#AREA Honest Bob's~ #AUTHORS Tannim~ #VERSION 3 #RANGES 10 30 0 99 #FLAGS AFLAG_NOTELEPORT #MOBILES #12600 visitor~ the visitor~ A visitor to Honest Bob's wanders from shop to shop.~ The visitor seems to be overwhelmed by the number of purchases that could be made here. ~ ACT_WIMPY|ACT_BODY|ACT_RACE 0 50 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 1d25+81 1d10+6 1000 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #12601 large squid~ the large squid~ The squid seems to want a new toy. It's eyeing your head.~ This squid is huge! ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY|ACT_RACE 0 0 S 15 BODY_HEAD|BODY_TENTACLE BODY_TENTACLE 1d56+105 1d15+3 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #12602 patron~ the patron~ The patron seems very upset about having his privacy disturbed.~ The patron is definitely miffed. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY|ACT_RACE 0 100 S 20 BODY_HEAD|BODY_LEG|BODY_ARM 0 1d10+350 5d5+5 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #12603 sneaky pickpocket~ the sneaky thief~ A small man stands here, trying to blend into the surroundings.~ This man is working very hard at not being seen. ~ ACT_WIMPY|ACT_BODY|ACT_RACE AFF_SNEAK|AFF_HIDE|AFF_STEALTH -50 S 30 0 0 1d1+600 1d1+30 20000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12604 security guard~ the security guard~ A stout security guard stands here.~ The security guard seems to be more competent than your average rent-a-cop. ~ ACT_BODY|ACT_RACE AFF_SANCTUARY 200 S 30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 10d2+800 3d9+9 1000 RACE_HUMAN POS_RESTING POS_RESTING SEX_MALE #12605 teacher~ the trade school teacher~ The trade school teacher is waiting to teach you new skills.~ This old geezer looks like he could bend you over his knee if you got out of line. ~ ACT_SENTINEL|ACT_DRUNK|ACT_MOUNT|ACT_WIMPY|ACT_SMART AFF_SANCTUARY 340 S 95 0 0 10d100+10000 10d10+50 0 0 POS_STANDING POS_STANDING SEX_MALE #12606 beautiful trainer~ the beautiful trainer~ The health club trainer wants to "PUMP YOU UP!"~ This is the most beautiful blonde you've ever seen! ~ ACT_SENTINEL|ACT_DRUNK|ACT_MOUNT|ACT_WIMPY|ACT_TRAIN|ACT_PRACTICE|ACT_WEAK AFF_SANCTUARY 340 S 95 0 0 10d100+10000 10d10+50 0 0 POS_STANDING POS_STANDING SEX_FEMALE #12607 ethereal sweeper~ the ethereal street sweeper~ ~ ~ ACT_SCAVENGER|ACT_WIMPY|ACT_BODY|ACT_RACE AFF_PASS_DOOR|AFF_CLEAR|AFF_ETHEREAL 0 S 95 0 0 1d2256+7613 10d10+50 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #12608 odd visitor~ the odd looking visitor~ There's something a little strange about this visitor.~ This visitor is rather tall. In fact, he must be related to the shopkeepers. They're all tall. They even have similar, very professional looking hair cuts. Honest Bob probably looks the same, wherever he is. ~ ACT_BODY|ACT_RACE 0 0 S 30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 10d2+700 1d27+9 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12609 shopkeeper~ Mathew Soulraper~ Mathew Soulraper asks "How may I help you?"~ This shopkeeper is covered in scars. Maybe you should just leave him alone. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 95 0 0 1d2256+7613 1d1+93 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12610 waiter~ the waiter~ The waiter asks "May I take your order?"~ You notice a line of circular bruises around the waiters neck. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 95 0 0 1d1+8138 1d95+46 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #12611 manager~ the manager~ The manager asks "How may I help you?"~ The woman in charge is what one might call... burly. You'd better not get her angry. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE 0 0 S 95 0 0 1d1+9778 1d1+95 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 40~ say Hey you! No loitering! Buy something or get out! ~ | #12612 assistant~ the assistant manager~ The assistant manager asks "How may I help you?"~ This poor kid looks really nervous. The whip marks on his back and the chains around his neck and legs tell the whole story. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 10 0 0 1d25+81 1d10+6 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ mpecho The assistant leans over and whispers "Help me! Please!" mpecho There's some shouting to the south and the assistant returns to normal. ~ | #12613 mortician~ Dr. Schultz~ Dr. Schultz, the necromantic mortician, is here playing with body parts.~ The doctor is coveredin blood. Every once in a while, he dissapears for a few seconds. When he reappears, he usually has some odd limb or organ. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 85 0 0 1d1+7942 1d85+37 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12614 warehouse guard~ the warehouse guard~ The warehouse guard is here, asleep against a pile of crates.~ The guards skin is very pale, as if he's been down here far too long. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_SANCTUARY 0 S 35 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 1d1+900 3d10+10 2500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog crate~ if hasobjnum ($n) == 12640 mpecho The guard says 'Hey, you greedy bastard! Ya already got one!' else mpecho The guard says 'If ya want one take one!' mpecho The guard says 'If I get fired, maybe I'll see the sun again!' sigh mpoload 12640 give crate $n endif ~ | #0 #SHOPS 12609 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_PILL 100 50 9 17 12610 ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 6 23 12611 ITEM_TYPE_LIGHT ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_CONTAINER ITEM_TYPE_AMMO 100 50 9 20 12612 ITEM_TYPE_TREASURE ITEM_TYPE_FURNITURE ITEM_TYPE_TRASH ITEM_TYPE_KEY ITEM_TYPE_BOAT 100 50 9 20 12613 ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 1 23 0 #SPECIALS S #OBJECTS #12600 odd broadsword~ an odd looking broadsword~ An odd looking broadsword lies abandond here.~ This sword is definitely a broadsword, but the design is unfamiliar. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 2 8 WEAPON_SLICE 0 0 0 0 3 1000 15 #12601 odd broadsword~ an odd looking broadsword~ An odd looking broadsword has been abandond here.~ This sword is definitely a broadsword, but the design is unfamiliar. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 8 2 WEAPON_SLICE 0 0 0 0 3 2000 25 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #12602 odd broadsword~ an odd looking broadsword~ An odd looking broadsword lies here.~ This sword is definitely a broadsword, but the design is unfamiliar. ~ ITEM_TYPE_WEAPON ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 2 8 WEAPON_SLICE 0 0 0 0 10 3000 35 A APPLY_HITROLL 4 0 A APPLY_DAMROLL 4 0 #12605 boiled squid~ some boiled squid~ A plate of boiled squid is here.~ The boiled squid looks rubbery and generally unappetising. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 2 0 0 0 0 0 0 0 1 10 1 #12606 fried squid~ some fried squid~ A plate of fried squid is here.~ The fried squid looks crispy and somewhat appetising. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 1 20 1 #12607 BBQ squid~ some BBQ squid~ A plate of BBQ squid is here.~ The BBQ squid looks gross, but smells good. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 8 0 0 0 0 0 0 0 1 40 1 #12608 cajun squid~ some cajun squid~ A plate of cajun squid is here.~ The cajun squid looks like a plate of charcoal briquettes, but it smells great! ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 16 0 0 0 0 0 0 0 1 80 1 #12609 squid L'orange~ some squid L'orange~ A plate of squid L'orange is here.~ The squid L'orange looks and smells exquisite!!! ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 24 0 0 0 0 0 0 0 1 160 1 #12610 water~ a glass of water~ A glass of water is here.~ The water here looks incredibly pure. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_WATER 0 0 0 0 0 1 10 1 #12611 milk~ a glass of milk~ A glass of milk is here.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_MILK 0 0 0 0 0 1 10 1 #12612 wine~ a glass of fine wine~ A glass of wine is here.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_WINE 0 0 0 0 0 1 50 1 #12613 lemonade~ a glass of lemonade~ A glass of lemonade in here.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_LEMONADE 0 0 0 0 0 1 10 1 #12614 mixed drink~ a rubber chicken~ A mixed drink is here.~ The rubber chicken is neon blue, and it smells like coconut and pinapple. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_FIREBRT 0 0 0 0 0 1 10 1 #12615 rowboat~ a rowboat~ A rowboat is here waiting for passengers.~ ~ ITEM_TYPE_BOAT ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 10 100 15 A APPLY_MOVE 5 0 #12616 silver statue~ a silver statue~ A silver statue is shining brightly.~ This appears to be some sort of religious item, but you do not recognize which god it symbolizes. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 3 1000 15 A APPLY_CON 2 0 A APPLY_WIS 2 0 #12617 backpack~ a fine leather backpack~ A fine leather backpack has been laft here.~ The backpack has been carefully crafted by the hands of a master artisan. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 150 CONT_CLOSEABLE -1 0 0 0 0 0 10 2000 20 A APPLY_MOVE 20 0 A APPLY_AC -5 0 #12618 marijuana spice~ some wonder spice~ A wonder spice plant grows here.~ The leaves of this plant look like they have five fingers with jagged edges. ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 20 SPELL_HALLUCINATE -1 -1 0 0 0 0 1 5000 20 #12619 scroll unobtrusive~ a scroll of unobtrusiveness~ You almost miss a small scroll lying here.~ ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 10 SPELL_INVIS -1 -1 0 0 0 0 1 1000 10 #12620 wand thunder~ a thunder wand~ A strangly shaped wand lies here.~ The wand has a curved handle and a spinning cylinder with six holes in it. A small lever sticks out in front of the handle, and a tiny little hammer is behind the large cylinder. ~ ITEM_TYPE_WAND 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 6 6 SPELL_MAGIC_MISSILE 0 0 0 0 3 1000 15 #12621 elixyr warding~ an elixyr of warding~ A small flask has been left here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 20 -1 SPELL_ARMOR -1 0 0 0 0 5 2000 15 #12622 staff transportation~ a staff of transportation~ A long pole has been firmly planted here.~ The ceder staff is covered in carved arrows pointing in all directions. ~ ITEM_TYPE_STAFF ITEM_FLAG_DARK|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 3 3 SPELL_WORD_OF_RECALL 0 0 0 0 1 1000 10 #12623 glowstone~ a glowing stone~ A small pebble is glowing brightly here.~ The pebble feels smooth, but is too bright to examine closely. ~ ITEM_TYPE_LIGHT ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 200 0 0 0 0 0 1 2000 5 #12624 potion finding~ a potion of finding~ A large brightly colored flask jumps out at you.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE 10 SPELL_DETECT_HIDDEN SPELL_DETECT_INVIS -1 0 0 0 0 8 200 15 #12625 staff finding~ staff of finding~ This flimsy staff is pointing at an empty space.~ ~ ITEM_TYPE_STAFF 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 3 3 SPELL_DETECT_INVIS 0 0 0 0 8 200 15 #12626 sturdy shield~ a sturdy shield~ A large wooden shield has been left here.~ The shield is made of leather covered wood. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 7 0 0 0 0 0 0 0 5 700 15 A APPLY_MOVE -20 0 A APPLY_SAVING_BREATH 2 0 #12627 hard leather armor~ the hardened leather armor~ A suit of hardened leather has been left here.~ This leather armor has been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 7 0 0 0 0 0 0 0 10 3000 15 A APPLY_HIT 5 0 #12628 hard leather leggings~ some hardened leather leggings~ A pair of hardened leather leggings have been left here.~ These leather leggings have been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 7 0 0 0 0 0 0 0 7 1000 15 A APPLY_HIT 5 0 #12629 hard leather sleeves~ some hardened leather sleeves~ A pair of hardened leather sleeves have been left here.~ These leather sleeves have been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 7 0 0 0 0 0 0 0 7 1000 15 A APPLY_HIT 5 0 #12630 hard leather girth~ a hardened leather girth~ A hardened leather girth has been left here.~ This leather girth has been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 3 500 15 A APPLY_HIT 5 0 #12631 hard leather bracer~ a hardened leather bracer~ A hardened leather bracer has been left here.~ This leather bracer has been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 7 0 0 0 0 0 0 0 3 500 15 A APPLY_HIT 5 0 #12632 hard leather helm~ a hardened leather helm~ A hardened leather helm has been left here.~ This leather helm has been specially cured to provide a maximum ammount of protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 7 0 0 0 0 0 0 0 5 1000 15 A APPLY_HIT 5 0 #12633 sturdy gloves~ some sturdy gloves~ A pair of gloves lie forgotten on the ground.~ These gloves look sturdy and comfortable. Someone must have lost them. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 5 0 0 0 0 0 0 0 1 2000 15 A APPLY_STR 2 0 A APPLY_DEX 1 0 #12634 sturdy boots~ some sturdy leather boots~ A pair of boots lie forgotten on the ground.~ These boots look sturdy and comfortable. Someone must have lost them. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 5 0 0 0 0 0 0 0 2 2000 15 A APPLY_CON 2 0 A APPLY_DEX 1 0 A APPLY_DAMROLL 2 0 #12635 luck pendant~ a good luck charm~ A small pendant is here.~ The small pendant looks like someone's good luck charm. ~ ITEM_TYPE_ARMOR ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 4 0 0 0 0 0 0 0 1 5000 20 A APPLY_MOVE 25 0 A APPLY_MANA 25 0 #12636 luck bracelet~ a good luck charm~ A small bracelet is here.~ The small bracelet looks like someone's good luck charm. ~ ITEM_TYPE_ARMOR ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 4 0 0 0 0 0 0 0 1 5000 20 A APPLY_MOVE 25 0 A APPLY_MANA 25 0 #12637 sword~ a short sword~ A short sword lies here.~ The short sword looks very ordinary and boring. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 2 5 WEAPON_STAB 0 0 0 0 3 300 15 A APPLY_HITROLL 2 0 A APPLY_DAMROLL -2 0 #12638 hammer iron~ an iron hammer~ A small iron hammer lies here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 2 5 WEAPON_CRUSH 0 0 0 0 6 2000 10 #12640 crate~ a small crate~ A square piece of wood lies here.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 300 CONT_CLOSED -1 0 0 0 0 0 1 10000 60 A APPLY_HIT 20 0 A APPLY_DAMROLL 5 0 #0 #ROOMS #12600 Entrance Way~ The warm welcoming face of Honest Bob smiles down at you from the sign above the entrance way. Inside, you can see neon lights and happy customers wandering around with empty pockets. Under the huge "Honest Bob's sign is a smaller one you only just noticed. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH To the north, you can see some shops and a large office building.~ ~ 0 -1 12601 DDIR_SOUTH To the south, you can see the dark, nasty, outside world.~ ~ 0 -1 6151 E sign~ The small sign reads: Welcome to Honest Bob's! Anything you could ever want is for sale within these walls (except, of course, for slaves). If you can't find it, you either didn't look hard enough, or you just don't want it that much. Please note: we don't condone murder, but there's not much we can do to stop it, so you're on your own. Don't start brawls you can't finish. YOU'VE BEEN WARNED! ~ S #12601 The Market Place.~ You are standing in an open market place. To the east is Honest Bob's Trading Post. The most delicious scent you've ever smelled is floating out of the restaurant to the west. More shops and that large office building are to the north. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH More open market place lies to the north.~ ~ 0 -1 12602 DDIR_EAST You can see all kinds of items in the window of the trading post.~ ~ 0 -1 12604 DDIR_SOUTH The entrance to Honest Bob's lies to the south.~ ~ 0 -1 12600 DDIR_WEST The restaurant looks uncrowded, despite the smell of good food.~ ~ 0 -1 12603 S #12602 The Market Place.~ You are standing in an open market place. To the west is a shimmering portal. Honest Bob's Travel Lodge is to the east. Immidiatly to the north is that large office building you saw on the way in. More open market place lies to the south. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Wide glass doors separate Honest Bob's office from the open market place.~ glass door~ EX_ISDOOR|EX_CLOSED -1 12612 DDIR_EAST >From here you can see the lobby of Honest Bob's Travel Lodge.~ ~ 0 -1 12606 DDIR_SOUTH More open market place lies to the south.~ ~ 0 -1 12601 DDIR_WEST The sign over the shimmering portal reads: Honest Bob's Discount Magic Den.~ shimmering portal~ EX_ISDOOR|EX_CLOSED -1 12605 S #12603 Honest Bob's House of Squid~ Welcome to Honest Bob's House of Squid! A waiter eagerly leads you to your table. On the way, you see another patron struggling with his fresh sushi. The patron has a knife and fork, but there's a lot of tenticles fighting back. As you reach your table, the waiter whispers "If I were you, I'd avoid the Samurai Sushi Special." ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You can see the open market place through the front window.~ ~ 0 -1 12601 DDIR_WEST The delicious scent seems to be coming from the west.~ ~ 0 -1 12607 S #12604 Honest Bob's Trading Post~ Hundreds of items line the shelves on this side of the trading post. You can see furniture, intereseting artifacts, a few worthless trinkets, and even a rowboat. More shelves are to the south. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see shelves full of weapons and armor to the south.~ ~ 0 -1 12617 DDIR_WEST You can see the open market place through the shop window.~ ~ 0 -1 12601 S #12605 Honest Bob's Magic Discount Den~ All kinds of magical items line the shelves of this small shop. Some look plain, some look powerful, and some just look gaudy. Frantic activity can be heard from the north and west. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH There seems to be a lot of activity in this direction.~ ~ 0 -1 12615 DDIR_EAST A shimmering portal lies to the east.~ shimmering portal~ EX_ISDOOR -1 12602 DDIR_WEST There seems to be a lot of activity in this direction.~ ~ 0 -1 12616 S #12606 Honest Bob's Travel Lodge~ The main desk of this small hotel is completely vacant, except for a small sign. There's a mildly unpleasant smell coming from somewhere. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The stench on rotting bodies and Pine-Sol is seeping from this direction.~ ~ 0 -1 12618 DDIR_EAST A hallway leads away from here.~ ~ 0 -1 12608 DDIR_WEST You can see the open market place from here.~ ~ 0 -1 12602 E sign~ To the east you will find the rooms. Due to a slight overbooking error, you may have to share. Room #2 is the only "vacancy". ~ S #12607 The Kitchen~ This room is obviously the source of the wonderful smells that have been floating around. Several pots are simmering, but the chef is nowhere to be seen. You here a commotion to the west. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You can see some kind of commotion in the dining room.~ ~ 0 -1 12603 DDIR_WEST There's some fighting in the next room.~ ~ 0 -1 12619 S #12608 The Hallway~ >From here, you can enter the three rooms of this small hotel. The rooms to the north and south have do not disturb signs on their door knobs. ~ 0 0 SECT_CITY DDIR_NORTH Room #1~ door one~ EX_ISDOOR|EX_CLOSED -1 12609 DDIR_EAST Room #2~ door two~ EX_ISDOOR|EX_CLOSED -1 12610 DDIR_SOUTH Room #3~ door three~ EX_ISDOOR|EX_CLOSED -1 12611 DDIR_WEST Back to the lobby.~ ~ 0 -1 12606 S #12609 Room #1~ This is a small and comfotable looking hotel room. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH Back to the hallway.~ door one~ EX_ISDOOR -1 12608 S #12610 Room #2~ Ahh... You've finally made it to your hotel room. You can finally relax. Hopefully you won't have to share it with too many people. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_WEST Back to the hallway.~ door two~ EX_ISDOOR -1 12608 S #12611 Room #3~ This is a small and comfortable looking hotel room. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Back to the hallway.~ door three~ EX_ISDOOR 0 12608 S #12612 Honest Bob's Office.~ The entire first floor of this large office building is Honest Bob's office. Artifacts from all over the world decorate the walls. None of the artifacts seem to be very valuable, although you can't quite identify the origen of some of them. At one end of this huge room is a large oak desk. Behind the desk, on one corner, is a spiral staircase leading up and down. You get the creepy feeling that someone is watching you, even though you are the only one in the room. Someone has left a note one the desk. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You can see all the way to the entrance from here.~ glass door~ EX_ISDOOR -1 12602 DDIR_UP All you can see is a dark hole in the ceiling.~ ~ 0 -1 12620 DDIR_DOWN All you can see is a dark hole in the floor.~ ~ 0 -1 12621 E note~ The note reads: Sorry you missed me. I'm out gathering inventory. -Honest Bob ~ S #12613 Honest Bob's Bedroom~ This room has been lavashly decorated as Bob's bedroom. Untold riches lie before you. As you once again get that creepy feeling of being watched, you begin to think that Bob would be very upset if he caught you rummaging through his stuff. Who knows what he would do to you. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_DOWN The spiral staircase leads back to Bob's office.~ ~ 0 -1 12620 S #12614 Honest Bob's Warehouse~ You are in a HUGE cavern that Honest Bob has turned into a warehouse. Thousands of crates are stacked here, and they barely fill a third of the cavern! You begin to get the idea that trading directly with Bob is a losing proposition. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP The spiral staircase leads back to Bob's office.~ ~ 0 -1 12621 S #12615 Honest Bob's Corrispondance School~ There are several people here grading papers and answering mail. This end of the room has been converted into a small classroom. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH The doorway leads back to the magic shop.~ ~ 0 -1 12605 S #12616 Honest Bob's Health Spa~ Here, you see people working out on machines, relaxing in steam baths, and discussing philosopy. In the back of the room, someone is doing gynastics. Personal trainers are attending to many of the people here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The doorway leads back to the magic shop.~ ~ 0 -1 12605 S #12617 Honest Bob's Trading Post~ This half of the trading post deals in the necesities of adventuring. Weapons, armor, lanterns, and backpacks can all be purchased here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Shelves filled with all kinds of artifacts and trinkets adorn the other side of the trading post.~ ~ 0 -1 12604 S #12618 The Morgue~ This room is definitely the source of the rotten stench. Attempts to clean the place have only succeeded in adding the nauseating stink of Pine-Sol to the already putrid air. ~ 0 ROOM_INDOORS|ROOM_MORGUE SECT_CITY DDIR_SOUTH The doorway leads back to the travel lodge and fresh air!~ ~ 0 -1 12606 S #12619 The Squid Pens~ Several large tanks filled with squid of all sizes are in this room. A group of very large squid are playing catch between their tanks. As you walk in, you distract the squid. One of them misses, and their ball rolls towards you. Just before it rolls out the door, you notice a bloodied chef's hat sticking to it. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST Quick! Go back to the kitchen while you still can!~ ~ 0 -1 12607 S #12620 The Spiral Staircase~ After climbing what must be several stories, you realize that this building must be taller than anything in Roterodamum. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP The staircase dissapears in the darkness above.~ ~ 0 -1 12613 DDIR_DOWN Far below, you can barely see the light from Bob's office.~ ~ 0 -1 12612 S #12621 The Spiral Staircase~ As you decend deep in the ground, you notice several passageways that were sealed up at one point. The sledge hammer used to break the seals is still leaning against the wall. Each passage way leads into darkness. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH The passageway dissapears into darkness.~ ~ 0 -1 12622 DDIR_EAST The passageway dissapears into darkness.~ ~ 0 -1 12623 DDIR_SOUTH The passageway dissapears into darkness.~ ~ 0 -1 12624 DDIR_WEST The passageway dissapears into darkness.~ ~ 0 -1 12625 DDIR_UP Far above, yoiu can barely see the light from Bob's office.~ ~ 0 -1 12612 DDIR_DOWN The spiral staircase decends into the darkness below.~ ~ 0 -1 12614 S #12622 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH A pool of water defies gravity to the north.~ pool water~ EX_ISDOOR -1 12626 DDIR_SOUTH The passageway continues to the south.~ ~ 0 -1 12621 S #12623 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A pool of water defies gravity to the east.~ pool water~ EX_ISDOOR -1 12627 DDIR_WEST The passageway continues to the west.~ ~ 0 -1 12621 S #12624 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH The passageway continues to the north.~ ~ 0 -1 12621 DDIR_SOUTH A pool of water defies gravity to the south.~ pool water~ EX_ISDOOR -1 12628 S #12625 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST The passageway continues to the east.~ ~ 0 -1 12621 DDIR_WEST A pool of water defies gravity to the west.~ pool water~ EX_ISDOOR -1 12629 S #12626 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH A pool of water defies gravity to the south.~ pool water~ EX_ISDOOR -1 12622 S #12627 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST A pool of water defies gravity to the west.~ pool water~ EX_ISDOOR -1 12623 S #12628 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH A pool of water defies gravity to the north.~ pool water~ EX_ISDOOR -1 12624 S #12629 A Long Tunnel~ The tunnel ends at what looks like the surface of a pool of water... except that it's perpendicular to the floor and walls! ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A pool of water defies gravity to the east.~ pool water~ EX_ISDOOR -1 12625 S #0 #RESETS M 12604 100 12600 E 12602 20 WEAR_WIELD E 12627 100 WEAR_BODY M 12604 100 12600 E 12602 20 WEAR_WIELD E 12627 100 WEAR_BODY M 12600 100 12600 E 12600 100 WEAR_WIELD G 12606 100 0 M 12600 100 12600 E 12600 100 WEAR_WIELD G 12619 50 0 M 12600 100 12600 E 12600 100 WEAR_WIELD G 12623 50 0 M 12600 100 12600 E 12600 100 WEAR_WIELD G 12622 50 0 M 12608 100 12602 E 12602 20 WEAR_WIELD E 12616 20 WEAR_DUAL_WIELD E 12627 100 WEAR_BODY E 12634 50 WEAR_FEET M 12603 100 12602 M 12610 100 12603 G 12605 100 0 G 12606 100 0 G 12607 100 0 G 12608 100 0 G 12609 100 0 G 12610 100 0 G 12611 100 0 G 12612 100 0 G 12613 100 0 G 12614 100 0 M 12612 100 12604 G 12615 100 0 G 12616 20 0 M 12609 100 12605 G 12618 50 0 G 12619 50 0 G 12620 50 0 G 12621 50 0 G 12622 50 0 M 12602 100 12609 E 12601 50 WEAR_WIELD M 12602 100 12611 E 12601 50 WEAR_WIELD M 12607 100 12612 M 12614 100 12614 E 12602 20 WEAR_WIELD E 12627 100 WEAR_BODY E 12626 100 WEAR_SHIELD E 12628 100 WEAR_LEGS E 12629 100 WEAR_ARMS E 12630 100 WEAR_WAIST E 12631 100 WEAR_WRIST_L E 12632 100 WEAR_HEAD E 12633 50 WEAR_HANDS E 12634 50 WEAR_FEET E 12635 20 WEAR_NECK_A E 12636 20 WEAR_WRIST_R M 12605 100 12615 M 12606 100 12616 M 12611 100 12617 G 12600 100 0 G 12617 50 0 G 12623 50 0 G 12626 100 0 G 12627 100 0 G 12628 100 0 G 12629 100 0 G 12630 100 0 G 12631 100 0 G 12632 100 0 G 12633 50 0 G 12634 50 0 G 12635 20 0 G 12636 20 0 G 12637 20 0 G 12638 100 0 M 12613 100 12618 G 12624 50 0 G 12625 50 0 M 12601 100 12619 M 12601 100 12619 M 12601 100 12619 M 12601 100 12619 D 12602 DIR_WEST DOOR_CLOSED D 12602 DIR_NORTH DOOR_CLOSED D 12608 DIR_NORTH DOOR_CLOSED D 12608 DIR_EAST DOOR_CLOSED D 12608 DIR_SOUTH DOOR_CLOSED S #$ XXXXXXXXXX #Savearea