#AREA Manitou Marsh~ #AUTHORS Covenant~ #VERSION 3 #RANGES 15 25 1 95 #OLC_RANGES 1000 1099 #FLAGS AFLAG_AUTOSAVE #HELPS 0 "MANITOU MARSH"~ {138} Manitou Marsh{300} Manitou Marsh is a fetid swamp situated on the eastern continent of the realms. It is reputed to be the home of a terrible undead creature known as the Manitou, however those who have ventured there report no sign of the beast. Legends say that the Manitou was an evil chieftan of a tribe living in the marshes who was responsible for the drowning of his entire tribe in order to further his own lifespan. The evil chieftan might have wreaked further havoc but a mighty warlock confronted him and in retribution imprisoned him inside the corpse of his very first victim. {128} (A) {058}Quests{300} {128} (B) {058}Creator's Notes{300} {a}MANITOUMARSHQUESTS {b}MANITOUMARSHNOTES ~ 0 MANITOUMARSHQUESTS~ {138} Quests{300} There are two little quests in this area, one has no fighting at all and rewards you with a nice low level pair of gloves, the other involves discovering and slaying a monster - could it be the Manitou? :) - for a couple of pieces of nice armor. ~ 0 MANITOUMARSHNOTES~ {138} Creator's Notes{300} This area is designed to be a fun little area for new players of Storms of Time. There is lots of equipment to improve fighting skills, but be warned you will not find it all in one trip to the area. If you spend some time leveling in the area you should find almost everything. ~ 0 $~ #MOBILES #1000 hermit m1000~ a hermit~ A wild-eyed hermit is standing here.~ This wiry little man has a wild mane of dirty brown hair and is wearing a simple cotton smock. The smock was once white but is now a dull grey with brown and green stains everywhere. The man's eyes roam about wildly as he watches you with suspiscion. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY 0 400 S 45 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HAND|BODY_FOOT 1d506+956 1d45+12 12000 0 POS_STANDING POS_STANDING SEX_MALE >delay_prog 10~ say An adventurer once told me he had found the tomb, but that it was locked. say The key must be in these marshes somewhere! Perhaps one of the creatures in this marsh has found it ... say Good luck $X! ~ >delay_prog 9~ say It is said that only by removing the corpse's skull from the tomb and intoning the ritual phrase "By my power I release thee" can it be freed. say I wouldn't advise it though. The Manitou is a fearsome beast. wink $X mpdelay self 5 10 $X ~ >delay_prog 8~ say The Manitou is a foul beast that lives in this marsh. say I've heard that there is an underground tomb around here somewhere. say It was trapped inside a corpse by a mighty warlock millennia ago. mpdelay self 5 9 $X ~ >speech_prog manitou~ if delayed ($i) break endif if quest (8,4,$n) == 1 say Eh? The Manitou? You've heard about that I see ... emote mutters to himself for a few seconds. mpmset $n quest 8 4 2 mpdelay self 5 8 $n endif ~ >greet_prog 100~ if quest (4,4,$n) == 11 say Ah, good to see you again $n! endif ~ >delay_prog 7~ mpecho The hermit spoons out a bowl of stew and wolfs it down! say Ahhh! That was fantastic! hug $X mpmset $X quest 4 4 11 say Thank you very much $X! I haven't enjoyed a meal so much in years! say Hmm, I found these on a corpse in the marsh years ago. say Why don't you take them as a reward. mpoload 1045 give i1045 $X smile ~ >delay_prog 6~ mpecho The hermit gives the stew a final stir. mpdelay self 5 7 $X ~ >give_prog i1032~ if quest (4,4,$n) == 9 say Fantastic! Sorrel gives rabbit stew the BEST flavour! emote tears up the sorrel leaves and sprinkles them into the stew. mpjunk i1032 mpmset $n quest 4 4 10 mpdelay self 5 6 $n else say What are you give me that for? give i1032 $n endif ~ >delay_prog 5~ say There should be some sorrel growing in the marsh, I've found some before. say It usually grows in the shallower parts of the marsh ... say Bring me some please. smile $X ~ >give_prog i1031~ if quest (4,4,$n) == 7 clap say Aha! Now we're cookin'! emote dumps the vegetables into the cook pot. say All I need now are some herbs. mpjunk i1031 mpdelay self 3 5 $n mpmset $n quest 4 4 8 else say What are you giving me that for? give i1031 $n endif ~ >speech_prog pull~ if quest (4,4,$n) == 7 say Yes, go and PULL some vegetables out of my patch. endif ~ >speech_prog ok okay yes yep yeah~ if quest (4,4,$n) == 6 say Great! say I'm going to make some rabbit stew. But I'll need some vegetables! say Go and PULL some for me! mpmset $n quest 4 4 7 endif ~ >delay_prog 4~ emote heaves the cook pot onto the fire and give it a stir. say Now that you've ridded my fields of that darn rabbit, perhaps you could help me again? ~ >delay_prog 3~ emote snaps the rabbit's neck and rapidly skins it. emote quarters the rabbit and tosses the pieces into a cook pot of water. mpdelay self 3 4 $X ~ >give_prog i1024~ if quest (4,4,$n) == 4 mpquiet on open i1024 get i1025 i1024 get i1028 i1024 get i1029 i1024 mpquiet off emote peers into the cage. if hasobjnum ($i) == 1025 or hasobjnum ($i) == 1028 or hasobjnum ($i) == 1029 mpjunk i1025 mpjunk i1028 mpjunk i1029 mpjunk i1024 say Great! You've caught the little bugger. drool say I haven't had rabbit for years! mpmset $n quest 4 4 6 mpdelay self 3 3 $n else ponder say There's no rabbit in here ... grumble $n give i1024 $n endif else say What are you giving me that for? give i1024 $n endif ~ >time_prog 4~ mpat 1026 mppurge m1009 mpquiet on mpat 1026 get i1029 i1026 mpjunk i1029 ~ >time_prog 20~ mpat 1026 mpmload 1009 ~ >speech_prog ok okay yes yep yeah~ if quest (4,4,$n) == 3 say Great! say You'll need a cage! mpoload 1024 give i1024 $n say Remember, the rabbit only seems to appear at night! mpmset $n quest 4 4 4 if time () >= 20 or time () <= 3 mpat 1026 mpmload 1009 endif endif ~ >delay_prog 2~ say It looks like a rabbit has somehow made its way onto my island. say Will you catch it for me? It'll help me out, and rabbit is ... well ... emote licks his lips. ~ >delay_prog 1~ say Hmm, I wonder if you are able to help me. say I'm having a little trouble with pests eating my veggies. say But it always happens at night, and I'm a deep sleeper. mpdelay self 3 2 $X ~ >speech_prog ~ if delayed ($i) break endif if quest (4,4,$n) == 1 smile say Good to meet you, $1. ponder mpmset $n quest 4 4 3 mpdelay self 3 1 $n endif ~ >greet_prog 100~ if quest (4,4,$n) == 0 say Ahh, greetings stranger. It's not often I meet newcomers around here. say And what might your name be? mpmset $n quest 4 4 1 endif ~ >repop_prog 100~ mpmset self dam 1d2+0 ~ >fight_prog 100~ cast 'cause serious' if rand (70) cast 'magic missile' endif if rand (18) cast 'faerie fire' endif if rand (9) cast 'weaken' endif ~ >give_prog rabbit~ mpecho The rabbit twists and turns before leaping out of $I's hand! mpecho The rabbit falls down to the ground where it quickly hops away and disappears into the undergrowth. say I thought I clearly instructed you to put the rabbit into the cage.. spank $n mpjunk all.rabbit ~ >death_prog 100~ if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30967 or hasobjnum ($n) == 30968 or hasobjnum ($n) == 30969 if quest (30,1,$n) == 0 mpmset $n quest 30 1 1 mpoload 30914 mpforce $n HELP GUILDTOKEN mpquiet on give i30914 $n mpquiet off endif endif ~ | #1001 lost adventurer m1001~ a lost adventurer~ A lost adventurer slogs through the marsh here.~ This young man looks weary as he slogs through the marshes. His hair is dank with sweat and he grimaces with each step through the stinking water. From his mismatched equipment you suspect he is quite new at adventuring and has been lured to this marsh by tales of easy treasure. ~ ACT_SCAVENGER|ACT_WIMPY|ACT_SMART|ACT_BODY 0 200 S 33 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HAND|BODY_FOOT 1d272+499 1d33+7 55000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog manitou~ if quest (8,4,$n) == 1) say Yeah, the Manitou. It is reputed to be a terrible creature that lies dormant in a corpse. say There's a hermit living in this marsh somewhere, ask him about it. endif ~ >greet_prog 20~ if quest (8,4,$n) <= 1 say Have you seen the Manitou anywhere? say I heard it haunted this marsh but I havent been able to find it. mpmset $n quest 8 4 1 ~ >death_prog 33~ if quest (8,4,$n) == 2 mpecho As he falls to the ground, the adventurer's fist opens revealing a key! mpoload 1035 say You have slain me ... say I never even discovered a use for this key I found in these marshes ... endif ~ >repop_prog 100~ mpdelay self 1 1 if rand (6) get i1023 wear i1023 else if rand (7) get i1022 wear i1022 else if rand (8) get i1021 wear i1021 else if rand (9) get i1020 wear i1020 else if rand (10) get i1019 wear i1019 else if rand (11) get i1018 wear i1018 else if rand (12) get i1017 wear i1017 else if rand (14) get i1016 wear i1016 else if rand (16) get i1015 wear i1015 else if rand (20) get i1014 wear i1014 else if rand (25) get i1013 wear i1013 else if rand (33) get i1012 wear i1012 else if rand (50) get i1011 wear i1011 ~ >delay_prog 1~ mpdelay self 1 2 if rand (6) get i1023 wear i1023 else if rand (7) get i1022 wear i1022 else if rand (8) get i1021 wear i1021 else if rand (9) get i1020 wear i1020 else if rand (10) get i1019 wear i1019 else if rand (11) get i1018 wear i1018 else if rand (12) get i1017 wear i1017 else if rand (14) get i1016 wear i1016 else if rand (16) get i1015 wear i1015 else if rand (20) get i1014 wear i1014 else if rand (25) get i1013 wear i1013 else if rand (33) get i1012 wear i1012 else if rand (50) get i1011 wear i1011 ~ >delay_prog 2~ if rand (6) get i1023 wear i1023 else if rand (7) get i1022 wear i1022 else if rand (8) get i1021 wear i1021 else if rand (9) get i1020 wear i1020 else if rand (10) get i1019 wear i1019 else if rand (11) get i1018 wear i1018 else if rand (12) get i1017 wear i1017 else if rand (14) get i1016 wear i1016 else if rand (16) get i1015 wear i1015 else if rand (20) get i1014 wear i1014 else if rand (25) get i1013 wear i1013 else if rand (33) get i1012 wear i1012 else if rand (50) get i1011 wear i1011 ~ | #1002 zombie m1002~ a zombie~ The zombie corpse of a drowned tribesman shambles around.~ This animated corpse is putrid with decay and absolutely reeks to high heaven. Its flesh has turned a vile shade of blue and parts of its body appear to have been nibbled at by small creatures. ~ ACT_BODY|ACT_UNDEAD AFF_BLIND 0 S 25 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH|BODY_HAND 1d156+283 1d25+5 4000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #1003 will wisp blue flame m1003~ a will o' the wisp~ An electric blue flame dances above the marsh water here.~ This flickering ball of electric blue flame is floating erratically a few feet above the water. It slowly moves through the marsh without any regard for your presence. ~ ACT_SMART|ACT_BODY AFF_BLIND|AFF_SNEAK 0 S 28 0 BODY_TENTACLE 1d196+356 1d28+5 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #1004 marsh hag crone m1004~ a marsh hag~ A green-skinned old crone cackles madly here.~ At first this old crone seems to be a lost old woman, however as you get closer you notice that she has green skin and red glowing eyes! Once she notices your presence she begins to stare at you, sending a shiver down your spine. ~ ACT_BODY AFF_BLIND -200 S 30 BODY_LEG|BODY_ARM BODY_EYE 1d225+410 1d30+6 35000 0 POS_STANDING POS_STANDING SEX_FEMALE #1005 slime worm m1005~ a slime worm~ A disguting worm slithers in the mud here.~ This disgusting worm-like creature is several feet long and pulsates as it moves through the slime. It has no apparent eyes but its small mouth is full of needle-like teeth. ~ ACT_BODY AFF_BLIND 0 S 24 BODY_HEAD|BODY_TORSO BODY_MOUTH 1d144+261 1d24+4 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #1006 bogman m1006~ a bogman~ A bogman skulks through the gloom here.~ This small humanoid has dark brown skin and is completely hairless. It appears to be totally sexless, and its large yellow eyes gaze at you with incomprehension. It is half-dressed in some crude clothing made of tree bark. ~ ACT_BODY AFF_BLIND 0 S 27 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d182+331 1d27+5 8000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #1007 carrion crawler caterpillar m1007~ a carrion crawler~ A giant caterpillar-like creature snuffles about here.~ This odd creature looks like a giant caterpillar with a slimy set of tentacles protruding from its snout. It's large pale blue eys are insectoid in appearance and its many feet enable it to walk atop the mud. ~ ACT_BODY AFF_BLIND 0 S 30 BODY_HEAD|BODY_TENTACLE|BODY_FOOT BODY_TENTACLE 1d225+410 1d30+6 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 20~ mpechoat $r As the carrion crawler's tenticles lash at you you feel a lethargy flood into your limbs! mpechoaround $r The carrion crawler's tentacles drain strength from $r! mpquiet on cast 'petrifying touch' $r cast 'chill touch' $r mpquiet off ~ | #1008 shambling mound m1008~ a shambling mound~ A mound of rotting vegetation shambles along here.~ This mound of rotting vegetation is alive! A foul miasma drifts along with it. The mound shambles along blindly through the marsh absorbing organic matter as it passes over it. ~ ACT_BODY AFF_BLIND 0 S 32 BODY_TRUNK BODY_TENTACLE 1d256+468 1d32+7 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #1009 rabbit m1009~ a rabbit~ A floppy-eared rabbit hops about here.~ This rabbit is white with black patches and has floppy pink ears. It hops around sniffing at the vegetable patch. ~ ACT_SENTINEL|ACT_BODY AFF_TRUESIGHT 0 S 10 BODY_HEAD|BODY_LEG BODY_FOOT 1d25+51 1d10+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 50~ if quest (4,4,$r) == 4 mpecho The rabbit scampers away as it notices you. It's hiding in the gooseberry bush! mpoload 1029 mpquiet on put i1029 i1026 mpquiet off mppurge self else mpecho The rabbit darts away into the undergrowth as it notices you. mppurge self endif ~ >greet_prog 100~ if quest (4,4,$n) == 4 mpecho The rabbit scampers away as you approach. It's hiding in the gooseberry bush! mpoload 1029 mpquiet on put i1029 i1026 mpquiet off mppurge self else mpecho The rabbit darts away into the undergrowth as you approach. mppurge self endif ~ | #1010 EthMobPortalSpam m1010~ EthMobPortalSpam~ EthMobPortalSpam~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ if quest (0,4,$n) == 1 mpechoat $n You land in a heap on the ground after sliding down the hollow tree trunk! mpechoaround $n $n slides down the muddy slope and lands in a heap! endif ~ | #1011 EthMobPortalBitSetter m1011~ EthMobPortalBitSetter~ EthMobPortalBitSetter~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ mpmset $n quest 0 4 1 ~ | #1012 EthMobPortalBitEraser m1012~ EthMobPortalBitEraser~ EthMobPortalBitEraser~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ mpmset $n quest 0 4 0 ~ | #1014 EthMobHerbLoader m1014~ EthMobHerbLoader~ EthMobHerbLoader~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ if quest (4,4,$n) == 8 mpoload 1032 mpquiet on drop i1032 mpquiet off mpechoat $n You stumble across some sorrel growing here! mpmset $n quest 4 4 9 endif ~ | #1015 EthMobGypsyTraderLoader m1015~ EthMobGyspyTraderLoader~ EthMobGyspyTraderLoader~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >delay_prog 1~ mpecho The traveller digs a shallow hole and builds a small fire. mpoload 1043 mpforce m1016 say Ah, greetings fellow travellers. I almost didn't notice you in the gloom. mpforce m1016 say I trust you don't object to sharing this clearing? mpforce m1016 smile mpmset m1016 quest 0 4 1 ~ >time_prog 19~ mpecho As night falls another traveller walks into this clearing and sets up camp. mpat 1044 mpforce m1016 mpgoto 1005 mpdelay self 7 1 ~ >delay_prog 2~ mpforce m1016 say I'll be seeing you! May you always find your destination! mpforce m1016 wave mpforce m1016 emote trudges out of the clearing. mpforce m1016 mpgoto 1044 ~ >time_prog 5~ mpforce m1016 say Well then! There's enough light for me to resume my travels. mpforce m1016 emote extinguishes the remains of his campfire. mppurge i1043 mpforce m1016 emote bustles about the camp preparing to travel. mpdelay self 7 2 ~ | #1016 gypsy trader m1016~ a gypsy trader~ A travelling gypsy is camping here.~ This gypsy is dressed in a motley collection of mis-matched clothing. His trousers have been patched countless times and he wears a rope for a belt. His tanned face lights up into a smile as he sees you. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_TRUESIGHT|AFF_SNEAK 0 S 40 0 0 1d400+746 1d40+10 80000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog no nope not~ if quest (0,4,self) == 1 say Great! say I'm a travelling trader you see. Just on my way to Midgaard to stock up. say I have a few odds and ends for sale if you're interested. mpmset self quest 0 4 2 endif ~ >speech_prog yes yep yeah ok okay interested~ if quest (0,4,self) == 2 say I've got a few supplies left, what would you like? mpforce $n list mpmset self quest 0 4 0 endif ~ | #1017 EthMobManitouLoader m1017~ EthMobManitouLoader~ EthMobManitouLoader~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >delay_prog 2~ mpecho The smoke coalesces into a dark figure in the gloom! mpat 1044 mpforce m1018 mpgoto 1040 mpforce m1018 cackle mpforce m1018 say You have released me! Now feel my wrath! mpforce m1018 kill $X ~ >delay_prog 1~ mpecho Foul smoke begins to pour out of the skull's eyesockets! mpdelay self 4 2 $X ~ >speech_prog p By my power I release thee~ if quest (8,4,$n) == 2 if hasobjnum ($n) == 1047 mpecho The ground shudders and trembles as you intone the ritual phrase! mpdelay self 4 1 $n mpmset $n quest 8 4 3 endif endif ~ | #1018 manitou m1018~ the Manitou~ The Manitou looms in the darkness here!~ Ugh! This disgusting creature is covered in slime and ichor. Its humanoid body is stretched out of all proportion giving it a ghastly appearance. Its skin is rotting away and you can see maggots moving around in the rents in its flesh. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_UNDEAD AFF_SNEAK|AFF_PASS_DOOR -500 S 37 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_CLAW BODY_EYE|BODY_CLAW 1d342+633 1d37+8 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >repop_prog 100~ stealth ~ >fight_prog 100~ mpquiet on cast 'weaken' mpquiet off mpecho The Manitou drains your strength! ~ | #0 #SHOPS 1016 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 0 #SPECIALS S #OBJECTS #1000 ObeliskObj~ ObeliskObject~ ObeliskObject~ ~ ITEM_TYPE_TRASH 0 0 0 0 0 0 0 0 0 0 1 10 1 #1001 Gnarled Oak Tree~ the gnarled oak tree~ A gnarled oak tree has partially rotted away here.~ This gnarled old oak tree is clearly dead. Half of it has rotted away leaving a dark cavernous opening in the massive trunk. The hole is large enough for a human to enter. ~ ITEM_TYPE_PORTAL 0 0 -1 0 GATE_STEP_INTO 1036 0 0 0 0 1 10 1 #1002 fire fireplace river rocks~ a fireplace~ A fire burning on a platform of river rocks is here.~ This fireplace has been built out of a platform of river rocks with a further ring of rocks surrounding the burning wood. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_GLOW 0 50 0 0 5 0 0 0 0 1 10 1 #1003 wooden hut~ the wooden hut~ A wooden hut stands atop the platform here.~ This hut is made of oak boards joined together with pegs and lengths of rope. The roof consists of pounded tree bark draped over lengths of rope. Despite the simple appearance, a quick glance through the doorway reveals a dry and cozy sleeping chamber. ~ ITEM_TYPE_CONTAINER 0 0 50 0 0 5 0 0 0 0 1 10 1 #1004 simple wooden framed bed~ a simple wooden framed bed~ A simple wooden framed bed heaped with rushes.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #1005 water barrel~ the water barrel~ A water barrel stands at the base of the willow trees.~ This water barrel is full of slightly cloudy water. ~ ITEM_TYPE_FOUNTAIN 0 0 0 0 LIQ_WATER 0 0 0 0 0 1 10 1 #1006 ashes~ the cold ash~ ~ The ashes are cold, but were left recently enough so that rain and wind have not yet had time to disperse them. ~ ITEM_TYPE_CONTAINER 0 0 50 0 0 5 0 0 0 0 1 10 1 #1007 bloodstone ring~ a bloodstone ring~ An ornate silver ring set with a large bloodstone lies here.~ This ornate silver ring is set with a large bloodstone. The workmanship looks very old and the gemstone is cracked and scarred, apparently from exposure to great heat. Oddly enough the silver appears undamaged. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 1 0 0 0 0 0 0 0 1 75000 18 A APPLY_HIT 20 0 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #1008 hump organic debris~ the organic debris~ ~ Ugh! This lump of floating matter stinks of decay, but while examining it you see the glint of metal! ~ ITEM_TYPE_CONTAINER 0 0 50 0 0 5 0 0 0 0 1 10 1 #1009 long thin titanium chain~ a long thin titanium chain~ A long and incredibly fine length of chain lies here.~ This length of chain is constructed in the same fashion as a normal chain, but it is as thin as an arrowshaft! The chain is long enough to stretch around your waist, but if you prefer would also be thin and light enough to wrap several times around your neck. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 1 10 22 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 A APPLY_STR 1 0 #1010 stone sarcophagus~ a stone sarcophagus~ A stone sarcophagus lies undisturbed here.~ This solid stone sarcophagus looks as if it has lain here undisturbed for millenia. It resembles a stone coffin with a large slab of stone acting as a lid. Mud is strewn about all it. On one side of the stone lid you see a large keyhole. ~ ITEM_TYPE_CONTAINER 0 0 50 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 1035 5 0 0 0 0 1 10 1 #1011 ancient shortsword~ an ancient shortsword~ An ancient shortsword lies here.~ This shortsword must surely be a relic of war from many generations ago. The archaic design resembles something you have seen in old paintings of yesteryear. This sword would probably be worth a decent sum to a collector. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 5 5 WEAPON_STAB 0 0 0 0 3 130000 23 #1012 wooden shield~ a wooden shield~ A wooden shield lies here.~ This shield is made of heavy strips of wood fastened together with iron banding. It would provide fairly good protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 7 0 0 0 0 0 0 0 5 8000 20 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 3 0 #1013 fur-lined helm~ a fur-lined helm~ A fur-lined steel helm~ This plain steel helm has a fur lining to provide a cushion from blows to the head. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 7 0 0 0 0 0 0 0 3 9000 18 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #1014 leather cuirbolli overshirt~ a leather cuirbolli~ A leather overshirt lies here.~ This large leather shirt is designed to be worn over normal clothing and provide some protection from edged weapons. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 8 0 0 0 0 0 0 0 8 12000 20 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 2 0 #1015 fur-lined boots~ a pair of fur-lined boots~ A pair of fur-lined leather boots rest here.~ These leather boots have a soft fur-lining and are designed to be warm in addition to protecting your feet. One of the side effects is that they quickly start to smell. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 3 0 0 0 0 0 0 0 2 6000 17 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 2 0 A APPLY_MOVE 20 0 #1016 canvas backpack~ a canvas backpack~ A canvas backpack has been discarded here.~ This canvas backpack has a drawstring around the mouth and a leather flap which folds over to keep rain out. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 200 0 0 50 0 0 0 0 6 7000 16 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #1017 leather archery bracer~ a leather archery bracer~ A leather bracer lies here.~ This unusually long leather bracer is designed to be worn on the left forearm to protect an archer's forearm from the recoiling bowstring after an arrow has been loosed. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 3 0 0 0 0 0 0 0 2 14000 19 A APPLY_HITROLL 3 0 A APPLY_DAMROLL 2 0 A APPLY_DEX 2 0 #1018 leather kneepads~ a pair of leather kneepads~ A pair of leather kneepads lie here.~ These leather kneepads are designed to be fastened around the knees over regular clothing. The leather extends a handspan above and below the knee. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 3 0 0 0 0 0 0 0 1 7500 20 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 3 0 #1019 storm lantern~ a storm lantern~ A shuttered storm lantern has been left here.~ This shuttered lantern is designed to be used in high winds. The wick is in an enclosure which has one glass face and is capable of remaining alight even in the strongest winds. ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 3 20000 20 A APPLY_HITROLL 4 0 A APPLY_DAMROLL 2 0 #1020 walking staff willow sapling~ a walking staff~ A walking staff made of a springy willow sapling lies here.~ This willow sapling has been stripped down into a handy walking staff. Someone has engraved a few simple designs onto the shaft, perhaps to give it a better grip. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 3 0 0 0 0 0 0 0 2 5000 17 A APPLY_HITROLL 3 0 A APPLY_DAMROLL 2 0 A APPLY_MOVE 20 0 #1021 fur-lined gloves~ a pair of fur-lined gloves~ A pair of fur-lined leather gloves rest here.~ These leather gloves have a soft fur-lining and are designed to be warm in addition to protecting your hands. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 7 0 0 0 0 0 0 0 2 9000 17 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 2 0 #1022 iron-bound leather bracer~ an iron-bound leather bracer~ An iron-bound leather bracer lies here.~ This sturdy leather bracer is designed to be worn on the swordarm as an extra degree of protection while sparring. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 5 0 0 0 0 0 0 0 4 14000 20 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 3 0 #1023 leather neckguard~ a leather neckguard~ A leather neckguard lies here.~ This large leather collar is designed to be worn around the neck and provide some protection from decapitation. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 8 0 0 0 0 0 0 0 3 8000 18 A APPLY_HITROLL 1 0 A APPLY_DAMROLL 1 0 #1024 wicker cage~ a wicker cage~ A wicker cage has been left here.~ This cage is made of woven wicker. It has a large hinged door with a simple latch. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 CONT_CLOSEABLE|CONT_CLOSED 0 10 0 0 0 0 1 2000 1 #1025 rabbit~ a rabbit~ A rabbit peers out at you.~ You've caught the rabbit! It is trembling violently and looks ready to make a dash for freedom. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 10 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_TICK 100 OPROG_GOD_COMMAND mpechoat self The rabbit twists and leaps out of your hand! mpechoaround self As $I is holding the rabbit it twists and bucks and leaps out of $s hand! mpecho The rabbit quickly hops away and disappears into the undergrowth. mpjunk i1025 ~ #1026 gooseberry bush~ a gooseberry bush~ ~ This smallish bush is laden with sour-smelling furry green berries. ~ ITEM_TYPE_CONTAINER 0 0 50 0 0 20 0 0 0 0 1 10 1 #1027 gooseberry~ a gooseberry~ A gooseberry has fallen to the ground here.~ This fuzzy berry is pale green and about the size of an acorn. It smells extremely sour. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 3 0 0 0 0 0 0 0 1 100 1 #1028 rabbit~ a rabbit~ A rabbit peers out at you.~ You've caught the rabbit! It is trembling violently and looks ready to make a dash for freedom. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 10 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_TICK 100 OPROG_GOD_COMMAND mpechoat self The rabbit twists and turns in your hands in its attempts to escape! mpechoat self You had better do something, it's about to get away from you! mpechoaround self The rabbit twists and turns in $I's hand ... $e almost lost it there! mpoload 1025 mpjunk i1028 ~ #1029 rabbit~ a rabbit~ A rabbit peers out at you.~ You've caught the rabbit! It is trembling violently and looks ready to make a dash for freedom. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 10 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_TICK 100 OPROG_GOD_COMMAND mpechoat self The rabbit twists and turns in your hands in its attempts to escape! mpechoat self You manage to hold onto it for now ... mpechoaround self The rabbit twists and turns in $I's hand but $e keeps a good grip on it. mpoload 1028 mpjunk i1029 ~ #1030 EthObjPickSpam~ EthObjPickSpam~ EthObjPickSpam~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_ETHEREAL 0 0 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_ROOM_UNKNOWN 100 pull OPROG_PLAYER_QUEST_IF 4 4 = 7 3 2 P 2 TRIG_VOID OPROG_GOD_COMMAND mpecho You don't have permission to pull up any of these vegetables! ~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpecho You quickly move around the small field, pulling up all the good sized carrots and potatoes! mpoload 1031 ~ #1031 carrots potatoes~ some carrots and potatoes~ Some freshly unearthed carrots and potatoes lie here.~ These roots have evidently been freshly unearthed, judging from the clumps of soil still clinging to them. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 15 0 0 0 0 0 0 0 1 10 1 #1032 sorrel plant~ a sorrel plant~ A scraggly sorrel plant grows in the shallows here.~ This sorrel plant normally grows in a few inches of water. The leaves look fresh and succulent. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 1000 1 #1033 archaic ringmail~ an archaic suit of ringmail~ A suit of ringmail of an ancient design lies here.~ This suit of ringmail must be some kind of antique! The design and construction is something you've seen in old battle murals. Despite its obvious age, it seems to be exceptionally well made. You can see some tiny runes scratched into the rings. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_BODY 5 0 0 0 0 0 0 0 1 40000 25 E runes~ These runes are obviously magicaly but are indecipherable to you. ~ A APPLY_HITROLL 1 0 A APPLY_DAMROLL 3 0 A APPLY_HIT 25 0 #1034 burning log~ a burning log~ A split log burning at one end lies here.~ This log has been split in the traditional manner and from the looks of it has recently been in a fire. ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 100 0 0 0 0 0 1 10 1 #1035 stone key~ a stone key~ An ornately carved stone key lies forgotten here.~ This ornately carved stone key is green with moss. It must have been lying in this marsh for centuries! ~ ITEM_TYPE_KEY ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #1036 tattered scroll recall~ a tattered scroll of recall~ A tattered scroll lies here.~ This tattered scroll is made of vellum and has a few runes scrawled on it. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 10 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0 1 250 10 #1037 scroll might~ a scroll of might~ A scroll lies on the ground here.~ This scroll is made of vellum and has a few runes scrawled on it. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 21 SPELL_GIANT_STRENGTH SPELL_SANCTUARY SPELL_SHIELD 0 0 0 0 1 4000 17 #1038 potion might~ a potion of might~ A potion of might has been left here.~ This tiny potion vial contains a cloudy white substance. A sword has been painted onto the glass. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE 21 SPELL_GIANT_STRENGTH SPELL_SANCTUARY SPELL_SHIELD 0 0 0 0 1 5000 17 #1039 fortitude potion~ a potion of fortitude~ A potion of amber fluid lies here.~ This glass potion vial is full of a viscous amber fluid. Painted onto the glass in red paint is what appears to be a stylised drop of blood. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE 25 SPELL_HEAL SPELL_CURE_POISON SPELL_REMOVE_CURSE 0 0 0 0 1 7000 20 #1040 battlelord potion~ a battlelord potion~ A potion vial of silver fluid lies here.~ This glass vial contains a silvery fluid which glimmers in the light. Painted onto the bottle is the image of a sword. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE 25 SPELL_BLESS SPELL_RIGHTEOUS_FURY -1 0 0 0 0 1 8000 20 #1041 beef jerky~ a strip of beef jerky~ A strip of dried meat lies here.~ This strip of meat has been dried until it is like leather. Given enough chewing and plentiful water it would be just about edible. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 13 0 0 0 0 0 0 0 1 150 10 #1042 waterhorn~ a waterhorn~ A large ramshorn with a cork stopper lies here.~ This large ramshorn has been polished to a shine. A large cork stopper is inserted into the open end. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 10 10 LIQ_WATER 0 0 0 0 0 1 900 10 #1043 campfire~ a small campfire~ A small campfire burns here.~ This small campfire has been well built and appears to have been recently lit. A tin pot containing simmering water leans against the coals. ~ ITEM_TYPE_TRASH ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 1 10 1 #1044 archaic ringmail coif~ an archaic ringmail coif~ An archaic ringmail coif lies here.~ This ringmail headgear must be some kind of antique! The design and construction is something you've seen in old battle murals. Despite its obvious age, it seems to be exceptionally well made. You can see some tiny runes scratched into the rings. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 5 0 0 0 0 0 0 0 1 25000 25 E runes~ These runes are obviously magicaly but are indecipherable to you. ~ A APPLY_HITROLL 1 0 A APPLY_DAMROLL 3 0 A APPLY_HIT 25 0 #1045 titanium barred gloves~ a pair of titanium barred gloves~ A pair of leather gloves reinforced with metal rods lies here.~ These leather gloves have hinged metal rods extending down the backs of the fingers to provide extra protection. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 4 0 0 0 0 0 0 0 1 30000 20 A APPLY_HITROLL 3 0 A APPLY_DAMROLL 3 0 A APPLY_STR 2 0 #1046 skeleton~ a decapitated skeleton~ A decapitated skeleton lies here.~ This skeleton must be ancient. The bones are dry and brittle and covered in lichen and moss. The corpse appears to have been decapitated prior to being entombed. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 30 10 1 #1047 skull~ a mouldering skull~ An ancient mouldering skull lies here.~ This skull must be ancient. The bone is dry and brittle and covered in lichen and moss. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 30 10 1 #1048 bark skirt~ a bark skirt~ A skirt made of tree bark lies here.~ This skirt has been crudely fashioned from a large piece of tree bark. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 8 0 0 0 0 0 0 0 3 1500 15 A APPLY_HIT 5 0 #1049 bark tunic~ a bark tunic~ A tunic made of tree bark lies here.~ This tunic has been crudely fashoned from a large piece of tree bark. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 8 0 0 0 0 0 0 0 4 1700 15 A APPLY_HIT 5 0 #1050 bark cloak~ a bark cloak~ A cloak made of tree bark lies here.~ This cloak has been crudely fashioned from a large piece of tree bark. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 8 0 0 0 0 0 0 0 4 1900 15 A APPLY_HIT 5 0 #0 #ROOMS #1000 Entering a mangrove forest~ This mangrove forest is dark and gloomy, and the stunted mangroves seem to crowd in on you as you walk along the narrow path. You feel like something is peering out at you from the undergrowth. ~ 0 0 SECT_FOREST DDIR_EAST The path through the mangroves continues~ ~ 0 -1 1001 DDIR_WEST ~ ~ 0 -1 17529 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ S #1001 A mangrove forest~ This mangrove forest is dark and gloomy, and the stunted mangroves seem to crowd in on you as you walk along the narrow path. You feel like something is peering out at you from the undergrowth. ~ 0 0 SECT_FOREST DDIR_NORTH A clearing in the mangrove forest.~ ~ 0 -1 1005 DDIR_EAST The path through the mangroves continues~ ~ 0 -1 1002 DDIR_WEST The path through the mangroves continues~ ~ 0 -1 1000 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ S #1002 The edge of a marsh~ You are standing on the edge of a fetid marsh! To the east all you can see is oily water unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. The dry path to the west suddenly looks terribly inviting... ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1003 DDIR_WEST The path through the mangroves continues.~ ~ 0 -1 1001 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ S #1003 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1004 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1007 DDIR_WEST The edge of the marsh is in that direction.~ ~ 0 -1 1002 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1004 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1006 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1008 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1003 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1005 A clearing in the mangrove forest~ This clearing in the mangrove forest is brighter than the path, but is still claustrophobic. The stunted mangroves are arrayed in a ring around and virtually equidistant from a large stone obelisk in the center of the clearing. It is almost as if the obelisk keeps the mangroves at bay. You see several old firepits dotted around this clearing. ~ 0 ROOM_SAFE SECT_FOREST DDIR_SOUTH The path through the mangroves continues~ ~ 0 -1 1001 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E firepits~ Several small firepits are dotted around this clearing. Most of them are merely scorched holes in the earth, but one of them must be more recent and still has ashes in it. ~ S #1006 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1021 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1004 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1007 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1003 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1010 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1008 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. In most directions the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris, however to the east you see the edge of what seems to be dry land! ~ 0 ROOM_NO_MOB SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1004 DDIR_EAST You see an island in the marsh.~ ~ 0 -1 1009 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1009 An island in the marsh~ This hummock of land is apparently the only dry land in this entire marsh. The few willow trees on this island make a welcome change from the endless mangroves you saw earlier. Oddly enough there seems to be signs of cultivated vegetables here - you can see what look like old furrows in the earth, although nothing appears to be growing there at the moment. ~ 0 0 SECT_FIELD DDIR_EAST The island continues to the east.~ ~ 0 -1 1026 DDIR_SOUTH The island continues to the south.~ ~ 0 -1 1027 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1008 E furrows earth~ The furrows in the earth look like they were ploughed several seasons ago but have since been abandoned. ~ E willow~ The willow trees show the classic drooping shape of their species with the tips of their branches touching the marsh waters. ~ S #1010 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1007 DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1011 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1011 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1012 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1010 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1012 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1011 DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1013 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1013 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1014 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1012 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1014 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1015 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1013 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1015 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1016 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1014 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1016 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1017 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1015 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1017 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1023 DDIR_EAST The marsh gets shallower in that direction.~ ~ 0 -1 1024 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1016 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1018 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1019 DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1022 DDIR_WEST The marsh gets shallower in that direction.~ ~ 0 -1 1025 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1019 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1018 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1020 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ S #1020 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1019 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1021 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1021 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1020 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1006 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1022 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1029 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1023 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1018 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1023 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1022 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1017 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1024 The edge of the marsh~ The water here seems shallower than the rest of the marsh. As you stagger up the muddy incline you find yourself walking into a dark clearing amidst an impenetrable wall of mangrove trees. There is an old dead oak tree here with a dark hollow where half of it has rotted away. ~ 0 ROOM_NO_MOB SECT_SWAMP DDIR_WEST ~ ~ 0 -1 1017 E mangrove trees~ These mangroves are unusually short and stunted, even for mangrove trees. ~ S #1025 A fetid marsh~ The water here seems shallower than the rest of the marsh. As you stagger up the muddy incline you find yourself walking into a dark clearing amidst an impenetrable wall of mangrove trees. ~ 0 0 SECT_SWAMP DDIR_EAST ~ ~ 0 -1 1018 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1026 An island in the marsh~ This part of the island is definitely inhabited! There are freshly turned furrows in the earth here, but something seems wrong with the crops you see poking above the soil. The makeshift field is bordered by drooping willow trees which nicely block out the ugly view of the marsh. A lone gooseberry bush has been planted here at the edge of the field. ~ 0 0 SECT_FIELD DDIR_SOUTH The island continues to the south.~ ~ 0 -1 1028 DDIR_WEST The island continues to the west.~ ~ 0 -1 1009 E willow trees~ The willow trees show the classic drooping shape of their species with the tips of their branches touching the marsh waters. ~ E furrows earth field~ The furrows in the earth looking freshly ploughed. The earth is dark and rich. ~ E crops~ The crops here consist of root vegetables such as carrots and potatoes, but they all appear to have been half eaten by something! ~ S #1027 An island in the marsh~ This part of the island is definitely inhabited! There are freshly turned furrows in the earth here, and you can see the leaves of various root crops poking above the soil. The makeshift field is bordered by drooping willow trees which nicely block out the ugly view of the marsh. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 1009 DDIR_EAST The island continues to the north.~ ~ 0 -1 1028 E willow trees~ The willow trees show the classic drooping shape of their species with the tips of their branches touching the marsh waters. ~ E furrows earth field~ The furrows in the earth looking freshly ploughed. The earth is dark and rich. ~ E crops~ The fields seem to be full of root crops such as carrots and potatoes. ~ S #1028 An island in the marsh~ In this corner of the island three willow trees appear to have been trained to grow into one large intertwining structure. In the junction of the branches above you see what is clearly a man-made platform with a small wooden hut built atop it. A rope ladder hangs from the edge of the platform. ~ 0 0 SECT_FOREST DDIR_NORTH The island continues to the north.~ ~ 0 -1 1026 DDIR_WEST The island continues to the west~ ~ 0 -1 1027 DDIR_UP You see a small hut on a platform.~ ~ 0 -1 1042 E willow trees~ These three trees have been trained to grow into an interlocking structure. ~ E rope ladder~ This rope ladder looks to be quite strong despite its homemade appearance. ~ E platform~ The platform is made of planks of oak. You wonder where the wood came from. ~ E wooden hut~ The hut appears to be made of hardwood boards. The construction is plain but well executed. ~ S #1029 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1030 DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1022 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1030 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1031 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1029 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1031 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1030 DDIR_EAST The marsh stretches into the distance.~ ~ 0 -1 1032 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1032 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_SOUTH The marsh stretches into the distance.~ ~ 0 -1 1033 DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1031 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1033 A fetid marsh~ You are standing waist deep in a fetid marsh! The water is disgustingly warm and the mud underfoot makes walking difficult. All around you the oily water is unbroken except for a few sickly mangroves and the occasional hump of floating organic debris. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1032 DDIR_EAST The marsh gets shallow in that direction.~ ~ 0 -1 1035 DDIR_SOUTH The marsh gets shallow in that direction.~ ~ 0 -1 1034 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1034 A fetid marsh~ The water here seems shallower than the rest of the marsh. As you stagger up the muddy incline you find yourself walking into a dark clearing amidst an impenetrable wall of mangrove trees. ~ 0 0 SECT_SWAMP DDIR_NORTH The marsh stretches into the distance.~ ~ 0 -1 1033 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1035 A fetid marsh~ The water here seems shallower than the rest of the marsh. As you stagger up the muddy incline you find yourself walking into a dark clearing amidst an impenetrable wall of mangrove trees. ~ 0 0 SECT_SWAMP DDIR_WEST The marsh stretches into the distance.~ ~ 0 -1 1033 E mangroves~ These mangroves are unusually short and stunted, even for mangrove trees. ~ E organic debris hump~ Ugh! This lump of floating matter stinks of decay. ~ S #1036 A muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The muddy cave continues.~ ~ 0 -1 1037 DDIR_UP Through the dark tunnel you can see the sky.~ ~ 0 -1 1024 S #1037 A muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The muddy cave continues.~ ~ 0 -1 1038 DDIR_SOUTH The muddy cave continues.~ ~ 0 -1 1039 DDIR_WEST The muddy cave continues.~ ~ 0 -1 1036 S #1038 A muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The muddy cave continues.~ ~ 0 -1 1041 DDIR_WEST The muddy cave continues.~ ~ 0 -1 1037 S #1039 A muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH The muddy cave continues.~ ~ 0 -1 1037 DDIR_EAST The muddy cave comes to an end.~ ~ 0 -1 1040 S #1040 The muddy ruins of a stone room~ The muddy cave has opened out into what is apparently the ruins of a cellar or basement or something similar. You can make out ancient blocks of stone showing through the mud covering one wall. This room appears to have been buried in a mudslide years ago. You feel a sense of forboding in this place. ~ 0 0 SECT_UNDER_GROUND DDIR_WEST The muddy cave continues.~ ~ 0 -1 1039 S #1041 A muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH The muddy cave comes to an end.~ ~ 0 -1 1043 DDIR_WEST The muddy cave continues.~ ~ 0 -1 1038 S #1042 A treehouse~ This wooden platform has a little wooden hut built atop it. Considering the desolate location the construction is surprisingly well-thought out. Little signs of habitation are dotted around the platform, including hooks for hanging clothing and cooking utensils, and a fireplace made of river rocks. A rope ladder hangs off the side of the platform. ~ 0 ROOM_NO_MOB|ROOM_PRIVATE SECT_FOREST DDIR_DOWN Looking down you see the island in the marsh.~ ~ 0 -1 1028 E ladder rope~ This rope ladder looks to be quite strong despite its homemade appearance. ~ E cooking utensils~ You see several tin pots and a small clay bowl with a wooden handle. ~ E platform~ The platform is made of planks of oak. You wonder where the wood came from. ~ E hooks clothing~ A hat and threadbare cloak hang on one of the hooks. ~ E clay~ A tiny inscription has been scratched into the clay pot. ~ E inscription~ Covenant's third area (tm) :P ~ S #1043 The end of a muddy cave~ This muddy cave is small enough that only a dwarf or gnome would feel comfortable in it. Droplets of dingy water drip from the ceiling, and the mud squelches underfoot. The cave comes to an end here. ~ 0 0 SECT_UNDER_GROUND DDIR_SOUTH The muddy cave continues.~ ~ 0 -1 1041 S #1044 A fetid marsh~ Mob chute for lost adventurer, to randomize eq and randomize repop location. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 1023 DDIR_EAST ~ ~ 0 -1 1031 DDIR_SOUTH ~ ~ 0 -1 1019 DDIR_WEST ~ ~ 0 -1 1004 DDIR_UP ~ ~ 0 -1 1011 DDIR_DOWN ~ ~ 0 -1 1015 S #0 #RESETS M 1015 100 1005 O 1006 100 1005 P 1007 100 1006 M 1002 100 1024 M 1011 100 1024 O 1001 100 1024 M 1000 100 1042 O 1002 100 1042 P 1034 100 1002 P 1034 100 1002 P 1034 100 1002 O 1003 100 1042 P 1004 100 1003 O 1005 100 1028 M 1003 100 1019 O 1008 100 1019 P 1009 100 1008 M 1017 100 1040 O 1010 100 1040 P 1047 100 1010 P 1046 100 1010 M 1018 100 1044 E 1044 100 WEAR_HEAD E 1033 100 WEAR_BODY M 1016 100 1044 G 1040 100 0 G 1039 100 0 G 1038 100 0 G 1037 100 0 G 1036 100 0 G 1042 100 0 G 1041 100 0 O 1023 10 1044 O 1022 10 1044 O 1021 10 1044 O 1020 10 1044 O 1019 10 1044 O 1018 10 1044 O 1017 10 1044 O 1016 10 1044 O 1015 10 1044 O 1014 10 1044 O 1013 10 1044 O 1012 10 1044 O 1011 10 1044 M 1001 100 1044 M 1001 100 1044 M 1001 100 1044 M 1005 100 1004 M 1003 100 1004 M 1006 100 1036 E 1048 100 WEAR_WAIST M 1010 100 1036 M 1002 100 1017 M 1012 100 1017 M 1006 100 1037 E 1049 100 WEAR_BODY M 1012 100 1037 O 1026 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 P 1027 100 1026 O 1030 100 1027 M 1003 100 1035 M 1014 100 1035 M 1003 100 1012 M 1007 100 1012 M 1007 100 1023 M 1005 100 1031 M 1007 100 1031 M 1005 100 1021 M 1007 100 1021 M 1002 100 1006 M 1005 100 1020 M 1002 100 1020 M 1005 100 1022 M 1002 100 1022 M 1002 100 1034 M 1002 100 1014 M 1005 100 1007 M 1002 100 1007 M 1005 100 1011 M 1004 100 1013 M 1005 100 1013 M 1005 100 1016 M 1005 100 1032 M 1005 100 1025 M 1003 100 1030 M 1008 100 1018 M 1004 100 1018 M 1004 100 1010 M 1002 100 1029 M 1006 100 1038 E 1050 100 WEAR_NECK_A M 1006 100 1041 E 1049 100 WEAR_BODY M 1006 100 1043 E 1048 100 WEAR_WAIST M 1006 100 1039 E 1050 100 WEAR_NECK_A M 1008 100 1015 S #$ XXXXXXXXXX #Savearea