#AREA Moon City~ #AUTHORS Emperor~ #VERSION 3 #RANGES 55 85 0 99 #FLAGS AFLAG_NODEBUG #HELPS -1 'MOON CITY' MOONCITY~ {138} Moon City {308} Moon City is a gambling and resort town. In recent years, the town has suffered a decline in tourism due to rumors of a terrible creature dwelling somewhere in the city. Nonetheless, a sizable number of people still make the annual trek there to take part in some much needed relaxation. There is a rumor that somewhere in the city is the keeper of the oldest, most sacred game in the Realms: the Deck of Many Things. If you're smart, and willing, perhaps you will have the chance to draw from this infamous deck. {148} This area was created by Emperor, 1997. ~ 0 $~ #MOBILES #5401 dealer~ the dealer~ A dealer stands here, ready to play.~ You see before you a man with short sleeves and shifty eyes. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ say Hello $n say Would you like to play a friendly game of cards? ~ >speech_prog yes~ say I only play one game: high-low say Say 'explain' if you want me to explain the rules ~ >speech_prog cards~ say I only play one game: high-low say Say 'explain' if you want me to explain the rules ~ >speech_prog explain~ say Give me 50,000 coins and I'll draw two cards: say one for me and one for you... say If your card is higher than mine, you win 100,000 coins! say If your card is lower than mine, you lose... smirk ~ >speech_prog lose~ say Give me 50,000 coins to begin ~ >bribe_prog 50000~ mpjunk coins nod mpmset $n quest 8 4 0 mpmset self quest 8 4 0 mpecho The dealer shuffles the cards. mpecho The dealer draws: if rand (5) mpecho A Two. mpmset self quest 8 4 2 else if rand (6) mpecho A Three. mpmset self quest 8 4 3 else if rand (7) mpecho A Four. mpmset self quest 8 4 4 else if rand (8) mpecho A Five. mpmset self quest 8 4 5 else if rand (9) mpecho A Six. mpmset self quest 8 4 6 else if rand (10) mpecho A Seven. mpmset self quest 8 4 7 else if rand (11) mpecho An Eight. mpmset self quest 8 4 8 else if rand (12) mpecho A Nine. mpmset self quest 8 4 9 else if rand (15) mpecho A Ten. mpmset self quest 8 4 10 else if rand (20) mpecho A Jack. mpmset self quest 8 4 11 else if rand (25) mpecho A Queen. mpmset self quest 8 4 12 else if rand (30) mpecho A King. mpmset self quest 8 4 13 else mpecho An Ace. mpmset self quest 8 4 14 else endif endif endif endif endif endif endif endif endif endif endif endif mpechoat $n You draw... mpechoaround $n $n draws... if rand (5) mpecho An Ace. mpmset $n quest 8 4 14 else if rand (6) mpecho A King. mpmset $n quest 8 4 13 else if rand (7) mpecho A Queen. mpmset $n quest 8 4 12 else if rand (8) mpecho A Jack. mpmset $n quest 8 4 11 else if rand (9) mpecho A Ten. mpmset $n quest 8 4 10 else if rand (10) mpecho A Nine. mpmset $n quest 8 4 9 else if rand (11) mpecho An Eight. mpmset $n quest 8 4 8 else if rand (12) mpecho A Seven. mpmset $n quest 8 4 7 else if rand (15) mpecho A Six. mpmset $n quest 8 4 6 else if rand (20) mpecho A Five. mpmset $n quest 8 4 5 else if rand (25) mpecho A Four. mpmset $n quest 8 4 4 else if rand (30) mpecho A Three. mpmset $n quest 8 4 3 else mpecho A Two. mpmset $n quest 8 4 2 else endif endif endif endif endif endif endif endif endif endif endif endif if quest (8,4,self) == 2 if quest (8,4,$n) == 2 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) > 2 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif else if quest (8,4,self) == 3 if quest (8,4,$n) == 3 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 3 say You lose. else if quest (8,4,$n) > 3 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 4 if quest (8,4,$n) == 4 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 4 say You lose. else if quest (8,4,$n) > 4 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 5 if quest (8,4,$n) == 5 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 5 say You lose. else if quest (8,4,$n) > 5 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 6 if quest (8,4,$n) == 6 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 6 say You lose. else if quest (8,4,$n) > 6 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 7 if quest (8,4,$n) == 7 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 7 say You lose. else if quest (8,4,$n) > 7 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 8 if quest (8,4,$n) == 8 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 8 say You lose. else if quest (8,4,$n) > 8 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 9 if quest (8,4,$n) == 9 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 9 say You lose. else if quest (8,4,$n) > 9 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 10 if quest (8,4,$n) == 10 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 10 say You lose. else if quest (8,4,$n) > 10 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 11 if quest (8,4,$n) == 11 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 11 say You lose. else if quest (8,4,$n) > 11 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 12 if quest (8,4,$n) == 12 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 12 say You lose. else if quest (8,4,$n) > 12 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 13 if quest (8,4,$n) == 13 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 13 say You lose. else if quest (8,4,$n) > 13 say You win! mpmadd $n gold 100000 mpechoat $n The dealer gives you 100000 coins. mpechoaround $n The dealer gives $n 100000 coins. else endif endif endif else if quest (8,4,self) == 14 if quest (8,4,$n) == 14 say Looks like we have a tie. say Dealer wins. else if quest (8,4,$n) < 14 say You lose. else endif endif else endif endif endif endif endif endif endif endif endif endif endif endif endif smile ~ >rand_prog 10~ mpecho The dealer shuffles some cards. ~ | #5402 hooded mage~ the hooded mage~ A hooded mage sits here, behind an oaken table.~ A dark, hooded mage is here before you, decrepit and wizened. Indeed, it must be your "lucky" day. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 95 BODY_HEAD BODY_LEG 1d1+10000 1d1+92 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog lucky~ mpecho The hooded mage opens an oaken case. mpecho The hooded mage gets an ivory deck from an oaken case say So you want to play from the Deck of Many Things eh? ~ >speech_prog today~ mpecho The hooded mage opens an oaken case. mpecho The hooded mage gets an ivory deck from an oaken case say So you want to play from the Deck of Many Things eh? ~ >speech_prog yes~ say To play, you must give me a single coin say I will then draw your card from the Deck say There are seven possible outcomes say They range from Deadly to Glorious ~ >speech_prog deck~ say To play, you must give me a single coin say I will then draw your card from the Deck say There are seven possible outcomes say They range from Deadly to Glorious ~ >speech_prog deadly~ say The card of Doom causes instant death say The card of Daemon causes likely death say The card of Ruin is unknown ~ >speech_prog glorious~ say The card of Sun gives you a magical weapon say The card of Gem makes you rich say The card of Light is unknown say There is also a Seventh card... ~ >speech_prog seventh~ say The seventh card is the card of Balance say When this card is drawn, nothing happens ~ >rand_prog 25~ say Today must be your LUCKY day $r ~ >bribe_prog 1~ mpjunk coins if level ($n) < 10 sigh mptransfer $n 9755 break endif if quest (0,2,$n) == 1 mpmset $n quest 0 2 2 nod mpecho The hooded mage utters the words, 'kcul doog'. mpecho The ivory plates rise and shuffle in the air. mpecho The hooded mage selects a card... if rand (10) say You have drawn the card of Sun! mpecho The hooded mage utters the word, 'nus'. mpecho A fiery sword appears! if level ($n) > 79 mpoload 5402 mpquiet on cast 'remove curse' $i cast 'giant strength' $n mpquiet off give I5402 $n drop I5402 else mpoload 5403 mpquiet on cast 'remove curse' $i cast 'giant strength' $n mpquiet off give I5403 $n drop I5403 endif say Congratulations $n! mpechoat $n The hooded mage teleports you to safety. mptransfer $n 9755 else if rand (10) say You have drawn the card of Doom! say May the Gods have mercy on your soul!!! mpecho The hooded mage utters the words, 'mood'. slay $n else if rand (20) say You have drawn the card of Light! mpecho A fiery helmet appears! if level ($n) > 79 mpoload 5404 mpquiet on cast 'remove curse' $i cast 'giant strength' $n mpquiet off give I5404 $n drop I5404 else mpoload 5405 mpquiet on cast 'remove curse' $i cast 'giant strength' $n mpquiet off give I5405 $n drop I5405 endif say Congratulations $n! mpechoat $n The hooded mage teleports you to safety. mptransfer $n 9755 else if rand (20) say You have drawn the card of Daemon! say May the Gods have mercy on your soul... mpecho The hooded mage utters the word' 'nomead'. mpechoat $n You are teleported to an unknown location. mptransfer $n 5400 else if rand (25) say You have drawn the card of Gem! mpecho The hooded mage utters the word, 'meg'. mpecho A pile of gold appears! mpmadd $n gold 20000000 mpechoat $n The hooded mage gives you 20000000 coins coins. say Congratualations $n! mpechoat $n The hooded mage teleports you to safety. mptransfer $n 9755 else if rand (25) say You have drawn the card of Ruin! say May the Gods have mercy on your soul... mpecho The hooded mage utters the word, 'niur'. mpmset $n gold 0 mpechoat $n Your gold has disappeared. mpechoat $n The hooded mage sends you away. mptransfer $n 9755 else say You have drawn the card of Balance! say So it shall be... mpmset $n quest 0 2 1 say You may draw again by giving me another coin. endif endif endif endif endif endif else endif ~ >death_prog 100~ say Alas, the sacred Deck now has a new guardian! say But this honor has a price! grin say You may never draw from the Deck again, say at least not during this life... cackle mpmset $n quest 0 2 2 ~ | #5403 black daemon~ the black daemon~ A black daemon stirs about here, restless and fierce.~ The daemon attacks with tremendous fury! ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 96 BODY_HEAD BODY_LEG 1d2304+7788 1d55+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 55~ mpecho Black ooze leaks from the Daemon's wounds. ~ >rand_prog 85~ mpkill $r ~ | #5404 spa mistress~ the spa mistress~ The spa mistress stands here.~ You see before you the spa mistress. She wears a soft bath robe and sweet smelling lotions and oils. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ say Welcome to my spa! say Come in, relax... smile mpforce $n rest ~ >rand_prog 30~ if rand (30) mpecho Soft music makes your bones tingle. mpasound You hear soft, soothing music. else if rand (30) mpecho The spa mistress rubs your shoulders. else mpecho The spa mistress pours warm mud on your back. endif endif ~ >bribe_prog 10000~ mpjunk coins if level ($n) > 15 if quest (0,2,$n) > 0 else smile say Hey, thanks for the tip... look $n say You look like a gambling person say Would you by chance be interested in playing say from the Deck of Many Things? endif else giggle say Come back when you're a little older smile $n endif ~ >speech_prog yes~ if level ($n) > 15 if quest (0,2,$n) > 0 else say Good. It just so happens I know a way say to get to the keeper of the deck say He is an old mage, a friend of mine say If you would like to give it a shot say simply ask me to TRANSPORT you there endif else giggle say Come back when you're a little older smile $n endif ~ >speech_prog transport~ if level ($n) > 15 if quest (0,2,$n) > 0 else nod say Good luck! mpecho The spa mistress utters the words, 'tropsnart'. mpmset $n quest 0 2 1 mpechoat $n You disappear suddenly! mptransfer $n 5484 mpecho $n disappears suddenly! endif else giggle say Come back when you're a little older smile $n endif ~ | #5405 tourist~ the tourist~ A tourist walks here, enjoying the city.~ The tourist looks to be well-off. His nose sticks up like an arrow in the air. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 67 BODY_HEAD BODY_LEG 1d1122+2256 1d67+23 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #5406 dancing bard~ the dancing bard~ A bard is here, dancing and singing loudly.~ The bard is fat and jolly and smells of ale. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 70 BODY_HEAD BODY_LEG 2d90+3000 1d70+25 74998 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ mpecho The bard shakes his rump. mpecho The bard sings a drunken ballad. ~ | #5407 harlot~ the harlot~ A lacey harlot stands here, smoking a long cigarette.~ The harlot wears long red leggings and bright lipstick. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 70 BODY_HEAD BODY_LEG 2d90+3000 1d70+25 49613 RACE_ORC POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 65~ if sex ($n) == 1 say Hey there $n honey... wink $n else if sex ($n) == 2 if rand (40) say Bitch! slap $n else say Slut! slap $n endif else say Hmm.. you like it both ways there $n? endif endif ~ | #5408 beggar~ the beggar~ A beggar stands here with a cup, begging for coins.~ The beggar looks filthy and sick. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 50 BODY_HEAD BODY_LEG 1d40+1700 2d10+30 1 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (6,2,$n) == 1 say I am still poor my Lord $n say Can I have some more money? else if quest (6,2,$n) == 2 say Despite all of your kindness say I STILL need money for food and clothing say Can you spare me some money once again $n? else if rand (70) say Can you spare a few measley coins $n? else endif endif endif ~ >bribe_prog 10000~ mpjunk coins if quest (6,2,$n) == 0 mpmset $n quest 6 2 1 grin mpechoat $n The beggar flashes you! mpechoaround $n The beggar flashes $n! cackle else if quest (6,2,$n) == 1 thank $n kiss $n snicker mpmset $n quest 6 2 2 else if quest (6,2,$n) == 2 say Thank you, thank you!! shout $n is the KINDEST person in the Realms!! say In return for your kindness say there is something you should know say Go to the Dead End cave and say 'yeee haww' say The words will bless you with passage to Roterodamum grin mpmset $n quest 6 2 3 else endif endif endif ~ | #5409 shopkeeper~ the shopkeeper~ A shopkeeper stands here, tending to the business.~ The shopkeeper is young and well-disciplined. You notice that the business is family-owned. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #5410 mayor~ the mayor~ The mayor of Moon City is here.~ The mayor is a large man. He talks with a resonant, gutteral voice that fills the room. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 70 BODY_HEAD BODY_LEG 2d90+3000 1d70+25 80165 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 65~ say Hi there $n... say or shall I say: say $N laugh ~ >rand_prog 30~ say Have you seen the spider $r? ~ >speech_prog yes~ say You did?!! say Wow! You got him? say way to go! backpat $n smile say Way to go $n! ~ >speech_prog no~ say Well he's a tough little critter... say He dwells in the city sewers say terrifying the honest denizens of our town say No one can catch him because he keeps crawling away!! say That spider is one nasty monster! ~ | #5411 bartender~ the bartender~ A bartender stands here, wiping the counter.~ The bartender has a large tattoo of a stein on his arm. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 20~ if rand (30) say Can I help you buddy? mpechoat $r The bartender motions at you. mpechoaround $r The bartender motions at $r. else if rand (60) mpecho Smoke fills the air. else mpecho Someone begins to sing and dance on a chair. mpasound You hear someone singing. endif endif ~ | #5412 dragon tamer~ the dragon tamer~ A dragon tamer stands here, advertising his greatest catch.~ The dragon tamer wears a black tophat and cane. He shouts loudly to the passing crowds, extolling the excitement of seeing the famed King of Dragons. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 70 BODY_HEAD BODY_LEG 2d90+3000 1d70+25 39133 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ say Step right up $r! say For only 50000 coins you can see Bahamut! say King of the Dragons! say He is rumored to be six thousand years old!! say That's even older than Venom... wink ~ >bribe_prog 50000~ mpjunk coins say Great, great!! say Step right into the cage here connect 1 5487 mpecho The dragon tamer opens the cage. mpforce $n east connect 1 -1 mpecho The dragon tamer closes the cage. ~ >all_greet_prog 100~ if quest (4,2,$n) > 0 shout YOU KILLED MY DRAGON!!! shout HOW DARE YOU!! mpoload 5434 mpecho The dragon tamer pulls a long whip from his belt. mpquiet on wear whip mpquiet off mpkill $n else endif ~ >death_prog 100~ mpmset $n quest 4 2 0 ~ | #5413 small dragon~ the small dragon~ A small, skinny dragon sits here, chained to the wall.~ The small dragon is old and tired. You cannot see its eyes, only its long claws and platinum-like scales. He barely moves.. you begin to wonder if the dragon is even alive. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 10 BODY_HEAD BODY_LEG 1d25+81 1d10+6 2872 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >rand_prog 20~ mpechoat $r The small dragon snores loudly. ~ >death_prog 100~ mpecho The skinny dragon lets out a LOUD yelp! mpmset $n quest 4 2 1 ~ | #5414 ethereal mob~ the ethereal mob~ The ethereal mob is here.~ The ethereal mob should be invisible to you. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_TONGUES|AFF_ETHEREAL 0 S 90 BODY_HEAD BODY_LEG 1d10+8000 1d10+85 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >speech_prog yeee haww~ if quest (6,2,$n) == 3 mpechoat $n You disappear suddenly! mptransfer $n 9755 mpat 9755 mpechoaround $n The room fills with the glory of $n. mpecho $n disappears suddenly!! else endif ~ | #5415 hooded mage~ the hooded mage of Order~ A hooded mage of Order stands here.~ You cannot see the mage's face (and you're not completely sure it has one). It floats mysteriously and mumbles prayers to Order in a barely audible voice. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_TONGUES 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d10+120 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ mpforce $n look ~ >rand_prog 20~ if rand (40) say Order, logic and reason say will help you greatly here grin else say I also have a gift directly from Order himself! say Give me 90,000 coins if you want it $r say I need to make a living somehow! smirk endif ~ >bribe_prog 90000~ mpjunk coins mpoload 5427 mpquiet on cast 'giant strength' $n mpquiet off give I5427 $n ~ >speech_prog order~ cast sanctuary $n cast feast cast heal $n ~ >speech_prog logic~ cast armor $n cast 'giant strength' $n cast heal $n ~ >speech_prog reason~ cast shield $n cast bless $n cast heal $n ~ | #5416 street kid~ the street kid~ A street kid stands here, staring at you.~ The street kid looks a bit cleaner than the other kids on the street, but a bit more suspicious. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 65 BODY_HEAD BODY_LEG 2d50+3000 1d65+22 34560 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >greet_prog 50~ say Hey there $n say Wanna play a game of three-card monty? ~ >speech_prog yes~ say Great! Just give me 50,000 coins and we can begin ~ >bribe_prog 50000~ mpjunk coins mpecho The street kid shuffles the three cards around the table. mpecho The street kid looks around. mpecho The street kid runs away!! mpecho You hear kids laughing. if inroom ($i) == 5477 mpquiet on mpgoto 5465 mpquiet off else if inroom ($i) == 5465 mpquiet on mpgoto 5477 mpquiet off else endif endif ~ | #5417 denizen~ the denizen~ A denizen of the city walks here.~ The citizen regards you as a possible source of income. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 80 BODY_HEAD BODY_LEG 2d90+3910 1d80+33 34560 RACE_ORC POS_STANDING POS_STANDING SEX_MALE #5418 trainer~ the trainer~ A trainer stands here, staring at you.~ The trainer is small, yet strong and stocky. ~ ACT_SENTINEL|ACT_TRAIN|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY 0 S 90 BODY_HEAD BODY_LEG 1d10+8000 1d10+85 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #5419 practician~ the practician~ A practician stands here amongst the other guildsmen.~ The practician has a deep, foreboding nature to him. ~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY 0 S 90 BODY_HEAD BODY_LEG 1d10+8000 1d10+85 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #5420 denizen~ the denizen~ A denizen of the city walks here.~ The citizen regards you as a possible source of income. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 80 BODY_HEAD BODY_LEG 2d90+3910 1d80+33 34560 RACE_ORC POS_STANDING POS_STANDING SEX_MALE #5421 giant black spider~ the giant black spider~ A giant black spider crawls around here.~ The spider is enoromous! It has thick, hairy legs and spews venom and web from an opening in it's mouth. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 98 BODY_HEAD BODY_LEG 1d2401+8144 1d40+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ mpecho The giant black spider crawls up the wall! if inroom ($i) == 5497 mpgoto 5496 else if inroom ($i) == 5496 mpgoto 5493 else if inroom ($i) == 5495 mpgoto 5492 else if inroom ($i) == 5494 mpgoto 5497 else if inroom ($i) == 5493 mpgoto 5495 else if inroom ($i) == 5492 mpgoto 5494 else endif endif endif endif endif endif ~ >fight_prog 33~ mpechoaround $n The giant black spider spews venom at $n!! mpechoat $n The giant black spider spews venom at you!! mpquiet on cast 'poison' $n cast 'weaken' $n cast 'curse' $n cast 'faerie fire' $n cast 'acid blast' $n cast 'chill touch' $n cast 'mage blast' $n cast 'change sex' $n mpquiet off ~ >death_prog 100~ mpecho The spider squeals loudly!! mpasound You hear a terrible sound! if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30967 or hasobjnum ($n) == 30968 or hasobjnum ($n) == 30969 if quest (124,1,$n) == 0 mpmset $n quest 124 1 1 mpoload 30914 mpforce $n HELP GUILDTOKEN mpquiet on give i30914 $n mpquiet off endif endif ~ | #5422 cityguard guard~ the cityguard~ A cityguard of the city patrols here.~ The cityguard seems more than willing to forget any transgressions, unless of course you're interfering with the harmony of the town. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 80 BODY_HEAD BODY_LEG 2d90+3910 1d80+33 34560 RACE_ORC POS_STANDING POS_STANDING SEX_MALE #5423 chef~ the chef~ The chef of the Great Duck stands here, ready to serve you.~ The chef is a portly but jolly fellow. He smiles brightly and is very well dressed. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #5424 inn keeper~ the inn keeper~ The inn keeper sits here, ready to serve.~ The inn keeper smiles at you. He seems very welcoming. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 97 BODY_HEAD BODY_LEG 1d2352+7965 1d50+100 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #0 #SHOPS 5409 ITEM_TYPE_POTION ITEM_TYPE_SCROLL ITEM_TYPE_ARMOR ITEM_TYPE_FOOD ITEM_TYPE_TRASH 100 50 0 23 5411 ITEM_TYPE_ARMOR ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_FOOD ITEM_TYPE_TRASH 100 50 0 23 5423 ITEM_TYPE_FOOD ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 0 #SPECIALS S #OBJECTS #5401 deck many things~ the deck of many things~ The deck of many things lies here.~ ~ ITEM_TYPE_TRASH ITEM_FLAG_MAGIC|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 82 A APPLY_DAMROLL 8 0 A APPLY_SAVING_SPELL -7 0 A APPLY_HITROLL 3 0 #5402 sun sword~ the sun sword~ A sword engulfed in blue-white fire lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 9 9 WEAPON_SLICE 0 0 0 0 1 2000000 84 #5403 ray sword~ the ray sword~ A sword engulfed in blue-red fire lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 10 6 WEAPON_SLICE 0 0 0 0 1 2000000 63 #5404 sun helmet~ the sun helmet~ A helmet engulfed in blue-white fire lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 17 0 0 0 0 0 0 0 1 3000000 91 A APPLY_DAMROLL 5 0 A APPLY_HITROLL 4 0 A APPLY_SAVING_SPELL -3 0 #5405 ray helmet~ the ray helmet~ A helmet engulfed in blue-red fire lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 15 0 0 0 0 0 0 0 1 3000000 66 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 3 0 A APPLY_SAVING_SPELL -3 0 #5406 deck cards~ a deck of cards~ A deck of cards lies here.~ ~ ITEM_TYPE_TRASH ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 60 A APPLY_MANA 45 0 A APPLY_SAVING_SPELL -6 0 #5407 t-shirt glathkar's~ a t-shirt from Glathkar's~ A t-shirt from Glathkar's famous bar lies here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_BODY 12 0 0 0 0 0 0 0 1 1982 38 #5408 margarita~ a margarita~ A frosty margarita sits here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_EVIL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 30 LIQ_FIREBRT 0 0 0 0 0 1 500 10 #5409 pinacolada~ a pinacolada~ A fruity pinacolada sits here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_EVIL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 30 LIQ_FIREBRT 0 0 0 0 0 1 500 10 #5410 glass gin tonic~ a glass of gin and tonic~ A glass of gin and tonic sits here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_EVIL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 30 LIQ_FIREBRT 0 0 0 0 0 1 500 10 #5411 shot kamakazee~ a shot of kamakazee~ A kamakazee shot sits here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_EVIL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 30 LIQ_FIREBRT 0 0 0 0 0 1 500 10 #5412 fractured skull~ a fractured skull~ A fractured skull sits here.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1000 CONT_CLOSEABLE -1 0 0 0 0 0 1 35232 75 #5413 black spider helm~ a black spider helm~ A black helm lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 A APPLY_SAVING_SPELL -3 0 #5414 pair black spider leggings~ a pair of black spider leggings~ A pair of black leggings lie here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 #5415 pair black spider sleeves~ a pair of black spider sleeves~ A pair of black sleeves lie here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_HITROLL 4 0 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 #5416 black spider bracer~ a black spider bracer~ A black bracer lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_HITROLL 4 0 A APPLY_DAMROLL 4 0 #5417 black spider boots~ a pair of black spider boots~ A pair of black spider boots lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_FEET 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 #5418 black spider ring~ a black spider ring~ A black ring lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 #5419 black spider cloak~ a black spider cloak~ A black cloak lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 #5420 black spider shield~ a black spider shield~ A black shield lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 4 0 #5421 black spider flame~ a black spider flame~ A black flame sits here, burning.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE 0 0 -1 0 0 0 0 0 1 200000 82 A APPLY_SAVING_SPELL -6 0 A APPLY_DAMROLL 7 0 A APPLY_HITROLL 7 0 #5422 black spider girth~ a black spider girth~ A black girth lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 14 0 0 0 0 0 0 0 1 200000 68 A APPLY_HITROLL 4 0 A APPLY_SAVING_SPELL -3 0 A APPLY_DAMROLL 4 0 #5423 quench potion~ the quench potion~ A quench potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_REFRESH SPELL_REFRESH SPELL_REFRESH 0 0 0 0 1 97653 64 #5424 strength potion~ the strength potion~ A strength potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_GIANT_STRENGTH SPELL_BLESS -1 0 0 0 0 1 97653 88 #5425 war potion~ the war potion~ A war potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_SANCTUARY SPELL_PROTECTION_EVIL -1 0 0 0 0 1 97653 88 #5426 holy potion~ the holy potion~ A holy potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_FLY SPELL_HASTE SPELL_PASS_DOOR 0 0 0 0 1 97653 64 #5427 move potion~ the move potion~ The move potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_ETHEREAL_TRAVEL SPELL_ASTRAL_PROJECTION -1 0 0 0 0 1 97653 88 #5428 salty potion~ the salty potion~ The salty potion sits here, stirring oddly.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 -1 SPELL_WEAKEN SPELL_POISON 0 0 0 0 1 97653 64 #5429 fountain~ the fountain~ A fountain is here spraying water into the air.~ ~ ITEM_TYPE_FOUNTAIN ITEM_FLAG_GLOW 0 0 0 LIQ_WATER 0 0 0 0 0 100 10 1 #5430 gold sword~ a gold sword~ A gold sword lies here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 5 7 WEAPON_SLICE 0 0 0 0 1 96700 60 #5431 ceaser salad~ a ceaser salad~ A ceaser salad lies on the ground here.~ The salad is made from the freshest ingredients. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 0 0 0 0 0 0 0 1 9400 50 #5432 black agnus steak~ a side of black agnus steak~ A side of black agnus steak lies here.~ The steak is seasoned with spices and onion. The correct name of this item is Angus, but the Chef refuses to rename his creation. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 11 0 0 0 0 0 0 0 1 19400 50 #5433 noteboard~ the noteboard~ A noteboard stands here for posting messages.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 100 10 1 #5434 dragon whip~ the dragon whip~ A long, sleek whip of red fiber is here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WHIP 10 5 WEAPON_WHIP 0 0 0 0 1 300000 55 #0 #ROOMS #5400 An Ethereal Chambers~ You arrive in a surreal donjon where the mortal laws of physics no longer apply. You are weak and tired and you find it difficult to breathe. ~ 0 ROOM_NO_MOB SECT_INSIDE S #5401 The Sloped Trail~ The trail descends into a small, plush tropical forest. The trees lack the typical bark and leaves. Instead, the long, thin braches are green with fuzzy ivy and juicey fruit. Strange spiked flowers grow out from small patches of green bushes and white mushrooms. ~ 0 0 SECT_FIELD DDIR_EAST ~ ~ 0 -1 5402 DDIR_WEST ~ ~ 0 -1 17501 S #5402 The Edge of the Jungle~ Herein begins the vast and varied foilage of a tropical rainforest. The plant and animal life cry out with the loud and crazed sounds of vigorous, exotic life. Innate, overflowing, wild and careless, the green vegetation creates in you the desire to discover and explore your own fleeting yet daring mortality. A large rock sits here. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 5488 DDIR_EAST ~ ~ 0 -1 5403 DDIR_SOUTH ~ ~ 0 -1 5489 DDIR_WEST ~ ~ 0 -1 5401 E large rock~ The rock: _____________ / 1997 \ / an \ / E M P E R O R / \ area / \_____________/ ~ S #5403 The Jungle Path~ The path is short and congested, yet well-travelled. A vaulted structure of palms and bamboo looms overhead, almost as if placed purposefully by the native inhabitants. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 5404 DDIR_WEST ~ ~ 0 -1 5402 S #5404 The Gates of Moon City~ You stand before the enormous bamboo gates of Moon City. The bamboo seems forged, unreal. It is bound with steel coils and colorful ribbons which line the wall tips. The village, you determine, has a primitive motif that works well to engivorate your desite to relax. A bamboo sign is here. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ gate~ EX_ISDOOR|EX_CLOSED -1 5406 DDIR_WEST ~ ~ 0 -1 5403 E bamboo sign~ The sign: ________________________ (________________________) (___W_E_L_C_O_M_E__T_O___) (________________________) (____M_O_O_N__C_I_T_Y____) (________________________) || || || || ~ S #5405 A Guard Post~ You stand in a room littered with hay. Assorted chains, wooden stools and various items suchs as buckets, brooms and nails lie randomly about the room. Light shines in through a barred window in the stone walls. Documents detailing patrolling schedules are nailed on the wall. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 5408 S #5406 Inside the City~ You now stand at the foot of the bustling city. You can see clearly that the bamboo and jungle appearance witnessed outside the city walls was a farce, a contrived environment to embellish the vacation lifestyle to be lived here. You are quite impressed. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5407 DDIR_EAST ~ ~ 0 -1 5483 DDIR_SOUTH ~ ~ 0 -1 5408 DDIR_WEST ~ gate~ EX_ISDOOR|EX_CLOSED -1 5404 S #5407 The Barracks~ Four wooden cots lie here alongside a long bench and a small pot in the corner of the room. The guard's belongings and armor are neatly arranged on racks against a back wall. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5406 S #5408 Inside the City~ Unlike other cities which you have visited in the past, this town seems very well managed: the odor of the streets is unrecognizable, trash is not to be seen, small streetside gutters prevent gaping puddles, and the street is lined with small flares that don't seem to run out. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5406 DDIR_SOUTH ~ ~ 0 -1 5409 DDIR_WEST ~ ~ 0 -1 5405 S #5409 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5408 DDIR_EAST ~ ~ 0 -1 5410 S #5410 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5411 DDIR_EAST ~ ~ 0 -1 5412 DDIR_WEST ~ ~ 0 -1 5409 S #5411 Glathkar's Alehouse~ You enter the largest alehouse you have ever seen in your life. The bar stretches the entire expanse of the enormous hall in which you stand, lined by three shelves worth of glassware: steins, wine and shot glasses, high and low balls of every make and design. Pictures line the walls of this crowded, smoke infested pub. There is a sign here. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5410 E sign~ The sign: _________________________ | | | The Rules: | | | | * NO fighting | | * NO spitting | | * PLEASE settle all | | tabs before leaving | |_______________________| || || || ~ S #5412 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5414 DDIR_SOUTH ~ ~ 0 -1 5413 DDIR_WEST ~ ~ 0 -1 5410 S #5413 Acserf Inn~ You enter a quaint wooden building that is very nicely furnished with paintings of places you recognize: the fountain in Roterodamum, the mountain of Savant Village, the gates of Entropy and the beaches of Mist City. The environment is peaceful and relaxing. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5412 S #5414 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5415 DDIR_EAST ~ ~ 0 -1 5416 DDIR_WEST ~ ~ 0 -1 5412 S #5415 The Guild Hall~ The hall in which you stand primarily consists of an auditorium and chairs, a library and a small practice room. It appears to be primarily a place for serious study. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5414 S #5416 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5418 DDIR_SOUTH ~ ~ 0 -1 5417 DDIR_WEST ~ ~ 0 -1 5414 S #5417 The Training Hall~ This hall, established here by the Mayor for the health and well-being of visitors to the city, is surprisingly well-kept and clean. Numerous facilities lie about for use in honing your physical attributes: rope, weights, a pool, track, altar, library, kitchen, and more. You feel ready to work. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5416 S #5418 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5461 DDIR_SOUTH ~ ~ 0 -1 5419 DDIR_WEST ~ ~ 0 -1 5416 S #5419 The Alley~ The flares no longer light your way down this back road in the village. Strange sounds come from all directions as you notice small desecrations in the walls surrounding the alley. Trash and litter abound. ~ 0 ROOM_DARK SECT_CITY DDIR_NORTH ~ ~ 0 -1 5418 DDIR_SOUTH ~ ~ 0 -1 5420 S #5420 The Alley~ The flares no longer light your way down this back road in the village. Strange sounds come from all directions as you notice small desecrations in the walls surrounding the alley. Trash and litter abound. ~ 0 ROOM_DARK SECT_CITY DDIR_NORTH ~ ~ 0 -1 5419 DDIR_SOUTH ~ ~ 0 -1 5421 S #5421 The Southern Fountain~ Alas, you find a small room in which to rest. The activities are so vast in the city as to make one easily fatigued within a short span of time. Roads run off in all directions. ~ 0 ROOM_SAFE SECT_CITY DDIR_NORTH ~ ~ 0 -1 5420 DDIR_EAST ~ ~ 0 -1 5432 DDIR_WEST ~ ~ 0 -1 5422 S #5422 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5423 DDIR_EAST ~ ~ 0 -1 5421 DDIR_SOUTH ~ ~ 0 -1 5424 DDIR_WEST ~ ~ 0 -1 5425 S #5423 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5422 S #5424 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5422 S #5425 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5422 DDIR_WEST ~ ~ 0 -1 5426 S #5426 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5427 DDIR_EAST ~ ~ 0 -1 5425 DDIR_SOUTH ~ ~ 0 -1 5428 DDIR_WEST ~ ~ 0 -1 5429 S #5427 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5426 S #5428 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5426 S #5429 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5426 DDIR_WEST ~ ~ 0 -1 5430 S #5430 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5485 DDIR_EAST ~ ~ 0 -1 5429 DDIR_SOUTH ~ ~ 0 -1 5431 S #5431 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5430 S #5432 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5433 DDIR_WEST ~ ~ 0 -1 5421 S #5433 Mac Ave~ You walk along a broad road with crooked cobblestone bricks of dark red texture. Villagers walk in all directions, oblivious to your existence. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5434 DDIR_WEST ~ ~ 0 -1 5432 S #5434 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5435 DDIR_SOUTH ~ ~ 0 -1 5433 S #5435 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5436 DDIR_WEST ~ ~ 0 -1 5434 S #5436 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5438 DDIR_SOUTH ~ ~ 0 -1 5437 DDIR_WEST ~ ~ 0 -1 5435 S #5437 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5436 S #5438 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5440 DDIR_SOUTH ~ ~ 0 -1 5439 DDIR_WEST ~ ~ 0 -1 5436 S #5439 The Castle Pharmacy~ You walk through the doorway and into a whole new rold of magic and alchemy: potions, wands, staves, rods, artifacts, scrolls, serums, antidotes, pills, and other magical items line the shelves. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5438 S #5440 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5442 DDIR_SOUTH ~ ~ 0 -1 5441 DDIR_WEST ~ ~ 0 -1 5438 S #5441 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5440 S #5442 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5444 DDIR_SOUTH ~ ~ 0 -1 5443 DDIR_WEST ~ ~ 0 -1 5440 S #5443 The Stage~ The atmospehre here is festive and light as all attention is focused on a small wooden stage. People laugh, sing, dance and lock arms in classic Moon City fashion as the music of Valdemarian bards entertains the drunken crowds gathered here. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5442 S #5444 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5449 DDIR_EAST ~ ~ 0 -1 5445 DDIR_WEST ~ ~ 0 -1 5442 S #5445 Leshe Street~ The road is straight and well-paved. The economy seems to be thriving here: entrances to shops and residential homes line the street. People walk briskly in every direction, succumbing to the temptation of gambling and good times. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5446 DDIR_WEST ~ ~ 0 -1 5444 S #5446 The Mayor's House~ The palatial home of the mayor is much larger than the residential homes, and much more lavish. The ceiling, high and vaulted, is supported by smoothe marble pillars, the floor is covered by an ornate red carpet and the walls are draped with precisely-designed ancient tapestries. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5445 DDIR_SOUTH ~ ~ 0 -1 5447 S #5447 The Mayor's Office~ In front of you sits a massive oaken desk and leather chair. The seal of Moon City looms overhead, suspended by rope from the domed ceiling. The mayor's personal papers lie strewn about, along with a gavel, various paintings and other personal items of the mayor. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5446 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 5448 S #5448 The Back Room~ This room appears to be a vault of some sorts. It is relatively bare and crudely fashioned. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 5447 S #5449 The Eastern Fountain~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 ROOM_SAFE SECT_CITY DDIR_EAST ~ ~ 0 -1 5462 DDIR_SOUTH ~ ~ 0 -1 5444 DDIR_WEST ~ ~ 0 -1 5450 S #5450 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5451 DDIR_EAST ~ ~ 0 -1 5449 DDIR_WEST ~ ~ 0 -1 5453 S #5451 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5450 S #5452 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5453 S #5453 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5452 DDIR_EAST ~ ~ 0 -1 5450 DDIR_WEST ~ ~ 0 -1 5454 S #5454 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5455 DDIR_EAST ~ ~ 0 -1 5453 DDIR_WEST ~ ~ 0 -1 5456 S #5455 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5454 S #5456 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5457 DDIR_EAST ~ ~ 0 -1 5454 DDIR_WEST ~ ~ 0 -1 5458 S #5457 A Resident's Home~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5456 S #5458 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5456 DDIR_WEST ~ ~ 0 -1 5459 S #5459 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5460 DDIR_EAST ~ ~ 0 -1 5458 S #5460 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5459 DDIR_WEST ~ ~ 0 -1 5461 S #5461 Central Street~ The street is bustling with activity. Horse carriages ride briskly past you, citizens of the city walk along the sides of the road, beggars, street magicians, animals and shady characters stream in every direction. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5460 DDIR_WEST ~ ~ 0 -1 5418 S #5462 Bly Way~ The sloped road beneath your feet looks newly paved with crushed rock and asphalt. Your attention wanders to the nearby vacinity. Paths lead off in all directions, mainly in the direction of local residences. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5463 DDIR_WEST ~ ~ 0 -1 5449 S #5463 The Bend~ The winding street looks well-travelled but narrow. Strangers brush by you as they walk past. You smell the scent of horses and livestock. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5462 DDIR_WEST ~ ~ 0 -1 5464 S #5464 The Bend~ The winding street looks well-travelled but narrow. Strangers brush by you as they walk past. You smell the scent of horses and livestock. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5465 DDIR_EAST ~ ~ 0 -1 5463 DDIR_DOWN ~ sewer~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 5492 S #5465 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5464 DDIR_WEST ~ ~ 0 -1 5466 S #5466 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5467 DDIR_EAST ~ ~ 0 -1 5465 DDIR_WEST ~ ~ 0 -1 5468 S #5467 Emperor's House~ The room is designed as a tribute to the great clan Checkmate. Paintings, statues and busts of famous clanners line the room. Emperor's battle collectibles (weapons and other objects) line the room in small display cases. A sacred pattern lines the floor. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5466 E pattern~ The pattern: _____________________________ | | | C h E c K m A t E | |_____________________________| ~ S #5468 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5466 DDIR_WEST ~ ~ 0 -1 5469 S #5469 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5470 DDIR_EAST ~ ~ 0 -1 5468 DDIR_WEST ~ ~ 0 -1 5471 S #5470 The Great Duck~ The scent of roast duck, aged wine, buttered fish and creamy pasta drives you insane with hunger. The environment is light and pleasing and the staff is jolly and ready to serve. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5469 S #5471 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5469 DDIR_WEST ~ ~ 0 -1 5472 S #5472 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5486 DDIR_EAST ~ ~ 0 -1 5471 DDIR_SOUTH ~ ~ 0 -1 5473 DDIR_WEST ~ ~ 0 -1 5474 S #5473 The House of Cards~ The building in which you stand is well-lit by golden lamps and bright tapestries. Paintings and statues decorate the numerous card tables and gambling games taking place here. Music plays loudly throughout the hall. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5472 S #5474 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5472 DDIR_WEST ~ ~ 0 -1 5475 S #5475 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5476 DDIR_EAST ~ ~ 0 -1 5474 DDIR_WEST ~ ~ 0 -1 5477 S #5476 The Lucky Spa~ You enter a building filled with incense and strange smells that oddly clear your lungs. Grapes, wine, foods and other amenities lie strewn about on shelves, in boxes and on the floor. The ground is soft and gentle on your feet. Three giant baths sit here: one with hot water, and two with warm, steaming mud. There is a sign here. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5475 E sign~ The sign: __________________________________ | | | Tips Are GREATLY Appreciated! | |__________________________________| ~ S #5477 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5475 DDIR_WEST ~ ~ 0 -1 5478 S #5478 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 5479 DDIR_EAST ~ ~ 0 -1 5477 S #5479 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 5478 DDIR_WEST ~ ~ 0 -1 5480 S #5480 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5479 DDIR_WEST ~ ~ 0 -1 5481 S #5481 Northern Street~ You walk along the northern avenue of the city where many of the gambling houses and various other establishments are located. The many buildings are stone or brick and quite spacious to accomodate the large crowds that vacation here. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 5480 DDIR_SOUTH ~ ~ 0 -1 5482 DDIR_WEST ~ ~ 0 -1 5483 S #5482 The Temple~ A temple is here for worship by the devoted citizens of the city, though you sense it is rarely used by the mass public. Statues and incense permeate the room. A domed ceiling depicts an interesting picture. ~ 0 ROOM_ALTAR_N|ROOM_SAFE|ROOM_NOTE_BOARD SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5481 S #5483 The Northern Fountain~ Alas, you find a small room in which to rest. The activities are so vast in the city as to make one easily fatigued within a short span of time. Roads run off in all directions. ~ 0 ROOM_SAFE SECT_CITY DDIR_EAST ~ ~ 0 -1 5481 DDIR_WEST ~ ~ 0 -1 5406 S #5484 A Dark Room~ You stand upon a black formless floor that stretches into a sightless void of total darkness. The world is small and suspended, yet expansive and never-ending. Your direct area is lighted by two large burning torches. They illuminate a small oaken table and a mysterious figure of unknown origin. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE S #5485 A Resident's House~ You stand in the home of one of the city's many citizens, most of whom work in a trade affiliated with gambling. Food cooks in a pot on an iron structure; wool blankets, wooden furniture and tiny items of little value furnish the rest of the home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5430 S #5486 The Dragon Show~ You enter a colorful room of noise and pomp. Posters on the wall tell the legends of fierce dragons and extoll the virtues of Bahamut. A small wooden stage is here, between two golden banners, raised about a foot off the ground. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5472 S #5487 The Dragon Cage~ You arrive in a dismal cage that smells of droppings and discards. The walls are a dull grey color though small bars in a window allow small beams of light to sneak through. There is a small pile of hay in the corner of the cage. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 5486 S #5488 The Jungle Path~ The path is short and congested, yet well-travelled. A vaulted structure of palms and bamboo looms overhead, almost as if placed purposefully by the native inhabitants. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 5490 DDIR_SOUTH ~ ~ 0 -1 5402 S #5489 The Jungle Path~ The path is short and congested, yet well-travelled. A vaulted structure of palms and bamboo looms overhead, almost as if placed purposefully by the native inhabitants. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 5402 DDIR_EAST ~ ~ 0 -1 5491 S #5490 The Jungle Path~ The path is short and congested, yet well-travelled. A vaulted structure of palms and bamboo looms overhead, almost as if placed purposefully by the native inhabitants. ~ 0 0 SECT_FOREST DDIR_WEST ~ ~ 0 -1 5488 S #5491 The Jungle Path~ The path is short and congested, yet well-travelled. A vaulted structure of palms and bamboo looms overhead, almost as if placed purposefully by the native inhabitants. ~ 0 0 SECT_FOREST DDIR_WEST ~ ~ 0 -1 5489 S #5492 The City Sewer~ You are surprised to discover such a sophisticated network of underground tunnels. They are dark and wet, causing you to ponder the wisdom of proceeding any further. ~ 0 ROOM_DARK SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5493 DDIR_UP ~ sewer~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 5464 S #5493 Beneath the City~ The wet tunnel leads on into the vast darkness. Strange sounds echo throughout the chambers. Each cavern seems to be carved from solid rock, though the ground consists of a soft, brown mud that sticks to your boots. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5492 DDIR_SOUTH ~ ~ 0 -1 5494 S #5494 Beneath the City~ The wet tunnel leads on into the vast darkness. Strange sounds echo throughout the chambers. Each cavern seems to be carved from solid rock, though the ground consists of a soft, brown mud that sticks to your boots. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5493 DDIR_EAST ~ ~ 0 -1 5495 S #5495 A Wet Tunnel~ You wander about the leaky, endless tunnels beneath the city. Each room looks exactly like the last, dark black rock-like walls with a soft, muddy floor. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 5496 DDIR_WEST ~ ~ 0 -1 5494 S #5496 A Wet Tunnel~ You wander about the leaky, endless tunnels beneath the city. Each room looks exactly like the last, dark black rock-like walls with a soft, muddy floor. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5497 DDIR_SOUTH ~ ~ 0 -1 5498 DDIR_WEST ~ ~ 0 -1 5495 S #5497 A Dark Cavern~ You wander about the leaky, endless tunnels beneath the city. Each room looks exactly like the last, dark black rock-like walls with a soft, muddy floor. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 5496 S #5498 A Dead End~ Your path ends abruptly here. The tunnel, now relatively dry, leads back into the muddy caves and eventually to the city surface. Nonetheless, you feel a strange sense of something peculier lurking in the shadows of this room. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 5496 S #5499 The Hole of Order~ Where exists reason, dwells Order and his legion. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_WEST ~ ~ 0 -1 5498 S #0 #RESETS M 5401 100 5473 M 5402 100 5484 E 5401 999 WEAR_HOLD M 5403 100 5400 M 5404 100 5476 M 5405 100 5449 M 5405 100 5468 M 5405 100 5465 M 5405 100 5474 M 5405 100 5443 M 5405 100 5434 M 5405 100 5434 M 5405 100 5420 M 5405 100 5418 M 5405 100 5408 M 5405 100 5475 M 5405 100 5486 M 5405 100 5470 M 5405 100 5471 M 5405 100 5466 M 5405 100 5478 M 5406 100 5443 M 5406 100 5443 M 5406 100 5443 M 5407 100 5443 M 5407 100 5433 M 5407 100 5464 M 5408 100 5440 M 5408 100 5460 M 5409 100 5439 G 5423 999 0 G 5424 999 0 G 5425 999 0 G 5426 999 0 G 5428 999 0 M 5410 100 5447 M 5411 100 5411 G 5407 999 0 G 5408 999 0 G 5409 999 0 G 5410 999 0 G 5411 999 0 M 5412 100 5486 M 5413 100 5487 M 5414 100 5498 M 5416 100 5429 M 5416 100 5465 M 5416 100 5477 M 5417 100 5423 M 5417 100 5423 M 5417 100 5424 M 5417 100 5427 M 5417 100 5428 M 5417 100 5431 M 5417 100 5434 M 5417 100 5437 M 5417 100 5441 M 5417 100 5485 M 5417 100 5451 M 5417 100 5452 M 5417 100 5455 M 5417 100 5457 M 5417 100 5462 M 5417 100 5480 M 5417 100 5468 M 5417 100 5442 M 5417 100 5440 M 5417 100 5438 M 5417 100 5436 M 5417 100 5435 M 5417 100 5410 M 5417 100 5430 M 5417 100 5429 M 5417 100 5426 M 5417 100 5422 M 5417 100 5433 M 5417 100 5414 M 5417 100 5461 M 5418 100 5417 M 5419 100 5415 M 5420 100 5423 M 5420 100 5425 M 5420 100 5432 M 5420 100 5438 M 5420 100 5474 M 5420 100 5406 M 5420 100 5450 M 5420 100 5450 M 5417 100 5453 M 5417 100 5454 M 5417 100 5456 M 5417 100 5458 M 5417 100 5459 M 5421 100 5497 E 5413 999 WEAR_HEAD E 5414 999 WEAR_LEGS E 5415 999 WEAR_ARMS E 5416 999 WEAR_WRIST_L E 5417 999 WEAR_BODY E 5418 999 WEAR_HOLD E 5419 999 WEAR_NECK_A E 5420 999 WEAR_SHIELD E 5421 999 WEAR_LIGHT E 5422 999 WEAR_ABOUT M 5422 100 5407 E 5430 999 WEAR_HEAD M 5422 100 5407 E 5430 999 WEAR_HEAD M 5422 100 5405 E 5430 999 WEAR_HEAD M 5422 100 5405 E 5430 999 WEAR_HEAD M 5423 100 5470 G 5431 999 0 G 5432 999 0 M 5424 100 5413 O 5406 1 5448 O 5412 1 5448 O 5429 1 5483 O 5429 1 5421 O 5429 1 5449 O 5433 1 5482 D 5447 DIR_WEST DOOR_CLOSED D 5448 DIR_EAST DOOR_CLOSED D 5404 DIR_EAST DOOR_CLOSED D 5406 DIR_WEST DOOR_CLOSED D 5492 DIR_UP DOOR_CLOSED D 5464 DIR_DOWN DOOR_CLOSED S #$ XXXXXXXXXX #Savearea