4108 150 3
30
13 12 14 15 16
0 0 100 0 100 30 99
700 9 ethereal form~
1000 9 ethereal arm~
0 1000 ~
0 1000 ~
0 1000 ~
131072
99616010 39324801
0 1 0 0 0
F 150 3 0
-1
0 -1
~
wait( 1 );

if( !has_quest( ch, 52 ) )

  act_tochar( #sad, ch );

if( doing_quest( ch, 52 ) && mob_in_room( 2131, find_room( 68056 ) ) )

  act_tochar( #sjerdil, ch );

if( doing_quest( ch, 52 ) && !mob_in_room( 2131, find_room( 68056 ) ) )

  act_tochar( #sigh, ch );

if( done_quest( ch, 52 ) )

  act_tochar( #smile, ch );

~
E
sigh~
The @mspirit@n of @MXyla@n sighs at you: "Still not done?"

~
E
sad~
The @mspirit@n of @MXyla@n lets out a long, sad sigh.

~
E
smile~
The @mspirit@n of @MXyla@n smiles warmly at you.

~
E
sjerdil~
The spirit of Xyla pleads, "Please destroy Sjerdil's ghost, so that he

can be with me in the spirit world." 

~
!
8 -1
hi hello~
wait( 1 );

if( done_quest( ch, 52 ) ) {

  tell( mob, ch, #thank );

  wait( 1 );

  interpret( mob, "smile" );

  }

if( doing_quest( ch, 52 ) ) {

  tell( mob, ch, #hurry );

  interpret( mob, "sob" );

  }

if( !has_quest( ch, 52 ) ) {

  tell( mob, ch, #letter );

  wait( 1 );

  send_to_room( #sigh, room );

  }

~
E
thank~
@GThank you so much for freeing my dear husband.  Now we can live happily

in the hereafter.@n 

~
E
hurry~
@GPlease hurry up and free Sjerdil.  The Evil One has tortured him for so

long.@n 

~
E
letter~
@GHello there.  Have you found my missing letter?  I can't find it

anywhere.@n 

~
E
sigh~
The @mspirit@n of @MXyla@n sighs again, her ethereal image shaking a bit.

~
!
2 -1
missing letter~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

if( !has_quest( ch, 52 ) ) {

  tell( mob, ch, #story1 );

  wait( 1 );

  act_tochar( #sniff, ch );

  wait( 1 );

  tell( mob, ch, #story2 );

  wait( 2 );

  tell( mob, ch, #story3 );

  wait( 3 );

  act_tochar( #stare, ch );

  }

else

  act_tochar( #thank, ch );

~
E
ask~
You ask the spirit of Xyla about the missing letter.

~
E
nask~
$n asks the spirit of Xyla about the missing letter.

~
E
thank~
The spirit of Xyla thanks you for giving her the letter.

~
E
story1~
@GThe letter is the only remaining memento I had left of my beloved

husband, Sjerdil.@n 

~
E
sniff~
The spirit of Xyla sniffles quietly to herself, before regaining her

composure.

~
E
story2~
@GAfter our child was lost to us in a fishing accident, I was in total

shock and denial...Basically a zombie.  I blamed myself for his death and

went to great lengths to rectify the past...@n 

~
E
story3~
@GA witch had told me of a way to get back my boy.  She told me to summon

the @n@rEvil One@n@G, and he would bring my precious son back to me,

alive and well.  They lied, of course, but I wasn't thinking clearly to

see it.  The @n@rEvil One@n@G detroyed our home, and has kept Sjerdil's

spirit imprisoned for all these years...  The letter is all I have left

to remember him by.@n 

~
E
stare~
The spirit of Xyla stares distantly into space, lost in her own sorrow.

~
!
2 -1
Evil One~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

interpret( mob, "scowl" );

wait( 1 );

tell( mob, ch, #plan );

wait( 2 );

act_tochar( #pause, ch );

wait( 1 );

tell( mob, ch, #evil );

~
E
ask~
You ask the spirit of Xyla about the Evil One.

~
E
nask~
$n asks the spirit of Xyla about the Evil One.

~
E
evil~
@GThe Evil One has a name you must call in order for you to reach him.  I

can't remember what that is name is for some reason...  Beware, he is a

trickster.  You must destroy him in order to free my Sjerdil from his

magical grasp.@n 

~
E
plan~
@GThe Evil One lied to me.  He claimed that he would help bring my child

back.  His true plan was to spread sadness and despair throughout my land

by destroying my family and eliminating the joy that my husband's toys

brought to the lives of the gnomish people.@n

~
E
pause~
The spirit of Xyla pauses for a moment.

~
!
6 2995
~
if( !has_quest( ch, 52 ) ) {

  wait( 1 );

  act_tochar( #thank, ch );

  wait( 2 );

  tell( mob, ch, #ask );

  }

else

  act_tochar( #why, ch );

~
E
thank~
The spirit of Xyla starts to shimmer, overwhelmed with delight.  She

starts thanking you profusely, as she brings the tear-stained love letter

to her bosom.

~
E
ask~
@GWill you do me one more favor?  Please @n@Maccept@n@G my plea to free

my beloved husband from the clutches of the @n@rEvil One@n@G.@n

~
E
why~
The spirit of Xyla no longer has a use for that.

~
!
8 -1
yes accept~
if( !has_quest( ch, 52 ) && has_obj( 2995, mob ) ) {

  obj = has_obj( 2995, mob );

  junk_obj( obj, 1 );

  wait( 1 );

  interpret( mob, "smile" );

  wait( 1 );

  act_tochar( #thank, ch );

  wait( 1 );

  tell( mob, ch, #quest );

  assign_quest( ch, 52 );

  }

else {

  wait( 1 );

  interpret( mob, "giggle" );

  wait( 1 );

  tell( mob, ch, #huh );

  wait( 1 );

  interpret( mob, "flirt" );

  }

~
E
thank~
The spirit of Xyla thanks you heartily.

~
E
quest~
@GMy husband, Sjerdil, is held captive somewhere upstairs.  You must

defeat the @n@rEvil One@n@G in order for Sjerdil to be visible and free

from the @n@rEvil One@n@G's magical grasp.  Then destroy Sjerdil's

ethereal form so that he and I can be together in the spirit world

forevermore.@n 

~
E
huh~
@GAre you flirting with me?@n

~
!
2 -1
Sjerdil husband toymaker~
act_tochar( #ask, ch );

act_notchar( #nask, ch );

wait( 1 );

act_tochar( #think, ch );

wait( 1 );

tell( mob, ch, #sjerdil );

~
E
ask~
You ask the spirit of Xyla about her husband, Sjerdil the Toymaker.

~
E
nask~
$n asks the spirit of Xyla about her husband, Sjerdil the Toymaker.

~
E
think~
The spirit of Xyla sighs as she fondly thinks of her husband.

~
E
sjerdil~
@GSjerdil was the greatest toymaker in all the realms.  He loved me and

my child deeply.@n 

~
!
-1

#2112
~
~
giant tomato plant~
~
~
laden with plump tomatoes grows here.~
~
~
~
~
A tomato plant about five feet tall stands propped against a slender

piece of wood.  Its green leaves are fragrant, and dozens of round,

juicy-looking tomatoes peek out from among the greens.

~
Rebekka~
attack( mob, victim, 6d6+20, "slashing vine" );

attack( mob, victim, 6d7+20, "whipping leaves" );

i = random( 0, 1 );

if( i == 0 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #tom, ch );

      act_notchar( #toms, ch );

      i = 6d4+20;

      dam_message( rch, i, "the fruit" );

      inflict( rch, mob, i, "the fruit" );

      }

    }

  }

~
E
tom~
@RThe tomato begins pummelling you with its fruit!@n

~
E
toms~
@RThe tomato begins to pummel $n with fruit!@n

~
!
0 0 31 0 0 0 0 10
0 0 9 4000 893554578 0 25
4194339 1073741824 0 0 4
35
18 5 5 12 18
50 10 -10 40 0 20 10
500 10 red tomato~
700 12 thick green stalk~
1000 0 leaves~
0 1000 ~
0 1000 ~
0
91751075 26214464
4265 41 0 6285 1833834
N 0 4 0
866 17 1509949460 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
6 679
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

tell( mob, ch, #nope );

end;

}

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
I'm sorry, but I don't consider you my friend.  You must talk to the

woman in the cabin about how you can gain our forgiveness.

~
E
ask~
Thank you, but I can no longer give you any more information.  Have you

talked to the rose?

~
E
thanks~
Ah, i see you have been able to help the wisteria.  Perhaps, now, you can

help me.  In order to sleep peacefully, I need to know my enemy, the

cobra, has been vanquished.  Please bring me its fangs so I know it is

dead.

~
E
didit~
Thank you so much for your help, but there is nothing more you can do.

~
!
6 2291
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "gives tomato to", ch );

  act_tochar( #gives, ch );

  act_notchar( #give, ch );

  obj_to_char( oload( 1212), ch );

  interpret( mob, "gives wisteria to", ch );

  obj_to_char( oload( 679 ), ch );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
I'm sorry, but I don't consider you my friend.  You must talk to the

woman in the cabin about how you can gain our forgiveness.

~
E
thanks~
Thank you so much for your help.  Unfortunately, my sister the rose is in

dire trouble.  Please take this to her so she knows you are a friend.

~
E
didit~
I fear you have helped us all that you can.

~
E
ask~
Thank you, but I am not sure why you are giving this to me.  Have you

talked to the woman in the cabin?

~
E
gives~
The tomato bobs a bit, then hands you a tomato and returns to you the

wisteria blossom.

~
E
give~
The tomato bobs a bit, then hands $n a red tomato and a wisteria blossom.

~
!
-1

#2113
~
~
animated stuffed bear doll~
~
~
roams around the room.~
animated stuffed bear dolls~
~
~
roam around the room.~
The huge bear doll is covered in thick brown fur.  Its fur is dusty, but

still shines in the light.  The two deep blue buttons which act as its

eyes sparkle intensely.  What grabs your attention is the sharp claws on

its paws and jagged teeth which protrude from its drool-filled mouth.

~
Olah~
attack( mob, victim, 3d6+8, "sharp claw" );

attack( mob, victim, 3d6+10, "vicious swipe" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 3d6+12, "painful bite" );

if( random( 1, 6 ) == 6 ) {

  send_to_room( #bash, room );

  interpret( mob, "bash" );

  }

if( random( 1, 8 ) == 7 )

  attack( mob, victim, 5d6+15, "powerful hug" );

~
E
bash~
@eThe bear lifts its stuffed arms and lunges forward!@n

~
!
0 0 41 0 0 241 1051 10
0 0 0 4000 894309436 0 0
196657 40960 4 0 7
28
18 5 5 14 16
0 0 25 0 30 -10 75
500 10 stuffed body~
700 7 furry arm~
400 8 furry leg~
800 6 paw~
1000 6 stuffed head~
0
99615692 26215681
0 1 0 0 0
N 0 6 0
-1
-1

#2114
~
~
animated toy soldier~
~
wooden~
patrols the area.~
animated toy soldiers~
~
wooden~
patrol the area.~
This wooden toy soldier doll in the form of a gnome gazes at nothing in

particular through hazel-colored glass eyes.  Long black hair flows from

its small round head.  Its body is rectangular, and its arms and legs are

slender yet firm.  Its hands and feet are cubic and painted black.

~
Olah~
attack( mob, victim, 3d6+10, "quick jab" );

attack( mob, victim, 3d6+10, "front kick" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 3d6+12, "powerful slice" );

if( random( 1, 5 ) == 5 ) {

  send_to_room( #thrust, room );

  dam_message( ch, 3d5+10, "the weapon thrust" );

  inflict( ch, mob, 3d5+10, "a toy soldier's weapon thrust" );

  }

i = random( 1, 4 );

if( i == 2 ) {

  act_room( #spin, ch );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 3d6+10, "wild slice" );

    }

  }

~
E
spin~
@rThe toy soldier spins its weapon wildly around the room!@n

~
E
thrust~
@eThe toy soldier points its weapon forward and charges!@n

~
!
0 95 13 0 0 0 0 10
0 0 0 3000 894309522 0 34
230961 2 4 60 7
28
15 7 5 15 15
5 -10 0 10 50 0 100
600 8 wooden torso~
400 6 wooden leg~
1000 5 lifeless head~
0 1000 ~
0 1000 ~
65760
107479946 26214464
0 1 0 0 0
N 60 4 0
1797 17 1509949460 5 0
3006 17 1509949490 16 0
3010 16 1509949460 16 0
1507 17 1509949445 5 0
-1
-1

#2115
~
~
large marigold~
~
~
covered in bright blossoms, grows here.~
~
~
~
covered in bright blossoms, grow here.~
Dark green leaves cover much of the ground, bright @Yyellow@n flowers

dotting their surface.  This low plant seems to be reaching outwards,

trying to take over more of the garden.

~
Merior~
attack( mob, victim, 5d5+20, "sweet-smelling leaves" );

attack( mob, victim, 5d5+20, "slap of leaves" );

attack( mob, victim, 5d6+20, "tickling blossoms" );

i = random( 0, 2 );

if( i == 0 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      if( !is_silenced( mob ) ) {

        act_room( #screech, ch );

        attack( mob, rch, 5d6+10, "resounding noise" );

        }

      else

        attack( mob, rch, 3d4+5, "stinging leaves" );

      }

    }

  }

~
E
screech~
@YThe marigold seems to come alive and screams in pain!@n

~
!
0 0 31 0 0 0 0 10
0 0 125 4000 894626902 0 29
4423979 0 0 0 4
25
10 5 5 15 15
30 -5 -20 40 0 0 0
500 7 waving leaves~
600 9 green leaves~
1000 10 yellow flowers~
0 1000 ~
0 1000 ~
0
65536665 26214464
17225 211 0 53073 10134353
N 0 2 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2116
~
~
bed of wildflowers~
~
~
grows here.~
~
~
~
~
Dozens of types of wildflowers grow in this portion of the garden.  To

the east stand the tallest stems, and the gradually get smaller towards

your west.  Every color of the rainbow seems to be represented in their

blossoms.

~
Merior~
attack( mob, victim, 5d5+20, "sweet-smelling leaves" );

attack( mob, victim, 5d5+20, "slap of leaves" );

attack( mob, victim, 5d6+20, "tickling blossoms" );

i = random( 0, 2 );

if( i == 0 ) {

  act_tochar( #bash, ch );

  act_notchar( #bashes, ch );

  interpret( mob, "bash" );

  }

~
E
bash~
@RSuddenly, the tallest flower tries to bash you!@n

~
E
bashes~
@RSuddenly, the tallest flower tries to bash $n!

~
!
0 0 31 0 0 0 0 10
0 0 128 4000 895330907 0 31
4423979 0 0 0 4
25
10 5 5 15 15
30 -5 -20 40 0 0 0
500 7 waving stems~
700 9 green leaves~
800 10 colorful flowers~
1000 10 pretty blossoms~
0 1000 ~
0
65536665 26214464
14716 223 0 54771 8435424
N 0 2 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2117
~
~
gigantic eggplant~
~
~
grows here.~
gigantic eggplants~
~
~
grow here.~
Several dark @bpurple@n eggplants grow from the densely leaved stem.  The

eggplant's floppy leaves are lined with tiny, soft hairs.  The stems that

support the fruit are stout and spiny, requiring a knife or shears to

sever.

~
Merior~
attack( mob, victim, 6d6+20, "fuzzy stalk" );

attack( mob, victim, 6d7+20, "tiny leaves" );

i = random( 0, 1 );

if( i == 0 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #tom, ch );

      act_notchar( #toms, ch );

      i = 6d4+20;

      dam_message( rch, i, "the fruit" );

      inflict( rch, mob, i, "the fruit" );

      }

    }

  }

~
E
tom~
@BThe eggplant suddenly hurls a fruit at you!@n

~
E
toms~
@BThe eggplant suddenly hurls a fruit at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 4 4000 894627325 0 30
4194339 1073741824 0 0 4
35
18 5 5 12 18
50 10 -10 40 0 20 10
500 10 purple eggplant~
700 12 thick green stalk~
1000 11 dense leaves~
0 1000 ~
0 1000 ~
0
91751075 26214464
1213 15 0 3035 566950
N 0 4 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2118
~
~
giant calico panther~
~
~
peers about the area.~
giant calico panthers~
~
~
peer about the area.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 51 0 0 0 0 10
0 0 0 4000 895710768 1081044796 26
238379 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 6 0
-1
-1

#2119
~
~
Shando Town Guard~
~
~
stands at the ready to repel invaders.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895715536 0 0
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2120
~
~
{man weary from travel} traveler~
~
~
rests quietly nearby.~
{men weary from travel} travelers~
~
~
rest quietly nearby.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895796236 0 27
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2121
Fladian~
~
middle-aged man~
Withdrawn into his black robes,~
~
reads by candlelight.~
~
~
~
~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895796664 0 33
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2122
~
~
huge, orange pumpkin~
~
~
grows here on a twisted vine.~
huge, orange pumpkins~
~
~
grow here on twisted vines.~
A huge orange pumpkin sits nestled among its viney stems.  Several

smaller pumpkins grow nearby, but none to rival its size.  Almost three

feet around, its orange flesh is speckled with tiny brown dots.  The vine

that it connects to is almost 4 inches in diameter.

~
Merior~
attack( mob, victim, 6d6+20, "heavy vine" );

attack( mob, victim, 6d7+20, "dark leaves" );

i = random( 0, 1 );

if( i == 0 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #tom, ch );

      act_notchar( #toms, ch );

      i = 6d4+20;

      dam_message( rch, i, "the small pumpkin" );

      inflict( rch, mob, i, "the small pumpkin" );

      }

    }

  }

~
E
tom~
@WSuddenly a small pumpkin detaches itself and seems to hurl itself at

you!@n 

~
E
toms~
@WA small pumpkin detaches itself from the vine and hurls itself at $n!@n


~
!
0 0 31 0 0 0 0 10
0 0 12 4000 895535473 0 24
4194339 1073741824 0 0 4
35
18 5 5 12 18
50 10 -10 40 0 20 10
500 10 orange mass~
700 12 green vines~
1000 11 dense leaves~
0 1000 ~
0 1000 ~
0
91751075 26214464
5698 57 0 9872 2665951
N 0 4 0
-1
4 -1
~
~
!
-1

#2123
~
~
yellow squash~
~
giant~
grows amongst its smaller fellows.~
yellow squash~
~
giant~
grow amongst their smaller fellows.~
Dozens of squash vines grow here, their greens sprinkled with fruit of

varying sizes and shapes.  One squash, however, is far greater then its

fellows.  It resembles a giant egg that has been painted a bright yellow.

~
Merior~
attack( mob, victim, 6d6+20, "constricting vines" );

attack( mob, victim, 6d7+15, "entangling vines" );

attack( mob, victim, 8d5+20, "entangling vines" );

i = random( 0, 1 );

if( i == 0 ) {

  act_tochar( #gourd, ch );

  act_notchar( #seegourd, ch );

  interpret( mob, "bash" );

  }

~
E
gourd~
@YThe squash suddenly tries to bash you to the ground!@n

~
E
seegourd~
@YThe squash suddenly tries to bash $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 1 4000 894627427 0 29
35 1073741824 0 0 4
30
18 5 5 10 20
50 0 -10 40 0 0 10
500 12 yellow gourd~
700 12 viney stem~
1000 14 tough stem~
0 1000 ~
0 1000 ~
0
78643870 26214464
465 15 0 670 45341
N 0 4 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2124
~
red green yellow pepper plant~
brightly-colored pepper plant~
~
~
grows upon a tall trellis.~
brightly-colored pepper plants~
~
~
grow upon tall trellis.~
Pepper plants grow tied to a tall trellis, their leaves almost

obliterated by the brightly colored vegetables which burst forth. 

Brightly colored peppers of @Rred@n, @Ggreen@n, and @Yyellow@n dangle

invitingly from almost every portion of the plants.

~
Merior~
attack( mob, victim, 6d6+20, "slashing vine" );

attack( mob, victim, 6d7+20, "whipping leaves" );

i = random( 0, 1 );

if( i == 0 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #tom, ch );

      act_notchar( #toms, ch );

      i = 6d4+20;

      dam_message( rch, i, "the fruit" );

      inflict( rch, mob, i, "the fruit" );

      }

    }

  }

~
E
tom~
@RA red pepper suddenly launches itself at you!@n

~
E
toms~
@RA red pepper suddenly launches itself at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 1 4000 894627547 0 27
4194339 1073741824 0 0 4
35
18 5 5 12 18
50 10 -10 40 0 20 10
400 10 yellow pepper~
600 12 red pepper~
800 11 green pepper~
1000 12 pepper plant~
0 1000 ~
0
91751075 26214464
624 6 0 822 209277
N 0 4 0
3154 17 1509949455 -2 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
6 1889
~
junk_obj( obj );

wait( 1 );

if( cflag( 87 ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
I'm sorry, but I can't deal with someone who kills my relatives.  Perhaps

you can speak to my mother about how to be forgiven.

~
E
thanks~
I see you have been able to help my sister, the rose.  If only you could

help to protect me from the evil lions that sneak in from the far away

west, just to steal my precious fruits.

~
E
didit~
Thank you, but you can no longer help me.

~
E
ask~
Why are you giving this to me?  Have you spoken to my mother in the cabin

yet?

~
!
6 1922
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "gives pepper to", ch );

  act_tochar( #gives, ch );

  act_notchar( #give, ch );

  obj_to_char( oload( 3157 ), ch );

  interpret( mob, "gives bouquet to", ch );

  obj_to_char( oload( 1889 ), ch );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

~
E
nope~
Go!  I will have no dealings with one as evil as you!

~
E
thanks~
My thanks for vanquishing the ravaging lions.  If you will but give this

token to my mother, she will reward you for your kindness to myself and

my kin.

~
E
didit~
Thanks, but you have already helped me all you can.

~
E
ask~
Why are you giving this to me?  Have you talked to my mother yet?

~
E
gives~
With a flash of color, the pepper plant hands you one of its fruits and a

lovely bouquet.

~
E
give~
With a flash of color, the pepper plant gives $n one if its fruit and a

lovely bouquet.

~
!
-1

#2125
~
~
apple tree~
~
small~
grows here, its red fruit glistening.~
apple trees~
~
small~
grow here, their red fruits glistening.~
This small apple tree has dozens of red, ripe fruit covering its leafy

branches.  The leaves are a medium color of green, and it appears that

the entire plant has been recently watered, or that it has rained: the

leaves and apples themselves glisten with moisture.

~
Merior~
attack_weapon( mob, victim, 7d6+10, "slapping branch" );

attack_weapon( mob, victim, 6d7+15, "twisted trunk" );

i = random( 0, 3 );

if( i == 1 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      act_tochar( #apple, ch );

      act_notchar( #noapple, ch );

      dam_message( rch, 6d7+15, "the flying fruit" );

      inflict( rch, mob, 6d5+15, "flying fruit" );

      obj_to_room( oload( 49 ), room );

      }

    }

  }

else

attack( mob, ch, 6d7+25, "tickling leaves" );

~
E
apple~
@RA large red apple suddenly launches itself at you!@n

~
E
noapple~
@RA large apple suddenly launches itself at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 3 4000 894627674 0 25
4325411 0 0 0 4
30
18 5 5 12 20
0 -30 20 20 0 -5 0
500 12 leafy branch~
800 14 red fruit~
900 12 brown trunk~
1000 15 swaying leaves~
0 1000 ~
0
26215050 26214464
827 11 0 684 75362
M 0 4 0
49 17 1509949540 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
-1

#2126
~
~
raspberry patch~
~
large red~
grows here untended.~
raspberry patches~
~
large red~
grow here untended.~
A large @rred raspberry shrub@n grows here, thorny branches covered with

small, ripe fruit.  Caught in its brambles you can see bits of cloth,

remnants of a close encounter with a previous visitor.

~
Merior~
attack( mob, victim, 6d6+20, "slashing branch" );

attack( mob, victim, 6d6+20, "flurry of petals" );

act_tochar( #thorn, ch );

act_notchar( #seethorn, ch );

i = 5d5+30;

dam_message( ch, i, "The piercing thorn" );

inflict( ch, mob, i, "piercing thorn" );

~
E
thorn~
@RThe raspberry suddenly shoots a thorn at you!@n

~
E
seethorn~
@RThe raspberry suddenly shoots a thorn at $n!@n

~
!
0 0 31 0 0 0 0 10
0 0 28 4000 894627730 0 25
4325411 0 0 0 4
25
18 5 5 12 20
0 -30 20 20 0 -5 0
500 11 brown branches~
700 10 small leaves~
1000 13 sharp thorns~
1000 0 ~
1000 0 ~
0
26215050 26214464
2328 27 0 6166 946006
M 0 4 0
2440 17 1509949460 -1 0
-1
4 -1
~
set_cflag( 87, ch );

~
!
2 -1
helping baby~
act_tochar( #ask, ch, obj, mob );

wait( 2 );

tell( mob, ch, #order );

~
E
ask~
You ask the plant about helping the wrinkled woman.

~
E
order~
My worst enemy is the grizzly bear.  Bring me his hair, and I will be

forever in your debt.

~
!
6 409
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) )

  {

tell( mob, ch, #repent );

end;

}

else {

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "give twig", ch );

  act_tochar( #gives, ch );

  act_notchar( #give, ch );

  obj_to_char( oload( 107 ), ch );

  end;

  }

if( done_quest( ch, 54 ) )

  tell( mob, ch, #didit );

else

  tell( mob, ch, #ask );

}

~
E
thanks~
Thanks for helping defeat the grizzly bear.  If you talk to the wisteria,

and give it this token, it may have something interesting to tell you.

~
E
didit~
Thanks, but you have already helped destroy the evil grizzly bear.  Perhaps you should now talk to the wisteria.

~
E
ask~
Thanks, but what is this for?  If you think I needed this, you should

talk to my mother in the cabin.

~
E
repent~
You have killed my brethern.  I will not deal with you!

~
E
gives~
The raspberry quivers and hands you a twig.

~
E
give~
The raspberry quivers and hands $n a twig.

~
!
-1

#2127
~
~
wrinkled old woman~
~
~
peers at you with distrust.~
~
~
~
~
The face of this old woman is covered with wrinkles.  Her light blue eyes

peer out from sunken sockets, lighting as they see your face.  Her mouth

is slightly open, allowing you to see the few teeth which remain.  In

contrast to the rest of her body, her hands look quite young and supple,

the skin is unlined and smooth.

~
Merior~
if( random( 1, 3 ) == 1 ) {

  victim = rand_player( room );

  if( is_fighting( victim ) ) {

    act_tochar( #spell, ch );

    do_spell( cause critical, mob, victim );

    }

  else {

    if( random( 1, 2 ) == 1 )

      cast_spell( slay, mob, victim );

    }

  }

attack( mob, victim, 8d10+25, "sharp finger nails" );

ch = rand_player( room );

if( is_fighting( ch ) ) {

  if( find_stat( ch, level ) < 91 ) 

    attack( mob, ch, 8d10+25, "sharp finger nails" );

  }

if( attack( mob, victim, 8d10+25, "sharp finger nails" ) ) {

  if( random( 1, 2 ) == 1 )

    do_Spell( curse, mob, victim );

  else

    poison( victim );

  }

~
E
spell~
The woman raises her arms and begins to chant.

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 893515155 0 0
4424963 139650 0 0 8
50
10 17 20 15 15
30 50 25 40 75 0 0
500 18 wrinkled arm~
600 19 skinny legs~
900 20 greying hair~
1000 22 bent body~
0 1000 ~
0
196609610 26214464
0 1 0 0 0
F 0 4 0
-1
8 -1
hi~
if( !has_quest( ch, 54 ) ) {

  if( !cflag( 87, ch ) ) {

    act_tochar( #examines, ch );

    act_notchar( #looks, ch );

if( !cflag( 87, ch ) ) {

      tell( mob, ch, #help );

      wait( 1 );

      tell( mob, ch, #more );

      assign_quest( ch, 54 );

      }

    }

  else

    if( cflag( 87, ch ) ) {

    tell( mob, ch, #repent );

    wait( 1 );

    tell( mob, ch, #howto );

    }

  end;

  }

if( doing_quest( ch, 54 ) )

  tell( mob, ch, #well );

~
E
well~
Well, have you brought me what I seek?

~
E
examines~
The wrinkled woman looks up at you, trying to see into your very soul.

~
E
looks~
You see the wrinkled woman stare straight at $n.

~
E
help~
Hello, young traveller.  I see that you have found your way to me without

harming my babies.

~
E
repent~
You cruel creature!  You have harmed my babies!  Why should I help you in

any way?

~
E
more~
Each of my babies needs a special gift to satisfy them, and if they are

not happy, neither am I.  Start with the oldest, the raspberry patch, and

prove to me your merit.

~
E
howto~
In order to provide proper restitution for your crime, you must bring to

me a lock of hair from those evil, dark humans in the citadel south of

here.  They regularly raid my garden, killing my children, and wiping out

all my hard work.

~
!
6 1752
~
junk_obj( obj );

wait( 1 );

if( cflag( 87, ch ) ) {

  tell( mob, ch, #thanks );

  remove_cflag( 87, ch );

  end;

  }

if( !has_quest( ch, 54 ) ) {

  assign_quest( ch, 54 );

  tell( mob, ch, #help );

  }

else

  tell( mob, ch, #ask );

~
E
thanks~
Thank you for ridding the forest of the evil human invaders.  I no longer

consider you my enemy.

~
E
help~
Each of my children will tell you how you may help.  Start with the

oldest, the raspberry, and listen carefully.

~
E
ask~
Thank you for this nice hair, but what am I to do with it?

~
!
6 2577
~
if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "give cap to", ch );

  obj_to_char( oload( 1344 ), ch );

  update_quest( ch, 54 ) ;

  }

else

  tell( mob, ch, #why );

~
E
thanks~
Thank you so very much for ridding my garden of all of its pests.  I know

payment is difficult, but here is a small token of my appreciation.

~
E
why~
Thank you, but what am I supposed to do with this?

~
E
nope~
I'm sorry, but I cannot deal with someone who kills my babies.  You'd

best try to find some way to repent.

~
!
2 -1
forgiveness retribution reparation atonement~
if( cflag( 87, ch ) ) {

  tell( mob, ch, #nope );

  end;

  }

if( doing_quest( ch, 54 ) ) {

  tell( mob, ch, #thanks );

  interpret( mob, "give pepper to", ch );

  obj_to_char( oload( 1344 ), ch );

  update_quest( ch, 54 ) ;

  }

else

  tell( mob, ch, #why );

~
E
ask~
You ask the wrinkled woman about how to receive her forgiveness for

killing her garden.

~
E
rask~
You hear $n ask the wrinkled woman about atoning for killing her garden.

~
E
stat1~
How kind of you to inquire.  The evil dark humans that dwell not far from

here in a dark citadel regularly destroy my garden.  Bring me proof of

their death, and I will consider your sins forgotten.

~
E
nope~
Thank, but what is this for?

~
E
thanks~
Thank you so much for helping my children.  If you will take all the

things they have given you to the gardener, he will give you what i

really need.

~
E
why~
Thanks, but why have you given this to me?

~
!
6 3157
~
act_tochar( #thanks, ch );

obj_to_char( oload(3157), ch );

wait( 2 );

act_tochar( #goto, ch );

~
E
thanks~
Oh look what you have brought me, you must have cared for my babies well. 

But I have no need of this pepper, my babies have given me all I need. 

You should keep it.  Now that you have proven your worth to me, I would

reward you if you would but do a simple task for me.

~
E
goto~
My babies require such special care and only the best will do, but I do

not want to leave them for as long as it will take to fetch a special

item for them.  If you could find for me a set of gardening shears I

would be most grateful and would reward you with a very special gift

indeed.

~
!
2 -1
~
act_tochar( #gardener, ch );

~
E
gardener~
I'm afraid I have no shears, perhaps you should ask some other gardener.

~
!
-1

#2128
~
~
shadow minion~
~
black~
attempts to blend in with the shadows.~
shadow minions~
~
black~
attempt to blend in with the shadows.~
This dark gaseous, shadowy minion floats around trying to blend in with

the shadows of the room.  No typical legs flow from its blurred body,

only black vapors.  Enormous dark-green eyes from its featureless face

sparkle menacingly as it observes you.  A tremendous heat emanates from

where you would assume its mouth would be, glowing an orange-red.

~
Olah~
attack_fire( mob, victim, 2d8+10, "hot breath" );

attack( mob, victim, 2d8+10, "ferocious slash" );

attack( mob, victim, 2d8+10, "ferocious slash" );

if( random( 1, 2 ) == 2 )

  attack_fire( mob, victim, 2d8+10, "hot breath" );

i = random( 1, 10 );

if( i == 3 ) {

  act_tochar( #smoke, ch );

  act_notchar( #nsmoke, ch );

  do_spell( blind, mob, ch );

  }

if( i == 7 ) {

  send_to_room( #spell, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause serious, mob, rch );

    }

  }

~
E
smoke~
@rA thick, burning cloud of gas flows toward your eyes.@n

~
E
nsmoke~
@rA thick, burning cloud of gas flows toward $n's eyes.@n

~
E
spell~
@eA sudden wave of energy emanates from the shadow minion!@n

~
!
0 0 20 0 0 0 0 10
0 0 0 3500 894308818 0 0
21234737 1061001 4108 120 8
30
15 13 13 20 15
5 75 -30 15 80 0 75
800 11 shadowy form~
1000 8 dark head~
0 1000 ~
0 1000 ~
0 1000 ~
196608
96994890 31458562
0 1 0 0 0
N 120 4 0
2816 17 1509949445 -1 0
3151 17 1509949445 -1 0
-1
-1

#2129
Dactyron~
dactyron demon~
demon~
~
huge, horned~
with outstretched wings grins wickedly at you.~
demons~
~
huge, horned~
with outstretched wings grin wickedly at you.~
This fearsome demon stands well past ten feet tall.  Red marks sparkle

off the dark scales of his enormous, muscular legs and arms.  His head is

triangular, with two sharp horns protruding from the top.  Jagged, pointy

teeth hang from his wide mouth, which has a continual grin across it. 

Attached to his back are two gargantuan wings, which reach the bottom of

his clawed feet when retracted.

~
Olah~
attack( mob, victim, 4d5+16, "sharp swipe" );

attack( mob, victim, 4d5+18, "powerful kick" );

attack( mob, victim, 4d5+20, "ferocious slash" );

if( random( 1, 10 ) < 8 )

  attack_fire( mob, victim, 4d5+18, "burning touch" );

i = random( 1, 16 );

if( !is_silenced( mob ) ) {

  if( i == 3 ) {

    act_tochar( #wave, ch );

    act_notchar( #nwave, ch );

    do_spell( hallucinate, mob, victim );

    }

  if( i == 7 ) {

    send_to_room( #spell, room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        do_spell( cause serious, mob, rch );

      }

    }

  }

if( random( 1, 3 ) == 2 ) {

  send_to_room( #wing, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 4d5+18, "wing attack" );

    }

  }

~
E
wave~
@RDactyron waves his claws and points at you.@n

~
E
nwave~
@RDactyron waves his claws and points at $n.@n

~
E
spell~
@eDactyron begins mumbling a spell.@n

~
E
wing~
@gDactyron spreads out his wings and spins around the room!@n

~
!
0 0 20 0 0 0 0 10
0 0 0 4000 893930556 0 25
4443443 41355 4108 496 2
40
20 18 15 16 19
10 100 -30 0 90 10 100
400 11 scaly arm~
500 12 scaly leg~
800 15 protective wing~
1000 10 evil head~
0 1000 ~
196642
131073930 26214464
0 1 0 0 0
M 496 7 0
2816 17 1509949455 -1 0
3077 17 1509949443 1 0
-1
4 -1
~
send_to_room( #scream, room );

if( !mob_in_room( 2131, find_room( 68056 ) ) )

  mload( 2131, find_room( 68056 ) );

send_to_room( #appear, find_room( 68056 ) );

~
E
scream~
@RA deafening scream can be heard, then silence...@n

~
E
appear~
@GThe ghost of Sjerdil suddenly appears into your view!@n

~
!
-1

#2130
Greynard~
~
muscular orc~
~
~
stares at you, his one good eye red with hate.~
muscular orcs~
~
~
stare at you, their eyes red with hate.~
This thickly shouldered orc pirate is missing an eye, several teeth, and

a few fingers, but still appears to be more than a mere threat.  He moves

about with grace, and always has a dagger ready to throw in dire

situations.  Even his pierced ears are deadly weapons, as he has two

small daggers stuck through them.  His hair is thick with sweat, and he

looks either extremely nervous or insane.

~
Nivel~
attack( mob, victim, 6d8, "thrown dagger" );

if( random( 0, 2 ) == 1 )

  attack( mob, victim, 6d8, "thrown dagger" );

attack_weapon( mob, victim, 2d10, "right hand" );

attack_weapon( mob, victim, 2d10, "left hand" );

if( random( 0, 10 ) < 4 ) {

  act_tochar( #flurry, ch );

  act_notchar( #rflurry, ch );

  attack( mob, victim, 7d6, "thrown dagger" );

  attack( mob, victim, 7d6, "thrown dagger" );

  attack( mob, victim, 7d6, "thrown dagger" );

attack( mob, victim, 7d6, "thrown dagger" );

  if( random( 0, 7 ) < 4 )

    attack( mob, victim, 7d6, "thrown dagger" );

  if( random( 0, 9 < 3 ) )

    attack( mob, victim, 7d6, "thrown dagger" );

  if( random( 0, 1 ) == 1 )

    attack( mob, victim, 7d6, "thrown dagger" );

  }

~
E
flurry~
@cGreynard launches a flurry of throwing daggers at you!

~
E
rflurry~
@cGreynard launches a flurry of daggers at $n!

~
!
8 0 10 0 0 0 0 10
0 0 0 4000 894478836 0 25
246707 0 0 0 2
50
25 17 17 27 18
10 10 10 10 50 0 10
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
131074570 26214464
0 1 0 0 0
M 0 4 0
2022 17 1509949540 7 0
2102 17 1509949540 9 0
2002 17 1509949540 5 0
2042 17 1509949540 10 0
2081 17 1509949540 6 0
3065 17 1509949540 18 0
3065 17 1509949540 16 0
77 17 1509949442 -1 0
-1
-1

#2131
~
~
ghost of Sjerdil~
~
melancholy~
haunts the room.~
ghosts of Sjerdil~
~
melancholy~
haunt the room.~
The ghostly image of a short gnomish male with sad-looking hazel eyes

floats slowly around the room.  His blurred figure looks emaciated and

ragged despite wearing bright blue overalls on his ethereal form.  His

fingers are big and coarse, while his arms are short and thin.  Around

his ankles appear to be ghostly shackles, a symbol of the ghost's eternal

imprisonment.

~
Olah~
attack( mob, victim, 5d4+10, "ghostly jab" );

attack( mob, victim, 5d4+12, "ghostly kick" );

attack( mob, victim, 5d4+12, "ghostly punch" );

if( random( 1, 10 ) < 8 )

  attack_cold( mob, victim, 5d4+12, "freezing touch" );

if( random( 1, 4 ) == 1 ) {

  send_to_room( #gest, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      do_spell( cause serious, mob, rch );

    }

  }

~
E
gest~
@gThe ghost of Sjerdil waves his finger violently around.@n

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897495156 0 26
1074071587 2105738 4108 200 4
35
14 12 15 15 16
0 -20 100 10 100 30 99
1000 10 ethereal form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
96
123209290 39324801
0 1 0 0 0
M 200 3 0
2853 17 1509949443 6 0
-1
4 -1
~
wait( 1 );

send_to_room( #free, room );

tell( mob, ch, #thank );

update_quest( ch, 52 );

send_to_room( #disapp, room );

~
E
free~
@GThe soul of Sjerdil sudden appears and begins thanking you

profusely...@n 

~
E
thank~
@GAt last I'm free from the @n@rEvil One@n@G's clutches!  Thank you so

much for saving me... Now I can finally be with my beloved Xyla.@n

~
E
disapp~
@GWith those parting words, Sjerdil gleefully vanishes.@n

~
!
0 -1
~
if( mob_in_room( 2129, find_room( 68059 ) ) && mob_in_room( 2131, room ) ) {

  send_to_room( #vanish, room );

  junk_mob( mob_in_room( 2131, room ) );

  }

~
E
vanish~
@eA ghostly moan can be heard before the ghost quickly disappears.@n

~
!
-1

#2132
Wistrya~
wistrya weather wizardress human woman~
weather wizardess~
~
~
sits behind a long stone table.~
weather wizardesses~
~
~
stand as mirror images, ready to do battle.~
So old is she that you can barely find the eyes within her wrinkled face. 

More than venerable for a human, the old woman sits at a long, stone

desk, reading a very large, musty tome.  Dressed in a flowing blue robe

with silvery stars sewn into its fabric, most of her looks like a piece

of the night sky come to life.  Though her movements are slow and a bit

uncertain, you feel there is something more to this old woman than meets

the common eye.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 895800367 0 33
1073972011 262144 0 0 4
90
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
0 3
~
tell( mob, ch, #well );

~
E
well~
Well, hello to you too.  Since you've broken into my home and have me at

an obvious disadvantage, please, come in.

~
!
1 3
~
act_tochar( #slam, ch );

close( room, west );

set_rflag( reset0, find_room( 161 ) );

lock( room, west );

continue;

~
E
slam~
@RThe large oak door slams behind you and the protective runes glow

brightly around it.@n 

~
!
-1

#2133
~
~
huge wrath wyrm~
~
~
is here, its banded body looking extremely hungry.~
huge wrath wyrms~
~
~
are here, their banded bodies looking extremely hungry.~
This enormous wyrm is over sixty feet long, its segmented body colored in

alternating bands of red and gold.  Its large, black eyespots have been

filmed over by a thick green substance, but it looks accustomed to

feeling its way around.  Its entire body is coated in a green layer of

slime.  Thick hairs stick out where segments meet, and they seem to

provide movement for the beast.  Great fangs stick out from its mouth,

over a foot in length, and they are stained red with blood.  It must have

recently finished a meal.  Despite its size, its body moves with a silent

intensity, and from the looks of it the monster is very agile and supple.

~
Nivel~
attack( mob, ch, 10d7, "vicious maw" );

if( random( 0, 2 ) == 1 )

  attack( mob, ch, 6d8, "vicious bite" );

if( random( 0, 3 ) == 2 ) {

  attack_room( mob, 5d7, "segmented tail swipe" );

  };

if( random( 0, 3 ) == 2 ) {

  act_tochar( #coil, ch );

  act_notchar( #rcoil, ch );

  i = 20d10;

  dam_message( ch, i, "A wrath wyrm's fangs" );

  inflict( ch, mob, i, "wrath wyrm's fang attack" );

  poison( ch );

  }

~
E
coil~
@GThe huge wrath wyrm buries its fangs into you!@n

~
E
rcoil~
The huge wrath wyrm buries its fangs into $n!@n

~
!
0 100 15 0 0 0 0 10
0 0 1 4000 897658409 0 25
273810481 8192 0 0 4
30
24 6 6 22 25
40 0 60 70 5 75 100
600 20 segmented body~
800 15 tough head~
900 10 segmented tail~
1000 -3 weak eye spot~
0 1000 ~
0
131078403 26214464
2301 34 20 1140 228591
N 0 5 0
3068 17 1509949465 -1 0
-1
-1

#2134
~
~
ogre~
~
fire-singed, soot covered~
hammers on a creation of metal glowing hot with heat.~
ogres~
~
fire-singed, soot covered~
hammer on red-hot metal.~
The ogre's roughened skin, heat chapped and sweaty in the scorching

atmosphere of the room, is a deep black.  Patches of lighter colored soot

enhance his monstrous stature of bulging muscles and extreme height.

~
Derna~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 8 0 0 0 0 10
0 0 0 4000 895800447 0 0
230185 0 0 0 4
90
22 16 8 12 19
55 50 -20 0 50 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262149770 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2135
~
~
pawn chess piece~
~
animated~
made of ivory stands awkwardly here.~
pawn chess pieces~
~
animated~
made of ivory stand awkwardly here.~
This ivory-white animated pawn chess piece looks peculiar.  It has two

stumpy legs protruding from its lower sides, and two short, but muscular

arms on its upper sides.  Its body is cylindrical and about a few feet

wide.  It stands a little over five feet tall, with a round, bulbous top,

which presumably serves as its head.

~
Olah~
attack( mob, victim, 2d6+10, "quick strike" );

attack( mob, victim, 2d6+12, "powerful blow" );

if( random( 1, 3 ) == 2 ) {

  act_tochar( #lunge, ch );

  act_notchar( #nlunge, ch );

  attack( mob, victim, 2d6+12, "head charge" );

  }

if( attack( mob, victim, 2d6+12, "head charge" ) ) {

  if( random( 1, 3 ) == 2 ) {

    dam_message( ch, 2d4, "the painful blow" );

    inflict( ch, mob, 2d4, "an animated pawn's painful blow" );

    }

  }

~
E
lunge~
@eThe animated pawn lowers its round head and lunges towards you!@n

~
E
nlunge~
@eThe animated pawn lowers its round head and lunges towards $n!@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894309956 0 37
33843 8195 12 0 7
20
14 5 5 16 13
0 20 0 50 50 -20 50
800 8 ivory body~
1000 7 round head~
0 1000 ~
0 1000 ~
0 1000 ~
65536
78644804 32769601
0 1 0 0 0
M 0 4 0
-1
-1

#2136
~
~
queen chess piece~
~
animated~
made of ivory stands regally here.~
queen chess pieces~
~
animated~
made of ivory stand regally here.~
This animated queen chess piece is remarkably tall -- standing over seven

feet.  Its body is made totally of ivory, which glistens in the light. 

Long, powerful arms extend from its sides, and two legs protrude through

its lower part of the body, which is in the shape of a robe's tail.  Its

head is round, but its top is tiara-shaped.

~
Olah~
attack( mob, victim, 3d4+12, "quick punch" );

attack( mob, victim, 3d4+12, "swift quick" );

if( random( 1, 11 ) < 9 )

  attack( mob, victim, 3d4+16, "powerful blow" );

if( random( 1, 4 ) == 1 ) {

  send_to_room( #swing, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      attack( mob, rch, 3d4+12, "wild blow" );

      if( random( 1, 10 ) < 7 )

        attack( mob, rch, 3d4+12, "wild blow" );

      }

    }

  }

~
E
swing~
@cThe queen piece swings its arms around and starts attacking wildly!@n

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 894309887 0 37
33843 40963 12 0 7
30
15 7 7 16 15
0 20 0 50 70 -20 60
800 10 ivory body~
1000 8 round head~
0 1000 ~
0 1000 ~
0 1000 ~
131072
117966405 32769601
0 1 0 0 0
F 0 5 0
3078 17 1509949445 17 0
-1
-1

#2137
~
ghost clan's matriarch undead~
ghost of the clan's matriarch~
Dressed for battle,~
~
stands here.~
ghosts of the clan's matriarch~
~
~
somehow stand here in one place.~
Though transparent, this woman retains much of the visage she must have

had in life.  Her dark hair is wound into a tight bun and her stance is

that of battle-readiness.  Tattooed upon her right arm is a wolf's paw. 

A matching symbol inscribed within a circle has been branded into her

forehead.  Tucked behind her ear is a small token of some sort.  Her

non-corporeal image waivers very little.

~
Florian~
attack_weapon( mob, victim, 3d4+4, "ghostly punch" );

attack_weapon( mob, victim, 2d6+3, "ethereal kick" );

if( random( 1, 4 ) == 1 )

  attack_weapon( mob, victim, 3d5+4, "clenched, ghostly hand" );

if( random( 1, 12 ) == 1 ) {

act_room( #help, ch, obj, mob );

summon( mob, victim );

open( room, east );

}

~
E
help~
@BSuddenly, $N keens loudly for help!@n

~
!
0 80 28 0 0 0 0 10
0 0 7 4000 893886256 0 32
1074234931 8192 16396 0 4
10
14 12 13 25 15
5 -25 50 -5 25 0 0
400 5 leather body armor~
700 4 helmed head~
900 8 wispy outline~
1000 5 outstretched, ghostly hand~
0 1000 ~
0
31457930 2627841
446 41 0 852 22445
F 0 4 0
2180 17 1509949460 15 0
2101 17 1509949460 9 0
2080 17 1509949460 6 0
2001 17 1509949460 5 0
2021 17 1509949460 7 0
2041 17 1509949460 10 0
3004 17 1509949475 16 0
3017 16 1509949450 16 0
3017 16 1509949443 16 0
745 16 1509949442 16 0
3083 17 1509949450 -1 0
3135 17 1509949443 6 0
-1
-1

#2138
~
ghost clan's patriarch undead~
ghost of the clan's patriarch~
Dressed in leather armor,~
~
stands here.~
ghosts of the clan's patriarch~
~
~
are here, strangely occupying the same space.~
Though transparent, this man retains much of the visage he must have had

in life.  Taller and more muscular than most humans, this man, together

with his shaved head, looks like a barbarian.  his face is twisted both

with pain and anger and his eyes are like bottomless chasms.  A tattoo of

a wolf's paw has been applied to the man's chest and a matching symbol

inscribed within a circle has been branded into his forehead.  Tucked

behind one of his ears is a small totem.

~
Florian~
attack_weapon( mob, victim, 4d4+4, "ghostly punch" );

attack_weapon( mob, victim, 4d4+3, "ethereal kick" );

if( random( 1, 4 ) == 1 )

  attack_weapon( mob, victim, 3d7+4, "clenched, ghostly hand" );

if( random( 1, 12 ) == 1 ) {

  act_room( #help, ch, obj, mob );

  summon( mob, victim );

open( room, west );

}

~
E
help~
@BSuddenly, $N keens loudly for help!@n

~
!
0 93 28 0 0 0 0 10
0 0 9 4000 893886175 0 27
1074233907 8192 12 0 4
10
15 12 13 25 15
5 -25 50 -5 25 0 0
400 5 leather body armor~
700 4 helmed head~
900 8 wispy outline~
1000 5 outstretched, ghostly hand~
0 1000 ~
0
31457930 2627841
1110 65 0 705 41236
M 0 4 0
2181 17 1509949460 14 0
2081 17 1509949460 6 0
985 17 1509949460 5 0
2102 17 1509949460 9 0
2042 17 1509949460 10 0
2022 17 1509949460 7 0
3085 17 1509949535 -1 0
3084 16 1509949445 -1 0
745 17 1509949470 16 0
3004 16 1509949450 16 0
3134 17 1509949443 6 0
-1
-1

#2139
~
male ghost human warrior~
male ghost of a human warrior~
Covered in battle scars,~
~
hover here.~
male ghosts of human warriors~
Ready for battle,~
~
hover here.~
In life, this human male might have been a stout warrior, though it is

hard to be certain.  The image of this ghost stands about six feet tall

and looks ready for battle.  Numerous scars and badly healed wounds score

his ghostly arms and legs.  His head is shaved completely and a large

tattoo, that of a wolf's paw, adorns his scalp.  The warrior's dark eyes

have a haunted look to them.

~
Florian~
attack_weapon( mob, victim, 2d6+6, "ghostly punch" );

attack_weapon( mob, victim, 2d6+2, "ghostly punch" );

if( random( 1, 6 ) == 1 )

  attack_weapon( mob, victim, 2d5+6, "double punch" );

~
!
0 93 28 0 0 0 0 10
0 0 71 4000 895800774 0 29
1074234913 8192 20492 50 4
8
14 25 12 24 14
0 -25 40 0 25 0 100
350 5 faint outline~
750 7 translucent image~
1000 8 ghostly fist~
0 1000 ~
0 1000 ~
0
20972168 26214464
8306 653 0 6137 148593
M 50 4 0
2101 17 1509949455 9 0
2180 17 1509949455 15 0
2021 17 1509949455 7 0
2041 17 1509949455 10 0
2001 17 1509949455 5 0
2080 17 1509949455 6 0
3003 17 1509949470 16 0
281 16 1509949443 16 0
-1
-1

#2140
~
ghost human warrior female~
female ghost of a human warrior~
Covered with battle scars,~
~
hovers here.~
female ghosts of human warriors~
Ready for battle,~
~
hover here.~
The image of a woman ready for battle stands before you.  Her long hair

has been bound tightly around the back of her head, in a bun.  From what

you can see of her non-corporeal form, both her arms and legs are covered

with numerous battle scars.  A large tattoo of a wolf's paw adorns her

right, upper arm.  The warrior woman's dark, ethereal eyes look haunted

with pain and anger.

~
Florian~
attack_weapon( mob, victim, 2d6+6, "ghostly punch" );

attack_weapon( mob, victim, 2d6+2, "ghostly punch" );

if( random( 1, 6 ) == 1 )

  attack_weapon( mob, victim, 2d5+6, "double punch" );

~
!
0 80 28 0 0 0 0 10
0 0 33 4000 893886051 0 26
1074234913 8192 20492 48 4
8
14 25 12 24 14
0 -25 40 0 25 0 100
350 5 faint outline~
750 7 translucent image~
1000 8 ghostly fist~
0 1000 ~
0 1000 ~
0
20972168 26214464
2471 228 0 2101 62640
F 48 4 0
2101 17 1509949455 9 0
2180 17 1509949455 15 0
2080 17 1509949455 6 0
2001 17 1509949455 5 0
2021 17 1509949455 7 0
2041 17 1509949455 10 0
3003 17 1509949470 16 0
281 16 1509949445 16 0
-1
-1

#2141
~
~
brown ooze~
~
large~
wiggles slowly around here.~
brown oozes~
~
large~
wiggle slowly around here.~
This large, oozing substance is the color of coffee.  Its amorphous shape

attaches itself to the ground and wall, leaving brown stains behind it. 

Air bubbles appear randomly within its form, and a thick, translucent

film outlines its constantly-changing, exterior layer.

~
Olah~
attack_acid( mob, victim, 4d4+10, "corrosive touch" );

attack_acid( mob, victim, 4d4+10, "corrosive touch" );

if( random( 1, 2 ) == 2 ) {

  act_tochar( #att, ch );

  act_notchar( #natt, ch );

  attack_acid( mob, victim, 4d4+11, "burning grasp" );

  }

if( random( 1, 5 ) == 4 ) {

  send_to_room( #splat, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_acid( mob, rch, 4d4+10, "acidic touch" );

    }

  }

~
E
att~
@gThe brown ooze attempts to attach itself to you!@n

~
E
natt~
@gThe brown ooze attempts to attach itself to $n!@n

~
E
splat~
@yThe brown ooze starts splattering acid everywhere!@n

~
!
0 0 32 0 0 0 0 10
0 0 0 4000 893838308 0 24
6291507 0 12 0 7
22
7 5 5 7 18
0 -10 0 0 99 100 100
1000 10 viscous form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
68158220 26214464
0 1 0 0 0
N 0 4 0
-1
-1

#2142
~
spirit fountain undead watery figure~
spirit of the fountain~
~
~
stands protectively by the fountain.~
spirits of the fountain~
~
~
stands protectively by the fountain.~
Over eight feet that, a column of water with vaguely humanoid features

stands before you.  Its entire being is composed of pale, crystal-blue

water.  For eyes, it has two whirlpools swirling in its head.  The watery

figure has an air of patience and wisdom about it.

~
Florian~
attack_cold( mob, victim, 1d4+4, "chilling touch" );

attack_cold( mob, victim, 1d4+4, "chilling touch" );

if( random( 1, 2 ) == 2 ) {

  act_tochar( #att, ch, obj, mob );

  act_notchar( #natt, ch, obj, mob );

  attack_cold( mob, victim, 1d4+3, "chilly grasp" );

  }

if( random( 1, 5 ) == 4 ) {

  act_room( #splat, ch, obj, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_cold( mob, rch, 1d4+4, "cold touch" );

    }

  }

~
E
att~
@CSwiftly, $N reaches out and touches you.@n

~
E
natt~
@CSwiftly, $N reaches out and touches $n.@n

~
E
splat~
@CA wave of water from the font washes over you!@n

~
!
0 0 28 0 0 0 0 10
0 0 16 4000 898362699 0 35
1074201123 0 12 0 4
6
14 12 12 20 12
15 0 100 0 25 0 0
250 5 watery tendril~
550 7 wavering image~
850 4 watery body~
1000 5 rippling form~
0 1000 ~
0
15729286 26214464
968 89 0 1364 24913
N 0 5 0
-1
4 -1
~
act_room( #goback, ch );

remove_rflag( reset0, room );

~
E
goback~
@CThe spirit's watery escense drifts back into the fountain.@n

~
!
2 -1
fountain leonine font lion~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the fountain.

~
E
stat1~
This fountain is a wellspring of our clan's once mighty power.  In a time

of need, it rose out of the rock, giving its powerful waters to our clan

warriors to drink.  But its powers have faded.  Perhaps one day Ginician,

the Leonine Protector, will return to us and restore the fountain.  Until

that day we wait.

~
!
-1

#2143
~
~
fire newt~
~
small red~
crawls around.~
fire newts~
~
small red~
crawl around.~
Dark red, this twelve-inch long newt posesses a tongue at least four

times its body length.  Its skin glows with heat, and the ground sizzles

where its tiny webbed feet scratch it.  Its long thin tail swishes

anxiously as you observe it.

~
Phule~
if( random( 1, 2 ) == 2 ) {

  send_to_room( "@RThe fire newt's tongue flicks in and out.", room );

  attack_fire( mob, victim, 2d4+5, "fiery tongue" );

  }

attack( mob, victim, 1d8+2, "tiny scratch" );

if( random( 1, 5 ) == 2 )

  attack( mob, victim, 1d8+2, "tiny scratch" );

if( random( 1, 5 ) == 2 ) {

  send_to_room( #glow, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, 1d5+3, "heat waves" );

    }

  }

~
E
glow~
@RThe fire newt glows a bright red-orange.@n

~
!
0 96 65 0 0 0 0 10
0 0 71 4000 895297755 0 25
1265705 9216 2097152 0 4
7
5 5 5 8 7
0 100 -70 0 0 35 45
600 2 red-scaled body~
900 1 lithe tail~
1000 0 dark underbelly~
0 1000 ~
0 1000 ~
0
18350727 31457922
1663 428 0 5424 28977
M 0 2 0
3090 17 1509949450 -1 0
-1
-1

#2144
~
white red spotted spider~
white and red spotted spider~
~
~
crawls around hungrily.~
white and red spotted spiders~
~
~
crawl around hungrily.~
About as big around as a small shield, this colorful arachnid makes no

threatening moves.  Its legs and body are covered in short, bristling red

hairs.  Most of its abdomen is also covered with white spots.  The red

and white spotted spider has four pairs of pale green, faceted eyes. 

Unlike some spiders, this one appears to be lacking both venom glands and

spinnerets.

~
Florian~
attack( mob, victim, 1d5+5, "pinching bite" );

attack( mob, victim, 1d5+5, "pinching bite" );

if( random( 1, 6 ) == 1 )

  attack( mob, victim, 1d5+5, "pinching bite" );

if( random( 1, 8 ) == 1 )

  attack( mob, victim, 1d8+4, "barbed leg" );

~
!
0 0 25 0 0 0 0 3384
0 0 114 2500 899960504 0 24
229985 8192 0 0 4
5
4 3 12 17 16
0 -15 -15 0 0 -10 20
250 3 spotted underbelly~
450 3 hairy red legs~
550 2 pale green eye~
850 3 white and red spotted body~
1000 4 hard mandible~
0
13107845 26214464
3158 620 0 7053 67884
N 0 3 0
2267 17 1509949442 -2 0
-1
-1

#2145
~
small brown bat~
small brown bat~
~
~
flies around searching for food.~
small brown bats~
~
~
fly around searching for food.~
This small bat does not look too fierce.  It has wide, orange eyes and a

long, broad nose.  Its entire body is covered in dark, fluffy brown fur. 

The bat has a wingspan of maybe two feet and each wing ends in a set of

tiny claws.  The small brown bat's fragile, yellow fangs look suited for

eating little besides fruit or insects.

~
Florian~
attack( mob, victim, 1d4+3, "wing claws" );

attack( mob, victim, 1d4+3, "wing claws" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 1d4+6, "serrated teeth" );

if( random( 1, 5 ) == 1 ) {

  act_room( #buffet, ch, obj, mob );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack( mob, rch, 1d5+3, "The bat's buffeting wing attack" );

    }

  }

~
E
buffet~
@yThe small brown bat flaps its wings furiously!@n

~
!
0 0 54 0 0 0 0 10
0 0 114 2000 893885567 0 28
4426537 8192 4096 0 4
4
12 3 3 12 12
0 -20 20 0 15 0 5
250 2 thin wing membrane~
450 3 brown, furry body~
750 4 long, broad snout~
950 2 tiny, triangular ears~
1000 3 small foot claw~
0
10486404 26214464
3311 500 0 6154 69268
N 0 1 0
2280 17 1509949450 -2 0
84 17 1509949442 -2 0
-1
-1

#2146
~
spectre medicine man undead~
spectre of a medicine man~
~
~
hovers over the stone bier.~
spectres of medicine men~
~
~
hover over the stone bier.~
This humanoid has no material substance, though his transparent image

reflects what he most likely must have looked like just before his death. 

Of average height for a human, the man has a large belly and pudgy arms. 

Though he is nearly bald, the man has woven various types of beads and

sticks into the few remaining wisps of hair he possesses.

~
Florian~
attack_weapon( mob, victim, 2d5+2, "right clenched fist" );

attack_weapon( mob, victim, 2d5+2, "left clenched fist" );

if( random( 1, 2 ) == 1 )

  attack_weapon( mob, victim, 2d5+2, "right clenched fist" );

else {

  if( !is_silenced( mob ) ) {

    if( random( 1, 10 ) <= 5 )

      do_spell( magic missile, mob, victim );

    else {

      send_to_room( #cure, room );

      do_spell( cure serious, mob, mob );

      }

    }

  else

    send_to_room( #nothing, room );

  }

~
E
cure~
@GThe spectre of the medicine man chants and heals his wounds.@n

~
E
nothing~
@rThe spectre of the medicine man gestures frantically.@n

~
!
0 0 28 0 0 0 0 10
0 0 1 4000 893886375 0 26
1074233891 0 12 0 4
10
13 12 14 20 15
0 -15 20 0 30 5 100
250 4 totem-dangling hand~
450 4 wavering form~
750 100 ethereal outline~
1000 5 spot below his medicine bundle~
0 1000 ~
0
26215050 26214464
2049 124 0 2199 38671
M 0 4 0
706 17 1509949455 16 0
2080 17 1509949455 6 0
511 17 1509949455 5 0
3096 17 1509949450 -1 0
-1
0 -1
~
wait( 3 );

act_room( #moan, ch );

~
E
moan~
A spectre standing over a stone bier moans continuously about the clan of

the wolf.

~
!
2 -1
clan wolf~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the clan of the wolf.

~
E
stat1~
The clan of the wolf was a strong clan of warriors.  Both men and women

fought side by side, protecting our beasts and land from strangers.  But

then one day, there was a disagreement between the patriarch and the

matriarch.

~
!
2 -1
disagreement argument~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
stat1~
The disagreement was a stupid one, over a pair of jewels one of our

warriors found inside a steer's stomach while skinning it.

~
E
ask~
You ask $N about the disagreement.

~
!
2 -1
matriarch~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the matriarch.

~
E
stat1~
The matriarch was a strong, fierce warrior.  None of the others in the

clan could match her dexterity and quick wits.

~
!
2 -1
patriarch~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the patriarch.

~
E
stat1~
The patriarch of the wolf clan was always the most brave and brash of its

number.  He was the one who started the tension between the clan

matriarch and himself, though it was her last act that caused the great

schism!

~
!
2 -1
great schism act last~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the great schism.

~
E
stat1~
It is the matriarch who caused the clan to divide in two, for she is the

one who cast her husband the patriarch out of her home out of greed for

the two jewels.

~
E
stat2~
Our god, the Leonine Protector, continued to support both parts of the

divided clan, and went so far as to create a place for them where they

would have everything equal, in hopes that they would have no other

arguments and would resolves their differences and reunite.  Even in

death, this has not happened.  Their spirits still hold great animosity

for one another.

~
!
2 -1
two jewels~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 3 );

tell( mob, ch, #stat3 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the two jewels.

~
E
stat1~
The matriarch and patriarch of the wolf clan caused the clan to split in

two, forcing our deity to forever divide the clan, even in death.  This

great schism was caused by their greed over two jewels one of the

warriors found in the stomach of a steer.  The first jewel was as green

as a serpent and the other was of a bright orange color.

~
E
stat2~
If only I could find both of these stones.  Perhaps then I could make our

clan see their mistake and we all would gain peace.

~
E
stat3~
But I must stand here.  I am forbidden to intervene.  If only I could

find someone to help me...

~
!
2 -1
help aid~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about what help he needs.

~
E
stat1~
If both jewels are brought to me, then perhaps I can convince the Leonine

Protector to interfer and heal the schism in our clan.  If you wish to

try, simply nod to me.

~
E
stat2~
And when you have the stones, tell me you have succeeded and I will take

them from you and reward you.

~
!
8 -1
success succeeded~
wait( 1 );

if( has_obj( 3083, ch ) ) {

  if( has_obj( 3084, ch ) ) {

    tell( mob, ch, #got );

    act_notchar( #success, ch );

    junk_obj( has_obj( 3083, ch ), 1 );

    junk_obj( has_obj( 3084, ch ), 1 );

    wait( 2 );

    tell( mob, ch, #reward );

    }

  else

    tell( mob, ch, #nocarn );

  }

else

  tell( mob, ch, #noserp );

~
E
got~
Excellent!  I'll take those.  With these two jewels, perhaps I can

convince the Leonine Protector to heal our clan.  Now, as for your reward.

~
E
success~
The spectre of a medicine man beings more vivid, as if he is pleased with

$n.

~
E
reward~
I have looked into your future, and seen that you will indeed need help

if you are to survive to a ripe old age.  Always remember that light

drives back the darkness.  And without shadows to hide behind, nothing

can be hidden.

~
E
nocarn~
You do not have the orange stone! Without it, my plea to the Leonine Protector cannot be completed!

~
E
noserp~
You do not have the serpent's stone!  Without it, my plea to the Leonine

Protector cannot be completed!

~
!
-1

#2147
~
~
sulfur toad~
~
wart-covered~
hops about.~
sulfur toads~
~
wart-covered~
hop about.~
This rather large toad is a bright orange-yellow colour, and smells

strongly of sulfur.  Heat emanates from its wart-coated skin.  But other

than that it's simply a somewhat large, ugly toad.  It's bloated eyes do

not seem to notice you.

~
Phule~
act_tochar( #tongue, ch );

act_notchar( #rtongue, ch );

attack_fire( mob, ch, 2d10+4, "flaming tongue" );

if( random( 1, 2 ) == 1 ) {

  act_tochar( #tongue, ch );

  act_notchar( #rtongue, ch );

  attack_fire( mob, ch, 2d10+4, "flaming tongue" );

  }

if( random( 1, 2 ) == 2 ) {

  send_to_room( #belch, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, 2d3+6, "searing sulfur belch" );

    }

  }

~
E
tongue~
@YThe sulfur toad lashes its tongue at you!@n

~
E
rtongue~
@YThe sulfur toad lashes its tongue at $n!@n

~
E
belch~
@YThe sulfur toad belches a cloud of burning sulfur!@n

~
!
0 96 65 0 0 0 0 10
0 0 38 4000 897980596 0 29
217139 0 2097152 0 5
9
5 5 5 6 6
0 100 -70 0 0 60 80
600 2 warty yellow skin~
900 1 head~
1000 0 soft underbelly~
0 1000 ~
0 1000 ~
0
23593609 34079362
2174 165 0 2557 93118
M 0 4 0
-1
-1

#2148
~
~
young fire drake~
~
~
is here, its intelligent eyes regarding you.~
young fire drakes~
~
~
are here, their intelligent eyes regarding you.~
This large creature looks like a small dragon.  Its long, serpent-like

body is covered in red-hued scales which glisten like rubies.  About ten

feet in length, its wings are nearly as long, and have talons set on

them, larger than a bat's.  Its dark blue eyes stare intently at you, and

you realize that it is studying you with a look of intelligence.

~
Phule~
attack_fire( mob, ch, 4d3+4, "breath of flame" );

if( random( 0, 2 ) == 1 ) {

  if( attack_fire( mob, ch, 4d3+4, "breath of flame" ) ) {

    send_to_room( "@RThe drake's flaming breath billows outward!", room );

    loop( all_in_room ) {

      if( is_player( rch ) )

        attack_fire( mob, rch, 2d5+5, "breath of flame" );

      }

    }

  }

if( random( 1, 2 ) == 2 ) {

  send_to_room( "The drake bares its fangs.", room );

  attack( mob, ch, 5d3+4, "sharp-toothed bite" );

  }

~
!
0 96 18 0 0 0 0 10
0 0 42 4000 896557987 0 25
219699 8192 2097152 0 5
12
16 23 20 15 20
20 100 -20 20 0 20 20
600 6 scaled body~
900 4 long slender neck~
1000 2 soft underbelly~
0 1000 ~
0 1000 ~
0
36700810 26214464
6174 327 0 7229 278390
M 0 5 0
3097 17 1509949455 -1 0
3107 17 1509949445 -1 0
-1
-1

#2149
~
~
giant mosquito~
Flapping its wings rapidly,~
~
searches for blood.~
giant mosquitoes~
Flapping their wings rapidly,~
~
search for blood.~
Two huge, bulbous eyes bulge from the top of this dog-sized mosquito's

head.  A long thin mouth, used to suck blood and positioned between the

eyes looks sharp and dangerous.  Its appendages are exceedingly thin

compared to the rest of its black body.  Flapping wildly at the sides of

its body are four transluscent wings.

~
Olah~
attack( mob, victim, 2d2+1, "quick sting" );

attack( mob, victim, 2d2+1, "quick sting" );

attack( mob, victim, 1d3+3, "painful sting" );

if( random( 1, 3 ) == 2 ) {

  act_tochar( #suck, ch );

  act_notchar( #nsuck, ch );

  attack( mob, victim, 1d3+3, "blood suck" );

  }

if( random( 1, 4 ) == 1 )

  send_to_room( #buzz, room );

~
E
suck~
@RThe giant mosquito attempts to suck your blood!@n

~
E
nsuck~
@RThe giant mosquito attempts to suck $n's blood!@n

~
E
buzz~
@RThe giant mosquito buzzes wildly.@n

~
!
0 0 26 0 0 0 0 10
0 0 3428 3000 895847322 0 24
4261941 8396800 67108864 0 4
4
5 4 4 14 9
-10 0 -10 0 0 0 5
650 2 exoskeleton~
1000 0 flapping wing~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107782 26214464
73703 40566 0 265391 837830
R 0 2 0
-1
-1

#2150
~
massive honeypot ant queen~
honeypot ant queen~
~
massive~
sits here in the middle of the room.~
~
~
~
~
No description.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 15 26 0 0 0 0 10
0 0 0 4000 895800914 0 29
230187 0 0 0 4
15
12 10 10 12 8
10 10 -10 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
55050890 26214464
0 1 0 0 0
F 0 3 0
-1
-1

#2151
~
dark faerie warrior~
dark faerie warrior~
~
plate-armored~
grunts at your unwanted presence.~
dark faerie warriors~
~
plate-armored~
grunt at your unwanted presence.~
Standing a mere four inches tall, this dark faerie seems incredibly

imposing for his small stature.  Covering his small form is a suit of

plate armor which has tiny runes etched across its surface.  His raggedy

auburn hair is mottled and filled with bits of dry leaves and dirt. 

Grasped tightly within his hands is a gleaming two-handed sword.  His

tiny red eyes constantly shift about the room, looking for an opponent to

fight.

~
Terek~
attack( mob, victim, 2d4+2, "sharp sword slash" );

attack( mob, victim, 2d4+2, "stinging pierce" );

attack( mob, victim, 2d4+2, "crossing slash" );

if( random( 1, 7 ) == 1 ) {

  i = 2d5+5;

  act_tochar( #gouge, ch );

  act_notchar( #gouge1, ch );

  dam_message( victim, i, "The dark faerie warrior's eye gouge" );

  inflict( victim, mob, i, "The dark faerie warrior's eye gouge" );

  }

~
E
gouge~
@MThe dark faerie warrior quickly takes flight and rushes straight for

your eyes with his sword pointed outwards!

~
E
gouge1~
@MThe dark faerie warrior quickly takes flight and rushes straight for

$n's eyes with his sword pointed outwards!

~
!
0 0 57 0 0 0 0 10
0 0 216 2000 898835324 0 31
4426097 32770 67108868 0 5
10
25 13 14 17 25
15 15 20 -10 25 5 0
250 1 tiny armored body~
500 1 small unprotected head~
1000 2 lightly armored legs~
0 1000 ~
0 1000 ~
0
31457930 262144650
24558 1286 0 28761 1301901
M 0 1 0
3234 17 100 16 0
3235 17 1509949540 5 0
-1
-1

#2152
~
~
dark faerie archer~
~
lightly-armored~
nocks an arrow in his bow.~
dark faerie archers~
~
lightly-armored~
nock arrows in their bow.~
This tiny dark faerie is bedecked in a suit of studded leather armor. 

His fiery red hair is neatly held back in a ponytail.  His stone-grey

colored eyes shift about the area, searching for any signs of intruders. 

Within his hand is a tiny long bow which he grasps tightly.  Upon seeing

you he quickly nocks an arrow in his bow and takes aim at you.

~
Terek~
if( random( 1, 1 ) == 1 ) {

  act_tochar( #knock, ch );

  act_notchar( #knock1, ch );

  attack( mob, victim, 5d4+7, "tiny arrow" );

  }

if( random( 1, 1 ) == 1 ) {

  act_tochar( #knock, ch );

  act_notchar( #knock1, ch );

  attack( mob, victim, 5d4+7, "tiny arrow" );

  }

if( random( 1, 1 ) == 1 ) {

  act_tochar( #knock, ch );

  act_notchar( #knock1, ch );

  attack( mob, victim, 5d4+7, "tiny arrow" );

  }

if( random( 1, 4 ) == 1 ) {

  ch = rand_player( room );

  i = 5d4+10;

  act_tochar( #change, ch );

  act_notchar( #change1, ch );

  attack_weapon( mob, ch, i, "well-aimed arrow" );

  }

~
E
knock~
@CThe dark faerie archer quickly grabs a tiny arrow from his quiver,

nocks it and fires it at you!

~
E
knock1~
@CThe dark faerie archer quickly grabs a tiny arrow from his quiver,

nocks it and fires it at $n!

~
E
change~
@YThe dark faerie archer quickly changes targets and fires an arrow straight for you!

~
E
change1~
@YThe dark faerie archer quickly changes targets and fires an arrow straight for $n!

~
!
0 0 57 0 0 0 0 10
0 0 3 4000 898835346 0 31
4426083 32770 67108868 0 5
20
29 15 16 17 25
0 0 0 0 0 0 0
250 1 armored body~
550 2 tiny head~
1000 3 well-armored legs~
0 1000 ~
0 1000 ~
0
96993923 26214464
1141 26 0 756 112275
M 0 1 0
3243 17 1509949540 5 0
3244 17 1509949540 16 0
3252 49 1509949540 5 0
3253 81 1509949540 -2 0
3253 81 1509949540 -2 0
3253 81 1509949540 -2 0
3253 81 1509949540 -2 0
3253 81 1509949540 -2 0
-1
-1

#2153
~
dark faerie sentry~
dark faerie sentry~
~
rather imposing~
patrols the forest for intruders.~
dark faerie sentries~
~
rather imposing~
patrol the forest for intruders.~
Covered in a suit of shining chaimail armor, this dark faerie constantly

moves about the area seeking out any intruders.  His small face is

covered in many scars and a few fresh wounds which still bleed.  His

black hair is covered with dried red mud which makes him blend in even

more with his surroundings.

~
Terek~
attack( mob, victim, 5d5+5, "spear thrust" );

attack( mob, victim, 5d5+5, "blunt-ended jab" );

attack( mob, victim, 2d10+5, "duck and thrust attack" );

if( random( 1, 5 ) < 3 ) {

  i = 5d4+10;

  act_tochar( #charge, ch );

  act_notchar( #charge1, ch );

  dam_message( victim, i, "The dark faerie sentry's charge" );

  inflict( victim, mob, i, "The dark faerie sentry's charge" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 5d4+10;

  ch = rand_player( room );

  act_tochar( #lunge, ch );

  act_notchar( #lunge1, ch );

  dam_message( ch, i, "The dark faerie sentry's swift strike" );

  inflict( ch, mob, i, "The dark faerie sentry's swift strike" );

  }

~
E
charge~
@BThe dark faerie sentry lets loose a battle-cry and charges quickly

straight for you!

~
E
charge1~
@BThe dark faerie sentry lets loose a battle-cry and charges quickly

straight for $n!

~
E
lunge~
@YWith a look of renewed vigor the dark faerie sentry strikes out at you!

~
E
lunge1~
@YWith a look of renewed vigor the dark faerie sentry strikes out at $n!

~
!
0 0 57 0 0 0 0 10
0 0 55 2500 898835349 0 31
4427121 40962 67108864 0 5
20
25 13 14 17 25
15 20 10 20 12 40 5
250 2 lightly armored legs~
550 5 well-protected body~
1000 3 paper-thin wings~
0 1000 ~
0 1000 ~
0
91750922 262144650
21968 464 0 20220 2563407
M 0 1 0
3242 17 1509949540 16 0
3109 17 1509949540 5 0
-1
-1

#2154
~
~
dark faerie guard~
~
battle-ready~
stands here, scanning for intruders.~
dark faerie guards~
~
battle-ready~
stand here, scanning for intruders.~
Standing like a stone statue, this dark faerie guard makes no movement

whatsoever except for his eyes which are ever watchful of the area around

him.  His dark brown hair has been braided like a dwarven warrior's

battle braids.  Held tightly against his body is a tiny halberd which

glistens with fresh blood.  Despite his small size, he appears that he

could defend his home quite ferociously, even against someone ten times

his size.

~
Terek~
attack( mob, victim, 5d5+7, "vicious slash" );

attack( mob, victim, 5d5+7, "spinning swipe" );

attack( mob, victim, 2d10+10, "jagged vertical swipe" );

if( random( 1, 5 ) < 3 ) {

  i = 5d4+15;

  act_tochar( #slash, ch );

  act_notchar( #slash1, ch );

  dam_message( victim, i, "The dark faerie guard's cross-slash" );

  inflict( victim, mob, i, "The dark faerie guard's cross-slash" );

  }

if( random( 1, 3 ) == 1 ) {

  i = 5d4+15;

  ch = rand_player( room );

  act_tochar( #swipe, ch );

  act_notchar( #swipe1, ch );

  dam_message( ch, i, "The dark faerie guard's head swipe" );

  inflict( ch, mob, i, "The dark faerie guard's head swipe" );

  }

~
E
slash~
@CThe dark faerie guard takes to flight and rushes you with incredible

speed, slashing wildly at you with his halberd!

~
E
slash1~
@CThe dark faerie guard takes to flight and rushes $n with incredible

speed, slashing wildly at $m with his halberd!

~
E
swipe~
@YThe dark faerie guard quickly spins around and swings his halberd at

your head!

~
E
swipe1~
@YThe dark faerie guard quickly spins around and swings his halberd at

$n's head!

~
!
0 99 57 0 0 0 0 10
0 0 19 4000 898835351 0 31
233267 32770 67108868 0 5
25
12 12 12 17 12
30 50 25 23 0 50 0
250 3 heavily-armored body~
550 7 armored head~
1000 5 armored legs~
0 1000 ~
0 1000 ~
0
104858245 26214464
6651 139 0 8465 1078635
M 0 1 0
3241 17 1509949540 16 0
3109 17 1509949540 5 0
-1
-1

#2155
~
~
dark faerie pikeman~
~
heavily-armored~
stands here, leaning on his pike.~
dark faerie pikemen~
~
heavily-armored~
stand here, leaning on their pikes.~
This small man is a mere four inches tall with snow-white hair and deep

violet eyes.  His tiny arms and legs have small muscles but are

incredibly hard to see due to his size.  He wears a suit of shining

chainmail and grasps tightly in his hand a tiny pike, the blade of which

gleams as if freshly sharpened.;

~
Terek~
attack( mob, victim, 2d8+3, "pike slash" );

attack( mob, victim, 2d8+5, "pike pierce" );

attack( mob, victim, 2d8+5, "crossing slash" );

if( random( 1, 5 ) == 1 ) {

  i = 2d10+3;

  act_tochar( #blitz, ch );

  act_notchar( #blitz1, ch );

  dam_message( victim, i, "The dark faerie pikeman's frantic attack" );

  inflict( victim, mob, i, "The dark faerie pikeman's frantic attack" );

  }

~
E
blitz~
@YThe dark faerie pikeman suddenly becomes a blur as he begins to slash

frantically at you with his pike!

~
E
blitz1~
@YThe dark faerie pikeman suddenly becomes a blur as he begins to slash

frantically at $n with his pike!

~
!
0 0 57 0 0 0 0 10
0 0 44 2500 899660685 0 31
4426097 32770 67108868 0 5
20
25 15 15 17 24
10 10 10 10 0 10 10
250 1 armored body~
500 1 tiny head~
1000 2 armored legs~
0 1000 ~
0 1000 ~
0
78643850 262144650
10604 345 0 13045 1230623
M 0 1 0
3108 17 1509949540 16 0
3109 17 1509949540 5 0
-1
-1

#2156
Brzztae~
~
dark faerie king~
~
~
hovers here, staring at you with a burning hatrid.~
dark faerie kings~
~
~
hover here, staring at you with burning hatred.~
This abnormally large dark faerie stands a full ten inches tall.  His

large muscles look as if they were chiseled from stone as they are

perfectly toned.  His snow-white hair is neatly combed back and tied up

with a leather strap.  His red eyes glisten like an enormous bonfire and

seem to portray a look of hatrid for all those not of his kind.  He

stands tall and confident as if his sense of nobility were enough to make

mountains move.

~
Terek~
attack( mob, victim, 5d7+10, "horrid slash" );

attack( mob, victim, 5d7+10, "wicked slash" );

attack( mob, victim, 5d7+12, "horizontal slice" );

if( random( 1, 5 ) == 1 ) {

  i = 5d7+15;

  act_tochar( #frenzy, ch );

  act_notchar( #frenzy1, ch );

  dam_message( victim, i, "Brzztae's frenzied attack" );

  inflict( victim, mob, i, "Brzztae's frenzied attack" );

  }

if( random( 1, 4 ) == 1 ) {

  i = 5d7+8;

  ch = rand_player( room );

  act_tochar( #slash, ch );

  act_notchar( #slash1, ch );

  dam_message( ch, i, "Brzztae's violent strike" );

  inflict( ch, mob, i, "Brzztae's violent strike" );

  }

if( random( 1, 3 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #fire, ch );

  act_notchar( #fire1, ch );

  do_spell( faerie fire, mob, ch );

  }

~
E
frenzy~
@MBrzztae eyes flash with a deep red light and suddenly begins to attack you violently!

~
E
frenzy1~
@MBrzztae eyes flash with a deep red light and suddenly begins to attack $n violently!

~
E
slash~
@YBefore your eyes Brzztae's sword becomes surrounded in flames as he

strikes at you with all his might!

~
E
slash1~
@YBefore your eyes Brzztae's sword becomes surrounded in flames as he

strikes at $n with all his might!

~
E
fire~
@RTBrzztae traces a rune before you and suddenly you are surrounded by a

fiery glow.

~
E
fire1~
@RBrzztae traces a rune before $n and suddenly $e is surrounded by a

fiery glow.

~
!
0 99 57 0 0 0 0 10
0 0 1 4000 898835358 0 31
1078168883 8322 67108868 0 5
30
25 20 19 21 21
30 40 5 28 0 50 0
250 7 heavily-armored body~
500 8 armored legs~
1000 2 exposed flesh~
0 1000 ~
0 1000 ~
0
149422730 26214464
733 10 0 536 128317
M 0 1 0
3245 17 1509949540 5 0
3234 17 1509949540 16 0
-1
0 -1
~
if( is_follower( ch ) )

  end;

if( !is_player( ch ) )

  end;

act_room( #enter, ch );

summon( mob, victim );

attack( mob, ch, 2d8+5, "quick lunging strike" );

~
E
enter~
As you enter the room Brzztae glares at you and with a high-pitched voice

screams: @W"GUARDS!  DISPATCH THESE OUTSIDERS!"@n 

~
!
-1

#2157
~
~
dark faerie cleric~
~
dark-robed~
glares at you with a sinister look.~
~
~
dark-robed~
glare at you with sinister looks.~
Draped in small dark-grey robes, this dark faerie has dedicted her life

to that of a priestess.  Her long blonde hair trails down to the ground

and has small yellow ribbons all throughout it.  Her amber eyes portray a

look of confidence in her race and abilities.  An almost overwhelming

aura of evil surrounds her as she glances at you with a look of hatrid

towards your kind.

~
Terek~
attack( mob, victim, 5d4+6, "tiny pound" );

attack( mob, victim, 5d4+6, "wicked overhead bash" );

attack( mob, victim, 5d4+6, "light clobbering" );

if( random( 1, 7 ) == 1 ) {

  act_tochar( #pain, ch );

  act_notchar( #pain1, ch );

  do_spell( cause light, mob, ch );

  }

if( random( 1, 6 ) == 1 ) {

  i = 5d4+6;

  ch = rand_player( room );

  act_tochar( #wrath, ch );

  act_notchar( #wrath1, ch );

  dam_message( ch, i, "The wrath of Blitaia" );

  inflict( ch, mob, i, "The wrath of Blitaia" );

  }

~
E
pain~
@RThe dark faerie cleric invokes the powers of her god and points a

finger at you, causing a sharp pain to course through your body!

~
E
pain1~
@RThe dark faerie cleric invokes the powers of her god and points a

finger at $n, causing him to double-over in pain!

~
E
wrath~
@MThe tiny dark faerie cleric raises her arms skyward and calls upon the

power of the dark goddess Blitaia to destroy you!

~
E
wrath1~
@MThe tiny dark faerie cleric raises her arms skyward and calls upon the

power of the dark goddess Blitaia to destroy $n!

~
!
0 0 57 0 0 0 0 10
0 0 13 4000 898835374 0 31
4426033 32770 67108868 0 5
20
27 20 20 17 25
15 43 21 15 50 5 0
250 2 dark aura~
550 2 delicate head~
1000 4 lightly-armored body~
0 1000 ~
0 1000 ~
0
99614922 26214464
3942 93 0 4963 569905
F 0 1 0
3246 17 838860900 16 0
3251 17 1509949540 5 0
-1
-1

#2158
~
~
dark faerie wizard~
~
grey-robed~
mutters an arcane spell under his breath.~
~
~
grey-robed~
mutter an arcane spell under their breath.~
Covered in runed robes, this dark faerie wizard seems to glow with power. 

His crimson-colored eyes pulse with an unnatural glow as they bear down

upon you.  His short grey hair and small beard are braided neatly and

free of any dirt.  Upon seeing you enter he quickly begins to weave the

workings of a dark spell towards you.

~
Terek~
attack( mob, victim, 5d4+5, "staff strike" );

attack( mob, victim, 5d4+5, "blunt smack" );

attack( mob, victim, 5d4+5, "tiny staff thrust" );

if( random( 1, 4 ) == 1 ) {

  act_tochar( #hurl, ch );

  act_notchar( #hurl1, ch );

  do_spell( magic missile, mob, ch );

  }

if( random( 1, 5 ) == 1 ) {

  ch = rand_player( room );

  act_tochar( #touch, ch );

  act_notchar( #touch1, ch );

  do_spell( chilling touch, mob, ch );

  }

~
E
hurl~
@YThe dark faerie wizard gestures into thin air and suddenly hurls a

missile toward you!

~
E
hurl1~
@YThe dark faerie wizard gestures into thin air and suddenly hurls a

missile toward $n!

~
E
touch~
@CThe dark faerie wizard gestures at you and suddenly tiny fragments of

ice assail your body.

~
E
touch1~
@CThe dark faerie wizard gestures at $n and suddenly tiny fragments of

ice assail $s body.

~
!
0 0 57 0 0 0 0 10
0 0 11 4000 898835370 0 31
4427121 10 67108864 0 5
20
25 20 20 17 25
30 25 15 10 50 20 0
250 2 poorly protected body~
1000 5 swirling aura~
0 1000 ~
0 1000 ~
0 1000 ~
0
89129610 26214464
3461 66 0 3803 559932
M 0 1 0
3250 17 1509949540 16 0
3251 17 1509949540 5 0
-1
-1

#2159
~
small scarlet gold bird~
{small scarlet and gold bird} bird~
~
~
flies through the branches.~
{small scarlet and gold birds} birds~
~
~
fly through the branches.~
About 6 inches tall, this bird looks a lot like its smaller green and

gold cousins.  Its feathers are trimmed in vivid hues of scarlet and gold. 

Its movements are fast and gracefull as it wings through the forest

undergrowth.

~
Talis~
attack( mob, victim, 2d3+2, "peck" );

attack( mob, victim, 1d4, "talon rake" );

~
!
0 0 23 0 0 0 0 3382
1000 0 0 4000 899960138 0 25
200493 0 4096 0 4
4
6 7 7 19 8
0 0 0 0 0 0 0
100 2 boney wing~
100 4 hard beak~
1000 3 tough body~
0 1000 ~
0 1000 ~
0
10486404 26214722
0 1 0 0 0
M 0 1 0
3112 17 1509949455 -2 0
-1
0 -1
~
~
!
-1

#2160
~
~
tunnel rat~
~
~
the color of night stalks the tunnel.~
tunnel rats~
~
~
the color of night stalk the tunnel.~
This dog-sized rodent is as black as the night as it blends in with the

dark tunnel.  Its bright pink eyes and pointed white teeth are the only

bits of brightness in its otherwise dark body.

~
Merior~
attack_weapon( mob, victim, 4d5+5, "gnashing teeth" );

attack_weapon( mob, victim, 4d4, "clawing claws" );

attack_weapon( mob, victim, 5d5+5, "deafening squeak" );

~
!
0 0 52 0 0 0 0 10
0 0 49 4000 893514137 0 28
196917 0 0 0 4
10
13 5 5 15 15
0 0 -5 0 30 20 0
500 3 black whiskers~
700 5 pearly-white teeth~
1000 6 body~
0 1000 ~
0 1000 ~
0
26215050 26214464
9468 346 0 5143 430641
M 0 2 0
-1
-1

#2161
~
~
ghost of a trapped citizen~
~
~
floats by.~
ghosts of trapped citizens~
~
~
float by.~
This ghost looks very much like a typical goblin resident of the city

above him, except for the extreme palor in his face and hands.  He seems

to be frantically examining the walls about him for the exit which eludes

him.

~
Merior~
attack( mob, victim, 3d4+9, "quivering punch" );

attack( mob, victim, 4d4+10, "wavering touch" );

attack( mob, victim, 4d5+5, "ghostly kick" );

~
!
0 0 28 0 0 0 0 10
0 0 18 4000 894282006 0 22
360611 0 4108 50 4
13
15 13 13 19 13
30 40 20 -20 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
34079373 26214464
3228 102 0 2423 203515
N 50 4 0
6 0 1509949450 2 0
-1
-1

#2162
Sir Gallopalot~
ghost of Sir Gallopalot~
ghost of Sir Gallopalot~
~
~
stands here with sadness in his eyes.~
ghost of Sir Gallopalot~
~
~
are here~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 898205573 0 29
1073972011 262144 0 0 4
75
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
brilliant golden shield~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

if( !done_quest( ch, 61 ) )

  if( !doing_quest( ch, 61 ) )

  if( !has_quest( ch, 61 ) ) {

  tell( mob, ch, #lost );

  wait( 2 );

  tell( mob, ch, #lost2 );

  }

else

  tell( mob, ch, #where );

else

  tell( mob, ch, #where );

else

  tell( mob, ch, #thanks );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about $S golden shield.

~
E
stat1~
My shield means everything to me.  It was a gift to me from my deity

herself.

~
E
lost~
During the final tourney, while I was resting in my tent, an assassin

snuck up on my and...well...killed me.

~
E
lost2~
As the light of life was leaving my eyes forever, I saw the master

assassin take my shield as a trophy.

~
E
where~
Have you brought me my shield yet?  Please, its very important that I get

it back!

~
E
thanks~
I must thank you again for returning my shield to me.  I will never

forget this boon you have granted me.

~
!
2 -1
master assassin~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

if( !done_quest( ch, 61 ) )

  if( !doing_quest( ch, 61 ) )

  if( !has_quest( ch, 61 ) ) {

  tell( mob, ch, #stat1 );

  wait( 3 );

  tell( mob, ch, #stat2 );

  }

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #done );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the master assassin.

~
E
stat1~
I know my cowardly opponent, the one I was to joust with in the final

tourney, sent the assassin to kill me.  He has no honor.  But none of

that matters to me now.

~
E
stat2~
Only my shield matters, now. Will you help me find it?

~
E
doing~
Still having trouble locating where the master assassin took my shield?

~
E
done~
I shall forever be in your debt for the return of my shield.  Thanks.

~
!
8 -1
yes help~
act_notchar( #something, ch, obj, mob );

wait( 2 );

if( !done_quest( ch, 61 ) )

  if( !doing_quest( ch, 61 ) ) {

  tell( mob, ch, #luck );

  wait( 1 );

  assign_quest( ch, 61 );

  }

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #done );

~
E
something~
$n tells $N something.

~
E
luck~
I wish you all the luck in finding my golden shield.  Assassins like the

one that killed me are rare and cloak themselves in shadow and rumor.

~
E
doing~
Please, you must find and bring me back my golden shield.

~
E
done~
You have my eternal gratitude for returning my shield to me.  Perhaps one

day I can do something for you.

~
!
0 0
~
if( !done_quest( ch, 61 ) )

if( !doing_quest( ch, 61 ) )

if( !has_quest( ch, 61 ) ) {

wait( 3 );

act_tochar( #moan, ch, obj, mob );

}

~
E
moan~
$N moans, staring at the tapestry as though $E has

lost something.

~
!
6 3255
~
junk_obj( has_obj( 3255, mob ), 1 );

wait( 1 );

if( !done_quest( ch, 61 ) )

if( doing_quest( ch, 61 ) ) {

act_room( #take, ch );

wait( 1 );

tell( mob, ch, #thank );

wait( 1 );

update_quest( ch, 61 );

}

else {

tell( mob, ch, #remove );

obj_to_char( oload( 3255 ), ch );

}

else {

tell( mob, ch, #already );

obj_to_char( oload( 3255 ), ch );

}

~
E
take~
Sir Gallopalot takes the golden shield and places reverently at his side.

~
E
thank~
I am forever grateful for you kindness.  If you ever need anything,

please, come see me.  Perhaps I can help you.

~
E
remove~
Remove this from my sight!  I have no need of it for it is not mine!

~
E
already~
You have already returned to me my shield.  I ask that you return this

one to whomever it belongs.

~
!
-1

#2163
Captain Silverhawk~
captain silverhawk regal-looking man~
regal-looking man~
~
~
eyes you with suspicion.~
~
~
~
~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895804040 0 37
4425011 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
act_room( #arr, ch );

~
E
arr~
Captain Silverhawk looks up and says: @W"Arrr!  Landlubbers!  Ye be not

welcome 'ere!  Now Begone!"@n 

~
!
-1

#2164
~
swashbuckler sentry~
swashbuckler sentry~
~
muscular~
skulks about in the shadows.~
swashbuckler sentry~
~
muscular~
skulk about in the shadows.~
This large, muscular human is covered in several old scars from past

battles.  His stringy black hair is mottled and unkept.  Grasped tightly

in his hand is a serrated cutlass which glistens with fresh blood.  He

constantly squints as he peers down the tunnels looking for any sign of

intruders that would steal his well-deserved treasure.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 900662718 0 29
229665 2 0 0 2
10
12 12 12 12 12
0 0 0 0 0 0 0
1000 1 lightly-armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
2003 17 1509949540 5 0
2022 17 1509949540 7 0
2102 17 1509949540 9 0
2125 17 1509949540 8 0
-1
-1

#2165
~
swashbuckler cutthroat~
swashbuckler cutthroat~
~
scar-covered~
draws his cutlass and advances.~
swashbuckler cutthroat~
~
scar-covered~
draw their cutlasses and advance.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894132690 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2166
~
swashbuckler scallywag~
swashbuckler scallywag~
~
one-eyed~
lunges at you for an attack!~
swashbuckler scallywag~
~
one-eyed~
lunge at you for an attack!~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894132388 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2167
Canna~
canna~
wild elven warrior~
~
fierce~
with brilliant turquoise eyes stands before you.~
canna~
~
~
are here~
Standing before you is a wild elf.  Almond-shaped eyes of a startling

turquoise drink in every detail of their surroundings.  She hardly seems

to blink as those large eyes survey the area, weighing and measuring

every detail for its potential threat or use.  Every hue of gold

imaginable twines in and around itself through a thick braid that hangs

past her waist.  Flawless ivory skin is made to seem even more pale by

the aura of darkness that shrouds her in perpetual shadow.  A wickedly

gleaming mithril half-moon arches elegantly from the dark ebon staff of

her pike, a weapon she carries with an easy familiarity.

~
Khisanth~
attack( mob, ch, 5d10+50, "sweeping slash" );

attack( mob, ch, 4d5+35, "vicious slash" );

attack( mob, ch, 2d25+50, "vicious slash" );

attack( mob, ch, 2d25+50, "vicious slash" );

act_tochar( #bonk, ch );

act_notchar( #bonk2, ch );

attack( mob, ch, 2d5+50, "crushing blow" );

i = 1d10;

if( i == 5 ) {

  if( mob_in_room( 2169, room ) ) {

    if( random( 1, 10 ) > 5 ) {

        send_to_room( #cairn, room );

        do_spell( holy wrath, mob, mob_in_room( 2169, room ) );

        }

      else {

        send_to_room( #cairn, room );

        do_spell( armor, mob, mob_in_room( 2169, room ) );

        }

      }

    }

if( i > 8 ) {

  send_to_room( #sweep, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      j = 10d5+100;

      dam_message( rch, j, "Canna's whirling scythe" );

      inflict( rch, mob, j, "Canna's whirling scythe" );

      }

    }

  }

if( i < 2 ) {

  send_to_room( #cures, room );

  if( mob_in_room( 1355, room ) ) {

    send_to_room( #elt, room );

    do_spell( cure serious, mob, mob_in_room( 1355, room ) );

    }

  if( mob_in_room( 2168, room ) ) {

    send_to_room( #jen, room );

    do_spell( cure serious, mob, mob_in_room( 2168, room ) );

    }

  if( mob_in_room( 2169, room ) ) {

    send_to_room( #cairn2, room );

    do_spell( cure serious, mob, mob_in_room( 2169, room ) );

    }

  do_spell( cure serious, mob, mob );

  }

if( i == 3 ) {

  act_tochar( #pike, ch );

  act_notchar( #pike2, ch );

  j = 10d5+100;

  dam_message( ch, j, "Canna's pike charge" );

  inflict( ch, mob, j, "Canna's pike charge" );

  }

~
E
bonk~
@CWhipping her mithril pike around, Canna brings the handle up aimed

directly at your face!@n 

~
E
bonk2~
@CWhipping her mithril pike around, Canna brings the handle up aimed

directly at $n's face.@n 

~
E
cairn~
@MPlacing her hands on Cairn, Canna says 'Destroy our enemies,

sweetheart'.@n 

~
E
sweep~
@BSpinning her pike around in a vicious slash, Canna cackles wickedly.@n

~
E
cures~
@mDark shadows begin to coalesce around Canna, seemingly becoming a

tangible substance.@n 

~
E
elt~
@bAs Canna places her hands on Eltrex, the dark shadows swirl and ebb!@n

~
E
jen~
@bAs Canna places her hands on Jenova, the dark shadows swirl and ebb!@n

~
E
cairn2~
@bAs Canna places her hands on Cairn, the dark shadows swirl and ebb!@n

~
E
pike~
@CLevelling her halberd parallel to your chest, Canna suddenly lunges

forward, impaling you on her weapon!@n 

~
E
pike2~
@CLevelling her halberd parallel to $n's chest, Canna suddenly lunges

forward, impaling $m on her weapon!@n 

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 896220416 0 34
4424483 384 0 4 2
90
24 12 12 18 16
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
589827205 26214464
1943 8 0 1057 0
F 4 4 0
3181 17 1509949540 16 0
3202 17 1509949540 5 0
1375 17 1509949540 2 0
3209 17 1509949540 7 0
3210 17 1509949540 10 0
3211 17 1509949540 8 0
-1
0 -1
~
interpret( mob, "emote bows elegantly, her halberd sweeping a graceful arc.");

wait( 1 );

interpret( mob, "emote looks up at you, mischevious laughter sparkling in her vivid eyes." );

~
!
8 -1
hi~
interpret( mob, "say Greetings." );

wait( 1 );

send_to_room( #salute, room );

~
E
salute~
Sweeping the mithril halberd to a slightly less threatening position,

Canna almost seems to be giving you a slightly mocking salute.

~
!
2 -1
Eltrex~
~
!
-1

#2168
Jenova~
jenova~
half wild elven seer~
~
~
quietly appraises her surroundings.~
jenovas~
~
~
quietly aprraise their surroundings.~
Vivid turquoise eyes stare calmly out of a delicate ivory face, detailing

the area about them.  Soft golden blonde hair is swept back from her

temples into a vague crown, while the rest hangs free to her waist.  An

aura of shadow seems to surround her as she steps into the sunlight, soft

and flickering.  She stands taller than the wild elves, due to her

half-human ancestry, but with all the silence and dignity of her sylvan

forbears.  A slim-bladed longsword rests at her side, well-made and

gleaming, and she seems no stranger to its use.

~
Khisanth~
attack( mob, ch, 5d3+40, "wicked slice" );

attack( mob, ch, 5d5+75, "wicked slice" );

attack( mob, ch, 5d5+50, "wicked slice" );

attack( mob, ch, 3d5+40, "wicked slice" );

act_tochar( #blast, ch );

act_notchar( #blast2, ch );

do_spell( cause serious, mob, ch );

i = 1d8;

if( i > 6 ) {

  send_to_room( #flare, room );

  wait( 1 );

  send_to_room( #flare1, room );

  wait( 1 );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      send_to_room( #flare3, room );

      j = 4d25+150;

      dam_message( rch, j, "the plasma implosion" );

      inflict( rch, mob, j, "the plasma implosion" );

      }

    }

  }

if( i <= 2 ) {

  if( mob_in_room( 2167, room ) ) {

    send_to_room( #mother, room );

    do_spell( cure serious, mob, mob_in_room( 2167, room ) );

    }

  if( mob_in_room( 2169, room ) ) {

    send_to_room( #son, room );

    do_spell( cure serious, mob, mob_in_room( 2169, room ) );

    }

  if( mob_in_room( 1355, room ) ) {

    send_to_room( #aunt, room );

    do_spell( cure serious, mob, mob_in_room( 1355, room ) );

    }

  }

if( i == 5 ) {

  send_to_room( #heal, room );

  do_spell( cure critical, mob, mob );

  }

if( i == 4 ) {

  act_tochar( #whap, ch );

  act_notchar( #whap2, ch );

  attack( mob, ch, 3d10+100, "bludgeoning" );

  }

if( i == 3 ) {

  send_to_room( #prot, room );

  do_spell( displace, mob, mob_in_room( 2169, room ) );

  }

~
E
blast~
@RChanting a soft incantation, Jenova unleashes a shadowy flare at you!@n

~
E
blast2~
@RChanting a soft incantation, Jenova unleashes a shadowy flare at $n.@n

~
E
flare~
@YCrafting a ball of fire in her hands, Jenova thrusts her hands skyward,

sending the fire high into the heavens!@n 

~
E
flare1~
@YWhistiling loudly, the ball of flame screams back towards the ground

with tremendous speed!@n 

~
E
flare3~
@E@RWith tremendous force the magically created flame collapses in on

itself as it strikes the ground!@n 

~
E
mother~
@CVibrant streaks of energy leap from Jenova's fingers, encircling her

mother.@n 

~
E
son~
@CVibrant streaks of energy leap from Jenova's fingers, encircling her

son.@n 

~
E
aunt~
@CVibrant streaks of energy leap from Jenova's fingers, encircling her

aunt.@n 

~
E
heal~
@e@CWrapping herself in energy, Jenova smiles wryly.@n

~
E
whap~
@eTwisting her wrist around, Jenova attempts to smash the hilt of her

sword into your face.@n 

~
E
whap2~
@eTwisting her wrist around, Jenova attempts to smash the hilt of her

sword into $n's face.@n 

~
E
prot~
@eRaising her clear voice to the skies, Jenova chants a single verse:

'Light's protection, enshroud my son'.@n 

~
!
0 0 1 0 0 0 0 10
0 0 0 4000 896228233 0 32
4424483 1 403701760 0 4
90
14 18 15 20 25
75 45 50 25 45 5 50
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
484967700 26214464
2651 12 0 1670 0
F 0 4 0
3211 17 1509949540 8 0
3209 17 1509949540 7 0
3210 17 1509949540 10 0
3212 17 1509949540 5 0
3214 17 1509949540 16 0
-1
-1

#2169
Cairn~
Cairn small human boy~
small human boy~
~
~
is here, fidgeting in an attempt to stand still.~
small human boys~
~
~
are here, fidgeting in their attempt to stand still.~
Standing before you is a small human boy.  No older than five or six

summers, he stands roughly four feet tall.  Slightly pointed ears peek

out from a tousle of dirty blond hair, due to his faint traces of wild

elven blood.  Bright jade green eyes sit atop delicate cheekbones, while

a mischevious grin is never far from his lips.  Shifting his weight from

foot to foot, he seems about to burst into a flurry of motion.

~
Adakar~
attack( mob, victim, 5d4+40, "tiger paw" );

attack( mob, ch, 5d5+25, "tiger paw" );

attack(mob, ch, 25d4+50, "locust kick" );

interpret( mob, "cackle" );

attack( mob, ch, 2d10+50, "locust kick" );

i = 1d6;

if( i > 4 ) {

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      send_to_room( #sweep, room );

      j = 5d10+100;

      dam_message( rch, j, "Cairn's spin kick" );

      inflict( rch, mob, j, "Cairn's spin kick" );

      }

    }

  }

if( i < 2 ) {

  send_to_room( #tumble, room );

  send_to_room( #tumble2, room );

  attack( mob, ch, 4d4+100, "upper cut" );

  }

if( random( 1, 4 ) == 4 ) {

  send_to_room( #dark1, room );

  act_tochar( #kill1, ch );

  act_notchar( #kill2, ch );

  attack( mob, ch, 75d3+150, "shadow punch" );

  }

if( i == 5 ) {

  send_to_room( #heal, room );

  do_spell( cure critical, mob, mob );

  }

~
E
sweep~
@MCairn launches his small body into the air, delivering a devastating

spin kick to all foes nearby.@n 

~
E
tumble~
@MDiving forward, Cairn curls his small body up into a ball.@n

~
E
tumble2~
@mRolling up onto his feet, Cairn attemps to land a viscious uppercut!@n

~
E
dark1~
@BMomentarily melding with the shadows, Cairn disappears from sight!@n

~
E
kill1~
@bSuddenly Cairn appears before you, his small fist wrapped in shadow!@n

~
E
kill2~
@bSuddenly Cairn appears before $n, his small fist wrapped in shadow!@n

~
E
heal~
@bCairn smiles evilly as the shadows surrounding him flare darkly!@n

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 899772359 0 30
4424483 0 8396800 0 5
90
18 10 10 26 28
25 65 75 45 0 50 75
350 25 small body~
700 30 fast moving arms~
1000 28 exposed head~
0 1000 ~
0 1000 ~
0
524289605 26214464
1354 5 0 0 0
M 0 3 0
139 17 100 16 0
3215 17 1509949540 5 0
3217 17 1509949540 8 0
-1
-1

#2170
~
jeymian~
jeymian~
~
~
is here~
jeymian~
~
~
are here~
No description.

~
Orb~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372498 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2171
Groane~
groane green zombie dragon~
green zombie dragon~
~
~
perches between two giant mushroom trees.~
green zombie dragons~
~
~
perch atop the giant mushroom trees.~
Leave me alone for now.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 894663974 0 26
230187 0 0 0 5
90
25 18 18 25 30
75 70 70 0 0 100 100
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360730 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2172
~
mushroom caterpillar~
mushroom caterpillar~
~
~
nibbles along the edge of the mushroom.~
mushroom caterpillars~
~
~
nibble along the edge of the mushroom.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894662716 0 29
229987 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2173
~
red hermit crab~
red hermit crab~
~
~
sits on a nearby rock.~
red hermit crabs~
~
~
bicker with one another.~
Yes I have a use.

I have a spotted red shell - dont forget.

~
Florian~
attack( mob, victim, 1d9, "serrated, red claw" );

attack( mob, victim, 1d9, "serrated, red claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d9, "serrated, red claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d9, "serrated, red claw" );

~
!
0 0 24 0 0 0 0 10
0 0 0 4000 894666610 0 25
229931 0 0 0 4
6
6 12 6 20 12
0 5 -5 0 15 0 0
250 3 jagged red claw~
550 3 segmented leg~
1000 7 spotted red shell~
0 1000 ~
0 1000 ~
0
15729286 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2174
~
light red crab~
light red crab~
~
~
with long, serrated claws crawls about.~
light red crabs~
~
~
with long, serrated claws crawl about.~
Yes I'm being used.

~
Florian~
attack( mob, victim, 1d5, "light red claw" );

attack( mob, victim, 1d5, "light red claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d5, "light red claw" );

~
!
0 0 24 0 0 0 0 10
0 0 0 3500 894666410 0 24
213865 0 0 0 4
3
4 5 5 19 11
0 0 0 0 0 0 0
100 2 red, chitinous leg~
300 1 tender eye stalk~
500 3 light red claw~
1000 6 hard red shell~
0 1000 ~
0
7864963 26215682
0 1 0 0 0
N 0 2 0
-1
-1

#2175
~
large green crab~
large green crab~
~
~
scurries about in clear agitation.~
large green crabs~
~
~
scurry about in clear agitation.~
Yes I'm being used.

~
Florian~
attack( mob, victim, 1d9, "large green claw" );

attack( mob, victim, 1d9, "large green claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d9, "large green claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d9, "large green claw" );

~
!
0 0 24 0 0 0 0 10
0 0 0 4000 894666998 0 27
201249 0 0 0 4
6
7 4 4 19 11
5 5 -5 0 0 -5 0
250 3 large green claw~
450 3 long green leg~
1000 7 hard green shell~
0 1000 ~
0 1000 ~
0
18350726 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#2176
~
powder-blue crab~
powder-blue crab~
~
~
shuffles along the ground, waving its claws.~
powder-blue crab~
~
~
shuffle along the ground, waving its claws.~
Yes I'm being used.

~
Florian~
attack( mob, victim, 1d7, "powder-blue claw" );

attack( mob, victim, 1d7, "powder-blue claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d7, "powder-blue claw" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 1d7, "powder-blue claw" );

~
!
0 0 24 0 0 0 0 10
0 0 0 4000 894666756 0 35
197153 0 0 0 4
4
4 4 4 18 11
0 5 -5 0 0 0 0
250 3 powder-blue claw~
450 3 powder-blue leg~
1000 8 powder-blue shell~
0 1000 ~
0 1000 ~
0
11797124 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#2177
~
large, horseshoe crab~
large, horseshoe crab~
~
~
wiggles its way along the ground.~
large, horseshoe crabs~
~
~
wiggle their way along the ground.~
Yes, I'm being used.

I have brittle legs, beady black eyes, and a tailspine.

And a thick brown shell.

What, were you expecting art?

~
Florian~
attack( mob, victim, 2d4, "jagged claw" );

attack( mob, victim, 2d4, "jagged claw" );

if( random( 3, 10 ) == 3 ) {

  act_tochar( #slam, ch );

  act_notchar( #rslam, ch );

  attack( mob, victim, 4d4, "jarring bodyslam" );

  }

if( random( 1, 12 ) == 1 )

  attack( mob, victim, 3d5, "slashing tailspine" );

~
E
slam~
@RA horseshoe crab slams its hard shell into you!@n

~
E
rslam~
@RA horseshoe crab slams its hard shell into $n!@n

~
!
0 80 3 0 0 0 0 10
0 0 2 4000 894667100 0 28
197153 0 0 0 4
8
8 6 6 13 12
0 0 0 0 0 0 0
250 2 brittle leg~
450 4 serrated claw~
650 2 beady black eye~
750 5 slender tailspine~
1000 12 thick brown shell~
0
24904328 26215682
33 8 0 272 965
N 0 3 0
-1
-1

#2178
~
giant king crab~
giant king crab~
~
~
sits in a large pile of sand in contemplation.~
giant king crab~
~
~
sit in large sand piles in contemplation.~
No description.

~
Florian~
attack( mob, victim, 3d5, "serrated claw" );

attack( mob, victim, 3d5, "serrated claw" );

if( random( 3, 10 ) == 3 ) {

  act_tochar( #slam, ch );

  act_notchar( #rslam, ch );

  attack( mob, victim, 4d4, "jarring bodyslam" );

  }

if( random( 1, 15 ) == 1 ) {

act_room( #eyes, ch );

summon( mob );

}

~
E
eyes~
@RThe king crab's eye stalks begin to weave violently and you hear a high

pitched cry for help emating from him.

~
E
slam~
@rA king crab slashes at you violently with one of his claws.@n

~
E
rslam~
@rA king crab slashes at $n violently with one of his claws.@n

~
!
0 80 24 0 0 0 0 10
0 0 0 4000 894667757 0 29
201249 0 0 0 4
10
9 6 6 17 14
5 5 -5 5 15 -5 0
250 6 serrated red claw~
450 4 exposed eye stalk~
650 5 bright red leg~
1000 11 hard red shell~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2179
~
small mushroom caterpillar~
small mushroom caterpillar~
~
~
wriggles around, looking for something to munch.~
small mushroom caterpillars~
~
~
wriggle around, looking for food..~
Hi Im being used

~
Florian~
attack( mob, victim, 1d3+3, "pointy leg claw" );

attack( mob, victim, 1d3+3, "pointy leg claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 1d4+3, "pinching bite" );

~
!
0 0 26 0 0 0 0 10
0 0 0 4000 894859267 0 26
230185 0 0 0 4
3
5 4 4 15 12
0 -15 -15 0 0 0 0
200 2 thin jaw mandible~
400 1 dark green underbelly~
600 2 bright green leg~
800 2 bobbing antenna~
1000 2 green, segmented body~
0
7864963 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#2180
~
yellow spore~
yellow spore~
~
~
floats gently in the air.~
yellow spores~
~
~
float together in a cluster.~
HI, I'm being used

~
Florian~
attack( mob, victim, 1d6+1, "noxious mist" );

attack( mob, victim, 1d4+2, "shooting spore pod" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 1d6+1, "noxious mist" );

~
!
0 76 79 0 0 0 0 10
0 0 0 4000 894861112 0 28
4393505 0 4096 0 4
3
4 12 4 30 8
5 0 0 0 0 0 0
500 2 yellow mass~
1000 3 spongy yellow center~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#2181
~
grey spore~
grey spore~
~
~
hovers above the ground.~
grey spores~
~
~
hover in a tight gathering.~
No description.

~
Florian~
attack( mob, victim, 1d6+1, "noxious vapor" );

~
!
0 0 79 0 0 0 0 10
0 0 0 4000 894859678 0 0
4393505 0 4096 0 4
2
4 12 4 28 7
2 0 0 0 0 0 0
500 1 spongy grey mass~
1000 2 dull grey side~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#2182
~
yellow spore minion~
yellow spore minion~
~
~
waves its spore pods about frantically.~
yellow spore minions~
~
~
wave their spore pods about frantically.~
No description.

~
Florian~
attack( mob, victim, 1d8, "whipping spore pod" );

attack( mob, victim, 1d8, "whipping spore pod" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 2d4, "noxious mist" );

if( random( 1, 10 ) == 1 ) {

  if( !mob_in_room( 2180, room ) ) {

    act_room( #pop, ch );

    mload( 2180, room );

    i = 1d8;

    mob = mob_in_room( 2182, room );

    dam_message( mob, i, "The tearing of the spore pod" );

    inflict( mob, mob, i, "The tearing of the spore pod" );

    mob = mob_in_room( 2180, room );

    attack( mob, ch, 1d6, "noxious vapor" );

    }

  }

~
E
pop~
@YA yellow spore minion pulls a spore from its body and throws it at you!

~
!
0 76 79 0 0 0 0 10
0 0 0 4000 894861098 0 29
202273 0 0 0 4
5
5 12 5 25 14
8 0 0 0 0 0 0
350 4 yellow body~
750 2 spore pod~
1000 1 spongy tendril~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 3 0
-1
-1

#2183
Shifty~
Shifty~
agile, dark-haired gnome~
~
~
eyes you while looking for a weapon.~
agile, dark-haired gnomes~
~
~
eye one another dangerously.~
This little gnome has a dark complexion and dark-brown hair.  His eyes

never seem to be looking in the same place and his hands are down by his

waist.  Several old, yellowing bruises mar his features and he has rope

burns around his wrists.  He looks fairly agile, for a gnome.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 1000 898173509 0 31
230187 262144 0 0 4
20
18 12 12 19 14
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
0 0
~
wait( 2 );

act_tochar( #shift, ch, obj, mob );

~
E
shift~
$N eyes you wearily as $E finishes freeing $Mself from the chair.

~
!
1 0
~
act_tochar( #room, ch, obj, mob );

junk_mob( mob );

continue;

~
E
room~
$N pulls a hood over $S head and runs north, disappearing without a trace.

~
!
-1

#2184
Zsarazus~
Zssrazus~
lizardman with one eye~
~
~
balances a dagger on his claw tips.~
lizardmen with one eye~
~
~
are here~
A lizardman with dark green scales stands before you.  He has only one

eye and wears a bejeweled eyepatch over the other.  Also, it looks as if

the last few inches of his tail has been cut off.  Most of his scales are

dull and worn.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 7 0 0 0 0 10
0 0 0 4000 895010728 0 26
230187 262144 0 0 4
35
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
1053 17 1509949540 -1 0
-1
-1

#2185
~
dirty, mud-streaked cleric~
dirty, mud-streaked cleric~
~
~
is here, trying to claw her way out of the pit.~
dirty, mud-streaked cleric~
~
~
are here~
Wearing a set of robes turned brown from mud, this young woman has soft,

green eyes and long brown hair.  Judging from the haunted look in her

face, she has been down in this pit for quite some time.  She is

extremely thin and she skin is pale.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895094447 0 28
230185 262144 0 0 4
30
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#2186
Gemlongrin~
Gemlongrin~
cowled monk~
~
~
sits on a meditation mat, humming a single tone.~
cowled monks~
~
~
are here~
With a cowl drawn up over his face, you cannot tell much about this monk. 

However, his robes are clean and fit his frame quite well.  Upon his

hands, you can see a series of stylized runic tattoos that run up to

encircle his wrists.  The same designs surround his dark, heavy eyes.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 895104310 0 33
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 1
~
wait( 2 );

act_tochar( #look, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
look~
A cowled monk looks up from his meditation as you enter the chamber.

~
E
stat1~
Since you have already disturbed my meditations, what is it I can help

you with?

~
!
8 -1
hi hello greetings~
act_notchar( #tell, ch );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
My name is Gemlongrin and I was once a member of the White Oak Monestary,

before they threw me out.  I have since taken to private meditation and

contemplation.

~
E
tell~
$n tells the cowled monk something.

~
!
2 -1
blind fighting~
~
E
stat1~
The best blind fighter there ever was was a lizardman who lived in

Sos-kul.  Be was born blind.  Even then he was old.

~
!
-1

#2187
~
wormboy~
wormboy~
~
~
is here~
wormboy~
~
~
are here~
No description.

~
Phobos~
transfer( victim, find_room( 903 ));

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 896684966 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 nothing~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
262144065 26214464
0 2 0 7 0
M 0 4 0
-1
-1

#2188
~
ghost of the fisherman's wife~
ghost of the fisherman's wife~
~
~
hovers over the grave, watching it.~
ghost of the fisherman's wife~
~
~
are here~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 896742209 0 35
230187 262144 0 0 4
50
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2189
Pantell~
obese gnome~
obese gnome~
~
~
waddles merrily about the room.~
obese gnome~
~
~
waddle merrily about the room.~
This gnome can only be described as horribly overweight.  From his round

cheeks down to his pudgy fingertips, he is covered in rolls of fat.  His

large belly hangs over his stretched belt, and jiggles as he walks. 

Despite his weight, he appears to be quite active and smiles as he moves.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 896895674 0 26
230185 0 0 0 3
80
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2190
~
blue-tailed lizard~
blue-tailed lizard~
~
large~
crawls around.~
blue-tailed lizards~
~
large~
crawl around.~
This lizard is rather huge, despite its long, scaly tail.  Its tough,

thick skin is composed of olive green and deep purple scales that

sometimes glisten in the light.  Its head is pointy, and huge,

tired-looking eyes gaze out at its surrounding territory.  The

arrow-shaped tail is worth noting due to the royal blue color at its tip

which looks very sharp and dangerous.

~
Olah~
attack( mob, victim, 1d5+2, "rapid bite" );

attack( mob, victim, 2d3+2, "tongue lash" );

if( random( 1, 2 ) == 2 ) {

  send_to_room( #tail, room );

  attack( mob, victim, 3d2+3, "tail strike" );

  }

~
E
tail~
@gThe lizard swings its tail around quickly.@n

~
!
0 0 15 0 0 0 0 10
0 0 1321 4000 897243758 0 30
4411945 0 0 0 4
6
7 5 5 13 12
0 5 -10 -5 0 0 0
300 2 thick head~
400 3 pointy tail~
1000 4 tough, scaly body~
0 1000 ~
0 1000 ~
0
15729158 26214464
66586 13594 0 119030 962696
R 0 2 0
214 17 1509949455 -2 0
3233 17 1509949460 -2 0
-1
-1

#2191
~
massive dragonfly~
massive dragonfly~
~
unusually~
zips through the area.~
massive dragonflies~
~
unusually~
zip through the area.~
Light blue, transluscent wings flap constantly as this incredibly huge

dragonfly flies around the marsh.  Its carapace is a navy blue which

looks quite sturdy and is about the length and diameter of an ogre's

muscular arm.  Two round bulbs protrude from one end denoting that side

as its head.

~
Olah~
attack( mob, victim, 1d5+1, "quick bite" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 1d6+1, "penetrating sting" );

if( random( 1, 3 ) == 3 ) {

  act_tochar( #dive, ch );

  act_notchar( #ndive, ch );

  attack( mob, victim, 1d6+2, "dive attack" );

  }

~
E
dive~
@bThe massive dragonfly floats back, then dives towards you!@n

~
E
ndive~
@bThe massive dragonfly floats back, then dives towards $n!@n

~
!
0 0 26 0 0 0 0 10
0 0 822 4000 897244019 0 31
4311585 0 67108864 0 4
3
5 5 5 14 9
0 0 0 0 0 0 0
400 2 flapping wings~
1000 3 tough carapace~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 26214464
6741 4543 0 40788 92684
R 0 2 0
-1
-1

#2192
~
zombie of a mink~
zombie of a mink~
~
large~
stares blankly around it.~
zombies of minks~
~
large~
stare blankly around them.~
This huge rotting zombie of a mink has a hard time keeping its pieces

together.  What little remains of its fur is now dried up and wrinkled. 

Its eyes are a light gray and appears to gaze at nothing in particular. 

Its tailbone is short with few remnants of a once bushy tail still

connected.

~
Olah~
attack( mob, victim, 1d2+1, "strong bite" );

attack( mob, victim, 1d2, "sharp claw" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897256950 0 0
770593 536879104 0 0 8
1
8 3 3 8 6
0 0 50 0 0 -5 0
200 0 bony skull~
400 1 spiny tail~
1000 1 decaying body~
0 1000 ~
0 1000 ~
0
2622209 13107845
0 1 0 0 0
N 0 3 0
-1
-1

#2193
~
skeleton of a mink~
skeleton of a mink~
~
large~
lumbers around.~
skeletons of minks~
~
large~
lumber around.~
This decrepit looking skeleton appears to be that of a long-dead mink of

abnormally large size.  Its bones contains several nicks and cuts, and

its skull is a large, traingular shape.  Its claws still appear rather

sharp, although its legs and spine look a little fragile.

~
Olah~
attack( mob, victim, 1d4+1, "fierce bite" );

attack( mob, victim, 1d3, "sharp claw" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 899875116 0 0
770593 536879104 0 0 8
2
8 3 3 6 8
0 0 50 0 0 0 0
200 1 bony skull~
400 0 spiny tail~
1000 2 bony body~
0 1000 ~
0 1000 ~
0
6553986 15729285
0 1 0 0 0
N 0 3 0
-1
-1

#2194
Hurdylotte~
plump gnomish baker~
plump gnomish baker~
~
~
bustles about behind the counter.~
plump gnomish baker~
~
~
bustle about behind the counter.~
This plump gnomish woman seems a cheerful sort, smiling and laughing as

she works behind the counter.  Her long hair is filled with flour dust,

and loose strands fly about her as she rushes about.  She wears a white

apron that covers most of her small body.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 897591591 0 28
230187 0 0 0 3
85
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
463 17 1509949540 5 0
-1
-1

#2195
Proditoris~
ghost human smith proditoris~
ghost of a human smith~
~
~
hovers before the forge.~
Proditoris~
~
~
are here~
Clearly human at one time, the ghost of a young human male hovers here. 

He is dressed in simply clothing, and though transparent, his skin

appears dark and tanned.  Numerous scars from burns decorate his arms

like badges of honor.  The ghost's eyes, which are a pale shade of blue,

look as if they hold half the world's sadness within their depths.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 28 0 0 0 0 10
0 0 0 4000 897373777 0 27
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
~
wait( 2 );

if( !done_quest( ch, 60 ) )

  if( !doing_quest( ch, 60 ) )

  if( !has_quest( ch, 60 ) ) 

  act_tochar( #sigh, ch, obj, mob );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #thanks );

~
E
sigh~
$N sighs, looking at the cold forge sadly.

~
E
doing~
Have you found my friend yet? I cannot this torment much longer.

~
E
thanks~
I am forever in your debt for helping me resolve the conflict between my

best friend and I.  Perhaps one day I can help you in return.

~
!
2 2
forge~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

if( !done_quest( ch, 60 ) )

  if( !doing_quest( ch, 60 ) )

  if( !has_quest( ch, 60 ) ) {

  tell( mob, ch, #q1 );

  wait( 2 );

  tell( mob, ch, #q2 );

  wait( 3 );

  tell( mob, ch, #q3 );

  wait( 3 );

  tell( mob, ch, #q4 );

  wait( 3 );

  tell( mob, ch, #q5 );

  wait( 3 );

  tell( mob, ch, #q6 );

  wait( 2 );

  tell( mob, ch, #q7 );

  }

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #thanks );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the forge.

~
E
stat1~
It was in a cottage much like this one where my mistress worked her magic

with forging blades.

~
E
q1~
Alegra, my teacher, had a son who was skilled in battle even before I

came to her asking to be taught how to forge magic into blades.  In time,

we grew to be best friends.

~
E
q2~
On the eve of an important battle, I had just finished my best sword yet

- a small short sword with a tiger's head for a pommel.  I wanted so much

too impress Jergault and my teacher Alegra, that I snuck into his room

and switched the short sword his mother had given him with my own.

~
E
q3~
I knew for sure my sword was better.

~
E
q4~
My arrogance cost my friend his life.  He died on the battlefield when my

sword broke in his hand.

~
E
q5~
At once, Alegra knew her son was dead and came to tell me.  It was then

that she found the magic short sword she had given to Jergault to protect

his life among my belongings.  I tried to explain, but in a fury, she

drew her own magic blade and relieved me of my life.  I hoped my agony of

betrayal would end there.  But alas it did not.

~
E
q6~
I know not how long i drifted in the nothingness, but I came to find my

spirit unable to rest by my misdeed.  I stay here, in hopes that Alegra

will come back to the cottage and forgive me.

~
E
q7~
If you will agree to help me, I will be forever grateful.

~
E
doing~
Take the short sword of Alegra and cast it into the pool where the corpse

of Jergault was thrown.  It is said that the pond lies underneath a great

column of broken stone.

~
E
thanks~
I am forever in your debt for returning the short sword to my friend. 

Perhaps now his shade will forgive me and I will be able to find rest.

~
!
8 -1
help yes~
act_notchar( #tell, ch, obj, mob );

wait( 1 );

if( !done_quest( ch, 60 ) )

  if( !doing_quest( ch, 60 ) )

if( !has_quest( ch, 60 ) ) {

tell( mob, ch, #accept );

wait( 2 );

tell( mob, ch, #give );

obj_to_char( oload( 3175 ), ch );

assign_quest( ch, 60 );

}

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #doing );

else

  tell( mob, ch, #thanks );

~
E
tell~
$n tells $N something.

~
E
accept~
Excellent, I knew you would help me!

~
E
give~
Take this sword - it is the same sword which I removed from my friend

Jergault's possession.  Return it to him in his watery grave beneath the

broken obelisk.

~
E
doing~
Have you still not found Jergault's watery grave and given him the sword

which I took?  Please, hurry.  I may have an eternity but every second I

spend, knowing that my friend still thinks of me as a betrayer, is

painful for me.  You must throw the sword into the pool which rests

beneath the obelisk.

~
E
thanks~
I shall forever be in your debt for helping me heal the rift between my

friend and I.

~
!
2 -1
alegra final rest~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

if( done_quest( ch, 60 ) )

tell( mob, ch, #stat1 );

else

tell( mob, ch, #stat2 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about Alegra.

~
E
stat1~
Alegra appeared to me, forgiving me for the actions that led to her son's

death.  But she asked that her ashes be sprinkled in her favorite place,

a place only her best friend Aneria knows.

~
E
stat2~
Until I achieve peace and the link tying my spirit to this forge is

broken, I fear I have nothing I can say about Alegra.

~
!
2 -1
~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about Alegra's ashes.

~
E
stat1~
Alegra's ashes, she told me, are kept within an urn, hidden beneath the

watchful gaze of a stone guardian with wings.

~
!
-1

#2196
~
traveling minstrel~
traveling minstrel~
~
~
travels along the road, whistling merrily.~
traveling minstrels~
~
~
travel along, embroiled in a whistling contest.~
With his haired tied back in a neat ponytail, this young man looks hale

and handsome.  He wears simple clothing dusty from travel.  Over one

shoulder is slung the carry strap of a harp case.  Like his face, his

eyes are as easily read as a book.  This minstrel clearly lives for life

and his music.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 0 0 0 0 0 10
0 0 0 4000 897513623 0 31
230185 262144 0 0 4
25
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65537610 26214464
0 1 0 0 0
M 0 4 0
708 17 1509949540 5 0
600 17 1509949540 7 0
-1
0 3
~
if( is_player( ch ) )

if( rflag( reset0, find_room( 21312 ) ) )

  if( class( ch ) == warrior )

  if( find_skill( ch, second attack ) > 6 )

  if( find_skill( ch, berserk ) < 1 )

  if( random( 1, 2) == 1 ) {

  act_tochar( #rumor, ch );

  remove_rflag( reset0, find_room( 21312 ) );

  end;

  }

~
E
rumor~
As you enter the area, you hear the minstrel finishing a song about a

magic short sword.

~
!
2 -1
magic short sword~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

tell( mob, ch, #stat2 );

wait( 2 );

mob = mob_in_room( 2196, room );

act_room( #sing, ch, obj, mob );

wait( 2 );

act_room( #stat3, ch );

wait( 3 );

act_room( #stat4, ch );

wait( 3 );

mob = mob_in_room( 2196, room );

act_room( #stat5, ch, obj, mob );

wait( 2 );

mob = mob_in_room( 2196, room );

act_room( #stat6, ch, obj, mob );

wait( 1 );

tell( mob, ch, #got );

~
E
stat1~
The short sword of Alegra was a mighty sword, and the cause of much woe.

~
E
ask~
You ask $N about the magic short sword.

~
E
rask~
$n asks $N something.

~
E
stat2~
Let me sing you its song.

~
E
stat3~
Forged in battle, tested with might,

He used the sword in every fight.

Until one day most foul betrayal struck,

When his best friend took his charm of luck.

~
E
stat4~
He died that day, in a berserker rage.

Agast at how his friend had failed him.

But perhaps in a different age,

The gap can be closed between them.

~
E
stat5~
Alegra's son Jergault was her pride and joy,

But after his death she went mad.

She struck down her apprentice, the betraying boy,

And pined away the last years she had.

~
E
stat6~
The traveling minstrel's song trails off.

~
E
got~
I got the song from a tower guardsman, who gladly told me the tale for a little

money.

~
E
sing~
The traveling minstrel takes out his harp and starts to sing a song.

~
!
8 -1
hi hellow greetings~
act_notchar( #rask, ch, obj, mob );

wait( 1 );

if( rflag( reset0, find_room( 21311 ) ) )

tell( mob, ch, #stat1 );

else

tell( mob, ch, #stat2 );

~
E
rask~
$n tells $N something.

~
E
stat1~
Greetings, stranger!  Would you like for me to sing you a song?  I know a

good number of them.

~
E
stat2~
Greetings, stranger!  I'd offer to sing you a song, but my throat is sore. 

Maybe some other time.

~
!
2 -1
sing song~
act_tochar( #play, ch, obj, mob );

act_notchar( #rplay, ch, obj, mob );

if( !rflag( reset0, find_room( 21311 ) ) ) {

  tell( mob, ch, #cant );

  end;

  }

else

  tell( mob, ch, #sing );

i = 1d12;

if( i == 1 )

  mpcode( mob, 5 );

if( i == 2 )

  mpcode( mob, 6 );

if( i == 3 )

  mpcode( mob, 7 );

if( i == 4 )

  mpcode( mob, 8 );

if( i == 5 )

  mpcode( mob, 9 );

if( i == 6 )

  mpcode( mob, 10 );

if( i == 7 )

  mpcode( mob, 16 );

if( i == 8 )

  mpcode( mob, 18 );

if( i == 9 )

mpcode( mob, 18 );

if( i == 10 )

mpcode( mob, 19 );

if( i > 10 )

  mpcode( mob, 11 );

~
E
cant~
I'm sorry, I cannot sing now. My throat is too dry.

~
E
sing~
I will gladly sing you a song. let me prepare myself first.

~
E
play~
You ask $N to sing something.

~
E
rplay~
$n asks $N something.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
There once was a brave young lad,

Whose whose life had been spent on a farm.

He was just a country bumpkin,

Who'd never cause anyone harm.

~
E
sing2~
Then came the hobgoblins, greasy and oh so vile.

They poured into town, slaughtering everyone in sight.

Blood poured freely in the streets that night.

It was all he could do to keep down the bile.

~
E
sing3~
The lad hid away until the carnage was over,

Like a coward - he felt so bad.

But when he found the corpse of his poor dog Rover,

He picked up a stick and got killing mad.

~
E
sing4~
But before he could do more harm than good,

A strange monk appeared all covered with hay.

With his wisdom and skills, he calmed the lad's blood,

And there was no more blood shed that day.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 3 );

act_room( #sing5, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

}

~
E
sing1~
It was a day like this, not a cloud in the sky,

When the warrior lass set off. I don't know why.

Garbed in fine leather, with hip boots to match,

She journeyed down to see what she could catch.

~
E
sing2~
Through the forest dark,

Down through the trail,

She set up her lines,

And there herself did she park.

~
E
sing3~
The bugs were quite bad, there stung her more than twice.

And quickly did she gain a fever.

But out of the brush stepped a lizardman, nice,

Who gave her an herbal pain reliever.

~
E
sing4~
He took her home, to his small little town,

And there, slowly, she regained her strength.

And during her recoverly, she was not alone,

For the warleader, a kindred spirit, began to visit her at length.

~
E
sing5~
They taught each other many things that summer.

She learned speed with her blade to swing it more,

And he learned that humans were not all a bore.

She left that village as a member and not a newcomer.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 3 );

act_room( #sing5, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing3~
The battle waged on an on,

lightning crackled in the air.

The monks thought at was lost,

Until he appeared in a crimson flare.

~
E
sing1~
White Oak and Black Dove,

Had split their order intwain

One opted for peace and wisdom,

The other taught nothing but pain.

~
E
sing2~
They decided to settle it one and for all,

So they met atop a hilly clearing,

Without warning the battle began,

Sending screams of war to all those in hearing.

~
E
sing4~
With robes aglitter in fiery runes,

And a lightning bolt in each hand,

An unusal man with an 'E' on his robe,

Joined the good monks in their final stand.

~
E
sing5~
But when the battle came to an end,

Only the White Oak monks remained alive.

They had made the sorceror both a member and a friend,

Even if he leaked wild combat magics like a sieve.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
In a land born of magic,

In a kingdom full of sand,

Lived a wise young woman,

With looks you'd not understand.

~
E
sing2~
She had the mark of power,

Burned upon her chest,

In all its beauty,

It resembled the ruling crest.

~
E
sing3~
But she had another destiny,

And practiced the arts of healing and alchemy,

So that if hurt ever came to her land,

She could heal it with the touch of her hand.

~
E
sing4~
Like all her people, she lives alone.

Surrounded by the magic of the red desert sand.

And only with the proper teaching,

Can someone enter her people's land.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
Once there was a begger girl,

Who sold candles by the pound.

No one ever paid her much,

And her kin didn't want her around.

~
E
sing2~
The little dwarven girl didn't mind,

She had no other skill to ply,

So every time a traveler passed,

She gave selling candles a try.

~
E
sing3~
Then one day, a strange came

To the bustling dwarven city.

He gave he gold and took nothing -

All for the sake of pity.

~
E
sing4~
In return she gave him

The most precious gift of all.

She told to him a secret,

Of knowledge that would never dim.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
There once was a valley,

Both green and hale it did grow,

Whatever became of it,

Not a soul truly does know.

~
E
sing2~
Some say the valley perished,

Due to a drought or a blight.

Others contend it never existed,

Or that is was destroyed my holy might.

~
E
sing3~
There once was an adventurer named Endurus 

Who was a geomancer by trade.

He combed the world searching for the valley,

Using his powers to locate glen and glade.

~
E
sing4~
Little did Endurus find,

To justify his quest.

But he passed on all his knowledge,

To his son before his final rest.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 4 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
Tall where men draw up to rest

Looms a kind castle pale,

Between the forested mountain slopes

She watches o'er the vale.

~
E
sing2~
Her turrets proud and high reach out

To heaven's azure hold,

Wild grasses kiss her white stone feet

And her walls like arms enfold.

~
E
sing3~
The lands and men around her

As a mother doth a child

But her peace ends there, friend,

For inside rings battle wild.

~
E
sing4~
Within her walls laments doth sound

          And clashing metals echo 'round

          And burning torches fiercely flame

          All for Possesion's greedy name.

          Where faerie men change form and fly,

          And men cut, bleeding, and dead do lie,

          I pray thee, run to aid her soul!

          Past Medienne's gates, hie thee fast!

~
!
6 2
~
act_tochar( "The traveling minstrel thanks you for the coin.", ch );

~
!
6 16
~
act_tochar( "The traveling minstrel thanks you for the coin.", ch );

~
!
6 12
~
act_tochar( "The traveling minstrel thanks you for the coin.", ch );

~
!
6 14
~
act_tochar( "The traveling minstrel thanks you for the coin.", ch );

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
Searching through the Sadness and the Screams,

On the verge of Madness and the Dreams,

I chance upon a Stranger in the night.

~
E
sing2~
I tell him of a Promise never broken,

Of a Terror that is better left unspoken,

In hopes he might take pity on my plight.

~
E
sing3~
He stands, unblinking, till I meet his gaze...

Red eyes glowing in the thickening haze,

Until I stand transfixed within the gleam.

~
E
sing4~
Conscious, but bereft of any power,

I wait upon Death's final hour.

And in the end, noone hears my scream.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 2 );

act_room( #sing2, ch, obj, mob );

wait( 2 );

act_room( #sing3, ch, obj, mob );

wait( 2 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
Prankster, alchemist

Away to the warrens stealing.

~
E
sing2~
Cleric, thief

With pointed hat and robes rustling.

~
E
sing3~
Off he went to subdue, liquid sinister and mind chaotic.

Maniacal rabbits now roam through tunnels dark and dank...

~
E
sing4~
In cave so deep, roots breaching, carved beneath.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
She looked so fair,

In the song-filled air,

As magic wove around her.

~
E
sing2~
Upon her head she wore a mystic crown,

And around her neck a scarf.

Her voice seemed like pure harmony,

And 'twas good to avoid her frown.

~
E
sing3~
Her favorite thing to do is travel,

Around the world she bas been.

Whenever the mood strikes her,

She opens a gate to vacation.

~
E
sing4~
Mighty is the high sorceress,

Supreme within her den.

But beware her magic wrath,

If, without an invite, you step in.

~
E
sing1~
When the time is right, the circle crys out,

Eager for the heart of green,

Only when the four are completed

Can the light be seen.

~
E
sing2~
But before the final sacrifice can be made,

Of the heart stone of throbbing power,

One must make four smaller dedication,

All within the same hour.

~
E
sing3~
The first is simple, a piece of coal,

Placing it near with solve your goal.

The second is a much cooler task,

For its not easy bringing balls of ice into K'ssk.

~
!
3 -1
~
act_room( "The traveling minstrel pulls out his harp and begins to sing along to its music.", ch, obj, mob );

wait( 1 );

act_room( #sing1, ch, obj, mob );

wait( 3 );

act_room( #sing2, ch, obj, mob );

wait( 3 );

act_room( #sing3, ch, obj, mob );

wait( 3 );

act_room( #sing4, ch, obj, mob );

wait( 1 );

if( random( 1, 5 ) > 2 ) {

  remove_rflag( reset0, find_room( 21311 ) );

  act_room( "The traveling minstrel bids you a good day, for his mouth has gone dry.", ch, obj, mob );

  }

else {

  act_room( "The traveling minstrel takes a bow, and puts away his harp.", ch, obj, mob );

  act_room( "The traveling minstrel holds out his hat, as if asking for a tip.", ch, obj, mob );

  }

~
E
sing1~
When the time is right, the circle crys out,

Eager for the heart of green,

Only when the four are completed

Can the light be seen.

~
E
sing2~
But before the final sacrifice can be made,

Of the heart stone of throbbing power,

One must make four smaller dedication,

All within the same hour.

~
E
sing3~
The first is simple, a piece of coal,

Placing it near with solve your goal.

The second is a much cooler task,

For its not easy bringing balls of ice into K'ssk.

~
E
sing4~
Third the juicy of yellow fruit must soak into one stone,

And then the skin of a lucky-footed kin

Must be placed upon the rock,

For only then with the time for sacrifice unlock.

~
!
-1

#2197
Wilminstra~
elderly gnomish woman~
elderly gnomish woman~
~
~
rests behind the glass counter.~
elderly gnomish woman~
~
~
rest behind the glass counter.~
Long white hair pulled back into braids frames the round face of this

elderly gnome.  Deep wrinkles around her nose and mouth show her age,

although her eyes still gleam with life.  She hums quietly to herself as

she works behind her counter.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 897591877 0 28
230307 0 0 0 6
85
8 13 14 15 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 3 0
-1
-1

#2198
~
young wrath wyrm~
young wrath wyrm~
~
~
is here, devouring an egg.~
young wrath wyrms~
~
~
are here, devouring eggs.~
This young wyrm is about seven to ten feet long.  Its body is not

completely formed yet, and only slight discolorations on its slimy pink

length show signs of its growth.  As it raises its head to look at you,

its mouth opens and closes in short, breath-like intervals, and you can

see its yet unformed fangs.  Despite its shortcomings, its jaw looks

quite powerful and it has a powerful, whipping tail on the end which

swishes back and forth.

~
Nivel~
attack( mob, ch, 5d3, "vicious maw" );

attack( mob, ch, 3d6, "vicious maw" );

if( random( 0, 5 ) == 3 ) {

  act_tochar( #coil, ch );

  act_notchar( #rcoil, ch );

attack( mob, ch, 10d3, "whipping tail" );

  }

~
E
coil~
@MIts tail suddenly comes around to whip at your body!@n

~
E
rcoil~
@MThe wrath wyrm's tail suddenly comes around to whip at $n's body!@n

~
!
0 100 15 0 0 0 0 10
0 0 1 4000 897660167 0 25
5407265 0 0 0 4
15
12 12 12 12 12
5 0 30 40 0 40 100
600 5 tough, segmented body~
800 3 soft head~
950 2 soft tail~
1000 -4 weak eyespot~
0 1000 ~
0
34079050 26214464
0 1 0 184 5
N 0 4 0
-1
-1

#2199
~
fire newt~
fire newt~
~
large red~
flicks crawls around.~
fire newts~
~
large red~
crawl around.~
Dark red, this sixteen-inch long newt posesses a tongue at least four

times its body length.  Its skin glows with heat, and the ground sizzles

where its tiny webbed feet scratch it.  Its long thin tail swishes

anxiously as you observe it.

~
Phule~
if( random( 1, 2 ) == 2 ) {

  send_to_room( "@RThe fire newt's tongue flicks in and out.", room );

  attack_fire( mob, victim, 2d6+5, "fiery tongue" );

  }

attack( mob, victim, 1d10+4, "tiny scratch" );

if( random( 1, 5 ) == 2 )

  attack( mob, victim, 1d10+4, "tiny scratch" );

if( random( 1, 5 ) == 2 ) {

  send_to_room( #glow, room );

  loop( all_in_room ) {

    if( is_player( rch ) )

      attack_fire( mob, rch, 1d7+5, "heat waves" );

    }

  }

~
E
glow~
@RThe fire newt glows a bright red-orange.@n

~
!
0 96 65 0 0 0 0 10
0 0 64 4000 898123113 0 25
1265705 9216 2097152 0 4
9
5 5 5 8 7
0 100 -70 0 0 35 45
600 4 red-scaled body~
900 2 lithe tail~
1000 1 dark underbelly~
0 1000 ~
0 1000 ~
0
23593609 31457922
4479 607 0 4267 66683
M 0 2 0
3090 17 1509949455 -1 0
-1
-1

#2200
Warner~
gnomish tanner~
gnomish tanner~
~
sweaty~
is here~
gnomish tanner~
sweaty~
~
are here~
This average looking gnome has what little hair he has left slicked back

with oil.  Sweat drips down his face, glistening in his beard, and

clumping the hair.  His hands and arms are covered in nasty-looking burn

scars.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898200899 0 28
230185 0 0 0 5
75
15 12 11 14 15
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2201
Dudgeon~
slender gnomish jeweler~
slender gnomish jeweler~
~
~
stands waiting to help you.~
slender gnomish jeweler~
~
~
stand waiting to help you.~
This gnome is tall and slender for his race, but still has the large

facial features one would expect.  He is immaculately dressed and clean

cut.  His hands are larger than one would expect, with long fingers that

end in perfectly manicured nails.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 898201207 0 28
230187 0 0 0 3
5
11 13 16 18 11
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2202
~
halfling warder of Shadybrook~
halfling warder of Shadybrook~
~
stout~
patrols the streets of the city.~
halfling warders of Shadybrook~
~
stout~
patrol the streets of the city.~
Standing a mere four feet tall with curly blonde hair and sea-blue eyes,

this halfling looks more like a cook than a fighter.  His muscles,

although small, are finely toned.  His skin is covered with old scars

from previous battles he has been in.  Tattooed on his right arm is the

image of a white rose etched into a blood red shield, the mark of the

goddess Freylia.

~
Terek~
attack( mob, victim, 10d10+600, "vicious slash" );

attack( mob, victim, 10d10+600, "thrust attack" );

attack( mob, victim, 10d10+600, "vertical cut" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@WThe warder calls for the other guards to aid him!

~
!
0 101 4 0 0 0 0 10
0 0 0 3000 898805218 0 35
71534369 41155 268435460 500 3
90
26 20 20 30 20
35 40 50 60 0 30 20
200 90 armored body~
1000 100 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0
445646730 786432650
39728 86 0 1280 0
M 500 3 0
3276 17 100 16 0
3277 17 1509949540 8 0
3287 17 100 5 0
2074 17 100 17 0
332 17 100 6 0
2455 17 100 6 0
-1
-1

#2203
gormley~
ancient gnomish man~
ancient gnomish man~
~
~
is here~
ancient gnomish man~
~
~
are here~
No description.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898205058 0 0
230185 0 0 0 6
75
7 16 18 8 8
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2204
~
master elementalist~
master elementalist~
~
~
dressed in flowing robes stands here solemnly.~
master elementalist~
~
~
are here~
Dressed in flowing robes embrodiered with twining green ivy leaves, this

dwarven woman has long, thick side whiskers and cold, statue-like

features.  Her eyes, though, which are of a soft brown color matching her

robes, show tenderness and kindness.  Every inch of the dwarf's exposed

skin is covered with tattoos and emplems of nature and the elements.

~
Florian~
~
E
stat25~
The quasi-elementals are where the solid-elemental planes of earth, air,

fire and water come into contact with both the positive and negative

energy planes.

~
E
stat2~
The eight quasi-elemental planes are over-seen by guardians - elemental

creatures made up of all the elementals.  And the guardians in turn are

kept in check by savants.  Overlords, so to speak, of the planes.

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899884416 0 25
230185 16777216 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
conjure elemental~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Only the most powerful of druids and rangers are able to summon an

elemental to aid them.  Depending on a ranger's alignment, an elemental

from the various elemental planes arrives if the ranger has incanted the

spell with the proper reagents.

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about how to conjure elementals.

~
!
2 -1
proper reagents~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
The reagents needed for conjure elemental vary, depending on what

elemental plane you wish to summon an elemental from.  I, for instance,

would only draw upon the quasi-elemental planes.

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the proper reagents for conjure elemental.

~
!
2 -1
planes~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
I know a little about each of the planes.  Which do you seek to knowledge

over?  The quasi-elemental, para-elemental, or the solid-elemental planes.

~
E
ask~
You ask $N about the elemental planes.

~
E
rask~
$n asks $N something.

~
!
2 -1
quasi-elemental~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat25 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat1~
The quasi-elemental planes answer the summons of only good aligned

rangers and those few druids who have somehow managed to walk a similar

path.  These are the planes I am most familiar with.  They are composed

of different materials mainly, such as: ash, steam, lightning, mineral,

salt, vacuum, radiance and dust.

~
E
ask~
You ask $N about the quasi-elemental planes.

~
E
rask~
$n asks $N something.

~
E
stat2~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

tell( mob, ch, #stat25 );

wait( 2 );

tell( mob, ch, #stat2 );

~
E
stat25~
The quasi-elementals are where the solid-elemental planes of earth, air,

fire and water come into contact with both the positive and negative

energy planes.

~
!
2 -1
para-elemental~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
The para-elemental planes are formed by the mixing of two solid-planes

adjacent to one another.  I know little else about the para-elemental

planes, except that only someone with a twisted mind and soul would want

to tap into them.

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the para-elemental planes.

~
!
2 -1
solid-elemental~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 3 );

interpret( mob, "emote chuckles at his joke." );

~
E
stat1~
The solid-elemental planes are those planes almost everyone, being it

oldster to child, recognizes: earth, air, fire and water.  You might ask

a druid more about them.  The solid-elemental planes are more of their

element.

~
E
ask~
You ask $N about the solid-elemental planes.

~
E
rask~
$n asks $N something.

~
!
2 -1
ash~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Ash elementals are the result of where the fire elemental plane touches

the negative energy plane.  I have never dealt with the negative energy

plane, but perhaps the dwarven clergy has no objection to it.

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the quasi-elemental plane of ash.

~
E
rask~
$n asks $N something.

~
!
2 -1
dust~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Dust elementals are the combined result of negative energy and the

elemental plane of earth.  The lizardmen live very closely with the land,

especially their shamans.

~
E
ask~
You ask $N about the quasi-elemental plane of dust.

~
E
rask~
$n asks $N something.

~
!
2 -1
vacuum~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Vacuum elementals reside in a pocket of space where the negative energy

planes overlaps with the elemental plane of air.  You might ask the

forest ranger more about vacuum elementals.  He and I once talked at

length about them.

~
E
ask~
You ask $N about the quasi-elemental plane of vacuum.

~
E
rask~
$n asks $N something.

~
!
2 -1
salt~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Where the negative energy plane overlaps with the elemental plane of

water, you will find salt elementals.  I refuse to deal with them, since

salt is harmful to the earth in too great a quantity.  Since the swamps

are mostly salt marsh, perhaps someone down there knows more.

~
E
ask~
You ask $N about the quasi-elemental plane of salt.

~
E
rask~
$n asks $N something.

~
!
-1

#2205
Venefosk~
Venefosk~
wise lizardman~
~
~
sits cross-legged, in partial meditation.~
wise lizardmen~
~
~
are here~
The scales of this lizardman are dull and grey.  It looks like he has not

polished them in months.  The amber-colored eyes of this reptilian bipede

are filled with wisdom.  His body, though thin, is firm and muscular. 

His tail, every lizardman's supreme characteristic, is limb and lifeless,

as if he has little will power left.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 898233930 0 27
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2206
~
ice princess~
ice princess~
~
~
stands here, here features those of an icy statue.~
ice princess~
~
~
are here~
With skin as pale as ice and eyes of blue flame, this young woman has a

cat-like grace about her every movement.  Her hands and fingers are

slender and delicate, like a porcelain doll's.  Her hair is bound in a

wreath of frost and her body covered in a dress as white as snow. 

Something about her though, makes her seem far colder than the

surrounding chamber.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 898239012 0 35
230187 25427968 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#2207
~
halfling gate guard of Shadybrook~
halfling gate guard of Shadybrook~
~
heavily-armored~
stands before you.~
halfling gate guards of Shadybrook~
~
heavily-armored~
stand before you.~
Standing three and a half feet tall, this small halfling guard stands

still as stone.  Held tightly against his muscular body is a gleaming

mithril halberd.  His short brown hair is combed neatly and free of any

dirt The only part of his body which moves are his sea-green eyes, which

constanly sweep the area around him.

~
Terek~
attack( mob, victim, 10d10+700, "wicked slash" );

attack( mob, victim, 10d10+700, "twirling slash" );

attack( mob, victim, 10d10+700, "blunt-ended jab" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YThe guard bellows for the others to aid him!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898805786 0 35
71533859 32899 4 500 3
90
25 20 18 30 25
100 95 70 75 20 25 70
200 80 armored body~
1000 80 armored head~
0 1000 ~
0 1000 ~
0 1000 ~
0
734003850 786432650
8338 13 0 665 0
M 500 4 0
714 17 1509949540 16 0
3299 17 1509949540 8 0
3298 17 1509949540 6 0
3282 17 1509949540 10 0
3283 17 1509949540 5 0
3284 17 1509949540 7 0
-1
-1

#2208
Lilac~
Lilac~
beautiful halfling woman~
~
~
stands here, preparing another batch of tarts.~
beautiful halfling women~
~
~
stand here, preparing another batch of tarts.~
Standing before you is beautiful halfling women with long, braided blonde

hair and hazel eyes.  She stands about four feet tall and is surprisingly

slender for a halfling.  Her hands are covered in flour and bits of dough

from preparing and baking tarts all day long.

~
Terek~
attack_weapon( mob, victim, 5d10+400, "stinging slap" );

attack_weapon( mob, victim, 5d10+400, "strong backhand" );

attack_weapon( mob, victim, 5d10+400, "swift punch" );

if( random( 1, 2 ) == 1 ) {

  act_room( #call, ch );

  summon( mob, victim );

  }

~
E
call~
@YLilac screams in a high-pitched voice, calling for help!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898465852 0 33
4424995 32835 0 0 0
90
25 25 25 30 19
100 75 75 75 75 75 75
200 50 strange, magical aura~
1000 75 strange, magical aura~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361930 26214464
0 1 0 0 0
F 0 4 0
3275 17 1509949540 13 0
-1
-1

#2209
~
druid hierophant~
hierophant druid~
~
~
stands in her hut, drawing circles in the dirt.~
code bugs~
~
~
stand here.  Please contact an immortal.~
No description.

~
Fenlyn~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 899233065 0 27
230187 262144 0 0 4
45
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
117965485 26214464
0 1 0 0 0
F 0 4 10000
-1
6 16
~
junk_obj( obj );

act_tochar( #pockets, ch, obj, mob );

act_notchar( #ncpockets, ch, obj, mob );

transfer( ch, find_room( 44765 ) );

act_notchar( #app, ch );

~
E
pockets~
He puts your platinum coin into his pocket and snaps his fingers.

All of a sudden, you find yourself in another place.

~
E
ncpockets~
$N puts $n's platinum coin in his pocket.

He snaps his fingers, and $n disappears into thin air.

~
E
app~
$n appears from out of nowhere.

~
!
2 -1
exits help~
tell( mob, ch, #exits );

wait( 1 );

tell( mob, ch, #money );

~
E
exits~
I can send you to a safe place for a price.  Do you have enough to make

it worth my trouble?

~
E
money~
If you cannot afford my services, tell me no and I'll return you from

where you came.

~
!
8 -1
no~
act_tochar( #snap, ch );

act_notchar( #ncsnap, ch );

transfer( ch, find_room( 73633 ) );

act_notchar( #app, ch );

~
E
snap~
The druid sighs as he snaps his fingers.

You fade out of existence and reappear someplace else.

~
E
ncsnap~
The druid sighs and snaps his fingers.

$n fades out of existence.

~
E
app~
$n appears out of thin air.

~
!
8 -1
hi hello greetings~
act_notchar( #tell, ch, obj, mob );

wait( 2 );

tell( mob, ch, #stat1 );

~
E
tell~
$n tells $N something.

~
E
stat1~
I see you have found your way into my abode.  I applaud your

determination.  Have you come here seeking knowledge, spells, or do you

simply want my help finding an exit from here?

~
!
2 -1
spells~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about spells.

~
E
stat1~
Over the years, I have mastered a variety of nature spells.  If you are

worthy and in need, I will teach them to you.

~
!
2 -1
knowledge~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

mpcode( mob, 7 );

~
E
rask~
$n asks $N something.

~
E
stat1~
So you seek knowledge?  Then knowledge, it is, that I shall give you, if

I have but the strength.

~
E
ask~
You ask $N for knowledge.

~
!
3 -1
~
i = 1d10;

if( rflag( reset0, room ) )  {

  if( i == 1 )

    tell( mob, ch, #stat1 );

  if( i == 2 )

    tell( mob, ch, #stat2 );

  if( i == 3 )

    tell( mob, ch, #stat3 );

  if( i == 4 )

    tell( mob, ch, #stat4 );

  if( i == 5 )

    tell( mob, ch, #stat5 );

  if( i > 5 ) {

tell( mob, ch, #weary );

    remove_rflag( reset0, room );

    end;

}

}

else {

tell( mob, ch, #weary );

end;

}

wait( 2 );

if( random( 1,5 ) > 3 ) {

    remove_rflag( reset0, room );

  tell( mob, ch, #weary2 );

  end;

  }

~
E
stat1~
The four basic elements are what make nature thrive.  Earth, air, fire

and water.  Without then, no man or animal coule be alive.

~
E
stat2~
Faerie circles, often marked by rings of stones or mushrooms, hold great

power under the right conditions.

~
E
stat3~
Only within the planes of energy can anyone hope to master the strongest

of enchantments.

~
E
stat4~
Once, I was like you, my ambitions unfocused.  But then I found a scroll

of great knowledge in the desert which told of the untold powers of

nature.

~
E
stat5~
The power of moonlight is beyond compare.  Moonstones charged with it

lend more power to druid rituals and phials of it, condensed into a

liquid magically, have the power to transform even the death to life.

~
E
weary~
I am not ready, just yet, to tell you much of anything. I am too weak...

~
E
weary2~
I hope you find that information useful. But now, I grow tired.

~
!
-1

#2210
~
halfling citizen of Shadybrook~
halfling citizen of Shadybrook~
~
fast-moving~
rushes down the street.~
halfling citizens of Shadybrook~
~
fast-moving~
rush down the street.~
This fast-moving halfling is dressed in common attire.  His thick black

hair which stops just above his eyes is neatly combed.  His blue eyes

constantly scan the area as he rushes down the street running errands. 

He glances at you and greets you with a wide smile and a wave.

~
Terek~
attack_weapon( mob, victim, 2d10+75, "hard punch" );

attack_weapon( mob, victim, 2d10+75, "swift jab" );

attack_weapon( mob, victim, 2d10+75, "quick kick" );

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@WThe halfling citizen lets loose a loud cry for aid!

~
!
0 101 4 0 0 0 0 10
0 0 0 2500 900381790 0 37
229665 32771 0 0 3
50
25 20 20 20 19
50 25 76 50 0 60 0
200 30 lightly armored body~
1000 45 lightly armored head~
0 1000 ~
0 1000 ~
0 1000 ~
0
393217290 786432650
0 1 0 0 0
M 0 4 0
342 17 1509949540 5 0
1567 17 1509949540 7 0
2210 17 1509949540 8 0
-1
-1

#2211
~
weary halfling merchant~
weary halfling merchant~
~
old,~
slowly walks down the street.~
weary halfling merchants~
~
old,~
slowly walk down the street.~
This small halfling merchant is quite old, in his late seventies by human

standards.  His shaggy white hair is unkept and filled with dirt and bits

of dried leaves.  His long, white beard trails down to the top of his

round belly.  His dark brown eyes are covered in a milky-white cloud,

testament to his fading vision.  He slowly walks down the street

occasionally gripping a nearby wall for support.

~
Terek~
attack_weapon( mob, victim, 2d50+10, "weak punch" );

attack_weapon( mob, victim, 2d50+10, "weak elbow smash" );

attack_weapon( mob, victim, 2d50+10, "swift kick" );

if( random( 1, 4 ) == 1 ) {

act_room( #help, ch );

summon( mob, victim );

}

~
E
help~
@WThe halfling merchant lets loose a surprisingly loud cry for help!

~
!
0 101 4 0 0 0 0 10
0 0 0 3500 900818474 0 31
229665 32771 0 0 3
50
17 25 30 25 20
100 100 100 75 100 75 1
200 50 lightly armored body~
1000 50 bearded head~
0 1000 ~
0 1000 ~
0 1000 ~
0
445645450 786432650
0 1 0 0 0
M 0 4 0
1564 17 1509949540 5 0
3277 17 1509949540 8 0
1567 17 1509949540 7 0
1154 17 1509949540 5 0
996 49 1509949540 13 0
2 81 1509949540 -1 0
-1
-1

#2212
Olia~
Olia~
black-haired halfling girl~
~
flour-covered,~
stands here, mixing some dough.~
black-haired halfling girls~
~
flour-covered,~
stand here, mixing some dough.~
Standing just under three feet, this small halfling girl is just barely

in her teens by human standards.  Her long, flowing black hair trails

down to her waist and is neatly tied with a pink ribbon.  Her large,

round violet eyes convey a sense of happiness and enjoyment from working

in her bakery.  She quietly hums a tune to herself as she mixes some

dough for the next batch of bread.

~
Terek~
attack_weapon( mob, victim, 5d10+450, "swift kick" );

attack_weapon( mob, victim, 5d10+450, "swift punch" );

attack_weapon( mob, victim, 5d10+450, "painful bite" );

if( random( 1, 2 ) == 1 ) {

act_room( #call, ch );

summon( mob, victim );

}

~
E
call~
@MOlia panics and screams for the guards to help her!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898466040 0 33
230691 32835 0 0 3
90
20 24 29 30 20
75 75 75 100 75 75 75
200 75 powerful aura~
1000 100 magical barrier~
0 1000 ~
0 1000 ~
0 1000 ~
0
734005130 26214464
0 1 0 0 0
F 0 3 0
3275 17 1509949540 13 0
-1
-1

#2213
Loeia~
Loeia~
stout, bushy-haired halfling~
~
~
stands here, polishing a kite shield.~
stout, bushy-haired halflings~
~
~
stand here, polishing some kite shields.~
Covered in old burn scars and dripping with sweat, Loeia, master

armorsmith of Shadybrook stands before you.  His bushy brown hair is

filled with tangles and hangs down past his ears.  His slate-grey eyes

carefully appraise you, as if deciding whether or not you'd be worthy to

done one of his armors.  A large scar runs down his right cheek starting

just beneath his eye and stopping just before his chin.

~
Terek~
attack( mob, victim, 10d20+600, "smashing hammer" );

attack( mob, victim, 10d20+600, "deft strike" );

attack( mob, victim, 10d20+600, "bludgeon" );

if( random( 1, 4 ) == 1 ) {

act_room( #help, ch );

summon( mob, victim );

}

~
E
help~
@MLoeia lets out a loud cry for help!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898472560 0 37
230691 32771 0 0 0
90
23 17 19 25 22
56 100 70 20 100 50 75
200 75 armored body~
1000 90 thick skull~
0 1000 ~
0 1000 ~
0 1000 ~
0
655360650 26214464
0 1 0 0 0
M 0 3 0
3296 17 1509949540 13 0
3297 17 100 16 0
-1
-1

#2214
Applebaum~
well-groomed gnome~
well-groomed gnome~
~
~
stands happily behind the counter.~
well-groomed gnome~
~
~
stand happily behind the counter.~
This trim gnome has quite a refined look about him.  His beard is trimmed

neatly and his hair is combed back into a pompador of sorts.  He is thin

for a gnome, which makes his round face and large nose look even larger. 

His black hair only shows a few sparse grey hairs, giving the only

indication of his age that you can see.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898571958 0 28
229795 0 0 0 6
75
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2215
Duleman~
bald gnome clothier~
bald gnome clothier~
~
~
rocks on his heels.~
bald gnome clothier~
~
~
rock on their heels.~
Dressed in fancy clothes and looking dapper, this gnome is the height of

civility and graciousness.  His head is shaved bald, and waxed to a

high-shine.  His smile comes easily, and small wrinkles around his eyes

and mouth are the obvious result.  His beard and mustache are brown and

neatly trimmed.

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898572528 0 0
230179 0 0 0 4
75
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2216
~
halfling watchman of Shadybrook~
halfling watchman of Shadybrook~
~
stout~
stands here, gazing over the wilds.~
halfling watchman of Shadybrook~
~
stout~
stand here, gazing over the wilds.~
This stout halfling has been tasked with being a watchmen for the city,

one of the most honorable jobs the militia offers.  His platinum armor

has been polished to a high shine and is free of any rust or tarnish. 

His green eyes are constantly swiveling, scanning the wilds for any sign

of trouble.  Held tightly in his hand is a heavy crossbow, nocked and

ready to fire.

~
Terek~
if( random( 1, 1 ) == 1 ) {

  act_tochar( #bolt, ch );

  act_notchar( #bolt1, ch );

  attack( mob, victim, 2d10+800, "crossbow bolt" );

  attack( mob, victim, 2d10+800, "crossbow bolt" );

  attack( mob, victim, 2d10+800, "crossbow bolt" );

  attack( mob, victim, 2d10+800, "crossbow bolt" );

  }

~
E
bolt~
@YThe halfling watchman quickly fires a volley of crossbow bolts at you!

~
E
bolt1~
@YThe halfling watchman quickly fires a volley of crossbow bolts at $n!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899410314 0 29
4423971 3 4 0 0
90
20 15 15 30 21
100 100 100 100 0 100 0
1000 100 heavily-armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218900 26214464
2436 4 0 0 0
M 0 4 0
3282 17 1509949540 10 0
3283 17 1509949540 5 0
3284 17 1509949540 7 0
3299 17 1509949540 8 0
1431 17 1509949540 16 0
-1
-1

#2217
~
off-duty halfling guard~
off-duty halfling guard~
~
half-drunk~
sits at table, sipping his ale.~
off-duty halfling guard~
~
half-drunk~
sit at table, sipping their ale.~
Retiring from a long days work, this halfling guard has taken a moment to

relax and grab a cold ale before returning to the barracks.  His hair is

frizzled and covered in bits of dirt and dry leaves.  His blue eyes are

bloodshot and glazed over and convey a look of weariness.  He slowly sips

ale from his mug and glances around the bar as he slowly drifts into his

drunken state.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hard punch" );

attack_weapon( mob, victim, 2d10+700, "elbow smash" );

attack_weapon( mob, victim, 2d10+700, "elbow smash" );

attack_weapon( mob, victim, 2d10+700, "powerful kick" );

~
!
0 0 4 0 0 0 0 10
0 0 0 4000 899675135 0 35
4423971 0 4 0 3
90
20 15 16 30 30
100 100 100 100 0 100 0
1000 150 stout body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218900 26214464
0 1 0 0 0
M 0 3 0
3361 17 1509949540 5 0
3277 17 1509949540 8 0
-1
-1

#2218
~
Captain of the Shadybrook Militia~
Captain of the Shadybrook Militia~
~
~
sits behind his desk, doing paperwork.~
Captain of the Shadybrook Militia~
~
~
sit behind their desks, doing paperwork.~
This muscular halfling is fairly tall, reaching a full four feet.  His

neatly-groomed brown hair trails down to the bottom of his neck.  His

sea-blue eyes gleam in the light like a freshly-polished weapon.  Upon

his right arm is a colorful tattoo of a falcon soaring over a snow-capped

mountain.  He busily scribbles something on a paper and than sighs before

doing it yet again to another.

~
Terek~
attack_weapon( mob, victim, 2d50+700, "deadly punch" );

attack_weapon( mob, victim, 2d50+700, "vicious strike" );

attack_weapon( mob, victim, 2d50+700, "elbow smash" );

attack_weapon( mob, victim, 2d50+700, "elbow smash" );

attack_weapon( mob, victim, 2d50+700, "strong kick" );

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899850821 0 37
4423971 0 0 0 0
90
25 20 20 30 20
100 100 100 100 0 100 0
1000 200 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
917504650 26214464
0 1 0 0 0
M 0 3 0
-1
0 -1
~
if( !cflag( 93, ch ) ) {

  act_tochar( #yes, ch );

  act_notchar( #yes1, ch );

  }

~
E
yes~
The captain stops writing and glances up at you.  With a stern look he

says: @W"Is there something I can help you with today?  Perhaps you are

interested in @Benlisting@n@W?"@n 

~
E
yes1~
@WThe captain of the Shadybrook Militia stops writing a moment and speaks

with $n.

~
!
2 -1
enlisting Militia Joining~
if( cflag( 93, ch ) ) {

act_tochar( #hmm, ch );

end;

}

act_tochar( #ask, ch );

act_notchar( #ask1, ch );

Wait( 1 );

act_tochar( #join, ch );

act_notchar( #join1, ch );

Wait( 2 );

act_tochar( #join2, ch );

~
E
ask~
You ask the captain about the requirements for joining the militia.

~
E
ask1~
$n asks the captain about the requirements for joining the militia.

~
E
join~
The captain smiles and says: @W"Ahh very good, you wish to join us in our

struggle eh?  Well than let me take a moment to explain our cause to you

and than you can decide whether or not enlisting is the right choice for

you."@n 

~
E
join1~
The captain speaks quietly to $n.

~
E
join2~
The captain leans back and begins to speak: @W"Several years ago when

this town was founded we thought we could live in relative safety out in

the wilds.  Being such a lovely area the founder decided that an army was

not needed to defend the city.  That...was his folly.  Several months

later bands of goblins, trolls, and orcs began edging closer and closer

to our city until finally they attacked.  Many brave halflings died that

day and from that point on, the militia was founded.  Our goal is to

defend the city at all costs from all invaders and to provide safe

escorts to our allies through the wilds.  Ranks do not come easy and you

must work hard to meet our standards.  Are you still interested?"@n

~
E
hmm~
The captain glances at and says: @W"Are you not content enough with the

militia that you must ask about joining us again?"@n 

~
!
8 -1
yes~
if( doing_quest( ch, 62 ) ) {

  act_tochar( #no, ch );

  end;

  }

if( done_quest( ch, 62 ) ) {

  act_tochar( #uhm, ch );

  end;

  }

act_notchar( #yep1, ch );

Wait( 2 );

act_tochar( #quest, ch );

assign_quest( ch, 62 );

obj_to_char( oload( 3369 ), ch );

~
E
uhm~
The captain peers at you and says: @W"I believe you are already a militia

member, you cannot join twice!"@n 

~
E
no~
The captain frowns and says: @W"You have not yet delivered the message. 

Until you prove to me that you can be trusted you cannot be initiated

into our ranks."@n 

~
E
yep~
You tell the captain that you still wish to join the militia.

~
E
yep1~
$n tells the captain that $e wants to join the militia.

~
E
quest~
The captain smiles broadly and says: @W"Very good young one.  I am

pleased that you still wish to join us.  But first you must prove thyself

worthy.  Deliver this message to Lord Richard of the city of Medienne. 

Once you are there he will give you further instructions.  Good Luck."@n

~
!
6 3371
~
if( !cflag( 95, ch ) )

  end;

act_tochar( #nod, ch );

Wait( 1 );

act_tochar( #grats, ch );

update_quest( ch, 62 );

set_cflag( 93, ch );

~
E
nod~
The captain opens the message and reads it.  With a nod of approval he

says to you: @W"Word has been spread.  Pennan and Medienne are on alert. 

I cannot thank you enough."@n 

~
E
grats~
The captain shakes your hand and says: @W"Congratulations.  You have

passed my test and in my eyes are worthy to become a member.  I would

like to welcome you into the Shadybrook Militia.  Remember, your duty is

to defend the city of Shadybrook and all its citizens, as well as the

travellers which wish to venture here."@n 

~
!
-1

#2219
~
enormous maggot~
enormous maggot~
~
~
is feeding here.~
enormous maggot~
~
~
are feeding here.~
Covered in black mud, this massive maggot is over three feet long.  It

has numerous, slime-covered segments.  A huge mouth at one end of its

body is filled with sharp-looking teeth.

~
Olah~
attack( mob, victim, 1d6+1, "painful bite" );

attack( mob, victim, 2d3+1, "vicious bite" );

if( random( 1, 5 ) == 4 ) {

  act_tochar( #devour, ch );

  act_notchar( #ndevour, ch );

  attack( mob, victim, 2d3+3, "powerful bite" );

  }

~
E
devour~
@bThe maggot opens its mouth wider and attempts to devour all of your

flesh!@n 

~
E
ndevour~
@bThe maggot opens its mouth wider and attempts to devour all of $n's

flesh!@n 

~
!
0 0 26 0 0 0 0 10
0 0 12 4000 898630684 0 26
4194359 8192 0 0 4
4
4 3 3 6 9
0 0 5 0 -10 -10 25
600 1 spongy body~
900 1 slimy head~
1000 0 wide mouth~
0 1000 ~
0 1000 ~
0
10486403 13107264
220 106 0 670 2680
N 0 3 0
-1
-1

#2220
~
Lieutenant of the Shadybrook Militia~
Lieutenant of the Shadybrook Militia~
~
armored~
observes you quietly.~
Lieutenant of the Shadybrook Militia~
~
armored~
observe you quietly.~
This stout halfling seems to have been bred for battle.  His stocky form

is very muscular and his stomach, unlike most halflings, is not round but

flat and well toned.  His thick brown hair is tied back into a neat

ponytail.  Tattooed across his right arm is the symbol of the goddess

Freylia.  His crimson eyes scan the streets for any signs of trouble.

~
Terek~
attack( mob, victim, 10d5+700, "wicked slash" );

attack( mob, victim, 10d5+700, "hard cutting attack" );

attack( mob, victim, 10d5+700, "overhead slash" );

attack( mob, victim, 10d5+700, "upward slash" );

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YThe Lieutenant calls for the other guards to dispatch you!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898809113 0 31
71534369 32835 268435460 500 0
90
30 19 20 30 21
75 75 90 75 0 90 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218250 26214464
2844 7 0 0 0
M 500 4 0
332 17 100 6 0
2722 17 1509949540 5 0
2721 17 100 7 0
2423 17 100 16 0
3277 17 1509949540 8 0
2720 17 1509949540 10 0
-1
-1

#2221
~
off-duty halfling infantryman~
off-duty halfling infantryman~
~
weary~
rests on his bunk.~
off-duty halfling infantryman~
~
weary~
rest on their bunks.~
Covered in dirt and grime, this small halfling has finished his days work

and now enjoys a moment of rest before he begins his patrol again.  His

small face is red and dirty, testament to the work he has done for his

city.  His hands are covered in blisters and a few open wounds which ooze

blood.  He lies back on his bunk and with eyes closed trying to get

enough rest before he is needed again.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 898637177 0 35
230187 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
3361 17 1509949540 5 0
789 17 1509949540 8 0
-1
-1

#2222
Diri~
diri~
sweat-covered halfling~
~
dark-skinned~
lies upon the ground, gleaming in the light.~
sweat-covered halflings~
~
dark-skinned~
lie upon the ground, gleaming in the light.~
Standing a full four feet tall, the master weaponsmith Diri Sythbrack

stands before you.  His dark-skin is almost black in color, due to the

exposure of soot and heat.  His black hair is mottled and unkept,

testament to the time he has spent forging new weapons without rest.

~
Terek~
attack( mob, victim, 2d50+700, "hammer" );

attack( mob, victim, 2d50+700, "powerful smash" );

attack( mob, victim, 2d50+700, "deft whack" );

if( random( 1, 3 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@WDiri screams for the guards to come and aid him!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898832356 0 37
4424995 32771 4 500 3
90
23 22 20 30 20
100 90 90 95 0 95 0
200 75 thick apron~
1000 75 muscled body~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218250 26214464
0 1 0 0 0
M 500 3 0
3296 17 1509949540 13 0
3297 17 100 16 0
-1
-1

#2223
Emalan~
wizened old gnomish lady~
wizened old gnomish lady~
~
~
is here~
wizened old gnomish lady~
~
~
are here~
No description.

Despite her obvious advanced age

~
Rue~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 2 0 0 0 0 10
0 0 0 4000 898652240 0 0
230187 0 0 0 6
80
8 20 20 12 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#2224
~
black arrow serpent~
black arrow serpent~
~
~
coils about itself, ready to strike.~
black arrow serpent~
~
~
slither together, ready to strike.~
Black as night and cold as frost, a five foot long serpent slithers along

here.  Its scales are oily and silent as it coils about itself.  A single

red line, like a trail of blood, can be seen on its stomach.  Even its

eyes, which are as black as coal, are cold-looking.  The serpent appears

to have two very large venom sacs running beneath its throat.

~
Florian~
attack_acid( mob, victim, 3d5, "erosive body" );

attack( mob, victim, 2d5+2, "sharp fangs" );

if( attack( mob, victim, 2d5+2, "sharp fangs" ) )

poison( victim );

if( random( 1, 5 ) == 3 ) {

act_tochar( #coils, ch, obj, mob );

act_notchar( #rcoils, ch, obj, mob );

attack_acid( mob, victim, 3d5, "corrosive scale coating" );

}

~
E
coils~
A black arrow serpent coils about you violently.

~
E
rcoils~
A black arrow serpent coils about $n violently.

~
!
0 0 17 0 0 0 0 10
0 0 40 4000 898851744 0 30
1278755 0 0 0 4
11
14 5 3 19 19
0 50 -50 0 0 100 0
500 10 midnight-black scales~
900 7 red underscales~
1000 20 sharp, arrow-like fang~
0 1000 ~
0 1000 ~
0
28836554 26214464
5532 367 450 8084 403319
M 0 3 0
-1
-1

#2225
Zaklar~
zaklar~
white-bearded halfling~
~
aged~
stands here, mumbling to himself.~
white-bearded halflings~
~
aged~
stand here, mumbling to themselves.~
Known for his ability to slay entire orc and goblin clans with the snap

of his fingers, Zaklar is one of the most respected, and feared halflings

of Shadybrook.  His eyes are void of any pupils and glow with a deep

crimson light.  His beard and hair are black as the night and have been

neatly groomed.  Despite the many wrinkles which cover his leathery face,

his small form is quite intimadating and only the foolish dare challenge

his power.

~
Terek~
attack( mob, victim, 2d100+600, "staff smack" );

attack( mob, victim, 2d100+600, "powerful swipe" );

attack( mob, victim, 2d100+600, "overhead bash" );

attack( mob, victim, 2d100+600, "powerful elbow smash" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

if( random( 1, 3 ) == 1 ) {

  act_room( #blast, ch );

  do_spell( conflagration, mob, ch );

  do_spell( acid storm, mob, ch );

  do_spell( ice lance, mob, ch );

  do_spell( flame strike, mob, ch );

  do_spell( prismic missile, mob, ch );

  do_spell( call lightning, mob, ch );

  do_spell( conflagration, mob, ch );

  }

~
E
help~
@YZaklar whistles loudly for the guards!

~
E
blast~
@WZaklar intones mystical phrases and unleashes the full fury of his

spells!!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899070729 0 35
4424995 1 4 0 0
90
25 30 30 30 22
100 100 100 100 0 100 100
1000 150 mystical aura~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
786433300 26214464
0 1 0 0 0
M 0 4 0
1633 17 1509949540 16 0
511 17 1509949540 5 0
-1
-1

#2226
Gothrid~
Gothrid~
halfling stable master~
~
well-kept~
stands here, watching over the animals.~
halfling stable masters~
~
well-kept~
stand here, watching over the animals.~
Standing before you is a stout little halfling covered in bruises and

scratches.  His thick blonde hair is well-kept and neat as is his long

beard.  His slate grey eyes carefully observes the many animals in their

stables, making sure they are tended to correctly.  Upon his right arm is

a tattoo of a red dragon coiled around a white sword; the mark of the

halfling calvary known as the Brigade of Light.

~
Terek~
attack_weapon( mob, victim, 2d20+700, "hard punch" );

attack_weapon( mob, victim, 2d20+700, "sidekick" );

attack_weapon( mob, victim, 2d20+700, "elbow smash" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@MGothrid screams for the guards to come aid him!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 898919493 0 33
4424995 32771 0 0 0
90
25 17 18 30 22
90 100 75 90 75 90 100
200 75 armored body~
1000 90 thick shoulder~
0 1000 ~
0 1000 ~
0 1000 ~
0
734004490 26214464
0 1 0 0 0
M 0 3 0
2123 17 1509949540 8 0
342 17 1509949540 5 0
1567 17 1509949540 7 0
2102 17 1509949540 9 0
-1
-1

#2227
Beredin~
Beredin~
halfling alchemist~
~
ancient-looking~
stands here, mixing some odd liquids.~
halfling alchemists~
~
ancient-looking~
stand here, mixing some odd liquids.~
This old, decrepit halfling stands three feet tall and is surrounded by a

strange green glow.  His thick grey beard trails down to the top of his

belly where it curls slightly.  His eyes are completely black and have no

pupils.  His mottled white hair is filled with bits of dirt, grime and a

few unknown substances best left unidentified.

~
Terek~
attack( mob, victim, 2d20+700, "hefty smash" );

attack( mob, victim, 2d20+700, "powerful bash" );

if( random( 1, 2 ) == 1 ) {

  act_tochar( #blast, ch );

  act_notchar( #blast1, ch );

  do_spell( conflagration, mob, ch );

  do_spell( conflagration, mob, ch );

  do_spell( conflagration, mob, ch );

  do_spell( conflagration, mob, ch );

  }

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
blast~
@RBeredin calls upon the power of the elementals of fire to strike you

down!

~
E
blast1~
@RBeredin calls upon the power of the elementals of fire to strike $n

down!

~
E
help~
@WWith the snap of his fingers, Beredin summons the guards for aid.

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899070296 0 31
4424995 1 8196 0 3
90
22 30 30 30 19
100 100 100 100 0 100 0
1000 120 protective aura~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
734005130 26214464
0 1 0 0 0
M 0 4 0
511 17 1509949540 5 0
1232 17 1509949540 16 0
-1
-1

#2228
Hirith~
Hirith~
elegantly dressed halfling~
~
~
stands here, organizing the shop.~
elegantly dressed halflings~
~
~
stand here, organizing the shop.~
Hirith is one of the most renowned tailors in the area in and around

Shadybrook.  Known for his talent with a needle and thread, Hirith is a

expert in clothing design and sells to the highest bidder.  His thick

brown hair is neatly combed and very presentable.  His violet-hued eyes

constantly appraise everything about his shop.  Upon seeing you, he bows

slightly and greets you with a warm smile.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hearty smack" );

attack_weapon( mob, victim, 2d10+700, "left hook" );

attack_weapon( mob, victim, 2d10+700, "right hook" );

attack_weapon( mob, victim, 2d10+700, "strong kick" );

if( random( 1, 4 ) == 1 ) {

  act_room( #call, ch );

  summon( mob, victim );

  }

~
E
call~
@YHirith screams for the guards!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899155069 0 29
4424995 3 4 0 3
90
20 17 17 30 20
100 100 100 100 0 100 0
1000 100 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
786433300 26214464
0 1 0 0 0
M 0 3 0
3324 17 1509949540 5 0
1567 17 1509949540 7 0
3277 17 1509949540 8 0
-1
-1

#2229
Kyriad~
Kyriad~
halfling gemcutter~
~
young~
stands here, appraising a handful of rubies.~
halfling gemcutters~
~
young~
stand here, appraising handfuls of rubies.~
This young halfling is barely in his twenties compared to human

standards, yet his face is slightly wrinkled and bits of coarse, black

hair have begun to turn grey.  His violet eyes glisten in the light as he

carefully appraises a handful of rubies.  Peeking out beneath his shirt

is a tattoo of a coiled black dragon.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "spinning smack" );

attack_weapon( mob, victim, 2d10+700, "strong backhand" );

attack_weapon( mob, victim, 2d10+700, "flip kick" );

attack_weapon( mob, victim, 2d10+700, "swift punch" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@MKyriad screams for the warders to come help him!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899072816 0 33
4424995 32771 4 1500 3
90
20 20 22 30 25
100 100 100 100 0 100 0
1000 100 blurred form~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
786432650 26214464
0 1 0 0 0
M 1500 4 0
741 17 1509949540 6 0
1564 17 1509949540 5 0
1568 17 1509949540 8 0
1567 17 1509949540 7 0
-1
-1

#2230
~
halfling avatar of Freylia~
avatar of Freylia~
~
devout~
kneels here, praying quietly to herself.~
avatars of Freylia~
~
devout~
kneel here, praying quietly to themselves.~
This small, female halfling has had the honor of being chosen by the

goddess to become on of her loyal avatars.  Her thick, blonde hair is

neatly braided and tied tightly with white ribbons.  On her left cheek is

the tattoo of a white rose etched onto a blood-red shield.  Her slender

form is sleek, yet muscular, testament to the training she has been

through to prove herself worthy.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 4 0 0 0 0 10
0 0 0 4000 898970042 0 29
230691 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#2231
~
acolyte of Freylia~
acolyte of Freylia~
~
beautiful~
walks around the temple, chanting quietly.~
acolyte of Freylia~
~
beautiful~
walk around the temple, chanting quietly.~
Chosen as an acolyte to the goddess Freylia, this halfling woman has

never strayed from her holy path.  Her deep blue eyes sparkle in the

light and convey a sense of compassion and love for all life.  Upon her

right cheek is a tiny tattoo designed in the fashion of the mark of

Freylia; a white rose etched onto a blood-red shield.  She quietly walks

down the hallways of the temple chanting quietly to herself.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "holy strike" );

attack_weapon( mob, victim, 2d10+700, "divine slash" );

attack_weapon( mob, victim, 2d10+700, "sweep kick" );

attack_weapon( mob, victim, 2d10+700, "smashing elbow" );

~
!
0 0 4 0 0 0 0 10
0 0 0 1500 899409253 0 33
4423969 32771 4 0 0
90
20 25 25 30 25
100 100 100 100 0 100 0
1000 150 slender body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218890 26214464
0 1 0 0 0
F 0 4 0
906 17 1509949540 16 0
3347 17 1509949540 5 0
1050 17 1509949540 17 0
-1
-1

#2232
~
halfling battle-cleric~
halfling battle-cleric~
~
~
is here~
halfling battle-cleric~
~
~
are here~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 893372498 0 0
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2233
~
antelope~
antelope~
~
long-horned~
stands here, grazing on the lush green grass.~
antelope~
~
long-horned~
stand here, grazing on the lush green grass.~
This sleek and muscular antelope stands about five feet from the ground

and has a light tan-colored fur.  Its long horns which protrude from its

head are about two feet long and midnight-black in color.  Its muscular

legs make it an excellent runner and as well as a powerful animal in

combat.

~
Terek~
attack( mob, victim, 2d17, "kicking hoof" );

attack( mob, victim, 2d17, "kicking hoof" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 2d10, "sharp horns" );

~
!
0 0 19 0 0 0 0 10
0 0 1 3000 899414336 0 29
230177 0 0 0 4
20
18 12 12 19 13
15 -2 40 0 0 35 30
1000 2 tan-colored fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
65536650 524288650
334 13 0 417 21102
M 0 6 0
-1
-1

#2234
Vrick~
Vrick~
halfling bartender~
~
middle-aged~
stands here, cleaning some empty glasses.~
halfling bartender~
~
middle-aged~
stand here, cleaning some empty glasses.~
Once a wealthy merchant who thrived in the gem industry, Vrick has left

that life behind him to start a more calm one.  As owner and bartender of

the Dancing Kobold he takes pride in knowing his inn is the best in

Shadybrook.  His black hair is neatly combed back and has a wet look to

it.  His muscles are toned but not very well built.  Upon seeing you he

gives you a broad smile and a wink.

~
Terek~
attack_weapon( mob, victim, 2d100+500, "left hook" );

attack_weapon( mob, victim, 2d100+500, "right hook" );

attack_weapon( mob, victim, 2d100+500, "strong uppercut" );

attack_weapon( mob, victim, 2d100+500, "haymaker" );

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899874296 0 33
4423971 0 4 0 3
90
20 15 15 30 25
100 100 100 100 0 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
655361300 26214464
0 1 0 0 0
M 0 3 0
3324 17 1509949540 5 0
1567 17 1509949540 7 0
2210 17 1509949540 8 0
-1
-1

#2235
Dalzarc~
Dalzarc~
halfling bartender~
~
muscular~
stands here, pouring drinks for his customers.~
halfling bartenders~
~
muscular~
stand here, pouring drinks for his customers.~
Dalzarc was once a captain in the Shadybrook Militia but after several

years decided to retire to the quiet life of a barkeep.  His tanned skin

and many scars which cover it are testament to the battles he has been in. 

His bushy brown hair is slightly curled at the tips but otherwise is

neatly groomed.  Although Dalzarc has not been out in the wilds for some

time he is one of the most reliable sources for gossip in the city.

~
Terek~
attack_weapon( mob, victim, 2d50+700, "hard punch" );

attack_weapon( mob, victim, 2d50+700, "uppercut" );

attack_weapon( mob, victim, 2d50+700, "left hook" );

attack_weapon( mob, victim, 2d50+700, "right hook" );

~
!
0 0 4 0 0 0 0 10
0 0 0 4000 899677222 0 37
4423971 0 4 0 3
90
25 15 15 30 25
100 100 100 100 0 100 0
1000 15 muscular body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218260 26214464
0 1 0 0 0
M 0 4 0
3277 17 1509949540 8 0
3324 17 1509949540 5 0
1567 17 1509949540 7 0
3362 17 100 16 0
2159 17 1509949540 17 0
-1
-1

#2236
Alixi~
Alixi~
slender female halfling~
~
muscular,~
stands here, polishing some barding.~
slender female halflings~
~
muscular,~
stand here, polishing some barding.~
Known throughout the city of Shadybrook as a master of armor making,

Alixi has made quite a name for herself.  Her slender form is delicate,

yet her arms are muscular, giving the impression she has spent many years

working the forges.  Her amber eyes gleam in the light just as a piece of

polished armor would.  Upon her left arm is the tattoo in the shape of

the mark given by the goddess Freylia to all her avatars.

~
Terek~
attack( mob, victim, 2d10+700, "massive bash" );

attack( mob, victim, 2d10+700, "hefty smack" );

attack( mob, victim, 2d10+700, "backhand" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YAlixi lets loose a shrill scream of terror and calls for the guards!

~
!
0 0 4 0 0 0 0 10
0 0 0 4000 899069037 0 35
4424995 3 4 0 0
90
22 20 20 30 21
100 100 85 100 0 100 100
200 75 slender form~
1000 75 muscular arms~
0 1000 ~
0 1000 ~
0 1000 ~
0
734004490 26214464
0 1 0 0 0
F 0 4 0
3296 17 1509949540 13 0
2125 17 1509949540 8 0
342 17 1509949540 5 0
3297 17 100 16 0
-1
-1

#2237
Donnic~
lanky goblin donnic~
lanky goblin~
~
~
is busy drawing a diagram on the floor.~
Donnic~
~
~
are here~
Covered with sores and pale from being imprisoned for so long, this

goblin has a surprisingly intelligent look to his gaunt features.  The

ends of his fingers are scraped and bloody, as though he has been digging

with them.  Every visble inch of his body is covered in dark blue and

black runic tattoos and brands.  On his forehead he has a particularly

distinguishing tattoo of a column of flame descending from a cloud.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899070112 0 26
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
2 -1
moonstones small~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about where to get small moonstones.

~
E
stat1~
Moonstones, at least those which still have the power of the full moon,

are rarer than you might think.  I happened to find some once while

spying on some trolls in their warrens for a previous master, before I

got thrown in here.

~
!
2 -1
shreds skin tattered~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
stat1~
Conjuring demons is tricky, but stealing the skin of one already on this

plane is even trickier.  I happened to buy some once off of a lizardman

down in the swamps, who found them somewhere northeast of his village, he

said.

~
E
ask~
You ask $N about shreds of black demon skin.

~
E
rask~
$n asks $N something.

~
!
2 -1
belt demonic fortitude~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the belt of demonic fortitude he can make.

~
E
stat1~
Making a belt such as this one is very draining for me.  But since you

are here, I can take the healing properties of moonstones and the

regenerated properties from the demonskin and make a very useful belt. 

The only thing I need from you is the key out of this cell!

~
!
2 -1
key cell door~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about the cell door key.

~
E
stat1~
I need the key to get out of here! If you have it give it to me!

~
E
rtake~
No description.

~
!
-1

#2238
~
smelly drunk halfling~
smelly, drunk halfling~
~
~
is mumbling to himself.~
smelly, drunk halflings~
~
~
are mumbling to themselves.~
No description.

~
Olah~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 4 0 0 0 0 10
0 0 0 4000 899337760 0 0
250147 0 0 0 6
5
14 12 12 18 16
0 10 -5 0 0 -5 25
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2239
Krin~
Krin~
gruff-looking halfling~
~
middle-aged~
stands here, checking his inventory.~
gruff-looking halflings~
~
middle-aged~
stand here, checking their inventory.~
Not the most happy-looking and cheerful of the halflings of Shadybrook,

Krin is still one of the most well-known adventurers still alive.  His

coarse black hair is streaked with bits of grey and white.  His

coppery-brown eyes scan over his wares, trying to assertain what needs to

be restocked.  His arms and legs are covered in large scars, some old

while others appear to be new.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "smashing elbow" );

attack_weapon( mob, victim, 2d10+700, "headbutt" );

attack_weapon( mob, victim, 2d10+700, "spinning kick" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@BKrin belts out with a loud voice, calling for the guards!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899156754 0 31
4424995 0 4 0 0
90
20 18 19 30 21
0 0 0 0 0 0 0
1000 100 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218250 26214464
0 1 0 0 0
M 0 3 0
186 17 100 10 0
980 17 100 6 0
1077 17 100 7 0
2003 17 100 5 0
996 49 1509949540 13 0
14 81 1509949540 -1 0
-1
-1

#2240
Bockatak~
Bockatak~
halfling covered in furs~
~
muscular~
stands here, cleaning a deer hide.~
halflings covered in furs~
~
muscular~
stand here, cleaning deer hides.~
This small, muscular halfling is covered in large animal hides, ranging

from small rabbits to the hide of a black dragon.  His arms, face, and

neck are covered in old scars and a few that appear rather new.  His

right eye is completely white and a wide scar runs across the lid and

down his cheek.  His mottled brown hair is full of bits of dirt and twigs.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hard punch" );

attack_weapon( mob, victim, 2d10+700, "bite" );

attack_weapon( mob, victim, 2d10+700, "bite" );

attack_weapon( mob, victim, 2d10+700, "backhand" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@BBockatak screams for the guards to assist him!

~
!
0 101 3 0 0 0 0 10
0 0 0 4000 899228693 0 31
4424995 3 0 0 3
90
22 20 17 30 20
100 100 100 100 0 100 0
1000 100 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218260 26214464
0 1 0 0 0
M 0 3 0
1424 17 1509949540 5 0
600 17 1509949540 7 0
2125 17 1509949540 8 0
-1
-1

#2241
Bludderdeck~
Bludderdeck~
dark-skinned halfling~
~
muscular~
stands here, working on a suit of armor.~
dark-skinned halfling~
~
muscular~
stand here, working on suits of armor.~
This muscular halfling stands a full four feet tall and is covered in old

burn marks and various scars.  His arms, legs and chest are extremely

muscular for a halfling.  His skin is covered in a thin layer of black

soot from working in his armory all day.  His hair is unkept and mottled

with bits of dirt.  Upon his right arm is a tattoo of a black sword with

a blue dragon coiled around the blade.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hard punch" );

attack_weapon( mob, victim, 2d10+700, "swift kick" );

attack_weapon( mob, victim, 2d10+700, "smashing elbow" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@MBludderdeck calls for the guards to come aid him!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899229639 0 29
4424995 3 4 0 0
90
20 19 19 30 20
100 100 100 100 0 100 0
1000 100 hard body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218890 26214464
0 1 0 0 0
M 0 3 0
3296 17 1509949540 13 0
3277 17 1509949540 8 0
3324 17 1509949540 5 0
-1
-1

#2242
Noemo~
Noemo~
brown-haired halfling woman~
~
young~
stands here, tending to the ovens.~
brown-haired halfling women~
~
young~
stand here, tending to the ovens.~
Known for making the best pies in the land, Noemo, although young, has

made a name for herself.  Her long brown hair trails down to the middle

of the back.  Her violet eyes show a love for her work as she carefully

watches the pies bake.  As she sees you enter she greets you with a wide

smile revealing her pearly-white teeth.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "slap" );

attack_weapon( mob, victim, 2d10+700, "slap" );

attack_weapon( mob, victim, 2d10+700, "kick" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YNoemo screams loudly, calling for the assistance of the guards!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899236623 0 35
4424995 1 4 0 0
90
20 20 20 30 25
100 100 100 100 0 100 0
1000 100 delicate body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
734003850 26214464
0 1 0 0 0
F 0 3 0
3275 17 1509949540 13 0
3323 17 1509949540 7 0
3327 17 1509949540 8 0
1564 17 1509949540 5 0
-1
-1

#2243
Ogrim~
Ogrim~
white-haired halfling~
~
small~
stands here, cutting into a wedge of cheese.~
white-haired halflings~
~
small~
stand here, cutting into a wedge of cheese.~
This small halfling is covered in bits of melted cheese which slowly ooze

down his skin.  His white hair is mottled with bits of barley, cloves and

paprika.  His clothes are that of a wealthy merchant save for the fact

that most of them are torn and covered in old stains.  He carefully cuts

into a wedge of cheese and whistles quietly to himself as he waits for

customers.

~
Terek~
attack( mob, victim, 2d10+700, "deep cut" );

attack( mob, victim, 2d10+700, "awkward slash" );

attack( mob, victim, 2d10+700, "thrust" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YOgrim screams for the guards loudly, hoping to get their attention!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899237212 0 37
4424995 1 4 0 0
90
20 20 20 30 25
100 100 100 100 0 100 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
734003850 26214464
0 1 0 0 0
M 0 3 0
443 17 100 16 0
875 17 1509949540 8 0
600 17 1509949540 7 0
3324 17 1509949540 5 0
-1
-1

#2244
Dealiz~
Dealiz~
cheerful halfling baker~
~
~
stands here, preparing another batch of cookies.~
cheerful halfling bakers~
~
~
stand here, preparing another batch of cookies.~
This rosy-cheeked halfling seems to just flow with happiness.  His bright

yellow hair is neatly groomed and tied back into a ponytail.  His

bright-white teeth are always showing as the smile upon his face never

fades.  On his right arm is the tattoo of a dancing halfling.  His

emerald-green eyes gleam in the light which further enhances this

halfling's happy-atmosphere.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hard punch" );

attack_weapon( mob, victim, 2d10+700, "devastating kick" );

attack_weapon( mob, victim, 2d10+700, "nasty bite" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@YIzak bellows for the guards!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899235832 0 29
4424995 1 4 0 0
90
20 20 20 30 25
100 100 100 100 0 100 0
1000 100 armored body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
734003850 26214464
0 1 0 0 0
M 0 3 0
3275 17 1509949540 13 0
3277 17 1509949540 8 0
3324 17 1509949540 5 0
1567 17 1509949540 7 0
-1
-1

#2245
Izak~
Izak~
flour-covered halfling~
~
~
stands here, preparing more chocolate treats.~
flour-covered halflings~
~
~
stand here, preparing more chocolate treats.~
Standing before you is Izak, possibly one of the most famous bakers in

the city of Shadybrook.  His talent for making excellent chocolate treats

is known from here to medienne and even further.  His dark brown hair is

covered in clumps of sugar and flour.  His deep brown eyes are blood-shot

and glazed over, testament to the many hours he has spent baking.

~
Terek~
attack_weapon( mob, victim, 2d10+700, "hard punch" );

attack_weapon( mob, victim, 2d10+700, "strong backhand" );

attack_weapon( mob, victim, 2d10+700, "swift kick" );

if( random( 1, 4 ) == 1 ) {

  act_room( #help, ch );

  summon( mob, victim );

  }

~
E
help~
@MIzak calls for the assistance of the guards!

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899234784 0 33
4424995 1 4 0 0
90
20 20 20 30 25
100 100 100 100 0 100 0
1000 100 stout body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
734003850 26214464
0 1 0 0 0
M 0 3 0
3324 17 1509949540 5 0
3275 17 1509949540 13 0
1567 17 1509949540 7 0
3277 17 1509949540 8 0
-1
-1

#2246
~
goblin artilleryman~
goblin artilleryman~
~
snickering~
stands here, preparing the catapault.~
goblin artilleryman~
~
snickering~
are here~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 11 0 0 0 0 10
0 0 0 4000 899424300 0 31
229667 0 0 0 2
30
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 3 0
-1
-1

#2247
~
goblin sapper~
goblin sapper~
~
grinning~
skulks around the encampment.~
goblin sapper~
~
grinning~
skulk around the encampment.~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899426483 0 31
229673 0 0 0 4
30
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2248
~
goblin archer~
goblin archer~
~
olive-green~
readies his bow for firing.~
goblin archer~
~
olive-green~
are here~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899426812 0 31
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2249
~
goblin infantryman~
goblin infantryman~
~
armored~
mopes around the encampment.~
goblin infantryman~
~
armored~
are here~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899426916 0 31
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2250
~
halfling bar maid~
halfling bar maid~
~
slender~
rushes around the tavern serving drinks.~
halfling bar maid~
~
slender~
rush around the tavern serving drinks.~
This small halfling woman is quite beautiful.  Her form is very slender

unlike other halfling woman and her long brown hair is neatly tied back

with pink ribbons.  Her emerald-colored eyes convey a look of sleepiness

from a long days work but she continues to rush around the tavern serving

customers.

~
Terek~
attack_weapon( mob, victim, 2d100+700, "stinging slap" );

attack_weapon( mob, victim, 2d100+700, "hard slap" );

attack_weapon( mob, victim, 2d100+700, "powerful backhand" );

~
!
0 0 4 0 0 0 0 10
0 0 0 2500 899675823 0 33
4423969 1 4 0 3
90
19 20 20 30 20
100 100 100 100 0 100 0
1000 250 slender body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
760218900 26214464
0 1 0 0 0
F 0 3 0
2212 17 1509949540 5 0
3327 17 1509949540 8 0
3362 17 100 16 3
3362 17 100 17 3
-1
-1

#2251
~
buffalo~
buffalo~
~
long-haired~
munches on some grass, uneffected by your presence.~
buffalo~
~
long-haired~
munch on some grass, uneffected by your presence.~
This large beast of burden is the size of two heavy warhoses.  Thick,

dark-brown fur covers every inch of its body right down to its

black-hooved legs.  Its dull grey eyes peer out from beneath its hair and

slowly sweep the area as it continues to eat on the plenitful grass.  A

pair of tan-colored horns peek out from beneath its hair atop its head.

~
Terek~
attack( mob, victim, 2d19, "strong charge" );

attack( mob, victim, 2d19, "powerful chomp" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 2d12, "headbutt" );

~
!
0 0 19 0 0 0 0 10
0 0 1 4000 899679716 0 37
4423969 0 0 0 4
20
20 12 12 18 14
15 -7 55 5 0 35 30
1000 3 shaggy hair~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
81265418 524288650
0 1 0 154 6
N 0 6 0
-1
-1

#2252
~
cheetah~
cheetah~
~
sleek and muscular~
slinks about the area in search of prey.~
cheetah~
~
sleek and muscular~
slink about the area in search of prey.~
This sleek, muscular feline is a deadly hunter of the wilds.  Its body is

covered in a light, tan-colored fur.  Its massive paws are tipped with

razor-sharp claws capable of tearing flesh from bone.  Its strong legs

make it an excellent runner and jumper, capable of running down even a

fast antelope.

~
Terek~
attack( mob, victim, 2d20+3, "paw swipe" );

attack( mob, victim, 2d20+3, "paw swipe" );

if( random( 1, 5 ) < 2 )

  attack( mob, victim, 2d25, "sharp-teeth" );

if( random( 1, 6 ) == 1 ) {

i = 2d20+10;

act_tochar( #lunge, ch );

act_notchar( #lunge1, ch );

dam_message( victim, i, "The cheetah's vicious attack" );

inflict( victim, mob, i, "The cheetah's vicious attack" );

}

~
E
lunge~
@YThe cheetah lunges at your throat in a vicious attack!

~
E
lunge1~
@YThe cheetah lunges at $n's throat in a vicious attack!

~
!
0 0 22 0 0 0 0 10
0 0 2 2000 899681000 0 29
229665 0 0 0 7
35
12 12 12 12 12
0 0 0 0 0 0 0
1000 4 sleek body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
144180170 524288650
817 20 0 455 84173
F 0 2 0
-1
-1

#2253
~
halfling waitress~
halfling waitress~
~
attractive~
stands here, ready to take your order.~
halfling waitress~
~
attractive~
stand here, ready to take your order.~
This young halfling woman is quite beautiful.  Her long blonde hair is

neatly tied back with silk ribbons.  Her violet eyes twinkle in the light

like a star in the night sky.  A broad smile seems imprinted upon her

face and never leaves it.  Her form is unlike other halflings due to the

fact that it is slender and her muscles are finely toned.

~
Terek~
attack_weapon( mob, victim, 2d20+500, "slap" );

attack_weapon( mob, victim, 2d20+500, "slap" );

attack_weapon( mob, victim, 2d20+500, "slap" );

attack_weapon( mob, victim, 2d20+500, "painful kick" );

attack_weapon( mob, victim, 2d20+500, "painful kick" );

~
!
0 101 4 0 0 0 0 10
0 0 0 4000 899779751 0 31
4423971 1 0 0 0
50
19 20 20 30 21
100 100 100 100 0 100 0
1000 200 slender body~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
524289290 26214464
0 1 0 0 0
M 0 3 0
-1
6 2
~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #thank, ch );

  act_notchar( #thank1, ch );

  }

~
E
thank~
The waitress smiles and says: @W"Thank you.  Now which course would you

like?"@N 

~
E
thank1~
@W$n hands the waitress a coin and than speaks quietly with her.

~
!
2 0
roasted chicken~
if( !rflag( reset0, room ) ) {

  act_tochar( #nod, ch );

  act_notchar( #nod1, ch );

  Wait( 4 );

  act_tochar( #here, ch );

  act_notchar( #here1, ch );

  junk_mob( mob_in_room( 2253, room ) );

  set_rflag( reset0, room );

  }

else

  act_tochar( #sir, ch );

act_notchar( #sir1, ch );

~
E
nod~
With a nod of approval the waitress scurries off to the kitchen to fetch

your order.

~
E
nod1~
@WThe waitress nods to $n and than rushes off to the kitchen.

~
E
here~
A few moments later the waitress returns and hands you your dinner and

with a smile says: @W"Thank you.  I hope you enjoy your dinner.  Come

again!"@n 

~
E
here1~
@WA few moments later the waitress returns with $n's dinner and hands it

to $m and speaks a moment before vanishing again.

~
E
sir~
The waitress frowns at you and says: @W"Sir you must pay first before you

order."@N 

~
E
sir1~
@WThe waitress frowns at $n and speaks to him a moment.

~
!
-1

#2254
~
shimmering blue bright light portal~
shimmering blue portal~
~
~
stands here, waiting for you to enter it.~
shimmering blue portal~
~
~
stand here, waiting for you to enter one of them.~
No description.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 30 0 0 0 0 10
0 0 0 4000 900653236 0 31
230179 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 6 0
-1
8 -1
~
i = 1;

if( is_name( arg, "Chiiron" ) )

  i = 903;

if( is_name( arg, "medienne" ) )

  i = 107;

if( is_name( arg, "kha-da" ) )

  i = 27004;

if( is_name( arg, "Vaasa" ) )

  i = 19040;

if( is_name( arg, "Pennan" ) )

  i = 37013;

if( is_name( arg, "Sos-kul" ) )

  i = 30776;

if( i == 1 ) {

  send_to_char( #error, ch );

  end;

  }

loop( followers )

  transfer( rch, find_room( i ) );

send_to_char( #bang, ch );

act_notchar( #room, ch );

transfer( ch, find_room( i ) );

act_notchar( #arrive, ch );

set_rflag( status0, find_room( 33752 ) );

~
E
error~
The portal shimmers and its images shift to grey, then black, then even

darker.  In a flash the portal returns to life, making your head spin.

Obviously your request was not recognized by its magics.

~
E
bang~
The portal shimmers and grows lighter and lighter and you feel yourself

pulled into the growing maelstrom of light.  You soon find yourself in an

entirely different place.

~
E
room~
$n is pulled into the shimmering portal and disapears from sight.

~
E
arrive~
$n arrives in a maelstrom of light as a shimmering portal appears,

deposits $m, and then fades from vision.

~
!
-1

#2255
~
shimmering black dark portal~
shimmering black portal~
~
~
stands here, waiting for you to enter it.~
shimmering black portal~
~
~
stand here, waiting for you to enter one of them.~
No description.

~
Talis~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899873488 0 33
230179 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 6 0
-1
8 -1
~
i = 1;

if( is_name( arg, "medienne" ) )

  i = 107;

if( is_name( arg, "Pennan" ) )

  i = 37013;

if( is_name( arg, "Sos-kul" ) )

  i = 30776;

if( is_name( arg, "Denab-Knur" ) )

  i = 30340;

if( is_name( arg, "Voaleth" ) )

  i = 20083;

if( is_name( arg, "Darkhaven" ) )

  i = 30008;

if( is_name( arg, "Brithbarad" ) )

  i = 63520;

if( i == 1 ) {

  send_to_char( #error, ch );

  end;

  }

loop( followers )

  transfer( rch, find_room( i ) );

send_to_char( #bang, ch );

act_notchar( #room, ch );

transfer( ch, find_room( i ) );

act_notchar( #arrive, ch );

set_rflag( status0, find_room( 33752 ) );

~
E
error~
The portal shimmers and its images shift to grey, then white, then even

brighter.  In a flash the portal returns to life, making your head spin. 

Obviously your request was not recognized by its magics.

~
E
bang~
The portal shimmers and grows darker and darker and you feel yourself

pulled into the growing maelstrom of darkness.  You soon find yourself in

an entirely different place.

~
E
room~
$n is pulled into the shimmering portal and disapears from sight.

~
E
arrive~
$n arrives in a maelstrom of dark fury as a shimmering portal appears,

deposits $m, and then fades from vision.

~
!
-1

#2256
Alegra~
alegra~
matronly woman~
~
~
stands here, her outline marking her as a ghost.~
matronly women~
~
~
stands here, their outline marking them as ghosts.~
The image of a pale, matronly human waivers before you, like a reflection

in a pond.  She has long, golden hair, tied back from her face and wide,

almost homely features.  Her arms and hands are scored with burn marks. 

Like the fires of a forge, her eyes burn with an uncanny redness.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899884352 0 31
492331 17039360 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
F 0 4 0
-1
-1

#2257
Dangaadren~
Dangaadren~
insane-looking dwarf~
~
~
rests against the wall he is chained to.~
insane-looking dwarves~
~
~
rest against the wall they are chained to.~
No description.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 899923079 0 25
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
0 -1
none~
wait( 2 );

act_tochar( #babble, ch );

~
E
babble~
An insane-looking dwarf chained to the far wall looks up at you as you

enter and begins to babble on and on about giant scythes.

~
!
2 -1
giant scythes~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

wait( 2 );

act_room( #cry, ch );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about giant scythes.

~
E
stat1~
No...nooooooo.  Don't make me re-live it again!  Death...came for

me...struck out out me with...giant...strike of death...help!

~
E
cry~
The insane-looking dwarf collapses into a gurgling fit of mad laughter.

~
!
-1

#2258
Encircos~
Encircos~
stone gargoyle~
~
~
rests comfortably, inside of circle of protection.~
stone gargoyles~
~
~
rest comfortably across from one another.~
Seemingly carved from green crystal, this gargoyle stands at least six

feet tall.  It wings, though quite delicate, look like they could support

its weight in flight and sparkle as the light catches their surface.  Two

sharp, curving horns of green crystal jut from the gargoyle's forehead,

jsut above its glowing green eyes.  The gargoyle's claws are extremely

sharp and its feet are jagged and gnarled.

~
Florian~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 899971439 0 34
230187 262144 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
N 0 4 0
-1
0 -1
~
wait( 2 );

tell( mob, ch, #hi );

~
E
hi~
Greetings.  I applaud your efforts for breaking through my defensive

barrier.  I am one of the last of my kind.  If ever you need knowledge

about my race, just ask.

~
!
2 -1
gargoyles races~
act_tochar( #ask, ch, obj, mob );

act_notchar( #rask, ch, obj, mob );

wait( 1 );

tell( mob, ch, #stat1 );

~
E
rask~
$n asks $N something.

~
E
ask~
You ask $N about gargoyles.

~
E
stat1~
I'm sorry, but I'm quite weary from casting spells.  Perhaps I will be up

to answering your questions another day.

~
!
-1

#2259
~
rogue dwarf leader~
rogue dwarf leader~
~
~
is poised over some papers.~
rogue dwarf leader~
~
~
are poised over some papers.~
The face of this dwarf is difficult to see: his dark beard seems to merge

with his bushy black eyebrows, and his unkempt black hair travels down to

meet his eyes.  His teeth glow white as his mouth opens, but it is not

clear whether he is smiling or snarling.

~
Merior~
attack_weapon( mob, victim, 4d4, "punch" );

attack_weapon( mob, victim, 4d4, "punch" );

act_tochar( #growl, ch );

act_notchar( #growls, ch );

attack( mob, victim, 4d4+4, "hard bite" );

attack( mob, victim, 3d3+4, "angry snarl" );

~
E
growl~
@RThe dwarf growls as he moves in to bite you!@n

~
E
growls~
@RThe dwarf growls as he moves in to bite $n!@n

~
!
0 23 3 0 0 0 0 10
0 0 58 4000 900507227 0 25
231347 8192 0 40 4
14
17 9 13 16 12
0 0 20 0 25 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
36700814 26214464
10398 419 0 7361 504209
M 40 3 0
2022 17 1509949465 7 0
2102 17 1509949465 9 0
2042 17 1509949465 10 0
1322 17 1509949442 14 0
1083 17 1509949442 16 0
15 1 1509949490 -1 0
-1
-1

#2260
Huarbel~
dwarf~
dwarf~
~
grisled old~
looks agog to have company finally.~
dwarf~
~
~
are here~
A lean figure of a dwarf he looks no thinner than your average well-fed

human.  His dusky brown skin is wrinkled with advanced years showing

where he once held a much broader figure than he now does.  Even his long

ashen-gray beard, tucked into his belt to keep it out of the way, speaks

of his advanced years.  Despite the spectacles perched upon his broad

nose, his eyes hold none of the rheumy stare of one losing their site,

rather they follow you with a keen interest in your every move.

~
Talis~
attack_weapon( mob, victim, 2d4, "bare-fisted punch" );

attack_weapon( mob, victim, 2d5, "good swift kick" );

i = random( 1, 4 );

if( i == 4 ) {

  j = random( 1, 7 );

  act_tochar( #poof, ch );

  act_notchar( #rpoof, ch );

  if( j == 1 )

    room = find_room( 71523 );

  if( j == 2 )

    room = find_room( 51292 );

  if( j == 3 )

    room = find_room( 38523 );

  if( j == 4 )

    room = find_room( 696 );

  if( j == 5 )

    room = find_room( 47767 );

  if( j == 6 )

    room = find_room( 48082 );

  if( j == 7 )

    room = find_room( 31115 );

  transfer( ch, room );

  interpret( ch, "follow self" );

  act_notchar( #arr, ch );

  }

else {

  act_tochar( #boom, ch );

  act_notchar( #rboom, ch );

  i = 20d5+100;

  dam_message( ch, i, "magic attack" );

  inflict( ch, mob, i, "ancient dwarf" );

  }

~
E
poof~
$N raises both hands, recites several words in a loud dwarvish chant then

brings his hands together in a clap that seems to resound like thunder.


@CSuddenly you feel the world shifting around you!@n

~
E
rpoof~
$N raises both hands, recites several words in a loud dwarvish chant then

brings his hands together in a clap that seems to resound like thunder.


@YStrangely, $n seems to have disapeared at the exact same moment!@n

~
E
arr~
@Y$n appears out of thin air amidst a sound like a loud thunderclap!@n

~
E
boom~
$N makes thrusts an open palm in your direction while bellowing something

that sounds both dwarven and magic at the same time and you are hurled

back against a stone wall with tremendous force!

~
E
rboom~
$N makes thrusts an open palm in $n's direction while bellowing something

that sounds both dwarven and magic at the same time and $n is hurled back

against a stone wall with tremendous force!

~
!
4 0 3 0 0 0 0 10
0 0 0 4000 900654346 0 28
250337 33554816 32772 0 3
85
14 25 23 15 20
80 75 75 75 99 75 75
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
393216660 26214464
2640 22 0 0 0
M 0 3 0
65 17 1509949540 16 0
347 17 1509949540 5 0
2004 17 1509949540 6 0
2201 17 1509949540 13 0
2122 17 1509949540 8 0
-1
-1

#2261
~
elite swashbuckler guard~
elite swashbuckler guard~
~
~
is here~
elite swashbuckler guard~
~
~
are here~
No description.

~
Terek~
attack_weapon( mob, victim, 2d4, "right hand" );

attack_weapon( mob, victim, 2d4, "left hand" );

~
!
0 0 3 0 0 0 0 10
0 0 0 4000 894132388 0 25
230185 0 0 0 4
5
12 12 12 12 12
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
13107845 26214464
0 1 0 0 0
M 0 4 0
-1
-1

#2500
~
black bear~
black bear~
~
~
ambles about the area.~
black bears~
~
~
amble about the area.~
A black bear eyes you warily, sniffing at the air for your scent.  His

thick fur and sharp claws signal that he would be a fearsome creature to

anger.

~
(null pointer)~
attack( mob, victim, 3d4, "claw" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 3d4, "claw" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 4d4, "tearing teeth" );

if( random( 1, 10 ) == 1 )

 attack( mob, victim, 10d3+12, "hug" );

~
!
0 9 41 0 0 241 1051 10
0 0 3130 4000 893593204 0 0
202025 0 0 0 4
8
17 5 5 14 16
0 0 25 0 0 0 0
500 5 body~
750 4 leg~
100 4 paw~
50 3 tail~
1000 4 head~
0
20972168 26215681
669313 37688 0 298612 11884708
M 0 6 0
44 17 1509949450 -1 0
85 17 1509949470 -1 0
-1
-1

#2501
~
~
brown bear~
~
~
ambles about.~
brown bears~
~
~
amble about.~
A large bear regards you warily, sniffing at the air and emitting a low

growl.  His coat is thick and dense, his eyes bright and his claws long,

jagged, and extremely sharp.

~
(null pointer)~
attack( mob, victim, 3d4+6, "claw" );

attack( mob, victim, 3d4+6, "claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 4d5+8, "bite" );

if( random( 1, 10 ) == 1 )

  attack( mob, victim, 10d2+10, "hug" );

~
!
0 0 41 0 0 241 1051 10
0 0 1799 4000 893594080 0 27
202089 8192 0 0 4
9
18 5 5 14 16
0 0 25 0 0 0 0
500 5 body~
750 4 leg~
50 4 paw~
50 3 short tail~
1000 4 head~
0
23593609 26215681
817520 26872 0 162299 12150683
M 0 6 0
85 17 1509949465 -1 0
44 17 1509949465 -1 0
-1
-1

#2502
~
grizzly bear~
grizzly bear~
~
huge~
bares its teeth at you!~
grizzly bears~
~
huge~
bare their teeth at you!~
This bear stands over 7 feet tall.  He towers above you in an

intimidating manner.  His teeth look large enough to bite you in half,

and his paws could kill with one swipe.  You shiver as he breathes on you;

his warm breath is offensive to the nostrils.  He is heading your way, so

either stand your ground or RUN!  

~
(null pointer)~
if( random( 1, 8 ) == 1 )

  interpret( mob, "bash" );

attack( mob, victim, 2d5+8, "claw" );

attack( mob, victim, 2d5+8, "claw" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 2d2+10, "bite" );

if( random( 1, 5 ) == 1 )

  attack( mob, victim, 10d2+16, "hug" );

~
E
no~
No description~
!
0 0 41 0 0 241 1052 10
0 0 1135 4000 893594101 0 25
214321 8192 0 0 4
15
19 4 4 14 18
0 0 50 0 50 0 0
600 12 body~
800 10 foreleg~
900 10 leg~
1000 5 head~
0 1000 ~
0
52429450 32769601
258530 9444 0 319482 24792919
M 0 6 0
44 17 1509949450 -1 0
85 17 1509949480 -1 0
409 17 1509949445 -1 0
-1
-1

#2504
~
gray squirrel~
gray squirrel~
~
~
is here looking for acorns.~
gray squirrels~
~
~
are here looking for acorns.~
You see a small, gray squirrel.  It has tiny, dark, twinkling eyes,

giving it a mischevious image.  It is busily digging at the ground,

looking for long-hidden acorns.

~
(null pointer)~
attack( mob, victim, 2d2+1, "bite" );

~
!
0 0 14 0 0 0 0 10
0 0 5881 4000 893364776 0 24
213353 0 0 0 4
1
4 4 3 17 5
0 0 0 0 0 0 0
200 1 tiny head~
400 2 bushy tail~
1000 2 furry body~
0 1000 ~
0 1000 ~
0
2622081 26214464
15330 25901 0 100377 95854
N 0 1 0
406 17 1509949490 -1 0
1136 17 1509949490 17 0
-1
-1

#2505
~
timberwolf timber wolf~
timberwolf~
~
~
prowls about the area.~
timberwolves~
~
~
prowl about the area.~
The wolf is the size of a large dog, but a much more dangerous opponent. 

His speed and agility makes him a foe with which to reckon.  You notice

that his fangs form sharp points, perfect for ripping meat from bones. 

~
sprout~
attack( mob, victim, 3d4+3, "bite" );

~
!
0 0 55 0 0 1055 1054 3381
0 0 1311 4000 899959875 0 30
201065 1056768 0 0 4
7
13 4 5 14 12
0 0 50 0 0 0 0
500 3 head~
900 3 leg~
1000 4 gray coat~
0 1000 ~
0 1000 ~
0
18350727 26215681
116620 16728 0 133489 1624645
N 0 3 0
43 17 1509949450 -1 0
-1
-1

#2506
~
silver fox~
silver fox~
~
~
stands motionless, watching you from a distance.~
silver foxes~
~
~
stand motionless, watching you from a distance.~
You see a small fox watching you with a pair of beady eyes.  Its small

size belies a cunning personality.  It is covered with a coat of silver

fur which if intact would be of some value.

~
Kiian~
attack( mob, victim, 1d5+0, "bite" );

~
!
0 0 21 0 0 1059 1058 3381
0 0 1722 4000 899959930 0 29
196969 8192 0 0 4
3
4 4 5 16 11
0 0 0 0 0 0 0
1000 2 fur~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 19664001
6089 14272 0 82229 50451
N 0 1 0
388 17 1509949465 -1 0
-1
-1

#2507
~
chipmunk~
chipmunk~
~
~
chases its tail here.~
chipmunks~
~
~
chase their tails here.~
The chipmunk is a small mouse like animal with a redish stripe down

its back.  It seems to have no end of energy as it runs to and fro.

~
(null pointer)~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 14 0 0 0 0 10
1000 0 8197 4000 893364536 0 0
4391273 0 0 0 4
1
2 3 3 17 4
0 0 0 0 0 0 0
700 1 body~
500 1 head~
1000 1 striped back~
0 1000 ~
0 1000 ~
0
2622081 26214464
15827 39900 0 133465 103587
N 0 1 0
672 17 1509949480 17 0
1136 16 1509949480 17 0
-1
-1

#2508
~
fawn~
fawn~
~
~
chews on the leaf of a nearby plant.~
fawns~
~
~
chew on the leaves of nearby plants.~
The young deer is still slightly unstable on its feet.  It looks at you

with sad dark eyes as it tries to keep its distance from you.

~
(null pointer)~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 37 0 0 0 0 10
0 0 8030 4000 894222432 0 27
196937 0 0 0 4
1
5 4 4 14 6
0 0 0 0 0 0 0
600 1 body~
300 1 head~
1000 1 legs~
0 1000 ~
0 1000 ~
0
2622081 6555201
10440 29104 0 126325 91544
N 0 2 0
704 17 1509949465 -1 0
1595 17 1509949445 -1 0
-1
-1

#2509
~
deer~
deer~
~
~
stands here quietly, sniffing at the air.~
deer~
~
~
stand here quietly, sniffing at the air.~
This doe has brown, smooth fur and a white tail.  It is posed here

quietly, blending into the forest.

~
(null pointer)~
attack( mob, victim, 1d6, "kick" );

~
!
0 0 37 0 0 236 998 10
0 0 79218 4000 893364660 0 26
196937 0 0 0 4
2
10 3 3 14 9
0 0 0 0 0 0 0
300 1 head~
400 3 foreleg~
1000 2 brown flank~
0 1000 ~
0 1000 ~
0
5243522 26216001
673178 463434 0 2454083 5407907
F 0 4 0
36 17 1509949465 -1 0
41 17 1509949465 -1 0
-1
4 -1
~
if( doing_quest( ch, 18 ) ) {

  if( cflag( 7, ch ) ) {

    send_to_char( #ch, ch );

    act_notchar( #notCh, ch );

    obj_to_char( oload( 533 ), ch );

    }

  else

    continue;

  }

else

  continue;

~
E
notCh~
$n kneels down after killing the deer and removes one of the deers toe.

~
E
ch~
After killing the deer you kneel down and remove one of his toes for the

witch.

~
!
-1

#2510
~
giant owl~
giant owl~
~
~
peers at you with large eyes.~
giant owls~
~
~
peer at you with large eyes.~
This sooty-black owl is much larger than normal, standing almost four

feet tall.  Tufted, pointy ears adorn its head.  Sharp talons and a large

beak give the impression that this owl is capable of defending its nest. 

Large, yellow eyes watch you closely.

~
(null pointer)~
attack( mob, victim, 2d5, "peck" );

if( random( 1, 3 ) == 1 ) {

  act_tochar( #char, victim, obj, mob );

  act_notchar( #room, victim, obj, mob );

  attack( mob, victim, 2d4+2, "pummel" );

  }

~
E
char~
$N raises up in the air to pummel you with his wings.

~
E
room~
$N raises up in the air to pummel $n with his wings.

~
!
0 0 16 0 0 0 0 10
0 0 153 4000 899880346 0 34
198915 8448 0 0 4
5
14 8 8 15 10
0 0 0 0 0 0 0
600 4 body~
600 3 wing~
1000 2 head~
0 1000 ~
0 1000 ~
0
13107845 26214464
5320 1189 0 10583 81768
N 0 3 0
74 17 1509949465 -1 0
-1
-1

#2511
~
brown rat~
brown rat~
~
~
scurries about, searching for food.~
brown rats~
~
~
scurry about, searching for food.~
This rat could be cute except for his sharp teeth.  It is covered with

rather mangy brown fur.

~
(null pointer)~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 52 0 0 0 0 10
0 0 2442 4000 893594143 0 24
201065 8192 0 0 4
1
4 3 3 17 5
0 0 0 0 0 0 0
1000 2 furry coat~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2622081 26214464
5476 14581 0 43827 31280
N 0 1 0
-1
-1

#2512
~
giant rat~
giant rat~
~
~
watches you carefully.~
giant rats~
~
~
watch you carefully.~
This rat is very large for a rat, the size of a small dog.  It has

a set of vicious teeth and its small eyes gleam seem to contain an

evil personality.  Probably not that dangerous by itself, but could be

quite nasty if met in numbers.

~
(null pointer)~
attack( mob, victim, 1d6, "bite" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 1d4, "claw" );

if( random( 0, 4 ) < 3 )

  attack( mob, victim, 1d4, "claw" );

~
!
0 1 14 0 0 0 0 10
0 0 1196 4000 894670214 0 0
197995 8192 0 0 4
3
10 3 3 16 8
0 0 0 0 0 0 0
700 1 body~
300 1 leg~
1000 0 head~
0 1000 ~
0 1000 ~
0
7864963 26214464
23781 12964 0 50299 151306
N 0 1 0
-1
-1

#2513
~
brown ferret~
brown ferret~
~
~
looks ready to pounce on you.~
brown ferrets~
~
~
look ready to pounce on you.~
The small vicious creature eyes you like lunch.  Its sharp teeth look

like they can eat through the thickest of armor.  It moves slowly with a

deceptive dextrousness, with an eye to its surrondings.

~
(null pointer)~
if( random( 0, 1 ) == 0 ) 

  attack( mob, victim, 1d3, "bite" );

if( random( 0, 4 ) < 2 )

  attack( mob, victim, 1d3, "claw" );

~
!
0 0 14 0 0 1061 1060 10
0 0 1385 4000 899838766 0 0
196889 0 0 0 4
2
5 5 5 16 5
0 0 0 0 0 0 0
400 2 body~
600 2 flank~
900 3 foreleg~
1000 1 head~
0 1000 ~
0
5243522 6555201
2044 10136 0 42751 17651
N 0 2 500
223 17 1509949465 -1 0
-1
-1

#2516
~
garter snake~
garter snake~
~
~
is slithering by.~
garter snakes~
~
~
are slithering along the ground.~
This small greenish-brown snake is slithering by looking for food.  It

looks up at you with its dark brown eyes and prodes the surronding air

with his forked tongue.  After a minute or two it moves on looking for an

easier target.

~
Dragos~
attack( mob, victim, 1d3, "bite" );

~
!
0 0 13 0 0 0 0 10
0 0 270 4000 893594161 0 0
4395105 0 0 0 4
2
4 4 4 15 5
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
5243522 13108801
465 1437 0 7277 4529
N 0 1 0
-1
-1

#2517
~
~
weasel~
~
~
eyes you warily.~
weasels~
~
~
eye you warily.~
This small lean weasel looks ready to attack you. Its shiny coat

glistening in the sun. It suddenlly approaches and looks ready to

attack.... be careful.

~
(null pointer)~
attack( mob, victim, 1d4, "bite" );

~
!
0 0 13 0 0 0 0 10
0 0 0 4000 893594169 0 25
196969 0 0 0 4
3
9 8 8 14 10
0 0 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
2097411 26214464
0 1 0 0 0
N 0 2 0
-1
-1

#2519
~
large black drone ant~
large black drone ant~
~
~
watches out for the queen.~
large black drone ants~
~
~
watch out for the queen.~
Smaller than the other giant ants found in this strange anthill, this ant

is nonetheless nearly three feet in length, and boasts an impressive pair

of mandibles for defense.

~
(null pointer)~
attack( mob, victim, 2d3+1, "bite" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d3+1, "pincers" );

~
!
0 15 26 0 0 0 0 10
0 0 24348 4000 893594177 0 32
197729 8192 0 0 4
2
12 3 3 16 15
0 0 0 0 0 0 0
300 2 shiny black body~
500 1 shiny hard leg~
700 0 delicate antenna~
900 3 armored thorax~
1000 2 eye-faceted head~
0
5243522 26214464
376310 82940 0 526712 4311947
N 0 2 0
-1
-1

#2520
~
large black worker ant~
large black worker ant~
~
~
looks industrious, its antennae twitching.~
large black worker ants~
~
~
look industrious, their antennae twitching.~
This black ant must be four feet long, at least, but despite his great

size he seems less than aggressive toward you.  Instead, even as you

marvel at the unnatural size of this creature it continues on with its

work.

~
(null pointer)~
attack( mob, victim, 2d3+3, "mandibles" );

if( random( 1, 10 ) < 7 )

  attack( mob, victim, 2d3+3, "pincers" );

~
!
0 15 26 0 0 0 0 10
0 0 13835 4000 897519760 0 32
16974949 8192 0 0 4
4
14 4 3 16 15
0 0 0 0 0 0 0
300 3 shiny black body~
500 2 shiny hard leg~
700 0 delicate antenna~
850 4 armored thorax~
1000 3 eye-faceted head~
0
10486404 26214464
458185 72004 0 584036 7089853
N 0 3 0
287 17 1509949445 -1 0
-1
-1

#2521
~
~
soldier ant~
~
large black~
defends the lair.~
soldier ants~
~
large black~
defend the lair.~
A very large ant, even in comparison with the others of its kind.  Its

thick black body protects it from harm, while its sharp pincers and

mandibles make it a formidable protector of its fellow ants.

~
(null pointer)~
attack( mob, victim, 2d4+3, "mandibles" );

if( random( 1, 10 ) < 8 )

  attack( mob, victim, 2d4+3, "sharp pincers" );

else {

  if( random( 1, 10 ) < 4 )

    attack( mob, victim, 2d4+3, "strong bite" );

  }

~
!
0 15 26 0 0 0 0 10
0 0 4123 4000 893594189 0 32
16974897 8192 0 0 4
6
15 3 4 16 14
0 0 0 0 0 0 0
300 4 shiny black body~
500 3 shiny hard leg~
700 1 delicate antenna~
850 5 armored thorax~
1000 3 horn-armored head~
0
15729286 32769601
209671 22933 0 260068 5314970
N 0 3 0
-1
-1

#2522
~
large black ant queen~
black ant queen~
~
large~
is resting here.~
black ant queens~
~
~
are resting here.~
This one ant controls the actions of all other ants in her domain and she

loves it.  It gives her pleasure to be served on hand and foot.  

~
(null pointer)~
attack( mob, victim, 7d2+4, "great mandibles" );

if( random( 1, 10 ) < 9 )

  attack( mob, victim, 7d2+4, "bite pincers" );

else {

  if( random( 1, 10 ) < 7 )

    attack( mob, victim, 3d6+2, "strong bite" );

  }

~
!
0 15 26 0 0 0 0 10
0 0 273 4000 893594249 0 33
197687 8192 0 0 4
10
10 7 7 12 10
0 0 0 0 0 0 0
400 10 shiny black body~
500 6 long hard leg~
500 3 delicate antenna~
800 12 armored thorax~
1000 9 armored head~
0
26215050 13108801
34397 2469 0 53085 1332603
F 0 5 0
-1
4 -1
~
i = random( 1, 30 );

room = find_room( 698 );

act_room( #die, ch );

obj_to_room( oload( 1039 ), room );

if( i < 10 )

  obj_to_room( oload( 1039 ), room );

if( i < 6 )

  obj_to_room( oload( 1132 ), room );

if( i == 1 )

  obj_to_room( oload( 910 ), room );

if( i == 2 )

  obj_to_room( oload( 998 ), room );

if( i == 5 )

  obj_to_room( oload( 1053 ), room );

if( i == 3 )

  obj_to_room( oload( 1023 ), room );

if( i == 4 )

  obj_to_room( oload( 973 ), room );

if( i < 4 )

  obj_to_room( oload( 1065 ), room );

~
E
die~
@R@BAs the Queen breathes her last, you notice some items which had been

concealed by her body!

~
!
-1

#2523
~
large badger~
badger~
~
large~
growls at you angrily.~
badgers~
~
large~
growl at you angrily.~
This badger is much larger than normal.  It has sharp pointed teeth and

long claws which have been honed digging.  It seems to be a very bad

tempered beast.  

~
(null pointer)~
attack( mob, victim, 2d4, "bite" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d3+3, "claw" );

if( random( 1, 3 ) == 1 )

  attack( mob, victim, 2d3+3, "claw" );

~
!
0 0 19 0 0 0 0 10
0 0 765 4000 893594318 0 24
196921 8192 0 0 4
6
6 4 4 16 14
0 0 0 0 0 0 0
400 3 leg~
600 3 body~
500 3 tail~
700 2 head~
1000 3 claw~
0
15729286 26216001
21548 6743 0 71747 469831
N 0 2 0
1032 17 1509949450 -1 0
-1
-1

#2524
~
~
giant black beetle~
~
~
clicks at you.~
giant black beetles~
~
~
click at you.~
This large black beetle has found his home in the dark, spending many

hours scavenging the dirty floors for food remains.  As you approach, it

clicks impatiently towards you.

~
Dragos~
attack( mob, victim, 4d2, "bite" );

if( random( 1, 2 ) == 1 )

  attack( mob, victim, 4d2, "bite" );

~
!
0 0 26 0 0 0 0 10
0 0 11633 4000 893594398 0 0
196641 8192 0 0 4
3
12 4 4 13 9
0 20 20 20 20 0 0
1000 5 hard shell~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 13108801
386538 72743 0 618764 5114934
N 0 5 0
37 17 1509949450 5 0
-1
-1

#3000
~
~
skeleton~
~
~
stumbles here, earth falling off its bones.~
skeletons~
~
~
stumble here, earth falling off their bones.~
This darkspawn is the reanimated remains of some poor soul, its body now

decomposed and reduced to a walking pile of bones.  Cold white light

gleams from it eyesockets, the flames regarding you with comtempt...

or hunger.  Moving with a speed and grace unnerving in such a creature,

its one goal seems to be nothing short of the destruction of all living

creatures.

~
sprout~
i = random( 1, 10 );

if( i == 10 ) {

act_tochar( #bash, ch );

act_notchar( #o-bash, ch );

  interpret( mob, "bash" );

  }

attack_weapon( mob, victim, 2d4, "bony nail" );

if( i < 7 )

  attack_weapon( mob, victim, 2d4, "bony nail" );

if( i < 3 )

  attack_weapon( mob, victim, 2d4, "bony nail" );

~
E
bash~
@CMoving with surprising speed, the skeleton lunges at you!

~
E
o-bash~
Moving with surprising speed, the skeleton lunges at $n!

~
!
0 8 28 0 0 0 0 10
0 0 108 2000 899875119 0 24
574641 8576 4 48 8
10
11 9 9 18 13
0 0 25 25 100 0 0
200 10 femur~
400 10 breast bone~
0 1000 ~
0 1000 ~
0 1000 ~
0
26215050 26214464
7116 1384 0 15531 163719
N 48 4 0
3032 17 1509949450 16 0
3014 16 1509949445 16 0
3001 16 1509949465 16 0
3004 16 1509949470 16 0
3002 16 1509949470 16 0
-1
-1

#3001
~
~
zombie~
~
~
slowly decays into dust.~
zombies~
~
~
slowly decay into dust.~
The zombie proves there is life after death, just maybe not what you

wanted.  He is decaying slowly, and seems to be in complete tatters.

He is obviously held together by more than his physical material.

~
Kiian~
attack_weapon( mob, victim, 2d4, "punch" );

attack_weapon( mob, victim, 2d4, "punch" );

~
!
0 0 28 0 0 0 0 10
0 0 661 4000 893594556 0 33
622833 536879104 12 0 8
3
14 3 3 10 14
0 0 0 0 99 0 99
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
7864963 13108801
18282 4233 0 28815 217787
N 0 4 0
-1
-1

#3002
~
~
ghost~
~
~
chills you with its presence.~
ghosts~
~
~
chill you with their presence.~
The ghost is nearly transparent, showing only as a faint outline.  Its

eyes seem to peer through your body and into the recesses of your soul.  

~
Sprout~
attack_cold( mob, victim, 3d4, "chilling touch" );

if( random( 1, 10 ) < 8 )

  attack_cold( mob, victim, 3d4, "chilling touch" );

~
!
0 8 28 0 0 0 0 10
0 0 607 4000 893594599 0 0
265265 8576 4108 0 8
10
11 12 11 15 11
10 75 75 25 100 95 100
500 5 body~
400 5 legs~
500 5 arms~
100 5 feet~
1000 5 head~
0
26215050 26217601
48676 7604 0 118338 1343903
N 0 4 0
-1
-1

#3500
~
~
vrock~
~
angry-looking~
rushes at you!~
vrocks~
~
angry-looking~
rush at you!~
With a bald vulture head, this demon is a perverse cross of a humanoid

form with the feathers and claws of a vulture.  It ripples and bulges as

it moves and you think that the shape it wears is only a shroud for its

true form.  It long thin neck is able to spin right around its head

giving it excellent vision.

~
(null pointer)~
attack( mob, victim, 3d3+3, "sharp beak" );

attack( mob, victim, 1d4+3, "evil claws" );

attack( mob, victim, 1d4+3, "evil claws" );

if( random( 1, 10 ) == 1 ) {

  if( num_in_room( room ) < 8 ) {

    send_to_room( #to_all, room );

    mload( 3500, room );

    }

  }

~
E
to_all~
@b@WThe Vrock lays back its head and lets out a spine chilling screech.

  

@b@YSQURRKKRRRRRKKK!!!


@MExpunged from a rip in the fabric of reality steps forth into the world

another Vrock!  

~
!
0 30 20 0 0 0 0 10
0 0 10 4000 893594709 0 24
132373 8448 4 0 8
7
16 9 7 15 14
20 90 90 50 25 0 0
500 8 dirt infested feathered body~
600 9 talon~
700 3 featherless neck~
800 5 leg~
1000 5 vulture head~
0
28836483 19662401
529 54 0 1693 32456
N 0 5 0
200 17 1509949465 -1 0
-1
-1

#3501
~
~
herzou demon~
~
huge, toad-like~
glares at you with unrepentant rage.~
herzou demons~
~
huge, toad-like~
glare at you with unrepentant rage.~
This demonic form appears as a hideous parody of a large human shaped

toad.  Fully seven feet in height it is nearly as broad in the shoulders

as well.  The huge bulgey blood-red eyes glare balefully around the area

from on top of the toad-like head.  

~
(null pointer)~
attack( mob, victim, 3d11+11, "massive bite" );

attack( mob, victim, 5d4+4, "heavy claw" );

attack( mob, victim, 5d4+4, "heavy claw" );

if( random( 1, 10 ) == 1 ) {

  if( num_in_room( room ) < 7 ) {

    act_room( #toall, ch );

    mload( 3501, room );

    }

  }

if( random( 1, 10 ) == 1 ) {

  act_tochar( #toyou, ch );

  act_notchar( #room, ch );

  attack( mob, victim, 4d5+0, "throw" );

  }

~
E
toall~
@RThe Herzou hops back and lets out a loud warbling croaking.@n


@GGllllllUUUURRRRUBT!@n

@MExpunged from a rip in the frabic of reality steps forth into the world

another Herzou!@n

~
E
toyou~
@CThe Herzou grabs you and lifts you over its head.@n

~
E
room~
@GThe Herzou grabs $n and lifts them over its head.@n

~
!
0 0 20 0 0 0 0 10
0 0 22 4000 893594853 0 27
235313 27271425 12 0 8
20
18 10 9 10 17
25 90 90 90 50 0 0
400 10 wet and warty body~
600 16 fat arm~
800 12 fat leg~
900 8 clawed hand~
1000 2 toady face~
0
52429460 32771201
4563 120 0 10896 999578
M 0 6 0
-1
-1

#4000
~
~
bridge troll~
~
~
guards his bridge.~
bridge trolls~
~
~
guard their bridge.~
The bridge troll is a horrendously distorted giant humanoid.  It has

green flesh and black hair.  It is covered by warts, and long hairs are

growing from them.

~
(null pointer)~
i = random( 1, 10 );

if( i > 8 )

  interpret( mob, "bash" );

if( i == 7 )

  interpret( mob, "disarm" );

attack_weapon( mob, victim, 2d3+2, "right claw" );

attack_weapon( mob, victim, 2d3+2, "left claw" );

if( i == 1 )

  attack( mob, victim, 2d10, "bite" );

~
!
0 0 9 0 0 0 0 10
0 0 4149 4000 893594900 0 0
229815 2105344 8 48 8
9
18 7 7 16 18
0 -30 0 0 0 0 0
1000 0 ~
0 1000 ~
0 1000 ~
0 1000 ~
0 1000 ~
0
23593609 26214464
373940 29478 0 404405 12643077
M 48 5 0
227 17 1509949475 -1 0
227 17 1509949445 -1 0
1039 17 1509949490 -1 0
983 17 1509949450 -1 0
998 17 1509949442 -1 0
3004 17 1509949490 16 0
744 16 1593835570 16 0
939 17 1509949443 -1 0
1106 17 1509949445 -1 0
-1
-1
#0

#$