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 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