emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#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