#AREA Nordun's Chambers~ Nivel~ Chamber of Nordun~ 85 0 2 #ROOMS #55500 In a Dark Underground Chamber~ Its floor tiled in an intricate mosaic, this large vaulted chamber is well decorated. Two torches are lit at the east and west ends, giving this room a fair amount of light. Several tapestries line the walls here, and the domed ceiling is covered by a large mural. In the center of the room is a large @Gstaircase@n which entwines itself sinously about a white granite column. It heads upwards, into darkness. Four arched doorways lead further into the royal burial grounds. ~ [Nivel] Starshine's gone through it all, and I've done those revisals as pointed out. [Nivel] I'll be in Nordun's chamber getting eaten by him if you have any questions. [Starshine] giggle ~ 301465605 0 8 0 D0 ~ ~ 0 -1 55501 10 10 5 D1 ~ ~ 0 -1 55511 10 10 5 D2 ~ ~ 0 -1 55504 10 10 5 D3 ~ ~ 0 -1 55512 10 10 5 D5 ~ ~ 171 -1 55510 10 10 5 E mural~ @EWhile it is rather difficult to see in the dark, the mural is finely drawn. Its background a light @Ccyan@E color, it looks like this:@n @I@I@I@I@I@I@I@I@I@I@I@E @n @I@I@I@I@I@I@I@I@I@I@E @n @I@I@I@I@I@I@I@I@I@I@I@I@E @n @R $$$$$$$$$ @R $$$$$$$ @E @n @R $$$$ @E @n @R $$$ @E @n @Y __||_ @G / \ @G / \ @G @B^@G |||| | @G @B/ \@G |||| / @G @B=@G \______/ @B = /@nU@B@nU@B@nU@B@nU@B@nU@B\ @B = / @n@nU@B@nU@B@nU@B \\ @B = | @nU@B \| @B / \ | \ \ @B \ / | \ \ @B /_\$___|___\ / @Y __/\@n$$$$$$$$$@B(| c) | @Y __/+ \ \@n$$$$@B(|_|_____________/ @Y / @n$$$$$@B@n$@B \ | @Y \_\\_ $$ @B/ \ / / @Y \\\___ // @B\ /@Y/\@Y__@B/ /@Y____/\______ @n$$$$$$$$$$ @Y \\_ \ // @B@B| | @Y\\@B/ / @Y\ \ \@n$$$$$$$$$$$$ @Y \_/ @B@B| | |@n@nU@B@nU@B@nU@B / @Y// \ @Y \_/ @B@B| | |@n@nU@B@nU@B@nU@B /@Y // \ @Y / \@B@B| | \@nU@B@nU@B /@Y // | @Y | @B| | \@nU@B \@Y=======// \ | @Y _| @B| |@Y/ @B\@nU@B \@Y/ \ @Y ____/ / @B| | \@nU@B \ @Y/ @Y / __ \ /__@B| |@Y_____|@B\@nU@B \@Y_______ / @Y | | | \_ / /@B | | |_|\ | @Y/ __/ @Y | | / / @B| | //_\____| @Y/ ^ \ @Y \ | \ / @B| | /___/@Y_______/ /_\ \ @Y \ \ \ \ @B\ / @Y\ _____/ / / @Y \| \ \ @B#@Y _ \_/ / /_______/ @Y \ \____@B#@Y____/ / / / @Y \____________/ / / @Y / / @Y /___\ ~ E tapestries~ They are mostly just your basic medieval tapestry. A few naked ladies are eating apples on velvet benches, and some knights are fighting grand battles with large pieces of silverware. ~ E mosaic~ This intricately tiled mosaic, when seen from a distance, is the letter 'N'. Green ivy twirls about the letter in painted flourishes, and several other scenes surround the letter, showing fishermen and armored men and crowned men wearing purple and many other activities. ~ A climb~ staircase~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 55509 ) ); act_notchar( #rrchar, ch ); ~ E climb~ You slowly climb the narrow granite staircase. ~ E rclimb~ $n slowly climbs the narrow granite staircase. ~ E rrchar~ $n arrives from below. ~ ! 0 0 0 A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 A climb~ staircase~ acode( room, 1 ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ ! 0 0 0 A ~ ~ if( !is_open( room, down ) ) { if( !mob_in_room( 1448, find_room( 55508 ) ) ) { if( !mob_in_room( 1690, find_room( 55507 ) ) ) { if( !mob_in_room( 1691, find_room( 55514 ) ) ) { if( !mob_in_room( 1692, find_room( 55513 ) ) ) { if( !mob_in_room( 1693, find_room( 55506 ) ) ) { if( !mob_in_room( 1694, find_room( 55505 ) ) ) { act_room( #key, ch ); open( room, down ); } } } } } } } ~ E key~ As you step upon the floor, a granite staircase is revealed to you! ~ ! 1 0 31 -1 S #55501 Along a Dark Hallway~ This short hallway is very dark. Old unused sconces rest on the granite walls to the east and west. They hold no torches, but have not rusted, and are useable. A faint light comes from the south, but it is pitch black to the north. Several tapestries line the wall here, some newer-looking, others decayed and disintegrating. Some look like their seams would probably fall apart at the nearest touch. ~ ~ 301465600 0 5 0 D0 great mahogany double-door~ great mahogany double door~ 131 -1 55514 10 10 5 D2 ~ ~ 0 -1 55500 10 10 5 E tapestry tapestries~ Many of them are faded and tearing. One of them has a strange rune in the center of it, unlike any you've ever seen. Most of the tapestries depict summer days and men and women enjoying themselves under the cool shade of what look to be elm or oak trees. ~ E rune~ @B ____ @B | | @B ___ | | __ @B \ \ | | / / @B \ \ | | / / @B \ \ | | / / @B \ \ | | / / @B \ \ | | / / @R \ \ | | / / @R \ \| |/ / @Y@e | | @G@e | | @R / /| |\ \ @R / / | | \ \ @R / / | | \ \ @R /___/ |__| \___\ ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55502 Intersection along a Dark Hallway~ This small room connects the hallway to the west with two dark bedchambers to your north and south. Arched entrances guarded by solid mahogany doors lead into them, and there appears to be writing over each of the arches. On the east wall, several marble stands hold various artworks. A great tapestry spans across it, depicting a magical battle between two sorcerors. A gold-trimmed crimson carpet heads north-south, with a red seal woven into it. ~ ~ 301465604 0 5 0 D0 great mahogany double-door~ great mahogany double door~ 131 -1 55507 10 10 5 D2 great mahogany double-door~ great mahogany door double~ 131 -1 55508 10 10 5 D3 ~ ~ 0 -1 55511 10 10 5 E north n~ In faint script, it reads: @I@I@I@I@b@YHerein lies the bedchamber of Varconel, Head Mystic for King Nordun.@n ~ E s south~ In faint script, it reads: @I@I@I@I@I@b@YHerein lies the bedchamber of Plithis, Head Healer for King Nordun. ~ E carpet seal~ This crimson carpet is very soft and comfortable, almost nice enough to sleep on. A great golden @Y'N'@n is woven into the center of the carpet, and the golden color sticks out a little from the rug's surface. ~ E artworks marble sculptures~ They are sculptures of various men and women in different postures. They are finely crafted, and must have taken years to create. ~ E tapestry~ Two sorcerors stand opposite each other. Strange blue and green flames leap from their hands, and they are both surrounded by an eerie-looking shield tinged white from fierce blasts on either side. One is cloaked in white, the other in black. The one in blank is holding a strange multicolored orb in his hands, his scarred face grinning evilly as the sorceror in white seems to be losing. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55503 Intersection along a Dark Hallway~ This small room connects the hallway to the east with two chambers to your north and south. Arched doorways lead into them, and there appears to be writing over each of the arches. On the west wall, several marble stands hold sculptures and fine pottery. A great tapestry lies on the west wall, over five paces in length, depicting a brutal battle scene. ~ ~ 301465604 0 5 0 D0 great mahogany double-door~ great mahogany double doors~ 131 -1 55506 10 10 6 D1 ~ ~ 0 -1 55512 10 10 5 D2 great mahogany double-door~ great mahogany double doors~ 131 -1 55505 10 10 5 E n north~ In a faint script, it reads: @I@I@b@YHerein lies the bedchamber of Israkth, Knight-Protectorate of King Nordun. ~ E s south~ In a faint script, it reads: @I@I@b@YHerein lies the bedchamber of Joolan, Monk-guardian of King Nordun.@n ~ E s south~ In a faint script, it reads: ~ E tapestry~ This tapestry shows a score of armored, mounted knights and several hundred footmen marching toward a battlefront. Many things are going on in the tapestry. Some men are hiding in the forest, ready to attack the enemy. Other parts of the tapestry show a few small battles where several men lay dead or dying, some being looked after by angelic figures. In the center of the mass is a great warrior wielding a broadsword such as you have never seen. Beside him runs a brown-robed figure. A trail of fallen men lies behind the duo. ~ E pottery sculptures~ The various sculptures and pottery all seem to depict bloody battles or war scenes. Some of the sculptures show a short man in what appears to be a fighting position, while some others depict a great armored man wielding a massive sword. The vases are similarly painted with emphasis on the two figures in battle. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55504 Along a Dark Hallway~ This short hallway is very dark. Old unused sconces rest on the granite walls to the east and west. They hold no torches, but have not rusted, and appear useable. Several old dusty tapestries line the wall here, most of them beginning to fall apart. While you can discern a large chamber to the north, utter blackness envelops the area to the south, where you can barely make out the shape of two great black wooden double-doors blocking your way. ~ ~ 301465604 0 5 0 D0 ~ ~ 0 -1 55500 10 10 5 D2 great mahogany double-door~ great mahogany double door~ 131 -1 55513 10 10 5 E tapestry tapestries~ Many of them are torn and are fading from years of age. They depict battle scenes between men and dragons, and they are done in exquisite detail. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55505 Chamber of Joolan~ Covered with thick cobwebs that block light from entering the bedchamber, this large room is mostly bare. A few stray books lie on the floor near a small bed that has endured many years forgotten and unadorned. A fireplace has been built into the western wall. The floor is bare of cover, consisting of grey, granite rectangular stones that travel diagonally across from the northeast to southwest. Several unlit sconces are mounted on the south wall, overlooking a @Ygolden-colored@n chair. Several small candles dot the floors in a circular pattern around the middle of the room, but they shine no light as they are bereft of the courtesy of flame. Two great arched mahoghany doors lead north out of the bedchamber. ~ [Isis] monk ~ 301465604 0 5 0 D0 great mahogany double-door~ great mahogany double-door~ 131 -1 55503 10 10 5 E golden-colored chair~ It sits broken, only three of its legs supporting it and one of its armrests hanging off to the side. ~ E fireplace~ Black from former use, earth piles down from its interior, and it appears to have been caved in for quite some time. ~ E books~ Lying on the floor, many are very old and crumbling. Some of the titles you can read are @Y'History of the Kingdom of Ridania'@n and @YMeditation: a Formal Guide'@n. Most appear to be unusable though, as the pages would be destroyed at a touch. ~ E candles~ These small wax candles are flameless and the wicks have disintegrated. They form a circular pattern around the middle of the room, but neither the pattern nor the candles seem to have any real use. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 A rest sit~ chair~ act_tochar( #sit, ch ); act_notchar( #rsit, ch ); ~ E sit~ You try to sit on the golden-colored chair, but it feels too weak, and you step away before it breaks. ~ E rsit~ $n tries to sit on the golden-colored chair, but shies away as it does not appear to be able to support $m. ~ ! 0 0 0 A get~ book~ if( !rflag( reset1, room ) ) act_tochar( #no, ch ); else if( random( 1, 5 ) == 3 ) { act_tochar( #found, ch ); obj_to_char( oload( 2528 ), ch ); remove_rflag( reset1, room ); } else{ remove_rflag( reset1, room ); act_tochar( #no, ch ); } ~ E no~ As you pick up one of the books, it crumbles and disintegrates in your hands. ~ E found~ You pick up a leather-bound book, and it still appears to be intact. ~ ! 0 0 0 1694 9 1509949540 3 0 -1 S #55506 Chamber of Israkth~ This large chamber is well-furnished, but feels cheerless and lonely. Cobwebs weave themselves about the room as a canopy, adding a ghostly tinge to the chamber. Several richly-embroidered books lie on a shelf on the west wall, covered in dust, their pages tinted a golden color on the verge of crumbling. A massive bed lies to the north, its bedlegs twisting upwards and lacquered a tawny hue. A dark, mahogany cabinet hugs the east wall, from which a three-sided mirror reflects the dim light around the room. A long slender frieze depicting a great battle scene lines the walls of this room, and above the bedpost is a colorful painting. Despite the grand appearance of this bedchamber, there is an unshakable feeling of being watched. A cold shadow casts itself ominously about the room. ~ [Isis] warrior [Isis] room has an empty feeling, it makes sense. doesn't have anything to do with furnishings. [Nivel] wishy-washy people who kill both good and evil cannot have the sword. ~ 301465604 0 5 0 D2 great mahogany double-door~ great mahogany double doors~ 131 -1 55503 10 10 5 E bed~ Deep red sheets line the dusty mattress, but made of goosefeather, it is quite comfortable and is matched by a red pillow of soft down. However, the bed could use quite a dusting, as cobwebs have strewn themselves all about it. ~ E frieze~ The frieze tops each wall of the room, depicting several different scenes of a battle. There appears to be a central figure in the frieze, a huge man wielding a broadsword, and as the scenes change, so does the man change, sometimes fighting, sometimes holding a holly branch in peace or knelt in prayer. ~ E painting~ The painting depicts a knight kneeling as his lord presents upon him a fine chain wrought of gold. ~ E cabinet~ This dark mahogany cabinet's legs are finely carved. Its smooth top gleams coolly in the light, its well-polished surface dusty. An equally dusty mirror sits atop it. ~ E books~ These gold-bound books look like they would crumble at a touch. They rest on a shelf, gathering cobwebs and dust. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 A 1 look~ mirror~ act_tochar( #vain, ch ); interpret( ch, "comb" ); ~ E vain~ @CYou vainly look at yourself in the mirror. Boy, your hair looks pretty bad. ~ ! 0 0 0 A get~ books~ act_tochar( #crum, ch ); ~ E crum~ As you pick one of the books up, it disintigrates in your hand. ~ ! 0 0 0 2526 17 1509949540 -2 0 1693 9 1509949540 3 0 -1 S #55507 Chamber of Varconel~ A still, heavy air hangs in this lavish bedchamber. A thick carpet of dust clings to the floor, and clouds of dust form at the tiniest movement. Cobwebs have formed all across the ceiling and walls, even on the lacquered finish of the mahoghany doors. In the eastern corner of the room lies a medium-sized bed of intricate design and a bedstand with a small candlestick and an unlit candle on it. A @Ygold-rimmed@n glass chest encases several items where it rests on the western wall. A strange-looking granite column is in the center of the room, and it appears to have to apparent purpose. ~ [Merior] search bed does nothing [Nivel] human was stupid typo, mage has it because the two items are magical. [Nivel] They are Varconel's little treasures. [Merior] if you randomly set it no.magic.. it never comes off [Nivel] it randomly removes no.magic flag. ~ 301465604 0 5 0 D2 great mahogany double-door~ great mahogany double-door~ 131 -1 55502 10 10 5 E granite column ~ It juts out at a perfect angle from the grey floor to stand at about waist's height, and its flat top gives it the look of a pedestal, but you cannot be certain of its use. ~ E bed bedstand~ This small bed and bedstand are well-finished and look comfortable, but there appears to be nothing special about them. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 A smash hit break destroy shatter~ glass gold-rimmed case chest~ if( !mob_in_room( 1690, room ) ) { act_tochar( #noway, ch ); act_notchar( #rnoway, ch ); } else { act_tochar( #noway, ch ); act_notchar( #rnoway, ch ); mob = mob_in_room( 1690, room ); interpret( mob, "snicker" ); } ~ E noway~ @eAs hard as you hit the @e@Ygold-rimmed@n@e case, you cannot put a scratch on it.@n ~ E rnoway~ $n tries to smash open the case, but is unable to. ~ ! 0 0 0 A aim point use~ ruby~ if( !mob_in_room( 1690, room ) ) { if( is_player( ch ) ) { obj = has_obj( 2361, ch ); if( !obj ) act_tochar( #nope, ch ); else { if( !rflag( reset1, room ) ) act_tochar( #nothing, ch ); else { act_tochar( #bright, ch ); wait( 2 ); act_tochar( #out, ch ); wait( 1 ); act_tochar( #out1, ch ); junk_obj( obj, 1 ); wait( 1 ); act_tochar( #get, ch ); obj_to_char( oload( 2522 ), ch ); obj_to_char( oload( 2523 ), ch ); remove_rflag( reset1, room ); } } } } else { act_tochar( #wont, ch ); act_notchar( #rwont, ch ); } ~ E nope~ You do not have that item. ~ E nothing~ The @Ygold-rimmed@n case has already been looted from, its charred, black remains the only thing left. ~ E bright~ @eThe @Rbright-red ruby@n@e flares and starts to burn and melt through the gold-rimmed case!@n ~ E get~ @eSearching through the debris, you come upon the crimson-plumed visor and a beautiful-looking dagger, which seem to have survived the flames without so much as a black mar!@n ~ E out~ @MThe firey ruby starts to pulse faster!@n ~ E out1~ @RThe red ruby starts to flare, and shatters into tiny pieces in your hand, the small shards still glowing weakly.@n ~ E wont~ @YVarconel prevents you from desicrating his chambers!@n ~ E rwont~ @YVarconel prevents $n from desicrating his chambers!@n ~ ! 0 0 0 A l look~ gold-rimmed chest case~ if( rflag( reset1, room ) ) act_tochar( #already, ch ); else act_tochar( #already1, ch ); ~ E already~ Encased in this @Ygold-rimmed@n case are several items, among which sit a jewel-encrusted @Mdagger@n and an odd-looking @Mvisor@n with @Rcrimson@n plumes. However, while these items are pleasing to the eye, the glass looks solid and there doesn't seem to be a keyhole. ~ E already1~ Smoldering, charred rubble remains of what looks to have been a glass case. A heat hotter than a forge was probably necessary to melt the gold-rimmed lining of the now blackened case. ~ ! 0 0 0 A search~ bed mattress~ if( !rflag( reset0, room ) ) act_tochar( "As much as you search the bed, you don't find so much as a ducat.", ch ); else { remove_rflag( reset0, room ); act_tochar( "You feel between the mattresses.", ch ); act_notchar( "$n feels between the bed's mattresses.", ch ); if( random( 0, 23 ) == 7 ) { act_tochar( "You find a shiny platinum coin!", ch ); act_notchar( "$n finds a platinum coin between the mattresses.", ch ); if( random( 0, 2 ) == 1 ) obj_to_char( oload( 16 ), ch ); else obj_to_char( oload( 16 ), ch ); } else act_tochar( "As much as you search the bed, you don't find so much as a ducat.", ch ); } ~ ! 0 0 0 A ~ ~ if( rflag( no.magic, room ) ) remove_rflag( no.magic, room ); ~ ! 2 50 0 A get~ candle~ if( !rflag( reset0, room ) ) act_tochar( "There is no candle on the candlestick. Some thief must have taken it.", ch ); else { remove_rflag( reset0, room ); act_tochar( "You grab the candle from the candlestick and look around greedily.", ch ); act_notchar( "$n grabs a candle from the candlestick and looks around greedily.", ch ); obj_to_char( oload( 27 ), ch ); } ~ ! 0 0 0 1690 9 1509949540 3 0 -1 S #55508 Chamber of Plithis~ Several beds line the great chamber here. A large one stands on the eastern wall, covered in dust and cobwebs, its frame finished in gold and its mattress and pillow covered with scarlet silk. Three others lie facing it, all smaller and covered in white. Small wooden bedstands lie between each of the smaller beds, upon which sit several candlesticks. On the south wall a @Bportrait@n hangs. Two great mahoghany doors lie to the north, their backsides covered in dust and web. In the southeast corner sits a fireplace. Several books are piled up in the northeast corner, near the bed, their titles hard to read from the dust and cobwebs surrounding them. ~ [Isis] cleric [Merior] not much armor on him - - this intentional? [Nivel] armor on mage and cleric is intentional. [Merior] why anti-evil robes? [Nivel] the robes are for healing, a cause that rejects evil. ~ 301465604 0 5 0 D0 great mahogany double-door~ great mahogany double door~ 131 -1 55502 10 10 5 E portrait~ It is a well-made portrait of a fair-faced man wearing a @Esilver circlet@n and @ewhite@n robes, and holding a @Esilver cross@n ornamented with ivory. ~ E fireplace~ A mound of dirt covers its hole, having long since been swallowed by earth. ~ E candlesticks~ The candlesticks are devoid of wax or wick, and are of little use, their brass well tarnished and dull. ~ E books~ This pile of books lies on the ground here, its titles fading and impossible to read. Their pages are tanned a golden color. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 1448 9 1509949540 3 0 -1 S #55509 End of the Narrow Stairway~ The stairway ends here at a flat landing. A thick iron-bound mahogany door, rusted at the hinges and looking immovable, lies on the south wall here, although there hardly seems a purpose to it. The stairs winding upwards are dirt-stained and barred by cobwebs in every direction. Several insects have made their homes down here, and they crawl amongst the dirt and scurry about harmlessly. A large earthen pile has covered a small part of this stairway, where a small lancet would have looked down upon the ground long ago. Across from it a large brass sconce lies, embossed with a two-headed serpent, but it has been long since it has seen torchlight. Built of solid granite and well-mortared, this fortification would probably have made a fine castle, from the looks of it. ~ [Isis] south is entrance [Isis] will have to have a nice entrace [Merior] why would a door have no purpose? [Nivel] door, no purpose because it is underground. [Nivel] was buried with the tower. I may add rooms south of here in the future, but not now. ~ 301465604 3 5 0 D4 ~ ~ 0 -1 55515 10 10 5 D5 ~ ~ 235 -1 55500 10 10 5 E sconce~ This beautiful embossed sconce looks slightly out of place on the wall here, and there seems to be some sort of metal attachment behind it. It seems to be loose. ~ E door~ This thick, iron-bound door is ancient and rotting, but it is still pretty strudy and solid. Lines of dirt act as a mortar across around it, packing it in and making it unmovable. ~ A d do dow down~ ~ if( is_open( room, down ) ) { if( find_stat( ch, level ) < 40 ) { act_tochar( #no, ch ); end; }; else continue; } else act_tochar( #nope, ch ); ~ E no~ An odd force keeps you back, you are not yet powerful enough to go down there. ~ E nope~ There is no exit in that direction. ~ ! 0 0 0 A open~ door s so sou south ~ act_tochar( #cant, ch ); ~ E can~ No description delete ~ E cant~ Try as hard as you might, you cannot budge the thick iron-bound door. ~ ! 0 0 0 A pull ~ sconce serpent brass~ if( is_open( room, down ) ) act_tochar( #already, ch ); else{ act_tochar( #pull, ch ); open( room, down ); } ~ E already~ The sconce has already been pulled, revealing a stairway that leads downward. ~ E pull~ @EPulling on the brass sconce, a narrow stairway reveals itself from the cracks in the landing floor, and you almost tumble downward with it! ~ ! 0 0 0 A push~ sconce serpent brass~ if( !is_open( room, down ) ) act_tochar( #already, ch ); else { act_tochar( #push, ch ); close( room, down ); } ~ E already~ You push on the sconce, but nothing happens. Perhaps you should try pulling. ~ E push~ @gAs you push on the brass sconce, the narrow stairway below you closes. ~ ! 0 0 0 -1 S #55510 Chamber of Nordun~ This huge chamber is well-decorated. A mural covers the entire southern end of this ovular chamber. In the northeast corner a rough granite staircase makes its way upwards, where a small yellow outline on the northeastern end is projected from its entrance up above, giving the room its only light. South of here, on the far end, lies an enormous mahogany bed. A few feet from it, facing the center, lies a small golden chair. To the right and left of the bed sit two bedstands. The ground here is of a white marble which alternates black and white like a chessboard. To the east lies a large walk-in closet, but it seems to be empty. On the west end, a great mirror stretches across the wall, splitting the room's light and giving the bedchamber a larger look to it. However, despite the splendour of this room, something is amiss, and trepidation seems to dwell in the air. ~ [Isis] Nordun here [Merior] shouldnt this be a quest or something? [Merior] why is the crown evil-only? how does it fit on the dragon? [Merior] is this dragon meant to be killed? [Nivel] I'm sure if enough people get a HUGE group together, it can be killed in the future. [Nivel] It is not a quest yet. It is a magic crown, it stays on his head because he is cursed to wear it in recognition of what he once was. [Starshine] extra of books sitting on the bedstand? or an indication that they cannot be read? [Starshine] Not sure I understand how one gets into this room *blush* ~ 301465604 3 9 0 D4 ~ ~ 171 -1 55500 10 10 5 E mahogany bed~ Its bedposts reach to the sky in magnificently carved spirals, and the bed is topped with a flower embroidered canopy of a cornflower silk. ~ E chair green velvet seat throne golden~ Adorned with a lush green velvet seat, it sits throne-like, facing the center of the room. Upon the back of the chair is engraved a large striped wildcat with sharp claws. The cold golden eyes of the animal regard you menacingly. ~ E bedstands~ Made of solid gold, they sit untouched. A few faded, leather-bound books rest upon them. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 A ~ ~ act_room( #wow, ch ); obj_to_room( oload( 521 ) ); if( random( 0, 80 ) == 17 ) obj_to_room( oload( 2417 ), room ); obj_to_room( oload( 197 ), room ); ~ E wow~ @BAs the elemental dragon slowly dies, the treasures he was hoarding suddenly appear in view underneath his carcass.@n ~ ! 0 0 0 1695 9 1509949540 3 0 -1 S #55511 Along a Dark Hallway~ Its ceiling arching a good twenty feet over your head, this wide hallway is very dark. Small unlit crystal chandeliers hang from above, sprinkling about the little light in the room. Several tapestries line the north and south corridor walls, most of them worn and falling apart. A long red carpet runs the length of this corridor, also worn and its color fading. A few sconces line the walls here, all torchless. A faint light comes from the west, while darkness reaches out from the east. ~ ~ 301465604 0 5 0 D1 ~ ~ 0 -1 55502 10 10 5 D3 ~ ~ 0 -1 55500 10 10 5 E tapestries~ These tapestries are very ancient, and dust has dulled their once bright shine. Many of them depict beautiful scenery of a green and flowing land, but the dust has now dulled the green to a dirty color. Some of the tapestries have large holes in them, as if the central person in the scene had been taken out deliberately. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55512 Along a Dark Hallway~ Its ceiling arching a good twenty feet over your head, this wide hallway is very dark. Empty sconces hang on the walls to the north and south. A sculpture and a gilded, glass-encased bowl lie on stands on the walls to the north and south. A rich tapestry, decayed with age, hangs on by its threads, while above you lies a great mural. A well-worn carpet hugs the ground here, its red-fringed cloth beginning to fall apart. To the east, a dimly lit chamber can be seen, while the hallway stretches on to the west, into blackness. ~ ~ 301465604 0 5 0 D1 ~ ~ 0 -1 55500 10 10 5 D3 ~ ~ 0 -1 55503 10 10 5 E mural~ The mural depicts several angelic figures presenting a sword to a fierce-looking individual wearing blood-red armor. Several other important-looking figures surround him in what was probably a moving ceremony. ~ E sculpture~ This fine sculpture shows a man kneeling before a scantily-clad woman, his greatsword held out to her hilt first. She lightly touches his cheek. The subtle details of the artwork are extraordinary. ~ E bowl~ A golden bowl, it is also a magnificent piece of art. Within the bowl is a moving landscape with fields and farmers, all etched with great detail. ~ E tapestry~ While the cloth is decaying and faded, it is easily recognizable as some religious ceremony. Several hooded figures walk in a long column, robed in brown, while one at the head, robed in white cloth, has his arms open to the sky and his eyes closed in prayer. Several other figures are present as well, from their gold and jewelry they watch the procession with solemn faces. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 -1 S #55513 Chamber of Maris~ This dusty and ancient-looking bedchamber is dank and cold, and seems to swallow light. Enormous damage has been done to it, but it must have been resplendant in its youth. enormous damage done to it, but must have been resplendant in its youth. On the south wall lies a magnificent canopy bed, but it looks to be in ruin. On the western wall there is similar damage, where a burned tapestry hangs loosely from the wall. A bookshelf on the eastern wall has a similar fault, as it too has been torn asunder, but it still stands, many of its middle books burned beyond recognition. The floor seems to have suffered a similar fate. ~ [Isis] paladin ~ 301465604 0 5 0 D0 great mahogany double-door~ great mahogany double door~ 131 -1 55504 10 10 5 E bed~ Made of stout oak and with a shining finish despite years of age, it rests on the south wall in ruin. Split directly in twain, the feather mattress upon it has let a great deal of down escape from it. The canopy itself is split in two as well, and mere threads seem to hold it from crashing in on its base. ~ E tapestry western west~ This once fine tapestry has been torn in half. Charred burn marks line the split edges. The two torn pieces hang from the wall, two flags unwavering in the still air. ~ E floor~ Two great black scar marks criss-cross through the center of this carpeted floor. They run from east to west and north to south, stopping just before the mahogany doors on the north end of the bedchamber. The carpet, a rich blue rug, is now separated into quarters by whatever caused the damage. ~ E bookshelf shelf eastern east~ It lies in ruin on the eastern wall, most of its books either burnt to cinders or decayed beyond recognition. Most surprising of all is that the shelf was split at all; it is made of solid marble but has suffered the same burning scars as the rest of the room. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 1692 9 1509949540 3 0 -1 S #55514 Chamber of Weiran~ While this dark bedchamber is riddled with cobwebs and dust, giving it a silent, brooding look, there is a feeling of peacefulness in this room. On the west wall hangs a finely woven tapestry of a wolf. On the east wall, hangs another one, showing a bear. A barren-looking bed hides itself in the corner. A green carpet, dulled from motes of dust that have collected over the ages, has spread itself over the rough grey stones. ~ [Isis] ranger [Merior] level 59 for an object? is this a precise determination based on marek's formula? *wink* [Nivel] no, this isn't a strict determination on formula. I'm sick of seeing stuff only for levels divisble by 5. its stupid. ~ 301465600 0 5 0 D2 great mahogany double-door~ great mahogany double door~ 131 -1 55501 10 10 5 E wolf tapestry~ This finely woven tapestry depicts a wolf in midstride, running through a field, his tongue waggling about. The wolf has a stoic grandeur about him. ~ E bear east~ The colorful tapestry shows a bear on all fours, dipping his paw into a lake, while several bright pikefish jump out of the water, sporting with him. ~ E green carpet~ This dusty green carpet has a brown rune looking like a backwards 'F' over the center of it. It absorbs all your attention for a moment, but remains a mystery. ~ E cobwebs dust~ Cobwebs and dust cover nearly everything in this chamber, and they dull the light, giving the room an eerie shimmer. Whether caused by the cobwebs or dust, this bedroom feels ancient and alive. ~ A cast~ summon~ act_tochar( #not, ch ); act_notchar( #rnot, ch ); end; ~ E not~ The room seems to hum as you attempt to call upon the forces of your god to summon your victim. ~ E rnot~ The room seems to hum as $n attempts to call upon the forces of $s god to summon $s victim. ~ ! 0 0 0 1691 9 1509949540 3 0 -1 S #55515 On a Narrow Stairway~ Built of solid granite, this narrow stairway is covered with dust and cobwebs, giving it an ancient look. However, the stairs are quite solid, leading around a thick granite column of horizontally placed cube stones. They lead both upwards and downwards, both black and undistinguishable. There are no windows or lancets in the room, and the air is heavy, making it a little hard to breathe. ~ ~ 301465604 3 9 0 D4 ~ ~ 0 -1 55516 10 10 5 D5 ~ ~ 0 -1 55509 10 10 5 -1 S #55516 At the Top of a Granite Watchtower~ This room looks to be the top of a large watchtower. Four large windows peer out from each direction, but all are blocked with earth and stone. It seems that the watchtower was buried beneath the earth, and there is a narrow stairway leading deeper into the interior of the fortress. The ground here is covered with dirt, but a towering ceiling above you and four heavy granite arches leading down to ground give a good impression of what the tower was once like. Some loose dirt on the south wall catches your attention. ~ [Merior] i dont understand the tower being buried... [Nivel] need shovel to get in this area. [Nivel] tower was buried in an earthquake. read 'help chamber' ~ 301465604 3 9 0 D2 ~ ~ 235 -1 55517 10 10 5 D5 ~ ~ 0 -1 55515 10 10 5 A dig~ s south~ if( !is_open( room, south ) ) { if( has_obj( 1489, ch ) ) { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 1 ); open( room, south ); remove_rflag( reset1, room ); } else{ act_tochar( #cant, ch ); }; } else act_tochar( #alread, ch ); ~ E dig~ You start to dig your way south through the thick dirt. ~ E rdig~ $n starts digging his way south, creating a small dirt tunnel. ~ E cant~ You don't have the tools for that. ~ E alread~ There is already a tunnel south, there is no reason for digging. ~ ! 0 0 0 A 1 look~ 1 south wall loose dirt~ if( rflag( reset1, room ) ) act_tochar( #closed, ch ); else { act_tochar( #open, ch ); }; ~ E open~ A small tunnel has been dug into the south window. ~ E closed~ You think you the dirt on the south wall is a little less packed than the others. Perhaps you could dig into it, if you had a shovel. ~ ! 0 0 0 -1 S #55517 In a Dirt Tunnel~ The air here is thick and musty, making it hard to breathe. To the north, there appear to be granite slabs on either side of some soft brown dirt. A small tunnel makes its way upwards, dirt packed on each side of it. ~ [Merior] this is a dead end? [Nivel] entrance to area. ~ 301465612 3 9 0 D0 ~ ~ 235 -1 55516 10 10 5 D4 ~ ~ 235 -1 55518 10 10 5 E slabs granite~ The granite slabs appear to be manmade. Small cracks in the mortar can be distinguished. There is packed dirt in between them, though, probably a hole of some kind. ~ A dig~ n north~ if( !is_open( room, north ) ) { if( has_obj( 1489, ch ) ) { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 1 ); open( room, north ); remove_rflag( reset1, room ); } else{ act_tochar( #cant, ch ); }; } else act_tochar( #already, ch ); ~ E dig~ You start to dig a path north with your shovel. ~ E rdig~ $n starts to dig a path north with his shovel. ~ E cant~ You cannot dig through the dirt with your bare hands, as the dirt is too well packed. ~ E already~ The tunnel north is already open. ~ ! 0 0 0 A 1 look~ 1 north loose dirt~ if( rflag( reset1, room ) ) act_tochar( #closed, ch ); else { act_tochar( #open, ch ); }; ~ E closed~ You think you the dirt on the north wall is a little less packed than the others. Perhaps you could dig into it, if you had a shovel. ~ E open~ A small tunnel has been dug into the north wall. ~ ! 0 0 0 A dig~ 1 up~ if( !is_open( room, up ) ) { if( has_obj( 1489, ch ) ) { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 1 ); open( room, up ); remove_rflag( reset2, room ); } else{ act_tochar( #cant, ch ); }; } else act_tochar( #already, ch ); ~ E dig~ You start to dig a path upwards with your shovel. ~ E rdig~ $n starts to dig a path upwards with his shovel. ~ E cant~ You cannot dig through the dirt with your bare hands, as the dirt is too thick. ~ E already~ A hole has already been formed, leading upwards. ~ ! 0 0 0 -1 S #55518 In a Circle of Pines~ White pines encircle a barren landscape of dirt. The dark, loose black earth looks out of place from the brown soil. The black, nutrient-rich soil in the middle is devoid of any grass or other plant life. A tiny path leads south through a natural archway of two pines, and there appears to be a larger path south of here. ~ [Starshine] add extra pines/archway, path/south [Starshine] add earth keyword to extra 1 ~ 301465612 3 9 0 D5 ~ ~ 235 -1 55517 10 10 5 E soil dirt down~ The black soil swirls about on the edges, creating a beautiful mixture of browns and blacks. The dirt in the middle is especially loose. ~ A dig~ 1 down soil dirt black~ if( !is_open( room, down ) ) { if( has_obj( 1489, ch ) ) { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 1 ); open( room, down ); remove_rflag( reset2, room ); } else{ act_tochar( #cant, ch ); }; } else act_tochar( #already, ch ); ~ E dig~ You start to dig a path down into the black earth with your shovel. ~ E rdig~ $n starts to dig a path into the black earth with his shovel. ~ E cant~ You cannot dig through the dirt with your hands; it is too hard. ~ E already~ A hole has already been formed in the earth below. ~ ! 0 0 0 -1 S #0