#AREADATA Name A Lightly Wooded Forest~ Builders Nex Ashlynn~ VNUMs 100 199 Credits { 1 10} Generic Smurf Village~ Security 9 Soundfile ~ Continent 0 End #MOBILESNEW #MOB Vnum 100 Name busy squirrel~ Short a busy squirrel~ Long A busy squirrel is here, gathering nuts. ~ Description Scurrying about at a frantic pace, this small squirrel seems to have his mind set on gathering food and nothing else. He chitterings angrily at any intruders who may interrupt his task. ~ Race rat~ Act_flags AB Aff FV Align 0 Group 0 Level 5 Hitroll 10 Hit_dice 4d4+20 Mana_dice 0d0+0 Dam_dice 1d6+4 Dam_type bite Armor 5 5 5 5 Clevel0 Cability 0 Off H Imm A Res I Vuln 0 Start_pos stand Default_pos stand Sex male Wealth 0 Form AGV Parts ACDEFHJKQ Size small Material unknown Aggression 0 Fvul L EndMob #MOB Vnum 101 Name fuzzy squirrel~ Short a fuzzy squirrel~ Long A fuzzy squirrel is here, darting around happily. ~ Description Without a care in the world, this friendly looking squirrel spends most of her time playing and enjoying the pleasant surroundings. ~ Race rat~ Act_flags AB Aff V Align 0 Group 0 Level 5 Hitroll 5 Hit_dice 4d4+15 Mana_dice 0d0+0 Dam_dice 1d6+3 Dam_type bite Armor 5 5 5 5 Clevel0 Cability 0 Off H Imm 0 Res I Vuln 0 Start_pos stand Default_pos stand Sex female Wealth 0 Form AGV Parts ACDEFHJKQ Size small Material unknown Aggression 0 Fvul L EndMob #MOB Vnum 102 Name robin~ Short A red-breasted robin~ Long A red-breasted robin is here, searching for worms. ~ Description This small bird flits around chirping and digging for worms and other insects. ~ Race song bird~ Act_flags AB Aff T Align 0 Group 0 Level 3 Hitroll 5 Hit_dice 3d4+15 Mana_dice 0d0+0 Dam_dice 1d3+3 Dam_type peck Armor 6 6 6 6 Clevel0 Cability 0 Off FH Imm 0 Res 0 Vuln 0 Start_pos stand Default_pos stand Sex none Wealth 0 Form AG Parts ACDEFHKP Size tiny Material unknown Aggression 0 Ffor W EndMob #MOB Vnum 103 Name rabbit~ Short a small rabbit~ Long A small rabbit peeks out of its hole cautiously. ~ Description Carefully peeking out of its hole, this small rabbit tries to stay out of sight at the edge of the trees. ~ Race rabbit~ Act_flags AB Aff V Align 0 Group 0 Level 5 Hitroll 5 Hit_dice 1d6+20 Mana_dice 0d0+0 Dam_dice 1d4+6 Dam_type bite Armor 4 4 4 4 Clevel0 Cability 0 Off FH Imm 0 Res 0 Vuln 0 Start_pos stand Default_pos stand Sex none Wealth 0 Form AG Parts ACDEFHJK Size small Material unknown Aggression 0 Ffor V EndMob #MOB Vnum 104 Name hawk~ Short a hawk~ Long Circling low over the clearing, a hawk scans the ground intensely. ~ Description Swooping in occasionally, this hawk appears to be looking, if not daring, any animal to come out into the open long enough for him to strike. ~ Race hawk~ Act_flags AB Aff T Align 0 Group 0 Level 15 Hitroll 15 Hit_dice 4d8+35 Mana_dice 0d0+0 Dam_dice 2d5+6 Dam_type claw Armor 5 5 5 5 Clevel0 Cability 0 Off 0 Imm 0 Res 0 Vuln 0 Start_pos stand Default_pos stand Sex male Wealth 0 Form AGW Parts A Size medium Material unknown Aggression 0 Ffor BZ EndMob #MOB Vnum 108 Name a thorny vine~ Short A creeping vine~ Long {gA creeping vine is here coiling its way around your ankles.{x ~ Description This annoying nuisance makes its way around the ankles of any who even attempt to cross this bridge. ~ Race unique~ Act_flags AB Aff DF Align 0 Group 0 Level 1 Hitroll 10 Hit_dice 1d3+15 Mana_dice 0d0+0 Dam_dice 1d3+5 Dam_type crush Armor 9 9 9 9 Clevel0 Cability 0 Off 0 Imm AB Res 0 Vuln 0 Start_pos stand Default_pos stand Sex either Wealth 1 Form 0 Parts 0 Size medium Material unknown Aggression 0 EndMob #MOB Vnum 109 Name vine~ Short a creeping vine~ Long {gA creeping vine is here coiling its way around your feet.{x ~ Description This annoying nuisance makes its way around the feet of any who even attempt to cross this bridge. ~ Race unique~ Act_flags AB Aff DF Align 0 Group 0 Level 1 Hitroll 10 Hit_dice 1d3+15 Mana_dice 0d0+0 Dam_dice 1d3+5 Dam_type crush Armor 9 9 9 9 Clevel0 Cability 0 Off 0 Imm ABP Res 0 Vuln 0 Start_pos stand Default_pos stand Sex either Wealth 0 Form 0 Parts 0 Size medium Material unknown Aggression 0 MobTrig EXALL 109 random~ EndMob #MOB Vnum 114 Name goat~ Short daemonic goat~ Long A goat is here, pawing at the ground menacingly. ~ Description Glaring at trespassers with fiery, red eyes, this evil looking goat appears eager for a fight. ~ Race unique~ Act_flags AB Aff DO Align -1000 Group 0 Level 35 Hitroll 50 Hit_dice 11d60+500 Mana_dice 35d10+100 Dam_dice 6d7+17 Dam_type charge Armor 0 0 0 0 Clevel0 Cability 0 Off CI Imm ABEM Res CLQ Vuln N Start_pos stand Default_pos stand Sex male Wealth 0 Form 0 Parts ACDEFW Size medium Material unknown Aggression 0 EndMob #MOB Vnum 121 Name mosquitos~ Short a swarm of mosquitos~ Long A swarm of mosquitos buzz about in a frenzy. ~ Description This swarm of mosquitos buzzes around insanely, possessed by their hunger for blood. ~ Race unique~ Act_flags AB Aff DF Align 0 Group 0 Level 10 Hitroll 10 Hit_dice 10d169+920 Mana_dice 0d0+0 Dam_dice 1d3+10 Dam_type sting Armor 0 0 0 0 Clevel0 Cability 0 Off DH Imm ABLQ Res 0 Vuln HI Start_pos stand Default_pos stand Sex none Wealth 0 Form O Parts CP Size large Material unknown Aggression 0 EndMob #MOB Vnum 122 Name Fog~ Short a foggy mass~ Long A mass of fog is here, floating aimlessly. ~ Description Tendrils of mist writhe and grasp as if searching for something blindly. Gazing deeper, vague images can be seen. Flashes of violent, murderous scenes assault the mind in an endless, maddening stream. ~ Race unique~ Act_flags ABR Aff DFTc Align 0 Group 0 Level 30 Hitroll 50 Hit_dice 12d60+420 Mana_dice 30d10+100 Dam_dice 6d6+18 Dam_type chill Armor -5 -5 -5 -5 Clevel0 Cability 5 Off G Imm ABILQ Res EFG Vuln Y Start_pos stand Default_pos stand Sex none Wealth 0 Form K Parts 0 Size large Material unknown Aggression 0 MobTrig GRALL 122 75~ EndMob #MOB Vnum 126 Name ghostly servant~ Short ghostly servant~ Long (no long description) ~ Description ~ Race human~ Act_flags A Aff DFZ Align 0 Group 0 Level 30 Hitroll 0 Hit_dice 10d61+416 Mana_dice 0d0+0 Dam_dice 5d6+15 Dam_type none Armor 9 9 9 0 Clevel0 Cability 0 Off 0 Imm 0 Res 0 Vuln 0 Start_pos stand Default_pos stand Sex male Wealth 0 Form I Parts 0 Size medium Material unknown Aggression 0 Ffor AHMV Fpar ABCDEFGHIJK EndMob #MOB Vnum 130 Name living wall~ Short a living wall~ Long {DA monstrous mass of grey flesh covers a wall here.{x ~ Description This writhing mass of decaying flesh and body parts dominates an entire section of the wall. Wails and moans along with pleas of deliverance emanate from this monstrousity. ~ Race unique~ Act_flags ABC Aff OVac Align -1000 Group 0 Level 50 Hitroll 50 Hit_dice 10d169+1000 Mana_dice 0d0+0 Dam_dice 5d10+35 Dam_type crush Armor 0 0 0 0 Clevel0 Cability 0 Off CIKO Imm ABELM Res FIPQ Vuln HJ Start_pos stand Default_pos stand Sex none Wealth 0 Form E Parts 0 Size huge Material unknown Aggression 0 EndMob #END #OBJECTSNEW #OBJ Vnum 100 Name Angvradil, The Rushing Harm~ Short a sword named 'Angvradil'~ Desc A blade of unique construction and unknown origin lies here.~ Material unknown~ Item_type weapon Extra ABEY Extra2 D Wear AN Values sword 19 19 slash ACEI Level 152 Weight 0 Cost 0 Plevel 0 Exp 0 Xp_tolevel 0 Condition P ExtraDesc sword~ This fearsome blade looks as though it would live up to its moniker, The Rushing Harm, in a most deadly fashion. If a weapon could ever truly show the feelings of sadness or boredom, Angvradil does when it is deprived of the carnage it craves. ~ ExtraDesc angvradil~ This fearsome blade looks as though it would live up to its moniker, The Rushing Harm, in a most deadly fashion. If a weapon could ever truly show the feelings of sadness or boredom, Angvradil does when it is deprived of the carnage it craves. ~ AffectObj 13 30000 AffectObj 12 30000 AffectObj 14 30000 AffectObj 19 27500 AffectObj 18 27500 AffectObj 17 -25000 AffectObj 1 25 AffectObj 3 25 AffectObj 5 25 AffectObj 2 25 AffectObj 4 25 EndObj #OBJ Vnum 111 Name pool of blood~ Short blood pool~ Desc Some {rblood{x has pooled here.~ Material unknown~ Item_type trash Extra 0 Extra2 0 Wear 0 Values 0 0 0 0 0 Level 0 Weight 0 Cost 0 Plevel 0 Exp 0 Xp_tolevel 0 Condition P ExtraDesc blood~ This pool of dark, drying blood almost appears to ripple with a life of its own, catching the gaze of any who glance at it with a nearly hypnotic effect. ~ ExtraDesc pool~ This pool of dark, drying blood almost appears to ripple with a life of its own, catching the gaze of any who glance at it with a nearly hypnotic effect. ~ EndObj #OBJ Vnum 116 Name sign~ Short a sign~ Desc A sign is posted here.~ Material wood~ Item_type arrow Extra 0 Extra2 0 Wear 0 0 0 0 0 0 Level 0 Weight 0 Cost 0 Plevel 0 Exp 0 Xp_tolevel 0 Condition P ExtraDesc sign~ This sign is very worn and the post that supports it is full of cracks. There are {rwords{x written in what seem to be fresh red paint. ~ ExtraDesc words~ {rNo Trespassing! Violators will forfeit their souls.{x ~ EndObj #OBJ Vnum 118 Name fountain~ Short a fountain~ Desc A crumbling fountain stands here, still flowing with a putrid liquid.~ Material granite~ Item_type fountain Extra 0 Extra2 0 Wear 0 Values -1 -1 'slime mold juice' 0 0 Level 1 Weight 5000 Cost 0 Plevel 0 Exp 0 Xp_tolevel 0 Condition P ExtraDesc fountain~ Crumbling and covered in mold, this fountain stubbornly refuses to cease spouting its sickly looking liquid. ~ EndObj #OBJ Vnum 126 Name key~ Short a stone key~ Desc A stone key~ Material stone~ Item_type key Extra 0 Extra2 0 Wear A Values 0 0 0 0 0 Level 0 Weight 0 Cost 0 Plevel 0 Exp 0 Xp_tolevel 0 Condition P EndObj #END #ROOMSNEW #ROOM Vnum 100 Name Entering A Lightly Wooded Forest~ Desc Light trickles through the trees leaves here, creating a dancing display on the forest floor. A refreshing breeze greets all who tread these grounds along with a dazzling array of colorful foliage. Animal sounds and bird calls surround listeners and pleasing, earthy scents linger throughout the area. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 101 0 EndRoom #ROOM Vnum 101 Name Wandering Through the Forest~ Desc A pleasant sort of disorientation washes over travellers through these woods. The rest of the world and its hardships cannot seem to penetrate the serenity of this sylvan setting. Explorers feel compelled to stay and see what might be further inside this forest. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 100 0 Exit 3 ~ ~ 0 102 0 EndRoom #ROOM Vnum 102 Name Wandering Through the Forest~ Desc A pleasant sort of disorientation washes over travellers through these woods. The rest of the word and its hardships cannot seem to penetrate the serenity of this sylvan setting. North of here the trees give way to a clearing. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 103 0 Exit 1 ~ ~ 0 101 0 EndRoom #ROOM Vnum 103 Name Middle of a Clearing~ Desc The trees thin out here and tall grass covers the ground. Barely visible to the east and west are overgrown dirt paths that may have once been used for wagon or cart travel. Perhaps futher investigation is in order. ~ Room_flags 67108864 Sector_type 2 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 104 0 Exit 2 ~ ~ 0 102 0 EndRoom #ROOM Vnum 104 Name An Overgrown Dirt Path~ Desc Although this path appears to have once seen regular travel, decades of neglect have taken their toll. Underbrush threatens to snag a weary traveller, leaving them at the mercy of the forest. Pressing onward the path continues to the east. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 105 0 Exit 3 ~ ~ 0 103 0 EndRoom #ROOM Vnum 105 Name Walking Along the Path~ Desc Tall grasses and weeds almost cover the path completely as if nature itself was trying to keep its presence a secret. Deep ruts barely peek out through the vegetation and the trees are covered with what appear to be slashes or claw marks oozing sap. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 106 0 Exit 3 ~ ~ 0 104 0 EndRoom #ROOM Vnum 106 Name Further Along the Path~ Desc A sense of tension begins to build and the animal sounds can barely be heard. Lonliness, deep and saddening seems to drench the area in an emotional deluge. Ahead, the trees become much more dense than before and the path darkens considerably. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 107 0 Exit 3 ~ ~ 0 105 0 EndRoom #ROOM Vnum 107 Name Foreboding Silence~ Desc A smothering hush blankets the area and the canopy of trees almost completely shroud the path in darkness. Seeing more than a foot or two ahead becomes impossible without a source of light. Fear begins to take a firm hold on even the bravest of hearts. Placing one foot in front of the other, the ground begins to feel harder. ~ Room_flags 67108865 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 108 0 Exit 3 ~ ~ 0 106 0 EndRoom #ROOM Vnum 108 Name An Old Stone Bridge~ Desc Weathered stones covered with moss and creeping vines make up a bridge leading over a dry creek bed. The darkness is complete now and a sound similar to heavy breathing seems to come from everywhere. ~ Room_flags 67108865 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 109 0 Exit 3 ~ ~ 0 107 0 EndRoom #ROOM Vnum 109 Name Crossing the Bridge~ Desc The vines cling and coil around the feet of all who attempt to cross this bridge. Getting to the other side as quickly as possible would be quite a relief, but, the overgrowth impedes all progress forcing a slow, nerve-wracking pace so as to prevent a harmful fall. Finally, the bridge ends and the path begins again turning sharply to the north. ~ Room_flags 67108865 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 110 0 Exit 3 ~ ~ 0 108 0 EndRoom #ROOM Vnum 110 Name Back on the Path~ Desc The trees here seem to thin a little allowing a small amount of light to trickle through. To the west, the remains of what was once a barn stand in shattered gloom. A smell wafts in, both offensive and sickening. The path continues north. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 112 0 Exit 2 ~ ~ 0 109 0 Exit 3 ~ ~ 0 111 0 EndRoom #ROOM Vnum 111 Name Remains of a Small Barn~ Desc Reeking of old blood and even older evil, the floor of the barn is littered with bones and decaying carcasses. While hoping they are merely animal remains, upon closer inspection, some look suspiciously humanoid. Considering the awful stench, leaving this place would be an excellent idea. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 110 0 EndRoom #ROOM Vnum 112 Name Alongside An Old Fence~ Desc A fence that has obviously not been well maintained for quite some time lines the eastern side of the path here. At least six feet in height, the fence is missing many of its wooden planks and has several gaps that appear almost wide enough for a man to squeeze through. Trees continue to dominate the terrain and following the path itself is the only way to make any progress. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 113 0 Exit 2 ~ ~ 0 110 0 EndRoom #ROOM Vnum 113 Name Following the fenced path~ Desc Proceeding along the fence, fleeting movements and vague shapes that vanish as soon as the observer turns to gaze upon them appear through the gaps in the fence. The faint sound of footfalls on dry leaves seem to be coming from the other side. Stopping several times to listen, the footfalls seem to stop as well. Could it just be an overactive imagination? ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 114 0 Exit 3 ~ ~ 0 112 0 EndRoom #ROOM Vnum 114 Name Continuing along the fenced path~ Desc Heavy breathing now accompany the footfalls. Thinking back to the scene at the barn, the grip of fear becomes even more intense. Suddenly, the head of a goat with red, hourglass shaped eyes, appears over the top of the fence. How can a goat be so tall? Surely it must be standing on something. All contemplation is cut short as the goat lunges through one of the larger gaps, pawing the ground and daring intruders to come closer. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 115 0 Exit 3 ~ ~ 0 113 0 EndRoom #ROOM Vnum 115 Name Approaching a Large Shadowy Mass~ Desc The dominating silence has returned and a noticable drop in temperature can be detected. After becoming drenched in sweat from fear and exertion, the chill in the air is somewhat welcomed. Taking a moment to rest, all attention is drawn to a shadowy mass north of here. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 116 0 Exit 2 ~ ~ 0 114 0 EndRoom #ROOM Vnum 116 Name Nearing An Abandoned Manor~ Desc Drawing closer to the mass ahead, outlines of a door and windows can be made out. Vine covered stairs leading to what seems to be the entrance can now be seen as well. The path gives way to a long forgotten courtyard. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 117 0 Exit 2 ~ ~ 0 115 0 EndRoom #ROOM Vnum 117 Name Entering the Courtyard~ Desc A layer of dead sticks and leaves covers the courtyard. Small skeletal trees and moss covered stumps dot the area. Dessicated flowers and shrubs line what must have once been neat and orderly flower beds. A light fog slowly begins to appear as if greeting visitors to the manor. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 118 0 Exit 2 ~ ~ 0 116 0 EndRoom #ROOM Vnum 118 Name A Ruined Courtyard~ Desc Grass and weeds poke between the weathered stones that surround what remains of a granite fountain in the middle of the courtyard. A broken statue of a vaguely human form tops the fountain, still spouting a greenish, foul-smelling liquid from a crumbled opening. The fog becomes somewhat more dense here and a feeling of being watched invades the mind. The courtyard branches to the east and west while a set of stairs rises to the north. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 119 0 Exit 1 ~ ~ 0 122 0 Exit 2 ~ ~ 0 117 0 Exit 3 ~ ~ 0 121 0 EndRoom #ROOM Vnum 119 Name Stairs to the Main Entrance~ Desc Movement is reduced to one step at a time due the slick moss and mold encrusted on the stairs. Finally after several near falls, the stairs level off to a small landing that leads to the main entrance. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 120 0 Exit 2 ~ ~ 0 118 0 EndRoom #ROOM Vnum 120 Name The Main Entrance~ Desc Enourmous twin doors that would easily allow four men to walk through abreast, appears to be the only safe entrance into the manor. Rusted door knockers hang fused and unusable while large scorch marks scar the surfaces of both doors. Suddenly one of the doors flings itself open, but no one is there. ~ Room_flags 67108864 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 123 0 Exit 2 ~ ~ 0 119 0 EndRoom #ROOM Vnum 121 Name Western Courtyard~ Desc Moss covered trees line the bank of a small pond. Mosquitos and other stinging insects swarm around the surface of the stagnant water. Several water snakes can be seen slithering along, searching for their next meal. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 118 0 EndRoom #ROOM Vnum 122 Name Eastern Courtyard~ Desc Equal parts decadence and desolation, this side of the courtyard features the remains of an outdoor dining area. Rotten tables and overturned chairs litter the grounds. Over on the far side, a tiny tool {cshed{x stands in solitude. The fog here appears to become much more solid and moves seemingly with a will of its own. ~ Room_flags 67108864 Sector_type 3 X 0 0 0 0 0 0 0 0 0 0 0 ExtraDesc shed~ More of a lean-to than an actual structure, this small shed barely provides shelter from the elements to a few old rusted tools. ~ Exit 3 ~ ~ 0 118 0 EndRoom #ROOM Vnum 123 Name A Ghastly Foyer~ Desc After passing through the door, it slowly creaks shut ending with a loud bang. It appears the manor has long been abandoned. Everything is covered in thick layers of dust and cobwebs. {cPictures{x line the walls and the individuals depicted in them stare downward as if looking at something intensely. A hallway begins to the north. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 ExtraDesc pictures~ Either a great number of males in this family resembled each other very strongly, or someone was very fond of looking at themselves in portrait. In each picture the individual or individuals wear different exquisite outfits. One feature remains consistant however, a large golden ring, inset with rubies, forming the letter R and a malevolent countenance. ~ Exit 0 ~ ~ 0 124 0 Exit 2 ~ ~ 0 120 0 EndRoom #ROOM Vnum 124 Name A Short Hallway~ Desc Dried flowers rest on pedestals that line both sides of the hall. A pair of swords hang on the west wall, their once gleaming finish dull by tarnish and dust. A musty smell lingers throughout this section of the manor. The hallway continues north, while to the east lies what might have once been a cozy parlor. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 125 0 Exit 1 ~ ~ 0 127 0 Exit 2 ~ ~ 0 123 0 EndRoom #ROOM Vnum 125 Name End of the Hallway~ Desc The hallway ends abruptly with a rather plain looking door to the north. The doorknob appears very worn from years of use. To the west, lies a huge dining room. Reddish stains dot the floor leading from the dining room to the north door. A staircase leads upwards. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 126 0 Exit 2 ~ ~ 0 124 0 Exit 3 ~ ~ 0 128 0 Exit 4 ~ ~ 0 131 0 EndRoom #ROOM Vnum 126 Name Servants Quarters~ Desc Whatever poor souls were in service to the lord of this manor must have led a very bleak existance. Several rows of beds barely large enough for a single adult line the walls. Some of the beds have been overturned and a few in particular seem to have been cut or shredded with dark red blood stains accompanying the tears. Scuff marks and smeared red fingerprints cover the western wall. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 125 0 Exit 3 ~ ~ 126 130 ABCFGM EndRoom #ROOM Vnum 127 Name A Parlor~ Desc Upon entering this room, the smell of stale air and dust seem stronger. The furniture, not moved in ages, is covered with fabric. Their once beautiful color has faded over time. An unfinished chess game sits in the middle of the room on a wooden table. On the back wall is a large fireplace, its embers long extinguished. In a corner covered in dust and cobwebs, sits a wooden desk with a large {cbook{x on top of it. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 ExtraDesc book~ This book appears to be a journal of some sort. Perhaps reading the many pages would be beneficial. (look page1, page2 etc.) ~ ExtraDesc page1~ Entry 1- Today I received notice that my uncle had recently passed and had left me a large manor and a sizable fortune. What he thought we would need with an inheritance I cannot say. The Rhovanion's have never wanted for anything and I never knew the man that well to begin with. No matter, perhaps I shall take my wife and children to see it. The estate is in the country and a change from the stale scenery of our current dwelling would be most welcome Lucas Rhovanion ~ ExtraDesc page2~ Entry 2- I decided to send a group of my most trusted servants ahead to the manor to prepare it for our visit. Since it has not been maintained as of late, I sent my groundskeeper as well to remove any overgrowth and unsightly weeds. By weeks end everything should be in order. L. R. ~ ExtraDesc page3~ Entry 3- I readied a horse team and carriage for my family today. We journeyed to the manor in quiet anticipation. Along the way, it seems that a large piece of wooded land was included in our inheritance. Various game animals dart between the trees. Hunting here should be quite interesting. Lucas ~ ExtraDesc page4~ Entry 4- My servants have truly outdone themselves with the restorations to the manor. We feel a happiness here. Before the front entrance lies a beautiful courtyard with fruit bearing trees and a magnificient fountain in the center. My wife and children love feeding the fish and ducks in the pond on the western side. Yes, I feel it safe to say that Lord Rhovanion has come home. ~ Exit 3 ~ ~ 0 124 0 EndRoom #ROOM Vnum 128 Name A Grand Dining Room~ Desc In its former opulence, this dining room must have once been breathtaking. Suits of armor stand in the four corners, all bearing swords of the same high quality and shields emblazoned with the family coat of arms and a large R in the center of the crest. Dominating the room however, is the enourmous dining {ctable{x in the center of the room. Suspicious red spots on the floor lead east into the hallway. ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 ExtraDesc table~ This table was obviously used for entertaining guests and parties. Dozens of chairs line both sides with two huge high-backed chairs on opposite ends. A meal that would have fed a small army still sits untouched and forgotten. Pitchers of fouled wine stand at regular intervals along with bowls of rotted fruit. Plates filled with food that is no longer recognizable sit in front of each chair. ~ Exit 1 ~ ~ 0 125 0 Exit 3 ~ ~ 0 129 0 EndRoom #ROOM Vnum 129 Name Kitchen~ Desc ~ Room_flags 67108872 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 130 0 Exit 1 ~ ~ 0 128 0 EndRoom #ROOM Vnum 130 Name Hidden Room~ Desc The stench of death and a lingering sense of hatred pervade this deliberately secretive chamber. The servants would use this passage to move unseen from their quarters to the kitchen. From there, they could bring food into the dining room so that the family and guests of the lord would not have to look upon the common servants and their shabby attire anymore then necessary. Overcome by a strong desire to be anywhere else but here, almost causes observers to fail to notice slight movement on one of the walls. ~ Room_flags 67117064 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 126 126 ABCFGM Exit 2 ~ ~ 0 129 0 EndRoom #ROOM Vnum 131 Name Atop the Stairs~ Desc Ascending the last few steps, the musty smell doesn't seem as intense as it once was. A hallway lined with several doors comes into view. One can only assume these lead to the bedrooms of the manor lord and his family. The hallway continues east and west. ~ Room_flags 67108864 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 134 0 Exit 3 ~ ~ 0 132 0 Exit 5 ~ ~ 0 125 0 EndRoom #ROOM Vnum 132 Name Walking Down the Hall~ Desc ~ Room_flags 8 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 131 0 Exit 3 ~ ~ 0 133 0 EndRoom #ROOM Vnum 133 Name will fix soon~ Desc ~ Room_flags 8 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 136 0 Exit 1 ~ ~ 0 132 0 EndRoom #ROOM Vnum 134 Name ~ Desc ~ Room_flags 8 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 135 0 Exit 3 ~ ~ 0 131 0 EndRoom #ROOM Vnum 135 Name ~ Desc ~ Room_flags 8 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 134 0 EndRoom #ROOM Vnum 136 Name A Fire Gutted Bedroom~ Desc Formerly, this must have been the master bedroom. Now however, all that remains is charred furniture and ash covered walls. What is left of a large bed appears to be where the fire originated. After it consumed all the flammable materials, the stone walls halted the blaze. It is difficult to discern which is more stifling, the lingering scent of ash or the sense of gloom. ~ Room_flags 8 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 133 0 EndRoom #END #SPECIALS S #RESETS D 0 126 3 2 D 0 130 1 2 M 0 101 3 100 3 M 0 101 2 101 3 M 0 100 2 101 3 M 0 100 2 102 3 M 0 102 2 102 3 M 0 101 3 102 3 M 0 104 1 103 3 M 0 103 1 103 3 M 0 108 1 108 3 M 0 109 1 109 3 O 0 111 0 111 M 0 114 1 114 3 O 0 116 0 116 O 0 118 0 118 M 0 121 1 121 3 M 0 122 1 122 3 M 0 130 1 130 3 S #SHOPS 0 #MOBPROGS #109 mob echo a creeping vine coils around the feet of $n preventing $m from leaving. ~ #122 mob echo {Ga foggy mass groans '{coooOOoooOooooh{G'{x ~ #0 #OBJPROGS #0 #ROOMPROGS #0 #$