#AREA Mangits~ Kreel~ ~ 0 0 4 #ROOMS #49000 Narrow Path~ This narrow corridor winds through the sandstone. Tall and narrow, the tunnel is like a chimney, reaching high above to open up at the surface of the Narak Desert. A soft breeze carries sands from above. To the west is a large slab of sandstone. The corridor heads east. ~ [Phule] w is 48531 ~ 301465600 10 9 0 D1 ~ ~ 0 -1 49001 10 10 5 D3 slab of sandstone~ ~ 171 -1 48531 10 10 5 E slat sandstone~ A large slat of sandstone covers the outside of a narrow crevice heading west. ~ A move lift open~ stone slab sandstone slat~ if( is_open( room, west ) ) { send_to_char( #already, ch ); end; } else { send_to_char( #move, ch ); act_notchar( #rmove, ch ); open( room, west ); send_to_room( "A panel of rock to the east swings open.", find_room( 48531 ) ); } ~ E already~ The sandstone slab has already been moved aside, revealing a hole in the west wall. ~ E move~ You pull aside the slab of sandstone, revealing an opening to the west. ~ E rmove~ $n pulls aside a heavy slab of sandstone, revealing a large opening in the west wall. ~ ! 0 0 0 -1 S #49001 Narrow Path~ This narrow sandstone tunnel heads south and west. Sharp limestone jut from the walls; dust and pebbles litter the sandy floor. In many places, chisel marks and scratches mark the wall. ~ ~ 301465600 10 9 0 D2 ~ ~ 0 -1 49002 10 10 5 D3 ~ ~ 0 -1 49000 10 10 5 E marks chisel scratches~ In several places, the stone looks to have been chiselled away to broaden the path. ~ -1 S #49002 Bend in Narrow Path~ So narrow that anyone passing through here must move single-file, and turned sideways at that, this caverns turns north and east. Bleached-white bones lie half-buried in the sand. The shriek of a buzzard echoes far overhead, answered by more shrieks. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 49001 10 10 5 D1 ~ ~ 0 -1 49003 10 10 5 A listen~ ~ send_to_char( #birds, ch ); ~ E birds~ You hear the high-pitched cry of a hungry buzzard. At first there seems to be only one of the birds, then you hear multiple shrieks from all directions. ~ ! 0 0 0 -1 S #49003 Narrow Path~ The stone here is smooth, though chisel marks show in places. Several crude pictograms have been chipped into the wall just four feet above the floor. Dozens of footprints mark the sand, some heading east, but most heading west. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 49004 10 10 5 D3 ~ ~ 0 -1 49002 10 10 5 E pictograms pictures carvings~ These pictograms don't seem to represent much - just vaguely humanoid stick figures and other, unrecoginizeble shapes. The carvings are done crudely in an almost childish hand. ~ E footprints~ These footprints are slightly larger than a goblin's. They head both east and west. ~ -1 S #49004 Narrow Path~ Crude pictures, done in an almost childish hand, have been chipped into the sandstone. Parts of the walls have broken away, however, leaving gaping holes in many of the pictures. This entire canyon seems unstable, rocks bouncing down the walls, knocking loose pebbles and powdery tufts of sand. The corridor heads straight to the west and toward and bend to the east. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 49005 10 10 5 D3 ~ ~ 0 -1 49003 10 10 5 E pictures carvings~ These pictures seem to represent people of some sort, though they might also represent mountains or cattle or raindrops... ~ -1 S #49005 Narrow Path~ The walls here are smooth, almost polished. Large, yet crude, markings have been carved into places on the wall. They are totally undecipherable. Footprints stand out clearly on the sandy floor. Most of the footprints head northward. This narrow corridor heads north and west. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 49006 10 10 5 D3 ~ ~ 0 -1 49004 10 10 5 E markings~ These markings seem to be runic letters of some sort, but what they language they represent is unknown. ~ -1 S #49006 Sandstone Facade~ This chamber, hewn from the surrounding sandstone, is roughly square. It reaches far above, opening up into the Narak Desert. To the south is a rough, narrow canyon that leads back into the stone. But to the north is an ornate sandstone facade. A massive stone door stands in the facade, flanked by spiraling sandstone pillars. ~ ~ 301465600 10 9 0 D0 massive stone door~ ~ 391 1381 49007 10 10 5 D2 ~ ~ 0 -1 49005 10 10 5 E facade pillars door~ This building facade has been hewn from the very rock. Its pillars and doorway all seem to be carved from the same piece of rock. The door is heavy and fitted with a massive keyhole. ~ E keyhole~ You look in the keyhole, but cannot see anything. ~ A open unlock~ n north door stone~ if( !mob_in_room( 1194, room ) ) continue; else { send_to_char( #stat, ch ); act_notchar( #rstat, ch ); mob = mob_in_room( 1194, room ); attack( mob, ch, 1d8, "stone scimitar" ); } ~ E stat~ The headless statue suddenly comes alive, raising its sword! ~ E rstat~ As $n tries the stone door to the north, the headless stone statue comes alive, raising its sword! ~ ! 0 0 0 1194 9 1509949540 3 0 1194 9 1509949540 3 0 1381 17 1509949540 -1 0 -1 S #49007 Dim Foyer - At the Large Sign~ In the center of this dim foyer is a stairwell, which spirals downward to a well-lit hallway. The walls are sandstone, scratched and aged. Several old, iron sconces, flecked with rust, hang on the east and west walls. To the south is a massive stone door. On the north wall is an enormous sign. ~ ~ 301465613 0 5 0 D2 ~ ~ 391 1381 49006 10 10 5 D5 ~ ~ 0 -1 49008 10 10 5 E sign~ Mangar's Violence Academy Home of Mangar's Rampant Destruction Team All trespassers will be...DESTRUCTED. ~ -1 S #49008 Long, Decorated Hall~ This room is covered with decoration - from long, opulent tapestries to several small paintings of ugly, goblin-like faces. Old, dented shields, crossed with nicked and battered swords, hang on the walls. Low glass cases filled with ornaments and trophies of all sort line both walls. The hallway heads north into a larger room. A spiral staircase leads up. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49009 10 10 5 D4 ~ ~ 0 -1 49007 10 10 5 E tapestries~ These tapestries, at one time, would have been beautiful depictions of epic battle scenes. However, someone has painted black mustaches on nearly every face in the tapestries, even the women. ~ E paintings~ These paintings show the faces of ugly, green-skinned little creatures with yellow tusks. The paintings are labeled with names that look utterly unpronouncable. ~ E swords shields weapons~ Old, battered shields and battle-worn swords are mounted firmly on the stone walls, held in place by heavy iron bands. ~ E cases~ The glass cases are filled with various trophies. ~ E trophies~ Some of the trophies in the case are: 1st-Place - Intramural Swordfighting 1st-Place - Rape and Pillage Runner up - The Great Castle Seige of 984 ~ A get take~ weapons shields swords~ send_to_char( #no, ch ); ~ E no~ The shields and weapons are too firmly mounted on the walls to be taken. ~ ! 0 0 0 1191 9 1509949540 3 0 1191 9 1509949540 3 0 -1 S #49009 Reception Area~ This is the Rampant Destruction Team's reception area. On the west wall is a massive wooden desk, stacked with leaning piles of paperwork. Large wooden cabinets, also stacked with paperwork, entirely cover the east wall. Paintings of various ugly little green faces line the west wall. To the north is a broad arch leading into another room; to the south is a hallway. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49010 10 10 5 D1 cabinet~ ~ 171 -1 49013 10 10 5 D2 ~ ~ 0 -1 49008 10 10 5 E desk~ The desk is covered with piles of paperwork. ~ E paintings~ These paintings show the grim, stolid faces of many ugly green creatures. ~ E cabinets~ Heavy wooden cabinets, stacked with papers, line the east wall. One of them seems to be pulled away a little. ~ A move pull~ cabinet~ if( is_open( room, east ) ) { send_to_char( #already, ch ); end; } else { send_to_char( #move, ch ); act_notchar( #rmove, ch ); open( room, east ); } ~ E already~ The cabinet has already been pulled away, revealing a narrow hallway to the east. ~ E move~ You pull the heavy cabinet away from the wall, revealing a narrow hallway heading east. ~ E rmove~ $n pulls a cabinet away from the wall, revealing a narrow hallway heading east. ~ ! 0 0 0 1192 137 1509949540 3 0 -1 S #49010 Cloak Room~ Dozens of wooden pegs protrude from the walls of this small antechamber. Lining the walls at the floor are long wooden racks, ostensibly intended to hold boots. On the north and east walls are heavy wooden doors; on the south wall is a broad arch. ~ ~ 301465605 0 5 0 D0 heavy wooden door~ ~ 131 -1 49016 10 10 5 D1 heavy wooden door~ ~ 131 -1 49011 10 10 5 D2 ~ ~ 0 -1 49009 10 10 5 E pegs~ These cloak-pegs are set into the wall four feet above the floor. Many of them are broken. ~ E racks~ These boot-racks are old, cracked in most places, and covered with sand and mud. ~ -1 S #49011 Conditioning Room~ Strange stone-and-metal implements lie scattered around this large room. Many of them are long metal poles fitted at both ends with stone discs of varying sizes. Several benches lie around, some attached to complex systems of weights and pulleys. On the west wall is a large wooden door. On the east wall is a smaller door, with little wips of steam rolling from underneath. ~ ~ 301465605 0 5 0 D1 small door~ ~ 131 -1 49012 10 10 5 D3 heavy wooden door~ ~ 131 -1 49010 10 10 5 E poles implements~ These poles are about three feet long and are fitted at both ends with stone weights. ~ E benches weights pulleys~ These benches are set up with a counter-weighted pulley system. A metal wire, attached at one end with a wooden handle, runs over the pulley and down to a block of weights. ~ E steam~ Little wips of steam roll from underneath the door to the east. ~ A lift use~ weights machines~ if( cflag( 39, ch ) ) { send_to_char( #already, ch ); end; } if( find_stat( ch, str ) > random( 15, 21 ) ) { send_to_char( #lift, ch ); act_notchar( #rlift, ch ); if( mob_in_room( 1195, room ) ) { send_to_char( #give, ch ); act_notchar( #rgive, ch ); obj_to_char( oload( 1389 ), ch ); } } else { send_to_char( #no, ch ); act_notchar( #rno, ch ); } set_cflag( 39, ch ); ~ E lift~ You lift the weights. You pump up on the the machines. You step away feeling your muscles. Gods, you feel sore! ~ E rlift~ $n lifts the weights, pumps up on the machines, and steps away flexing $s bulging muscles. ~ E give~ The mangit weight trainer lifts an eye at you, nodding with approval. He pounds your shoulders. "Good work! You've earned one of these!" He hands you a broad leather belt. ~ E rgive~ The mangit weight trainer lifts an eye at $n, nodding with approval. He pounds on $n's shoulders. "Good work! You've earned one of these!" He hands $n a broad leather belt. ~ E no~ You struggle, heave, and grunt, but can't lift the heavy stone weights. ~ E rno~ $n struggles, heaves and grunts, but can't lift the heavy stone weights. ~ E already~ You can gain nothing further by lifting the weights again. ~ ! 0 0 0 1195 169 1509949540 3 0 1196 201 1509949540 3 0 1196 201 1509949540 3 0 -1 S #49012 Steam-Filled Room~ Steam fills this stone room. Red-hot coals smolder in a massive stone pit in the floor. Next to the pit are a bucket of water and ladle. Wooden benches line the walls. Barely visible through the cloud of steam, doors stand out on the north and west walls. ~ ~ 301465605 0 5 0 D0 wooden door~ ~ 131 -1 49021 10 10 5 D3 small door~ ~ 131 -1 49011 10 10 5 E pit coals~ This pit is deep and wide, filled with smoldering, red-hot coals. ~ E bucket ladle~ A bucket and ladle have been attached to the side of the stone pit. ~ A ~ ~ if( mob_in_room( 1197, room ) ) { wait( 1 ); act_tochar( #ladel, ch ); } ~ E ladel~ @CA snivelling little mangit ladels water into a pit of coals in the center of the room, producing clouds of steam.@n ~ ! 1 0 9 1197 9 1509949540 3 0 1196 9 1509949540 2 0 1196 9 1509949540 2 0 -1 S #49013 Short Hallway~ This short, simple hallway leads east and west, and seems to have not been used for a long time. Dust coats the floor and hangs in thick cobwebs that consume the ceiling and walls. To the east is a plain wooden door. To the west is hole in the wall, covered by what looks to be the back of a wooden cabinet. ~ ~ 301465605 0 5 0 D1 plain wooden door~ ~ 131 -1 49014 10 10 5 D3 cabinet~ ~ 171 -1 49009 10 10 5 E hole west cabinet~ To the west is a hole in the wall, which seems to lead west, except is blocked by the back of a wooden cabinet. ~ A move push pull~ back cabinet~ if( is_open( room, west ) ) { send_to_char( #already, ch ); end; } else { send_to_char( #move, ch ); act_notchar( #rmove, ch ); open( room, west ); } ~ E already~ The cabinet has already been pushed aside, opening the hole to the west. ~ E move~ You push aside the cabinet, clearing an opening to the west. ~ E rmove~ $n pushes aside the cabinet, clearing an opening to the west. ~ ! 0 0 0 -1 S #49014 Small, Dusty Room~ The dust is so thick in this room it causes tears. The room is roughly cubical, and is completely empty. On the west wall is a simple door, while on the south wall is a rather large door, fixed with a sign. ~ ~ 301465605 0 5 0 D2 large wooden door~ ~ 131 -1 49015 10 10 5 D3 plain wooden door~ ~ 131 -1 49013 10 10 5 E door~ The door is heavy, but looks unlocked. It is fixed witha sign. ~ E sign~ Storage Room - Keep Out ~ -1 S #49015 Storage Room~ Roughly 15x15, this small room is filled with old, warped wooden shelves. The walls are entirely covered with mindless, unintelligible scribbling. The floor, however, is exceptionally clean, giving the faintest scent of pine. On the north wall is a large door. ~ ~ 301465605 0 5 0 D0 large wooden door~ ~ 131 -1 49014 10 10 5 E shelves~ These shelves are old and warped beyond any usefulness. They area also utterly bare. ~ E scribblings scribbles~ These scribbles are written in a shaky, uncertain hand, and don't seem to represent much of anything. ~ A smell~ ~ send_to_char( #pine, ch ); ~ E pine~ The scent of pine fills your nostrils. You look at the beautifully polished floor and think, "I can see my face in it!" ~ ! 0 0 0 1193 137 1509949540 3 0 -1 S #49016 South in a Long Hallway~ This long, broad hallway heads north and south. The walls are hung with old shields and battle-worn swords. There are also several long, thin strips of cloth emblazoned with various slogans. The floor is smooth and well-crafted of interlocking granite bricks. On the south wall is a large, heavy door. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49017 10 10 5 D2 heavy wooden door~ ~ 131 -1 49010 10 10 5 E shields swords~ The walls are decorated with the aged implements of war, rusty, battered and useless. ~ E strips cloth~ These decorative cloth strips hang along the walls, sporting various slogans. ~ E slogans~ "Seek the path. Kill everyone who is already on it, then claim it for your own." "Peace is the worst insult you can ever receive." "Guard well the children. Little nippers are tougher than they look." "Spare the women...until the men, children and cattle have been taken care of." ~ A get take~ weapons swords shields~ send_to_char( #no, ch ); ~ E no~ The old shields and weapons are mounted firmly to the wall, and are impossible to take. ~ ! 0 0 0 1198 9 1509949540 3 0 1198 9 1509949540 3 0 -1 S #49017 North In a Long Hall~ Opulent paintings and ornate tapestries hang on the walls alongside various implements of war. This hallway is long and broad, heading southward. Large torches glow in sconces mounted in the stone walls. To the north is a massive arch, and to the east is a heavy-looking oak door. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49023 10 10 5 D1 heavy oak door~ ~ 131 -1 49018 10 10 5 D2 ~ ~ 0 -1 49016 10 10 5 E paintings tapestries~ The artwork here has been vandalized by crude pictures and various offensive words. ~ E weapons~ Weapons, eaten with rust and age, are solidly mounted with bands of iron on the stone walls. ~ E torches~ These torches are large and are burning brightly, so they must have been replaced recently. ~ A get take~ implements shields weapons~ send_to_char( #no, ch ); ~ E no~ The implements of war - shields and weapons - are too old to be of use, and are too firmly mounted to the wall in any case. ~ ! 0 0 0 1191 9 1509949540 3 0 -1 S #49018 Training Room~ This room reeks of blood and wet dog hair. The floor is cluttered with straw, gnawed bones, thick pieces of leather, and mangled man-sized cloth dolls. On the east and west walls are heavy oak doors. On the south wall is a very large door, fitted with a sign and a huge iron lock. ~ ~ 301465605 0 5 0 D1 heavy oak door~ ~ 391 1483 49020 6 10 5 D2 massive door~ ~ 407 1506 49019 10 10 5 D3 heavy oak door~ ~ 131 -1 49017 10 10 5 E dolls~ These dolls are made of cloth. Their stuffing - thin canvas strips - is tossed about the room. The dolls have been mangled almost beyong recognition. ~ E sign~ Unless You Want To Die A Very Horrible, Bloody Death - Keep Out. ~ 1200 169 1509949540 3 0 1220 201 1509949540 3 0 1220 201 1509949540 3 0 -1 S #49019 Mouth of a Gaping Pit~ All around the walls are large signs with big, bold writing. The walls are gouged with long, deep slashes and scorch marks. On the floor is a dark, gaping pit. A rancid stench drifts upward from the pit - a eye-stinging amaglam of blood, sweat and urine. A heavy door leads northward. ~ ~ 301465605 0 5 0 D0 massive door~ ~ 407 1506 49018 10 10 5 D5 ~ ~ 0 -1 49061 10 10 5 E signs~ They read: - Keep out. - Go away. - We mean it. - This is some mean stuff. ~ E slashes gouges scorch marks~ The walls are deeply scarred with long scratches that have torn away entire chunks of stone. In some places the stone is scorched. ~ E pit~ The pit looks hastily constructed - hacked out of the sandy floor without much regard to its appearance. The walls seem rough enough that the pit could be climbed without much trouble. ~ -1 S #49020 Kennel~ Large wooden boxes with steel-barred doors are stacked from floor to ceiling. The room stinks of dogs, the floor is littered with straw and bits of food. On the south wall is a large, commanding sign. On the west wall is an oak door. ~ ~ 301465605 0 5 0 D3 heavy oak door~ ~ 391 1483 49018 10 10 5 E boxes~ These boxes seem built to hold rather fierce animals. They are constructed of heavy oak, banded with metal, and their doors are made of heavy iron bars. ~ E sign~ Whatever you do...DON'T TAUNT THE DOGS! ~ A taunt~ dogs animals~ if( rflag( reset0, room ) ) { if( !mob_in_room( 1201, room ) ) { remove_rflag( reset0, room ); act_tochar( #dog, ch ); act_notchar( #rdog, ch ); mob_in_room( mload( 1201, room ), room ); mob = mob_in_room( 1201, room ); victim = ch; attack( mob, ch, 3d5, "savage bite" ); } else continue; } else { send_to_char( #taunt, ch ); act_notchar( #rtaunt, ch ); } ~ E dog~ You ruthlessly taunt the trapped dogs. One of them, the size of a small horse, bangs and thrashes around the inside of his cage until the door flings open. ~ E rdog~ $n ruthlessly taunts the trapped dogs. One of them, the size of a small horse, bangs and thrashes around the inside of his cage until the door flings open. ~ E taunt~ You ruthlessly taunt the dogs. They rattle around the insides of their cages and bark wildly. ~ E rtaunt~ $n rutheless taunts the dogs. They rattle around the insides of their cages and bark wildly. ~ ! 0 0 0 -1 S #49021 Bath Room~ Pegs line the walls here, and set into the floor is a long, rectangular basin filled with water. Steam rises in soft tendrils from the water's surface. This entire room is warm. On the south wall is a stout wooden door. ~ ~ 301465605 0 5 0 D2 wooden door~ ~ 131 -1 49012 10 10 5 E basin~ Steam rolls upward from the surface of the water that fills this long, deep basin. The water looks a little unclean; a thin layer of scum gathers at the basin's edges. ~ 1196 9 1509949540 2 0 -1 S #49022 A Cavernous Hall~ Arches and pillars run along on both the east and west sides, giving this room the vague impression of being a hallway. Broad and carved of sandstone, the hall heads north. Arches to the east and west lead to similar halls. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49026 10 10 5 D1 ~ ~ 0 -1 49024 10 10 5 D3 ~ ~ 0 -1 49023 10 10 5 -1 S #49023 A Cavernous Hall~ This enormous hall heads to the north and south. The construction is open and breezy - having no walls to the east, but large sandstone pillars and broad arches. The system of arches and pillars continues to the east, giving the impression that this is one titanic room. To the south is another arch, leading into a long hallway. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49028 10 10 5 D1 ~ ~ 0 -1 49022 10 10 5 D2 ~ ~ 0 -1 49017 10 10 5 1203 9 1509949540 3 0 -1 S #49024 A Cavernous Hall~ This is the southeast corner of a network of three parallel hallways, separated only by broad arches. The hall is well-lighted by massive stone chandeliers that hang high above. Several large pictures adorn the east wall - pictures of ugly little creatures with gray-green faces and tusked mouths. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49027 10 10 5 D3 ~ ~ 0 -1 49022 10 10 5 1203 9 1509949540 3 0 1203 9 1509949540 3 0 -1 S #49025 Narrow Path~ Under Construction. ~ ~ 301465605 0 5 0 -1 S #49026 A Cavernous Hall~ This is the northermost part of a long, cavernous hallway. To the east and west are arches leading into other halls, and to the north a broad, open door leads to a well-lit dining room. On the north wall above the door is a small shield crossed by two enormous wooden spoons. ~ ~ 301465605 0 5 0 D0 ~ ~ 0 -1 49029 10 10 5 D1 ~ ~ 0 -1 49027 10 10 5 D2 ~ ~ 0 -1 49022 10 10 5 D3 ~ ~ 0 -1 49028 10 10 5 E spoons shield~ To large wooden spoons have been laid across a round wooden shield then mounted on the wall above the door to the north. ~ A get take~ shield spoons~ send_to_char( #no, ch ); ~ E no~ The shield and spoons are too firmly mounted to the wall to be taken. ~ ! 0 0 0 1203 9 1509949540 3 0 -1 S #49027 A Cavernous Hall~ This is the northeast corner of a extensive network of pillars and arches. Although the network is constructed in the form of three parallel hallways running north and south, its open, arched walls give the impression of this being a single, enormous room. This part of the hall leads southward, and to the west stands an arch leading into another hall. ~ ~ 301465605 0 5 0 D2 ~ ~ 0 -1 49024 10 10 5 D3 ~ ~ 0 -1 49026 10 10 5 -1 S #49028 A Cavernous Hall~ This system of halls and arches heads south and east. The walls are carved of heavy sandstone and hung with a variety of banners, pictures and weapons. To the north is a simple wooden door. To the west is a large door, marked with a rectangular sign. ~ ~ 301465605 0 5 0 D0 simple wooden door~ ~ 131 -1 49031 10 10 5 D1 ~ ~ 0 -1 49026 10 10 5 D2 ~ ~ 0 -1 49023 10 10 5 D3 large door~ ~ 391 1526 49035 7 10 5 E banners pictures weapons~ All the decorations here look as if they were, at one time, very fancy, but have been vandalized and battered. ~ E sign~ To the Hall of Learning ~ 1206 9 1509949540 3 0 1206 9 1509949540 3 0 1526 17 1509949540 -1 0 -1 S #49029 West in Mangar's Dining Room~ A long wooden table heads east and west through this dining room. Several simple chairs surround them table, some of them overturned and all of them splattered with food. The table is bare, showing many knife marks, crude graffitti, and gravy stains. To the west and south are open doorways. ~ ~ 301465605 0 5 0 D1 ~ ~ 0 -1 49030 10 10 5 D2 ~ ~ 0 -1 49026 10 10 5 D3 ~ ~ 0 -1 49031 10 10 5 E marks graffitti~ "Snubg wuz hear" ~ -1 S #49030 East in Mangar's Dining Room~ A low, dirty table, marked with scratches and stains, heads east and west through this long dining room. Dozens of small chairs, most of them broken and gravy-stained, surround the table. At the eastern end of the table is a high-backed chair, larger than the others. That chair is in perfect condition - its satin seat and back shimmering. ~ ~ 301465605 0 5 0 D3 ~ ~ 0 -1 49029 10 10 5 E chair~ This chair is in perfect condition and sits ponderously at the end of the table. Given its pristine condition and opulent construction, it looks out of place. ~ -1 S #49031 Mangar's Kitchen~ Piles of food, overturned cauldrons, dirty utensils, and rotting animal carcasses litter the floor and tables of this large, messy kitchen. In two massive fireplaces hang enormous iron kettles, their undersides blackened with flame. An acrid, sour stench rises from the kettles. To the north is wooden door, its metal hinges oddly touched with frost. To the east is an open doorway leading to a dining room. ~ ~ 301465605 0 5 0 D0 cold wooden door~ ~ 131 -1 49032 10 10 5 D1 ~ ~ 0 -1 49029 10 10 5 D2 simple wooden door~ ~ 131 -1 49028 10 10 5 E kettles~ A slimy pale-green stew simmers in the large, blackened kettles. The stench would gag a camel. ~ E hinges~ The metal hinges of the door on the north wall are touched with a light layer of frost, as is the area under the door. ~ E cauldrons utensils carcasses~ The kitchen is littered with a variety of battered cooking implements, as well as stinking carcasses ready to be dressed for dinner. ~ 1204 9 1509949540 3 0 -1 S #49032 The Cold-Storage Room~ This room is incredibly cold, stacked with huge blocks of ice. Carcasses of every imaginable animal hang from the ceiling on iron meathooks. The icy floor is splotchy with deep red stains where the blood of the slaughtered animals drips slowly to congeal in a puddle of frost on the floor. The room heads east, where there are more carcasses. ~ ~ 301465605 0 5 0 D1 ~ ~ 0 -1 49033 10 10 5 D2 cold wooden door~ ~ 131 -1 49031 10 10 5 E ice blocks~ The cold in this room comes from dozens of enormous blocks of ice, stacked from floor to ceiling. ~ E carcasses animals~ Animals of all sorts - from rabbits to vultures, hang gutted on bloody iron meathooks. ~ -1 S #49033 The Cold-Storage Room~ The animals that hang here must be freshly slaughtered, steam still rising from the gaping wounds in their flesh. Frost covers the walls and floor, mingled with a thin pool of water as the enormous blocks of ice that fill this room slowly melt. In the center of the room is a low preparation table, covered with blood and stacked with bloody innards. ~ ~ 301465605 0 5 0 D3 ~ ~ 0 -1 49032 10 10 5 E table~ This table is piled with carnage. Organs and innards, steaming in the cold air, lie in pools of blood. ~ 1205 9 1509949540 3 0 -1 S #49035 Stairwell~ A flight of massive stone stairs winds upwards. Torches lines the walls, rising in a spiral with the staircase. This room is simple and undecorated, the floor is of the plainest stone and is somewhat dirty. To the east is a large door. ~ ~ 301465605 0 5 0 D1 large door~ ~ 391 -1 49028 10 10 5 D4 ~ ~ 0 -1 49036 10 10 5 -1 S #49036 Stairwell~ This simple, cylidrical room is dominated by a spiraling stairwell, which leads downward. The walls are rough and unadorned, the ceiling low. On the east wall is a massive iron door, marked with a bronze placard. ~ ~ 301465605 0 5 0 D1 massive iron door~ ~ 131 -1 49037 10 10 5 D5 ~ ~ 0 -1 49035 10 10 5 E placard~ The Hall of Learning - Students and Instructors Only! ~ 1206 137 1509949540 3 0 -1 S #49037 The Hall of Learning~ A heavy red carpet covers the floor of this long hallway. Swords, sconces and scorch marks dot the walls from floor to ceiling. To the west is a heavy iron door; and to the north and south are heavy wooden doors, both fitted with signs. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49038 10 10 5 D1 ~ ~ 0 -1 49040 10 10 5 D2 heavy door~ ~ 131 -1 49039 10 10 5 D3 massive iron door~ ~ 131 -1 49036 10 10 5 E north south signs~ The sign on the north door reads: Initimidating Looks The sign on the south door reads: Terrifying Battle-Cries ~ E swords~ These swords are decorative rather than useful - their blades bent, chipped and rusted. ~ E sconces~ Several torches burn in sconces all through this hallway. ~ E scorch marks~ The walls are burned in several places, though the scorch marks have been mostly wiped away. ~ -1 S #49038 Intimidating Looks Room~ Simple in construction, this room has stone walls and a stone floor, mostly covered with a firm cloth mat. The room is otherwise empty and undecorated, except for a large sign on the north wall. A wooden door leads south. ~ ~ 301465605 0 5 0 D2 heavy door~ ~ 131 -1 49037 10 10 5 E sign~ This sign shows a face in a variety of intimidating looks. ~ 1207 41 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49039 Terrifying Battlecry Room~ The walls of this room are covered with thick mats, as if someone had tried to make the room soundproof. The floor covered with a similar mat, as is the back of the door to the north. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49037 10 10 5 E mats~ These heavy mats are made of several layers of heavy canvas and seem to be soundproofing. ~ 1208 169 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49040 The Hall of Learning~ This wide, red-carpeted hall heads east and west. All along the north and south walls are wooden doors fitted with brass plates. This hall has a heavy, dignified air and seems dim despite the many torches that burn in iron sconces on the wall. To hall stretches far to the east, but a short way to the west is an iron door. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49041 10 10 5 D1 ~ ~ 0 -1 49043 10 10 5 D2 heavy door~ ~ 131 -1 49042 10 10 5 D3 ~ ~ 0 -1 49037 10 10 5 E signs plates doors north south~ The sign on the north door reads: Brutality The sign on the south door reads: Desensitizing ~ -1 S #49041 Brutality Room~ Dried blood splatters the rough stone walls, floor, furniture, and the large sign, which shows diagrams of the average humanoid's vital areas. Several small wooden chairs are centered around a large table, atop of which is a man-sized cloth dummy, marked with Xs at its pressure points. Similar cloth dolls are stood upright between wooden poles around the room. To the south is a wooden door. ~ ~ 301465605 0 5 0 D2 heavy door~ ~ 131 -1 49040 10 10 5 E dolls~ Stuffing hangs from wicked from the wicked tears that cover nearly every portion of these cloth dolls. Someone has been extradordinarily rough with these dolls, having beaten them into lumpy, amorphous masses of cloth. ~ 1209 1065 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49042 Densitizing Room~ Straw, blood and discarded animal corpses litter the floor. The room reeks of blood and decay. Several blood-splattered small wooden chairs are here, turned toward a large wooden table stacked with the mangled bodies of furry animals. On the south wall is a large sign. On the north wall is a wooden door. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49040 10 10 5 E corpses~ Mangled beyond identification, the corpses of several small, furry creatures litter the the massive table at the head of this room. ~ E sign~ The sign reads: "If it's moving, you ain't done." ~ A ~ ~ if( !mob_in_room( 1209, room ) ) end; else act_tochar( #pound, ch ); ~ E pound~ @GA leather-clad professor stands here, pounding the limp body of a kitten against the side of a table. He looks at his students. "Ya gotta be mean! Ya gotta be mean!"@n ~ ! 1 0 1 1209 169 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49043 The Hall of Learning~ The long, carpeted hall extends to the east and west. On both the north and south walls stand heavy oaken doors, emblazoned with bronze placards. The walls seem particularly damaged here, scratched and chipped and burned in places. On the north wall is a painting of an ugly little creature with an eyepatch. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49045 10 10 5 D1 ~ ~ 0 -1 49044 10 10 5 D2 heavy door~ ~ 131 -1 49046 10 10 5 D3 ~ ~ 0 -1 49040 10 10 5 E signs placards north south door~ The sign on the north door reads: Kung-Fu The sign on the south door reads: Blunt Objects ~ E walls scratches chips burns~ This hall has seen some violence, its walls chipped, scratched and scorched. ~ E painting creature~ The painting shows a small, ugly creature with an eyepatch. Scars line his face like a miniature mountain range. Thick, yellow tusks protrude from the corners of his mouth. The painting is labeled with a brass plate, reading "Our Beloved Founder". ~ -1 S #49044 The Hall of Learning~ This part of the hall is ornate and opulently decorated. Long silk streamers, embroidered with elegant, twisting runes, hang on the walls. Torches burn in intricately wrapped brass sconces. The hallway continues to the east and west. To the north is heavy oaken door, inlaid with brass. The door to the south is surrounded by an inordinate amount of scorch marks. ~ ~ 301465605 0 5 0 D0 ornate door~ ~ 131 -1 49047 10 10 5 D1 ~ ~ 0 -1 49049 10 10 5 D2 scorched door~ ~ 131 -1 49048 10 10 5 D3 ~ ~ 0 -1 49043 10 10 5 E north south signs placards doors~ The sign on the north door reads: Sword Training The sign on the south door reads: Alchemy ~ E streamers~ Elegant silk streamers hang from the walls. The streamers might have been nice at one time, but their edges are now frayed and burned. ~ E runes~ The runes seem to be little more than embroidered scribbling. ~ E torches sconces~ Brass sconces, hung high on the walls, hold heavy torches that shed soft, dusky light on this hall. ~ -1 S #49045 Martial Arts Room~ This room is quite orderly, the many bamboo racks and wooden practice dummies nicely kept and set against the wall. The floor is covered with a cloth mat. Though it seems as if someone has made the attempt to clean up the blood that stains this mat, several dark patches remain. To the south is a wooden door. ~ ~ 301465605 0 5 0 D2 heavy door~ ~ 131 -1 49043 10 10 5 E racks dummies bamboo~ These training tools, though obviously well-used, are kept neatly against the walls in orderly rows. They do seem old, however, and battered almost beyond usefulness. ~ E stains patches~ Yup. Looks like blood. ~ 1210 41 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49046 Blunt Objects Training~ Blunt weapons of all sorts - clubs, staves, hammers, spoons - have been mounted, sealed with bronze and fitted on the stone walls. A fair amount of carnarge in the form of blood and teeth litter the floor, the teeth crunching underfoot. On the south wall, a large banner reads, "Get your point across - be blunt." ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49043 10 10 5 E clubs staves hammers spoons weapons~ These weapons have been bronzed and mounted on the walls, sealed with bands of iron. ~ E blood teeth~ The floor shimmers with a fresh coat of blood. Teeth and tufts of hair have been trampled into the layer of blood. ~ 1211 41 1509949540 3 0 1203 73 1509949540 3 0 1203 73 1509949540 3 0 -1 S #49047 Sword Training Room~ Wooden sword-stands line the floor. The walls are pasted with charts displaying fencing stances and various types of swords. The matted floor is speckled with blood, as are parts of the walls. To the south is an ornate wooden door. ~ ~ 301465605 0 5 0 D2 ornate door~ ~ 131 -1 49044 10 10 5 E sword-stands stands~ These sword-stands are made of heavy oak and are bolted to the floor. ~ 1212 41 1509949540 3 0 1203 73 1509949540 3 0 665 17 1509949540 16 0 1203 73 1509949540 3 0 665 17 1509949540 16 0 -1 S #49048 Cluttered Laboratory~ Low stone tables fill this small room. Beakers, flasks, and an assortment of colored liquids clutter the desks. An acidic smell fills the room, accompanied by a funny green smoke that hangs in the air. To the north and south are heavy wooden doors. ~ student will have key to south room ~ 301465605 0 5 0 D0 scorched door~ ~ 131 -1 49044 10 10 5 D2 heavy wooden door~ ~ 391 1530 49055 9 10 5 E tables~ These tables are heavy in construction - stone banded at the edged with thick iron. They seem to be made to take severe damage. ~ E beakers flasks liquids~ Burned on their bottoms, oily on their insides, these beakers and flasks are suffering from neglect. The colored liquids in some of them are smoking and bubbling, and in some cases warping the glass in which they are contained. ~ 1203 9 1509949540 3 0 1203 9 1509949540 3 0 1203 9 1509949540 3 0 1530 17 1509949540 -1 0 -1 S #49049 East in the Hall of Learning~ This long hall stretches far to the west, though just a short way to the east the hall ends. The walls are carved with large, goblin-like faces, which look in the hall with cold, slitted eyes. ~ ~ 301465605 0 5 0 D1 ~ ~ 0 -1 49052 10 10 5 D3 ~ ~ 0 -1 49044 10 10 5 E faces~ These faces none-too-friendly, yet are oddly serene as they stare into the hall with they narrow eyes. ~ -1 S #49050 Graduate Student Barrack~ The beds here are large, even somewhat ornate. They are carved of wood and and inlaid with brass runes of varying shapes and sizes. On the west wall are three wash basins - filled, polished and wiped dry around the edges. To the east the barrack continues, and on the north wall is a massive wooden door fitted with a sign. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49058 10 10 5 D1 ~ ~ 0 -1 49053 10 10 5 E basins~ Simple wooden basins, these hold the water with which the Mangit graduate students wash their slimy green faces. ~ E sign door~ The sign reads: - If this ain't important, start praying - ~ 1215 9 1509949540 3 0 -1 S #49051 Student's Quarters~ The student's quarters of Mangar's Rampant Destruction Team is a sorry affair of stained walls, unmade bunkbeds, and discared laundry. Various books, bent and dog-eared, litter the floor. On the west wall is a wash-basin, which looks as if it hasn't held water for fifty years. The quarters head to the east. ~ ~ 301465605 0 5 0 D1 ~ ~ 0 -1 49054 10 10 5 E books~ Some of the books are: - A Treatise on Applied Violence - 101 Ways to Start a Fight - The Dummie's Guide to Rape and Pillage Oddly enough, there aren't as many of these books as there are Cliff's Notes versions of them. ~ E wash-basin basin~ This wash basin is old and warped and moldy and looks totally incapable of holding liquids. ~ 1203 9 1509949540 3 0 1203 9 1509949540 3 0 -1 S #49052 End of the Hall of Learning~ Two large wooden doors stand on the north and south walls. This is the east end of the Hall of Learning. The hall stretches far to the west, lined with torches, the floor covered with thick red carpet. On the east wall is a large engraving of an enormous warhammer. ~ ~ 301465605 0 5 0 D0 heavy door~ ~ 131 -1 49053 10 10 5 D2 heavy door~ ~ 131 -1 49054 10 10 5 D3 ~ ~ 0 -1 49049 10 10 5 E engraving warhammer hammer~ The hammer is a large, two-handed weapon, surrounded by jagged bolts. ~ -1 S #49053 Graduate Student Barrack~ These barracks are orderly and well-organized - the beds made, the floors mopped, the walls polished to a high shine. Except for the beds, however, this room is empty. It would seem as though graduate students don't own much. On the south wall is a heavy door, and to the west the barrack continues. ~ ~ 301465605 0 5 0 D2 heavy door~ ~ 131 -1 49052 10 10 5 D3 ~ ~ 0 -1 49050 10 10 5 1215 9 1509949540 3 0 1215 9 1509949540 3 0 -1 S #49054 Student's Quarters~ This long room, which stretches to the west, is filled with bunked wooden beds. The room smells of sweat and old laundry and is littered with discarded clothing, torn sheets and, in some places, yellow teeth. To the north is a large wooden door, and to the south is an imposed, brass-banded door labeled "Knock Before Entering." ~ ~ 301465605 0 5 0 D0 large wooden door~ ~ 131 -1 49052 10 10 5 D2 heavy door~ ~ 391 -1 49056 10 10 5 D3 ~ ~ 0 -1 49051 10 10 5 A knock~ door~ if( mob_in_room( 1214, find_room( 49056 ) ) ) { send_to_char( #knock, ch ); act_notchar( #rnock, ch ); unlock( room, south ); end; } else { send_to_char( #nope, ch ); act_notchar( #rno, ch ); } ~ E knock~ You bang on the door to the south. After a moment, lock clicks. ~ E rnock~ $n bangs on the door to the south. After a moment, the lock clicks. ~ E nope~ You bang on the door to the south. ~ E rno~ You bang on the door to the south. ~ ! 0 0 0 1203 9 1509949540 3 0 1203 9 1509949540 3 0 1203 9 1509949540 3 0 -1 S #49055 The Alchemist's Laboratory~ Liquids of all kinds bubble in glass beakers on the tables and many shelves of this laboratory. The walls are pock-marked and burned; in some places the scars are so deep they have eaten through almost to the next room. To the north is a massive wooden door, reinforced with bands of steel and with heavy hinges. ~ ~ 301465605 0 5 0 D0 reinforced door~ ~ 391 1530 49048 10 10 5 E liquids~ These liquids look bad and smell worse. ~ 1213 9 1509949540 3 0 -1 S #49056 Sergeant Slogmer's Office~ This tidy, Spartan office holds only a simple desk, a small wooden cabinet, and an axe stand. The walls and floor are clean, as is the surface of the desk, upon which is a rectangular wooden placard. On the north wall is a heavy oaken door, banded with polished brass. ~ ~ 301465605 0 5 0 D0 office door~ ~ 391 -1 49054 10 10 5 E placard~ Sgt. R.P.C. Slogmer ~ E sword-stand stand~ This simple sword-stand is made of maple, with two upturned claws to hold the blade and handle of a sword. ~ E door~ The heavy oak door is fitted with a large, sliding bolt. ~ A unlock move slide~ bolt door n north~ if( is_locked( room, north ) ) { send_to_char( #open, ch ); act_notchar( #ropen, ch ); unlock( room, north ); } else send_to_char( #already, ch ); ~ E open~ You slide open the heavy bolt, unlocking the door to the north. ~ E ropen~ $n unlocks the door to the north. ~ E already~ The door is already unlocked. ~ ! 0 0 0 1214 9 1509949540 3 0 -1 S #49057 Narrow Path~ Under Construction. ~ ~ 301465605 0 5 0 -1 S #49058 Gilded Hall~ This bright, torch-lit hall is decorated with gilded weaponry - gold covered daggers, swords, spears mounted solidly against the wall. Braided silken cords hang against the walls alonside large paintings, all of them showing the same face. To the south is a massive wooden door, and to the north the hallways ends in a huge leather-covered door, riveted with horizontal bands of brass. ~ ~ 301465605 0 5 0 D0 leather-bound door~ ~ 391 1550 49059 7 10 5 D2 heavy door~ ~ 131 -1 49050 10 10 5 E weapons weaponry daggers swords spears~ These shimmering, gilded weapons are mounted on the stone walls, and appear to have been chosen for their decorative qualities. ~ E cords~ These cords hang evenly along the walls. Their silk is old, worn and tattered. ~ E paintings face~ These paintings show again and again a small, ugly green face with an eyepatch and thick yellow tusks. Behind the figure's head is a golden halo. ~ E door~ This massive, impressive door look to be made of wood, but is covered with thick, glossy leather, which has been riveted in place. ~ 1216 9 1509949540 3 0 -1 S #49059 Mangar's Office~ This room is enormous, fully 30x30 with a high, valuted ceiling hewn from the very sandstone. All along the walls stand bookshelves, cabinets, and weapon racks. On the north wall is an enormous map of the world, colored Xs and movement lines etched in strategic locations. Carved into the east wall is an engraving of a massive warhammer. A heavy, mahogany desk dominates the center of the room, and behind the desk is an ornate, high-backed leather chair. ~ ~ 301465605 0 5 0 D2 heavy door~ ~ 391 1550 49058 7 10 5 D3 bookshelf~ ~ 171 -1 49060 10 10 5 E cabinets racks~ The cabinest and weapon racks are old and heavy, and mostly look unused. ~ E bookshelves shelves shelf~ A massive bookshelf stands on the west wall. Most of the books are covered with dust, except one, which reads, "The Art of Global Conquest." ~ E map~ This is a map of the entire world. Its lines and Xs seem to suggest troop movement and locations. ~ E engraving warhammer hammer~ This massive hammer is surrounded by jagged lines, suggesting lightning or thunder. ~ E desk chair~ A massive mahongany desk, stacked with paperwork, dominates the center of this room. Behind the desk is a large, leather chair with deep impressions worn in its seat. Atop the desk is a large, open diary. ~ E diary~ The most recent entry reads... "Is there any more reason for a man to be proud? More and more goblins come to us by the day, the alchemist is turning out mangits with incredible speed. The students progress nicely - they are stupid, but they know how to handle a sword. I am proud of them. Soon, so soon the day will come when my army and I shall step through the gate and drop upon the unsuspecting townsmen. Our marching will be as thunder through the realms. Not bad for the kid who flunked out of mercenary school." ~ A move get pull take~ book~ if( is_open( room, west ) ) { send_to_char( #already, ch ); act_notchar( #ral, ch ); end; } else { send_to_char( #click, ch ); act_notchar( #rclick, ch ); remove_rflag( reset0, room ); } ~ E already~ You pull on the book but nothing happens. ~ E ral~ $n pulls at a book on the bookshelf to the west, but nothing happens. ~ E click~ You pull on the book. From behind the wall comes a loud, metallic click. ~ E rclick~ $n pulls at a book on the bookshelf. From behind the west wall comes a metallic click. ~ ! 0 0 0 A pull move open~ shelf bookshelf~ if( is_open( room, west ) ) { send_to_char( #already, ch ); end; } else { if( rflag( reset0, room ) ) { send_to_char( #no, ch ); act_notchar( #rno, ch ); end; } send_to_char( #open, ch ); act_notchar( #ropen, ch ); open( room, west ); } ~ E already~ The bookshelf has already been pulled away, revealing an opening in the west wall. ~ E open~ You pull at the bookshelf, which moves easily. You have opened a room to the west. ~ E ropen~ $n pulls the bookshelf away from the west wall, opening a secret room. ~ E no~ You tug at the bookshelf, but can't make it budge. ~ E rno~ $n tugs at the bookshelf on the west wall, but can't make it budge. ~ ! 0 0 0 1217 9 1509949540 3 0 -1 S #49060 The Shimmering Gate~ A huge, shimmering disc of light dominates this small room. Thousands of colors bend and writhe inside the surface of the disc, which gives off a low hum. The disc stands upright, as if it were a hole in the air. Around the walls are shelves and heavy, iron-banded strongboxes. On the east wall is what looks to be the back of a secret door. ~ gate to chiiron small treasure in boxes ~ 301465605 0 5 0 D1 secret door~ ~ 171 -1 49059 10 10 5 E disc~ The disc is like a hole in the air, having almost no physical depth. It floats upright, shimmers with thousands of colors, and gives off a small hum. Deep, deep in the light are vague, moving shapes, little more than patches of gray. ~ E strongboxes boxes~ These large, heavy strongboxes lie along the walls and are covered with a layer of dust. ~ E back secret door~ To the east is a slab of wood, which seems to be the backside of a secret door inside the next room. It looks as if it can be pushed open. ~ A push open move~ secret door shelf~ if( is_open( room, east ) ) { send_to_char( #already, ch ); end; } else { send_to_char( #open, ch ); act_notchar( #ropen, ch ); open( room, east ); } ~ E already~ The door has already been opened, revealing a room to the east. ~ E open~ You push on the door, revealing a room to the east. ~ E ropen~ $n pushes on the wooden door, opening a room to the east. ~ ! 0 0 0 A enter~ disc gate light~ send_to_char( #go, ch ); act_notchar( #rgo, ch ); wait( 1 ); transfer( ch, find_room( 903 ) ); loop( followers ) { transfer( rch, find_room( 903 ) ); } ~ E go~ You step into the light, then feel yourself racing through the fabric of space. ~ E rgo~ $n steps into the disc of light then disappears. ~ ! 0 0 0 1546 49 1509949540 -2 0 3017 81 1509949480 -2 0 1013 81 1509949450 -2 0 16 81 1509949460 -2 0 858 81 1509949465 -2 0 2 81 1509949530 -2 0 2 81 1509949500 -2 0 2 81 1509949450 -2 0 2 81 1509949450 -2 0 14 81 1509949540 -2 0 14 81 1509949530 -2 0 14 81 1509949520 -2 0 14 81 1509949490 -2 0 -1 S #49061 Floor of a Pit~ This pit seems hastily dug - the walls are of crumbly sand, the floor is uneven and littered with rocks. The pit reeks of bodily odor, and the floor is soggy with various putrid liquids. A green, fetid miasma chokes the air, floating to the room above. An incredibly heavy iron chain has been riveted into the wall. The chain is just long enough to reach from one side of the pit to the other. ~ ~ 301465605 0 9 0 D4 ~ ~ 0 -1 49019 10 10 5 1202 9 1509949540 3 0 -1 S #0