#AREA City of Ruins~ #AUTHORS Dorothy~ #VERSION 3 #RANGES 20 40 0 99 #OLC_RANGES 12500 12599 #HELPS 0 'CITY OF RUINS'~ {120} City of Ruins {300} The City of Ruins is set in a city hit hard by a series of unfortunate acts of the gods. Earthquakes have caused many of the buildings to collapse and much of the city infrastructure is in ruins. The population is slowly rebuilding their once proud city and business is beginning to pick up. This area is the gateway to Raptor Island to the west and Vulcano to the east and seems to recieve a steady stream of refugees from all over the realms looking for another start in life. Suitable for players ranging from 20 - 40, this area contains several small quests and some unique equipment as described below. {120}(A) {050}Quests {120}(B) {050}Equipment {120}(C) {050}Credits {a}'CITY_RUINS_QUESTS' {b}'CITY_RUINS_EQUIPMENT' {c}'CITY_RUINS_VERSION' ~ 0 'CITY_RUINS_QUESTS'~ {120} Quests {300} One of the children has been lost and you are able to offer your services to help the anxious mother and searching father. Speak with either of them for more details. The citizens and their children have collected many trinkets as they pick over the remains of their once lavish houses. Whilst the trinkets have little value in themselves, they can be turned into something much more valuable if you take them to just the right person. There is good opportunity to kill some of the local rats. Reports of bands of adventurers collecting skulls as trophies have been circulating lately. ~ 0 'CITY_RUINS_EQUIPMENT'~ {120} Equipment {300} There are some lower level items of armour that improve intelligence. They are useful to wear as they improve your chances of mastering a skill. There are several level 40 items of armour that can complete a missing set of damage equipment as well. A collection of various level 30 armor items and some level 40 weapons have been included to provide a selection of weapons for the true fighters. A wonderful kind of light has been found for sale in the city. One that combines the essense of the earth inside a simple jar. Powerful magic prevents the lava from escaping or causing too much heat. There are also one or two curious containers that allow you to store your items away from the prying eyes of thieves. ~ 98 'CITY_RUINS_QUESTBIT'~ {120} Quest Bit Usage {300} {000}. {300}Quest Bit {000}. {120}0 - 4{050} Quest 1 {000}. {120}5{050} Has visited Southgate gate guard {000}. {120}6{050} Has visited Westgate gate guard {000}. {120}7{050} Has visited Eastgate gate guard {300} {050}Quest 1{300} - visit the frustrated mother [mob: 12551] - visit the searching father [mob: 12552] - find the lost little girl [mob: 12553] - return with her to the frustrated mother - give handwritten note to Fasto [mob: 12501] - buy the items from the shop [item: 12541, 12542] - completion bit (0 4 7) is set by Fasto [mob: 12501] Note that some of the mobs drop trinkets. If these trinkets are given to Fasto [mob: 12501] then he will load some replacement equipment for sale. The rats have a small chance of dropping a skull. If the player takes the skull to Meldricko [mob: 12506] and triggers his greet program, then he will offer to work on the skull. There is a 25% chance he is able to turn it into one of the two enchanted rat skulls [item: 12561, 12562]. The ashen token [object: 12557] loads one of two portals randomly when triggered using the trigger {010}jaunt{300}. These portals are single use and lead to the rooms directly north, and directly south, of Neyland Square (safe room). [room: 12515] ~ 0 'CITY_RUINS_VERSION'~ {120} Acknowledgements {300} Some of you may recognise certain elements of City of Ruins. I would like to thank Crouton for inspiring me with his classic area Pompeii. And of course Demise for creating the OLC (OnLine Creation) code - without which this area would never have been created. {050} 16 May 2003{300} - Version 1.1 released to SoT by Dorothy ~ 0 $~ #MOBILES #12500 guesto ogre~ Guesto the ogre~ A sallow looking ogre hunches over his counter.~ Once an ogre with attitude to match his huge size, Guesto is no longer the specimen he once was. Bad fortune has a lot to do with it, and a seemingly endless stream of bad luck. He still manages a cunning glance at your bag of gold and judges your custom accordingly. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ if quest (0,4,$n) == 7 bow $n say Welcome back, $n. Stay a while. else say What chew need? wink $n nudge $n endif ~ >give_prog i12540~ if quest (0,4,$n) == 7 mpjunk i12540 say Ah, yes... I was expecting you. You know everyone say is talking about the demons that you killed when you say rescued that little girl. Good job, $n. mpoload 12541 mpoload 12542 mpforce $n list say Take your pick from my "specialist" range. chuckle else say Ummm... what is this for? endif ~ | #12501 fasto swindler~ Fasto the swindler~ A tall figure strikes a pose and smiles at you.~ You can tell Fasto was an overactive child. He seems very anxious, as if he needs to be doing something. Very little has changed over the years for this gangly man... even his fortunes seem to be holding this month. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ say Hello and welcome to Fasto's World of Goods! say How may I be of service to you today $n? if hasobjnum ($n) == 12528 or hasobjnum ($n) == 12529 or hasobjnum ($n) == 12530 or hasobjnum ($n) == 12531 say I see you have some trinkets there. If you give them say to me I am confident I can make something of them. stare endif ~ >give_prog trinket~ if hasobjnum ($i) == 12528 mpjunk i12528 say I've managed to strengthen it a little... it was quite brittle. mpoload 12532 endif if hasobjnum ($i) == 12529 mpjunk i12529 say I repaired the cracks... there were quite a few big ones. mpoload 12533 endif if hasobjnum ($i) == 12530 mpjunk i12530 say I removed the worst of the scorching... it's not looking bad now. mpoload 12534 endif if hasobjnum ($i) == 12531 mpjunk i12531 say I gave it a bit of a clean... it almost looks new now. mpoload 12535 endif mpforce $n list say If you want it back, you'll have to pay. stare ~ | #12502 gim dwarf~ Gim the dwarf~ Gim the dwarf stands here waiting for you.~ Gim is a stocky dwarf that still hasn't quite got comfortable living and working so close to humans. As with all dwarves, Gim gets a little anxious when he notices you don't seem to be buying anything. Better make up your mind quickly! ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ say What are you wearing that girly armor for? say Buy something from the shop, or clear off! ~ | #12503 utho ogre~ Utho the ogre~ An overbearing ogre stares blankly at you.~ An overbuilt ogre stands here dumbly ready to sell you anything you need. Since the recent troubles he has had a lot of trouble managing the stock levels, the books, and just about everything out of the ordinary. You stop short of pity when you watch him pick his nose and smear it on the counter. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ say Nice weapon newbie. mpechoat $n $I gives you the secret Fire handshake. mpechoaround $n $I gives $N the secret Fire handshake. wink $n ~ | #12504 zzevelo magician~ Zzevelo the magician~ A man in robes and chanting quietly wavers here.~ An intelligent looking human with a large pair of wire rimmed spectacles stands in front of you. He seems to be humming something under his breath and his eyes appear half closed. Just when you think he's not paying any notice, he looks up and acknowledges your presence. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ bow $n say And how may I be of service to you today? ~ | #12505 crayola fallen elf~ Crayola the fallen~ A fallen elf mopes about in the corner.~ A seedy looking elf stares back at you. His skin is pale and his hair seems to be thinning. He appears unwashed and doesn't appear to care that you have walked up to his stall. You catch a smell of some herb and try to imagine what would have caused this proud elf to fall so low. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ say If you don't mess with me, I wont mess with you. say Now then... what is it you were after? ~ | #12506 meldricko mortician~ Meldricko the mortician~ A powerfully built elf stands here looking enthusiastic.~ A small yet powerful looking elf stands here proudly waiting for you to die. He is wearing an apron to protect his clothes from the worst of the blood that is part of his trade. It seems that people come and go, but morticians always have a job. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ emote wipes the blood off of his face and onto his sleeve. emote stares at you and smiles. if delayed ($i) tell $n I'm busy at the moment. break endif say Dead again?! C'mon $n, get with the program! if hasobjnum ($n) == 12560 mpcalculate 1d5 + 5 mpdelay self $X 1 $n endif ~ >delay_prog 1~ if existsroom ($X) say Nice looking skull you have, $X. say I could try my hand at some taxidermy say if you'd like me to give it a go. stare endif ~ >give_prog i12560~ if delayed ($i) tell $X I'm busy with another project at the moment. give i12560 $X drop i12560 break endif mpcalculate 1d5 + 35 mpecho Meldricko begins work on the skull. mpjunk i12560 mpdelay self $X 2 $n endif ~ >delay_prog 2~ if existsroom ($X) if rand (60) say I'm sorry $X, I was unable to do anything. sigh else say Here you go, $X... say I'm really quite proud of this one! if rand (50) mpoload 12561 else mpoload 12562 endif mpquiet on give skull $X mpjunk skull mpquiet off endif endif ~ | #12507 zorr professor~ Zorr the professor~ A thin and whispy old man stares at you down his nose.~ Having spent all his life travelling the great libraries of the Realm, Zorr returned to find his home in ruins. Taking things in his stride he has now opened up shop to allow you to practice the skills and magics of all trades in safety (and with his expert guidance). You feel confident in his ability. ~ ACT_SENTINEL|ACT_PRACTICE|ACT_SMART AFF_SANCTUARY 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ mpechoat $n Zorr the professor looks at you for a moment. mpechoaround $n Zorr the professor looks at $n. say You look like you could use some more practice. ~ | #12508 croutonio ogre~ Croutonio the ogre~ A strong and agile ogre waits to train you here.~ Croutonio has fought many battles and has mastered the art of survival. After returning home from travelling he pledged to help rebuild the city he grew up in. He is here willing to train you as well as anyone else. ~ ACT_SENTINEL|ACT_TRAIN|ACT_SMART|ACT_RACE AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 500 S 40 0 0 1d400+746 1d40+10 50000 RACE_OGRE POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ mpforce $n bow croutonio say Looking good, $n. OK, I'll train ya! ~ | #12509 terro elf~ Terro the elf~ A gentle elf looks after his tame pets.~ While you can tell that he is very dextrous, it surprises you with the ease he lifts animals as he goes about his daily business. Elves have a close affinity with nature and the animal kingdom, but you rarely see them working in pet stores! ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ say Welcome to the Critter Barn! Have a look around and take say your time. Don't get too many folks in here nowadays. smile $n ~ | #12510 bambino chef dwarf~ Bambino the chef~ A stocky dwarf is supervising the cooking here.~ Bambino is a bold stocky dwarf who has found his vocation in cooking. Since opening up the Greasy Spoon, he has had a regular stream of hungry punters gladly handing over gold. He wipes his greasy hands on his apron and looks up at you expectantly. ~ ACT_SENTINEL|ACT_SMART 0 0 S 40 0 0 1d400+746 1d40+10 50000 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 50~ shout BBBBBBBBBBBBAAAAAAAAAAAAMMMMMMMMMMMM!!!! smile say What's yer poison, $n? ~ | #12511 citizen displaced west~ a displaced citizen~ A displaced citizen is wandering in dispair here.~ After suffering a horrific doom in recent times, this citizen is worn out and tired of day-to-day existence. He has lived through the destruction of his once proud city, and now wanders about in despair. ~ ACT_RACE 0 0 S 30 0 0 1d225+410 1d30+6 5000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >death_prog 8~ if rand (50) if rand (50) mpoload 12528 else mpoload 12529 endif else if rand (50) mpoload 12530 else mpoload 12531 ~ >fight_prog 10~ emote looks about in fear. mpquiet on cast 'cure light' drop all mpquiet off trip $n ~ | #12512 citizen purposeless east ~ a purposeless citizen~ A citizen wanders without purpose here.~ After suffering a horrific doom in recent times, this citizen is worn out and tired of day-to-day existence. She has managed to cloth and feed herself and what remains of her family, but is reaching the end of her limits. She moves about almost without purpose. ~ ACT_RACE 0 0 S 29 0 0 1d210+382 1d29+6 5000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >death_prog 8~ if rand (50) if rand (50) mpoload 12528 else mpoload 12529 endif else if rand (50) mpoload 12530 else mpoload 12531 ~ >fight_prog 15~ emote looks about in fear. mpquiet on cast 'cure light' drop all mpquiet off trip $n ~ | #12513 waif child~ a waif of a child~ A waif of a child suffers here.~ Having lived through the displacement of her family and the loss of those close, this poor waif of a child lives only for the moment. No thoughts go toward bettering herself, only where the next meal is coming from. ~ ACT_RACE 0 0 S 22 0 0 1d121+219 1d22+4 3000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >death_prog 8~ if rand (50) if rand (50) mpoload 12528 else mpoload 12529 endif else if rand (50) mpoload 12530 else mpoload 12531 ~ >fight_prog 10~ emote looks about in terror. shout Help! $n is hurting me!!! emote screams in terror. mpquiet on cast 'cure light' cast 'cure serious' drop all mpquiet off ~ | #12514 waif child~ a waif of a child~ A waif of a child forages for food here.~ Having lived through the displacement of his family and the loss of those close, this poor waif of a child lives only for the moment. No thoughts go toward bettering himself, only where the next meal is coming from. ~ ACT_RACE 0 0 S 25 0 0 1d156+283 1d25+5 3000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >death_prog 8~ if rand (50) if rand (50) mpoload 12528 else mpoload 12529 endif else if rand (50) mpoload 12530 else mpoload 12531 ~ >fight_prog 15~ emote looks about in terror. shout Help! $n is bullying me!!! emote screams in rage! mpquiet on cast 'cure light' cast 'cure serious' drop all mpquiet off disarm $n ~ | #12515 old watchman gate guard ~ the old gatekeeper~ The old gatekeeper rests here.~ Having risen through the ranks of the city guard, this hardened career man has been given the dubious responsibility of locking the city gates. He looks thoroughly bored of the job, and seems to consider you worth less than the effort of acknowledgment. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 27 0 0 10d50+150 4d9+9 3000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >time_prog 6~ open gate ~ >time_prog 18~ lock gate ~ >greet_prog 75~ nod $n if delayed ($i) break endif mpdelay self 1 1 $n ~ >delay_prog 1~ if existsroom ($X) if inroom ($i) == 12500 say Welcome to the Southgate, $T. mpdelay self 1 2 $t endif if inroom ($i) == 12548 say Welcome to the Westgate, $T. mpdelay self 1 3 $t endif if inroom ($i) == 12536 say Welcome to the Eastgate, $T. mpdelay self 1 4 $t endif ~ >delay_prog 2~ if existsroom ($X) if quest (5,1,$t) == 0 mpmset $t quest 5 1 1 say It's always so nice to see fresh new faces paying say us a visit. There isn't a lot happening here at the say Southgate, but you meet a better sort of adventurer say or so I always say. mpechoaround $t The old gatekeeper glances kindly at $T. chuckle $t else say Good to see you again, have a pleasant day! endif mpdelay self 3 5 endif ~ >delay_prog 3~ if existsroom ($X) if quest (6,1,$t) == 0 mpmset $t quest 6 1 1 say I'm afraid that you haven't chosen to visit us at say a particularly good time. There have been a couple say of bad earthquakes this week, and most of the city say is now in ruins. It is rumoured to be caused by the say volcano on Raptor Island just to the west. mpechoaround $t The old gatekeeper looks appraisingly at $T. mpecho The old gatekeeper points west down the road. else say Good to see you again, have a pleasant day! endif mpdelay self 3 5 endif ~ >delay_prog 4~ if existsroom ($X) if quest (7,1,$t) == 0 mpmset $t quest 7 1 1 say This isn't the best time to visit us you know. say We had a bad earthquake the other day and now all say these refugees are trying to flood in from all the say villages by the volcano to the east. mpecho The old gatekeeper points east down the road. say Best to move along, $T. smile $t else say Good to see you again, have a pleasant day! endif mpdelay self 3 5 endif ~ >delay_prog 5~ if rand (50) if rand (50) emote straightens his back and breathes deeply. else emote scuffs his boots on the ground. endif else if rand (50) mpechoat $X The old gatekeeper looks over your shoulder into the distance. mpechoaround $X The old gatekeeper looks into the distance. else emote straightens his cloak and looks about impassively. endif endif ~ | #12516 lava leech~ a lava leech~ A leech is stalking you.~ This black and green looking beast is at home in the molten lava in the bowels of the mountains, but seems to be able to survive at more cooler temperatures as well. A thick shell and dangerous looking claws tell you that it's time to move on. ~ ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS -200 S 30 0 0 1d225+410 1d30+6 8000 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 10~ mpechoat $n {010}The lava leech burns you with lava!!!{300} mpechoaround $n {010}The lava leech sprays $n with lava!{300} mpquiet on cast 'harm' $n mpquiet off trip $n ~ >greet_prog 75~ if delayed ($i) break endif wiggle mpcalculate 1d5 + 1 mpdelay self $X 1 $n ~ >delay_prog 1~ if existsroom ($X) mpechoat $X {100}A lava leech sucks some lava from the ground and {110}glows{100} warmly. mpechoaround $X {100}A lava leech {110}glows{100} warmly. endif ~ | #12517 small demon~ a small demon~ A small demon is contemplating devouring you.~ Having been summoned from the very depths of beyond, this small devil looks angry. He is hovering above the ground, and although his wings remain perfectly still, he never falls. You struggle to keep your gaze away from his piercing red eyes. ~ ACT_SENTINEL|ACT_SMART|ACT_UNDEAD AFF_DETECT_INVIS|AFF_FLYING -100 S 22 0 0 1d121+219 1d22+4 9000 0 POS_RESTING POS_RESTING SEX_MALE >greet_prog 50~ if delayed ($i) break endif say I have been summoned for this? say You can not be serious!!! laugh $n stand mpcalculate 1d10+1 mpdelay self $X 1 $n ~ >fight_prog 10~ mpechoat $n {010}The demon sends you flying with a double kick!!!{300} mpechoaround $n {010}The small demon kicks $n violently!{300} mpquiet on cast 'harm' $n mpquiet off trip $n ~ >delay_prog 1~ if existsroom ($X) mpechoat $X {010}The demon pounces on you without thought! mpechoaround $X {010}The demon pounces on $X. mpquiet on mpkill $X mpquiet off trip $X endif ~ | #12518 medium demon~ a medium sized demon~ A medium sized demon is about to consume you.~ Large, red and angry sums up everything about this evil looking brute. The stench that he gives off rivals anything you have smelt in Privy Lane. As the demon turns to return your stares you begin to feel uncomfortable and have a desire to move on. ~ ACT_SENTINEL|ACT_UNDEAD AFF_DETECT_INVIS -200 S 29 0 0 1d210+382 1d29+6 18000 0 POS_STANDING POS_STANDING SEX_MALE >fight_prog 10~ mpechoat $n {010}The demon sends you flying with a triple kick!!! mpechoaround $n {010}The demon kicks $n violently! mpquiet on cast 'harm' $n mpquiet off disarm $n ~ >delay_prog 1~ if existsroom ($X) mpechoat $X {010}The demon sends you flying with a triple kick!!! mpechoaround $X {010}The demon kicks $X violently! mpquiet on cast 'harm' $X mpquiet off disarm $X endif ~ >greet_prog 75~ if delayed ($i) break endif mpcalculate 1d5 + 1 mpdelay self $X 1 $n ~ | #12519 large demon~ a large demon~ A large demon has been summoned here against his wishes.~ Having been summoned from the sulphur pits of hell, this is the foulest beast you have ever had the misfortune to disturb. He growls at you and his eyes turn as black as ink. Is he contemplating cooking you before he consumes your soul? Best not stay around to find out! ~ ACT_SENTINEL|ACT_UNDEAD AFF_DETECT_INVIS -500 S 38 0 0 1d361+669 1d38+9 27000 0 POS_STANDING POS_STANDING SEX_MALE >fight_prog 10~ mpechoat $n {010}The demon sends you flying with a flurry of kicks!!!{300} mpechoaround $n {010}The demon kicks $n violently!{300} mpquiet on cast 'harm' $n cast 'harm' $n mpquiet off trip $n ~ >greet_prog 75~ if delayed ($i) break endif mpcalculate 1d5 + 1 mpdelay self $X 1 $n ~ >delay_prog 1~ if existsroom ($X) mpechoat $X {010}The demon smites you without blinking! mpechoaround $X {010}The demon smites $X. mpquiet on mpkill $X mpquiet off cripple $X endif ~ | #12520 earthworm worm~ an earthworm~ An earthwoorm rolls about in ignorance here.~ As large as a dog, this massive earthworm is pitch black. It's skin is as tough as any animal hide, and while it can't move fast, you have no doubt how much damage something of that weight could do if it wanted. ~ ACT_SENTINEL|ACT_BODY AFF_TRUESIGHT 0 S 30 BODY_TAIL BODY_TAIL 1d225+410 1d30+6 15000 0 POS_SLEEPING POS_SLEEPING SEX_NEUTRAL >greet_prog 100~ if quest (0,1,$i) == 0 if quest (0,4,$n) == 7 mpecho The worm wriggles about and tries to escape! mpmadd self level 5 mpmset self quest 0 1 1 endif endif ~ | #12521 male onlooker~ a male onlooker~ A male onlooker makes sure he has a good view here.~ Wearing entirely inappropriate clothes for the weather, this onlooker seems to be getting some kind of enjoyment from looking at the misfortunes of others. ~ ACT_SCAVENGER|ACT_BODY AFF_SANCTUARY 200 S 24 BODY_ARM BODY_ARM 1d144+261 1d24+4 30000 0 POS_STANDING POS_STANDING SEX_MALE #12522 female onlooker~ a female onlooker~ A female onlooker vies for a better view here.~ Wearing entirely inappropriate clothes for the weather, this onlooker seems to be getting some kind of enjoyment from looking at the misfortunes experienced by others. It seems strange to see a woman acting in such a vulgar manner. ~ ACT_SCAVENGER AFF_SANCTUARY 200 S 24 0 0 1d144+261 1d24+4 30000 0 POS_STANDING POS_STANDING SEX_FEMALE #12523 shep dog~ a dog called Shep~ A happy dog that answers to Shep runs about here.~ Many colours have combined and matted together to give this dog a thick coat that acts almost like cheap armour. The smell is overpowering, but you can't help but smile at his antics. Such a wonderful ray of happiness in so much despair and depression about you. ~ ACT_BODY AFF_HUNT 0 S 20 BODY_LEG|BODY_TAIL BODY_MOUTH|BODY_LEG|BODY_TAIL 1d100+182 1d20+4 30000 0 POS_STANDING POS_STANDING SEX_MALE >fight_prog 10~ mpechoat $n {010}Shep bites you with his heavy jaw!!!{300} mpechoaround $n {010}Shep the dog bites $n!{300} mpquiet on cast 'cause light' $n cast 'cause light' $n mpquiet off ~ >greet_prog 75~ if delayed ($i) mpecho Shep the dog wags his tail. break endif mpcalculate 1d5 + 10 mpdelay self $X 1 $n ~ >delay_prog 1~ if existsroom ($X) mpechoat $X Shep wags his tail at you and grins madly. mpechoaround $X Shep the dog seems to have found a friend in $X. lick $X endif ~ | #12524 tinker cat~ a cat called Tinker~ A cat that sometimes answers to Tinker is here.~ A grey coloured cat with very little fat and all too much bone showing through her dull coat. You watch as she deftly preens herself before setting off on another mousing expedition. You wish her good luck as you think of your own stomach rumbling. ~ ACT_BODY AFF_TRUESIGHT 0 S 15 BODY_CLAW BODY_CLAW 1d56+105 1d15+3 30000 0 POS_STANDING POS_STANDING SEX_FEMALE >delay_prog 1~ if existsroom ($X) mpechoat $X Tinker the cat rubs herself around your legs and you hear her purring. mpechoaround $X Tinker the cat entwines herself in $X's legs. endif ~ >fight_prog 10~ mpechoat $n {010}Tinker scratches you with her razor sharp claws!!!{300} mpechoaround $n {010}Tinker the cat scratches $n!{300} mpquiet on cast 'cause light' $n cast 'cause light' $n mpquiet off ~ >greet_prog 75~ if delayed ($i) break endif mpcalculate 1d5 + 5 mpdelay self $X 1 $n ~ | #12525 sea trout~ a sea trout~ A sea trout makes strange faces at you.~ A rare breed of salt water trout has been bred in captivity to provide a reliable (if somewhat wet) pet that will love you as much as you love it. ~ ACT_RACE 0 0 S 25 0 0 1d156+520 1d25+5 10000 RACE_GRIFFON POS_STANDING POS_STANDING SEX_MALE #12526 baby dragon gold~ a baby dragon~ A baby dragon flaps her tiny wings wings here.~ Whether a freak of nature or just chance, this baby dragon seems to be quite at home away from it's own kind. It even allows others to climb on it's back from time to time. You wonder at the patience needed to master such a beast. ~ ACT_RACE AFF_FLYING 0 S 35 0 0 1d306+570 2d30+10 10000 RACE_DRAGON POS_STANDING POS_STANDING SEX_FEMALE #12527 slimy rat~ a slimy rat~ A slimy rat with beady eyes scitters about here.~ Dark brown and black fur has been matted together with grease, and mud from the open sewers to provide excellent camouflage for night scavenging raids. ~ ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY AFF_STEALTH|AFF_HUNT -500 S 20 BODY_TAIL|BODY_CLAW BODY_MOUTH|BODY_EYE|BODY_CLAW 1d110+192 1d20+4 5000 0 POS_RESTING POS_RESTING SEX_NEUTRAL >time_prog 5~ if pcsinarea () > 0 emote squeals at you and tears off. mpgoto 12587 rest endif ~ >time_prog 20~ if pcsinarea () > 0 stand endif ~ >greet_prog 100~ if time () >= 5 if time () < 20 emote squeals at you and tears off. mpgoto 12587 rest endif ~ >death_prog 33~ mpechoat $n The rat stares at you with it's beady eyes and you feel weak. mpquiet on cast 'weaken' $n cast 'weaken' $n cast 'weaken' $n if rand (50) if rand (50) mpoload 12528 else mpoload 12529 endif else if rand (50) mpoload 12530 else mpoload 12531 endif endif if rand (20) mpoload 12560 endif mpquiet off ~ | #12528 refugee man wretch~ a refugee~ A refugee stumbles along the road here.~ This refugee has walked a very long way with the hope of happiness just a dream away. He has left his home, and is wandering the realm looking for new life and an escape from the constant nightmares that plague him by night. ~ ACT_RACE 0 -500 S 30 0 0 1d225+410 1d30+6 5000 RACE_GNOME POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if delayed ($i) break endif mpcalculate 1d10 + 10 mpdelay self $X 1 ~ >delay_prog 1~ if hitprcnt ($i) > 75 mpcalculate 1d10 + 40 mpmadd self currhp -$X endif emote coughs up some lung. Yuck!!! ~ | #12529 demise_eth M12529~ a speech assisting ethereal~ A speech assisting ethereal spirit monitors this place.~ This mob sits in room 12594 and responds to the speech prog {010}demise{300}. Checking the room description will reveal an obviously stated question, and this event is encouraging players to be attentive to detail... I hope. ~ ACT_SENTINEL AFF_ETHEREAL 0 S 95 0 0 1d2256+4906 1d95+47 50000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog demise~ if delayed ($i) break endif mpechoat $n {170}The god of {110}Hellfire Demise{170} smiles down upon you. mpquiet on cast 'righteous fury' $n mpquiet off mpdelay self 20 1 ~ | #12550 shade ghost souldeo enraged~ the shade of Souldeo~ The enraged soul of Souldeo writhes here.~ The shade of Souldeo, the sheriff who tried in vain to save his once proud city, stands here writhing in agony. He is not yet ready to depart this plane, and has remained to torture those that let him die unaided. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_RACE AFF_TRUESIGHT|AFF_STEALTH 0 S 46 0 0 1d550+1200 7d7+15 50000 RACE_SHADE POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ if hasobjnum ($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 ~ >greet_prog 75~ say I am here to harvest your soul, $n. say Time for you meet your maker. mpkill $n ~ | #12551 frustrated mother woman M12551~ a frustrated mother~ A frustrated mother is anxiously pacing here.~ Her face is as white as a ghost, and her eyes are puffed up from constant crying and rubbing. Her small nose is bright red and you can't help but want to offer her some kind of assistance. Maybe if you agree to help her you can solve her problems for her. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_TRUESIGHT 0 S 35 0 0 1d280+550 1d35+8 18000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ if quest (0,4,$n) == 7 hug $n say Have something to eat, $n. cast 'feast' break endif if delayed ($i) smile $n tell $n I'm busy right now, come back later please. break endif if quest (0,4,$n) < 2 if quest (0,4,$n) == 1 say Oh, you spoke to my husband did you? say What did he have to say? Never mind... endif say Our daughter has been kidnapped from us! shiver say Last night... something came and took my baby! cry $n say Will you help? You're our only hope $n! mpdelay self 2 2 break endif if quest (0,4,$n) == 3 tell $n Did you ask my husband about his worst fear? break endif if quest (0,4,$n) == 4 tell $n Did you ask my husband about the Demons? tell $n What did he say? mpechoat $n $I looks at you. mpechoaround $n $I looks at $N. break endif if quest (0,4,$n) == 5 say Have you found her? Have you found my baby yet? cry $n mpdelay self 1 2 break endif if quest (0,4,$n) == 6 gasp $n say You found her! You saw my baby!!! break endif ~ >speech_prog yep yeah yes nod nods ok sure~ if quest (0,4,$n) < 2 hug $n say You are a light in these dark days $n. say Find my husband and ask him how you can help. mpmset $n quest 0 4 2 else mpechoat $n $I looks at you. mpechoaround $n $I looks at $N. endif ~ >delay_prog 1~ if existsroom ($X) if quest (0,4,$t) == 6 mpmset $t quest 0 4 7 mpoload 12540 say Give this note to Guesto and he will reward you. say I have to go find my husband now! hug $t give i12540 $t drop i12540 mppurge self endif endif ~ >delay_prog 2~ if rand (50) emote tries unsuccessfully to regain her composure. else mpecho The frustrated mother paces anxiously then returns to sobbing. endif ~ | #12552 searching father man M12552~ a searching father~ A father is searching anxiously here.~ He is beside himself with grief and anxiety. What little hair he had is in the process of falling about him as he tears his hair out in frustration. His voice is getting hoarse and you get the feeling that he's about to collapse any time soon. Maybe you could offer him some help. ~ ACT_SMART|ACT_RACE AFF_TRUESIGHT 0 S 40 0 0 1d300+905 2d20+12 18000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 0 say Have you got news from my wife yet? say What did she say about our daughter? mpmset $n quest 0 4 1 endif if quest (0,4,$n) == 2 mpechoat $n The searching father looks at you quizzically for a moment. endif mpdelay self 2 1 $n ~ >speech_prog help~ if quest (0,4,$n) == 2 hug $n say You are indeed a champion, $n. say I've searched all the streets and spoken to most say of the people left, but we fear the worst! mpmset $n quest 0 4 3 endif ~ >speech_prog fear worst~ if quest (0,4,$n) == 3 say Demons have been seen around the city ever since the say city was destroyed by the earthquake. Many people say say that the demons forced their way out of the very roots say of the mountains and need human flesh to feed on! mpechoat $n The man looks about nervously. say I don't believe them, of course... but what if they say did steal our daughter? The Demons stole my baby! cry $n mpmset $n quest 0 4 4 endif ~ >speech_prog demon demons~ if quest (0,4,$n) == 4 say They live beneath the city. You can hear them if you say listen hard enough on a calm night. There are shades say and all sorts rumoured to be down there with them! shake $n say Thank you for your offer of help, $n. say I just hope you have the courage to find her soon. sigh mpmset $n quest 0 4 5 endif ~ >delay_prog 1~ if existsroom ($X) if quest (0,4,$t) == 5 say Any luck seeking the way to the demons, $t? endif if quest (0,4,$t) == 6 say I know my wife will be worrying so! say Please take my daughter home, $t. break endif say Has anyone seen my daughter? Please? Anyone! sigh endif ~ | #12553 lost little girl M12553~ a lost little girl~ A little girl has lost her way and needs some help.~ This grubby little girl is lost and reliant entirely upon you to lead her back home. You have no idea how she got so dirty, but there appear to be no broken bones. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT 0 S 20 0 0 1d100+182 1d20+4 15000 0 POS_STANDING POS_STANDING SEX_FEMALE >delay_prog 1~ if existsroom ($X) if quest (0,4,$i) == 0 say Will you help me find mommy?!!! endif if quest (0,4,$i) == 1 say I'm lost and I want my mommy *sniff* cry $t endif if quest (0,4,$i) == 2 if inroom ($i) == 12567 if validexit (up) else gasp $t mpechoat $t You look up and notice what looks to be an old well shaft. connect up 12584 both endif endif endif if quest (0,4,$i) == 3 follow $t endif if quest (0,4,$i) == 4 mpdelay self 60 1 $t break endif mpmadd self quest 0 4 1 mpdelay self 3 1 $t else mppurge self endif ~ >greet_prog 100~ if inroom ($i) == 12567 if rand (20) if hasobjnum ($n) == 12539 if hasobjnum ($n) == 12527 mpechoat $n The tunnel seems unstable and dirt starts falling from above. mpechoaround $n $N suddenly disappears as lava rushes at $m. mptransfer $n 12558 mpat $n mpechoat $n You suddenly find yourself sucked into the lava! mpat $n mpechoaround $n $n Falls from the ceiling and looks stunned. break endif endif endif if delayed ($i) break endif if quest (0,4,$n) == 5 or quest (0,4,$n) == 6 mpmset $n quest 0 4 6 mpdelay self 1 1 $n mpmset self quest 0 4 0 endif endif ~ >entry_prog 100~ if inroom ($i) == 12542 if existsroom (M12551) mpecho The little girl runs to her mother and starts crying again. mpforce M12551 say Thank you so much for your help! mpforce M12551 say You know you are always welcome in our home follow self mpforce M12551 mpdelay self 2 1 $X mpecho The frustrated mother puts her daughter to bed. mppurge self endif endif ~ >repop_prog 100~ if inroom ($i) == 12567 if validexit (up) connect up -1 endif endif ~ | #12554 tired city guard~ a tired city guard~ A city guard looks tired and worn out on patrol.~ This guardian of the city has spent far too many days on patrol without a break. His mettle has been tested to the limits, and his resolve is near breaking point (best not to upset him). He has lived through the turmoil of recent times and appears detached from those about him. ~ ACT_SMART|ACT_RACE 0 0 S 40 0 0 1d400+746 5d10+3 20000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 30~ mpechoat $n $I looks you up and down for a moment. mpechoaround $n $I looks $n up and down for a moment. if delayed ($i) yawn break endif nod $n mpdelay self 1 1 $n ~ >speech_prog demon demons~ if delayed ($i) blink break endif mpechoat $n A tired city guard looks at you fearfully before regaining his composure. say Some folks have been talking, I know what you mean. ~ >delay_prog 1~ if rand (50) if rand (50) emote straightens his back and breathes deeply. else emote scuffs his boots on the ground. endif else if rand (50) mpechoat $x A tired city guard looks over your shoulder into the distance. mpechoaround $x A tired city guard looks into the distance. else emote straightens his cloak and looks about impassively. endif endif ~ >speech_prog folk folks talking know mean~ if delayed ($i) blink break endif say I shouldn't be passing on idle gossip like this, but say some folk are saying that there are demons under say the city. And that they are angry with us for waking say them. I don't listen to gossip, of course! stare ~ | #12555 slobodan dealer shifty~ Slobodan the dealer~ A shifty looking dealer stands around looking nervous.~ A shifty looking individual with slicked back hair and a greasy smile is looking about nervously at people as they pass by. Constantly on the lookout for the city guards, Slobodan is ready to run in the opposite direction at the mere mention of jail time. ~ ACT_SENTINEL|ACT_SMART AFF_STEALTH -1000 S 40 0 0 1d10+905 2d9+40 50000 0 POS_STANDING POS_STANDING SEX_MALE >time_prog 20~ mpgoto 12508 ~ >time_prog 22~ mpgoto 12587 mppurge self ~ >greet_prog 25~ if delayed ($i) break endif mpdelay self 10 1 $n ~ >delay_prog 1~ if existsroom ($X) tell $t Someone said that the shade of Souldeo seeks tell $t revenge on us all in the bowels of the city! endif ~ | #0 #SHOPS 12500 ITEM_TYPE_TREASURE ITEM_TYPE_CONTAINER ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING 200 50 0 23 12501 ITEM_TYPE_LIGHT ITEM_TYPE_DRINK_CON ITEM_TYPE_TREASURE ITEM_TYPE_AMMO ITEM_TYPE_NOTHING 100 50 0 23 12502 ITEM_TYPE_ARMOR ITEM_TYPE_WEAPON ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12503 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_AMMO ITEM_TYPE_FOOD ITEM_TYPE_NOTHING 100 50 0 23 12504 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12505 ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_PILL ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12506 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12509 ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12510 ITEM_TYPE_FOOD ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 12555 ITEM_TYPE_TREASURE ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_STAFF ITEM_TYPE_PILL 100 50 20 22 0 #SPECIALS S #OBJECTS #12500 silver key~ a silver key~ You see a sparkling silver key.~ This key looks very ornate, but upon close inspection you realise that a cheap magical trick has made this steel key look more impressive that it really is. You wonder what great gate this key might unlock. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE 7 0 0 0 0 0 0 0 1 10 20 #12501 ashen sword~ an ashen sword~ An ashen coloured sword is resting on the floor here.~ The blade is made from folded steel to provide added strength. The balance appears fine, and you can feel by it's weight that this is indeed a very fine weapon. The colour really sets off your eyes. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 4 10 WEAPON_SLASH 0 0 0 0 4 23000 45 #12502 ashen combat helm~ an ashen helm~ You see a combat helm in ashen grey enamel.~ This battle helm has been decorated an ashen grey using enamels. The end result is a stunning example of contemporary workmanship. Something to be taking very good care of you imagine. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 3 2000 30 A APPLY_DEX 1 0 A APPLY_STR 1 0 A APPLY_DAMROLL 1 0 #12503 ashen grey boots~ a pair of ashen grey boots~ You see a pair of ash covered boots.~ These well constructed boots are designed for field combat and appear perfectly suited for town and country marching. The sole has been nailed onto the rest of the boot using horse-shoe nails for extra wear. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 8 0 0 0 0 0 0 0 3 2000 30 A APPLY_HITROLL 1 0 A APPLY_DEX 2 0 #12504 ashen grey gauntlets~ a pair of ashen grey gauntlets~ You see a pair of grey coloured gauntlets.~ These heavy gauntlets have had a trim of enamel added on the outside, and some supple leather on the inside to protect the knuckles when in battle. You marvel at the attention to detail and prize this find. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 9 0 0 0 0 0 0 0 3 2000 30 A APPLY_HIT 20 0 #12505 grey ashen chest plate~ a grey chest plate~ You see an ashen grey chest plate resting on the ground.~ This broad chest plate has been finished in an ashen grey enamel to act as both camouflage and for court wear. The buckles are all new and it is obvious that it has had little use at all! ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 10 0 0 0 0 0 0 0 3 2000 30 A APPLY_WIS 1 0 A APPLY_CON 2 0 #12506 ashen grey sleeves~ a pair of ashen sleeves~ You see a pair of grey coloured sleeves resting here.~ Offering protection to both upper and lower arms, coloured leather has been stretched over steel to create a clever texture that looks unlike anything else you have seen before. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 11 0 0 0 0 0 0 0 3 2000 30 #12507 ashen grey shield~ an ashen grey shield~ An ashen grey sparring shield is waiting here.~ This lightweight sparring shield is not as heavy as the usual shields for massive campaigns. Rather, this is for court use and settling disagreements one-on-one after dinner. The metal has been enamelled over and a simple cross is blazed in the centre in bright red. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 10 0 0 0 0 0 0 0 3 2000 30 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #12508 recall scroll~ a scroll of recall~ You see a scroll of recall.~ ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0 1 15 1 #12509 scroll strength knowledge~ a scroll of strength and knowledge~ A scroll of strength and knowledge is folded here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 13 SPELL_GIANT_STRENGTH SPELL_UNDERSTAND -1 0 0 0 0 1 7600 15 #12510 scroll identify~ a scroll of identify~ You see a scroll of identify.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 7 SPELL_IDENTIFY -1 -1 0 0 0 0 1 2800 10 #12511 scroll sanctuary shielding~ a scroll of sanctuary and shielding~ A scroll of sanctuary and shielding has been folded here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_SANCTUARY SPELL_SHIELD -1 0 0 0 0 1 15000 20 #12512 scroll passage~ a scroll of passage~ A scroll of passage has been folded here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_PASS_DOOR -1 -1 0 0 0 0 1 4000 15 #12513 strength knowledge~ a potion of strength and knowledge~ A potion of strength and knowledge is resting here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_GIANT_STRENGTH SPELL_UNDERSTAND -1 0 0 0 0 1 6700 15 #12514 potion defense~ a potion of defense~ A potion of defense is resting here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_SHIELD SPELL_ARMOR -1 0 0 0 0 1 5800 15 #12515 potion passage vision~ a potion of passage and vision~ A potion of passage and vision rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 29 SPELL_PASS_DOOR SPELL_DETECT_HIDDEN -1 0 0 0 0 1 7500 20 #12516 clear potion~ a clear potion~ A potion of what appears to be water rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 -1 -1 -1 0 0 0 0 1 500 15 #12517 ashen grey ring band~ an ashen grey ring~ You see a band of ashen grey metal here.~ This large ring is remarkably light considering how much metal it contains. You suddenly realise that it must be magically enchanted, and as you turn it over in your hand you feel the tell-tale tingles of residual magic. Quite some prize you imagine. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 7 0 0 0 0 0 0 0 1 50000 20 A APPLY_DAMROLL 2 0 A APPLY_HITROLL 1 0 #12518 bowl pasta~ a bowl of pasta~ You see fettucine alfredo.~ ~ ITEM_TYPE_FOOD 0 0 40 0 0 0 0 0 0 0 1 10 1 #12519 garlic bread~ a loaf of garlic bread~ You see garlic bread.~ ~ ITEM_TYPE_FOOD 0 0 20 0 0 0 0 0 0 0 1 10 1 #12520 red wine carafe~ a carafe of red wine~ You see a bottle of red wine.~ ~ ITEM_TYPE_DRINK_CON 0 0 20 20 LIQ_WINE 0 0 0 0 0 1 10 1 #12521 bottle blood~ a bottle of blood~ You see a bottle filled with blood.~ ~ ITEM_TYPE_DRINK_CON 0 0 20 20 LIQ_BLOOD 0 0 0 0 0 1 200 1 #12522 marble torch~ a marble torch~ A marble torch has been dropped on the ground here.~ This torch has a large bulb of white marble at one end that illuminates on demand. Ii is immune to being blown out by gusts of wind, and guaranteed not to burn anything if it's dropped. You can't think why anyone would continue to use regular flame torches! ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 1 15000 10 A APPLY_DAMROLL 2 0 A APPLY_CON 2 0 #12523 fountain~ a fountain~ An ivory fountain glistens here.~ This ivory fountain is cracked and weakened by the stresses that have torn this city apart. The stories it could tell reach out to you and plea to be heard. You watch as a single drop of water slowly dribbles to your feet. ~ ITEM_TYPE_FOUNTAIN 0 0 0 0 LIQ_WATER 0 0 0 0 0 10000 10 1 #12524 lava lamp~ a lava lamp~ The fires of the earth battle inside a jar on the ground.~ Lava has been magically sealed into a simple jar to provide a soothing light and many hours of relaxing entertainment in the absence of a fireplace. ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 1 100000 20 A APPLY_DAMROLL 3 0 A APPLY_HITROLL 3 0 A APPLY_STR 1 0 #12525 silver flask~ a silver flask~ A silver flask rests sedately on the ground here.~ This small hip flask is made from solid silver and bears no distinguishing marks on it. The cap screws off, but through a clever mechanism is never lost. You imagine it would be simple to conceal this should you need to sneak it into somewhere for whatever reason. ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE 18 18 LIQ_ICEWINE 0 0 0 0 0 5 14500 25 #12526 simple bench~ a simple bench~ A simple bench rests here.~ Built using quality tools, this simple wooden bench does not require any nails to wedge together solidly. The back is just the right height and judging by the length of the bench a whole party of adventurers could rest here comfortably for a while. ~ ITEM_TYPE_FURNITURE ITEM_FLAG_HUM 0 4 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 250 0 0 0 0 1 10 1 #12527 burning key~ a burning key~ A key glowing with heat glows here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 5 10000 20 P 1 TRIG_TICK 20 OPROG_OBJECT_QUEST_IF 0 4 < 10 2 3 P 2 TRIG_VOID OPROG_QUEST_ADD 0 4 1 P 2 TRIG_VOID OPROG_ECHO The key flares warmly in your hands. ~ P 3 TRIG_VOID OPROG_ECHO The key flares suddenly and you watch as it turns completely to ash. ~ P 3 TRIG_VOID OPROG_JUNK #12528 brittle trinket~ a brittle trinket~ A brittle trinket has been dropped here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 20000 15 #12529 cracked trinket~ a cracked trinket~ A cracked trinket has been dropped here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 20000 15 #12530 scorched trinket~ a scorched trinket~ A scorched trinket has been dropped here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 20000 15 #12531 dirty trinket~ a dirty trinket~ A dirty trinket has been dropped here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 20000 15 #12532 boots mica~ a pair of mica boots~ A pair of mica boots stand patiently here.~ The shiny mica stones have been baked in the bowels of the earth. They are so dark and shiny that you suspect they are magically altering the way light is reflected. They have a nice sheepskin protective lining too! ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 7 0 0 0 0 0 0 0 1 15000 19 A APPLY_INT 2 0 A APPLY_DEX 2 0 #12533 gauntlets mica~ a pair of mica gauntlets~ A pair of mica gauntlets have dropped to the ground.~ These gauntlets are covered with small tiles of mica. Contrasting different shades of black, the craftsmen that made these has created a subtle pattern. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS|ITEM_WEAR_ARMS 7 0 0 0 0 0 0 0 1 20000 18 A APPLY_INT 2 0 A APPLY_DEX 2 0 #12534 belt mica~ a mica belt~ A mica belt has been cast aside here.~ Links of mica tiles have been joined together over a combat belt to offer added protection from stomach blows. You marvel at how well the belt sits together as if it were natural to combine metal with stone. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 1 25000 18 A APPLY_INT 2 0 A APPLY_STR 2 0 #12535 sleeves mica~ a pair of mica sleeves~ A pair of mica sleeves have been left here.~ Mica has been fused to the surface of some strong sleeves to prevent any broken bones to the upper arms during combat. You can't see any seams for weapons to catch in, making it a very practical means of preventing damage. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 7 0 0 0 0 0 0 0 1 30000 19 A APPLY_INT 2 0 A APPLY_STR 2 0 #12536 ashen dagger~ an ashen dagger~ An ashen coloured dagger has been lost here.~ This is a long, thin dagger that has been cut from a single piece of stone and polished to a razor point. The grain of the stone gives it an ashen grey colour from the tip to the hilt. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 4 9 WEAPON_STAB 0 0 0 0 2 20000 40 #12537 ashen bull-whip whip~ an ashen bull-whip~ An ashen coloured bull-whip os coiled neatly here.~ A truncheon of granite has had a fine whip of leather and linen attached to it as a base. The weight is perfect and leaves your fist free for extra attacks. The ashen grey colour of the handle is very subtle. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WHIP 5 7 WEAPON_WHIP 0 0 0 0 1 18000 40 #12538 puzzle box~ a puzzle box~ A puzzle box has been left here in frustration.~ This simple children's toy has baffled many a scholar in both it's simplicity and in it's complexity. You could study the grooves for some kind of pattern. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 434 CONT_CLOSEABLE 0 150 0 0 0 0 1 30000 30 E pattern study~ You notice they form lines across the box. ~ E lines~ The lines seem to converge at several points. ~ E points~ You see several places where you can press at the same time. ~ E places~ You have solved the puzzle box... observation is the key. ~ A APPLY_STR 1 0 #12539 frozen key~ a frozen key~ A key shivering with cold has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 5 10000 20 P 1 TRIG_TICK 20 OPROG_OBJECT_QUEST_IF 0 4 < 10 2 3 P 2 TRIG_VOID OPROG_QUEST_ADD 0 4 1 P 2 TRIG_VOID OPROG_ECHO The key melts a little in your hands. ~ P 3 TRIG_VOID OPROG_ECHO The key finally melts away completely and you are left with a wet hand. ~ P 3 TRIG_VOID OPROG_JUNK #12540 handwritten note~ a handwritten note~ A hand written note has been dropped here.~ You can't actually read the scrawl that has been left on the paper, but you assume it has meaning to someone. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 100 20 #12541 sash blazing yellow~ a blazing yellow sash~ A sash made of blazing yellow has been hung here.~ This sash is constructed of only the finest of materials to afford maximum protection where you need it most. The bright yellow signifies the virility and power that you possess to combat your enemies. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 10 0 0 0 0 0 0 0 3 100000 40 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 3 0 #12542 blazing red leg guards~ a pair of blazing red leg guards~ A pair of red leg guards have been stacked casually here.~ These spectacular leg guards cover all the major muscle groups and have extra padding around the areas where muscle connects to bone. One side uses supple leather to prevent chaffing, while the other side is enamelled steel. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 10 0 0 0 0 0 0 0 1 100000 40 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 3 0 #12543 cot mattress~ a cot and mattress~ A simple cot and mattress stand against a wall here.~ This wooden cot has been reinforced to withstand even the heaviest of abuse. While the mattress looks a little lumpy, the stuffing looks fresh and has relatively few bugs living in it. You could sleep here, or just take some time to rest your weary bones. ~ ITEM_TYPE_FURNITURE 0 0 1 0 FURNITURE_SLEEP_IN|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 250 0 0 0 0 1 10 1 #12544 bench benches row~ a row of benches~ A row of benches sits patiently here.~ These benches are well worn through constant over-use. The legs are sturdy and can hold the heaviest of loads. The crafty use of joinery means that no pins or nails are exposed that may work loose. ~ ITEM_TYPE_FURNITURE 0 0 3 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 200 0 0 0 0 1 10 1 #12545 large carpet~ a large carpet~ A large carpet covers the ground here.~ This carpet has a simple weave to it. The motif on the front is a panel display of woven flowers. Obviously looted from one of the lavish houses that used to stand close by. ~ ITEM_TYPE_FURNITURE 0 0 2 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0 1 10 1 #12546 small stove~ a small stove~ A small stove provides warmth and light in the corner here.~ There is a small platform with which a pot can be placed to boil water. A trap on the front allows coal and wood to be pushed into the firebox. At the base is an air flow grill and a tray to collect ash and embers. Very compact. ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 1 0 FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0 1 10 1 #12547 small carpet~ a small carpet~ A small carpet has been laid out here.~ The carpet is long and narrow and probably more suited for a hallway than a main room. It is an ashen grey colour - whether to camouflage the dirt or as the result of it... you will never know for certain. ~ ITEM_TYPE_FURNITURE 0 0 1 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0 1 10 1 #12548 sign small~ a small sign~ A small sign hangs here discreetly.~ Please don't ask for credit, as a smack in the face often offends. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #12549 small sign~ a small sign~ A small sign hangs discretely here.~ When banks sell diamonds, we will bank cheques. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #12550 reeds mat~ a mat of reeds~ A mat of reeds has been thrown on the floor here.~ ~ ITEM_TYPE_FURNITURE 0 0 1 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0 1 10 1 #12551 culvert drainage sewerage drain~ a culvert~ A drainage culvert follows the road.~ You see very little since the sewerage and waste water is housed completely inside the culvert. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #12552 broken culvert~ a broken culvert~ A broken culvert spews sewerage everywhere.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #12553 wooden box~ a wooden box~ A wooden box lies crumpled in the corner.~ Initially used for transporting goods, this is now the home for some of the locals who have nowhere else to go after hours. ~ ITEM_TYPE_FURNITURE 0 0 1 0 FURNITURE_SLEEP_IN 150 0 0 0 0 1 10 1 #12554 tall bookshelf~ a tall bookshelf~ A tall bookshelf stands here full of books.~ The shelves are as close together as possible and books have been crammed in closely. Manuals and drawings are all carefully bound and share shelf space with maps and ancient spell books. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 1 #12555 lined coffin~ a lined coffin~ A fully lined coffin is presented here for your approval.~ The coffin is lined with ashen grey silk and finished with steel handles. There is plenty of room inside this particular coffin, although you can't see the point in having lots of room when you are in need of a coffin. ~ ITEM_TYPE_FURNITURE 0 0 1 0 FURNITURE_SLEEP_IN 100 0 0 0 0 1 10 1 #12556 portal ashen~ an ashen portal~ An ashen portal hangs in the air here.~ The air appears to shimmer about the whole of the portal base. The reflection you see in the air is that of ashen grey. ~ ITEM_TYPE_PORTAL ITEM_FLAG_GLOW 0 1 0 GATE_STEP_THROUGH|GATE_RANDOM_AREA 12506 0 0 0 0 1 10 1 #12557 ashen token~ an ashen token~ An ashen token has been dropped carelessly here.~ This small disc of heavy stone has the word {010}jaunt{300} etched on it. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 100000 1 P 1 TRIG_UNKNOWN 100 jaunt OPROG_GOD_COMMAND mpecho {108}$I causes an ashen portal to appear like magic! mpoload 12556 room ~ P 1 TRIG_VOID OPROG_JUNK #12559 gaming box game~ a gaming box~ A gaming box rests on the ground here.~ This wooden box has been carefully finished to protect the gaming tokens and playing stones within. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 419 CONT_CLOSEABLE 0 150 0 0 0 0 1 125000 40 A APPLY_INT 3 0 #12560 rat skull~ a rat skull~ The skull of a rat is decaying here.~ The grey skull of a rat stares back at you as if it were bored. The eyes are drying out already, and the torn flesh is starting to turn brown. This could make a nice trophy, if only you knew someone who could stuff it. ~ ITEM_TYPE_TRASH ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 1000 20 A APPLY_WIS -1 0 #12561 rat skull trophy~ a rat skull~ The skull of a rat is preserved here.~ The grey skull of a rat stares back at you as if it were bored. The skull has been carefully cleaned and preserved to provide maximum appreciation for years to come. This is quite some trophy that you have collected! ~ ITEM_TYPE_CONTAINER ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 179 CONT_CLOSEABLE 0 150 0 0 0 0 1 1000000 30 A APPLY_DAMROLL 4 0 A APPLY_DEX 2 0 #12562 rat skull trophy~ a rat skull~ The skull of a rat is preserved here.~ The grey skull of a rat stares back at you as if it were bored. The skull has been carefully cleaned and preserved to provide maximum appreciation for years to come. This is quite some trophy that you have collected! ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 8 0 0 0 0 0 0 0 1 1000000 30 A APPLY_INT 2 0 A APPLY_DEX 2 0 A APPLY_STR 2 0 #0 #ROOMS #12500 Southgate~ The gate before you is well constructed from steel reinforced wood. It has a large lock to one side, and effectively prevents any access to the city once secured. To the south the road meanders away, troubled only by the occasional refugee or gypsy who stops off to camp for a while. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH Southgate Road leading to Neyland Square~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12501 DDIR_SOUTH A road wanders south~ ~ 0 -1 12594 E sign~ Another creation brought to you in Zorro/Crouton-vision (c). April '95. ~ S #12501 Southgate Road~ The gate directly to the south is braced from the inside as if the gate lock is not enough to prevent unwanted access. The guardhouse to the west and east provide shelter and a place to question travellers as they attempt to pass through. To the north Southgate Road continues toward the main town centre. ~ 0 0 SECT_CITY DDIR_NORTH Southgate Road leading to Neyland Square~ ~ 0 -1 12529 DDIR_EAST Guard House~ ~ 0 -1 12503 DDIR_SOUTH A road leading to the Southgate~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12500 DDIR_WEST Guard House~ ~ 0 -1 12502 S #12502 Guard House~ The guardhouse has been patched up with tiles and recovered stonework. The final result is a dry room with several chairs and a table. There are some rafters supporting the roof above you, and a large hole where a window would normally live to the side. The floor is made of hard packed dirt and has been covered with reeds to keep the dust down. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST The road to town ~ ~ 0 -1 12501 S #12503 Guard House~ The guardhouse has been patched up with tiles and recovered stonework. The final result is a dry room with several chairs and a table. There are some rafters supporting the roof above you, and a large hole where a window would normally live to the side. The floor is made of hard packed dirt and has been covered with reeds to keep the dust down. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST The road to town~ ~ 0 -1 12501 S #12504 Southgate Road~ The road to Southgate runs from here directly south toward the city gates. To the north you can almost make out the city centre surrounded by refugees and tourists. The road to the north is muddy due to the large amount of foot traffic around Main Street. You can see an expanse of rubble to the west and east where once proud houses stood tall. ~ 0 0 SECT_CITY DDIR_NORTH Southgate Road leading to Neyland Square~ ~ 0 -1 12505 DDIR_SOUTH A road leading to the Southgate~ ~ 0 -1 12529 S #12505 Main Street~ The street here is busy with people jostling back and forth as they seek out bargains to help them rebuild their shattered lives. To the west and east is Privy Lane, but the market stalls almost obscure the street from view. You can easily make out the city centre to the north, and to the south you can see a road leading to the gates of the city. ~ 0 0 SECT_CITY DDIR_NORTH Main Street leading to Neyland Square~ ~ 0 -1 12506 DDIR_EAST A merchant stall~ ~ 0 -1 12511 DDIR_SOUTH A road leading to the Southgate~ ~ 0 -1 12504 DDIR_WEST A merchant stall~ ~ 0 -1 12513 S #12506 Main Street~ To the north you can see the centre of the city, Neylan Square. Looking to the south you see Main Street and then Southgate Road leading to the south gates of the city. Alley entrances to the west and east provide alternative routes around the city centre. You notice a lot of activity directly to the south. ~ 0 0 SECT_CITY DDIR_NORTH Neyland Square~ ~ 0 -1 12515 DDIR_EAST A Small Alley~ ~ 0 -1 12507 DDIR_SOUTH A road leading to the Southgate~ ~ 0 -1 12505 DDIR_WEST A Small Alley~ ~ 0 -1 12508 S #12507 A Small Alley~ This alley links Kingston Pike to the north with Main Street to the west and is used as a shortcut for those wanting to bypass the very centre of the city. Many of the businesses have closed, and the remainder have moved north to the main shopping precinct. You can see extensive damage to the city east of here. ~ 0 ROOM_DARK SECT_CITY DDIR_NORTH Kingston Pike~ ~ 0 -1 12517 DDIR_WEST Main Street~ ~ 0 -1 12506 S #12508 A Small Alley~ This alley links Kingston Pike to the north, with Main Street to the east. The doors are all barred and it appears that local economy is not improving fast enough for some. Damage to some of the store fronts has provided easy access for those that profit in illict trade and it is rumoured that dealers roam about at nights and sell goods on the black market. ~ 0 ROOM_DARK SECT_CITY DDIR_NORTH Kingston Pike~ ~ 0 -1 12516 DDIR_EAST Main Street~ ~ 0 -1 12506 S #12509 Zzevelo's Magic Stall~ This stall is well sheltered from the worst of the weather with a tent made of canvas covering a wide range of parchments and scrolls. To the south you see a small jewellery shop and to the east you can see hear the telltale sounds of training. The buildings about you are tall and seem to have escaped the worst of the destruction. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST Stalls and shops crowd together~ ~ 0 -1 12530 DDIR_SOUTH Stalls and shops crowd together~ ~ 0 -1 12514 S #12510 Crayola's Magic Delights~ A rack of bottles and potions have been arranged for sale here. To the west you can hear animals whilst to the south you spy an array of weapons for sale at another stall. Some canvas has been stretched between the buildings to provide cover from the elements, and seems to do an adequate job. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_SOUTH Stalls and shops crowd together~ ~ 0 -1 12512 DDIR_WEST Stalls and shops crowd together~ ~ 0 -1 12571 S #12511 Gim's Armor Market~ The alley way has been completely filled with hawkers, stall holders and the general public bustling to get to, or from, somewhere important. Gim has had this spot for ages and he commands a lot of space from those around him. Privy Lane continues to the west and to the east where it turns residential. ~ 0 0 SECT_INSIDE DDIR_EAST An alley strewn with filth~ ~ 0 -1 12539 DDIR_WEST Main Street~ ~ 0 -1 12505 S #12512 The Hunter's Companion~ This small shop has been set up for adventurers, like yourself, who need a change in weapon or to do some serious damage. Utho has years of experience and is sure to be able to provide you with just the right weapon. You can see weapons stacked neatly in piles and to the north, more stalls and hawkers. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_NORTH Stalls and shops crowd together~ ~ 0 -1 12510 S #12513 Fasto's General Goods Stall~ The alley way has been completely filled with hawkers, stall holders and the general public bustling to get to, or from, somewhere important. All the activity has turned any semblance of road into mud. To the west Privy Lane continues into some residential houses. To the east it crosses through the Main Street and continues. ~ 0 0 SECT_INSIDE DDIR_EAST Main Street~ ~ 0 -1 12505 DDIR_WEST An alley strewn with filth~ ~ 0 -1 12552 S #12514 The Diamond Exchange~ This small jewellery store specialises in buying and selling cut diamonds. Trade has been a little slow recently, and Guesto has been known to trade in other goods to turn some coin on a quiet day. To the north you can see Zzevelo hawking his scrolls amongst other stalls and stands. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Stalls and shops crowd together~ ~ 0 -1 12509 S #12515 Neyland Square~ An enormous ivory fountain shines even though everything around it is has become tainted by sulphur. The water merely trickles down the fountain, seeming to meander into the cracks and crevices that now adorn this symbol of pride. People tend to mill aimlessly around the centre as if they have nothing else to do with their simple lives. ~ 0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_CITY DDIR_NORTH Main Street~ ~ 0 -1 12521 DDIR_EAST Kingston Pike~ ~ 0 -1 12517 DDIR_SOUTH Main Street~ ~ 0 -1 12506 DDIR_WEST Kingston Pike~ ~ 0 -1 12516 S #12516 Kingston Pike~ Directly to the east you can see the centre of the city, Neylan Square. Looking to the west you can see Kingston Pike leading into Westgate Road. There are alley entrances to the north and south to provide alternative routes around the city centre. ~ 0 0 SECT_CITY DDIR_NORTH A Small Alley~ ~ 0 -1 12522 DDIR_EAST Neyland Square~ ~ 0 -1 12515 DDIR_SOUTH A Small Alley~ ~ 0 -1 12508 DDIR_WEST A road leading to the Westgate~ ~ 0 -1 12518 S #12517 Kingston Pike~ Directly to the west you see the centre of the city, Neylan Square. Looking to the east you see Kingston Pike leading into Eastgate Road. In the far distance, the east gate and a small cluster of buildings are just visible. Alley entrances to the north and south provide alternative routes around the city centre. There is a terrible smell coming from the east. ~ 0 0 SECT_CITY DDIR_NORTH A Small Alley~ ~ 0 -1 12520 DDIR_EAST A road leading to the Eastgate~ ~ 0 -1 12519 DDIR_SOUTH A Small Alley~ ~ 0 -1 12507 DDIR_WEST Neyland Square~ ~ 0 -1 12515 S #12518 Kingston Pike~ The road leads into the city centre to the east. The buildings that used to stand to the north and south now lie in collapsed ruins. The drainage culverts along the sides of the street appear to be functioning well and there is a marked improvement in smell. To the west you can see the gates of the city. ~ 0 0 SECT_CITY DDIR_EAST Kingston Pike leading to Neyland Square~ ~ 0 -1 12516 DDIR_WEST A road leading to the Westgate~ ~ 0 -1 12544 S #12519 Kingston Pike~ The road leads into the city centre to the west, and has been lined with cobblestones to prevent mud from forming. The culverts on the sides of the road seem to be in fine working order and if it weren't for the expanse of collapsed buildings to the north and south, you would assume that nothing was wrong in this city. ~ 0 0 SECT_CITY DDIR_EAST A road leading to the Eastgate~ ~ 0 -1 12531 DDIR_WEST Kingston Pike leading to Neyland Square~ ~ 0 -1 12517 S #12520 A Small Alley~ This alley links Kingston Pike to the south with Main Street to the west and is used as a shortcut for those wanting to bypass the very centre of the city. Many of the businesses have closed, and the remainder have moved north to the main shopping precinct. You can see extensive damage to the city east of here. ~ 0 ROOM_DARK SECT_CITY DDIR_SOUTH Kingston Pike~ ~ 0 -1 12517 DDIR_WEST Main Street~ ~ 0 -1 12521 S #12521 Main Street~ To the south you can see the centre of the city, Neylan Square. Looking to the north you see Main Street as it continues into the markets and shops. Alley entrances to the west and east provide alternative routes around the city centre. You see many people moving around to the north. ~ 0 0 SECT_CITY DDIR_NORTH Main Street~ ~ 0 -1 12525 DDIR_EAST A Small Alley~ ~ 0 -1 12520 DDIR_SOUTH Neyland Square~ ~ 0 -1 12515 DDIR_WEST A Small Alley~ ~ 0 -1 12522 S #12522 A Small Alley~ This alley links Kingston Pike to the south with Main Street to the east and is used as a shortcut for those wanting to bypass the very centre of the city. A lot of the buildings have suffered damage to some degree, but it looks like they are well on the way to returning to daily use. ~ 0 ROOM_DARK SECT_CITY DDIR_EAST Main Street~ ~ 0 -1 12521 DDIR_SOUTH Kingston Pike~ ~ 0 -1 12516 S #12523 Burning Pool~ You have jumped into the middle of a burning pool of lava!!! The lava flows quite close to the surface here, and sometimes it breaks through. Some of the recent earth tremors probably created this gap. You spy an exit a brief climb down into a lava tube. It looks very dark down there. ~ 0 ROOM_NO_MOB SECT_LAVA DDIR_NORTH A crumbling old building~ ~ 0 -1 12553 DDIR_DOWN The twisting network of lava tubes~ ~ 0 -1 12555 S #12524 Burning Pool~ You have jumped into the middle of a burning pool of lava!!! The lava flows quite close to the surface here, and sometimes it breaks through. Some of the recent earth tremors probably created this gap. You spy an exit a brief climb down into a lava tube. It looks very dark down there. ~ 0 ROOM_NO_MOB SECT_LAVA DDIR_NORTH A crumbling old building~ ~ 0 -1 12542 DDIR_DOWN The twisting network of lava tubes~ ~ 0 -1 12579 S #12525 Main Street~ To the north you see the end of Main Street and more shops. To the south you see the centre of the city and in the distance you spot Southgate leading towards the city gate. To the west and east are shops and stalls where you can re-equip and train in new skills. ~ 0 0 SECT_CITY DDIR_NORTH The End of Main Street~ ~ 0 -1 12528 DDIR_EAST Morgue~ ~ 0 -1 12527 DDIR_SOUTH Main Street leading to Neyland Square~ ~ 0 -1 12521 DDIR_WEST A Large Floating Castle~ ~ 0 -1 12526 S #12526 Zorr's Bookshop~ The walls are covered with bookshelves, and cabinets bulge with manuals of instruction and history. Zorr has travelled the realms so you don't have to. He will train you here in both the magical and the physical skills that you desire. Please keep the noise down - so that others can study. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST Main Street~ ~ 0 -1 12525 S #12527 Meldricko's Morgue~ The morgue here has had a good trade in recent times. Various coffins are presented for viewing and can be custom built for any race or size. You catch a glimpse of marble and steel in the back room where corpses are prepared. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_MORGUE SECT_INSIDE DDIR_WEST Main Street~ ~ 0 -1 12525 S #12528 The End of Main Street~ To the south you can see more shops leading to the centre of the city. In the far distance the city continues toward the south gate. Sounds of hawkers can be heard to the west and east as the vendors vie for the limited coin. To the west you can see a training ground and to the east the sounds of caged animals pique your interest. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 16012 DDIR_EAST The Pet Shop~ ~ 0 -1 12571 DDIR_SOUTH Main Street leading to Neyland Square ~ ~ 0 -1 12525 DDIR_WEST A Hovering Humming Glowing Invisible Castle~ ~ 0 -1 12530 S #12529 Southgate Road~ The road passes through the worst of the destruction and you can see people picking over the sites of lavish houses and buildings. To the south is a collection of guard buildings and the gate out of the city, whilst the road continues to the north as it leads to the centre of the city. ~ 0 0 SECT_CITY DDIR_NORTH Southgate Road leading to Neyland Square~ ~ 0 -1 12504 DDIR_SOUTH A road leading to the Southgate~ ~ 0 -1 12501 S #12530 Workyard~ The work yard is set up for activity, with weapons stacked along one wall and training dummies in the corner. To the east you can see the end of Main Street and some more commercial shops to the west. ~ 0 0 SECT_INSIDE DDIR_EAST End of Main Street~ ~ 0 -1 12528 DDIR_WEST Stalls and shops crowd together~ ~ 0 -1 12509 S #12531 Eastgate Road~ The road here leads toward the city centre to the west, and to the east the gates of the city. There are several buildings clustered around the gates including the gate itself. The devastation to the north and south is obvious with buildings half collapsed and people picking over the remains. ~ 0 0 SECT_CITY DDIR_EAST A road leading to the Eastgate~ ~ 0 -1 12532 DDIR_WEST Eastgate Road leading to Neyland Square~ ~ 0 -1 12519 S #12532 Eastgate Road~ Toward the east you can see the Southgate and a collection of guard houses. To the west you can see the city centre and some of the commercial markets that feed off the population. A popular diner, the Greasy Spoon, has been open to the north for quite some time. It has a reputation for no fighting and seems to have a lot of the city guards around for coffee at all hours. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 12557 DDIR_EAST A road leading to the Eastgate~ ~ 0 -1 12534 DDIR_WEST Eastgate Road leading to Neyland Square~ ~ 0 -1 12531 S #12533 Guard House~ The guard house is a simple structure made of solid stone and designed to keep out the wind. Since the Greasy Spoon opened up, the guard house has been kept supplied with free coffee and in return there are always plenty of guards around to make sure there is no trouble. The door is to the south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH The road to town~ ~ 0 -1 12534 S #12534 Eastgate Road~ To the north and south you can see the open doors of the guard houses. The city gate to the east is barred and locked to prevent undesirables from travelling about freely. To the west you can see Eastgate Road leading to the city centre. The mud churned up by traffic and the discharge from the Greasy Spoon has created quite a health problem here. ~ 0 0 SECT_CITY DDIR_NORTH Guard House~ ~ 0 -1 12533 DDIR_EAST A road leading to the Eastgate~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12536 DDIR_SOUTH Guard House~ ~ 0 -1 12535 DDIR_WEST Eastgate Road leading to Neyland Square~ ~ 0 -1 12532 S #12535 Guard House~ The guard house is a simple structure made of solid stone and designed to keep out the wind. Years of use have lead to the installation of a small wooden cot and stuffed mattress against one of the walls. The room is without any form of window, but you notice a lack of door and assume they are the same. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH The road to town~ ~ 0 -1 12534 S #12536 Eastgate~ The gate here is of a solid wood and steel construction with a large lock to one side. To the east you see the road disappearing into the distance, and the lure to explore overwhelms you for a moment. The gateway is lined with flat rocks in a vain attempt to prevent mud from building up. The steady influx of visitors seems out of context with recent events. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST A road wanders east~ ~ 0 -1 12591 DDIR_WEST Eastgate Road leading to Neyland Square~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12534 S #12537 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the south, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH An alley strewn with filth~ ~ 0 -1 12539 S #12538 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the south, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH An alley strewn with filth~ ~ 0 -1 12540 S #12539 Privy Lane~ Privy Lane continues to the east and becomes a bustling market as it enters the Main Street to the west. A nasty smell of raw sewerage seems to be coming from the east. To the north and south are decaying hovels. Looking at the wanton destruction about you it seems unsafe to live here at all. ~ 0 0 SECT_CITY DDIR_NORTH The decay almost obscures a hovel~ ~ 0 -1 12537 DDIR_EAST An alley strewn with filth~ ~ 0 -1 12540 DDIR_SOUTH The decay almost obscures a hovel~ ~ 0 -1 12541 DDIR_WEST A merchant stall~ ~ 0 -1 12511 S #12540 Privy Lane~ This is the end of Privy Lane and the beginning of an open sewer. With all the earth movements recently, sewerage flows everywhere and invades every smell. The children appear oblivious to it as they play in the debris of the street. The lane continues to the west, whilst to the north and south are residential accommodation. ~ 0 0 SECT_CITY DDIR_NORTH The decay almost obscures a hovel~ ~ 0 -1 12538 DDIR_SOUTH An attempt has been made to rebuild~ ~ 0 -1 12542 DDIR_WEST An alley strewn with filth~ ~ 0 -1 12539 S #12541 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the north, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH An alley strewn with filth~ ~ 0 -1 12539 S #12542 Crumbling Ruin~ This used to be a lavish house, but now it has degenerated into nothing more practical that an outdoor shelter from the rain. To the south is what would have been the garden in better days. The main entrance is to the north, mind the open sewer on your way out. You feel like you could stay here for a while. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH An alley strewn with filth~ ~ 0 -1 12540 DDIR_SOUTH Lava has broken through the surface...~ ~ 0 -1 12524 S #12543 Westgate Road~ To the north and south you can clearly see the devastation that has befallen this city. Buildings are in ruins and the once proud owners are left with nothing but rubble. To the west the gates of the city are visible, and to the east you can see the city centre with it's over supply of visitors. ~ 0 0 SECT_CITY DDIR_EAST Westgate Road leading to Neyland Square~ ~ 0 -1 12544 DDIR_WEST A road leading to the Westgate~ ~ 0 -1 12546 S #12544 Westgate Road~ The road here leads toward the city centre to the east, and to the west the city gates. The devastation to the north and south is obvious with many buildings half collapsed and people picking over the remains. The sewerage problems are not as evident here where the culverts are in fine order. ~ 0 0 SECT_CITY DDIR_EAST Westgate Road leading to Neyland Square~ ~ 0 -1 12518 DDIR_WEST A road leading to the Westgate~ ~ 0 -1 12543 S #12545 Guard House~ The guard house has been patched up with tiles and the worst of the holes have been filled with mainly recovered stonework. The final result is a dry room with only a few drafts and a small stove in the corner to provide heat, light and the steady supply of hot coffee that guards demand. You see the floor is worn stone and is covered with scratches and grooves. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH The road to town~ ~ 0 -1 12546 S #12546 Westgate Road~ The gate before you is braced and locked from unwelcome visitors. You notice the ground at your feed is cobbled and this whole part of the city appears in good repair. To the north and south you see the guard houses positioned close to the gate to discourage anyone from causing trouble. ~ 0 0 SECT_CITY DDIR_NORTH Guard House~ ~ 0 -1 12545 DDIR_EAST Westgate Road leading to Neyland Square~ ~ 0 -1 12543 DDIR_SOUTH Guard House~ ~ 0 -1 12547 DDIR_WEST A road leading to the Westgate~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12548 S #12547 Guard House~ This guard house appears to have escaped the destruction that has touched so much of the city. It has solid, plastered walls and the window still has it's glass. A fire burns warmly in one of the corners. You see the floor is covered by large mats and ill-fitting carpets. Whilst this remains an open building, there is little wonder the guards spend more time indoors on duty at this gate. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH The road to town~ ~ 0 -1 12546 S #12548 Westgate~ The gate before you is well constructed from steel reinforced wood. It has a large lock to one side, and effectively prevents any access to the city once secured. To the west you can see the peaks of a volcano and a wisp of smoke as it belches against the sky. Refugees pick their way in both directions along the road in hope of a better future. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST Westgate Road leading to Neyland Square~ Gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12546 DDIR_WEST A road wanders west~ ~ 0 -1 12588 S #12549 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the south, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH An alley strewn with filth~ ~ 0 -1 12551 S #12550 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the south, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH An alley strewn with filth~ ~ 0 -1 12552 S #12551 Privy Lane~ This is the end of Privy Lane and the beginning of an open sewer. With all the earth movements recently, sewerage flows everywhere and invades every smell. The children appear oblivious to it as they play in the debris of the street. The lane continues to the east, whilst to the north and south are residential accommodation. ~ 0 0 SECT_CITY DDIR_NORTH The decay almost obscures a hovel~ ~ 0 -1 12549 DDIR_EAST An alley strewn with filth~ ~ 0 -1 12552 DDIR_SOUTH An attempt has been made to rebuild ~ ~ 0 -1 12553 S #12552 Privy Lane~ Privy Lane continues to the west and becomes a bustling market as it enters the Main Street to the east. A nasty smell of raw sewerage seems to be coming from the west. To the north and south are decaying hovels. Looking at the wanton destruction about you it seems foolish to want to live here at all. ~ 0 0 SECT_CITY DDIR_NORTH The decay almost obscures a hovel~ ~ 0 -1 12550 DDIR_EAST A merchant stall~ ~ 0 -1 12513 DDIR_SOUTH The decay almost obscures a hovel~ ~ 0 -1 12554 DDIR_WEST An alley strewn with filth~ ~ 0 -1 12551 S #12553 Crumbling Ruin~ This used to be a lavish house, but now it has degenerated into nothing more practical that an outdoor shelter from the rain. To the south is what would have been the garden in better days. Some of the furnishings have been broken up for firewood. The main entrance is to the north, mind the open sewer. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH An alley strewn with filth~ ~ 0 -1 12551 DDIR_SOUTH Lava has broken through the surface...~ ~ 0 -1 12523 S #12554 Decaying Shanty~ This is just a simple shanty consisting of two small rooms. One is used for the children and relatives to sleep in, whilst the other is shared by mom and dad in the evenings. The added warmth gained from having so many people in the one room means they can exist without any heating... until winter. The entrance is to the north, mind the open sewer on your way out. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH An alley strewn with filth~ ~ 0 -1 12552 S #12555 Lava Tubes~ You have climbed through to a network of tunnels that look like nothing you have seen before. The walls about you are smooth to a level of perfection you cannot begin to imagine. The ground is made of the same construction as the walls. To the east the lava tubes begin their inward spiral whilst above you is the burning pool. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The tubes spiral on...~ ~ 0 -1 12556 DDIR_UP A burning pool of lava!~ ~ 0 -1 12523 S #12556 Lava Tubes~ The walls about you are smooth to a level of perfection you cannot begin to imagine. The ground is made of the same construction as the walls. To the east the lava tubes continue their inward passage whilst to the west they spiral outward. There is a gentle draft coming from the west. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The tubes spiral on...~ ~ 0 -1 12581 DDIR_WEST The tubes spiral on...~ ~ 0 -1 12555 S #12557 Greasy Spoon~ This fine establishment is a two room affair with the smaller back room used for cooking, while the paying customers sit on the simple benches laid out in rows in the front room. The roof pitch is high and there is just the right combination of heat rising to ensure the air is at least breathable. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 12532 S #12558 Lava Pool~ ~ 0 ROOM_DARK|ROOM_INDOORS SECT_LAVA S #12559 Lava Tubes~ The walls about you retain their symmetrical perfection with no sign of aging or wear. The air however, feels a little charged. To the west the lava tubes continue their inward spiral whilst to the north they continue their outward passage. The ground remains firm. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH The tubes spiral on...~ ~ 0 -1 12580 DDIR_WEST The tubes spiral on...~ ~ 0 -1 12560 S #12560 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The air feels a little clingy about you. To the west the lava tubes continue their inward spiral whilst to the east they continue their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The tubes spiral on...~ ~ 0 -1 12559 DDIR_WEST The tubes spiral on...~ ~ 0 -1 12561 S #12561 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The air feels a little humid about you. To the north the lava tubes continue their inward spiral whilst to the east they continue their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH The tubes spiral on...~ ~ 0 -1 12562 DDIR_EAST The tubes spiral on...~ ~ 0 -1 12560 S #12562 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The air feels a little stale about you. To the east the lava tubes open into a large cavern whilst to the south they begin their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST The tunnel opens up ahead~ ~ 0 -1 12563 DDIR_SOUTH The tubes spiral on...~ ~ 0 -1 12561 S #12563 Open Cavern~ The rock walls have opened out into a massive cavern which looks like it is in constant use by a large number of individuals. The air is a little close and the temperature seems to have gone up a few degrees. You suddenly feel very anxious about your safety. To the west the lava tubes spiral outward. ~ 0 ROOM_NO_MOB SECT_UNDER_GROUND DDIR_WEST The tubes spiral on...~ ~ 0 -1 12562 DDIR_DOWN The earth waits silently~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF|EX_BASHPROOF|EX_MAGIC_PROOF|EX_PASSPROOF 12539 12564 S #12564 Down Under~ Above you is the entrance to this ancient place, whilst to the east you can see only that the tunnel continues for quite some time. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a zephyr of wind to the east. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12565 DDIR_UP An open cavern beckons...~ ~ 0 -1 12563 S #12565 Down Under~ Towards the west is the entrance to this place, whilst to the east you can see only that the tunnel continues into the gloom. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a zephyr of wind to the east. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12566 DDIR_WEST The earth waits silently~ ~ 0 -1 12564 S #12566 Down Under~ Towards the west is the entrance to this place, whilst to the east you can see only that the tunnel continues into the gloom. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a fair breeze of wind to the east. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12567 DDIR_WEST The earth waits silently~ ~ 0 -1 12565 S #12567 Down Under~ The entrance to this place seems too distant to remember. The walls seem to be oppressing you from all sides and you are beginning to feel a little uneasy being so deep underground. You can feel a fair breeze escaping through cracks in the ceiling above you. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12568 DDIR_WEST The earth waits silently~ ~ 0 -1 12566 S #12568 Down Under~ To the east lies the entrance to this place, whilst to the west you can see only that the tunnel continues into the gloom. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a fair breeze of wind escaping to the west. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12569 DDIR_WEST The earth waits silently~ ~ 0 -1 12567 S #12569 Down Under~ Towards the east lies the entrance to this place, whilst to the west you can see only that the tunnel continues into the gloom. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a zephyr of wind to the west. ~ 0 0 SECT_DEEP_EARTH DDIR_EAST The earth waits silently~ ~ 0 -1 12570 DDIR_WEST The earth waits silently~ ~ 0 -1 12568 S #12570 Down Under~ Above you is the entrance to this ancient place, whilst to the west you can see only that the tunnel continues for quite some time. The walls are made of rough rock that are slowly being eaten at by large earth worms. The air down here appears surprisingly clean considering. You can feel a zephyr of wind to the west. ~ 0 0 SECT_DEEP_EARTH DDIR_WEST The earth waits silently~ ~ 0 -1 12569 DDIR_UP An open cavern beckons...~ ~ EX_ISDOOR -1 12582 S #12571 Terro's Critter Barn~ Custom made cages and pens have been carefully stacked here to show off the various stock for sale. To the west you see the end of Main Street and to the east you spy more stalls and stands. You are well advised to keep a good distance between yourself and the baby dragons. ~ 0 ROOM_NO_MOB|ROOM_PET_SHOP SECT_INSIDE DDIR_EAST Stalls and shops crowd together~ ~ 0 -1 12510 DDIR_WEST End of Main Street~ ~ 0 -1 12528 S #12572 pet storage~ ~ 0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE S #12573 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The here air feels a little humid too. To the north the lava tubes continue their inward spiral whilst to the west they continue their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH ~ ~ 0 -1 12583 DDIR_WEST ~ ~ 0 -1 12574 S #12574 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The air feels a little clingy about you. To the east the lava tubes continue their inward spiral whilst to the west they continue their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST ~ ~ 0 -1 12573 DDIR_WEST ~ ~ 0 -1 12575 S #12575 Lava Tubes~ The walls about you retain their symmetrical perfection with no sign of aging or wear. The air feels a little charged about you. To the east the lava tubes continue their inward spiral whilst to the north they continue their outward passage. The ground remains firm. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH ~ ~ 0 -1 12576 DDIR_EAST ~ ~ 0 -1 12574 S #12576 Lava Tubes~ The walls about you retain their symmetrical perfection with hardly a sign of age or wear. The air feels a little damp about you. To the south the lava tubes continue their inward spiral whilst to the north they continue their outward passage. There is a zephyr of a draft coming from the north. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH ~ ~ 0 -1 12577 DDIR_SOUTH ~ ~ 0 -1 12575 S #12577 Lava Tubes~ The walls about you retain their symmetrical perfection with not a sign of age or wear. The air feels a little damp here. To the south the lava tubes continue their inward spiral whilst to the east they continue their outward passage. There is a gentle draft coming from the east. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST ~ ~ 0 -1 12578 DDIR_SOUTH ~ ~ 0 -1 12576 S #12578 Lava Tubes~ The walls about you are smooth to a level of perfection you cannot begin to imagine. The ground is made of the same construction as the walls. To the west the lava tubes continue their inward passage whilst to the east they spiral outward. There is a gentle draft coming from the east. ~ 0 0 SECT_UNDER_GROUND DDIR_EAST ~ ~ 0 -1 12579 DDIR_WEST ~ ~ 0 -1 12577 S #12579 Lava Tubes~ You have climbed through to a network of tunnels that look like nothing you have seen before. The walls about you are smooth to a level of perfection you cannot begin to imagine. The ground is made of the same construction as the walls. To the west the lava tubes begin their inward spiral whilst above you is the burning pool. ~ 0 0 SECT_UNDER_GROUND DDIR_WEST ~ ~ 0 -1 12578 DDIR_UP ~ ~ 0 -1 12524 S #12580 Lava Tubes~ The walls about you retain their symmetrical perfection with hardly a sign of age or wear. The air feels a little damp however. To the south the lava tubes continue their inward spiral whilst to the north they continue their outward passage. There is a zephyr of a draft coming from the north. ~ 0 0 SECT_UNDER_GROUND DDIR_NORTH The tubes spiral on...~ ~ 0 -1 12581 DDIR_SOUTH The tubes spiral on...~ ~ 0 -1 12559 S #12581 Lava Tubes~ The walls here retain their symmetrical perfection with not a sign of age or wear. The air feels a little damp about you. To the south the lava tubes continue their inward spiral whilst to the west they continue their outward passage. There is a gentle draft coming from the west. ~ 0 0 SECT_UNDER_GROUND DDIR_SOUTH The tubes spiral on...~ ~ 0 -1 12580 DDIR_WEST The tubes spiral on...~ ~ 0 -1 12556 S #12582 Open Cavern~ The rock walls have opened out into a massive cavern which looks like it is in constant use by a large number of individuals. The air is a little close and the temperature seems to have gone up a few degrees. You suddenly feel very anxious about your safety. To the east the lava tubes spiral outward. ~ 0 ROOM_NO_MOB SECT_UNDER_GROUND DDIR_EAST ~ ~ 0 -1 12583 DDIR_DOWN The earth waits silently~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF|EX_BASHPROOF|EX_MAGIC_PROOF|EX_PASSPROOF 12527 12570 S #12583 Lava Tubes~ The walls about you continue their symmetrical perfection with no sign of aging or wear. The air feels a little stale about you. To the west the lava tubes open into a large cavern whilst to the south they continue their outward spiral. The ground remains firm and you see no other signs of passage. ~ 0 0 SECT_UNDER_GROUND DDIR_SOUTH ~ ~ 0 -1 12573 DDIR_WEST ~ ~ 0 -1 12582 S #12584 Mine Shaft~ You can see the bottom of the mine shaft below you. As you look up you see the entrance is still quite some distance off. The walls have been previously bricked over to prevent caving in. They provide some support as you make your way precariously upward. ~ 0 ROOM_DARK SECT_UNDER_GROUND DDIR_UP The mine shaft continues to get brighter~ ~ 0 -1 12585 DDIR_DOWN A west-east tunnel~ ~ 0 -1 12567 S #12585 Mine Shaft~ You see the top of the mine shaft just above you. As you look down you can no longer see the bottom of the shaft, and you begin to get vertigo. The bricks around this part of the mine shaft have broven away and you realise how dangerous this shaft has become. ~ 0 0 SECT_UNDER_GROUND DDIR_UP A forgotten mine shaft~ ~ 0 -1 12501 DDIR_DOWN The mine shaft gets darker~ ~ 0 -1 12584 S #12586 Mob Chute~ To assist in random distribution of mobs, these chutes allow mobs to "drop" in from nowhere using the one-way doors about you. Hope you enjoy the area! ~ 0 ROOM_SAFE|ROOM_NO_SAVE SECT_DEEP_EARTH DDIR_NORTH ~ ~ 0 -1 12543 DDIR_EAST ~ ~ 0 -1 12511 DDIR_SOUTH ~ ~ 0 -1 12532 DDIR_WEST ~ ~ 0 -1 12529 DDIR_UP ~ ~ 0 -1 12513 DDIR_DOWN ~ ~ 0 -1 12528 S #12587 Rat Nest~ To assist in random distribution of mobs, these chutes allow mobs to "drop" in from nowhere using the one-way doors about you. This room is specifically designed to house the rats and provide a nest for them to "hide in" during the day time. Hope you enjoy the area! ~ 0 ROOM_DARK|ROOM_SAFE|ROOM_NO_SAVE SECT_DEEP_EARTH DDIR_NORTH ~ ~ 0 -1 12534 DDIR_EAST ~ ~ 0 -1 12540 DDIR_SOUTH ~ ~ 0 -1 12546 DDIR_WEST ~ ~ 0 -1 12551 DDIR_DOWN ~ ~ 0 -1 12505 S #12588 Approaching Westgate~ As you draw closer to the city you notice the destruction of the buildings that once stood so proud. You can't help but wonder at the reason for such a large scale act. The road continues to the west as it leaves the city and to the east toward the Westgate. ~ 0 0 SECT_ROAD DDIR_EAST The gates to the city~ ~ 0 -1 12548 DDIR_WEST The road continues west~ ~ 0 -1 12589 S #12589 Road to Westgate~ As you draw closer to the city you notice the destruction of the buildings that once stood proud. You can't help but wonder at the cause of such a large scale act. The road continues to the west as it leaves the city and to the east toward the Westgate. ~ 0 0 SECT_ROAD DDIR_EAST The road to the city~ ~ 0 -1 12588 DDIR_WEST A road wanders west~ ~ 0 -1 12590 S #12590 Road to Westgate~ The road here has been well maintained, and the drainage ditches appear to have been cleared sometime recently. The steady stream of refugees from the east walk the roads as they seek a better life elsewhere. The countryside spreads out all about you, and to the east you see a city in the distance. ~ 0 0 SECT_ROAD DDIR_EAST The road to the city~ ~ 0 -1 12589 DDIR_WEST ~ ~ 0 -1 8131 S #12591 Approaching Eastgate~ As you draw closer to the city you notice the destruction of the buildings that once stood so proud. You can't help but wonder at the reasoning for such massive destruction. The road continues to the east as it leaves the city. Further along the road to the west is Eastgate. ~ 0 0 SECT_ROAD DDIR_EAST The road continues east~ ~ 0 -1 12592 DDIR_WEST The gates to the city~ ~ 0 -1 12536 S #12592 Road to Eastgate~ As you draw closer to the city you notice the destruction of the buildings that once here so stood proud. You are concerned at the powers that could cause such a large scale act. The road continues to the east as it leaves the city, and to the west as it heads toward the Eastgate. ~ 0 0 SECT_ROAD DDIR_EAST The road wanders east~ ~ 0 -1 12593 DDIR_WEST The road to the city~ ~ 0 -1 12591 S #12593 Road to Eastgate~ The road here has been well maintained, and the drainage ditches appear to have been cleared sometime recently. The steady stream of refugees from the west walk the roads as they seek a better life elsewhere. The countryside spreads out about you, and in the west you see a city in the distance. ~ 0 0 SECT_ROAD DDIR_EAST ~ ~ 0 -1 12701 DDIR_WEST The road to the city~ ~ 0 -1 12592 S #12594 Approaching Southgate~ As you draw closer to the city you notice the destruction of buildings that are rumoured to have once stood so proud. You wonder at the suffering these events have caused and ask 'what {110}god{300} would make this happen?' The road heads south as it leaves the city, and north from here toward the Southgate. ~ 0 0 SECT_ROAD DDIR_NORTH The gates to the city~ ~ 0 -1 12500 DDIR_SOUTH The road continues south~ ~ 0 -1 12595 S #12595 Road to Southgate~ As you draw closer to the city you notice the destruction of the buildings that once stood so proud. You can't help but wonder at the reasons for such large scale devastation. The road continues to the south as it leaves the city, and to the north as it heads toward the Southgate. ~ 0 0 SECT_ROAD DDIR_NORTH The road to the city~ ~ 0 -1 12594 DDIR_SOUTH The road continues~ ~ 0 -1 12596 S #12596 Road to Southgate~ The road here has been well maintained, and the drainage ditches appear to have been cleared sometime recently. The steady stream of refugees from the city wander the roads seeking a better life elsewhere. The countryside spreads out all about you and to the north you see a city in the distance. ~ 0 0 SECT_ROAD DDIR_NORTH The road to the city~ ~ 0 -1 12595 S #0 #RESETS M 12510 100 12557 G 12521 200 0 G 12520 200 0 G 12519 200 0 G 12518 200 0 M 12526 100 12572 M 12525 100 12572 M 12554 100 12521 E 12505 50 WEAR_BODY M 12554 100 12506 E 12507 50 WEAR_SHIELD M 12554 100 12503 E 12501 75 WEAR_WIELD E 12504 50 WEAR_HANDS M 12554 100 12503 E 12501 75 WEAR_WIELD E 12507 50 WEAR_SHIELD M 12554 100 12502 E 12501 75 WEAR_WIELD E 12503 50 WEAR_FEET M 12554 100 12502 E 12501 75 WEAR_WIELD E 12506 50 WEAR_ARMS M 12515 100 12536 G 12500 200 0 D 12536 DIR_WEST DOOR_CLOSED D 12536 DIR_WEST DOOR_CLOSED_LOCKED D 12534 DIR_EAST DOOR_CLOSED D 12534 DIR_EAST DOOR_CLOSED_LOCKED M 12515 100 12500 G 12500 100 0 D 12500 DIR_NORTH DOOR_CLOSED D 12500 DIR_NORTH DOOR_CLOSED_LOCKED D 12501 DIR_SOUTH DOOR_CLOSED D 12501 DIR_SOUTH DOOR_CLOSED_LOCKED M 12515 100 12548 G 12500 200 0 D 12548 DIR_EAST DOOR_CLOSED D 12548 DIR_EAST DOOR_CLOSED_LOCKED D 12546 DIR_WEST DOOR_CLOSED D 12546 DIR_WEST DOOR_CLOSED_LOCKED M 12550 100 12563 E 12537 100 WEAR_WIELD E 12502 100 WEAR_HEAD E 12505 100 WEAR_BODY E 12503 100 WEAR_FEET E 12504 100 WEAR_HANDS E 12506 100 WEAR_ARMS E 12507 100 WEAR_SHIELD G 12527 100 0 M 12550 100 12582 E 12502 100 WEAR_HEAD E 12501 100 WEAR_WIELD E 12505 100 WEAR_BODY E 12503 100 WEAR_FEET E 12504 100 WEAR_HANDS E 12506 100 WEAR_ARMS E 12507 100 WEAR_SHIELD G 12539 100 0 D 12582 DIR_DOWN DOOR_CLOSED D 12563 DIR_DOWN DOOR_CLOSED O 12523 100 12515 M 12551 100 12542 D 12582 DIR_DOWN DOOR_CLOSED_LOCKED D 12563 DIR_DOWN DOOR_CLOSED_LOCKED M 12516 100 12555 M 12516 100 12573 M 12516 100 12575 M 12516 100 12577 M 12516 100 12579 M 12518 100 12574 M 12517 100 12576 M 12517 100 12578 M 12512 100 12520 M 12512 100 12508 M 12552 100 12586 M 12523 100 12586 M 12524 100 12586 M 12521 100 12586 M 12521 100 12586 M 12521 100 12586 M 12522 100 12586 M 12522 100 12586 M 12522 100 12586 O 12526 100 12542 O 12553 100 12507 M 12511 100 12507 M 12511 100 12525 M 12507 100 12526 M 12506 100 12527 M 12511 100 12528 M 12508 100 12530 M 12504 100 12509 G 12512 200 0 G 12509 200 0 G 12511 200 0 G 12508 200 0 G 12510 200 0 M 12500 100 12514 G 12538 200 0 M 12509 100 12571 M 12505 100 12510 G 12514 200 0 G 12513 200 0 G 12516 200 0 G 12515 200 0 M 12503 100 12512 G 12536 200 0 G 12537 200 0 G 12501 200 0 M 12513 100 12518 M 12514 100 12519 M 12554 100 12533 E 12501 75 WEAR_WIELD E 12503 50 WEAR_FEET M 12554 100 12533 E 12501 75 WEAR_WIELD E 12502 50 WEAR_HEAD M 12554 100 12535 E 12501 75 WEAR_WIELD E 12505 50 WEAR_BODY M 12554 100 12535 E 12501 75 WEAR_WIELD E 12504 50 WEAR_HANDS M 12554 100 12545 E 12501 75 WEAR_WIELD E 12507 50 WEAR_SHIELD M 12554 100 12545 E 12501 75 WEAR_WIELD E 12506 50 WEAR_ARMS O 12545 100 12547 M 12554 100 12547 E 12501 75 WEAR_WIELD E 12502 50 WEAR_HEAD M 12554 100 12547 E 12501 75 WEAR_WIELD E 12505 50 WEAR_BODY M 12501 100 12513 G 12559 100 0 G 12522 200 0 G 12524 200 0 G 12525 200 0 M 12502 100 12511 G 12506 200 0 G 12502 200 0 G 12517 200 0 M 12511 100 12537 M 12512 100 12537 M 12511 100 12538 M 12512 100 12538 M 12511 100 12541 M 12512 100 12541 M 12513 100 12550 M 12514 100 12550 M 12511 100 12554 M 12512 100 12554 M 12511 100 12549 M 12512 100 12549 M 12511 100 12553 M 12512 100 12553 M 12513 100 12552 M 12514 100 12552 M 12513 100 12551 M 12514 100 12551 M 12513 100 12539 M 12514 100 12539 M 12513 100 12540 M 12514 100 12540 M 12517 100 12556 M 12516 100 12581 M 12517 100 12580 M 12516 100 12559 M 12518 100 12560 M 12516 100 12561 M 12519 100 12562 M 12519 100 12583 M 12520 100 12570 M 12520 100 12569 M 12520 100 12569 M 12520 100 12568 M 12553 100 12567 M 12520 100 12566 M 12520 100 12565 M 12520 100 12565 M 12520 100 12564 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 M 12527 100 12587 O 12543 100 12535 O 12544 100 12557 O 12546 100 12545 O 12546 100 12554 O 12545 100 12553 O 12543 100 12537 O 12547 100 12541 O 12548 100 12511 O 12548 100 12512 O 12549 100 12514 O 12550 100 12502 O 12550 100 12503 O 12551 100 12518 O 12551 100 12544 O 12551 100 12543 O 12551 100 12519 O 12552 100 12540 M 12555 100 12587 G 12557 100 0 G 12538 100 0 G 12531 1 0 G 12530 1 0 G 12529 1 0 G 12528 1 0 O 12553 100 12522 O 12554 100 12526 O 12555 100 12527 M 12528 100 12591 M 12528 100 12592 M 12528 100 12593 M 12528 100 12588 M 12528 100 12589 M 12528 100 12590 M 12528 100 12595 M 12528 100 12596 M 12529 100 12594 M 12528 100 12594 S #$ XXXXXXXXXX #Savearea