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/
#AREA
Grotington~
Fenlyn, Rue~
~

1 0
3
#ROOMS

#60000
Orlumber Square~
You stand in the middle of town before a grimy stone fountain.  Bricks

built about a foot up the base of the fountain in a vertical plane curve

down to a horizontal plane creating a brick walkway going off in all

directions.  A strange amber-colored mist hovers over the town square

providing an even and diffuse light to the fountain and its surroundings.

~
[Fenlyn] random acode for fountain mist.

[Fenlyn] extras: amber mist, brick/walkway, north, east, west, south

[Fenlyn] Guards: aggr_good (ie. kick ass)

[Fenlyn] N: Yellow brick, S: Red brick, E: Green Brick, W: Blue Brick

[Fenlyn] done

[Merior] first sentence sounds odd

[Merior] make all guards no-bash, and shouldnt see invisible or hidden

[Merior] small goblin is just TOO small

[Merior] why do goblins color-code their streets? doesnt seem like it would be typical

~
335151109 1 7 0
D0
~
~
0 -1 60001 10 10 5
D1
~
~
0 -1 60007 10 10 5
D2
~
~
0 -1 60003 10 10 5
D3
~
~
0 -1 60005 10 10 5
E
mist amber~
The amber mist strangely hovers over the town square directly above the

fountain.  Even though the mist is translucent, the source of its light

is indeterminant.

~
E
brick walkway~
The bricks curve down from the fountain's base creating a multitude of

different colored brick walkways.  Even though it looks like some time

was spent constructing the walkway, large cracks already plague it.

~
E
1 east~
A walkway made of green bricks heads off to the east.

~
E
1 west~
A walkway made of light blue bricks heads off to the west.

~
E
1 north~
A walkway made of yellow bricks runs up the north road.

~
E
1 south~
The southern path leads down to a gate along a red brick road.

~
A
~
~
ch = rand_player( room );

act_tochar( #mist, ch );

act_notchar( #ncmist, ch );

modify_move( ch, 5 );

~
E
mist~
@cMist from the fountain hits your face as a quick breeze blows through the

town square.@n


You feel slightly invigorated.

~
E
ncmist~
@cMist from the fountain hits $n's face as a

quick breeze blows through the town square.@n

~
!
2 15 0
2530 17 1509949540 -2 0
1801 9 1509949540 3 0
227 9 1509949540 3 0
-1
S

#60001
Grottington Street~
Set into the west wall of the jagged rock, an old wooden door teeters

open and closed regularly from the small breeze that seems to wash

through the corridor.  Yellow brick placed together forms a

bright-colored walkway that heads north and south.  Sounds of trickling

water are coming from the south.

~
[Fenlyn] door action

[Fenlyn] done

~
335151108 1 6 0
D0
~
~
0 -1 60002 10 10 5
D2
~
~
0 -1 60000 10 10 5
D3
old wooden door~
old wooden door~
1 -1 60019 10 10 5
A
~
~
if( is_open( room, west ) ) {

  send_to_room( #closes, room );

  send_to_room( #closes2, find_room( 60019 ) );

  close( room, west );

  }

else {

  send_to_room( #opens, room );

  send_to_room( #opens, find_room( 60019 ) );

  open( room, west );

  }

~
E
closes~
A gust of wind shuts the old wooden door.

~
E
opens~
A small breeze gently opens the old wooden door.

~
E
closes2~
The old wooden door appears to close by itself.

~
!
4 500 0
1819 9 1509949540 3 0
-1
S

#60002
Grottington Street~
You stand before an elegant-looking temple door.  Mounted in the elegant

door is a multicolored stained glass window with a bit of damage to it. 

As light shines through the glass, a rainbow cascade of light shines upon

the otherwise dull gray stone walls.  The yellow-bricked walkway leads

south towards an amber glow.

~
[Fenlyn] modifed door to look crappy.  done

~
335151109 1 6 0
D0
elegant temple door~
elegant temple door~
131 -1 60020 10 10 5
D2
~
~
0 -1 60001 10 10 5
E
stained glass door elegant window~
The stained glass is shaped like a sunrise over a mountain scene.  Snow

tops the mountains as the orange sun appears to be rising behind it

giving the green grass in the foreground an almost indistinguishable tint. 

If the glass weren't cracked and holding itself in the door by some

divine power, it would look more beautiful than it already does.

~
E
gray stone colors rainbow~
A band of brilliant colors is displayed on the gray stone.  Several

colors have made their way to the stone wall, but the most omnipresent

one is a great streak of yellowish orange.

~
1824 169 1509949540 3 0
1823 73 1509949540 3 0
1823 73 1509949540 3 0
-1
S

#60003
Grottington Street~
The cave walls gradually become larger as the stone archway continues

from the south to the north.  The red brick walkway continues here, but

there are some small sand-colored bricks that seem to form a group of

letters.  Darkness envelops the cave to the south, but an amber glow to

the north allows you to see a small stone fountain.

~
[Fenlyn] sand-colored brick extra

[Fenlyn] glow amber extra

[Fenlyn] etching or marking extra


[Starshine] hmm... not sure evil tricksters would make a cute little brick welcome mat...

[Fenlyn] No, but their little slaves do.  Will try to add the illusion of

work being done by slaves.


[Starshine] I'm not even sure how lawful goblins can be...I always

thought they were mostly chaotic myself.

[Fenlyn] Guards are CE, Citizens NE, Slaveboss NE, Shopskeepers LE.

[Fenlyn] although I think an important thing to remember about the

goblins is that they are far less evil than, say, vyans.  at least that's

my perception.

~
335151116 1 6 0
D0
~
~
0 -1 60000 10 10 5
D2
~
~
0 -1 60004 10 10 5
E
amber glow north~
An amber glow seems to be mysteriously lingering above the stone fountain

to the north.  Closer inspection would be required to see more detail.

~
E
sand-colored brick letters~
The letters made out of sand-colored brick on the ground say, "Welcome to

Grottington." Etched into a red brick under the sand-colored bricks is a

small marking made with some sort of sharp object.  Most of the bricks

appear to be finely cut and placed into the ground, but some seem to be

cracked already.

Next to the cave wall, a brick is missing.

~
E
etching markings marks~
The small markings read, "Death to good."

~
-1
S

#60004
End of Grottington Street - Before the Gates~
You stand at the southernmost point of Grottington Street before a small

gate protecting the townspeople from their enemies.  The cave walls are

very jagged and rough, but the cave floor seems to be covered in red

brick forming a nearly smooth and level walkway.  The red-bricked walkway

continues north into the town.  A @elever@n is embedded into the cave

wall.

~
~
335151108 1 6 0
D0
~
~
0 -1 60003 10 10 5
E
lever~
The lever is embedded into the cave wall.  It doesn't look possible to

push it given that it's set in so far, but it may be possible to pull it.

~
E
walkway~
The walkway ends here at the gate, but it continues to the north.  All of

the bricks are red and appear to be in good condition, but some of them

appear to be missing as if they were either stolen or not put in yet.

~
A
pull~
lever~
if( is_open( room, south ) )

  act_tochar( #huh, ch );

else {

  act_tochar( #pulls, ch );

  act_notchar( #ncpulls, ch );

  send_to_room( #open, find_room( 26546 ) );

  open( room, south );

  }

~
E
huh~
The portcullis is already open.

~
E
pulls~
As you pull the lever, the portcullis to the south opens.

~
E
ncpulls~
$n pulls the lever, and the portcullis opens.

~
E
open~
The portcullis to the north is opened from the other side.

~
!
0 0 0
A
~
~
wait( 1 );

send_to_room( #closes, room );

send_to_room( #closes, find_room( 26546 ) );

close( room, south );

send_to_room( #ent, find_room( 84 ) );

~
E
closes~
The portcullis slowly closes.

~
E
ent~
@CSomeone has entered Grottington's town gate.@n

~
!
1 0 4
1824 169 1509949540 3 0
1823 73 1509949540 3 0
1823 73 1509949540 3 0
-1
S

#60005
Buize Road~
The cave walls appear to be slightly smaller than those to the east. 

Light blue bricks make up the rather shabbily made walkway in this cave

corridor.  To the south lies a dirt-covered cave floor while a strange

amber glow lies to the east.  The blue walkway continues to the west.

~
[Fenlyn] done

[Merior] say more about the walls then comparing them to the east (where

you may not have been) 

[Merior] here it says floor is south, yet south is a major street

~
335151108 1 6 0
D1
~
~
0 -1 60000 10 10 5
D2
~
~
0 -1 60013 10 10 5
D3
~
~
0 -1 60006 10 10 5
-1
S

#60006
Buize Road~
The aroma of freshly-cooked foods seems to be wafting in from the north. 

The most distinct smell is that of a freshly-baked loaf of bread.  Buize

Road ends here as the cave makes a sharp turn heading north into a

marketplace.  To the east, a faint amber light can be made out in the

darkness.

~
[Fenlyn] sniff air action

[Starshine] freshly-cooked. freshly-baked.

[Fenlyn] done

[Merior] i like the slave boss

[Merior] the bread sounds awfully nice for goblins to eat

[Merior] get the boss to summon help

~
335151108 1 6 0
D0
~
~
0 -1 60015 10 10 5
D1
~
~
0 -1 60005 10 10 5
A
sniff~
air 1 north~
act_tochar( #bread, ch );

~
E
bread~
Mmmmm.... bread.

~
!
0 0 0
A
sniff~
~
acode( room, 1 );

~
!
0 0 0
227 9 1509949540 3 0
1824 169 1509949540 3 0
1823 73 1509949540 3 0
1823 73 1509949540 3 0
-1
S

#60007
Buize Road~
The brick coming from the fountain to the west is now a shade of light

green forming a green walkway on this side of town.  Some of the mist

coming from the fountain to the west has made this room a bit humid. 

Some moss is growing at the base of the cave walls making it difficult to

determine where the walkway begins and the wall ends.  The walkway

branches off to a cobblestone road to the north, but the green-bricked

path continues east.

~
[Fenlyn] something to do with moss.  moss extra too


[Starshine] an action to make people slip on the slimy stone?

[Fenlyn] done

~
335151108 1 6 0
D0
~
~
0 -1 60011 10 10 5
D1
~
~
0 -1 60008 10 10 5
D2
~
~
0 -1 60023 10 10 5
D3
~
~
0 -1 60000 10 10 5
E
moss~
A light shade of green, this group of moss blends almost perfectly into

the green-bricked walkway.  Something appears to be shining through the

thick band of moss near the floor's edge.

~
A
~
moss green~
if( !rflag( reset0, room ) ) {

  act_tochar( #noway, ch );

  act_notchar( #ncnoway, ch );

  }

else {

  remove_rflag( reset0, room );

  if( random( 1, 100 ) == 1 ) {

    act_tochar( #plat, ch );

    act_notchar( #ncplat, ch );

    obj_to_char( oload( 16 ), ch );

    end;

    }

  if( random( 1, 100 ) >= 90 ) {

    act_tochar( #gold, ch );

    act_notchar( #ncgold, ch );

    obj_to_char( oload( 2 ), ch );

    end;

    }

  act_tochar( #noway, ch );

  act_notchar( #ncnoway, ch );

  }

~
E
noway~
You investigate the moss, but find only dew covering it.

~
E
ncnoway~
$n searches the moss, but doesn't appear to see anything unusual.

~
E
plat~
You find a platinum coin in the moss!

~
E
ncplat~
$n finds a platinum coin in the moss!

~
E
gold~
You find a gold coin in the moss!

~
E
ncgold~
$n finds a gold coin in the moss!

~
!
9 0 0
A
~
~
if( !is_player( ch ) )

  continue;

if( can_fly( ch ) )

  continue;

else {

  if( find_stat( ch, dex ) < random( 4, 16 ) ) {

    act_tochar( #trip, ch );

    act_notchar( #nctrip, ch );

    interpret( ch, "+sit" );

    }

  else

    continue;

  }

~
E
trip~
@GAs you try to leave the room, you lose your footing and slip on the moss.

~
E
nctrip~
@GAs $n tries to leave, $e loses $s footing and slips on the moss.

~
!
3 0 15
-1
S

#60008
Buize Road~
In the ceiling of this part of Buize Road, a small skylight has been

built.  The bricked walkway ends here, but the path continues to run

southward into a very small street.  The cave walls and ceiling to the

south appear to be closer than in this part of the cave.

~
[Fenlyn] extras: up/skylight


[Starshine] keyword 1 on extra of skylight?

[Fenlyn] by putting the 1 before the word up allows people to just look u.

[Fenlyn] done

~
335151104 1 6 0
D2
~
~
0 -1 60009 10 10 5
D3
~
~
0 -1 60007 10 10 5
E
skylight 1 up~
Crystal clear glass built into the skylight allows for peering outside

into the elements high above the town's cave structure.

~
1802 9 1509949540 3 0
1819 9 1509949540 3 0
1824 169 1509949540 3 0
1823 73 1509949540 3 0
1823 73 1509949540 3 0
-1
S

#60009
Goblin Way~
Upon examining the room the first thing you notice is the brightly

painted mural on the ceiling.  All of the multiple colors of the rainbow

used in the mural are pretty to look at, but the vapors of the fresh

painting are giving you a new perspective on things.

~
[Fenlyn] code hallucinate into this room so that anyone who enters gets

it, and anyone who leaves is neutralized.

[Fenlyn] only reason I think this rdesc is acceptable is becaue of the room affect it has.

[Fenlyn] look mural: dazed by the bright colors


[Starshine] hmm...when you are hallucinating, you can't look at the mural...

[Fenlyn] intersting problem.  I'll have to make an action.

[Fenlyn] done

~
335151108 1 5 0
D0
~
~
0 -1 60008 10 10 5
D1
~
~
0 -1 60026 10 10 5
D2
~
~
0 -1 60010 10 10 5
A
~
~
do_spell( hallucinate, ch, ch );

~
!
1 0 7
A
~
~
do_spell( neutralize, ch, ch );

continue;

~
!
3 0 7
A
look~
mural colors painting~
act_tochar( #look, ch );

~
E
look~
You are too dazed by the bright colors used in the mural to look at it

for too long.

~
!
0 0 0
1801 9 1509949540 3 0
-1
S

#60010
Goblin Way~
The foul stench of animal droppings emanates from the doorway to the west. 

The sounds of several birds chirping from that direction seem to indicate

that some sort of animal merchant is selling his goods there.  The shop's

doorway marks the end of the small cave pathway allowing only a western

or northerly exit.

~
[Fenlyn] faint chirping, animal noises action


[Starshine] emanates

[Starshine] extra of doorway?

[Fenlyn] done

~
335151108 1 5 0
D0
~
~
0 -1 60009 10 10 5
D3
~
~
0 -1 60027 10 10 5
E
doorway 1 west~
Not so much a doorway as it is an archway, the words "pet shop" are

carved into the cave wall above it.

~
A
~
~
send_to_room( #parakeet, room );

~
E
parakeet~
The beautiful song of a parakeet finds its way to your ear from the west.

~
!
2 100 0
227 9 1509949540 3 0
-1
S

#60011
Verzog Avenue~
Square cobblestones are attached to the cave floor.  Although the

cobblestones are not as jagged as the cave floor underneath, they are

still rough and have edges.  Mounted on the door to the east is a door

with some sort of yellow crest on it.  A green walkway lies to the south

as the cobblestone walkway continues to the north.

~
[Fenlyn] door extra


[Fenlyn] modified and done

~
335151108 1 5 0
D0
~
~
0 -1 60012 10 10 5
D1
door with a crest on it~
door crest~
131 -1 60024 10 10 5
D2
~
~
0 -1 60007 10 10 5
E
door crest~
Inscribed on the door's yellow crest in red letters:

@I@r"Grottington Guild of Guards"

~
1819 9 1509949540 3 0
-1
S

#60012
Verzog Avenue~
Freshly brewed beer odors seem to be coming from the room to the east. 

Several voices are also making their way out into the cave corridor. 

Given all the voices and carrying on, many people must be inside this

local tavern.  From here, exits lie to the east towards the tavern and

south towards the center of town.

~
[Fenlyn] done

~
335151108 1 5 0
D1
~
~
0 -1 60025 10 10 5
D2
~
~
0 -1 60011 10 10 5
-1
S

#60013
South Market Street~
Although this section of the South Market Street is covered with a very

large amount of dirt, parts of the rough stone floor stick out from under

the filth.  As the dirt path continues to the south, an unmarked doorway

leads to a smaller room to the west.

~
[Fenlyn] search action: dirt

[Fenlyn] done

~
335151108 1 5 0
D0
~
~
0 -1 60005 10 10 5
D2
~
~
0 -1 60014 10 10 5
D3
~
~
0 -1 60021 10 10 5
E
dirt~
No description~
A
~
dirt~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  obj_to_char( oload( 78 ), ch );

  act_tochar( #finds, ch );

  act_notchar( #ncfinds, ch );

  }

else

  act_tochar( #noway, ch );

~
E
finds~
You find a pebble in the dirt.

~
E
ncfinds~
$n finds a pebble in the dirt.

~
E
noway~
You find nothing.

~
!
9 0 0
-1
S

#60014
South Market Street~
The dirty path ends here before a doorway to the west.  Small bits of

junk seem to have gathered up in the corner of the cave wall evidently

placed there by the small draft that is blowing across your face. 

Remarkably, the cave wall to the south seems much smoother than any other

cave wall visible from here.

~
[Fenlyn] wind/breeze action

[Fenlyn] search junk/dirt action

[Starshine] permit finding of something in junk sometimes?

[Fenlyn] No.  This is the 'drive mortals batty' search action

[Merior] wall extra - comparison

[Merior] citizen mpc isnt done

~
335151108 1 5 0
D0
~
~
0 -1 60013 10 10 5
D3
~
~
0 -1 60022 10 10 5
E
smooth southern wall 1 south~
There's nothing unusual about the wall except that it is so smooth in

comarison to the other cave walls.  Much toiling must have been done to

make the wall look as it does.

~
A
~
junk dirt corner~
act_tochar( #nothing, ch );

~
E
nothing~
The junk in the corner looks worthless, so you leave it be.

~
!
9 0 0
A
~
~
send_to_room( #breeze, room );

~
E
breeze~
A small breeze blows around your face making it tingle.

~
!
2 100 0
1819 9 1509949540 3 0
1801 9 1509949540 3 0
-1
S

#60015
North Market Street~
Many smooth brown cobblestones line the tunneled street.  Most of them

appear to be at least four to five inches thick, but some are even larger. 

The smell of freshly-baked bread is stronger to the north, and an

irritating grinding metal noise echoes out into the corridor from the

room to the west.

~
[Fenlyn] acode to prevent says, gts in this room if possible.

[Fenlyn] nope.  I can't do this

[Fenlyn] random inflict from loud noise.

[Fenlyn] done

~
335151108 1 5 0
D0
~
~
0 -1 60016 10 10 5
D2
~
~
0 -1 60006 10 10 5
D3
~
~
0 -1 60018 10 10 5
A
~
~
if( num_in_room( find_room( 60018 ) ) >= 2 )

  end;

send_to_room( #grinding, room );

loop( all_in_room ) {

  i = 1d4+2;

  dam_message( rch, i, "The loud noise" );

  inflict( rch, mob, i, "massive ear trauma" );

  }

~
E
grinding~
@RA loud grinding noise attacks your ears!@n

~
!
2 500 0
-1
S

#60016
North Market Street~
A doorway to the east and a jagged rock face to the north mark the end of

North Market Street.  Several smells invade your nostrils here and they

grow stronger as you move closer to the door.  The smells seem to be a

mixture of baked bread and cooked meat.  A sign hangs on the cave wall

above the doorway.

~
[Fenlyn] sign extra

[Fenlyn] done

[Merior] rock extra

~
335151108 1 5 0
D1
~
~
0 -1 60017 10 10 5
D2
~
~
0 -1 60015 10 10 5
E
sign cave wall~
The sign attached to the cave wall reads,

@I@I@e"Welcome to Diner's Paradise"


@nA small arrow points directly to the doorway apparently indicating

what lies on the other side of it.

~
1819 9 1509949540 3 0
-1
S

#60017
The Diner's Paradise~
Several large wooden tables are arranged throughout the establishment. 

The five-foot long tables look like they are made of solid oak, and the

accompanying benches appear quite thick as well.  No visible signs of

dirt are present in the restaurant, and the hardwood floors are so shiny

that you can almost see your reflection in it.

~
[Fenlyn] table object, placard, look menu action (interpret list)

[Fenlyn] disable list, but make look menu pop it up

[Fenlyn] add mprog entering code.

[Fenlyn] done

[Merior] room seems awfully neat and clean for goblins

[Merior] waiter has no resistances or fight code 

~
335155236 1 5 0
D3
~
~
0 -1 60016 10 10 5
E
floor hardwood~
It looks like a slightly blurred image of yourself.

~
A
list~
~
if( !rflag( reset0, room ) ) {

  set_rflag( reset0, room );

  continue;

  }

else

  act_tochar( #perhaps, ch );

~
E
perhaps~
Perhaps you should take a look at the menu to see what you can buy.

~
!
0 0 0
A
look~
menu board~
act_notchar( #ncmenu, ch );

remove_rflag( reset0, room );

interpret( ch, "list" );

~
E
ncmenu~
$n looks over the restaurant's menu.

~
!
0 0 0
1798 9 1509949540 3 0
29 17 1509949490 -1 0
66 17 1509949510 -1 0
30 17 1509949470 -1 0
129 17 1509949510 -1 0
1399 17 1509949450 -1 0
2593 17 1509949470 -1 0
2594 17 1509949460 -1 0
173 17 1509949490 -1 0
2595 17 1509949515 -1 11
1801 9 1509949540 3 0
912 17 1509949540 -2 0
845 17 1509949540 -2 0
845 17 1509949540 -2 0
-1
S

#60018
Sniblik's House of Blades~
Blades of various varieties adorn the walls of Sniblik's shop.  In the

back of his shop, you can see some dark daggers that the merchant has

constructed.  Some of them are pretty long, but others are rather small. 

A glass display case is hung on the back wall behind the counter.  Inside

are several small daggers protected by a large lock.

~
[Fenlyn] entering code on mob.  stops grinding

[Fenlyn] ask sniblik daggers

[Fenlyn] done

[Merior] whiskers are awful silly-sounding for a goblin custom - not to

mention the mobs are too low level 

~
335155236 1 5 0
D1
~
~
0 -1 60015 10 10 5
E
glass display case~
Inside the case are several daggers varying in appearance.  Under each

dagger is a label identifying when it was made.

~
E
lock~
Securing the glass display case, the iron lock appears to be so rusted

that unlocking it now is only a fantasy.

~
E
labels~
The years on the label vary so greatly that Sniblik could not have

possible made all of them.

~
A
~
~
act_tochar( #stops, ch );

~
E
stops~
As you enter the shop, its proprietor stops grinding his stock of metal.

~
!
1 0 2
1797 9 1509949540 3 0
3006 17 1509949450 -1 0
3005 17 1509949540 -1 0
3028 17 1509949515 -1 0
1053 17 1509949445 -1 0
1103 17 1509949442 -1 0
3008 17 1509949450 -1 0
3007 17 1509949510 -1 0
1750 17 1509949540 -1 0
3000 17 1509949540 -1 0
3001 17 1509949450 -1 0
-1
S

#60019
Grottington Knowledge Center~
Arranged around the room are several thick books and blunt training

weapons.  They aren't neatly arranged, but there is a small bit of order

to its placement in the training center.  A solitary candle on a table

along the back wall provides a faint but adequate light to study by. 

Covering the center of the hardwood floor, an ancient goblin rug adds the

only bit of color to this grey-toned training center.

~
[Fenlyn] trainer place

[Fenlyn] extras: rug, candle, books, weapons

[Fenlyn] ask mob weapons... refers to Sniblik for training.

[Fenlyn] done

~
335151141 1 5 0
D1
old wooden door~
old wooden door~
1 -1 60001 10 10 5
E
ancient rug~
The ancient rug is colored brown with several dark red diamond shapes in

the foreground.  Surrounding all four edges of the rug is an old faded

yellow fringe.  Several marks and tears in the rug indicate that it is

either very old or not very well kept.

~
E
candle faint~
Covered in wax, the small candle has burnt its way down to nearly nothing. 

All that remains is a small piece of wick with a pitiful flame.

~
E
books thick~
Varying in size, the books each look quite old and tattered.  Closer

examination of the books reveals that each spine's printing has been worn

off by years of constant use.  The shelves on which the books sit are

made of a very low quality wood with several knots all over it.  One of

the shelves has split right around one of the knot holes.

~
E
weapons training~
In the corner of the room sits a long, tall spear with a blunt tip.  Next

to the spear, a shiny silver dagger and a blunt iron longsword seem to

stand next to the spear as if in a pose.

~
1800 9 1509949540 3 0
-1
S

#60020
Inside a Small Temple~
Unlike the other parts of town, the temple walls are very smooth and

shaped like a dome.  A fireplace on the west side of the room provides

warmth to the temple and a fair amount of light that flickers with a

reddish glow on the domed walls and ceiling.  The temple exit to the

south leads to Grottington Street.

~
[Fenlyn] extra: fireplace, dome

[Fenlyn] firewood action (look firewood) add a get firewood code too.  ;)


[Starshine] As goblins as irreverent, should this temple be so prominently sited?

[Fenlyn] well, it was either north, south, east or west when i made it. 

It's placement really has no bearing on their irreverance.  Why even make

one at all then?

~
335152295 1 5 0
D2
temple door~
temple door elegant~
131 -1 60002 10 10 5
E
dome~
Carved out of the cave's stone and painted a very light tan, the dome's

center point lies about 10 feet directly above the altar.

~
E
altar~
In the very middle of the room, the altar is nothing other than a growth

of cave floor with several dark purple candles sitting on top of it.

~
A
~
~
~
!
0 0 0
A
get take~
firewood wood bundle~
if( !rflag( reset1, room ) )

  act_tochar( #nothing, ch );

else {

  remove_rflag( reset1, room );

  act_tochar( #gets, ch );

  act_notchar( #ncgets, ch );

  obj_to_char( oload( 134 ), ch );

  }

~
E
nothing~
The only firewood to get is burning in the fireplace.

~
E
gets~
You get a bundle of firewood lying next to the fireplace.

~
E
ncgets~
$n gets a bundle of firewood lying next to the fireplace.

~
!
0 0 0
A
look~
firewood fireplace~
if( rflag( reset1, room ) )

  act_tochar( #firewood, ch );

else

  act_tochar( #nofirewood, ch );

~
E
firewood~
Sparks occasionally fly out of the crackling wood onto the floor, but

there is very little nearby that could possibly catch fire.  A small pile

of firewood sits next to the fireplace awaiting its doom.

~
E
nofirewood~
Sparks occasionally fly out of the crackling wood onto the floor, but

there is very little nearby that could possible catch fire.

~
!
0 0 0
1799 9 1509949540 3 0
-1
S

#60021
Gretow's Dry Goods~
The store looks practically empty.  There is no counter or even any

shelves to display the shopkeeper's wares.  A thin layer of dirt has

collected on the old wooden planked floor near where the shopkeeper is

standing.  The only indication that a shop still remains here is a sign

chisled out of dark wood posted behind the shopkeeper on the wall.

~
[Fenlyn] sign extra

[Fenlyn] done

[Merior] shopkeeper has no resistances

[Merior] first sentence of mob isnt a sentence

~
335155236 1 5 0
D1
~
~
0 -1 60013 10 10 5
E
sign dark wood~
@Y+=------------------------------------=+

| @GWelcome to Gretow's Dry Goods.@n@Y       |

|                                      |

| @GType '@elist@n@G' to see our inventory@n@Y     |

| @GType '@ebuy <item>@n@G' to purchase@n@Y        |

| @GType '@esell <item>@n@G' to sell@n@Y           |

| @GType '@evalue <item>@n@G' to appraise@n@Y      |

+=------------------------------------=+

~
1795 9 1509949540 3 0
26 17 1509949540 -1 0
6 17 1509949510 -1 0
229 17 1509949540 -1 0
25 17 1509949540 -1 0
230 17 1509949510 -1 0
948 17 1509949470 -1 0
330 17 1509949540 -1 0
27 17 1509949465 -1 0
5 17 1509949465 -1 0
-1
S

#60022
Urani's Fine Armors~
A number of shields are hung from the ceiling of Urani's shop, each with

a small white price tag attached.  Tools sit on top of a workbench in the

back of the shop where strips of leather of various sizes lie discarded

on the floor.  Smelting tools lean up against an open stone fireplace in

the southwest corner of the room.

~
[Fenlyn] extras: tools, shield

[Fenlyn] done

[Merior] bench, leather extras also

[Merior] obviously need to get customs approved by marek

[Merior] even if mobs are flagged safe - give them no-bash and proper fight code/summoning - folks do find bugs

~
335155236 1 5 0
D1
~
~
0 -1 60014 10 10 5
E
tools~
A myriad of hand tools sit atop the workbench including a small metal

mallet and a couple of clamp tools.  Next to the tools are a

half-finished shield.

~
E
shield~
The shield appears to be unfinished as there are still several dings in

the bronze sheet that need to be worked out, and there are small pieces

of leather next to the shield awaiting their time to be attached to the

finished product.

~
E
fireplace~
Several pieces of wood burn away in the fireplace creating a nice warm

feeling throughout the cold shop.

~
A
1 look~
price tag pricetag white~
interpret( ch, "list" );

~
!
0 0 0
1796 9 1509949540 3 0
2001 17 1509949540 -1 0
2002 17 1509949540 -1 0
2003 17 75 -1 0
2020 17 1509949540 -1 0
2000 17 1509949540 -1 0
2040 17 1509949540 -1 0
2021 17 1509949540 -1 0
2022 17 1509949490 -1 0
2041 17 1509949540 -1 0
2042 17 1509949490 -1 0
2080 17 1509949540 -1 0
2081 17 1509949465 -1 0
2101 17 1509949490 -1 0
2122 17 1509949490 -1 0
2180 17 1509949540 -1 0
2181 17 1509949515 -1 0
2182 17 1509949465 -1 0
2123 17 1509949465 -1 0
2060 17 1509949490 -1 0
2022 17 1509949490 -1 0
1109 17 1509949540 -1 0
2060 17 1509949540 -1 0
-1
S

#60023
The Mystic's Emporium~
Everywhere you look in the shop, phials seem to catch your eye sitting on

countertops, shelves, and just about anywhere there is space.  Indeed the

room is a chaos of phials.  A glass display case sits in the middle of

the shop while an old goblin in robes leans against it.  The only exit

from the shop appears to be to the north.

~
[Fenlyn] secret room here somewhere.  Storeroom maybe?

[Fenlyn] look case action.

[Fenlyn] move case reveals opens hole in floor

[Fenlyn] ask gnortan phials: assign quest


[Starshine] action 2: add move to commands?

[Fenlyn] Umm, move is a command on action 2.

[Fenlyn] done

~
335155237 1 5 0
D0
~
~
0 -1 60007 10 10 5
D5
hidden trapdoor~
~
203 -1 60029 10 10 5
E
phials~
Most of the phials lying around the shop are in excellent condition, but

for some reason all of them are empty.

~
A
1 look~
glass case display~
if( is_open( room, down ) )

  act_tochar( #open, ch );

else

  act_tochar( #closed, ch );

~
E
open~
The case is moved off to one side revealing an open trapdoor in the floor.

~
E
closed~
Many phials appear to be locked away inside the display case.  Some of

them are broken as if the display case was jarred.

~
!
0 0 0
A
move~
glass display case~
if( is_open( room, down ) ) {

  act_tochar( #opened, ch );

  end;

  }

act_tochar( #opens, ch );

act_notchar( #ncopens, ch );

send_to_room( #upopen, find_room( 60029 ) );

open( room, down );

~
E
opened~
You attempt to move the glass case but notice the big hole in the floor

might get in your way.

~
E
opens~
You slowly push the display case out of the way revealing an open trapdoor to

a secret room.

~
E
ncopens~
$n slowly pushes the display case out of the way revealing an open

trapdoor to a secret room.

~
E
upopen~
The trapdoor above you is opened from the other side.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

if( is_open( room, down ) ) {

  wait( 1 );

  close( room, down );

  send_to_room( #closes, room );

  send_to_room( #closes2, find_room( 60029 ) );

  }

~
E
closes~
The display case mysteriously positions itself to cover the hole in the

floor.

~
E
closes2~
The trapdoor above you closes.

~
!
1 0 32
1792 9 1509949540 3 0
37 17 1509949455 -1 0
98 17 1509949480 -1 0
284 17 1509949490 -1 0
243 17 1509949490 -1 0
246 17 1509949450 -1 0
280 17 1509949490 -1 0
304 17 1509949450 -1 0
206 17 1509949465 -1 0
81 17 1509949510 -1 0
872 17 1509949480 -1 0
78 17 1509949540 -1 0
78 17 1509949490 -1 0
977 17 1509949460 -1 0
79 17 1509949460 -1 0
1182 17 1509949490 -1 0
1194 17 1509949450 -1 0
1269 17 1509949490 -1 0
189 17 1509949510 -1 0
210 17 1509949480 -1 0
474 17 1509949480 -1 0
9 17 1509949460 -1 0
1571 17 1509949441 -1 0
1021 17 1509949460 -1 0
1003 17 1509949460 -1 0
1025 17 1509949460 -1 0
686 17 1509949445 -1 0
-1
S

#60024
Grottington Guard House~
Several cabinets are mounted on the cave walls in this security area. 

Some of them are labelled with their contents, but some of them also

appear to be broken into.  A small, comfortable-looking mattress sits in

the corner of the room with several tears and stains all over it.  Verzog

Avenue lies just outside the west exit.

~
[Fenlyn] extras: bed, cabinets

[Fenlyn] get feather action

[Fenlyn] cabinet (no show)

[Fenlyn] done

~
335151108 1 5 0
D3
wooden door~
wooden door~
131 -1 60011 10 10 5
E
bed mattress tears stains~
Huge tears along the side of the mattress and stains on its top give away

the mattress' old age.  Out of the tears appears to be several white

feathers which keeps the bed's occupant comfortable when resting.

~
E
cabinets labels~
All of the cabinets appear to have had their locks broken off, but there

is one cabinet with a big, sturdy lock attached to it.

~
E
door~
There doesn't appear to be anything special about this side of the door.

~
A
~
cabinets~
act_tochar( #raided, ch );

~
E
raided~
All of the open cabinets appear to have been raided already.

~
!
9 0 0
A
~
mattress bed~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

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

    act_tochar( #finds, ch );

    act_notchar( #ncfinds, ch );

    obj_to_char( oload( 1121 ), ch );

    }

  else {

    act_tochar( #noway, ch );

    act_notchar( #ncnoway, ch );

    }

  }

else {

  act_tochar( #noway, ch );

  act_notchar( #ncnoway, ch );

  }

~
E
finds~
You find a duck feather in the mattress of feathers.

~
E
ncfinds~
$n finds a duck feather in the mattress of feathers.

~
E
noway~
You find nothing out of the ordinary in the mattress.

~
E
ncnoway~
$n searches the mattress but doesn't find anything.

~
!
9 0 0
1801 9 1509949540 0 0
1801 9 1509949540 3 0
2591 49 1509949540 -2 0
618 81 419430405 -2 0
1509 81 419430410 -2 0
1507 81 419430410 -2 0
1508 81 419430410 -2 0
655 81 1509949450 -2 0
2 81 1509949465 -2 0
2 81 1509949465 -2 0
2 81 1509949465 -2 0
2 81 1509949465 -2 0
2 81 1509949465 -2 0
-1
S

#60025
Ye Olde Brewery~
The smell of freshly-brewed beer is prominent as you walk into the

brewery.  There are no tables in the brewery, but along the walls of the

establishment is a dirty wooden bar equipped with tarnished brass rails

for use by a thirsty patron's foot.  Although the fresh beer toys with

your sense of smell, the beer spilled on the floor is getting so stale

that its odor burns your nose.  The doorway to the west leads to the

northern end of Verzog Avenue.

~
[Fenlyn] use shcust for nickel beers when provided a bottle

[Fenlyn] must have reset for beer at 100% for shcust to be worthwhile.

[Fenlyn] add entering mped to Kiopsyn about cheap beers.


[Starshine] freshly-brewed

[Starshine] hmm...i think get rid of polished and brass rails, and the

bartender who greets me by name.  Maybe he ought to spit first, growl at

you and tell you buy something, or leave :P 

[Fenlyn] Very well, but I think rails should stay.  Spit, snarl, tell (good idea).


[Starshine] interesting custom, a glass bottle out of a glass bottle...

[Starshine] intoxicated gob (1822): disheveled

[Starshine] make bar more disgusting :)

[Fenlyn] done

~
335155236 1 5 0
D3
~
~
0 -1 60012 10 10 5
E
wooden bar~
Situated on top of the bar is a huge keg.  Several more sit behind

the bar for when that particular keg runs out.

~
E
keg ale beer~
The keg looks like it can hold at least 25 gallons of whatever liquid it

contains.  Smelling this keg gives you the distinct impression that it is

filled to the brim with beer.

~
E
brass rail~
Mounted close to the floor, the brass rails are very tarnished and

are covered in mud and dirt.

~
1793 9 1509949540 3 0
24 17 1509949540 -1 1
1631 17 1509949490 -1 3
227 137 1509949540 3 0
227 9 1509949515 3 0
1819 137 1509949540 3 0
1819 9 1509949540 3 0
1822 137 1509949540 3 0
-1
S

#60026
The Depository~
Embedded into the walls of this depository are several hundred steel

boxes with huge locks on them.  The size of the depository suggests that

it takes several people to run the bank, but for some reason there is

only one goblin bank teller around to assist you in your banking and

storage needs.

~
[Fenlyn] steel boxes extras

[Fenlyn] done

~
335153156 1 5 0
D3
~
~
0 -1 60009 10 10 5
E
steel boxes~
Each box has a small padlock labelled "Theft-Buster" on it.  The

depository has so many boxes that the cave walls are not even visible

except up near the ceiling.

~
1819 9 1509949540 3 0
-1
S

#60027
Fuzen's Animal Supply~
You stand in a large room that smells like a mixture of urine and manure. 

Silver wired cages sit on the dirty floor awaiting someone to come and

buy the pets inside.  A small sign is posted on the wall next to the

shop's counter right above a little parakeet.  To the south is a holding

pen for the many animals Fuzen has for sale while to the east is the pet

shop's exit.

~
[Fenlyn] not meant to enter south room.  Is holding area

[Fenlyn] sign extra

~
335159300 1 5 0
D1
~
~
0 -1 60010 10 10 5
D2
holding pen door~
~
407 62 60028 10 10 5
E
sign~
@Y"Welcome to Fuzen's Animal Supply --

Please look over our selection of pets."

~
E
parakeet~
The parakeet turns its green-colored head and looks at you curiously as

you get closer to look at it.  Attached to the parakeet's cage is a small

sign that says, "Me not sell green bird." 

~
E
silver wired cages~
Inside the cages are a couple of small animals Fuzen has marked for sale. 

The cages themselves are horribly kept and appear to have not been

cleaned in a very long time.

~
1794 9 1509949540 3 0
-1
S

#60028
Fuzen's Kennel~
It's a kennel, silly.  This is an immortal only room, if you are here and

are not an immortal, you should probably gossip for help now.

~
[Fenlyn] resets in here affect animals for sale in room to North.

[Fenlyn] twisted wolf

[Fenlyn] horse of some kind

[Fenlyn] birds

[Fenlyn] war dog

[Fenlyn] a very rare level 20 war toothed killer pet

[Fenlyn] or a mantis.  :P

~
335151108 1 9 0
D0
kennel door~
~
407 62 60027 10 10 5
646 9 1509949515 3 0
645 9 1509949490 3 0
623 9 1509949465 3 0
965 9 1509949515 3 0
117 9 1509949515 3 0
115 9 1509949515 3 0
114 9 1509949515 3 0
821 9 1509949442 3 0
2507 9 1509949540 3 0
755 9 1509949540 3 0
215 9 1509949540 3 0
-1
S

#60029
The Mystic's Storeroom~
The room is quite small and damp, and barely has enough space for one

person.  Several shelves line the storeroom walls, and a table sits in

the middle with a small apparatus on it.  Exits can only be found upwards

back into the Mystic's Emporium through the trapdoor.  A small chain

hangs next to the trapdoor.

~
[Fenlyn] chain pull to open up.

[Fenlyn] drink beaker produces random spell affect on char/room

[Fenlyn] done

~
335155238 1 9 0
D4
trapdoor~
~
203 -1 60023 10 10 5
E
apparatus~
Tubes and glass beakers lead in every direction as the fluid in them is

controlled by valves.  One beaker appears to be the output of all the

intertwined tubing.

~
A
pull~
chain~
if( is_open( room, up ) ) {

  act_tochar( #open, ch );

  end;

  }

act_tochar( #opens, ch );

act_notchar( #ncopens, ch );

send_to_room( #downopen, find_room( 60023 ) );

open( room, up );

~
E
open~
You pull the chain, but nothing happens.

~
E
opens~
As you pull the chain, you hear a scraping sound as a trapdoor above you

is uncovered.

~
E
ncopens~
As $n pulls the chain, you hear a scraping sound as a trapdoor above you

is uncovered.

~
E
downopen~
The glass display case mysteriously moves by itself revealing an open

trapdoor in the floor.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

if( is_open( room, up ) ) {

  wait( 1 );

  send_to_room( #closes, room );

  send_to_room( #upcloses, find_room( 60023 ) );

  close( room, up );

  }

~
E
closes~
The trapdoor above you closes.

~
E
upcloses~
The display case mysteriously moves itself to cover the open trapdoor in

the floor.

~
!
1 0 16
A
drink~
beaker~
if( rflag( reset0, room ) ) {

  if( find_stat( ch, level ) < 10 ) {

    act_tochar( #noway, ch );

    end;

    }

  mob = mob_in_room( 1792, find_room( 60023 ) );

  remove_rflag( reset0, room );

  act_tochar( #drinks, ch );

  act_notchar( #ncdrinks, ch );

  i = random( 1, 100 );

  if( i == 1 ) {

    wait( 1 );

    act_tochar( #recall, ch );

    act_notchar( #ncrecall, ch );

    do_spell( recall, ch, ch );

    end;

    }

  if( i <= 3 ) {

    do_spell( invisibility, mob, ch );

    end;

    }

  if( i <= 6 ) {

    do_spell( barkskin, mob, ch );

    end;

    }

  if( i <= 10 ) {

    do_spell( mystic shield, mob, ch );

    end;

    }

  if( i <= 15 ) {

    do_spell( detect hidden, mob, ch );

    end;

    }

  if( i <= 20 ) {

    do_spell( detect invisible, mob, ch );

    end;

    }

  if( i <= 25 ) {

    do_spell( detect good, mob, ch );

    end;

    }

  if( i <= 40 ) {

    do_spell( burning hands, mob, ch );

    end;

    }

  if( i <= 50 ) {

    do_spell( magic missile, mob, ch );

    do_spell( magic missile, mob, ch );

    do_spell( magic missile, mob, ch );

    end;

    }

  if( i <= 55 ) {

    do_spell( blind, mob, ch );

    end;

    }

  if( i <= 60 ) {

    do_spell( sleep, mob, ch );

    end;

    }

  if( i <= 70 ) {

    do_spell( lightning bolt, mob, ch );

    end;

    }

  if( i <= 80 ) {

    do_spell( cause serious, mob, ch );

    end;

    }

  if( i <= 90 ) {

    do_spell( freeze, mob, ch );

    end;

    }

  do_spell( acid blast, mob, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
noway~
You @ereally@n don't want to do that yet.

~
E
nothing~
There's not enough left in the beaker to get a good drink out of it.

~
E
drinks~
You drink from the apparatus' beaker.

A strange feeling comes over you as its contents take effect.

~
E
ncdrinks~
$n takes a drink from the apparatus' beaker.

After drinking the beaker's contents, $e begins to swoon a little.

~
E
recall~
You find yourself being pulled to another place.

~
E
ncrecall~
$n disappears in a flash of smoke and light.

~
!
0 0 0
-1
S

#0