#include "undef.h" #include "exits.h" Zone = orchold Author = "Rassilon & Daz" EndZone = orchold Mobile = watchman Name = "The Watchman" Location = observation@orchold Strength = 100 Damage = 13 Aggression = 97 Speed = 0 Armor = 0 Desc = "The Watchman Orc growls at you." EndMobile = watchman Mobile = andy Name = "Andy" Location = otrap@orchold Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Armor = 0 Desc = "Andy looks at you viciously." EndMobile = andy Mobile = mandy Name = "Mandy" Location = otrap@orchold Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Armor = 0 Desc = "Mandy looks at you viciously." EndMobile = mandy Mobile = randy Name = "Randy" Location = otrap@orchold Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Armor = 4 Desc = "Randy looks at you viciously." EndMobile = randy Mobile = Sandy Name = "Sandy" Location = otrap@orchold Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Armor = 0 SFlags = Female Desc = "Sandy looks at you viciously." EndMobile = Sandy Mobile = brandy Name = "brandy" Location = otrap@orchold Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Armor = 0 SFlags = Female Desc = "Brandy looks at you viciously." EndMobile = brandy Mobile = maggot Name = "The Maggot" Location = limbo@limbo PFlags = NoSummon Speed = 0 Strength = 135 Damage = 10 Aggression = 98 Armor = 0 Desc = " A giant maggot slithers around, leaving a slimy trail behind him." EndMobile = maggot Mobile = usher Name = "The Usher" Location = audience@orchold Strength = 150 Damage = 13 Aggression = 97 Speed = 0 Armor = 0 Desc = " The Usher Orc, dressed in black livery, sneers down his nose at you." EndMobile = usher Mobile = king Name = "The King" Location = throne@orchold Strength = 225 Damage = 20 Aggression = 97 Speed = 0 Armor = 0 Desc = " The King Orc glares at you with a look of royal intolerance." EndMobile = king Object = stalactite Location = IN_ROOM:damp@orchold OFlags = PushToggle, NoGet Linked = StoneDoor State = 1 MaxState = 1 Desc0 = "A portion of the east wall is swung back, making a doorway." Examine = "It clings to the ceiling, unlike a stalagmite." EndObject = stalactite Object = StoneDoor Name = "door" Location = IN_ROOM:observation@orchold OFlags = NoGet Linked = stalactite State = 1 MaxState = 1 Desc0 = "A portion of the west wall is swung back, making a doorway." EndObject = StoneDoor Object = TopCover Name = "cover" Location = IN_ROOM:observation@orchold OFlags = PushToggle, NoGet Linked = BotCover State = 1 MaxState = 1 Desc0 = "A metal cover lies alongside a passage leading down." Desc1 = "A large metal plate lies on the floor." Examine = "It's about one meter in diameter, and appears very heavy." Trap = all @ switch(event) { case E_ONPUSH: if (ptothlp (param_s.plx) == -1) { bprintf ("You try to shift it, but it's too heavy.\n"); break; } sillytp (ptothlp (mynum), "pushes the cover aside with your help."); setobjstate (param_s.ob, 1 - state (param_s.ob)); oplong (param_s.ob); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = TopCover Object = BotCover Name = "cover" Location = IN_ROOM:guardroom@orchold OFlags = PushToggle, NoGet Linked = TopCover State = 1 MaxState = 1 Desc1 = "A metal cover blocks the top of the ladder." Examine = " It completely covers the hole in the ceiling, and appears very heavy." Trap = all @ switch(event) { case E_ONPUSH: bprintf ("You can't seem to get enough leverage to move it.\n"); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = BotCover Object = chainmail Location = IN_ROOM:guardroom@orchold OFlags = WearOnBody, ExcludeWear, Armor Armor = 7 BaseValue = 70 Size = 5 Weight = 20 Desc0 = "A black shirt of chainmail is spread on the floor." Examine = " It appears well made. The orcs must have have contracted someone else to make it." EndObject = chainmail Object = garbage Location = IN_ROOM:central@orchold OFlags = NoGet MaxState = 1 Desc0 = "Piles of garbage lie in the middle of the room." Desc1 = "Garbage has been strewn all about the room." EndObject = garbage Object = OrcGold Name = "plate" Location = IN_ROOM:central@orchold OFlags = Destroyed BaseValue = 600 Size = 20 Weight = 20 Desc0 = "A gold plate lies on the floor here." Examine = ' It has an inscription on it which says, "To Owin, with love." Scratched over those words is the scrawl, "Orks robb dwarvs! Ha!"' EndObject = OrcGold Object = throne Location = IN_ROOM:throne@orchold OFlags = NoGet Desc0 = "The throne of the King Orc looms before you." Examine = " It's quite an impressive affair: gold leaf, patterns in bas-relief, cushions filled with down. Upon close inspection you notice a switch hidden on the Armor of the chair." EndObject = throne Object = switch Location = IN_ROOM:throne@orchold OFlags = Pushable, NoGet Linked = HoleOrcs State = 1 MaxState = 1 Desc0 = "There is a hole in the north wall." Examine = " It's a small, carefully concealed switch, more proof that the orcs had help building this place." Trap = all @ switch(event) { case E_ONPUSH: if (state (param_s.ob)) { bprintf ("A hole slides open in the north wall!\n"); setobjstate (param_s.ob,0); } else bprintf ("You hear a little 'click' sound.\n"); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = switch Object = HoleOrcs Name = "hole" Location = IN_ROOM:tunnel@orchold OFlags = NoGet Linked = switch State = 1 MaxState = 1 Desc0 = "There is a hole in the south wall leading to another room." EndObject = HoleOrcs Object = block Location = IN_ROOM:treasury@orchold BaseValue = 700 Size = 50 Weight = 50 Desc0 = "A huge block of gold has been left lying here." Examine = "It's a hefty chunk of what appears to be solid gold." EndObject = block Location = "Path1" East = E_Pass@Blizzard Up = Path2@orchold Down = E_Pass@Blizzard LFlags = Outdoors, Realtime Title = "&+WTrampled Path&*" Desc = ^ You stand on a steep upwards path. The path has obviously been made by the trampling of many feet rather than by any plan. Below you lies the end of the mountain pass. ^ EndLocation = "Path1" Location = "Path2" Up = Entryway@orchold Down = Path1@orchold LFlags = Outdoors, Realtime Title = "&+WTrampled Path&*" Desc = ^ A large opening in the mountainside lies above you. The path continues below you. ^ EndLocation = "Path2" Location = "Entryway" Up = nibelung1@nibelung North = Damp@orchold Down = Path2@orchold LFlags = Outdoors, Realtime Title = "&+WRough-hewn Entryway&*" Desc = ^ You stand at the entrance to a lair apparently carved out of the side of the mountain. The work on the rock is very poorly done, and blackness beyond feels oppressive. A path winds steeply downwards beneath you and the opening leads to the north. ^ EndLocation = "Entryway" Location = "Damp" North = oTrap@orchold East = ^stalactite@orchold South = Entryway@orchold Trap = all @ switch (event) { case E_ONMOVE: if (param_s.ob == 0) { bprintf("You fall through a trap door, plummeting to the ground below!\n"); bprintf("Dazed, you pick yourself up from the floor to find yourself...\n"); setploc(param_s.plx, LOC_ORCHOLD_OTRAP); lookin(ploc(param_s.plx), 0); param_s.ret = 0; } break; default: break; } @ EndTrap LFlags = Dark Title = "&+WDamp Hallway&*" Desc = ^ This hallway shows the same poor craftsmanship as the rest of the compound. Water drips from a large stalactite near the eastern wall, making the whole room damp and uncomfortable. The hallway continues north and south. ^ EndLocation = "Damp" Location = "Observation" West = ^StoneDoor@orchold Down = ^TopCover@orchold LFlags = Dark Title = "&+WObservation Room&*" Desc = ^ This room was obviously designed for spying on people entering the hallway. You notice a hole in the western wall through which the hallway can be seen. ^ EndLocation = "Observation" Location = "oTrap" East = Guardroom@orchold LFlags = Dark Title = "&+WTrap Room&*" Desc = ^ This is the room where people foolish enough to fall through the trap door above wind up. Another room lies to the east. ^ EndLocation = "oTrap" Location = "Guardroom" North = Hallway1@orchold West = oTrap@orchold Up = ^BotCover@orchold LFlags = Dark Title = "&+WOrc Guardroom&*" Desc = ^ This is apparently where the guards go to change when they go on or off duty. The smell in the room is almost intolerable. A ladder leads up to the ceiling, and passages lead west and north. ^ EndLocation = "Guardroom" Location = "Hallway1" North = Hallway2@orchold South = Guardroom@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and south. ^ EndLocation = "Hallway1" Location = "Hallway2" East = Hallway11@orchold South = Hallway1@orchold West = Hallway3@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and south. ^ EndLocation = "Hallway2" Location = "Hallway3" North = Hallway4@orchold East = Hallway2@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and east. ^ EndLocation = "Hallway3" Location = "Hallway4" North = Hallway6@orchold South = Hallway3@orchold West = Hallway5@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches north, south, and west. ^ EndLocation = "Hallway4" Location = "Hallway5" East = Hallway4@orchold South = Hallway7@orchold West = Hallway8@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and south. ^ EndLocation = "Hallway5" Location = "Hallway6" East = central@orchold South = Hallway4@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads south and opens into a large chamber to the east. ^ EndLocation = "Hallway6" Location = "Hallway7" North = Hallway5@orchold West = Hallway9@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and west. ^ EndLocation = "Hallway7" Location = "Hallway8" East = Hallway5@orchold South = Hallway9@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ EndLocation = "Hallway8" Location = "Hallway9" North = Hallway8@orchold East = Hallway7@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and east. ^ EndLocation = "Hallway9" Location = "central" North = Hallway17@orchold East = Hallway16@orchold West = Hallway6@orchold LFlags = Dark, Maze Title = "&+WCentral Chamber&*" Desc = ^ This is apparently the main place for the orcs to congregate. The room reeks of filth and decay. Hallways lead north, east, and west. ^ EndLocation = "central" Location = "Hallway11" North = Hallway12@orchold East = Hallway13@orchold West = Hallway2@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and north. ^ EndLocation = "Hallway11" Location = "Hallway12" East = Hallway14@orchold South = Hallway11@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ EndLocation = "Hallway12" Location = "Hallway13" North = Hallway14@orchold West = Hallway11@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads west and north. ^ EndLocation = "Hallway13" Location = "Hallway14" North = Hallway15@orchold South = Hallway13@orchold West = Hallway12@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches north, west, and south. ^ EndLocation = "Hallway14" Location = "Hallway15" South = Hallway14@orchold West = Hallway16@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads west and south. ^ EndLocation = "Hallway15" Location = "Hallway16" East = Hallway15@orchold West = central@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east, and to the west enters a large chamber. ^ EndLocation = "Hallway16" Location = "Hallway17" North = Hallway18@orchold South = central@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north, and to the south enters a large chamber. ^ EndLocation = "Hallway17" Location = "Hallway18" East = Smooth@orchold South = Hallway17@orchold LFlags = Dark, Maze Title = "&+WRough-hewn Hallway&*" Desc = ^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ EndLocation = "Hallway18" Location = "Smooth" North = Audience@orchold West = Hallway18@orchold LFlags = Dark Title = "&+WSmooth Hallway&*" Desc = ^ This hallway shows definite signs of outside contracting. It is smooth and well worked. Unfortunately, it's still damp and filthy and smells like garbage. The hallway continues north, and becomes rough again to the west. ^ EndLocation = "Smooth" Location = "Audience" North = Throne@orchold South = Smooth@orchold LFlags = Dark Title = "&+WAudience Waiting Room&*" Desc = ^ This appears to be where people wait to see the Orc King. Benches line the walls for subjects to sit on. A set of curtains cover an opening in the north wall, and would be quite impressive were it not for the mold growing on them. A hallway leads south. ^ EndLocation = "Audience" Location = "Throne" North = ^switch@orchold South = Audience@orchold LFlags = Dark Title = "&+WOrc Throne Room&*" Desc = ^ In stark contrast to the rest of the orcs' lair, this room is grandeur and tack epitomized. The walls are paved in gold, and at the north end of the room sits an incredibly ornate throne. Heavy curtains cover an opening to the south. ^ EndLocation = "Throne" Location = "Tunnel" North = Mountainside@orchold South = ^HoleOrcs@orchold West = Treasury@orchold LFlags = Dark Title = "&+WSecret Tunnel&*" Desc = ^ This appears to be an escape route for the king in times of trouble. A passage leads west, and you can see light to the north. ^ EndLocation = "Tunnel" Location = "Mountainside" South = Tunnel@orchold Down = Overgrown@orchold LFlags = Outdoors, Realtime Title = "&+WSteep Mountainside&*" Desc = ^ You are outside on the mountain. A hole in the side of the mountain lies to the south, barely distinguishable from the plants covering it. The grade is extremely steep, but it looks like you can skitter your way down. ^ EndLocation = "Mountainside" Location = "Overgrown" Down = WEdge@Valley LFlags = Outdoors, Realtime Title = "&+WOvergrown Path&*" Desc = ^ You are on what could almost be called a path, treading your way through vines, rocks, and the like. The path becomes clearer and flatter farther down. It is far too steep to go up the mountainside. ^ EndLocation = "Overgrown" Location = "Treasury" East = Tunnel@orchold LFlags = Dark Title = "&+WKing Orc's Treasury&*" Desc = ^ This is apparently where the King Orc likes to store his valuables. The room itself is quite plain, and the layer of dust over everything indicates that the king probably hasn't had very many additions to his collection recently. ^ EndLocation = "Treasury"