#AREA Calimarra~ #AUTHORS Deadblt~ #VERSION 3 #RANGES 50 95 0 99 #HELPS 0 calimarra~ {128} Calimarra {308} Land trade routes to the city of City of calimarra have now been re-opened by brave dwarven explorers. The route lies through the great eastern desert. The city of Calimarra was captured in a daring sea raid by the famous Ofcol Foreign Legions over 30 years ago. Before that time the city was ruled by a Theocracy dedicated to the demon lord Malphas. A small but persistent rebel group calling themselves Phoenix is rumored to be working to overthrow the foreign rulers. ~ 0 $~ #MOBILES #15300 legionaire ofcol~ an ofcol legionaire~ A foreign legionaire from Ofcol stands here, patrolling the walls.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ emote spits over the side of the wall. sigh ~ >fight_prog 50~ if rand (25) emote leans on his polearm, and kicks out. kick else if rand (33) emote prays to the great dragon! else if rand (50) emote growls angrily. else emote yells intruders on the wall! endif endif endif ~ | #15301 legionaire ofcol captain~ a legionaire captain~ A captain of the Ofcol legions walks around, yelling at the troops.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 50~ if rand (25) emote plants his sword in the ground, and kicks out. kick else if rand (33) emote prays to the great dragon! else if rand (50) emote growls angrily. else mpecho An ofcol legionaire arrives briskly. mpmload 15300 endif endif endif ~ | #15302 patrolman ofcol~ a patrolman~ A patrolman, working for Ofcol, is walking his beat here.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 50~ if rand (25) emote yells 'help, $n is a cop killer!' else if rand (33) mpecho A ofcol legionaire arrives briskly. mpmload 15300 endif endif ~ | #15303 child~ a small child~ A small child is running around naked.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d5+3 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ mpforce man153 rescue $i ~ >rand_prog 10~ mpechoat $r A small child runs around your legs, giggling. ~ | #15304 girl teenage~ a teenage girl~ A teenage girl is standing here, pouting.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 2 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 100~ mpforce man153 rescue $i ~ >rand_prog 10~ sigh emote picks up a small child. ~ | #15305 boy young~ a young boy~ A young boy is standing here, looking bored.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 2 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ mpforce man153 rescue $i ~ >rand_prog 10~ mpechoat $r A young boy looks admiringly at your armor. ~ | #15306 woman calimarrite~ a calimarrite woman~ A calimarrite woman is cleaning up around the house.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 2 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 100~ mpforce man153 rescue $i ~ >greet_prog 100~ if hasobjnum ($n) == 15341 say oh, Zouki! mpechoat $n A calimarrite woman holds out her arms to you. endif ~ >give_prog I15341~ mpoload 15342 say Oh, thank you! Thank you! say My husband found something in the desert, say back when he was in the army, it may be say of some value to you. give diamond $n mpforce man153 nod mpjunk child153 ~ | #15307 calimarrite man153~ a calimarrite man~ A calimarrite man is standing here, nervous at your intrusion.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6 2 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 50~ emote screams 'Why cant you people leave us alone!' ~ | #15308 man middle153 son~ general Bel-sidek's son~ A middle aged calimarrite man is tending to his father.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 50~ if rand (25) emote shifts his fighting stance. kick else if rand (33) emote screams "Assassins!" else if rand (50) emote spins around on his hind leg, and tries to trip you. trip else mpkill $r endif endif endif ~ >range_prog 100~ rangecast east earthquake close door ~ | #15309 old man general153 bel-sidek~ general Bel-sidek~ A old man is resting here, sick in his bed.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 940 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ mpforce middle153 say what the... goddammit! mpforce middle153 mpkill $r ~ | #15310 old lady~ a old lady~ A old lady is sitting here, tending the hearth.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 2 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #15311 salesman market~ a market salesman~ A market salesman stands next to his table, trying to interest some customers.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 574 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 5~ emote looks at you appraisingly. if rand (25) say You look like you could use a refreshing drink. emote hands you a small sample glass of spiced wine. else if rand (33) say Surely you have some young relative say who wold like a nice gift? else if rand (50) say I can get you a special deal say on some furniture made in Mahn Tor. else mpecho Someone brushes by, you check your coins quickly. endif endif endif ~ | #15312 teamster~ a teamster~ A teamster from the local docks carries his burden to the warehouses.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 15 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d20+180 2d7+9 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ say move it bub. emote shoulders by you. ~ | #15313 charger desert large warhorse horse~ a desert charger~ A large swift warhorse is stabled here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 75 BODY_HEAD|BODY_LEG BODY_FOOT 2d1000+3000 18d7+7 0 RACE_DWARF POS_STANDING POS_STANDING SEX_NEUTRAL #15314 mercenary nomad153~ a nomad mercenary~ A nomad mercenary dressed in black garments rests here.~ ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8 150000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15315 lieutenant153 nomad~ a nomad lieutenant~ A nomad mercenary dressed in white garments is standing guard here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8 150000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if hasobjnum ($n) == 15323 mpechoat $n A nomad sentry peers at you... and nods. else mpat 15390 mpforce nomad153 west mpat 15390 mpforce nomad153 west mpat 15392 mpforce nomad153 west mpat 15392 mpforce nomad153 west mpkill $n endif ~ >rand_prog 5~ mpforce nomad153 east ~ | #15316 captain153 nomad Fa'taad~ the nomad captain Fa'taad~ A nomad mercenary captain rests here conferring with his lieutenants.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9 148582 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ mpechoat $n The nomad general Fa'taad looks up at you. mpechoat $n The nomad general Fa'taad motions to his lieutennants. mpforce lieutenant153 mpkill $n mpforce 2.lieutenant153 mpkill $n mpkill $n endif ~ >fight_prog 50~ if rand (25) emote curses loudly in some human dialect. else if rand (33) cast 'fireball' else if rand (50) cast 'heal' cast 'heal' else emote calls out for assistance! mptransfer nomad153 mpforce nomad153 mpkill $r endif endif endif ~ | #15317 resident153 shu~ a shu resident~ A barely human form, resident of the shu, is trying to hide here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_HIDE -500 S 75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #15318 crimeboss shu~ a shu crimeboss~ A barely human form, resident of the shu, is stealthing around here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_STEALTH -500 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+7 162974 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if hasobjnum ($n) == 15327 mpechoat $n You feel someone watching you. else backstab $n knife $n mpforce resident153 mpkill $n mpforce 2.resident153 mpkill $n mpforce 3.resident153 mpkill $n endif ~ | #15319 crimelord153 shu~ the shu crimelord~ A large hulking man, dressed in finery, stands here.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_STEALTH -500 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+7 181143 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 15~ if quest (0,1,$i) == 1 give 1000000 coins $r say please, thats all I have, go please. mpmset $i quest 0 1 0 else if inroom ($r) == 15413 emote looks you over, and smiles slightly. say ahem, what can I do to.. uh, for you? endif endif ~ >fight_prog 50~ if rand (25) cast 'acid blast' else if rand (33) mpkill $r else if rand (50) emote begs and offers you money! say please, please don't kill me! mpmset quest $i 0 1 1 else emote shifts his grip on his weapon and lunges violently. knife endif endif endif ~ >death_prog 100~ emote dumps all his coins down a drain! emote gives you the finger, just before dying. mpmset $i gold 0 ~ | #15320 bouncer153~ a bouncer~ A hulking bouncer leans against the wall here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 25~ mpechoat $n A bouncer looks you over appraisingly. ~ | #15321 patron~ a patron~ A patron stands sipping a drink and watching the action.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ emote sips his drink. ~ | #15322 wench serving~ a serving wench~ A serving wench makes her way through the crowd with some drinks.~ She says "Food and drinks are 5gp, additional services negotiable." A serving wench winks at you suggestively. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >bribe_prog 500~ mpmset $i quest 0 2 1 mpechoat $n A serving wench leads you to a private room. mpgoto 15434 mptransfer $n mpforce $n west west if inroom ($r) != 15433 say oh, the room is taken. emote pouts. say later sweetie, ok? mpmset $i quest 0 2 0 mpforce $n look mpgoto 15437 else mpecho A serving wench says 'whats your pleasure sweetie?' mpecho A serving wench says 'bondage, tickling, or plain old hanky-panky?' endif ~ >bribe_prog 5~ mpoload 15330 mpoload 15331 give ale $n give apples $n ~ >rand_prog 5~ if quest (0,2,$i) == 1 say times up sweetie, I have to go back to work. mpgoto 15437 mpmset $i quest 0 2 0 endif ~ >rand_prog 15~ if quest (0,2,$i) == 1 say whats your pleasure $r? mpecho {038}A serving wench says 'bondage, tickling, or good old hanky-panky?' endif ~ >speech_prog bondage~ if inroom ($r) == 15433 emote giggles. say you've been very naughty haven't you! if rand (33) emote pulls out a riding crop and spanks your bottom. else if rand (50) emote changes into a leather outfit and poses for you. else emote ties you to the bed and spanks you. endif endif endif ~ >speech_prog tickling~ if inroom ($r) == 15433 emote winks. emote say thats my favorite if rand (33) emote pulls out a large feather, and tickles you. else if rand (50) emote mercilessly tickles your toes. else emote comes close and blows into your ear. endif endif endif ~ >speech_prog hanky-panky~ if inroom ($r) == 15433 emote chuckles. say you're naughty! if rand (33) emote does a strip tease, slowly, seductively. else if rand (50) emote jumps your bones, right there on the floor. else emote gives you a bubble bath. endif endif endif ~ | #15323 mobattar gentleman businessman~ the businessman Mo'battar~ There is a richly dressed gentleman standing here, smiling impishly.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 15 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d56+172 1d15+9 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ mpecho A bouncer runs into the room, red in the face. mptransfer bouncer153 mpforce bouncer153 mpkill $n ~ >give_prog I15318~ emote looks at the paper. say Ahh, very well, wait here if you will. emote gives the paper to a young boy, who runs out of the room quickly. mpjunk paper mpmset $i quest 0 1 2 ~ >rand_prog 50~ if quest (0,1,$i) > 0 if quest (0,1,$i) == 1 mptransfer rose153 mpmset $i quest 0 1 0 else mpmset $i quest 0 1 1 endif endif ~ | #15324 palace guard153~ a palace guard~ A palace guard in bright new armor stands here, inspecting passes.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if hasobjnum ($n) == 15301 mpechoat $n A palace guard inspects your pass. mpechoat $n A palace guard nods. else mpkill $n endif ~ | #15325 secretary~ a secretary~ A slim man wearing spectacles is sitting behind a desk here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6 1000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ emote shuffles some papers and tries to look busy. if inroom ($r) == 15439 say his excellency the governor is not taking visitors today. else if inroom ($r) == 15450 say the general is not taking visitors today. endif endif ~ | #15326 clerk~ a clerk~ A slim man with ink stained fingers sits writing behind a desk.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6 1000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #15327 governor sullo man fat~ governor sullo~ An enormously fat man wearing silks is lying on some pillows.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6 1000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ mpmset $i quest 0 5 5 ~ >rand_prog 100~ if quest (0,5,$i) > 0 if quest (0,5,$i) == 1 emote yells 'guards! guards! attend me!' mptransfer guard153 mpforce guard153 mpkill $r endif if quest (0,5,$i) == 2 emote yells 'guards! guards! attend me!' mpforce witch153 emote smirks. endif if quest (0,5,$i) == 3 emote yells 'guards! guards! attend me!' endif if quest (0,5,$i) == 4 say why have you disturbed my rest! endif if quest (0,5,$i) > 0 mpmadd $i quest 0 5 -1 endif endif ~ >death_prog 100~ if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30966 or hasobjnum ($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 cast 'giant strength' $n give i30914 $n mpquiet off endif endif ~ | #15328 witch153 amberite~ an amberite witch~ A woman wearing the robes of a witch from amber city stands patiently.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 2d1000+10000 22d7+9 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 10~ if inroom ($r) != 0 say shut up Sullo endif ~ >fight_prog 50~ if rand (25) cast 'acid blast' else if rand (33) cast 'tremor' else if rand (50) cast 'fireball' else cast 'energy drain' endif endif endif ~ >death_prog 100~ emote whispers "my lord, I have failed you, Malphas's wife still lives." ~ | #15329 general153 kato~ general Kato~ A man wearing the uniform of an Ofcol foreign legion General rests here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 50~ mpechoat $n General Kato grumbles. mpechoat $n General Kato says 'goddam secretary, not worth a damn' ~ >fight_prog 50~ if rand (25) emote Jumps high into the air, and slashes down at you! else if rand (33) emote swings his heavy sword, and tries to take off your ankles. else if rand (50) cast heal else mpechoat $r You cant help admiring the man's skill. mpechoat $r You remember your own early training... mpechoat $r ...Ouch! You are reminded to pay attention! endif endif endif ~ | #15330 servant malphas man fanatical~ a servant of Malphas~ An aging and malnourished man here has a fanatical look in his eyes.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -500 S 75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7 111164 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ say hehe we're all gonna die! if rand (25) north shoot south $n else if rand (33) south shoot north $n else if rand (50) east shoot west $n else west shoot east $n endif endif endif ~ | #15331 eunich torgo fat servant man~ the eunich Torgo~ An extremely large man wearing the robes of a eunich servant stands here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -500 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HIP|BODY_HAND 2d1000+10000 22d7+9 146268 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 50~ if rand (25) emote tries out his body-slam. mpquiet on cast 'tremor' else if rand (33) emote stomps the ground at your feet. mpquiet on cast 'earthquake' else if rand (50) kick else emote gets a wild look in his eyes. berserk endif endif endif ~ | #15332 child screaming~ a small child~ A small child is here, he is screaming and crying.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d5+3 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 50~ emote sniffs and wipes his eyes. ~ >fight_prog 50~ flee flee flee ~ | #15333 devil153 barbed grey~ a grey barbed devil~ A small hideous devil with wicked barbs on it is grinning evilly.~ ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_FLYING -1000 S 75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HORN|BODY_CLAW 2d1000+3000 18d7+7 148279 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL #15334 witch153 lady~ the Witch~ A beautiful young woman wearing deep red gowns stands here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -1000 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 2d1000+10000 22d7+9 138971 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 5~ mppurge devil153 ~ >greet_prog 100~ mpechoat $n The witch looks up from her carving, and snarls angrily. mpmload 15333 mpforce devil153 mpkill $n mpkill $n ~ >fight_prog 100~ cast 'acid blast' ~ | #15335 ether postern outside~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 2d1000+10000 22d7+9 0 RACE_DWARF POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog avernus~ mptransfer $n 15463 mpecho $n fades out of existence. mpat 15463 mpforce $n look mpat 15463 mpechoat $n You feel as if you have passed some sort of insubstantial barrier. mpat 15463 mpecho $n fades into existence. ~ | #15336 ether postern inside~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 2d1000+10000 22d7+9 0 RACE_DWARF POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog avernus~ mptransfer $n 15374 mpecho $n fades out of existence. mpat 15374 mpforce $n look mpat 15374 mpechoat $n You feel as if you have passed some sort of insubstantial barrier. mpat 15374 mpecho $n fades into existence. ~ | #15337 rose153 mysterious figure~ the Rose~ A mysterious figure in a grey cloak is here.~ You barely catch a glimpse of her. A few strands of flame red hair peek out from under her cloak. She glances your way seeming to notice your attention. A hard look crosses her beautiful face. Then she melts smoothly into the crowd, as if she had never been. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_PASS_DOOR|AFF_STEALTH|AFF_HASTE 0 S 140 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d5000+18000 1d200+100 270000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if quest (0,1,$n) == 1 tell $n im getting really tired of seeing your face! backstab $n knife $n mpkill $n endif ~ >entry_prog 100~ if quest (0,1,$r) == 1 tell $r im getting really tired of seeing your face! backstab $r knife $r mpkill $r endif ~ >fight_prog 100~ if rand (33) emote shifts her grip on her weapon, and lunges violently. knife else if rand (33) mpechoat $r The Rose looks you over, studying your face. mpmset $r quest 0 1 1 else emote pulls something out of her cloak. mpecho Some sort of powder gets in your face, you cough and gag. mpquiet on cast 'tremor' mpquiet off ~ >hitprcnt_prog 15~ if inroom ($r) != 15470 emote pulls something out of her cloak. mpecho There is a blinding flash of fire. mpecho when you can see again, the Rose isnt there. mpgoto 15470 mpmset $i quest 0 1 1 endif ~ >hitprcnt_prog 35~ if inroom ($r) != 15453 emote pulls something out of her cloak. mpecho There is a blinding flash of fire. mpecho when you can see again, the Rose isnt there. mpgoto 15453 endif ~ >rand_prog 25~ switch numberrange (1,9) case 1 mpgoto 15454 case 2 mpgoto 15455 south case 3 mpgoto 15450 north case 4 mpgoto 15439 south case 5 mpgoto 15432 south say beer, and fried mushrooms case 6 mpgoto 15414 west case 7 mpgoto 15394 east case 8 mpgoto 15352 west case 9 mpgoto 15385 west ~ | #15348 spell153 effect~ (a white aura)~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 0d0+10000 7d7+70 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpgoto 15330 mppurge self ~ >fight_prog 100~ mpgoto 15301 mppurge self ~ | #15349 plague153 effect~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d625+1947 1d1+50 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 50~ if rand (90) mpecho You sense a sickness hanging in the air. if level ($r) > 50 mpechoat $r You dont feel very well suddenly. mpquiet on cast 'poison' $r cast 'poison' $r cast 'poison' $r cast 'poison' $r cast 'poison' $r mpquiet off mppurge self break endif else mpecho The air is now clear of sickness. mppurge self endif ~ | #15350 leader man rebel~ a rebel leader~ A middle aged calimarrite man dressed in dark robes stands here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_HIDE 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #0 #SHOPS 15311 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_CONTAINER 125 50 5 20 0 #SPECIALS S #OBJECTS #15300 halberd golden~ a holden halberd~ There is a long golden polearm lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SPEAR 6 6 WEAPON_SLICE 0 0 0 0 12 400 65 A APPLY_HITROLL 5 0 A APPLY_DAMROLL 3 0 C chop~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA #15301 paper153 ofcol~ a piece of paper~ There is a piece of paper with some writing on it lying here.~ It appears to be some sort of official document, you wish that you could read the language of Ofcol. There is a seal on the paper. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E seal~ You can see that it is the seal of the regional civilian governors office. ~ #15302 sword long amber~ an amber long sword~ There is a long sword made of amber lying here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 7 5 0 0 0 0 0 9 10000 65 #15303 claymore sword huge~ a huge claymore~ You see an extremely large sword lying here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 9 4 WEAPON_SLICE 0 0 0 0 9 13000 65 #15304 cutlass blue~ a blue cutlass~ There is a cutlass made of blue steel lying here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 7 7 WEAPON_SLICE 0 0 0 0 7 11000 65 #15305 sword broadsword chakkoran~ a Chakkoran broadsword~ There is a broad sword made of tempered Chakkoran yellow steel left here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 5 10 WEAPON_SLICE 0 0 0 0 8 13000 65 #15306 squid blue stick~ blue squid on a stick~ There is a nasty looking blue squid treat being trampled here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 0 0 0 0 0 0 0 1 10 1 #15307 ball mist~ a puffball of sugar mist~ There is a ball of light mist being blown across the room.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 0 0 0 0 0 0 0 1 10 1 #15308 ribs cow~ sauced cows ribs~ There is some sort of meat dish sitting here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 0 0 0 0 0 0 0 1 10 1 #15309 horn pastry~ a pastry horn~ There is a bread treat in the shape of a horn lying here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 0 0 0 0 0 0 0 1 10 1 #15310 keg amber dwarven~ a keg of dwarven amber~ There is a keg full of beer on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 20 20 LIQ_BEER 0 0 0 0 0 10 1000 1 #15311 keg manh-tor dark~ a keg of minotaur dark~ There is a keg full of beer on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 20 20 LIQ_BEER 0 0 0 0 0 10 100 1 #15312 keg sylvan wine~ a keg of sylvan green~ There is a keg full of beer on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 20 20 LIQ_BEER 0 0 0 0 0 10 100 1 #15313 keg ofcol pale~ a keg of Ofcol pale~ There is a keg full of beer on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 20 20 LIQ_BEER 0 0 0 0 0 10 100 1 #15314 spices yinnish~ a bunch of yinnish spice~ There are some leaves and herbs lying on the ground here.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 30 SPELL_ARMOR SPELL_TELEPORT -1 0 0 0 0 1 22000 45 #15315 wafer yellow seaweed~ a yellow seaweed wafer~ There is a yellow wafer being stepped on here.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 30 SPELL_HEAL SPELL_CHANGE_SEX -1 0 0 0 0 1 22000 45 #15316 bar black spice~ a black spice bar~ There is a bar of compressed spices and herbs lying here.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 30 SPELL_DEMON SPELL_WEAKEN -1 0 0 0 0 1 22000 45 #15317 rock glowing~ a glowing rock~ There is a rock here, lit by an internal glow.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 35 SPELL_FLY -1 -1 0 0 0 0 1 22000 45 #15318 list153 paper~ a piece of paper~ There is a paper with some writing on it lying here.~ The name Mo'battar is on the outside of the folded paper. The paper is a long list of other names, none of which carry any meaning to you... There is a seal on the bottom of the paper. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 E seal bottom~ @ |, `| ~ #15319 pin153 small silver~ a small silver pin~ There is a small pin lying in the dirt here.~ There is a symbol of some sort on the pin. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_NECK 0 0 0 0 0 0 0 0 1 100 1 E symbol~ It's something you remember seeing before. A red bird and the words "From the Ashes". ~ #15320 shield153 trinitite~ a trinitite shield~ There is a shield made of green glass resting here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 17 0 0 0 0 0 0 0 15 3000000 85 A APPLY_HITROLL 5 0 P 0 TRIG_TICK 100 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 1 3 P 1 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 0 2 0 P 2 TRIG_VOID OPROG_QUEST_SET 0 1 1 P 2 TRIG_VOID OPROG_GOD_COMMAND mpmload 15348 mpforce spell153 mpquiet on mpforce spell153 cast 'giant strength' $ mpforce spell153 mppurge spell153~ P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 1 4 0 P 4 TRIG_VOID OPROG_QUEST_SET 0 1 0 #15321 robes desert white~ white desert robes~ There are some white robes in a pile here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 15 0 0 0 0 0 0 0 10 100 70 A APPLY_HITROLL 5 0 #15322 scimitar nomads~ a nomads' scimitar~ There is a rather plain steel scimitar lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 17 2 WEAPON_SLASH 0 0 0 0 9 1000 75 A APPLY_STR 3 0 #15323 horse153 hair loop~ a horse hair loop~ There is a small loop of braided hair lying here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 #15324 banda153 commanders nomad~ a nomad commanders banda~ There is a band of red checkered cloth lying here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 15 0 0 0 0 0 0 0 2 100000 75 A APPLY_INT 4 0 #15325 life water orb153~ an orb of life water~ There is an orb of water floating mysteriously above the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 17 0 0 0 0 0 0 0 5 3000000 85 A APPLY_HITROLL 3 0 P 1 TRIG_COMMAND 20 drink OPROG_ECHO You drink from the orb of life water. You are no longer thirsty or hungry.~ P 1 TRIG_VOID OPROG_GOD_COMMAND mpmset $ thirst 50 mpmset $ full 50~ #15326 knife serrated~ a serrated knife~ There is a knife with a serrated blade resting here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 7 5 WEAPON_STAB 0 0 0 0 5 3000 65 A APPLY_INT -3 0 A APPLY_DAMROLL 5 0 #15327 rag153 red cloth blood~ a red rag~ There is a blood red piece of cloth lying here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 #15328 jacket neon smoking~ a neon smoking jacket~ There is a brightly colored jacket lying here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 15 0 0 0 0 0 0 0 7 20000 85 A APPLY_MANA 90 0 #15329 spiral153 golden wire~ a golden wire spiral~ There is a short spiral of golden wire resting here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_WRIST 17 0 0 0 0 0 0 0 1 3000000 85 A APPLY_STR 2 0 P 0 TRIG_TICK 100 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 1 3 P 1 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 0 2 0 P 2 TRIG_VOID OPROG_QUEST_SET 0 1 1 P 2 TRIG_VOID OPROG_GOD_COMMAND mpmload 15348 mpforce spell153 mpquiet on mpforce spell153 cast 'fly' $ mpforce spell153 mppurge spell153~ P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 1 4 0 P 4 TRIG_VOID OPROG_QUEST_SET 0 1 0 #15330 ale mug~ a mug of ale~ There is a tall mug of ale spilled here.~ The mug says "Property of Mo'battars" ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 2 2 LIQ_ALE 0 0 0 0 0 1 10 1 #15331 apples spiced fried~ a slice of fried spiced apple~ There is some sort of food on the ground here.~ It's hot and looks yummy. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 3 0 0 0 0 0 0 0 1 10 1 #15332 knuckle dusters iron rod~ iron knuckle dusters~ There is a small iron rod with leather straps here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 6 7 WEAPON_POUND 0 0 0 0 9 100 75 A APPLY_HITROLL -7 0 A APPLY_DAMROLL 6 0 C punch~ FLAG_CLASS_SHAMAN #15333 robes amber~ amber robes~ A pile of amber cloth is lying here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 15 0 0 0 0 0 0 0 7 50000 75 A APPLY_WIS 4 0 #15334 cube153 magicians~ a magicians cube~ There is a bright cube resting here.~ You see on 3 sides of the cube a rune... 'yasats' for fire 'dritok' for acid 'ungurt' for life energy ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 3 3 WEAPON_POUND 0 0 0 0 5 3000000 85 A APPLY_AC -16 0 C crush~ FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_WARLOCK P 1 TRIG_UNKNOWN 100 yasats OPROG_IF OIF_USER_POSITION = POS_FIGHTING 2 16 P 2 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 17 P 3 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA > 10 4 18 P 4 TRIG_VOID OPROG_IF OIF_MCLASS_DRUID > 29 5 19 P 5 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 5 TRIG_VOID OPROG_GOD_COMMAND cast 'fireball'~ P 6 TRIG_UNKNOWN 100 dritok OPROG_IF OIF_USER_POSITION = POS_FIGHTING 7 16 P 7 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 8 17 P 8 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA > 10 9 18 P 9 TRIG_VOID OPROG_IF OIF_MCLASS_SORCERER > 29 10 19 P 10 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 10 TRIG_VOID OPROG_GOD_COMMAND cast 'acid blast'~ P 11 TRIG_UNKNOWN 100 ungurt OPROG_IF OIF_USER_POSITION = POS_FIGHTING 12 16 P 12 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 13 17 P 13 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA > 10 14 18 P 14 TRIG_VOID OPROG_IF OIF_MCLASS_WARLOCK > 29 15 19 P 15 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 15 TRIG_VOID OPROG_GOD_COMMAND cast 'energy drain'~ P 16 TRIG_VOID OPROG_ECHO You aren't fighting!~ P 17 TRIG_VOID OPROG_ECHO You aren't using the sorcerers cube!~ P 18 TRIG_VOID OPROG_ECHO You don't have enough mana to use that!~ P 19 TRIG_VOID OPROG_ECHO You cant channel the energy!~ #15335 claymore golden sword153~ a golden claymore~ A very large sword is lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 7 8 WEAPON_SLICE 0 0 0 0 13 300000 75 A APPLY_AC 15 0 A APPLY_DAMROLL 7 0 #15336 blade berserker153 dented~ a berserker blade~ There is a dented blade lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 8 8 WEAPON_SLASH 0 0 0 0 8 3000000 85 A APPLY_INT -5 0 A APPLY_WIS -5 0 A APPLY_DAMROLL 5 0 C slash~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR P 1 TRIG_COMMAND 90 flee OPROG_IF OIF_USER_PERCENT_HITPT < 50 2 4 P 2 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 4 P 3 TRIG_VOID OPROG_ECHO You are too pumped up, you don't wanna flee! ~ P 4 TRIG_VOID OPROG_GOD_COMMAND flee~ P 5 TRIG_COMMAND 90 recall OPROG_IF OIF_USER_PERCENT_HITPT < 50 6 8 P 6 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 7 8 P 7 TRIG_VOID OPROG_ECHO You are too pumped up, you don't wanna recall! ~ P 8 TRIG_VOID OPROG_GOD_ARGUMENT recall~ P 9 TRIG_COMMAND 90 / OPROG_IF OIF_USER_PERCENT_HITPT < 50 10 12 P 10 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 11 12 P 11 TRIG_VOID OPROG_ECHO You are too pumped up, you don't wanna recall! ~ P 12 TRIG_VOID OPROG_GOD_COMMAND /~ P 13 TRIG_DAMAGE 25 OPROG_IF OIF_USER_PERCENT_HITPT < 50 14 0 P 14 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 0 15 0 P 15 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 16 0 P 16 TRIG_VOID OPROG_QUEST_SET 0 1 1 P 16 TRIG_VOID OPROG_GOD_COMMAND emote foams at the mouth and growls! mposet berserker153 value2 11~ P 17 TRIG_TICK 25 OPROG_IF OIF_USER_PERCENT_HITPT > 50 18 0 P 18 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 1 19 0 P 19 TRIG_VOID OPROG_QUEST_SET 0 1 0 P 19 TRIG_VOID OPROG_GOD_COMMAND emote stops foaming at the mouth and growling. mposet berserker153 value2 8~ #15337 bolt demon red~ a demon bolt~ There is a red crossbow bolt, lying here screaming.~ ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE 12 24 15 4 0 0 0 0 1 15000 75 #15338 crossbow demon~ a demon crossbow~ There is a deep red crossbow with a spiked tip, lying here screaming.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_CROSSBOW 7 5 WEAPON_STAB 0 0 0 0 7 50 75 A APPLY_DAMROLL 5 0 #15339 club lead~ an enormous lead club~ There is a great length of lead resting here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 9 9 WEAPON_CRUSH 0 0 0 0 17 1000 75 A APPLY_WIS -5 0 A APPLY_DEX -5 0 C titanic crush~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_DRUID #15340 knife153 kindness~ the knife of kindness~ There is a small black knife here.~ You see a rune on the edge of the blade.. 'yinuss' the rune for plague. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 5 5 WEAPON_PIERCE 0 0 0 0 2 1000000 75 A APPLY_MANA 75 0 A APPLY_INT -2 0 P 1 TRIG_UNKNOWN 100 yinuss OPROG_IF OIF_USER_SECTOR ! SECT_CITY 2 4 P 2 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA > 45 3 5 P 3 TRIG_VOID OPROG_GOD_COMMAND mpmload 15349~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_MANA -200 P 4 TRIG_VOID OPROG_ECHO The gods prevent your plague from infecting the city.~ P 5 TRIG_VOID OPROG_ECHO You don't have enough mana to complete the effect.~ #15341 child153 small~ a small child~ There is a small child, tied up, screaming and crying here.~ The child is completely oblivious to his surroundings, screaming, his face red as a beet. Only his mother could bring him around. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 9 10 1 #15342 vial153 diamond light~ a diamond vial of light~ A small vial glows with a bright light here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 2 3000000 85 A APPLY_AC -16 0 #15343 streets knife153~ the knife of the streets~ There is a small rusted and dented knife lying here.~ There are some runes on the blade... 'urspin' for deception ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 9 8 WEAPON_STAB 0 0 0 0 5 5000000 90 A APPLY_DAMROLL 5 0 A APPLY_WIS -5 0 A APPLY_INT -5 0 C knife~ FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 1 TRIG_UNKNOWN 100 urspin OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 2 P 2 TRIG_VOID OPROG_ECHO You realize you aren't wielding the knife of the streets.~ P 3 TRIG_VOID OPROG_GOD_ARGUMENT mpasound $~ #15344 quicksilver armor silver153~ quicksilver armor~ A suit of brightly shining armor is lying here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 12 0 0 0 0 0 0 0 100 5000000 90 A APPLY_DAMROLL 7 0 A APPLY_HITROLL 4 0 P 1 TRIG_TICK 25 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_WHICH_GOD = GOD_NEUTRAL 3 0 P 3 TRIG_VOID OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 4 0 P 4 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY > 5 5 0 P 5 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY < 18 6 0 P 6 TRIG_VOID OPROG_IF OIF_USER_PERCENT_HITPT < 100 7 0 P 7 TRIG_VOID OPROG_APPLY OAPPLY_HIT 75 P 7 TRIG_VOID OPROG_ECHO Your quicksilver armor shines brightly in the sun.~ #15345 darkness gloves153~ gloves of darkness~ Something dark, almost too dark to be seen, is on the ground here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 15 0 0 0 0 0 0 0 25 5000000 90 A APPLY_HIT 75 0 P 1 TRIG_TICK 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY < 5 4 3 P 3 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY > 18 4 0 P 4 TRIG_VOID OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0 P 5 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MANA 15 P 6 TRIG_VOID OPROG_ECHO Your gloves draw power from the night.~ #15346 darkness boots153~ boots of darkness~ Something dark, almost too dark to be seen, is on the ground here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 15 0 0 0 0 0 0 0 25 5000000 90 A APPLY_HIT 75 0 P 1 TRIG_TICK 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY < 5 4 3 P 3 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY > 18 4 0 P 4 TRIG_VOID OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0 P 5 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MANA 15 P 6 TRIG_VOID OPROG_ECHO Your boots draw power from the night.~ #15347 darkness belt153~ a belt of darkness~ Something dark, almost too dark to be seen, is on the ground here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 15 0 0 0 0 0 0 0 25 5000000 90 A APPLY_HIT 75 0 P 1 TRIG_TICK 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY < 5 4 3 P 3 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY > 18 4 0 P 4 TRIG_VOID OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0 P 5 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MANA 15 P 6 TRIG_VOID OPROG_ECHO Your belt draws power from the night.~ #15348 darkness cloak153~ a cloak of darkness~ Something dark, almost too dark to be seen, is on the ground here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 15 0 0 0 0 0 0 0 25 5000000 90 A APPLY_HIT 75 0 P 1 TRIG_TICK 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY < 5 4 3 P 3 TRIG_VOID OPROG_IF OIF_TIME_OF_DAY > 18 4 0 P 4 TRIG_VOID OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0 P 5 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MANA 15 P 6 TRIG_VOID OPROG_ECHO Your cloak draws power from the night.~ #15349 regeneration ring153~ a ring of regeneration~ A small copper ring has been left here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 1 0 0 0 0 0 0 0 25 5000000 90 P 1 TRIG_HIT 100 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_ECHO Your ring of regeneration glows brightly, and melts off your finger.~ P 2 TRIG_VOID OPROG_APPLY OAPPLY_HIT -100 P 2 TRIG_VOID OPROG_JUNK P 3 TRIG_TICK 90 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 4 0 P 4 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_SLEEPING 6 0 P 6 TRIG_VOID OPROG_APPLY OAPPLY_HIT 75 P 6 TRIG_VOID OPROG_ECHO A warm feeling fills your body.~ #0 #ROOMS #15300 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15301 DDIR_SOUTH ~ ~ 0 -1 15308 S #15301 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15302 DDIR_WEST ~ ~ 0 -1 15300 S #15302 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15303 DDIR_WEST ~ ~ 0 -1 15301 S #15303 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15304 DDIR_WEST ~ ~ 0 -1 15302 S #15304 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15305 DDIR_WEST ~ ~ 0 -1 15303 S #15305 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15306 DDIR_WEST ~ ~ 0 -1 15304 S #15306 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15309 DDIR_WEST ~ ~ 0 -1 15305 S #15307 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15308 DDIR_SOUTH ~ ~ 0 -1 15311 S #15308 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15300 DDIR_WEST ~ ~ 0 -1 15307 S #15309 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15306 DDIR_EAST ~ ~ 0 -1 15310 S #15310 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15312 DDIR_WEST ~ ~ 0 -1 15309 S #15311 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15307 DDIR_SOUTH ~ ~ 0 -1 15313 S #15312 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15310 DDIR_SOUTH ~ ~ 0 -1 15316 S #15313 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15311 DDIR_EAST ~ ~ 0 -1 15314 DDIR_SOUTH ~ ~ 0 -1 15317 S #15314 The Western Strut~ The wall extends east into the city. The apparent purpose of this construction is to brace the walls. At the end of the strut, stairs lead down to the city. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_WEST ~ ~ 0 -1 15313 DDIR_DOWN ~ ~ 0 -1 15333 S #15315 The Eastern Strut~ The wall extends west into the city. The apparent purpose of this construction is to brace the walls. At the end of the strut, stairs lead down to the city. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 15316 DDIR_DOWN ~ ~ 0 -1 15341 S #15316 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15312 DDIR_SOUTH ~ ~ 0 -1 15318 DDIR_WEST ~ ~ 0 -1 15315 S #15317 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15313 DDIR_SOUTH ~ ~ 0 -1 15319 S #15318 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15316 DDIR_SOUTH ~ ~ 0 -1 15320 S #15319 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15317 DDIR_SOUTH ~ ~ 0 -1 15321 S #15320 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15318 DDIR_SOUTH ~ ~ 0 -1 15322 S #15321 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15319 DDIR_SOUTH ~ ~ 0 -1 15323 S #15322 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15320 DDIR_SOUTH ~ ~ 0 -1 15326 S #15323 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15321 DDIR_EAST ~ ~ 0 -1 15324 DDIR_SOUTH ~ ~ 0 -1 15327 S #15324 The Western Strut~ The wall extends east into the city. The apparent purpose of this construction is to brace the walls. At the end of the strut, stairs lead down to the city. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_WEST ~ ~ 0 -1 15323 DDIR_DOWN ~ ~ 0 -1 15376 S #15325 The Eastern Strut~ The wall extends west into the city. The apparent purpose of this construction is to brace the walls. At the end of the strut, stairs lead down to the city. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 15326 DDIR_DOWN ~ ~ 0 -1 15383 S #15326 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15322 DDIR_SOUTH ~ ~ 0 -1 15328 DDIR_WEST ~ ~ 0 -1 15325 S #15327 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. To the south you are able to look out over the bay of Calimarra. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15323 S #15328 The Calimarra City Wall~ You stand atop a defensive wall at least 15 feet thick. Crenellations on either side would allow you to plink arrows or other nasty objects at your enemies below. To the south you are able to look out over the bay of Calimarra. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15326 S #15329 Northern Road~ The road struggles with the desert, the desert seems to be winning. To the north is the Great Eastern Desert. To the south is the city of Calimarra. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 17725 DDIR_SOUTH ~ ~ 0 -1 15331 S #15330 The Shining River~ The Shining river appears from the desert, apparently emerging from the sand to form a broad muddy expanse, that flows south toward the city of Calimarra. ~ 0 0 SECT_OCEAN DDIR_SOUTH ~ ~ 0 -1 15332 S #15331 Northern Road~ The road struggles with the desert, the desert seems to be winning. To the north is the Great Eastern Desert. To the south is the city of Calimarra. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15329 DDIR_SOUTH ~ ~ 0 -1 15336 S #15332 The Shining River~ The road struggles with the desert, the desert seems to be winning. To the north is the Great Eastern Desert. To the south is the city of Calimarra. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15330 DDIR_SOUTH ~ ~ 0 -1 15345 S #15333 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15334 DDIR_SOUTH ~ ~ 0 -1 15342 DDIR_UP ~ ~ 0 -1 15314 S #15334 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15335 DDIR_WEST ~ ~ 0 -1 15333 S #15335 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15336 DDIR_SOUTH ~ ~ 0 -1 15344 DDIR_WEST ~ ~ 0 -1 15334 S #15336 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. To your north is the gate of winter. On the gate you see scrawled a symbol in red paint, some sort of bird. The words "From the Ashes" is painted underneath. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15331 DDIR_EAST ~ ~ 0 -1 15337 DDIR_WEST ~ ~ 0 -1 15335 S #15337 Holy Road~ The road runs east and west along the north wall. To the south the bulk of the Shu maze can be seen. One of the poorest slums of the city, it is built house upon house over tens of generations. It is said that some of the residents never see the light of day. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 15338 DDIR_SOUTH ~ ~ 0 -1 15398 DDIR_WEST ~ ~ 0 -1 15336 S #15338 Holy Road~ The road runs east and west along the north wall. To the south the bulk of the Shu maze can be seen. One of the poorest slums of the city, it is built house upon house over tens of generations. It is said that some of the residents never see the light of day. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15339 DDIR_WEST ~ ~ 0 -1 15337 S #15339 Bridge Over The Shining River~ Dark waters rush south to the gulf, carrying the accumulated trash of the city. You think you see a body caught in a grate along the east bank. This is definately not a nice place to be. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 15340 DDIR_WEST ~ ~ 0 -1 15338 DDIR_DOWN ~ ~ 0 -1 15332 S #15340 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15341 DDIR_WEST ~ ~ 0 -1 15339 S #15341 Holy Road~ The road runs east and west along the north wall. To the south the city spreads out before you as the ground slopes gently down a hill. The poor section to the north, nearby. Government house to the west and south. The marketplace and docks just east of that. And the Citadel of Malphas the Abomination to the east of the docks. ~ 0 0 SECT_CITY DDIR_WEST ~ ~ 0 -1 15340 DDIR_UP ~ ~ 0 -1 15315 S #15342 Stables~ You see fine looking horses stabled here, attended by the youngest nomads and the oldest, most knowledgable. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15333 DDIR_SOUTH ~ ~ 0 -1 15388 S #15343 A One-Room House~ It seems an extended family lives in this house, there is a hearth and several beds along the walls. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15344 S #15344 Flame Road~ The road traverses the western side of the city. You are currently in the slums west of the Shu maze. Young children and old ladies sit outside several houses, some of them hawking wares, or fruits to passers by. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15335 DDIR_SOUTH ~ ~ 0 -1 15348 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15343 S #15345 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 ROOM_NO_MOB SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15332 DDIR_EAST ~ ~ 0 -1 15346 DDIR_SOUTH ~ ~ 0 -1 15349 S #15346 A Docks on the River~ Several boats are pulled up to a small docks in front of what once was a stately manor, and is now a house of ill repute of some sort. Jazz music drifts out of the windows. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15430 DDIR_WEST ~ ~ 0 -1 15345 S #15347 A One-Room House~ It seems an extended family lives in this house, there is a hearth and several beds along the walls. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15348 S #15348 Flame Road~ The road traverses the western side of the city. You are currently in the slums west of the Shu maze. Young children and old ladies sit outside several houses, some of them hawking wares, or fruits to passers by. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH ~ ~ 0 -1 15344 DDIR_EAST ~ ~ 0 -1 15401 DDIR_SOUTH ~ ~ 0 -1 15352 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15347 S #15349 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15345 DDIR_EAST ~ ~ 0 -1 15350 S #15350 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_SOUTH ~ ~ 0 -1 15353 DDIR_WEST ~ ~ 0 -1 15349 S #15351 A One-Room House~ It seems an extended family lives in this house, there is a hearth and several beds along the walls. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15352 S #15352 Flame Road~ The road traverses the western side of the city. You are currently in the slums west of the Shu maze. Young children and old ladies sit outside several houses, some of them hawking wares, or fruits to passers by. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15348 DDIR_SOUTH ~ ~ 0 -1 15354 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15351 S #15353 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15350 DDIR_SOUTH ~ ~ 0 -1 15359 S #15354 Flame Road~ The road traverses the western side of the city. You are currently in the slums west of the Shu maze. Young children and old ladies sit outside several houses, some of them hawking wares, or fruits to passers by. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15352 DDIR_EAST ~ ~ 0 -1 15355 DDIR_SOUTH ~ ~ 0 -1 15362 S #15355 South River Road~ This road runs east and west just south of the center of the city, separating the slums from the more prosperous sections of town. You don't see any river nearby though. Hmm. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15356 DDIR_SOUTH ~ ~ 0 -1 15363 DDIR_WEST ~ ~ 0 -1 15354 S #15356 South River Road~ This road runs east and west just south of the center of the city, separating the slums from the more prosperous sections of town. You don't see any river nearby though. Hmm. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH ~ ~ 0 -1 15408 DDIR_EAST ~ ~ 0 -1 15357 DDIR_WEST ~ ~ 0 -1 15355 S #15357 South River Road~ This road runs east and west just south of the center of the city, separating the slums from the more prosperous sections of town. You don't see any river nearby though. Hmm. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15365 DDIR_WEST ~ ~ 0 -1 15356 S #15358 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_EAST ~ ~ 0 -1 15359 DDIR_SOUTH ~ ~ 0 -1 15373 S #15359 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15353 DDIR_WEST ~ ~ 0 -1 15358 S #15360 Eastwall Road~ The road hugs the eastern walls of the city. Around you are burnt out buildings and houses. This part of town was never rebuilt after the war with Ofcol. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15368 S #15361 Flame Road~ The road traverses the western side of the city. The road runs between government house and the bazaar. Carts loaded with goods move north and south, from the docks to the bazaar or north to Chakkor. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15362 DDIR_SOUTH ~ ~ 0 -1 15369 DDIR_WEST ~ ~ 0 -1 15446 S #15362 Flame Road~ The road traverses the western side of the city. The road runs between government house and the bazaar. Carts loaded with goods move north and south, from the docks to the bazaar or north to Chakkor. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15354 DDIR_WEST ~ ~ 0 -1 15361 S #15363 The Wharf Bazaar~ This has to be the most crowded shopping bazaar you have ever seen. Goods from all over the realms have made their way to this spot. You careful check your purse as you move along. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15355 DDIR_EAST ~ ~ 0 -1 15364 DDIR_SOUTH ~ ~ 0 -1 15371 S #15364 The Wharf Bazaar~ This has to be the most crowded shopping bazaar you have ever seen. Goods from all over the realms have made their way to this spot. You carefully check your purse as you move along. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15372 DDIR_WEST ~ ~ 0 -1 15363 S #15365 South River Road~ This road runs east and west just south of the center of the city, separating the slums from the more prosperous sections of town. You don't see any river nearby though. Hmm. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15357 DDIR_EAST ~ ~ 0 -1 15366 S #15366 Bridge Over the Shining River~ Below you the accumulated filth of a large city moves south to the bay. It seems extremely generous to call what you see below you a river. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15367 DDIR_WEST ~ ~ 0 -1 15365 DDIR_DOWN ~ ~ 0 -1 15358 S #15367 South River Road~ This road runs east and west just south of the center of the city, separating the slums from the more prosperous sections of town. You don't see any river nearby though. Hmm. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15368 DDIR_WEST ~ ~ 0 -1 15366 S #15368 Eastwall Road~ The road hugs the eastern walls of the city. Around you are burnt out buildings and houses. This part of town was never rebuilt after the war with Ofcol. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15360 DDIR_SOUTH ~ ~ 0 -1 15375 DDIR_WEST ~ ~ 0 -1 15367 S #15369 Flame Road~ The road traverses the western side of the city. The road runs between government house and the bazaar. Carts loaded with goods move north and south, from the docks to the bazaar or north to Chakkor. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH ~ ~ 0 -1 15361 DDIR_EAST ~ ~ 0 -1 15370 S #15370 Flame Road~ The road traverses the western side of the city. The road runs between government house and the bazaar. Carts loaded with goods move north and south, from the docks to the bazaar or north to Chakkor. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 15377 DDIR_WEST ~ ~ 0 -1 15369 S #15371 The Wharf Bazaar~ This has to be the most crowded shopping bazaar you have ever seen. Goods from all over the realms have made their way to this spot. You carefully check your purse as you move along. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15363 DDIR_EAST ~ ~ 0 -1 15372 S #15372 The Wharf Bazaar~ This has to be the most crowded shopping bazaar you have ever seen. Goods from all over the realms have made their way to this spot. You carefully check your purse as you move along. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15364 DDIR_SOUTH ~ ~ 0 -1 15379 DDIR_WEST ~ ~ 0 -1 15371 S #15373 The Shining River~ The accumulated garbage of a large city moves slowly along headed south to the bay. What this river needs is a good rain to really clean out the sewage. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15358 DDIR_SOUTH ~ ~ 0 -1 15386 S #15374 The Postern of Fate~ A large column, surrounded by strange glowing inscriptions in the floor, rises to dominate this small plaza. To your west is the bulk of the citadel of Malphas the Abomination. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15375 E column postern inscriptions~ The inscriptions say "Speak my faithful servant, the name of the city I call home." ~ S #15375 Eastwall Road~ The road hugs the eastern walls of the city. Around you are burnt out buildings and houses. This part of town was never rebuilt after the war with Ofcol. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15368 DDIR_SOUTH ~ ~ 0 -1 15383 DDIR_WEST ~ ~ 0 -1 15374 S #15376 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15377 DDIR_SOUTH ~ ~ 0 -1 15385 DDIR_UP ~ ~ 0 -1 15324 S #15377 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15370 DDIR_EAST ~ ~ 0 -1 15378 DDIR_WEST ~ ~ 0 -1 15376 S #15378 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15379 DDIR_WEST ~ ~ 0 -1 15377 S #15379 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15372 DDIR_EAST ~ ~ 0 -1 15380 DDIR_WEST ~ ~ 0 -1 15378 S #15380 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15381 DDIR_WEST ~ ~ 0 -1 15379 S #15381 Bridge Over the Shining River~ Just to the south the river empties into the bay of Calimarra. It looks like everyone in the city dumped everything they didnt want into the river. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 15382 DDIR_WEST ~ ~ 0 -1 15380 DDIR_DOWN ~ ~ 0 -1 15386 S #15382 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15383 DDIR_WEST ~ ~ 0 -1 15381 S #15383 Eastwall Road~ The road hugs the eastern walls of the city. Around you are burnt out buildings and houses. This part of town was never rebuilt after the war with Ofcol. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15375 DDIR_SOUTH ~ ~ 0 -1 15387 DDIR_WEST ~ ~ 0 -1 15382 DDIR_UP ~ ~ 0 -1 15325 S #15384 The Jetty~ A water break extends west here and circles out into the bay. You can only go a little ways before the piled rocks become too slippery to walk on. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 15385 S #15385 Waterfront Road~ Docks and shipping houses crowd every available foot of access to the bay. To your south are warehouses to store imports or exports waiting for the next ship out. Muscular teamsters carry packs back and forth across the street. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15376 DDIR_WEST ~ ~ 0 -1 15384 S #15386 Mouth of the Shining River~ The river empties into the bay here, most of what the residents hoped to get rid of by dumping in the river, gets washed up along the shore and stains the water a cloudy brown color. ~ 0 0 SECT_OCEAN DDIR_NORTH ~ ~ 0 -1 15381 S #15387 Eastwall Road~ The road hugs the eastern walls of the city. Around you are burnt out buildings and houses. This part of town was never rebuilt after the war with Ofcol. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 15383 S #15388 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15342 DDIR_SOUTH ~ ~ 0 -1 15389 S #15389 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15388 DDIR_EAST ~ ~ 0 -1 15390 DDIR_SOUTH ~ ~ 0 -1 15391 S #15390 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_WEST ~ ~ 0 -1 15389 S #15391 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15389 DDIR_EAST ~ ~ 0 -1 15392 DDIR_SOUTH ~ ~ 0 -1 15393 S #15392 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_WEST ~ ~ 0 -1 15391 S #15393 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15391 DDIR_EAST ~ ~ 0 -1 15394 S #15394 Nomad Barracks~ Sleeping rugs with a locker on the end of each are lined up along each wall. Which are covered with tapestries, the effect being much like the inside of a tent. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15395 DDIR_WEST ~ curtains~ EX_ISDOOR|EX_CLOSED -1 15393 S #15395 Officers Quarters~ Several cushions are arranged around a low table. There is a shelf with many rolled up maps, one held down with someone's dagger. ~ 0 0 SECT_INSIDE DDIR_WEST ~ curtains~ EX_ISDOOR|EX_CLOSED -1 15394 S #15396 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15397 DDIR_SOUTH ~ ~ 0 -1 15401 S #15397 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15398 DDIR_WEST ~ ~ 0 -1 15396 S #15398 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15337 DDIR_EAST ~ ~ 0 -1 15399 DDIR_SOUTH ~ ~ 0 -1 15403 DDIR_WEST ~ ~ 0 -1 15397 S #15399 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15400 DDIR_WEST ~ ~ 0 -1 15398 S #15400 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15405 DDIR_WEST ~ ~ 0 -1 15399 S #15401 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15396 DDIR_EAST ~ ~ 0 -1 15402 DDIR_SOUTH ~ ~ 0 -1 15406 DDIR_WEST ~ ~ 0 -1 15348 S #15402 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15407 DDIR_WEST ~ ~ 0 -1 15401 S #15403 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15398 DDIR_EAST ~ ~ 0 -1 15404 DDIR_SOUTH ~ ~ 0 -1 15408 S #15404 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15405 DDIR_SOUTH ~ ~ 0 -1 15409 DDIR_WEST ~ ~ 0 -1 15403 S #15405 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15400 DDIR_SOUTH ~ ~ 0 -1 15410 DDIR_WEST ~ ~ 0 -1 15404 DDIR_DOWN ~ ~ 0 -1 15349 S #15406 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15401 DDIR_EAST ~ ~ 0 -1 15407 S #15407 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15402 DDIR_EAST ~ ~ 0 -1 15408 DDIR_WEST ~ ~ 0 -1 15406 S #15408 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15403 DDIR_EAST ~ ~ 0 -1 15409 DDIR_SOUTH ~ ~ 0 -1 15356 DDIR_WEST ~ ~ 0 -1 15407 S #15409 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15404 DDIR_WEST ~ ~ 0 -1 15408 S #15410 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15405 DDIR_UP ~ ~ 0 -1 15425 S #15411 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15412 DDIR_SOUTH ~ ~ 0 -1 15416 S #15412 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15417 DDIR_WEST ~ ~ 0 -1 15411 S #15413 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ stone wall~ EX_ISDOOR|EX_CLOSED -1 15414 S #15414 The Shu Maze~ You see some strange glowing inscriptions on the wall here. Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15415 DDIR_SOUTH ~ ~ 0 -1 15419 DDIR_WEST ~ stone wall~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 15413 E inscriptions wall~ The inscriptions say: "To my faithful servant Azel, also known as the Rose, may you work my will in this world and the next." ~ S #15415 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15420 DDIR_WEST ~ ~ 0 -1 15414 S #15416 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15411 DDIR_EAST ~ ~ 0 -1 15417 S #15417 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15412 DDIR_EAST ~ ~ 0 -1 15418 DDIR_SOUTH ~ ~ 0 -1 15422 DDIR_WEST ~ ~ 0 -1 15416 S #15418 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15419 DDIR_SOUTH ~ ~ 0 -1 15423 DDIR_WEST ~ ~ 0 -1 15417 S #15419 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15414 DDIR_EAST ~ ~ 0 -1 15420 DDIR_WEST ~ ~ 0 -1 15418 S #15420 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15415 DDIR_SOUTH ~ ~ 0 -1 15425 DDIR_WEST ~ ~ 0 -1 15419 S #15421 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15422 S #15422 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15417 DDIR_EAST ~ ~ 0 -1 15423 DDIR_WEST ~ ~ 0 -1 15421 S #15423 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15418 DDIR_WEST ~ ~ 0 -1 15422 S #15424 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15425 S #15425 The Shu Maze~ Dark alleyways extend in almost every direction. You hear water dripping somewhere in the distance. Trash and filth is strewn about everywhere, you think you see some human refuse about too. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15420 DDIR_WEST ~ ~ 0 -1 15424 DDIR_DOWN ~ ~ 0 -1 15410 S #15426 Bouncer's Hangout~ A small table is here, with a tea server on it. A few chairs and a pack of tonk cards is here too. ~ 0 0 SECT_INSIDE DDIR_EAST ~ room divider~ EX_ISDOOR -1 15427 DDIR_SOUTH ~ room divider~ EX_ISDOOR -1 15431 S #15427 A Hallway~ Patched plaster covers the walls of this short east west hallway. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15428 DDIR_WEST ~ room divider~ EX_ISDOOR -1 15426 S #15428 A Hallway~ Patched plaster covers the walls of this short east west hallway. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15429 DDIR_WEST ~ ~ 0 -1 15427 S #15429 A Hallway~ Patched plaster covers the walls of this short east west hallway. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15434 DDIR_WEST ~ ~ 0 -1 15428 S #15430 Entrance to "Mobattar's Place"~ A ragged red carpet, much patched and burned in some spots, indicates that you are welcome at 'Mobatar's Place'. There are a few comfy chairs to rest your bones and have a smoke in. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15431 DDIR_WEST ~ ~ 0 -1 15346 S #15431 A Gambling Parlor~ There is a game of roulette here. Serving wenches make their way back and forth with drinks and food for the patrons. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ room divider~ EX_ISDOOR -1 15426 DDIR_EAST ~ ~ 0 -1 15432 DDIR_SOUTH ~ ~ 0 -1 15435 DDIR_WEST ~ ~ 0 -1 15430 S #15432 A Gambling Parlor~ There is a game of high stakes tonk going on here. Serving wenches make their way back and forth with drinks and food for the patrons. ~ 0 0 SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15436 DDIR_WEST ~ ~ 0 -1 15431 S #15433 A Private Room~ A large bed fills most of the room. There is a latch on the door so that you wont be disturbed. ~ 0 ROOM_PRIVATE SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15434 S #15434 A Hallway~ Patched plaster covers the walls of this short north south hallway. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15429 DDIR_SOUTH ~ ~ 0 -1 15438 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15433 S #15435 A Gambling Parlor~ A game of 'bones' is going on here. Serving wenches make their way back and forth with drinks and food for the patrons. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15431 DDIR_EAST ~ ~ 0 -1 15436 S #15436 A Gambling Parlor~ A gambling wheel is set up here. Serving wenches make their way back and forth with drinks and food for the patrons. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15432 DDIR_WEST ~ ~ 0 -1 15435 S #15437 A Private Room~ A large bed fills most of the room. There is a latch on the door so that you wont be disturbed. ~ 0 ROOM_PRIVATE SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15438 S #15438 A Hallway~ Patched plaster covers the walls of this short north south hallway. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15434 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15437 S #15439 The Governor's Reception Room~ There is a small but neat desk here. No windows allow a view of the outside. The clerks desk is covered with papers, stacked in piles labeled 'in' and 'out'. A flag of ofcol is the only decoration in the room. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15440 DDIR_SOUTH ~ door~ EX_ISDOOR|EX_CLOSED -1 15442 S #15440 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15441 DDIR_WEST ~ ~ 0 -1 15439 S #15441 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15444 DDIR_WEST ~ ~ 0 -1 15440 S #15442 The Governor's Office~ You are in an opulent room. Beautiful silk cushions are placed in the center of the room. A large feather fan is attached to the ceiling. A painting of what must be the Governor's wife, possibly mistress, is on the wall, along with a painting of the grand-dragon of Ofcol. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ door~ EX_ISDOOR|EX_CLOSED -1 15439 S #15443 A Clerk's Office~ You are in a bare but functional room with a desk in the center. A flag of Ofcol is on the wall. The desk and most bare surfaces are covered with papers. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15444 S #15444 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15441 DDIR_SOUTH ~ ~ 0 -1 15446 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15443 S #15445 A Clerk's Office~ You are in a bare but functional room with a desk in the center. A flag of Ofcol is on the wall. The desk and most bare surfaces are covered with papers. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15446 S #15446 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15444 DDIR_EAST ~ ~ 0 -1 15361 DDIR_SOUTH ~ ~ 0 -1 15449 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15445 S #15447 Military Commander's Office~ There is a large desk with a comfortable chair behind it. A flag of Ofcol is on the wall. Along with a map of the city. A large but broken claymore is hung on the wall behind the desk. ~ 0 0 SECT_INSIDE DDIR_SOUTH ~ door~ EX_ISDOOR|EX_CLOSED -1 15450 S #15448 A Clerk's Office~ You are in a bare but functional room with a desk in the center. A flag of Ofcol is on the wall. The desk and most bare surfaces are covered with papers. ~ 0 0 SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 15449 S #15449 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15446 DDIR_SOUTH ~ ~ 0 -1 15452 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 15448 S #15450 Military Commander's Waiting Room~ A small and clean desk is tucked away against the wall. There are several chairs where you may sit and await the commanders leisure. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ door~ EX_ISDOOR|EX_CLOSED -1 15447 DDIR_EAST ~ ~ 0 -1 15451 S #15451 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15452 DDIR_WEST ~ ~ 0 -1 15450 S #15452 Hallway~ You are in a bare white hallway with marble floors. Lanterns are spaced along the walls. The place seems clean and much nicer than most building you have seen lately. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15449 DDIR_WEST ~ ~ 0 -1 15451 S #15453 A Dark Room~ The small room is filled with dust, you see that is hasn't been used in many years, perhaps decades. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ panel~ EX_ISDOOR -1 15454 S #15454 Altar Room of Malphas~ Red marble covers the floor of this ceremonial room. A deep red glow emminates from the northeast somewhere. You smell old blood and dust. And you feel as if deep evil has seeped into the floor and walls. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15455 DDIR_SOUTH ~ ~ 0 -1 15459 DDIR_WEST ~ panel~ EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15453 S #15455 Altar Room of Malphas~ Red marble covers the floor of this ceremonial room. A deep red glow emminates from the northeast somewhere. You smell old blood and dust. And you feel as if deep evil has seeped into the floor and walls. ~ 0 0 SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15456 DDIR_SOUTH ~ ~ 0 -1 15460 DDIR_WEST ~ ~ 0 -1 15454 S #15456 A Wrecked Ballroom~ A marble floor and gold trimmed walls adorn what must have once been a beautiful room where social functions were held. Now the general impression is of a much treasured memory of greatness. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_EAST ~ ~ 0 -1 15457 DDIR_SOUTH ~ ~ 0 -1 15461 DDIR_WEST ~ ~ 0 -1 15455 S #15457 A Wrecked Ballroom~ A marble floor and gold trimmed walls adorn what must have once been a beautiful room where social functions were held. Now the general impression is of a much treasured memory of greatness. ~ 0 0 SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 15462 DDIR_WEST ~ ~ 0 -1 15456 S #15458 A Dark Crawlspace~ The back of a wardrobe forms one wall of a secret crawlspace meant to allow escape or secret entrance into all parts of the citadel. ~ 0 ROOM_DARK SECT_INSIDE DDIR_EAST ~ wardrobe~ EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15459 DDIR_SOUTH ~ ~ 0 -1 15464 S #15459 The Altar Room of Malphas~ Red marble covers the floor of this ceremonial room. A deep red glow emminates from the northeast somewhere. You smell old blood and dust. And you feel as if deep evil has seeped into the floor and walls. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15454 DDIR_EAST ~ ~ 0 -1 15460 DDIR_WEST ~ wardrobe~ EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15458 S #15460 The Altar Room of Malphas~ Red marble covers the floor of this ceremonial room. You smell old blood and dust. And you feel as if deep evil has seeped into the floor and walls. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15455 DDIR_WEST ~ ~ 0 -1 15459 S #15461 A Wrecked Ballroom~ A marble floor and gold trimmed walls adorn what must have once been a beautiful room where social functions were held. Now the general impression is of a much treasured memory of greatness. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15456 DDIR_EAST ~ ~ 0 -1 15462 DDIR_SOUTH ~ ~ 0 -1 15465 S #15462 Entrance to the Citadel of Malphas~ A shimmering gold glow highlights the walls and entryways, making the faded old adornments look new and bright. A faded tapestry depicting a powerful young lord, and his lady is placed on the north wall. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15457 DDIR_EAST ~ ~ 0 -1 15463 DDIR_SOUTH ~ ~ 0 -1 15466 DDIR_WEST ~ ~ 0 -1 15461 S #15463 The Postern of Fate~ A large column, surrounded by strange glowing inscriptions in the floor, rises to dominate this small plaza. To your west is the bulk of the citadel of Malphas the Abomination. ~ 0 0 SECT_INSIDE DDIR_WEST ~ ~ 0 -1 15462 E column postern inscriptions~ The inscriptions say "Speak my faithful servant, the name of the city which I call home." ~ S #15464 A Dark Crawlspace~ You are in a dark stone walled crawlspace. It feels a bit cramped. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15458 DDIR_SOUTH ~ ~ 0 -1 15467 S #15465 A Wrecked Ballroom~ A marble floor and gold trimmed walls adorn what must have once been a beautiful room where social functions were held. Now the general impression is of a much treasured memory of greatness. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15461 DDIR_EAST ~ ~ 0 -1 15466 S #15466 A Wrecked Ballroom~ A marble floor and gold trimmed walls adorn what must have once been a beautiful room where social functions were held. Now the general impression is of a much treasured memory of greatness. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15462 DDIR_WEST ~ ~ 0 -1 15465 S #15467 A Dark Crawlspace~ You are in a dark stone walled crawlspace. It feels a bit cramped. ~ 0 ROOM_DARK SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 15464 DDIR_UP ~ ~ 0 -1 15468 S #15468 A Tight Chimney~ Metal rungs allow you to climb up and down the chimmney. The room is quite cramped and you have to hold your arms close to your body. ~ 0 ROOM_DARK SECT_INSIDE DDIR_UP ~ ~ 0 -1 15469 DDIR_DOWN ~ ~ 0 -1 15467 S #15469 A Tight Chimney~ Metal rungs allow you to climb up and down the chimmney. The room is quite cramped and you have to hold your arms close to your body. ~ 0 ROOM_DARK SECT_INSIDE DDIR_UP ~ hatch~ EX_ISDOOR -1 15470 DDIR_DOWN ~ ~ 0 -1 15468 S #15470 Atop the Citadel of Malphas~ You are treated to a spectacular view of the city of Calimarra. This small tower on top of the citadel has a railing to prevent anyone from accidentally falling off. ~ 0 0 SECT_CITY DDIR_DOWN ~ hatch~ EX_ISDOOR -1 15469 S #0 #RESETS M 15300 100 15328 E 15300 100 WEAR_WIELD M 15300 100 15328 E 15300 100 WEAR_WIELD M 15300 100 15322 E 15300 100 WEAR_WIELD M 15300 100 15322 E 15300 100 WEAR_WIELD M 15300 100 15318 E 15300 100 WEAR_WIELD M 15300 100 15318 E 15300 100 WEAR_WIELD M 15300 100 15312 E 15300 100 WEAR_WIELD M 15300 100 15312 E 15300 100 WEAR_WIELD M 15300 100 15309 E 15300 100 WEAR_WIELD M 15300 100 15309 E 15300 100 WEAR_WIELD M 15300 100 15305 E 15300 100 WEAR_WIELD M 15300 100 15305 E 15300 100 WEAR_WIELD M 15300 100 15303 E 15300 100 WEAR_WIELD M 15300 100 15303 E 15300 100 WEAR_WIELD M 15300 100 15301 E 15300 100 WEAR_WIELD M 15300 100 15301 E 15300 100 WEAR_WIELD M 15300 100 15308 E 15300 100 WEAR_WIELD M 15300 100 15308 E 15300 100 WEAR_WIELD M 15300 100 15311 E 15300 100 WEAR_WIELD M 15300 100 15311 E 15300 100 WEAR_WIELD M 15300 100 15317 E 15300 100 WEAR_WIELD M 15300 100 15317 E 15300 100 WEAR_WIELD M 15300 100 15321 E 15300 100 WEAR_WIELD M 15300 100 15321 E 15300 100 WEAR_WIELD M 15300 100 15327 E 15300 100 WEAR_WIELD M 15300 100 15327 E 15300 100 WEAR_WIELD M 15301 100 15326 E 15335 100 WEAR_WIELD M 15301 100 15316 E 15335 100 WEAR_WIELD M 15301 100 15313 E 15335 100 WEAR_WIELD M 15301 100 15323 E 15335 100 WEAR_WIELD M 15302 100 15337 G 15301 100 0 M 15303 100 15343 M 15304 100 15343 M 15305 100 15343 M 15306 100 15343 M 15307 100 15343 M 15310 100 15343 M 15303 100 15347 M 15306 100 15347 M 15307 100 15347 M 15308 100 15351 E 15320 100 WEAR_SHIELD M 15309 100 15351 M 15350 100 15351 M 15350 100 15351 M 15350 100 15351 G 15318 100 0 G 15319 100 0 M 15311 100 15363 G 15302 100 0 G 15303 100 0 G 15304 100 0 G 15305 100 0 M 15311 100 15364 G 15306 100 0 G 15307 100 0 G 15308 100 0 G 15309 100 0 M 15311 100 15371 G 15310 100 0 G 15311 100 0 G 15312 100 0 G 15313 100 0 M 15311 100 15372 G 15314 100 0 G 15315 100 0 G 15316 100 0 G 15317 100 0 M 15312 100 15376 M 15312 100 15378 M 15312 100 15380 M 15313 100 15388 M 15313 100 15388 M 15313 100 15388 M 15314 100 15390 M 15314 100 15390 M 15314 100 15392 M 15314 100 15392 M 15315 100 15389 M 15315 100 15391 M 15315 100 15394 E 15323 100 WEAR_DUAL_WIELD M 15315 100 15394 E 15323 100 WEAR_DUAL_WIELD M 15315 100 15395 E 15321 100 WEAR_ABOUT E 15322 100 WEAR_WIELD M 15315 100 15395 E 15321 100 WEAR_ABOUT E 15322 100 WEAR_WIELD M 15316 100 15395 E 15324 100 WEAR_HEAD E 15325 100 WEAR_DUAL_WIELD M 15317 100 15403 M 15317 100 15403 M 15317 100 15403 M 15317 100 15403 M 15317 100 15403 M 15317 100 15418 M 15317 100 15418 M 15317 100 15418 M 15317 100 15418 M 15317 100 15418 M 15318 100 15403 E 15326 100 WEAR_WIELD E 15327 100 WEAR_DUAL_WIELD M 15318 100 15403 E 15326 100 WEAR_WIELD E 15327 100 WEAR_DUAL_WIELD M 15318 100 15418 E 15326 100 WEAR_WIELD M 15318 100 15418 E 15326 100 WEAR_WIELD M 15319 100 15413 E 15328 100 WEAR_BODY E 15329 100 WEAR_WRIST_L M 15320 100 15426 E 15332 100 WEAR_WIELD M 15320 100 15426 E 15332 100 WEAR_WIELD M 15321 100 15431 M 15321 100 15432 M 15321 100 15435 M 15321 100 15436 M 15322 100 15432 G 15330 100 0 G 15331 100 0 M 15322 100 15436 G 15330 100 0 G 15331 100 0 M 15323 100 15435 E 15330 100 WEAR_DUAL_WIELD M 15324 100 15440 M 15324 100 15441 M 15324 100 15444 M 15324 100 15446 M 15324 100 15449 M 15324 100 15451 M 15324 100 15452 M 15325 100 15439 M 15325 100 15450 M 15326 100 15443 M 15326 100 15445 M 15326 100 15448 M 15327 100 15442 M 15328 100 15442 E 15333 100 WEAR_BODY E 15334 100 WEAR_WIELD M 15329 100 15447 E 15336 100 WEAR_WIELD M 15330 100 15457 E 15338 100 WEAR_WIELD G 15337 999 0 G 15337 999 0 M 15330 100 15457 E 15338 100 WEAR_WIELD G 15337 999 0 G 15337 999 0 M 15330 100 15457 E 15338 100 WEAR_WIELD G 15337 999 0 G 15337 999 0 M 15330 100 15457 E 15338 100 WEAR_WIELD G 15337 999 0 G 15337 999 0 M 15330 100 15457 E 15338 100 WEAR_WIELD G 15337 999 0 G 15337 999 0 M 15331 100 15456 E 15339 100 WEAR_WIELD M 15332 100 15457 M 15332 100 15457 M 15332 100 15457 M 15332 100 15457 M 15332 100 15457 M 15334 100 15460 E 15340 100 WEAR_WIELD E 15341 100 WEAR_DUAL_WIELD M 15335 100 15374 M 15336 100 15463 M 15337 100 15453 E 15343 1 WEAR_WIELD E 15344 1 WEAR_BODY E 15345 1 WEAR_HANDS E 15346 1 WEAR_FEET E 15347 1 WEAR_WAIST E 15348 1 WEAR_ABOUT E 15349 1 WEAR_FINGER_R D 15347 DIR_EAST DOOR_CLOSED D 15348 DIR_WEST DOOR_CLOSED D 15351 DIR_EAST DOOR_CLOSED D 15352 DIR_WEST DOOR_CLOSED D 15395 DIR_WEST DOOR_CLOSED D 15413 DIR_EAST DOOR_CLOSED D 15414 DIR_WEST DOOR_CLOSED D 15426 DIR_EAST DOOR_CLOSED D 15427 DIR_WEST DOOR_CLOSED D 15426 DIR_SOUTH DOOR_CLOSED D 15431 DIR_NORTH DOOR_CLOSED D 15433 DIR_EAST DOOR_CLOSED D 15434 DIR_WEST DOOR_CLOSED D 15437 DIR_EAST DOOR_CLOSED D 15438 DIR_WEST DOOR_CLOSED D 15439 DIR_SOUTH DOOR_CLOSED D 15442 DIR_NORTH DOOR_CLOSED D 15443 DIR_EAST DOOR_CLOSED D 15444 DIR_WEST DOOR_CLOSED D 15445 DIR_EAST DOOR_CLOSED D 15446 DIR_WEST DOOR_CLOSED D 15448 DIR_EAST DOOR_CLOSED D 15449 DIR_WEST DOOR_CLOSED D 15447 DIR_SOUTH DOOR_CLOSED D 15450 DIR_NORTH DOOR_CLOSED D 15453 DIR_EAST DOOR_CLOSED D 15454 DIR_WEST DOOR_CLOSED D 15458 DIR_EAST DOOR_CLOSED D 15459 DIR_WEST DOOR_CLOSED D 15469 DIR_UP DOOR_CLOSED D 15470 DIR_DOWN DOOR_CLOSED S #$ XXXXXXXXXX #Savearea