#include "undef.h" #include "exits.h" Zone = cave Author = "Unknown" Quest = Dragon EndZone = cave Mobile = bomber Location = guardroom@cave Strength = 50 Damage = 8 Aggression = 10 Armor = 0 Desc = "Bomber The Heavy-Fan Dwarf glares evilly at you." EndMobile = bomber Mobile = owin Location = store2@cave Strength = 50 Damage = 8 Aggression = 11 Armor = 0 Desc = "Owin The Broke Dwarf watches you suspiciously." EndMobile = owin Mobile = glowin Location = great@cave Strength = 50 Damage = 8 Aggression = 12 Armor = 0 Desc = "Glowin The Radioactive Dwarf looks menacingly at you." EndMobile = glowin Mobile = smythe Location = smithy@cave Strength = 50 Damage = 8 Aggression = 13 Armor = 0 Desc = " Smythe The Upper Class Dwarven Smith stands here, worn by years at the forge." EndMobile = smythe Mobile = dio Location = gatehall@cave Strength = 50 Damage = 8 Aggression = 14 Armor = 0 Desc = "Dio The Singing Dwarf wanders around, singing arias." EndMobile = dio Mobile = dragon Name = "The Dragon" Location = treasury@cave Strength = 500 Damage = 32 Aggression = 1 Armor = 0 PFlags = NoSummon MFlags = NegFireball, NoGrab Desc = " A huge fire-breathing dragon stares menacingly in your direction." Trap = all @ switch(event) { case E_WHILEFIGHT: if (iswielded(OBJ_ICECAVE_DAGGER) && iscarrby (OBJ_ICECAVE_DAGGER, param_s.plx)) { sendf(param_s.plx, "\ The Dragon glares at you and prepares to blast you out of existence with his\n\ fiery breath... but the icy blade sinks deep into the dragon's hide.\n\ The Dragon shudders.\n"); setpscore(param_s.plx, pscore(param_s.plx) + 500); set_quest(Q_DRAGON,param_s.plx); wound_player(param_s.plx, param_s.pl, pstr(param_s.pl) +1, -1); param_s.ret = -1; } break; default: break; } @ EndTrap EndMobile = dragon Mobile = haggis Name = "The Haggis" Location = haggis@cave Strength = 50 Damage = 10 Aggression = 30 Speed = 0 Armor = 0 Desc = "A large, vicious looking haggis runs around squeaking." EndMobile = haggis Object = bagpipes Location = IN_ROOM:piper@cave BaseValue = 50 Size = 15 Weight = 10 Desc0 = "A set of bagpipes lie here, waiting to be played." Examine = "It looks like a dead animal, and sounds even worse." Trap = all @ switch(event) { case E_ONMISC: if (param_s.misc == VERB_BLOW) { broad ("\001dA &+yhideous&* wailing sounds echos all around.\n\003"); param_s.ret = -1; } else if (param_s.misc == VERB_PLAY) { broad("There is a hideous &+ywailing&* noise.\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = bagpipes Object = sporran Location = IN_ROOM:piper@cave OFlags = WearOnBody, Container BaseValue = 20 Size = 10 Weight = 10 Desc0 = "A Scottish sporran has been dumped here." Examine = "Although empty, this purse should come in handy." EndObject = sporran Object = claymore Altname = "sword" Location = IN_ROOM:claymore@cave OFlags = Weapon Damage = 13 BaseValue = 300 Size = 40 Weight = 32 Desc0 = " A wicked looking claymore, decorated with silver wire lies at your feet." Examine = ' This claymore seems very well crafted. Its balance is excellent, and its leather hilt soft and comfortable. An inscription reads "Connor McCleod".' EndObject = claymore Object = bat Location = IN_ROOM:long@cave BaseValue = 10 Weight = 5 Desc0 = "A dead bat decays slowly in a corner." Examine = " This bat is dead, deceased, it has gone away, it is no longer a bat, it has flown away to the great perch in the sky. Leave the poor thing alone..." EndObject = bat Object = Door_dw_st_room Name = "door" Location = IN_ROOM:store2@cave OFlags = Openable, Lockable, NoGet Linked = Door_dw_store State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_dw_st_room Object = Door_dw_store Name = "door" Location = IN_ROOM:store@cave OFlags = Openable, Lockable, NoGet Linked = Door_dw_st_room State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_dw_store Object = Door_Armory Name = "door" Location = IN_ROOM:armory@cave OFlags = Openable, Lockable, NoGet Linked = Door_Hall State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." Examine = "It's an armored door. What else do you expect in an armory?" EndObject = Door_Armory Object = Door_Hall Name = "door" Location = IN_ROOM:hall@cave OFlags = Openable, Lockable, NoGet Linked = Door_Armory State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." Examine = "It's an armored door. What else do you expect in an armory?" EndObject = Door_Hall Object = Door_Guard Name = "door" Location = IN_ROOM:guardroom@cave OFlags = Openable, Lockable, NoGet Linked = Door_wide State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_Guard Object = Door_Wide Name = "door" Location = IN_ROOM:wide@cave OFlags = Openable, Lockable, NoGet Linked = Door_guard State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_Wide Object = Door_N_Stairs Name = "door" Location = IN_ROOM:n_stairs2@cave OFlags = Openable, Lockable, NoGet Linked = Door_Long State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_N_Stairs Object = Door_Long Name = "door" Location = IN_ROOM:long@cave OFlags = Openable, Lockable, NoGet Linked = Door_N_Stairs State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_Long Object = warhammer Altname = "hammer" Location = IN_ROOM:armory@cave OFlags = Weapon Damage = 11 BaseValue = 50 Size = 25 Weight = 20 Desc0 = "A large, heavy looking warhammer has been left here." Examine = "It seems a bit big for just banging in nails, I must say!" EndObject = warhammer Object = DwarfCoin Name = "coin" Location = IN_ROOM:store@cave BaseValue = 20 Size = 1 Weight = 1 Desc0 = "A silver coin has been dropped here." Examine = " The coin bears a profile view of Jim Morrison on one side. On the other side is engraved a fiery ring with people walking through it." EndObject = DwarfCoin Object = DwarfAle Name = "ale" Location = IN_ROOM:side@cave OFlags = Food BaseValue = 40 Size = 10 Weight = 10 Desc0 = "A large bottle of strong ale has been left here." Examine = " This fine ale is one of the better spirits associated with the Moog, who has been known to indulge in vast quantities of the drink!" EndObject = DwarfAle Object = biscuit Location = IN_ROOM:cellars@cave OFlags = Food BaseValue = 20 Size = 1 Weight = 1 Desc0 = "A hard biscuit has been dropped here." Examine = " The biscuit is truly very hard. It was perhaps made out of dried sawdust." EndObject = biscuit Object = gates Location = IN_ROOM:gatehall@cave OFlags = NoGet Linked = gates@valley MaxState = 1 Desc0 = "The dwarven gates are open." Desc1 = "The dwarven gates are closed." Examine = ^A sign on the gates reads "Pete's Pearly Hire Co."^ EndObject = gates Object = cutlery Location = IN_ROOM:dining@cave BaseValue = 75 Size = 2 Weight = 10 Desc0 = "Some gold cutlery has been left here." Examine = " You see a fork, a small fruit knife, and two medium spoons, all gold." EndObject = cutlery Object = PlateSilver Name = "plate" Location = IN_ROOM:pantry@cave BaseValue = 75 Size = 6 Weight = 12 Desc0 = "A silver plate has been left here." Examine = ' An engraving on the plate reads: "This plate was made to commemorate the exploits of one Cannonfod The Killer. The Phantom"' EndObject = PlateSilver Object = DwarfCrystal Name = "crystal" Location = IN_ROOM:side_hall@cave BaseValue = 100 Size = 12 Weight = 2 Desc0 = "A beautiful, well cut crystal glints in front of you." Examine = " You peer into the crystal... You see an image of a panther about to strike! Curiously, the panther is pink." EndObject = DwarfCrystal Object = axe Location = IN_ROOM:smithy@cave OFlags = Weapon Damage = 10 BaseValue = 50 Size = 10 Weight = 10 Desc0 = ' A small axe, marked with the words "If found, please return to thrower" lies before you.' Examine = ` The words "If found, please return to thrower" are written on the handle. This, taken with the fact that the axe is the dwarves' favorite weapon, would indicate something of it's origins...` EndObject = axe Object = Door_Dw_Top_East Name = "door" Location = IN_ROOM:top_east@cave OFlags = Openable, Lockable, NoGet Linked = Door_Treasury State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_Dw_Top_East Object = Door_Treasury Name = "door" Location = IN_ROOM:treasury@cave OFlags = Openable, Lockable, NoGet Linked = Door_Dw_Top_East State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_Treasury Object = ruby Altname = "gem" Location = IN_ROOM:treasury@cave BaseValue = 250 Size = 2 Weight = 2 Desc0 = "A huge ruby sparkles at your feet." Examine = " The ruby glows with a pleasant red light. It looks quite valuable." EndObject = ruby Object = sapphire Altname = "gem" Location = IN_ROOM:treasury@cave BaseValue = 250 Size = 2 Weight = 2 Desc0 = "A massive sapphire glitters stunningly before you." Examine = " The sapphire is about the size of a plover's egg, and is almost clear when you look into it." EndObject = sapphire Object = diamond Altname = "gem" Location = IN_ROOM:treasury@cave BaseValue = 500 Size = 4 Weight = 2 Desc0 = "There is a huge diamond on the floor in front of you." Examine = " This diamond is really huge, almost the size of your fist. It has a faint blue tint, making it even more valuable." EndObject = diamond Object = "armor" Altname = "suit" Location = IN_ROOM:small@cave OFlags = Armor, WearOnBody, Wearable Armor = 15 BaseValue = 80 Size = 30 Weight = 15 Desc0 = "A tarnished suit of armor has been left here." EndObject = "armor" Location = "small" Down = n_stairs@cave LFlags = dark Title = "&+WThe Small Room&*" Desc = ^ You are in a small room at the top of a narrow flight of stairs. The room looks bare and empty and is one of those rooms which have no real reason to exist apart from linking two other rooms together. ^ EndLocation = "small" Location = "n_stairs" Up = small@cave Down = n_stairs2@cave LFlags = dark Title = "&+WNarrow Stairs&*" Desc = ^ You are descending a set of narrow stairs which twist and turn sharply as they plunge steeply down into darkness. Above you the stairs flatten out into a small room. ^ EndLocation = "n_stairs" Location = "n_stairs2" East = ^door_n_stairs@cave Up = n_stairs@cave Down = n_stairs3@cave LFlags = dark Title = "&+WNarrow Stairs&*" Desc = ^ You are on a small landing on the narrow staircase. The roof here is a mere four feet high so you are forced to stoop. There is a low door in the east wall. The stairs continue up and down from here. ^ EndLocation = "n_stairs2" Location = "n_stairs3" Up = n_stairs2@cave LFlags = dark Title = "&+WNarrow Stairs&*" Desc = ^ The stairs end abruptly in a small room hewn from the living rock. The walls are rough, giving this room that "about to be worked on" feel. At the moment, however, your only exit is back up the stairs. There is a blinking construction sign here. ^ EndLocation = "n_stairs3" Location = "armory" South = ^door_armory@cave LFlags = dark Title = "&+WArmoury&*" Desc = ^ You are in a small dwarven armoury. The only exit is a door to the south. ^ EndLocation = "armory" Location = "hall" North = ^door_hall@cave East = wide@cave South = long@cave LFlags = dark Title = "&+WDwarven Hall&*" Desc = ^ You are in a pillared dwarven hall, with a high arched roof. The carefully sculpted ceiling bears a picture of Snow White at work, rest and play. The last is by far the most interesting... Passages lead east and south, and a door lies north. ^ EndLocation = "hall" Location = "wide" North = ^door_wide@cave South = tunnel@cave West = hall@cave LFlags = dark Title = "&+WWide Passage&*" Desc = ^ You are standing in a wide but low dwarven passage way which leads south and west. There is a door to the north. ^ EndLocation = "wide" Location = "guardroom" South = ^door_guard@cave LFlags = dark Title = "&+WDwarven Guardroom&*" Desc = ^ You are in what appears to be a dwarven guardroom. The roof is low and you have to crouch down inside it. A door leads south. ^ EndLocation = "guardroom" Location = "long" North = hall@cave West = ^door_long@cave LFlags = dark Title = "&+WLong Passage&*" Desc = ^ You are following a long narrow passage which runs west to a door, and turns north into a hall. ^ EndLocation = "long" Location = "tunnel" North = wide@cave East = store2@cave South = stairs@cave LFlags = dark Title = "&+WDwarven Tunnel&*" Desc = ^ You are standing at a junction between passages. A passage leads north and south, while another branches off to the east. ^ EndLocation = "tunnel" Location = "store2" South = ^door_dw_st_room@cave West = tunnel@cave LFlags = dark Title = "&+WDwarven Store Room&*" Desc = ^ You are in a small dwarven store room. To the south is another door, and a passage leads west. ^ EndLocation = "store2" Location = "stairs" North = tunnel@cave Up = cellars@cave LFlags = dark Title = "&+WStairs&*" Desc = ^ You are standing at the bottom of some dwarven stairs that lead north along a passage, and up into what appears to be the cellars of a huge dwarven fortress. ^ EndLocation = "stairs" Location = "store" North = ^door_dw_store@cave LFlags = dark Title = "&+WDwarven Store&*" Desc = ^ You are in a dark shadowy store room. A single door leads north. There is a small chute, too steep and slippery to climb, in the south wall. Its purpose is a complete mystery. ^ EndLocation = "store" Location = "cellars" East = side@cave Up = great@cave Down = stairs@cave LFlags = dark Title = "&+WDwarven Cellars&*" Desc = ^ You are in the huge cellar of the dwarven fortress. Massive stone pillars and arches bear the weight of the mighty stoneworks above. A narrow staircase winds down into darkness and up into the main castle hall. ^ EndLocation = "cellars" Location = "side" West = cellars@cave LFlags = dark Title = "&+WSide Cellar&*" Desc = ^ You are standing in a small damp side cellar. The cellar is cold and musty and probably also serves as the dwarven cold store. ^ EndLocation = "side" Location = "pantry" South = kitchen@cave LFlags = dark Title = "&+WPantry&*" Desc = ^ You are in the dwarves' pantry. The only exit is south into the kitchens. ^ EndLocation = "pantry" Location = "kitchen" North = pantry@cave East = dining@cave LFlags = dark Title = "&+WDwarven Kitchen&*" Desc = ^ You are in a sooty, low roofed kitchen. An exit leads north into a small pantry, and another leads east into a large hall. ^ EndLocation = "kitchen" Location = "great" North = gatehall@cave East = smithy@cave South = dining@cave Up = landing@cave Down = cellars@cave LFlags = dark Title = "&+WGreat Hall&*" Desc = ^ You stand in the dwarven Great Hall, a huge carved room of spectacular design, with a massive fan-vaulted ceiling. The spectacular arches and pillars are all decorated with dwarvish battle scenes and, high up, dwarven momentos of great age are hung, golden banners, shining axes, helms, and many other items of war and craft. High arched exits lead north, east and south, a set of narrow stairs leads down into the cellars, and a wide sweeping staircase leads up to a high balcony overlooking the hall. ^ EndLocation = "great" Location = "dining" North = great@cave East = side_hall@cave West = kitchen@cave LFlags = dark Title = "&+WThe Dwarven Dining Hall&*" Desc = ^ This huge hall is another tribute to the skilled stonework of the dwarves, a circular hall with a spectacular painted domed roof that seems lost in the shadows high above you. From the walls, spectacularly carved gargoyles leer down, attempting to put you off your food. Passages lead north, east and west. ^ EndLocation = "dining" Location = "smithy" West = great@cave LFlags = dark Title = "&+WDwarven Smithy&*" Desc = ^ You are standing in the smithy, a large room given over to one of the dwarves great skills. A narrow doorway leads west. ^ EndLocation = "smithy" Location = "side_hall" West = dining@cave LFlags = dark Title = "&+WSide Hall&*" Desc = ^ You are standing in a small pillared side hall. Less splendid than the other halls, the room seems more sober and thoughtful. A doorway leads west. ^ EndLocation = "side_hall" Location = "landing" North = throne@cave East = n_passage@cave South = bedroom@cave West = passage@cave Down = great@cave LFlags = dark Title = "&+WUpper Landing&*" Desc = ^ You are standing on the upper landing looking over the lower levels of the great hall. A set of stairs lead down into the hall itself, while at various points around the landing doorways lead off. ^ EndLocation = "landing" Location = "n_passage" East = e_tower@cave West = landing@cave LFlags = dark Title = "&+WNarrow Passage&*" Desc = ^ You are standing in a narrow east west passage that links the east tower with the Great Hall. ^ EndLocation = "n_passage" Location = "e_tower" West = n_passage@cave Up = top_east@cave LFlags = dark Title = "&+WEast Tower&*" Desc = ^ You are standing in the lower room of the east tower. The room is bare and the thick stone walls seem to hem you in. A narrow staircase winds up to the top of the tower, and a passage leads west. ^ EndLocation = "e_tower" Location = "top_east" West = ^door_dw_top_east@cave Down = e_tower@cave LFlags = dark Title = "&+WTop Of East Tower&*" Desc = ^ You are standing at the top of the east tower. A narrow staircase winds down, and to the west is a door. ^ EndLocation = "top_east" Location = "treasury" East = ^door_treasury@cave LFlags = dark Title = "&+WThe Treasury&*" Desc = ^ You are standing in the dwarven treasury. A large and very well protected room that few are privileged to see. A single door leads east. There is a charred shape on the wall, somewhat resembling an ex neccy Moog and scratched on the wall you see the words "Die Frog...the ex knight to be!". A second notice reads "Who's he?" and another asks "What's a Moog?" ^ EndLocation = "treasury" Location = "bedroom" North = landing@cave LFlags = dark Title = "&+WDwarven Bedroom&*" Desc = ^ You are in a dwarven bedroom. A single doorway leads north. ^ EndLocation = "bedroom" Location = "passage" East = landing@cave West = w_tower@cave LFlags = dark Title = "&+WPassage&*" Desc = ^ You are following a narrow passage that leads east-west, linking the west tower and the Great Hall. ^ EndLocation = "passage" Location = "w_tower" East = passage@cave Up = top_west@cave LFlags = dark Title = "&+WWest Tower&*" Desc = ^ You are in a small room at the base of the west tower. A narrow passage leads east, and a set of spiral stairs climb up towards the top of the tower. ^ EndLocation = "w_tower" Location = "top_west" Down = w_tower@cave LFlags = dark Title = "&+WTop Of West Tower&*" Desc = ^ You are in a small room at the top of the west tower. It looks out across a vast expanse of land. As your eyes wander across the skyline you can pick out the Desert of Fools, the valley and the black tower far in the distance. Clearly this is the dwarven watch post in times of war. Stone stairs lead down. ^ EndLocation = "top_west" Location = "throne" South = landing@cave LFlags = dark Title = "&+WThe Throne Room&*" Desc = ^ You stand in the center of the Dwarven Throne room, a vast arched hall whose ceiling appears to be a huge picture of a dwarf's head made purely from rare and precious metals. A single door leads south. ^ EndLocation = "throne" Location = "gatehall" North = ^gates@cave South = great@cave LFlags = dark Title = "&+WDwarven Gatehall&*" Desc = ^ You are standing in the dwarven gatehall. A wide passage leads south into the great hall. To the north the huge dwarven gates stand solid, their massive iron bulk ready to bar all entry in the event of a war. ^ EndLocation = "gatehall" Location = "piper" North = Npath@Valley South = haggis@cave LFlags = dark Title = "&+WThe Piper's Lair&*" Desc = ^ You are standing in a small dry cave, with a low roof some six feet high. The cavemouth is to the north but is twisted enough that you cannot see out, and it also provides good shelter against the wind. To the south a narrow and low arched opening leads into another cave. The cave is clean and evidently well used by its occupant although who he is, its hard to tell. ^ EndLocation = "piper" Location = "haggis" North = piper@cave South = claymore@cave LFlags = dark Title = "&+WThe Lair Of The Haggis&*" Desc = ^ This small cave smells of the distinctive odour of haggis, its narrow entrance, and tiny size ensures that two people could not easily enter at the same time. To the south another small entrance leads into a larger cave. ^ EndLocation = "haggis" Location = "claymore" North = haggis@cave LFlags = dark Title = "&+WThe Piper's Storeroom&*" Desc = ^ You are in a small clean cave, which appears to serve as a storeroom for the owner of the cave. A single narrow exit leads north. ^ EndLocation = "claymore"