#AREA
Castle Lag~
Dragos Caer Kaylen Derna Vulcan Florian~
~
0 0
0
#ROOMS
#33250
Overgrown Path~
You are standing at the western edge of a big forest. To the west is a
narrow trail, leading through an arch made out of hedges. To the east,
you can see an overgrown path leading into a dark and forbidding forest.
~
~
301465608 3 6 0
D1
~
~
0 -1 33253 10 10 5
D3
~
~
0 -1 33252 10 10 5
-1
S
#33251
Blank~
Under Construction.
~
~
335020036 3 6 0
D2
~
~
0 -1 33250 10 10 5
-1
S
#33252
Archway~
The bushes form an archway directly overhead. Although the bushes look
green and healthy, they don't appear to have been groomed in a long
time. A lantern hangs on either side of the arch entrance. The path
continues west, under the archway and east, back into the forest.
~
~
301465608 2 6 0
D1
~
~
0 -1 33250 10 10 5
D3
~
~
0 -1 33254 10 10 5
E
lantern lanterns~
Large lanterns are hung from metal hooks which disappear into the hedges.
~
E
bushes~
The bushes seem to extend as far as the eye can see. If it weren't for
the thickness of the forest, you might have been able to see where the
line of hedges end. For now, it appears the only way to proceed is
through the archway or back into the forest.
~
E
archway~
The archway is caused by the bushes coming together high overhead. As
you squint to see the arc, you can just make out some lettering.
~
E
lettering~
Somehow, the foliage in the arc has turned lighter to form a phrase. The
phrase states, "Castle Lag."
~
A
get take grab~
lantern lanterns~
send_to_char( #char, ch );
~
E
char~
You cannot remove the lanterns from their hooks.
~
!
0 0 0
A
~
~
if( is_mounted( ch ) )
send_to_char( #char, ch );
else
continue;
~
E
char~
You can't do that while mounted!
~
!
0 0 0
-1
S
#33253
Edge of Dark Forest~
The trees around you are definitely becoming thinner. Two balls of light
can be seen floating to the west. A forest path extends away to the east
and west.
~
~
301465600 3 6 0
D1
~
~
0 -1 23001 10 10 5
D3
~
~
0 -1 33250 10 10 5
-1
S
#33254
Courtyard~
You can't help but stare at the wonderous beauty of the marble fountain
which stands in the middle of the courtyard. An archway leads back into
the forest to the east, while gravel paths lead to the north, east and
west. Surprisingly, the sounds of the water trickling down the fountain
urge you to sit awhile and rest.
~
~
335020044 2 5 0
D0
~
~
0 -1 33255 10 10 5
D1
~
~
0 -1 33252 10 10 5
D2
~
~
0 -1 33256 10 10 5
D3
~
~
0 -1 33257 10 10 5
E
fountain~
You see the most elaborate fountain in the known world. Ornately carved
animals adorn the fountain from top to bottom. Fresh water cascades down
the sides and into a shallow pool of water. Despite the apparent
degradation of the surrounding area, the fountain seems to stay in
pristine condition.
~
E
courtyard~
The courtyard seems to be as unkempt as the forest to the east. Yet, the
marble fountain centered in the courtyard, appears to maintain its
beauty.
~
E
archway~
A large archway stands to the east, beyond which, can be seen a dark and
foreboding forest.
~
1 17 1509949540 -2 0
-1
S
#33255
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The sounds of gurgling water can be heard from the south. The
path continues to the north and south.
~
~
335020032 2 6 0
D0
~
~
0 -1 33302 10 10 5
D2
~
~
0 -1 33254 10 10 5
-1
S
#33256
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The sounds of gurgling water can be heard from the north.
The path continues to the north, south and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33254 10 10 5
D2
~
~
0 -1 33258 10 10 5
D3
~
~
0 -1 33259 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
E
hedges~
The hedges are abnormally high and unkempt.
~
-1
S
#33257
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You feel a slight breeze blow through your hair as you study the
beautiful landscaping here. The sounds of gurgling water can be heard
from the east. The path continues to the east and west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33254 10 10 5
D3
~
~
0 -1 33296 10 10 5
-1
S
#33258
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. A hedgehog can be seen cowering deep in the bushes to the west.
The path continues to the north and south.
~
~
335020032 2 6 0
D0
~
~
0 -1 33256 10 10 5
D2
~
~
0 -1 33260 10 10 5
E
hedgehog~
This small, furry creature looks as if it has seen a ferocious predator.
Although you cannot even reach it with your weapon or arm, you can see
that its eyes are a million miles away.
~
E
hedgehod~
Can't you even spell hedgehog correctly?
~
E
path~
The gravel path is enclosed by hedges.
~
A
k kill~
3 hedgehog~
if( mob_in_room( 470, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
}
~
E
room~
$n crawls in the bushes, chasing a little hedgehog.
~
E
char~
You attempt to reach the hedgehog, but it only crawls deeper into the
bushes.
~
!
0 0 0
A
1 east 1 west~
~
act_tochar( #no, ch );
~
E
no~
You can't do that, you'd walk headlong into a dense hedge!
~
!
0 0 0
A
~
~
~
!
0 0 0
470 9 1509949540 3 0
-1
S
#33259
Dead End~
You are on a gravel path which comes to an abrupt halt. The hedges form
a dead end on three sides. The only exit is back the way you came.
~
~
335020032 2 6 0
D1
~
~
0 -1 33256 10 10 5
E
hedges~
The hedges are abnormally high and unkempt.
~
E
path~
The gravel path is enclosed by hedges.
~
4 17 1509949540 -2 0
-1
S
#33260
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The remains of a human corpse lies here decaying. The path
continues to the north, south and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33258 10 10 5
D1
~
~
234 -1 23078 10 10 5
D2
~
~
0 -1 33261 10 10 5
D3
~
~
0 -1 33262 10 10 5
E
corpse human~
Although you can make out the corpse as human, there are no other
distinguishing marks on the corpse.
~
E
path~
The gravel path is enclosed by hedges.
~
E
hedge~
A solid wall of dense shrubbery that forms the garden maze, but wait,
perhaps not so solid after all. There is a thinning of the eastern hedge
near its base. Perhaps if you pushed some branches aside you could
manage to enter the hedge.
~
A
1 east~
~
act_tochar( #no, ch );
~
E
no~
You can't do that, you'd walk headlong into a dense hedge!
~
!
0 0 0
A
enter go crawl~
hedge break hole 1 east~
if( !rflag( reset0, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
wait( 1 );
transfer( ch, find_room( 23078 ) );
act_notchar( #arr, ch );
loop( followers ) {
act_tochar( #f_enter, rch );
act_notchar( #f_leave, rch );
transfer( rch, find_room( 23078 ) );
act_notchar( #f_arr, rch );
}
}
else
act_tochar( #no, ch );
~
E
char~
You crouch down and crawl through the break in the hedge.
~
E
room~
$n crouches down and crawls into the hedge to the east.
~
E
arr~
$n comes crawling out from under the hedge to the west.
~
E
f_enter~
You crawl under the hedge to the east.
~
E
f_leave~
$n also crawls under the hedge.
~
E
f_arr~
$n is next to crawl out from under the hedge.
~
E
no~
You try, but the opening is still too small for you to get through.
~
!
0 0 0
A
push move~
branches hedge aside~
act_tochar( #move, ch );
act_notchar( #rmove, ch );
if( rflag( reset0, room ) )
remove_rflag( reset0, room );
~
E
move~
You move aside some of the branches on the lower portion of the eastern
hedge widening the opening.
~
E
rmove~
$n starts moveing aside branches on the eastern hedge and tries to peek
through.
~
!
0 0 0
-1
S
#33261
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. A strange sensation runs up and down your spine. The path
continues to the north and south.
~
~
335020032 2 6 0
D0
~
~
0 -1 33260 10 10 5
D2
~
~
0 -1 33263 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
473 9 1509949540 3 0
-1
S
#33262
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The path continues to the east and west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33260 10 10 5
D3
~
~
0 -1 33266 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33263
Gravel Path~
You are walking on a gravel path which winds its way between the tall
hedges. A trail of blood tapers off to the west. The hairs on the back
of your neck stand on end. Maybe you should head back north. The path
continues to the north and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33261 10 10 5
D3
~
~
0 -1 33264 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
E
blood trail~
The blood appears to be fresh.
~
-1
S
#33264
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The remains of an animal carcass lie in a pool of blood. Could
this have been the cause of your uneasiness? The path continues to the
north and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33265 10 10 5
D1
~
~
0 -1 33263 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
E
carcass animal~
The carcass appears to have been ravaged by some sort of wild animal.
~
-1
S
#33265
Dead End~
You are on a gravel path which comes to an abrupt halt. The hedges form
a dead end on three sides. The only exit is back the way you came.
~
~
335020032 2 6 0
D2
~
~
0 -1 33264 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
393 9 1509949540 3 0
-1
S
#33266
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. A feeling of uneasiness overwhelms you for a moment, but then
slowly subsides. The path continues to the east and south.
~
~
335020040 2 6 0
D1
~
~
0 -1 33262 10 10 5
D2
~
~
0 -1 33267 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33267
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You notice that the bushes to the west are beginning to grow
less colorful. You sense a disturbing scent wafting from the west as
well. The path continues to the north, south and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33266 10 10 5
D2
~
~
0 -1 33269 10 10 5
D3
~
~
0 -1 33268 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33268
Decaying Garden~
You step into a somewhat gruesome garden where putrified plants and
scavenging bugs exist. The sight and smell makes you quiver from head to
toe. Even the hedges have taken on a somber look. The garden continues
to the north, and a gravel path lies to the east.
~
~
335020040 2 6 0
D0
~
~
0 -1 33270 10 10 5
D1
~
~
0 -1 33267 10 10 5
E
bug bugs scavenging~
These bugs exist by the thousands here. Unfortunately, most of them are
either too small to eat or could be poisonous to the touch.
~
E
sight~
You see thousands of bugs crawling over, through and under decaying
plants and other unidentifiable objects.
~
E
hedges~
The hedges seem to be wilting all around you.
~
E
garden~
This hideous plot of land may once have been a wonderful garden, but has
now gone the way of the dodo. What once were beautiful flowers and
bushes, have now turned to wilting and decaying weeds.
~
A
smell~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n sniffs the air and frowns.
~
E
char~
The smell of decaying plants and bugs is thick enough to slice a knife
through.
~
!
0 0 0
-1
S
#33269
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The path continues to the north and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33267 10 10 5
D3
~
~
0 -1 33272 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33270
Decaying Garden~
You are in a decaying garden which comes to an abrupt halt. The hedges
form a dead end on three sides. The smell is almost overwhelming here.
You can see a pile of human bones piled in the corner with bugs crawling
all over them. The only exit is back the way you came.
~
~
335020032 2 6 0
D2
~
~
0 -1 33268 10 10 5
E
bug~
These bugs exist by the thousands here. Unfortunately, most of them are
either too small to eat or could be poisonous to the touch.
~
E
garden~
This hideous plot of land may once have been a wonderful garden, but has
now gone the way of the dodo. What once were beautiful flowers and
bushes, have now turned to wilting and decaying weeds.
~
E
hedges~
The hedges seem to be wilting all around you.
~
E
bone bones pile piled human~
This corner of the garden appears to be a makeshift burial plot for some
unfortunate commoners.
~
A
1 look touch search~
2 skeletons bones human~
if( rflag( reset0, room ) ) {
send_to_char( #c_skel, ch );
act_notchar( #r_skel, ch );
mload( 3000, room );
remove_rflag( reset0, room );
end;
}
else
send_to_char( #nothing, ch );
~
E
nothing~
The skeletons look old, and untouched. They appear to have been the
victims of something that once used to live here. Whatever it was, it is
no longer here.
~
E
r_skel~
$n goes to look at the skeletons, and jumps back raising $s weapon.
~
E
c_skel~
As you get closer to inspect the skeletons, the pile moves, and to your
horror, one rises!
~
!
0 0 0
-1
S
#33271
Gravel Path~
Under Construction.
~
~
335020036 3 6 0
D0
~
~
0 -1 33269 10 10 5
-1
S
#33272
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. A disturbing smell floats across on a slight breeze. The path
continues to the east and west.
~
~
335020040 2 6 0
D1
~
~
0 -1 33269 10 10 5
D3
~
~
0 -1 33273 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33273
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The surrounding hedges which lead off to the west appear to be
well groomed. The path continues to the north, east and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33275 10 10 5
D1
~
~
0 -1 33272 10 10 5
D3
~
~
0 -1 33274 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33274
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. Surprisingly, the grounds, path and hedges seem to be remarkably
well groomed in this area. In fact, you can hear the pleasant sounds of
birds chirping nearby. The path continues to the east and west.
~
~
335020040 2 6 0
D1
~
~
0 -1 33273 10 10 5
D3
~
~
0 -1 33285 10 10 5
-1
S
#33275
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. However, if you look closely, you can see that the hedges are
taking on a darker quality. Maybe you should stay away from this area.
The path continues to the north and south.
~
~
335020032 2 6 0
D0
~
~
0 -1 33276 10 10 5
D2
~
~
0 -1 33273 10 10 5
E
path~
The gravel path is enclosed by hedges.
~
-1
S
#33276
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You begin to see thorns growing on the bushes on either side of
you. You sense a force at work in this area. The path continues to the
north, south and west.
~
~
335020040 2 6 0
D0
~
~
0 -1 33278 10 10 5
D2
~
~
0 -1 33275 10 10 5
D3
~
~
0 -1 33277 10 10 5
-1
S
#33277
Pool near Gravel Path~
You have stumbled off of the gravel path, and into a shallow pool of
water. The hedges come right up to the edge of the pool. There appears
to be some sort of sign on the south side of the pool. Unfortunately,
the only way to the south side is straight through the water.
~
~
335020032 6 6 0
D1
~
~
0 -1 33276 10 10 5
D2
~
~
0 -1 33279 10 10 5
E
sign~
You cannot read the sign from here since it is at the other end of the
pool to the south.
~
472 9 1509949530 3 0
-1
S
#33278
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The bushes crowd in extremely close to the path, making it
difficult to pass through. You barely manage to squeeze through the
bushes, avoiding the thorns. Maybe you should head back south to
relative safety. The path continues to the east and south.
~
~
335020032 2 6 0
D1
~
~
0 -1 33280 10 10 5
D2
~
~
0 -1 33276 10 10 5
-1
S
#33279
Edge of Pool~
You have made it across the pool and now stand in front of a small sign
posted on a wooden stake. Aside from the hedges which line the three
sides, there is nothing else in the general vicinity. The only exit is
back through the pool to the north.
~
~
335020032 2 6 0
D0
~
~
0 -1 33277 10 10 5
E
sign~
The sign is indecipherable.
~
-1
S
#33280
Gravel Path~
The gravel path you had been walking on has become overgrown by the thorn
bushes. The size of the thorns is somewhat intimidating. Perhaps you
should retreat while you have a chance. Otherwise, a thin trail tapers
away to the north and east. A narrow path stretches to the west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33281 10 10 5
D1
~
~
0 -1 33282 10 10 5
D3
~
~
0 -1 33278 10 10 5
A
~
~
mob = mob_in_room( 471, find_room( 33283 ) );
if( !char_in_room( ch, find_room( 33283 ) ) ) {
if( mob )
junk_mob( mob );
}
~
!
1 -1 11
-1
S
#33281
Gravel Path~
Amazingly, the path opens up into a spacious opening surrounded by
oversized thorn bushes. A rather new-looking statue stands here. The
figure is of a male faerie, although he is slightly taller than most
faeries. The stone eyes stare blankly out at you, but you see where the
sculptor added laugh lines near the corners of them. It looks like a
relaxed face, and the stance of the figure is casual, with one hand on
its hip and the other one extended as if to shake hands with visitors to
this little corner of the garden. Small chunks of the statue's base have
been hacked away, leaving the chips lying on the ground as evidence of
the misdeed.
~
~
335020032 2 6 0
D2
~
~
0 -1 33280 10 10 5
E
eye eyes~
Although the eyes of the statue are a clear, grey stone, your spirit
feels somewhat elated when you gaze into them.
~
E
statue figure~
The statue faces you with one hand extended.
~
E
chunks stone~
It appears as if someone has been hacking angrily at the statue.
~
E
arm arms hand extended~
Upon closer inspection, you notice that one arm seems to be able to pivot
in the shoulder socket.
~
A
pull shake~
arm statue hand~
send_to_char( #char, ch );
act_notchar( #room, ch );
room = find_room( 33338 );
send_to_room( #bridge, room );
transfer_all( room, find_room( 33403 ) );
room = find_room( 33339 );
if( !is_open( room, east ) ) {
send_to_room( #open, room );
open( room, east );
send_to_room( #open, find_room( 33337 ) );
}
else {
send_to_room( #close, room );
close( room, east );
send_to_room( #close, find_room( 33337 ) );
}
if( doing_quest( ch, 21 ) ) {
wait( 1 );
update_quest( ch, 21 );
send_to_char( #thanks, ch );
}
~
E
thanks~
You hear the faint whisper of the dryad in your ear, "You bring much
honor to our king."
~
E
bridge~
The drawbridge suddenly closes, toppling you off into the moat.
~
E
close~
The drawbridge slowly creaks closed.
~
E
open~
The drawbridge opens with a clang of chains.
~
E
room~
$n pulls the statue's arm.
~
E
char~
You pull the statue's arm.
~
!
0 0 0
-1
S
#33282
Gravel Path~
The bushes have slowed your travel to a mere crawl. You begin to feel a
strange, foreboding sensation, which causes you to sweat uncontrollably.
The urgent need to return through the bushes to the west controls all of
your thought processes. A small opening covered by thorny branches lies
to the east, while the thin trail tapers back to the west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33283 10 10 5
D3
~
~
0 -1 33280 10 10 5
-1
S
#33283
Gravel Path~
The thorny bushes are too thick in this area to make anything out. An
ominous spirit seems to sleep in these deep bushes. A scream escapes
from your lips for no apparent reason. You should definitely return to
the west while your sanity is still intact.
~
~
335020032 2 6 0
D3
~
~
0 -1 33282 10 10 5
A
~
~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( find_stat( ch, level ) < 10 ) {
send_to_char( #char, ch );
wait( 5 );
}
wait( 1 );
if( players_room( find_room( 33283 ) ) ) {
send_to_room( #room2, find_room( 33283 ) );
wait( 2 );
mload( 471, find_room( 33283 ) );
}
}
~
E
room2~
From somewhere around you, you can feel a presence wrap itself around you.
~
E
char~
You can feel a presence looming out of the deep shadows within the thorns.
You may consider running now, because you can sense that this power may
be too strong for you.
~
!
1 -1 8
471 9 1509949530 3 0
-1
S
#33284
Gravel Path~
Under Construction.
~
~
335020036 3 6 0
D2
~
~
0 -1 33283 10 10 5
-1
S
#33285
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You begin to see beautiful flowers blooming before your eyes.
Birds flit across the path in front of you, resting in hedges between
flights. Have you every seen a more pleasant place? Even the grass
between the path and hedges appears to be clipped perfectly. The path
continues to the north and east.
~
~
335024128 2 6 0
D0
~
~
0 -1 33286 10 10 5
D1
~
~
0 -1 33274 10 10 5
A
~
~
mob = mob_in_room( 461, find_room( 33286 ) );
if( !char_in_room( ch, find_room( 33286 ) ) ) {
if( mob )
junk_mob( mob );
}
~
!
1 2 4
477 9 1509949540 3 0
414 17 1509949540 -1 0
-1
S
#33286
Garden Bridge~
You are walking on a gravel path which winds its way between tall
hedges. All around you are thousands of exotic plants and flowers.
Beautiful pink chrysanthemums complement majestic, purple irises. The
sweet smell of honeysuckle floats in the air. A small bridge crosses
over a clear pond to the north. The path continues to the north and
south.
~
~
335020040 2 6 0
D0
~
~
0 -1 33287 10 10 5
D2
~
~
0 -1 33285 10 10 5
E
plant plants flower flowers chrysanthemums irises honeysuckle~
These plants appear to be very well kept. No weed can be seen anywhere
in the vicinity.
~
E
bridge~
The bridge seems to be in pristine condition. Somebody has been taking
good care of it. Eight and a half feet long, the bridge spans the entire
pond.
~
E
goldfish~
The goldfish shimmer in the soft light at the bottom of the pond.
~
E
pond~
The pond is only about seven feet across at its widest point. Beautiful
goldfish swim beneath delicate lily pads.
~
A
~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
continue;
~
E
room~
$n crosses over the bridge spanning the pond, and continues north.
~
E
char~
You cross over the bridge spanning the pond, and continue north.
~
!
3 0 1
-1
S
#33287
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. Garden benches rest beneath lush trees, laden with ripe fruit.
A small bridge crosses over a clear pond to the south. The path
continues to the north and south.
~
~
335020032 2 6 0
D0
~
~
0 -1 33288 10 10 5
D2
~
~
0 -1 33286 10 10 5
E
fruit~
You see six cherry trees lining the path here. Their boughs are weighted
down with ripe fruit, and beyond these you see apple and pear
trees waiting to be relieved of their delicious burdens.
~
A
pick~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n attempts to pick a fruit, but can't reach any.
~
E
char~
You can't reach the fruits in the trees.
~
!
0 -1 0
A
sit~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n sits down on a bench along the path.
~
E
char~
You sit down on a bench along the path.
~
!
0 0 0
A
~
~
mob = mob_in_room( 461, room );
if( !mob ) {
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
mload( 461, find_room( 33287 ) );
send_to_char( #char, ch );
act_notchar( #room, ch );
end;
}
else
continue;
}
if( is_resting( mob ) )
continue;
continue;
~
E
nothing~
acode
~
E
room~
$n attempts to go south. A large, green troll crawls out from beneath
the bridge and blocks $s way.
~
E
char~
As you attempt to go south, a large, green troll crawls out from beneath
the bridge and blocks your way. The troll growls, "Gimmee that yummy
ration!"
~
!
3 2 4
-1
S
#33288
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. To the north is a small gardening shed with vines and ivy
snaking up the sides, making the shed blend in with the natural beauty
of the garden. The path continues to the east and south.
~
~
335020032 2 6 0
D0
shed door~
shed door~
131 -1 33289 10 10 5
D1
~
~
0 -1 33291 10 10 5
D2
~
~
0 -1 33287 10 10 5
E
shed~
This could be the shed used to store the necessary supplies in making
this garden stay beautiful and healthy.
~
-1
S
#33289
Garden Shed~
You are in a small gardening shed which stores all sorts of gardening
equipment. In the corner are bags of manure, ready to be used for
fertilizer. The only exit appears to be through the door to the south.
~
*Down from here is florian's i guess. groan
*make coming up from secret (the one way) obvious why its oneway
~
335020036 0 6 0
D2
shed door~
"shed door"~
131 -1 33288 10 10 5
E
secret passage hidden d down~
There doesn't appear to be a hidden passage here. Maybe the castle
guards sealed it up so that invaders wouldn't be able to sneak into the
castle through here.
~
A
get take find steal grab~
metal object ring~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 10 ) < 3 ) {
obj_to_char( oload( 32 ), ch );
send_to_char( #char, ch );
act_notchar( #to_room, ch );
}
else {
send_to_char( #coin, ch );
obj_to_char( oload( 12 ), ch );
act_notchar( #hehe, ch );
}
}
else {
send_to_char( #char_nothing, ch );
act_notchar( #room_nothing, ch );
}
~
E
hehe~
You muffle a snicker as you notice $n pull a single copper coin from the
bag of manure that $e had been buried up to $s elbows a few seconds ago.
~
E
coin~
After all of that rummaging through the bag of manure, you pull out a
single copper coin.
~
E
room_nothing~
$n searches through the bag of manure, but doesn't find anything of use
in there.
~
E
to_room~
$n reaches into a bag of manure and pulls out a ring.
~
E
char_nothing~
You find nothing in this bag of manure that could be of use to you.
~
E
char~
You reach into the bag of manure and pull out a ring.
~
!
0 0 0
A
look search examine peek~
bag bags manure fertilizer~
if( rflag( reset1, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
}
else {
send_to_char( #nope, ch );
act_notchar( #sorry, ch );
}
~
E
sorry~
$n plugs $s nose and dives into the bag of manure, searching for who
knows what.
~
E
nope~
Holding your nose, you sift through fertilizer, finding absolutely
nothing.
~
E
room~
$n plugs $s nose and dives into the bag of manure, searching for who
knows what.
~
E
char~
Holding your nose, you sift through fertilizer, feeling a metal object in
the bottom.
~
!
0 0 0
A
1 look peek search examine~
object ring metal circular~
if( rflag( reset1, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
}
else {
send_to_char( #nope, ch );
act_notchar( #sorry, ch );
}
~
E
sorry~
$n sticks his hands and face into the bag of manure in order to examine
it more closely.
~
E
nope~
Either you must have gotten what was in there or what you originally felt
was a metal object was probably just petrified animal dung.
~
E
room~
$n sticks his hands and face into the bag of manure in order to examine
it more closely.
~
E
char~
You cannot really get a good look at the metal object through the pile of
manure. Unfortunately, unless you take it out of the bag, the only thing
you can tell is that it is metal and that it is circular in nature.
~
!
0 0 0
-1
S
#33290
Gravel Path~
Under Construction.
~
~
335020036 3 6 0
D2
~
~
0 -1 33289 10 10 5
-1
S
#33291
Gravel Path~
You are walking on a gravel path which winds its way between tall hedges.
The old, wooden shed stands squallidly along the edge of the path. The
path continues around the gardening shed to the north and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33294 10 10 5
D3
~
~
0 -1 33288 10 10 5
-1
S
#33292
Gravel Path~
Under Construction.
~
~
335020036 3 6 0
D3
~
~
0 -1 33290 10 10 5
-1
S
#33293
Gravel Path~
Under Construction.
~
~
335020036 3 6 0
D3
~
~
0 -1 33292 10 10 5
-1
S
#33294
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. To the west is a small gardening shed with vines and ivy
snaking up the sides, making the shed blend in with the natural beauty
of the garden. The path continues to the east and south.
~
~
335020032 3 6 0
D1
~
~
0 -1 33295 10 10 5
D2
~
~
0 -1 33291 10 10 5
D4
~
~
494 -1 33475 10 10 5
E
1 up~
Looking up, you can see the top of the shed. Maybe you can climb up.
~
A
climb~
ivy vine vines up~
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 33475 ) );
act_notchar( #arr, ch );
~
E
arr~
$n comes clambering over the edge of the shed and stands next to you.
~
E
n tests the vines, then vanishes over the top of the shed.~
~
E
room~
~
E
char~
Finding the ivy secure, you pull yourself to the top of the shed.
~
!
0 4 0
-1
S
#33295
Gazebo~
At the end of this wonderful garden, you stumble upon a large wooden
structure. Clambering up the steps, you find yourself inside a gazebo.
A light wind passes through and ruffles your hair. This would be the
perfect place to bring that someone special for a picnic. The path
continues back to the west.
~
~
335020032 2 6 0
D3
~
~
0 -1 33294 10 10 5
E
gazebo~
This gazebo stretches up towards the top of the bushes. Odd, despite the
tall hedges closing in three sides, a slight wind still finds its way
through from the north.
~
468 9 1509949510 3 0
-1
S
#33296
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You notice that the wind has become seemingly stronger. The
path continues to the east and west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33257 10 10 5
D3
~
~
0 -1 33297 10 10 5
E
wind~
The wind stings your eyes when you look into it.
~
-1
S
#33297
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The winds begin to whip through the area, making the trek along
the path unbearable. Maybe you should turn back. The path continues to
the east and west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33296 10 10 5
D3
~
~
0 -1 33299 10 10 5
-1
S
#33298
Courtyard~
Under Construction.
~
~
335020036 3 6 0
D0
~
~
0 -1 33297 10 10 5
-1
S
#33299
Gravel Path~
The winds are so strong in this area that a whirlwind has formed at the
center of the gravel path. The force of the whirlwind is pulling the
bushes out of the ground and throwing gravel high into the area. The
sources of the two winds causing this rotating windstorm come from the
north and west. You may want to head back before you get sucked into the
center of the storm.
~
~
335020032 5 6 0
D0
~
~
0 -1 33300 10 10 5
D1
~
~
0 -1 33297 10 10 5
D3
~
~
0 -1 33301 10 10 5
E
sucked~
Just a note that I want a command here which does not allow a person to
be able to sleep in these genereal vicinities. Also, if they rest or
stand here for a tick, they will get sucked into the storm and thrown
somewhere else in the game...
~
-1
S
#33300
Dead End~
The rush of wind seems to spring from the mouth of the statue at the end
of the path. The hedges form a dead end on three sides. The only exit
is back the way you came.
~
~
335020032 5 6 0
D2
~
~
0 -1 33299 10 10 5
A
enter~
mouth wind gargoyle~
if( mob_in_room( 401, find_room( 33300 ) ) ) {
act_notchar( #room, ch );
send_to_char( #char, ch );
transfer( ch, find_room( 9004 ) );
act_notchar( #arr, ch );
loop( followers ) {
act_notchar( #f_room, rch );
act_tochar( #f_leave, rch );
transfer( rch, find_room( 9004 ) );
act_notchar( #f_arr, rch );
}
}
~
E
f_room~
$n enters the mouth of the wind gargoyle and disappears.
~
E
f_arr~
$n comes falling from the sky and lands next to you in an upright
position.
~
E
f_leave~
You enter the mouth of the wind gargoyle and find yourself being
transported to another place.
~
E
arr~
$n comes falling from the sky and lands next to you in an upright
position.
~
E
char~
$n enters the mouth of the wind gargoyle and disappears.
~
E
room~
You enter the mouth of the wind gargoyle and find yourself being
transported to another place.
~
!
0 0 0
401 9 1509949490 3 0
-1
S
#33301
Dead End~
The rush of wind seems to spring from the mouth of the statue at the end
of the path. The hedges form a dead end on three sides. The only exit
is back the way you came.
~
~
335020032 5 6 0
D1
~
~
0 -1 33299 10 10 5
A
enter~
mouth wind gargoyle~
if( mob_in_room( 401, find_room( 33301 ) ) ) {
act_notchar( #room, ch );
send_to_char( #char, ch );
transfer( ch, find_room( 9044 ) );
act_notchar( #arr, ch );
loop( followers ) {
act_notchar( #f_room, rch );
act_tochar( #f_leave, rch );
transfer( rch, find_room( 9044 ) );
act_notchar( #f_arr, rch );
}
}
~
E
f_arr~
$n comes falling from the sky and lands next to you in an upright
position.
~
E
f_leave~
You enter the mouth of the wind gargoyle and find yourself being
transported to another place.
~
E
f_room~
$n enters the mouth of the wind gargoyle and disappears.
~
E
arr~
$n comes falling from the sky and lands next to you in an upright
position.
~
E
room~
$n enters the mouth of the wind gargoyle and disappears.
~
E
char~
You enter the mouth of the wind gargoyle and find yourself being
transported to another place.
~
!
0 0 0
401 9 1509949490 3 0
-1
S
#33302
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The path continues to the south and west.
~
~
335020040 2 6 0
D2
~
~
0 -1 33255 10 10 5
D3
~
~
0 -1 33303 10 10 5
-1
S
#33303
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. A grassy knoll lies to the north, and the path continues to the
east and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33304 10 10 5
D1
~
~
0 -1 33302 10 10 5
D3
~
~
0 -1 33305 10 10 5
-1
S
#33304
Grassy Knoll~
You are now walking on a grassy knoll which angles down from the path
towards the east. The tall hedges which surround the knoll have become
darker and less inviting. The gravel path stands like a safehaven to the
south.
~
~
335020040 4 6 0
D1
~
~
0 -1 33306 10 10 5
D2
~
~
0 -1 33303 10 10 5
-1
S
#33305
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You hear muffled laughter off to the north. The path continues
to the north, east and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33314 10 10 5
D1
~
~
0 -1 33303 10 10 5
D3
~
~
0 -1 33313 10 10 5
-1
S
#33306
Bottom of Knoll~
The ground seems to become softer as you walk along between tall hedges.
The grass in no longer green, but instead, has turned an ugly, brownish
color. The smell of mud and gunk wafts to your nose from the north. A
small knoll rises to the west.
~
~
335020032 4 6 0
D0
~
~
0 -1 33307 10 10 5
D3
~
~
0 -1 33304 10 10 5
-1
S
#33307
Swamp Entrance~
Mud begins to suck at your boots as you force your way through what is
the beginning of a small swamp. The hedges around you appear to be
suffering from this infernal muck and slime. The trail of ooze which
makes up this swamp extends to the north and south.
A sign stands half buried in the mud here.
~
~
335020032 6 6 0
D0
~
~
0 -1 33308 10 10 5
D2
~
~
0 -1 33306 10 10 5
E
sign~
Be wary travellers, many have entered here and only the highly skilled
have returned. If you are below 30th level like myself, you should not
enter here.
~
-1
S
#33308
Swamp~
You are now waist deep in an oozing slime which attempts to suck you
down. The dark hedges which line the swamp have taken on an eerie
quality as they strain to contain the murky slime. You can feel your
skin crawl underneath you clothing. Fear begins to creep into your
heart. The swamp seems to continue to the south and west.
~
~
335020032 6 6 0
D2
~
~
0 -1 33307 10 10 5
D3
~
~
0 -1 33309 10 10 5
-1
S
#33309
Swamp~
You are swimming in a murky swamp which is clearly over your head here.
Although the tall hedges still surround you on all sides, the job of
containing the swamp appears to be taking its toll. Spaces can be seen
in the thick branches where some of the muck has forced its way through.
The swamp continues to the south and east.
~
~
335020032 6 6 0
D1
~
~
0 -1 33308 10 10 5
D2
~
~
0 -1 33310 10 10 5
-1
S
#33310
Swamp~
You are swimming in a murky swamp which is clearly over your head. Small
pieces of clothing and armor float on top of the slime all around you.
You struggle to keep your stomach still when you notice the human and
animal parts caught in the hedges which surround the area. The swamp
continues to the north and west.
~
~
335020032 6 6 0
D0
~
~
0 -1 33309 10 10 5
D3
~
~
0 -1 33311 10 10 5
8 9 1509949540 3 0
-1
S
#33311
Swamp~
The murky ooze which comprises the swamp is amazingly shallow here.
Feeling along with your foot to the east, you can tell where the ground
beneath the slime drops down to an undeterminable depth. To the north,
you can see a grassy patch rising out of the muck and slime like a
phoenix.
~
~
335020032 6 6 0
D0
~
~
0 -1 33312 10 10 5
D1
~
~
0 -1 33310 10 10 5
-1
S
#33312
Swamp Lair~
You have clambered up into a grassy patch at the end of the swamp. The
area is littered with straw and limbs from the tall hedges which surround
you on three different sides. It would seem that this patch is used as a
lair for some hideous monster. The only exit appears back into the murky
swamp to the south.
~
~
335020032 11 6 0
D2
~
~
0 -1 33311 10 10 5
271 9 1509949490 3 0
-1
S
#33313
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The path continues to the south and east.
~
~
335020032 2 6 0
D1
~
~
0 -1 33305 10 10 5
D2
~
~
0 -1 33315 10 10 5
-1
S
#33314
Gravel Path~
You are walking along a gravel path that winds its way between tall
hedges. You see small mushrooms placed in a faerie ring under one of the
hedges.
~
~
335020032 2 6 0
D2
~
~
0 -1 33305 10 10 5
D3
~
~
0 -1 33318 10 10 5
E
faerie ring mushrooms~
You bend down to examine this peculiar ring of mushrooms. You've heard
legends about how faeries dance at night and leave rings such as this,
but you attribute that to the ignorance of the masses, not to any
particular truth. Still, it is an appealing little fable.
~
467 9 1509949520 3 0
586 9 1509949540 3 0
-1
S
#33315
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. You can hear the sound of a strong wind somewhere to the west.
This wind barely covers the crunching sound you make while walking on the
gravel path. The path continues to the north and east.
~
~
335020040 2 6 0
D0
~
~
0 -1 33313 10 10 5
D1
~
~
0 -1 33316 10 10 5
-1
S
#33316
Gravel Path~
You are walking on a gravel path which winds its way between tall
hedges. The gravel beneath your feet has started crunching louder than
normal. The path continues to the east and west.
~
~
335020032 2 6 0
D1
~
~
0 -1 33317 10 10 5
D3
~
~
0 -1 33315 10 10 5
-1
S
#33317
Dead End~
You are on a gravel path which comes to an abrupt halt. The hedges form
a dead end on three sides. As you look around, you faintly notice the
bushes shimmer in front of you. The crunching sound beneath your feet
has become steadily louder. The only exit is back to the west.
~
~
335020032 2 6 0
D3
~
~
0 -1 33316 10 10 5
E
rep reptillian shape~
The translucent figure seems to be that of a gecko.
~
463 9 1509949540 3 0
-1
S
#33318
Leafy Glade~
The hedges in this area seem to have been deliberately cut back to allow
flowering plants to grow near the pathway. You recognize several kinds
of flowers, including foxglove and lily of the valley. You are impressed
with the calm beauty of this spot. It reminds you of a picture you once
saw of the Faerie King's palace from some silly book or another.
~
~
335020032 2 6 0
D0
~
~
0 -1 33319 10 10 5
D1
~
~
0 -1 33314 10 10 5
E
foxglove lily valley flowers~
These delicate flowers emit a sweet odor. In the picture-book, you
remember seeing extravagantly-dressed courtiers at a feast, drinking out
of lily-of-the-valley blossoms as if they were chalices made of gold.
You have no idea why you keep thinking these silly things, but something
about this place seems to enchant you.
~
467 9 1509949520 3 0
-1
S
#33319
Leafy Glade~
The hedges lining the path here are only about two feet in height,
allowing the surrounding trees to close in overhead and form a living
green arch above you. You hear birds above you and the chatter of a
nearby squirrel.
~
~
335020032 2 6 0
D0
~
~
0 -1 33320 10 10 5
D2
~
~
0 -1 33318 10 10 5
-1
S
#33320
Leafy Glade~
Sunlight shines through the overhead trees, giving a calming green aura
to everything underneath the leafy canopy. You inhale deeply, taking the
sweet smell of earth and grass into your lungs.
~
~
335020032 2 6 0
D2
~
~
0 -1 33319 10 10 5
D3
~
~
0 -1 33321 10 10 5
473 9 1509949540 3 0
-1
S
#33321
Leafy Glade~
You feel so much at peace here that you almost want to take a nap. There
is only the slight sound of wind in the leaves and the quiet chirrup of a
cricket to keep you awake, and even listening to them is like having a
lullaby sung to you.
~
~
335020032 2 6 0
D1
~
~
0 -1 33320 10 10 5
D2
~
~
0 -1 33326 10 10 5
D3
~
~
0 -1 33322 10 10 5
E
bush tree path~
You search the bushes, but see nothing there. You come across two sets
of tiny footprints, but they are too small to be humanoid.
~
A
sleep ~
~
send_to_char( #wake, ch );
act_notchar( #room, ch );
~
E
room~
$n seems to wake up just as $e was falling asleep. It seems as if $e is
listening to something.
~
E
wake~
You begin to doze off, listening to the whisper of the trees. Suddenly
you are aware that there are more whispers than that.
"Don't go too close. You never know what those will do. Let it sleep!"
"But Mama, it doesn't look mean."
"You heard what I said. Now come away."
You hear two tiny sets of feet walking back down the path singing a
lilting little tune about dancing in a ring under the moon.
~
!
0 0 0
A
rest~
~
send_to_char( #sound, ch );
act_notchar( #hmmm, ch );
~
E
hmmm~
$n sits down on the ground and looks up at the canopy of branches above
you. Suddenly, $n jumps up and dashes toward a bush as if $e has seen
something there.
~
E
sound~
You sit down on the ground and look up at the canopy of branches above
you. You hear a tiny voice calling, like a mother to a child, but it
doesn't sound human. You see a tiny blink of light out of the corner of
your eye, and then it's gone.
~
!
0 0 0
-1
S
#33322
Leafy Glade~
Hundreds of leaves flutter softly in a light breeze. The smell of moist
soil and fresh air invades your nostrils, and you inhale deeply, trying
to soak up as much of this as you can.
~
~
335020032 2 6 0
D1
~
~
0 -1 33321 10 10 5
D3
~
~
0 -1 33323 10 10 5
467 9 1509949540 3 0
-1
S
#33323
Leafy Glade~
You can see the top of a large tree to your southeast. Small birds
bounce around from branch to branch, singing loudly and puffing up their
feathers. Small lights dance around in the surrounding bushes. The
pathway here is surrounded by ferns and clover.
~
~
335020032 2 6 0
D1
~
~
0 -1 33322 10 10 5
D2
~
~
0 -1 33324 10 10 5
467 9 1509949530 3 0
-1
S
#33324
Leafy Glade~
You see a large tree to the east, and to the north the pathway narrows
slightly. Birds chirp all around you, enjoying this part of the
courtyard as much as you are. Tall ferns peek out from the surrounding
grasses, and you can see moisture on the fronds and leaves of the
greenery.
~
~
335020040 2 6 0
D0
~
~
0 -1 33323 10 10 5
D1
~
~
0 -1 33325 10 10 5
E
moisture~
Heavy beads of dew cling to the leaves of all the plants in this area.
The result is a healthy-looking abundance of green in all directions.
~
-1
S
#33325
Leafy Glade~
This sunny cul-de-sac is full of insect life and the chirping of birds.
A large tree houses most of the life you see, and tall ferns peek out
from around it.
~
~
335020032 2 6 0
D3
~
~
0 -1 33324 10 10 5
E
ferns~
These ferns are a healthy, rich green, and the undersides are covered
with spores. The soil beneath them is a heavy loam. The tree overhead
must keep the ground here from drying out.
~
A
4 practice~
protection~
mob = mob_in_room( 474, room );
if( is_name( "", arg ) ) {
if( done_quest( ch, 21 ) ) {
tell( mob, ch, #prac );
continue;
}
else
tell( mob, ch, #sorrow );
}
else
continue;
~
E
prac~
It is great news, hearing that our leader has been reborn again, and that
you have met him. Our queen shall be heartened, knowing that her love for
him will go on and on.
~
E
sorrow~
I am much too sad from my loss to help you now. Please, leave me be.
~
!
0 0 0
65 9 1509949540 3 0
474 9 1509949540 3 0
-1
S
#33326
Leafy Glade~
Long fronds from the large ferns lean out over the pathway. You can
smell moisture in the air, probably from last night's dew. Droplets of
water scatter all over the place as you walk through the ferns, and light
sparkles from the dew on the hedge leaves.
~
~
335020032 2 6 0
D0
~
~
0 -1 33321 10 10 5
D2
~
~
0 -1 33327 10 10 5
E
leaves moisture dewy~
Large drops of water, like dew, rest on the brilliant green leaves of the
hedges that line the pathway. Light sparkles off of the droplets,
creating a fairytale atmosphere.
~
586 9 1509949540 3 0
-1
S
#33327
Gravel Path~
The trees here are flourishing. There is a heavy dew on the leaves, the
birds are singing from the topmost branches, and even the hedges right
next to you seem to be doing well. What a beautiful place.
~
~
335020040 2 6 0
D0
~
~
0 -1 33326 10 10 5
D2
~
~
0 -1 33329 10 10 5
D3
~
~
0 -1 33328 10 10 5
-1
S
#33328
Cobbled Walkway~
The gravel path ends just behind you, and here the walkway has been laid
out in large cobblestones. Two even rows of low shrubs line either side
of the walk, and over the top of the shrubs you look out over a long,
narrow lawn that has obviously been designed for tenpins.
~
~
335020032 2 6 0
D1
~
~
0 -1 33327 10 10 5
D3
~
~
0 -1 33330 10 10 5
473 9 1509949540 3 0
-1
S
#33329
Gravel Path~
A large rainbow stretches across the path above. The colors in the
rainbow are vibrant. The ends disappear into the hedges on either side
of the path.
~
~
335020032 2 6 0
D0
~
~
0 -1 33327 10 10 5
D3
~
~
0 -1 33332 10 10 5
464 9 1509949490 3 0
-1
S
#33330
Tenpins Lawn~
You stand on the north end of the tenpins lawn, admiring the nicely
clipped grass. It appears to still be in use, as you see pins scattered
on the far end and there is a rack of balls next to you. You see a table
set with chairs on the other end of the lawn, and another, smaller table
set to the side of it.
~
~
335020032 2 6 0
D1
~
~
0 -1 33328 10 10 5
D2
~
~
0 -1 33331 10 10 5
-1
S
#33331
Tenpins Lawn~
The grass on this end of the tenpins lawn is smashed and you see napkins
and a few abandoned plates on a table here. It looks like you missed the
party by a few hours. Another large table is covered by mostly-empty
serving dishes and wine carafes, and a large ice sculpture drips itself
into a large puddle on the grass. You hear whispering from the bushes to
the east of you.
~
~
335020032 2 6 0
D0
~
~
0 -1 33330 10 10 5
E
ice sculpture~
Unfortunately, the large ice sculpture has all but melted away. However,
you can see the vague outlines of a small creature with wings. Perhaps
it was a sculpture of a fairy, which would seem appropriate after what
you've seen the hedge maze.
~
E
table plates~
The table is covered with plates of half-eaten food, bunches of flowers
woven into chains, small gloves and ladies' fans. The feast was a
success, judging by the emptied wine bottles and carafes.
~
A
listen hear ~
~
send_to_char( #whispers, ch );
act_notchar( #hmmm, ch );
~
E
hmmm~
$n leans to the east and appears to be listening in on a conversation.
~
E
whispers~
You lean to the east a bit and strain to hear. Muffled giggles and many
different voices whisper back and forth in animated discussion.
"Should we attack?" "Are you crazy? We'll be killed or captured!"
As you take a step to examine the bushes, you hear a collective gasp and
the sound of many tiny feet scampering away.
~
!
0 0 0
-1
S
#33332
Gravel Path~
You could swear you hear faint whispers all around you. Glancing around,
you decide it must be the wind in the bushes, although the air around you
seems to be still. The hedges along the pathway here seem to be a
brighter green and you still see dewy moisture on the leaves.
~
[Loxus] wierd mesg when you listen here
~
335020040 2 6 0
D1
~
~
0 -1 33329 10 10 5
D2
~
~
0 -1 33333 10 10 5
E
bushes hedges~
A scrabbling noise comes from the bushes as you approach, and you hear
tiny feet running away to the west.
~
A
listen~
~
send_to_char( #whispers, ch );
act_notchar( #hmmm, ch );
~
E
hmmm~
$n leans to the west a bit. It appears $e is listening to something.
~
E
whispers~
You tilt your head slightly to the west. You *do* hear whispers... and
what sounds like muted giggles. Somebody is hiding in the bushes here,
and you intend to find out who.
~
!
0 0 0
A
listen hear~
~
send_to_char( #whispers, ch );
act_notchar( #hmmm, ch );
~
E
hmmm~
$n seems to be listening to something.
~
E
whispers~
You tilt your head slightly. You *do* hear whispers... and what sounds
like muted giggles. Somebody is hiding in the bushes near here, and you
intend to find out who.
~
!
0 0 0
-1
S
#33333
Gravel Path~
You are walking on a gravel path which winds its way between tall hedges.
You can hear the sound of a strong wind coming from the east. A large
castle looms up to the west. The path continues to the north and west.
~
~
335020032 2 6 0
D0
~
~
0 -1 33332 10 10 5
D3
~
~
0 -1 33334 10 10 5
-1
S
#33334
Gravel Path~
You are now walking along a gravel path which winds its way between tall
hedges and a moat. A large castle rests on the other side of the moat.
The only exits are to the east and south.
~
~
335020032 2 6 0
D1
~
~
0 -1 33333 10 10 5
D2
~
~
0 -1 33337 10 10 5
-1
S
#33337
Gravel Path - Before an Enormous Castle~
A narrow gravel path reaches its end here as it winds its way up to the
front of an enormous castle. Thick hedges surrounds the gravel path as
it makes its way north. The castle is made of sturdy but old stone and
rises high into the air. An iron-bound drawbridge looks to be the only
accessible way to cross the large moat that surrounds the castle. More
hedges block any further passage south.
~
-Florian started Here on 6/5/98 - dont look prettty
*H
*blcoker
~
335020032 2 6 0
D0
~
~
0 -1 33334 10 10 5
D3
~
~
0 -1 33338 10 10 5
A
~
~
if( !is_open( find_room( 33339 ), east ) )
send_to_char( #closed, ch );
else
continue;
~
E
closed~
The drawbridge is closed and if you walked west, you would land in the
moat, and it does not look pleasant at all. Perhaps you should find some
way to open it.
~
!
3 3 8
A
~
~
send_to_room( #room, room );
close( find_room( 33339), east );
~
E
room~
The creaking portcullis closes behind you.
~
!
1 1 8
A
1 west~
~
act_tochar( #nope, ch );
~
E
nope~
This area is closed to players at this time.
~
!
0 0 0
-1
S
#33338
Drawbridge~
A wooden drawbridge stretches west to east, spanning the surface of a
large moat. Bands of iron coated with rust hold together the thick
planks of wood. The eastern end of the drawbridge connects up to a
gravel path that winds its way north. Through the open portcullis to the
west lies the entrance into an enormous castle of stone.
~
*H
~
335020032 3 6 0
D1
~
~
0 -1 33337 10 10 5
D3
drawbridge~
drawbridge~
97 -1 33339 10 10 5
E
1 west~
drawbridge~
-1
S
#33339
Mechanism Room~
This room houses the mechanisms needed to both raise and lower the
massive wooden planks that serve as the castle's bridge over the murky
moat that surrounds it. The walls are made of square cut stone blocks
and are undecorated. Two torch sconces stand to either side of the
drawbridge, illuminating the way to the castle's entry hall which lies to
the west. Beside the bottom of one of the complex drawbridge mechanisms
is a slender oaken lever.
~
*H
~
335020038 0 5 0
D1
drawbridge~
drawbridge~
97 -1 33338 10 10 5
D3
hallway~
hallway~
0 -1 33341 10 10 5
E
lever~
This appears to be a normal lever that you would pull.
~
A
pull~
lever~
send_to_char( #char, ch );
act_notchar( #room, ch );
room = find_room( 33338 );
send_to_room( #bridge, room );
transfer_all( room, find_room( 33403 ) );
room = find_room( 33339 );
if( is_open( room, east ) ) {
send_to_room( #close, room );
close( room, east );
send_to_room( #close, find_room( 33337 ) );
}
else {
send_to_room( #open, room );
open( room, east );
send_to_room( #open, find_room( 33337 ) );
}
~
E
bridge~
The drawbridge suddenly closes, toppling you off into the moat.
~
E
close~
The drawbridge slowly creaks closed.
~
E
open~
The drawbridge opens with a clang of chains.
~
E
room~
$n pulls the lever.
~
E
char~
You pull the lever.
~
!
0 0 0
A
~
~
wait( 1 );
act_tochar( #room, ch );
close( room, east );
~
E
room~
The creaking portcullis closes behind you.
~
!
1 3 2
A
disabled west~
~
room = find_room( 33341 );
if( !mob_in_room( 533, room ) )
mload( 533, room );
continue;
~
!
3 0 0
-1
S
#33341
Entry Hall~
Rectangular in shape, this entry hall stretches to the east and west,
connecting the mechanism room and entrance to the rest of the castle.
The entire chamber is austere and lacking in ornamentation. A small,
wooden door is set into the northern wall while a much larger, more
detailed, door lies broken off its hinges in the west wall. Deep gouges
have been cut into the south wall of the entry hall.
~
*H
*redo chimera so he doesnt disappear.
tired of his sorry ass duplicating.
~
335020070 0 6 0
D0
small wooden door~
small wooden door~
3 -1 33407 10 10 5
D1
'door'~
'door'~
0 -1 33339 10 10 5
D3
door~
door~
1 -1 33342 10 10 5
E
castle~
This castle appears to be quite old, but in good condition. The ceilings
are somewhat high, but when have you ever seen a castle with low
ceilings.
~
E
entryway~
This entryway is somewhat undescriptive. Aside from the dirt and mud
which has been tracked in here, it has no other markings.
~
533 9 1509949540 3 0
-1
S
#33342
Receiving Chamber~
A long table of polished blue marble dominates the center of this hall.
Ten chairs carved from the darkest mohagony line up against the stone
walls to the east and west. Before the table stands a short white
pillar, atop which rests a sealed tome and a large, open book. A round
ink pot and several quills accompany the open book. Two wide doors, one
to the east and one to the west, lie busted off their hinges on the
ground.
~
*H
~
335020044 0 6 0
D1
door~
door~
1 -1 33341 10 10 5
D3
door~
door~
1 -1 33343 10 10 5
E
quills~
These feathers appear to have been plucked from the tail of a goose.
~
E
ink pot~
A glass container sits here idly holding black ink.
~
E
5 chairs~
Tall and regal, these chairs await any royal dignitaries which may need
to rest their weary feet.
~
E
table~
The table seems quite royal, with its gold inlays and stout wooden legs
which support its massive frame.
~
E
book~
There appears to be a long list of names and messages for several pages.
However, the list stops part way down the page, leaving the rest of the
book blank. Perhaps you should read some of the names which were already
there.
~
A
get~
quill quills~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n grabs a feather quill off of the table.
~
E
char~
You grab a feather quill off of the table.
~
!
0 0 0
A
sign~
book~
send_to_char( #char, ch );
act_notchar( #room, ch );
interpret( ch, "mail Registry" );
interpret( ch, "mail 1 I signed the registry book in room 33342." );
interpret( ch, "mail send Florian" );
~
E
room~
$n registers $s name and returns the feather quill.
~
E
char~
You register your name in the book and return the feather quill.
~
!
0 0 0
A
read~
book registry~
send_to_char( #to_char, ch );
act_notchar( #room2, ch );
wait( 2 );
send_to_char( #char4, ch );
act_notchar( #room2, ch );
send_to_char( #char5, ch );
act_notchar( #room2, ch );
wait( 2 );
act_tochar( #more, ch );
act_notchar( #room2, ch );
wait( 2 );
act_tochar( #more2, ch );
act_notchar( #room2, ch );
~
E
room~
$n begins to read the registry book.
~
E
to_char~
You turn the page and continue reading:
Scroggle Jul 9, 1996
Drakk Jul 14, 1996
Gawain Aug 1, 1996
Rebekka Aug 1, 1996
Moshu Aug 7, 1996
Wongmo Aug 13, 1996
Violet Sep 29, 1996
Kenobi Oct 7, 1996
Aurabane Nov 10, 1996
Reuben Nov 10, 1996
Gut Nov 10, 1996
Blades Nov 10, 1996
Zalton Nov 23, 1996
Mophus Nov 25, 1996
Arcane Nov 27, 1996
Rastralcaz Nov 30, 1996
~
E
char4~
You turn the page and continue reading:
Stormeblade Dec 6, 1996
Staer Dec 10, 1996
Grae Dec 10, 1996
Tyranus Dec 10, 1996
~
E
char5~
Gumba April 9, 1997
Loxus April 9, 1997
Maudib April 13, 1997
Gumba April 13, 1997
Kareem April 13, 1997
Coren April 14, 1997
Arghelan April 14, 1997
Kaehrie April 14, 1997
Kshar April 25, 1997
Logger April 27, 1997
Gillius May 14, 1997
Nokegami May 22, 1997
Khala May 28, 1997
Morhion May 28, 1997
Ismene May 28, 1997
Azarian May 28, 1997
Fyli June 21, 1997
Moxie June 21, 1997
~
E
room2~
$n turns the page and continues reading the registry book.
~
E
more~
You turn the page and continue reading:
Richelle July 1, 1997
Komodo July 16, 1997
Fingolfin July 16, 1997
Leviathan July 16, 1997
July 19, 1997
Gillius July 22, 1997
Kaleriin July 24, 1997
Azaroth July 24, 1997
Kaehrie July 25, 1997
Temujin August 2, 1997
Ged December 9, 1997
Dalthas December 11, 1997
Jeid Kane December 13, 1997
Klodovik December 13, 1997
Kyp December 18, 1997
Kyrian December 29, 1997
Avaran Janurary 7, 1998
~
E
more2~
Arathorn February 9, 1998
Silas February 3, 1998
Lantol February 12, 1998
Eldren February 13, 1998
Lamour February 14, 1998
Bronwyn February 14, 1998
Jain February 15, 1998
Sionell March 10, 1998
Misha March 10, 1998
Stile March 11, 1998
Strom March 11, 1998
Rahnee March 25, 1998
~
!
0 0 0
-1
S
#33343
Central Chamber~
This large, central chamber has a vaulted ceiling of reinforced grey
stone. Beneath its graceful dome rests a large mosaic of colorful tiles
that takes up the entire floor. Two great halls, with red carpets
running down their center, extend to the north and south while smaller
passages branch off from this chamber to the west and east. Torches line
the wall to either side of each passageway, fills the chamber with ample
illumination.
~
*H
~
335020045 0 6 0
D0
~
~
0 -1 33344 10 10 5
D1
door~
door~
1 -1 33342 10 10 5
D2
~
~
0 -1 33346 10 10 5
D3
~
~
1 -1 33345 10 10 5
E
mosaic~
The mosaic stretches across the floor of the room, breaking up into
patches of color and designs. You are too close to make out the image.
~
E
east~
Far to the east, you can see a portcullis.
~
863 9 100 3 0
863 9 100 3 0
863 9 1509949540 3 0
-1
S
#33344
Great Hall~
A long, grandiose hall stretches its way to the north and south. A
blood-red carpet made of soft wool runs down the halls entire length.
Old but colorful tapestries hang from black, iron rods mounted upon
the west and east grey stone walls. High overhead, a crystal chandelier
is suspended, whose tines sway back and forth like a tree in the wind. A
spiral stair stands off to one side of the hall, disappearing into the
upper recesses of the castle as it winds up and around.
~
tapestry door
*H - redo extras
~
335020044 0 6 0
D0
~
~
0 -1 33369 10 10 5
D1
old, colorful tapestry~
old colorful tapestry~
235 -1 33406 10 10 5
D2
~
~
0 -1 33343 10 10 5
D4
~
~
0 -1 33408 10 10 5
E
staircase~
A metal framework spirals around a central point, disappearing into the
ceiling.
~
E
3 tapestries tapestry~
Images of forests and gardens adorn the tapestries, creating a feeling
of peace and serenity.
~
E
4 chandeliers~
Large, ornate candles and crystals decorate this hanging fixture.
~
E
1 east~
Examining the wall closely, you can see a small crack along the wall
which might indicate a hidden passage.
~
A
straighten adjsut move~
colorful old tapestry~
if( !is_open( room, east ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
send_to_room( #reveal, find_room( 33406 ) );
open( room, east );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
send_to_room( #seal, find_room( 33406 ) );
close( room, east );
}
~
E
room~
$n adjusts a colorful tapestry and accidently reveals a secret passage!
~
E
char~
As you adjsut the tapestry, you stumble across a hidden passage to the
east!
~
E
reveal~
The length of fabris is removed, revealing a great western hall.
~
E
seal~
A piece of woven fabris is moved so as to conceal the great western hall.
~
E
close~
You move the colorful tapestry aside, hiding the secret passage east.
~
E
rclose~
$n moves the colorful tapestry aside, hiding the secret passage east.
~
!
8 0 2
-1
S
#33345
Audience Chamber~
This large audience chamber stretches back to the west, where you can see
a regal throne. High above, looming over the center of the chamber is a
magnificient crystal chandelier which casts light enoguh to see by
throughout the room. Two rows of marble columns stand to either side of
a plush blue carpet which leads up to the throne. Additional lighting is
provided by smoky torches set into sconces upon the columns. The
audience hall lies open in all directions.
~
glimmer (from redit 3)
*H
~
335020037 0 6 0
D0
~
~
0 -1 33347 10 10 5
D1
~
~
1 -1 33343 10 10 5
D2
~
~
0 -1 33349 10 10 5
D3
'secret door'~
'secret door'~
8 -1 33348 10 10 5
E
marble columns~
The towering white column extends upward into the darkness above. The
marble has been smoothed down to a polished gleam.
~
E
ceiling 1 up~
Looking through the shadows of the darkness, one can barely make out the
visions of a warrior king standing victorious over a battle painted on
the ceiling. A strange glimmer from the corner of the ceiling catches
your attention.
~
E
throne 1 west~
The throne gleams from across the room. Its golden hue is mesmerizing.
~
E
sconces~
The sconces are finely crafted in the shape of small dragons holding
their claws out. Held between the claws is a torch that is about to
extinguish.
~
-1
S
#33346
Great Hall~
A long red carpet fringed with golden wire extends from the north to the
south, where it widens to carpet an entire dining room. A spiral
staircase of polished wood circles about and disappears into the ceiling.
Splashes of color provided by ancient-looking tapestries adorn the east
and west walls of this great hall. A twinkling chandelier of fine
crystal hangs overhead providing illumination for the hall.
~
*H
~
335020036 0 6 0
D0
~
~
0 -1 33343 10 10 5
D1
"secret door"~
"secret door"~
139 -1 33357 10 10 5
D2
~
~
0 -1 33363 10 10 5
D4
~
~
0 -1 33409 10 10 5
E
4 chandeliers~
Large, ornate candles and crystals decorate this hanging fixture.
~
E
tapestries~
Images of forests and gardens adorn the tapestries, creating a feeling of
peace and serenity.
~
E
1 east~
Examining the wall closely, you can see a small crack along the wall
which might indicate a hidden passage.
~
A
1 open~
1 east door~
if( !is_open( room, east ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, east );
}
else
continue;
~
E
room~
$n opens a hidden door in the east wall, revealing a secret passage.
~
E
char~
You open a hidden door in the east wall, revealing a secret passage.
~
!
0 0 0
-1
S
#33347
Northeast Corner of an Audience Chamber~
Massive columns of white marble support supported the high, vaulted
ceiling. Just to the south, running straight through the center of the
audience chamber, lies a plush blue rug. The rug stretches from the
beginning of the hall and ends against the western wall, at the base of
an elevated dais. The room here is partly filled withthe smoke of cheap
torches which sit in sconces attached to the marble pillars.
~
*H
~
335020037 0 6 0
D2
~
~
0 -1 33345 10 10 5
D3
~
~
0 -1 33350 10 10 5
E
columns~
The mighty columns stretch up into the dark shadows above. Covering the
columns are carvings of strange and fantastic mythical beasts.
~
E
dias 1 west~
The dias looks to be a stage of sorts. Most of the dias is hidden in the
shadows.
~
514 9 1509949540 3 0
-1
S
#33348
Before the Throne~
A plush rug as blue as the sea leads up to the base of a tiered dais.
Upon the dais rests a regal throne of solid gold. An elaborate tapestry
adorns the wall behind the throne. The audience hall stretches to the
north and south. Smoking torches provide partial illumination for the
chamber, although most of it is lit by a grand crystal chandelier.
~
*H
*secret tapestry west
~
335020037 0 6 0
D0
~
~
0 -1 33350 10 10 5
D1
'secret door'~
'secret door'~
8 -1 33345 10 10 5
D2
~
~
0 -1 33352 10 10 5
D3
crack wall~
crack wall~
139 -1 33384 10 10 5
E
haze~
The haze is nothing other than smoke which poors from the torches in the
sconces.
~
E
4 dragons~
The dragon images and statues appear to glitter brightly in the hall,
despite the lack of light. The artisan apparently tried to capture the
essence of power and intimidation, because these images evoke feelings of
fear in you, despite the fact that they are not real.
~
E
images~
Images of dragons in various stages of battle adorn the throne.
~
E
throne~
The throne appears majestic with its wingback and velvety back and seat.
Golden images have been carved into the arms, legs and trimming. Golden
dragons lie on either side of the throne.
~
E
1 west wall behind~
Peeking behind the tapestry, you see a small crack in the wall which
might indicate a hidden passage.
~
E
curtain tapestry~
This beautiful work of art depicts a beautiful garden with what appears
to be Mother Nature pruning her plants.
~
A
1 open~
crack wall~
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, west );
~
E
room~
$n finds a secret door behing the throne.
~
E
char~
You feel along the crack behind the throne. Finding a small lever, you
pull it. The secret door swings open on silent hinges.
~
!
0 0 0
A
sit~
throne~
send_to_char( #char, ch );
act_notchar( #room, ch );
i = 4d5+0;
inflict( ch, mob, i, "a zap from the king's throne" );
dam_message( ch, i, "a zap from the king's throne" );
~
E
room~
$n gets zapped by a bolt of energy as $e attempts to sit on the throne.
~
E
char~
As you climb upon the throne to sit down, a bolt of energy shoots out and
tags you in the keester.
~
!
0 0 0
-1
S
#33349
Audience Chamber~
This looks to be the southeast corner of a great audience chamber, no
doubt used by the ruler of this castle to receive petitioners. Marble
columns are spaced evenly about the chamber, providing support for the
vaulted ceiling. From here, peeking between the columns, you can see a
raised dais, atop which stands a regal throne. In the south wall, a small
wooden door hangs from sturdy brass hinges. The audience chamber
continues to the west and north.
~
*H
~
335020037 0 6 0
D0
~
~
0 -1 33345 10 10 5
D2
door~
door~
1 -1 33353 10 10 5
D3
~
~
0 -1 33352 10 10 5
E
columns~
The mammoth white column reaches up into the curtain of shadows above.
The column has intricate carvings of dragons and warriors covering the
entire surface.
~
-1
S
#33350
North of the Throne - Before a Jester's Stage~
While the main dais and central focus of this vast audience chamber lies
just to the south, here stands a shorter dais. All sorts of gadgets and
props lie atop the small stage, ready to make people laugh. Marble
columns rise up to meet the ceiling high above at regular intervals,
keeping the chamber's vaulting in place. Torches set in sconces mounted
to the columns belch for a greasy yellow light and a lot of smoke. The
audience chamber continues to the east.
~
props (from redit 3)
can you get props? - D
~
335020037 0 6 0
D1
~
~
0 -1 33347 10 10 5
D2
~
~
0 -1 33348 10 10 5
E
dias~
Scattered about the dias are some props that must have been used by the
court jester. The front of the small stage has a puce and olive colored
velvet that covers the raised step.
~
E
throne 1 south~
The throne shines golden from across the room. The light dancing off of
it is enthralling.
~
E
chamber~
This once jovial and well lit chamber is now somber and filled with
shadows. There are many tall columns throughout the chamber extending
upward. The throne seems to shine in this now desolate room.
~
-1
S
#33351
Jester's Stage~
Under Construction.
~
~
335020036 3 6 0
D0
~
~
0 -1 33350 10 10 5
-1
S
#33352
South of the Throne~
Marble columns extend high to the ceiling, supporting an unusual type of
slanted vaulting. The size of this chamber is extraordinary, and almost
overwhelming. The chamber is so large, in fact, that parts of it lie
both to the north and east. Although poorly lit by smoky torches in
sconces attached to the columns, you can see a stately throne in the
northern part of this grand chamber. A sturdy wooden door is set into
the south wall.
~
*H
~
335020037 0 6 0
D0
~
~
0 -1 33348 10 10 5
D1
~
~
0 -1 33349 10 10 5
D2
door~
door~
1 -1 33354 10 10 5
E
columns~
A large white column of marble reaches up into the shadows above. The
column, once smooth, now has chips and pieces missing where weapons must
have struck.
~
E
ceiling 1 up~
The shadows above blanket much of the ceiling. Where the torch light has
pushed the shadows back, one can make out the painting of some huge
creature. The eyes of the creature seem to have a dark glimmer to them.
~
E
throne 1 north~
The throne shines with a golden gleam. The light dancing off the throne
is almost hypnotic.
~
E
chips blows~
From examining the chips and dinks in the column, it is evident that
there must have been quite a skirmish in here at some point.
~
-1
S
#33353
Dank Hall~
This small hallway lacks the usual amount of lighting fixtures which seem
omnipresent throughout the rest of the castle proper. An unhealthy
amount of moisture and mildew cling to the walls and floor. A sturdy
door is set with brass hinges into the northern wall. The hallway, with
all its dank and shadowy recesses, continues to the south.
~
*H
~
335020044 0 6 0
D0
door~
door~
1 -1 33349 10 10 5
D2
~
~
0 -1 33355 10 10 5
-1
S
#33354
Trophy Room~
Several stretched hides and a few shields hang on the wall, as do the
heads of a couple exotic animals. Covering the floor of this spacious
trophy room is a soft, furry rug sewn from the hides of many smaller
animals. In the center of the room stands a marble pedestal, upon which
rests a truly unusual, golden claw. Empty bags stained with blood and
covered with fur lie off to one corner of the room. A sturdy wooden door
lies to the north.
~
*H
~
335020036 0 6 0
D0
door~
door~
1 -1 33352 10 10 5
E
sphere~
The sphere is made of pure platinum. It seems to have a magical aura
radiating from it. At the base of the sphere is an inscription, but it
is to hard to read.
~
E
statuette~
The golden statuette is of a beautful female elf holding a globe. The
engraving on the stand reads "Best Creator Award *** Dragos".
~
E
trophies~
The trophies range in sizes and metals from a small bronze cup up to a
golden statuette. A platinum sphere sitting amidst the trophies catches
your attention.
~
E
heads~
There are many heads hanging on the wall. Some of the heads you
recognize such as the stag and the wolf. Others you have never seen
before and do not even look like they are from this world.
~
E
skins~
The skins are of large forest animals are layed out on the floor. Though
slightly worn, the skins are still quite soft. A large bear skin is laid
out in the middle of the room.
~
E
shields~
A number of shields line the upper edge of the walls. Each shield is
made of different metals and forged in different shapes. The numberous
crests engraved represent a number of the different royal families.
~
E
hides~
The skins from a number of forest creatures blanket the walls. Centered
in the midst of all these hides is an impressive skin of a grizzly bear.
~
A
search~
~
act_tochar( #nope, ch );
act_notchar( #nada, ch );
~
E
nope~
You search through the heap, of bags, but find nothing.
~
E
nada~
You see $n search through the heap of bags, then frown as if discouraged.
~
!
0 0 0
535 9 1509949540 3 0
-1
S
#33355
Dank Hall~
Built from square cut blocks of deep gray stone, this hallway corners
leads both to the north and west. The walls bear neither sconces nor
ornamentation. Etched into the surface of some of the stones are
snake-like runes. A fair amount of illumination can be seen coming from
the far north.
~
let's think of changing these runes and possibly making it a clue/quest
for something - D
for which quest? - Kayl
*H
~
335020036 0 6 0
D0
~
~
0 -1 33353 10 10 5
D3
~
~
0 -1 33356 10 10 5
E
rune runes~
You cannot understand the figures which make up the runes.
~
A
get take touch grab steal~
all coin gold gp~
if( rflag( reset0, room ) ) {
obj = obj_in_room( 2, find_room( 33355 ) );
if( obj ) {
send_to_char( #char, ch );
junk_obj( obj );
obj_to_char( oload( 2 ), ch );
if( !mob_in_room( 515, room ) ) {
send_to_room( #room, room );
mob = mload( 515, find_room( 33355 ) );
attack( mob, ch, 0d0+0, "crush" );
attack_room( mob, 4d10+0, "crush" );
remove_rflag( reset0, room );
}
end;
}
}
continue;
~
E
room~
As you take the coin, the ceiling seems to collapse on top of you.
~
E
char~
You get a gold coin.
~
!
0 2 0
A
~
~
continue;
wait( 10 );
mob = mob_in_room( 515, find_room( 33355 ) );
if( !char_in_room( ch, room ) ) {
if( mob )
junk_mob( mob );
}
~
!
3 0 1
2 17 1509949540 -2 0
-1
S
#33356
Atop an Oubliette~
This dark stone cul-de-sac is about forty feet wide and thirty feet long.
At its center is a large hole whose rim is lined with sharp metallic
spikes. Bits of torn leather and other substances best left alone cling
to a good number of the dangerous spikes. There is very little edge to
speak of surrounding the pit. A dark hall full of shadowy recess lies to
the east.
~
*H
~
335020044 0 6 0
D1
~
~
0 -1 33355 10 10 5
D5
hole entrance~
hole entrance~
446 -1 33476 10 10 5
E
2 equipment~
You can see several pieces of equipment ranging from bags to armor lying
amidst the spikes below.
~
E
bones~
The bones glisten whitely. They have obviously been picked dry.
~
E
edge~
Practically on top of it, the edge appears to be quite unsafe.
~
E
4 shadows~
The shadows are too dark to make out what could possibly be moving down
there between the spikes.
~
E
hole pit 3 oubliette~
Looking down into the oubliette, you can see spikes and bones glinting in
the light. Your eye catches something moving down there in the shadows.
~
A
~
~
if( char_in_room( ch, find_room( 33356 ) ) ) {
wait( 5 );
if( char_in_room( ch, find_room( 33356 ) ) ) {
send_to_char( #ch, ch );
transfer( ch, find_room( 33476 ) );
act_notchar( #arr, ch );
i = dice( 2, 10 );
dam_message( ch, i, #dam );
inflict( ch, mob, i, "falling" );
act_notchar( #others, ch );
}
}
~
E
arr~
$n falls down next to, barely missing a huge spike.
~
E
dam~
The fall
~
E
n has disappeared.~
~
E
others~
You notice that ~
E
ch~
Waivering too close to the edge of the hole, you slip and fall headlong
into the gapping jaws of the dungeon.
~
!
1 3 2
A
~
~
if( is_open( find_room( 33356 ), down ) )
close( find_room( 33356 ), down );
~
!
1 -1 34
A
listen~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n leans over the edge of the oubliette.
~
E
char~
Leaning over the edge of the oubliette, you can hear the sound of hissing
from below.
~
!
0 0 0
-1
S
#33357
Storage Room~
Sacks of wheat and corn lie stacked all about the room, creating a
labyrinth of obstacles on the floor. In the center of the room, taking up
most of its free space, stands a large crate. The outline of a door can
be seen faintly against the west wall. A single, floor length painting
adorns the east wall.
~
~
335020044 0 6 0
D1
door~
door~
171 -1 33358 10 10 5
D3
"secret door"~
"secret door"~
139 -1 33346 10 10 5
D5
~
~
227 -1 9052 10 10 5
E
1 west~
You see a small fissure in the west wall where the hidden door is.
~
A
move push~
crate~
if( is_open( room, down ) ) {
send_to_char( #open, ch );
end;
}
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, down );
remove_rflag( reset1, room );
~
E
open~
You walk over to the crates and discover a passage going down.
~
E
room~
As you watch $n push on the crate, a hidden passage appears where the
crate used to be. You see a glowing mist emanating from the passage.
~
E
char~
Straining your muscles, you manage to uncover a hidden passage beneath
the crate which leads down.
~
!
0 0 0
A
1 open~
1 west door~
if( !is_open( room, west ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, west );
}
else
continue;
~
E
room~
$n opens a hidden door in the west wall, revealing a secret passage.
~
E
char~
You open a hidden door in the west wall, revealing a secret passage.
~
!
0 0 0
A
1 look~
1 down passage~
if( !rflag( reset1, room ) )
continue;
else
continue;
~
E
char~
You can see a passage going down through a strange mist.
~
!
0 0 0
A
1 down~
~
if( !is_open( room, down ) )
send_to_char( #char, ch );
else
continue;
~
E
char~
There is no exit in that direction.
~
!
0 0 0
-1
S
#33358
Guard Room~
The square cut stone blocks this room is built from are smooth and
unadorned, except for a pair of tiny eye holes in the north wall.
Beneath the pair of eye holes rests a couple of chairs and a short table.
Upon the table rests a set of oblong card, that sort of resemble playing
cards. The outline of a poorly concealed doorway can be seen on the west
wall.
~
*H
*tarot
*down was 33359
~
335020036 0 6 0
D3
door~
door~
171 -1 33357 10 10 5
E
n no nor north~
You see eye holes set into the north wall.
~
A
l lo loo look~
hole eye eyes holes~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
You notice $n go to the north wall and look through a set of eye holes.
~
E
char~
Looking through a set of eye holes in the north wall, you get a hidden
view of the Entry Way and the portcullis.
~
!
0 0 0
516 9 1509949540 3 0
516 9 1509949540 3 0
-1
S
#33359
Escape Route~
This dark corridor lies beneath the castle, and acts as an escape route
for guards and others during an invasion. There is a trapdoor above
you. Otherwise, the passage continues to the east.
~
[Loxus] this room says theres a trapdoor above me, but i can't find any exit in that direction.
~
335020036 0 6 0
-1
S
#33360
Escape Route~
You continue along the dark passage. The walls appear to be closing in
on you. The passage continues to the east and west.
~
west was 33359
~
335020036 0 6 0
D1
~
~
0 -1 33361 10 10 5
-1
S
#33361
Escape Route~
The escape passage ends at a rough wall. Upon closer inspection, you can
see the remnants of a parcel of paper nailed into the stone wall. A
light streaming in from above helps you to see the writing. You may be
able to scramble up the wall towards the light which leads in from above.
Otherwise, the passage continues back to the west.
~
~
335020044 0 6 0
D2
~
~
0 -1 33402 10 10 5
D3
~
~
0 -1 33360 10 10 5
D4
"escape exit"~
"escape exit"~
1 -1 33289 10 10 5
E
parcel paper note wall~
A note has been scrawled on this paper indicating the escape route will
end in the shed above you. However, it continues to state that once you
leave, there can be no return in this direction.
~
-1
S
#33363
Dining Room~
You have entered a fabulous dining hall, its floor carpeted in a thick
red rug. A large mahogany table dominates the entire room. Large,
winged back chairs circle the table. The table is adorned with a single
ornate candelabra sitting in the middle of it. The great hall extends to
the north and a swinging door lies to the east.
~
mahogany/table, winged/back/chairs, candelabra
[Florian] Reactived candle code 2/14/98
*H
~
335020044 0 6 0
D0
~
~
0 -1 33346 10 10 5
D1
door~
door~
513 -1 33364 10 10 5
A
1 look~
4 candelabra~
if( !rflag( reset0, room ) ) {
send_to_char( #five, ch );
end;
}
if( done_quest( ch, 27 ) ) {
send_to_char( #five, ch );
end;
}
if( doing_quest( ch, 27 ) ) {
send_to_char( #doing, ch );
end;
}
send_to_char( #char, ch );
assign_quest( ch, 27 );
~
E
char~
Looking at the candelabra, you notice that it only has four candles. A
fifth slot remains empty. Perhaps if you saw a candle lying around
within the castle, it might fit here.
~
E
doing~
The candelabra still only has four candles in it. Perhaps you should
continue searching for the remaining candle.
~
E
five~
You look at the candelabra and see five candles sitting atop a silver
holder.
~
!
0 0 0
A
place put insert~
candle candelabra~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( has_obj( 802, ch ) ) {
junk_obj( has_obj( 802, ch ) );
send_to_char( #char, ch );
act_notchar( #room, ch );
if( doing_quest( ch, 27 ) )
update_quest( ch, 27 );
}
else
send_to_char( #none, ch );
}
else
send_to_char( #full, ch );
~
E
full~
There are already five candles in the candelabra.
~
E
none~
You don't have a candle.
~
E
room~
$n leans over and places a candle into the empty slot of the candelabra.
~
E
char~
You lean over the table and place the simple candle into the candelabra.
~
!
0 0 0
-1
S
#33364
Kitchen~
The interior of this kitchen must have been white at one time, but almost
every inch of the walls is covered in a thin layer of sooty grime. The
remains of once luxurious countertops line the walls, on which lie rusty
kitchen utensils. Near one of the cupboards stands an old wash basin.
Near the basin, there is also a large hearth with a black kettle
suspended over it. A perfectly square opening is set into the south
wall, and beside it hangs a length of rope. A swinging door hangs from
brass hinges in the west wall while ordinary wooden doors lie to the
south and east.
~
come up with object for hearth aedit
[Aemeris] look stove: Apparantely, the cook
*H
~
335020037 0 6 0
D1
door~
door~
513 -1 33365 10 10 5
D2
door~
door~
1 -1 33366 10 10 5
D3
door~
door~
513 -1 33363 10 10 5
E
hole~
The hole is nothing more than a narrow space behind the hearth, no bigger
than an ogre's hand.
~
E
hearth~
Clay bricks line the giant hearth which holds a pot-belly stove.
However, it would appear that neither the hearth or stove have been used
in quite some time.
~
E
3 pot-belly stove~
The pot-belly stove is cold to the touch. In the bottom, you can see the
mildewing remains of a dinner. Apparantely, the cook is too busy going
through the cabinets to bother cleaning.
~
E
4 wash basin~
The wash basin looks filthy, with fungus and rust conquering the whole
interior.
~
E
4 countertops~
Although clean of food and crumbs, the countertop is still stacked with
utensils and cooking supplies, all of which look unuseable.
~
E
2 utensils~
You can see various spoons, serving ladels, silverware, whisks, beaters,
spatulas, and other assorted items. Unfortunately, most of them have
fallen into a state of disrepair.
~
E
kitchen~
This kitchen appears somewhat cozy. Like any other kitchen, it is
adorned with cooking utensils of all types.
~
E
rope dumbwaiter 1 south opening~
The small opening opens to a tiny platform. Looking up, there is no
visible ceiling above the platform. It appears the platform is a
dumbwaiter, an elevator to shuttle food between floors.
~
A
pull~
rope~
if( rflag( reset0, find_room( 9143 ) ) ) {
remove_rflag( reset0, find_room( 9143 ) );
send_to_char( #char, ch );
act_notchar( #down, ch );
}
else {
set_rflag( reset0, find_room( 9143 ) );
send_to_char( #char2, ch );
act_notchar( #up, ch );
}
send_to_room( #rumble, find_room( 9143 ) );
send_to_room( #moving, find_room( 9151 ) );
~
E
moving~
You feel the dumbwaiter moving all of a sudden.
~
E
char2~
You pull the rope sending the dumbwaiter platform up.
~
E
char~
You pull the rope bringing the dumbwaiter platform down.
~
E
rumble~
You hear a rumbling sound from the dumbwaiter opening.
~
E
up~
$n pulls the rope, bringing the dumbwaiter platform up.
~
E
down~
$n pulls the rope, sending the dumbwaiter platform down.
~
!
0 0 0
A
1 look~
opening hole platform dumbwaiter~
act_tochar( #look, ch );
if( rflag( reset0, find_room( 9143 ) ) )
act_tochar( #up, ch );
else
act_tochar( #down, ch );
~
E
down~
The dumbwaiter is down.
~
E
up~
The dumbwaiter is on this level.
~
E
look~
The small door opens to a tiny platform. Looking down, there is no
visible floor below the platform. It appears the platform is a
dumbwaiter, an elevator to shuttle food between floors.
~
!
0 0 0
A
enter~
dumbwaiter opening platform~
if( !rflag( reset0, find_room( 9143 ) ) ) {
act_tochar( #down, ch );
end;
}
if( !players_room( find_room( 9151 ) ) ) {
send_to_char( #room, ch );
act_notchar( #not, ch );
transfer( ch, find_room( 9151 ) );
}
else
send_to_char( #sorry, ch );
~
E
sorry~
Somebody is already filling up the entire dumbwaiter.
~
E
room~
You enter the dumbwaiter.
~
E
not~
You see $n enter the dumbwaiter opening.
~
E
down~
The dumbwaiter platform is down.
~
!
0 0 0
A
remove~
brick~
if( rflag( status0, room ) ) {
remove_rflag( status0, room );
send_to_char( #char, ch );
act_notchar( #room, ch );
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
~
E
room2~
$n removes a brick from the hearth.
~
E
char2~
You remove the brick, only to find an empty hole.
~
E
room~
I'm thinking of what to put here. - D
~
E
char~
I'm thinking of what to put here. - D
~
!
0 0 0
487 9 1509949530 3 0
-1
S
#33365
Cold Room~
The walls of this room are made of very dark stone. Frost covers much of
the stone as a visual reminder that this room is absolutely freezing.
Strangely, you can see no obvious explanation for the room's extreme
temperature. From the ceiling dangle a series of metal hooks. Slabs of
meat and other, less delectable things hang off the hooks. A wooden door
is set into the west wall.
~
if the frozen body can be killed and thus removed from room,
it shouldn't be in rdesc. -kiian
*H
~
335020036 0 6 0
D3
door~
door~
513 -1 33364 10 10 5
E
resource magic source~
Obviously, some sort of "cold" spell is in use here to keep the room at
this freezing tempature. Unfortunaately, you cannot find the source.
~
E
hook~
You grimace at the size of the metal hooks which hang in the freezer.
You can only imagine what it must feel like to be impaled by one of
them...although your mind knows that these hooks are typically used for
only animal meat.
~
507 9 1509949540 3 0
-1
S
#33366
Kitchen Pantry~
This little room serves as a storage area. Stacked upon solid oak
shelves are countless plates, bowls, pots and pans. On the lower half of
the shelving lies a mass of cheap silverware. A large kitchen falling
into disrepair lies to the north. To the west and east, you can see
storage bins for food and drink respectively.
~
*H
~
335020036 0 6 0
D0
door~
door~
1 -1 33364 10 10 5
D1
door~
door~
513 -1 33367 10 10 5
D3
door~
door~
513 -1 33368 10 10 5
E
4 plates 3 bowls 3 pots 3 pans~
Most of the dishes are either cracked or overgrown by fungus. You dare
not imagine what could be living on them.
~
A
search examine~
lost good valuable 5 plate secret~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n fishes through the cabinets in search of something.
~
E
char~
You fish through the cabinets, but are unable to find anything of value.
Maybe somebody has raided the kitchen of its valuables.
~
!
0 0 0
-1
S
#33367
Drink Storage~
Though not cool enough to house wines or other fine vintages of liquor, a
variety of beverages have been stored away in this chamber. A stack of
old barrels lie towards the back corner of the room, undoubted filled
with beer or some other intoxicating substance. Also, lining the south
wall, are a cluster of water jugs filled to the top with water. A pantry
filled with dishes, pots, and pans lies just to the west, through a
wooden doorway.
~
[Aemeris] look barrel says barrels all rotted, but room says contents are untouched
*H
~
335020036 0 6 0
D3
west~
west~
513 -1 33366 10 10 5
E
water liquid 4 barrels beer wine 3 beverage 4 contents~
You see before you a disaster area. It would seem that all of the
liquids have either fermented or have been overgrown by mildew. The
containers have either rusted through, been smashed, or are on the verge
of spilling their contents.
~
A
take grab get steal dr dri drink~
all beer wine beverage contents liquid water~
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
transfer( ch, find_room( 33373 ) );
act_notchar( #arr, ch );
~
E
arr~
Before you can react, you see the prison door open, and two human guards
throwing $n in to the cell next to you.
~
E
to_room~
Two large human guards enter the room and disappear with $n before you
get a chance to follow.
~
E
to_char~
From out of nowhere, two large human guards grab you and drag you through
the castle, eventually throwing you in a small white prison cell.
~
!
0 0 0
872 17 1509949460 -2 0
-1
S
#33368
Food Storage Bin~
Constructed from wood, a set of shelves line this small stone chamber.
Upon the wooden shelves, a variety of food has been stored. Meats,
grains, vetegables, and other, lesser identifiable foods rest on the
shelves, mildewing. A pantry used to store pots and dishes lies to the
east. A host of flies, many of them out of reach, gorge themselves on
the veritable feast.
~
*H
~
335020036 0 6 0
D1
east~
east~
513 -1 33366 10 10 5
E
meat grain 3 vegetables prepared~
Nothing in this pantry appears to be in good condition. The word
"edible" wouldn't apply here.
~
A
take grab get steal eat~
food meat animal grain vegetable~
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
transfer( ch, find_room( 33373 ) );
act_notchar( #arr, ch );
acode( room, 2 );
~
E
arr~
Before you can react, you see the prison door open, and two human guards
throwing $n in to the cell next to you.
~
E
to_room~
Two large human guards enter the room and disappear with $n before you
get a chance to follow.
~
E
to_char~
From out of nowhere, two large human guards grab you and drag you through
the castle, eventually throwing you in a small white prison cell.
~
!
0 0 0
A
~
~
acode( room, 3 );
continue;
~
!
3 1 2
A
~
~
wait( 1 );
loop( num_mob( 518, room ) > 3 ) {
mob = mob_in_room( 518, room );
junk_mob( mob );
}
~
!
2 10 0
A
smell sniff~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
drain_exp( ch, 15 );
~
E
room~
$n turns several shades of green and almost faints.
~
E
char~
You almost faint as you take in a big whiff.
~
!
0 0 0
518 9 1509949540 3 0
518 9 1509949540 3 0
518 9 1509949540 3 0
-1
S
#33369
Great Hall~
This long, elegant hall is resplendent with bright paintings and a
plushred carpet that runs down its length. Tall statues stand at the
entrance to the smaller hallways which run from east to west. From thin,
iron chains mounted in the ceiling hang large candelabras made of copper.
The great hall extends to the north and south.
~
*H
~
335020036 0 6 0
D0
~
~
0 -1 33370 10 10 5
D1
~
~
0 -1 33380 10 10 5
D2
~
~
0 -1 33344 10 10 5
D3
~
~
0 -1 33381 10 10 5
E
statue~
Made of plaster, the statue merely stands here as a decoration.
~
-1
S
#33370
Great Hall~
A red carpet made of wool runs down the length of this grand hall, which
extends far to the south and north. Two smaller halls branch off to the
west and east, continuing on until they end at the threshold of distant
doors. Four statues occupy this part of the great hall, each framing one
side of the latter two passages. A chandelier of tarnished silver and
dusty crystal tines hangs high above the floor.
~
*H
~
335020036 0 6 0
D0
~
~
0 -1 33371 10 10 5
D1
~
~
0 -1 33376 10 10 5
D2
~
~
0 -1 33369 10 10 5
D3
~
~
0 -1 33377 10 10 5
E
4 chandeliers~
Large, ornate candles and crystals decorate this hanging fixture.
~
E
4 statue~
Made of plaster, the statue merely stands here as a decoration.
~
-1
S
#33371
Great Hall~
This grand hall reaches an end to the north, but continues onward to the
south out of view. The edges of the red carpet here are tattered and
frayed. Two smaller halls branch off from the northern end of the great
hall. The western passage is framed by a pair of tall, armored statues
and a shorter, more solemn statue, stands beside the eastern passage.
Overhead, illuminating this part of the hall with its numerous candles,
hangs a crystal chandelier.
~
*H
~
335020036 0 6 0
D1
~
~
0 -1 33372 10 10 5
D2
~
~
0 -1 33370 10 10 5
D3
~
~
0 -1 33374 10 10 5
E
4 statue~
Made of plaster, the statue merely stands here as a decoration.
~
E
4 chandeliers~
Large, ornate candles and crystals decorate this hanging fixture.
~
-1
S
#33372
Prison Doorway~
Even though the walls in this hallway are grey in color, you can see the
dirt and grime streaking their surfaces. It looks as if the cleaning of
this passage has been neglected for a long time. Along the floor are
several deep scuffs and scratches, as though something were dragged
across it. The trail of struggle marks ends at the base of a stury iron
door set into the east wall. The door is large and has a grill set into
it. To the west, in all its splendor, lies the great hall.
~
*H
*key door
~
335020044 0 6 0
D1
large iron door~
large iron door~
195 -1 33373 10 10 5
D3
~
~
0 -1 33371 10 10 5
E
4 scratches 4 marks~
The markings appear to have been made by somebody or something being
dragged into the room to the east.
~
A
1 open~
1 east prison cell door~
if( is_open( room, east ) )
send_to_char( #no, ch );
else {
send_to_char( #ok, ch );
send_to_room( #room, find_room( 33373 ) );
open( room, east );
}
~
E
room~
Someone has come and opened the prison door.
~
E
no~
It's already open.
~
E
ok~
Ok.
~
!
0 1 0
A
~
~
wait( 1 );
act_tochar( #room, ch );
~
E
room~
A prisoner from within yells, "Don't come any further, I don't want
others to get locked in with me!"
~
!
1 1 8
A
smell sniff~
~
send_to_char( #char, ch );
~
E
char~
Although pungent, the smell of death and decay isn't overwhelming.
~
!
0 0 0
A
close~
cell door 1 east~
if( is_open( room, east ) )
act_tochar( #cant, ch );
else
act_tochar( #open, ch );
~
E
cant~
The cell door is stuck and cannot be closed.
~
E
open~
The cell door is already closed.
~
!
0 0 0
-1
S
#33373
Prison~
The interior of this prison cell is a vast, empty expanse with walls of
white marble. The marble has a smooth, polished surface. A large iron
door with a window grill is set into the west wall and it has neither
lock nor handle. You also can see virtually no cracks where the door
should be. The marble texture of the wall meshes nearly seamlessly with
the door.
~
*H
~
335020036 0 6 0
D3
large iron door~
large iron door~
195 -1 33372 10 10 5
E
door~
Seamlessly, the door mocks your attempts to exit.
~
E
marble~
Made of the finest marble, the hard stone has been smoothed to a glossy
shine.
~
A
~
~
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
close( room, west );
~
E
to_room~
As $n passes through the doorway of the prison cell, its door swings
shut.
~
E
to_char~
As you enter the cell, the door slams shut behind you.
~
!
1 -1 8
A
~
~
if( !is_open( room, west ) ) {
wait( 15 );
send_to_room( #char, room );
open( room, west );
}
~
E
char~
Someone has come and opened the prison door.
~
!
2 500 0
A
~
~
if( mob_in_room( 510, find_room( 33373 ) ) )
send_to_room( #room, room );
~
E
room~
The prisoner lets out a soft moan.
~
!
2 250 0
510 9 1509949540 3 0
-1
S
#33374
Hall~
A short hallway branches off from the great hall, which lies just to the
east. This hall continues west, ending at the threshold of a large,
iron door. The most dominating feature of this hall, though, is neither
its length nor the door at its end. Rather, upon the north wall hangs a
massive painting of a well-armored warrior fighting a colossal red dragon.
~
*H
~
335020044 0 6 0
D1
~
~
0 -1 33371 10 10 5
D3
iron door~
iron door~
131 -1 33375 10 10 5
E
4 painting~
You don't recognize either of the combatants in this picture. You are
unable to tell if this battle is merely somebody's fantasy.
~
863 9 100 3 0
-1
S
#33375
Officer's Quarters~
An immense bed sits against the far wall of this room, beneath a pair of
crossed swords. At the foot of the bed is a large, locked chest. The
walls are festooned with tapestries depicting men engaging in acts of war.
A large desk rests against the northern wall. A sturdy iron door is the
only way in or out of the extravagant bedchamber.
~
aedit pick chest( only a thief can...give him a bounty/loot/treasure )
aedit take/steal/grab sword(s) (can't)
make sure that this crest looks like the crest all the way downstairs - D
aedit take/steal/etc ink/battle and such from desk - D (can't)
I gave this guy some resets. Looked really bare. - Kiian
*plans
*H
~
335020036 0 6 0
D1
iron door~
iron door~
131 -1 33374 10 10 5
D2
"secret door"~
"secret door"~
139 -1 33379 10 10 5
E
warrior~
Taking a closer look at the warrior, there seems to be a crest emblazoned
on the armor. The crest is similar to a crest you once heard about in a
tale about the war between King Lag and the fairies.
~
E
desk~
The desk is made out of the same reddish-brown wood that the bedframe is
made out of. The drawers of the desk are open and contain a few writing
utensils and a couple vials of ink. Scattered across the top of the desk
are a number of maps and letters which look like battle plans.
~
E
battle plans~
Veldoe Quelsot Inxanvte:
Tu wosra yoneya paoe yventhe sorquv zan tobielesa cende paltne. Quewil
ru avanco wulxio Zanras beltios hulans sa. Io pilntor-tik tacle sociz
elantic bydru plaxisis o gulwo. Ssont u wels zixatan vidaliua ev
kiq-tenke baltwez.
Goitleo Xandra
____________________________________________________________
|******************* w w w /\/\ ^^/\^|
|*****()********** w w w w w /\^ ^^/\/\^|
|**********()**** w w w w w ^ /\/\ ^^*|
|******* E ****** w w w w w/\^ /\****|
|******()******* w w w /\^ /\** ** |
|**************** w ** w /\/\ ^ *******|
|***************** w (X) w /\^***** ** *|
|****************** w w w /\ ^/\^ **** ** |
|*************** w w /\^ ^^/\** ***** |
|************ w w w w /\/\^ * *** **** |
|************ w w ------ w /\ ^ ** *******|
|******** w (X)/ \ w /\/\ ************|
|***** w -------- \ w /\/\ *** *******|
|** w / \_________/\/\^ ^*******|
| / \ /\^ *** ***|
------------------------------------------------------------
~
E
tapestries~
The tapestries are immense in size and are woven out of fine silk. The
pictures woven are of warriors battling towards victory over throngs of
evil monstrosities. One certain warrior in the tapestries seems to catch
your attention. The face seems familar, but from where you are not sure.
~
E
chest~
The chest is made out of solid oak and is reinforced by iron bands. An
ornate crest is carved into the front and sides of the chest. The crest
is of a shield with a dragon emblazoned on it and two swords crossed over
the shield. The latch is in the shape of a dragon and the mouth looks
like the keyhole.
~
E
swords~
Mounted above the bed, these two swords are distinctly different but both
seem to radiate power. One of the swords has a purple hue to the metal
and occasionally crackles with energy. The other sword is an impressive
sword made out of a strange glass. Within the sword, the magic that
created it swirls slowly in a mist of colors.
~
E
bed~
The large bedframe is made out of a beautiful reddish-brown wood. Ornate
carvings of vines and mythical beasts are etched around the entire frame.
The mattress is also of fine quality, filled with feathers rather than
straw, creating an especially nice place to sleep.
~
A
search 4 examine 1 open~
desk 4 drawer~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 50 ) == 1 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
obj_to_char( oload( 38 ), ch );
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
~
E
room2~
$n searches through the desk drawers, but finds nothing of value.
~
E
char2~
Searching through the desk drawers, you find nothing of value.
~
E
room~
$n searches through the desk drawers and finds a scroll.
~
E
char~
Searching through the desk drawers, you find and extract a scroll.
~
!
0 0 0
A
pick~
chest lid hole lock~
if( has_obj( 128, ch ) ) {
if( find_skill( ch, pick lock ) > 2 ) {
if( rflag( reset2, room ) ){
remove_rflag( reset2, room );
act_tochar( #get, ch );
obj_to_char( oload( 2 ), ch );
obj_to_char( oload( 2 ), ch );
}
else
act_tochar( #empty, ch );
}
}
else
send_to_char( #nopick, ch );
~
E
nopick~
You don't have a small lock pick set.
~
E
get~
Inside you find two gold coins.
~
E
empty~
Looks like its already empty.
~
!
0 0 0
511 9 1509949540 3 0
-1
S
#33376
Hall of Wonders~
This long hall appears to be a gallery of sorts. As it continues
eastward from the great hall, this stone corridor becomes cluttered with
white marble pedestals. Atop the pedestals are strange and unusual
devices enclosed in domes of glass. A door bound with bands of iron is
set into the east end of the hall. Much of the hall, while clean, looks
to be falling into disrepair.
~
*H
~
335020036 0 6 0
D1
door~
door~
3 -1 33378 10 10 5
D3
~
~
0 -1 33370 10 10 5
-1
S
#33377
Gallery of Vases~
This long hall stretches from the east, leading to an iron-bound door set
in the west wall. The floor of this stone hall is badly scraped. While
the walls are bare, the hall is not empty. Scattered about its length
are several black marble pedestals, atop each stands an unusual and
expensive-looking vase. Each vase has its own distinct features. A
great hall with a red carpet running down its center lies just to the
east.
~
*H
~
335020044 0 6 0
D1
door~
door~
0 -1 33370 10 10 5
D3
door~
iron-banded door~
1 -1 33379 10 10 5
E
5 scrapes~
It looks as if a battle raged in this corridor. The scrapes covering the
walls range from small scratches to the occasional gouge. The gouges cut
deep into the solid granite walls.
~
-1
S
#33378
Servants' Quarters~
This room looks to be in desperate need of repair. The stone floor and
walls are cracked and the ceiling has started to slant. Even the candle
mountings on the wall are dented and bent. Scattered about the room are
several old, broken cots and a few miscellaneous garments that have been
left for the moths. A door of banded iron hangs from well-mounted hinges
in the west wall.
~
candles/nightstands/trunks - D
aedit for taking whatever and going through trunk and nightstand - D
*H
~
335020036 0 6 0
D3
door~
door~
3 -1 33376 10 10 5
E
decor~
The decor of the room is rather bland and boring. The wood paneled walls
at least give the feeling of some warmth and color to the otherwise drab
room with its sparse settings.
~
E
belongings~
Next to the beds are small nightstands with cheap candlesticks holding
what used to be candles. Next to each of the nightstands is a small
trunk. The trunks are simple cedar boxes with a small bronze latch on
the front.
~
E
bed~
The beds are simple straw mattresses thrown onto a wooden frame. The
mattresses are worn and along the seams tuffs of straw stick out. Some
of the beds have been sliced open and much of the straw lies scattered
across the floor.
~
735 9 1509949540 3 0
-1
S
#33379
Armory~
Within this stone chamber rests a vast and sundry collection of weaponry.
Mounted on racks, the weapons are displayed proudly, without cover or
sheath, for all to see. The chamber is very tall. A tracked pulling
ladder allows access to the upper levels of the racks. A wooden door
bound by iron hangs from sturdy hinges on the east wall.
~
*silver hammer - redo acodes
*H
~
335020036 0 6 0
D0
north~
north~
139 -1 33375 10 10 5
D1
iron-banded door~
iron-banded door~
1 -1 33377 10 10 5
D2
south~
south~
139 -1 33382 10 10 5
E
3 magical 3 field~
The entire racking system in this room appears to be covered by a magical
green field which seems to thrive and coalesce about the weapons.
~
E
3 ladder~
A large, wooden ladder stands shyly in the corner on a set of rolling
pins. The curved top of the ladder connects to a trolley which circles
the room over the racks of weapons. The ladder appears to give better
access to some of the weapons which are somewhat unreachable.
~
E
1 north~
Between two racks of weapons, you find a hidden door to the north.
~
E
1 south~
Between two racks of weapons, you find a hidden door to the south.
~
E
weapon weapons~
The types of weapons range from spears, swords, polearms, pikes, bows,
maces, hammers, daggers, crossbows and axes to other strangely
unrecognizable sorts. Unfortunately, almost all of them appear to have a
green glow about them. You may not want to bother with them.
~
E
spear spears sword swords polearm polearms pike pikes bow bows crossbow crossbows mace maces dagger daggers axe axes hammer hammers~
As you lean over to examine the weapons, you notice a strange
greenishmist clinging to them.
~
A
get take grab steal~
spear spears sword swords polearm polearms pike pikes bow bows crossbow crossbows mace maces dagger daggers axe axes weapon weapons~
send_to_char( #char, ch );
act_notchar( #room, ch );
inflict( ch, mob, 3d2+1, "A strange greenish mist" );
dam_message( ch, 3d2+1, "A strange greenish mist" );
~
E
room~
As $n reaches for a weapon, a green mist wafts forward and wraps itself
about $m.
~
E
char~
As you reach toward the weapons, the green mist wafts forward and wraps
wraps itself about you, preventing you from reaching the weapons.
~
!
0 0 0
A
get take steal grab~
hammer hammers~
if( !rflag( status1, room ) ) {
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 10 ) < 6 ) {
send_to_char( #find, ch );
act_notchar( #yeah, ch );
obj_to_char( oload( 584 ), ch );
}
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
inflict( ch, mob, 3d2+1, "A strange greenish mist" );
dam_message( ch, 3d2+1, "A strange greenish mist" );
}
}
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
inflict( ch, mob, 3d2+1, "A strange greenish mist" );
dam_message( ch, 3d2+1, "A strange greenish mist" );
}
}
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
inflict( ch, mob, 3d2+1, "A strange greenish mist" );
dam_message( ch, 3d2+1, "A strange greenish mist" );
}
~
E
room~
As $n reaches for a weapon, a green mist wafts forward and wraps itself
about $m.
~
E
char~
As you reach for the weapons, the green mist wafts forward and wraps
itself about you, preventing you from reaching the weapons.
~
E
yeah~
$n happens to find a silver hammer which isn't protected by the strange
greenish mist.
~
E
find~
Surprisingly, you find a single silver hammer which isn't protected by
the greenish mist. Looking around, you decide to take it and add it to
your inventory.
~
!
0 0 0
A
ride move 3 climb~
3 ladder~
if( rflag( status1, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
remove_rflag( status1, room );
}
else
send_to_char( #nope, ch );
~
E
nope~
You are already standing on the ladder.
~
E
room~
$n climbs on to the ladder, and begins to slowly circle the room on it.
~
E
char~
Climbing the rolling ladder, it creeps along the weapon racks, silently
circling the room.
~
!
0 0 0
A
~
~
if( !rflag( status1, room ) ) {
remove_rflag( status1, room );
send_to_char( #char, ch );
act_notchar( #room, ch );
continue;
}
else
continue;
~
E
room~
$n climbs down from the rolling ladder and leaves the room.
~
E
char~
You climb down from the rolling ladder and leave the room.
~
!
3 -1 2
A
jump 3 climb get~
1 down~
if( !rflag( status1, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
remove_rflag( status1, room );
}
else
send_to_char( #nope, ch );
~
E
nope~
You aren't standing on the ladder.
~
E
room~
$n clambers back down the ladder and stands next to you.
~
E
char~
You climb down from the ladder and stand upon the floor of the room.
~
!
0 0 0
A
~
~
if( rflag( reset1, room ) ) {
if( race( ch ) == dwarf ) {
send_to_char( #char, ch );
end;
}
if( race( ch ) == gnome ) {
send_to_char( #char, ch );
end;
}
}
~
E
char~
You sense a small clearing in the magical field near the ladder.
~
!
1 -1 2
-1
S
#33380
Short Hall~
Compared to the great hall just to the west, this passage through the
castle is quite short. The hallway ends here, at the threshold of
light pinewood door. The only ornamentation in this hallway is a single,
ancient painting which has begun to fade. The portrait depicts a gallant
warrior standing before an enormous castle.
~
*H
~
335020044 0 6 0
D1
light pinewood door~
light pinewood door~
131 -1 33383 10 10 5
D3
~
~
0 -1 33369 10 10 5
E
3 picture~
The gentleman in the picture looks vaguely familiar. His royal bearing
seems almost surrealistic.
~
-1
S
#33381
Hall~
This corridor of stone stretches to the west for a long way, until it at
last ends in a door. The door is made of cherry wood and looks fairly
sturdy. Nothing hangs from the walls, though there are faint outlines of
spots where decorations might once have adorned. The floor, The floor of
this hall is scratched and scuffed. It looks to have seen much travel.
To the east lies a great hall.
~
*H
~
335020044 0 6 0
D1
~
~
0 -1 33369 10 10 5
D3
door~
door~
131 -1 33382 10 10 5
-1
S
#33382
Guards' Quarters~
This rectangular stone room has a rather austere ambience to it. While
it has a number of pieces of furniture, each piece is extremely simple
and lacking in originality. Eight beds are scattered about the room,
with a single grey blanket covering each. At the foot of each bed is a
small chest. In the center of the room is a round table whose surface is
littered with food and playing cards. A cherry wood door is set into the
east wall.
~
*H
*move bed to open north?
~
335020036 0 6 0
D0
north~
north~
139 -1 33379 10 10 5
D1
door~
door~
131 -1 33381 10 10 5
E
4 cards~
Taking a quick mental count, you can obviously tell that these guards
aren't dealing with a full deck. No literally! Each card portrays and
ancient rune on its cover. However, half of them appear to be missing.
~
E
food~
Apparently, the castle guards are too big on health and nutrition.
Rotting junk food from sweets to cholestrol filled munchies lie scattered
about the table and even on the floor beneath.
~
E
table~
The table appears to be nothing more than a large, heavy boards centered
over a few discarded stools. The table is filled with the remains of a
card game and food.
~
E
blanket~
Half the blankets appear to be nothing but torn and dirty rags. All of
them don't appear to be very functional.
~
E
beds~
Not surprisingly, none of the beds look very comfortable. Obviously,
some great strategic mind must have felt that a soldier just needs the
bare minimum.
~
A
get take steal grab~
food 4 cards game~
mob = mob_in_room( 513, find_room( 33382 ) );
if( mob ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
attack( mob, ch, 2d3, "punch" );
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
~
E
room2~
$n sifts through the contents of the table but finds nothing of interest.
~
E
char2~
Picking up one of the cards, you notice dried food stuck to the bottom of
it. You gingerly place it back where it was.
~
E
room~
You see $n begin to mess with the contents of the table. Unfortunately,
so does one of the fairy guards.
~
E
char~
Unfortunately, you have disturbed what remains of the guards afternoon
activity. Seeing so, one of the fairy guards comes over to have "a word"
with you.
~
!
0 0 0
513 9 1509949540 3 0
513 9 1509949540 3 0
513 9 1509949540 3 0
863 9 1509949540 3 0
-1
S
#33383
Small, Empty Room~
Small and empty, this chamber appears to have little use in the castle.
A few boxes are piled in the far corner of the room, along with a couple
of rotten, rolled up rugs. Layers of dust and cobwebs cover the surfaces
of these and the floor thickly. A door, fashioned from light pinewood,
leads out of the room and to the west.
~
~
335020036 0 6 0
D3
light pinewood door~
light pinewood door~
131 -1 33380 10 10 5
E
3 boxes~
Dust covered boxes lie scattered throughout the room. However, one in
particular catches your eye because of the clear scratch marks beneath it.
~
E
dust web~
The webs have been planted throughout this room in every nook and cranny.
At one time, white and sticky, dust has settled over most everything,
creating a dingy sight.
~
A
move push~
box boxes~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n attempts to move the boxes, but is unsuccessful.
~
E
char~
The boxes are too heavy to move.
~
!
0 0 0
293 9 1509949540 3 0
293 9 1509949540 3 0
81 17 1509949490 -2 0
-1
S
#33384
Escape Tunnel~
Hewn from solid stone, a secret tunnel has been carved out from behind
the king's throne. In days of old, and perhaps sooner, this tunnel was
likely used as an escape route for the king and his family. The tunnel
extends far to the south. Old torch sconces, long since turned green
from corrosion, line the sides of the east and west walls at even
interwalls. On the east wall, you can see the faint outlines of the
throne's back.
~
*H
~
335020044 0 6 0
D0
north wall~
north wall~
139 -1 33385 10 10 5
D1
door~
east~
139 -1 33348 10 10 5
D2
~
~
0 -1 33386 10 10 5
-1
S
#33385
Secret Tunnel~
Constructed of stone the color of a white shirt after a hundred of so
washings, this stone passageway is in a surprising good condition,
considering its apparent age. Although the tunnel is narrow and cramped,
there is still enough space for easy passage. A wall of stone and brick
has been erected to the south as a means of sealing off the secret
passage from the rest of the tunnels. Dented but empty torch sconces
made of brass are set into the sides of the tunnel's walls. Judging from
the amount of dust and dirt on the stone floor, this passage has been
here for many, many years.
~
*H
~
335020036 0 6 0
D0
~
~
0 -1 33387 10 10 5
D2
door~
south~
139 -1 33384 10 10 5
-1
S
#33386
Escape Tunnel~
You stand in a roughly hewn stone tunnel, which appears to be some sort
of escape tunnel. The tunnel continues to the north and south.
~
~
335020036 0 6 0
D0
~
~
0 -1 33384 10 10 5
D2
~
~
0 -1 33390 10 10 5
-1
S
#33387
Secret Tunnel~
A narrow passageway of stone leads north to south. The quarters are
quite cramped and the ceiling low-lying. To the north is an old, wooden
door, whose hinges look about ready to fall off their settings. Thick
strands of cobwebs cling to the empty brass torch sconces mounted into
the east and west walls. Both the walls and floor of the tunnel are
slick with moisture.
~
*H
~
335020036 0 6 0
D0
door~
door~
391 427 33388 10 10 5
D2
~
~
0 -1 33385 10 10 5
-1
S
#33388
Before a Stone Vault~
A tunnel of stone stretches from the north to south here. The northern
end of the passage comes to an abrupt halt where two very large stone
doors have been set, seemingly as an afterthought to the passage's
original construction. Sconces meant to hold candles or torches are
mounted to the sides of the wall. The flagstone floor is damp with
moisture, as are the slate grey walls.
~
*H
~
335020036 0 6 0
D0
door~
door~
0 427 33389 10 10 5
D2
door~
door~
391 427 33387 10 10 5
E
1 north~
door~
-1
S
#33389
Treasury~
Within this vaulted stone chamber lies a mass of wealth. Piles of coins,
of every size and shape imaginable, lie in heaps about the room. Jutting
out of the heaps are several chests and gems that would make even a
pirate envious. A heavy layer of dust covers the treasure though, as if
it has not been disturbed for many years. The only exit from the stone
vault lies to the south.
~
~
335020036 0 6 0
D2
~
~
0 -1 33388 10 10 5
A
take grab get steal~
treasure pile piles coin coins gems gem chest chests gold statue statues all jewelry~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( !mob_in_room( 549, find_room( 33389 ) ) ) {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
mload( 549, find_room( 33389 ) );
}
}
else
send_to_char( #char, ch );
~
E
char~
Thinking twice, you decide not to take anything.
~
E
to_room~
As $n attempts to take an item, a large slithering creature rises from
the pile of treasure.
~
E
to_char~
As you attempt to take an item, a large slithering creature rises from
the pile of treasure.
~
!
0 0 0
-1
S
#33390
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the north and south.
~
~
335020044 0 6 0
D0
~
~
0 -1 33386 10 10 5
D2
~
~
0 -1 33391 10 10 5
-1
S
#33391
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the north and south.
~
~
335020036 0 6 0
D0
~
~
0 -1 33390 10 10 5
D2
~
~
0 -1 33392 10 10 5
2512 9 1509949540 3 0
-1
S
#33392
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the north and east.
~
~
335020036 0 6 0
D0
~
~
0 -1 33391 10 10 5
D1
~
~
0 -1 33393 10 10 5
37 17 1509949540 -2 0
-1
S
#33393
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the east and west.
~
~
335020036 0 6 0
D1
~
~
0 -1 33394 10 10 5
D3
~
~
0 -1 33392 10 10 5
-1
S
#33394
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the east and west.
~
~
335020044 0 6 0
D1
~
~
0 -1 33395 10 10 5
D3
~
~
0 -1 33393 10 10 5
-1
S
#33395
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the east and west.
~
~
335020036 0 6 0
D1
~
~
0 -1 33396 10 10 5
D3
~
~
0 -1 33394 10 10 5
-1
S
#33396
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the east and west.
~
~
335020036 0 6 0
D1
~
~
0 -1 33397 10 10 5
D3
~
~
0 -1 33395 10 10 5
293 9 1509949540 3 0
81 17 1509949490 -2 0
-1
S
#33397
Escape Tunnel~
You stand in a roughly hewn tunnel, which appears to be some sort of
escape tunnel. The tunnel continues to the west, but a trapdoor on the
floor leads down.
~
~
335020044 0 6 0
D3
~
~
0 -1 33396 10 10 5
D5
~
~
0 -1 33398 10 10 5
-1
S
#33398
Escape Passage~
This dark corridor lies beneath the castle, and acts as an escape route
for the king and others during an invasion. There is a trapdoor above
you. Otherwise, the passage continues to the east.
~
~
335020044 0 6 0
D1
~
~
0 -1 33399 10 10 5
D4
~
~
0 -1 33397 10 10 5
2512 9 1509949540 3 0
-1
S
#33399
Escape Passage~
You continue along the dark passage. The walls appear to be closing in
on you. The passage continues to the east and west.
~
~
335020036 0 6 0
D1
~
~
0 -1 33400 10 10 5
D3
~
~
0 -1 33398 10 10 5
-1
S
#33400
Escape Passage~
You continue along the dark passage. The walls appear to be closing in
on you. The passage continues to the north and west.
~
~
335020036 0 6 0
D0
~
~
0 -1 33401 10 10 5
D3
~
~
0 -1 33399 10 10 5
-1
S
#33401
Escape Passage~
You continue along the dark passage. The walls appear to be closing in
on you. The passage continues to the north and south.
~
~
335020036 0 6 0
D0
~
~
0 -1 33402 10 10 5
D2
~
~
0 -1 33400 10 10 5
-1
S
#33402
Escape Passage~
You continue along the dark passage. The walls appear to be closing in
on you. The passage continues to the north and south.
~
~
335020036 0 6 0
D0
~
~
0 -1 33361 10 10 5
D2
~
~
0 -1 33401 10 10 5
2512 9 1509949540 3 0
-1
S
#33403
Moat~
The moat around the castle is filled with a gooey slime, making it
impossible to move around in. You may be able to clamber up to the
path.
~
~
335020036 6 6 0
A
3 climb~
u up e east wall gravel path~
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 33337 ) );
~
E
room~
$n clambers to the gravel path above.
~
E
char~
You manage to climb out of the yucky slime and on to the gravel path.
~
!
0 0 0
A
u up jump~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n sludges around in the slime trying to get to the path above.
~
E
char~
You are unable to get any leverage in this slime to jump up.
~
!
0 0 0
-1
S
#33404
Moat~
Under Construction.
~
~
335020036 3 6 0
D0
~
~
0 -1 33403 10 10 5
-1
S
#33405
Moat~
Under Construction.
~
~
335020036 3 6 0
D2
~
~
0 -1 33403 10 10 5
-1
S
#33406
Spy Room~
This small, stone room is little more than a closet. A pair of holes,
both at eye level, are cut into the masonry of the south wall. Light
streams in through the holes from whatever chamber lies to the south on
the other side of the wall. A number of wooden crates litter the floor.
Also, along the western wall hangs a piece of loose fabric.
~
boxes
[Arathorn] when closing the secrest door-you close the west to the west
*disabled down until im rady for it.
*H
~
335020037 0 6 0
D3
length of woven fabric~
length woven fabric~
235 -1 33344 10 10 5
D5
passage~
passage~
227 -1 9085 10 10 5
E
s south~
You see eye holes set in the south wall.
~
E
1 west~
You see a small fissure in the west wall where the hidden door is.
~
A
l lo look~
holes hole eyes~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n goes over and looks into a set of holes set in the south wall.
~
E
char~
You now have a secretive view of the Receiving Chamber to the south.
~
!
0 0 0
A
10 disablemove~
box boxes~
if( is_open( room, down ) ) {
send_to_char( #open, ch );
end;
}
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, down );
~
E
open~
You walk over to the boxes and discover a passage going down.
~
E
room~
As you watch $n move the boxes, a hidden passage appears where the boxes
used to be.
~
E
char~
Straining your muscles, you manage to uncover a hidden passage beneath
the boxes.
~
!
0 0 0
A
move push pull straighten~
fabric tapestry colorful old back~
if( !is_open( room, west ) ) {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
open( room, west );
send_to_room( #reveal, find_room( 33344 ) );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, west );
send_to_room( #seal, find_room( 33344 ) );
}
~
E
open~
You pull aside the hanging fabric only to discover a secret passage west!
~
E
ropen~
$n pulls aside the hanging fabric and discovers a secret passage west!
~
E
reveal~
An otherwise previously hidden passageway opens up in the east wall.
~
E
close~
You drape the backside of the tapestry over the passage west.
~
E
rclose~
$n drapes the backside of the tapestry over the passage west.
~
E
seal~
The passage east is suddenly concealed by a colorful tapestry.
~
!
0 0 0
478 9 1509949540 3 0
-1
S
#33407
Accoutrements Closet~
Square cut blocks of stone form this narrow, rectangular room. This
chamber looks to be nothing more than a small closet. Judging from the
hanging racks, hooks, and the musty old clothing hanging upon them, this
closet is, or was, used for storying the hats and coats of guests. A
small wooden door, without bolt or lock, is set into the south wall.
~
*H
~
335020036 0 6 0
D2
small wooden door~
small wooden door~
3 -1 33341 10 10 5
E
wrappings~
There are some old and rather tattered cloaks and robes hanging in here.
Maybe you should leave yours here as well.
~
A
hang~
cloak robe hook wall~
if( has_obj( 69, ch ) ) {
junk_obj( has_obj( 69, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 347, ch ) ) {
junk_obj( has_obj( 347, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 337, ch ) ) {
junk_obj( has_obj( 337, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 405, ch ) ) {
junk_obj( has_obj( 405, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 448, ch ) ) {
junk_obj( has_obj( 448, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 2162, ch ) ) {
junk_obj( has_obj( 2162, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 2167, ch ) ) {
junk_obj( has_obj( 216, ch ) );
send_to_char( #cloak, ch );
act_notchar( #wascloak, ch );
}
if( has_obj( 152, ch ) ) {
junk_obj( has_obj( 152, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 328, ch ) ) {
junk_obj( has_obj( 328, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 413, ch ) ) {
junk_obj( has_obj( 413, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 447, ch ) ) {
junk_obj( has_obj( 447, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 472, ch ) ) {
junk_obj( has_obj( 472, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 488, ch ) ) {
junk_obj( has_obj( 488, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 489, ch ) ) {
junk_obj( has_obj( 489, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 2163, ch ) ) {
junk_obj( has_obj( 2163, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 2164, ch ) ) {
junk_obj( has_obj( 2164, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 2165, ch ) ) {
junk_obj( has_obj( 2165, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
if( has_obj( 2166, ch ) ) {
junk_obj( has_obj( 2166, ch ) );
send_to_char( #robe, ch );
act_notchar( #wasrobe, ch );
}
else
send_to_char( #nope, ch );
wait( 1 );
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
~
E
nope~
You don't have that piece of garment.
~
E
wasrobe~
$n removes $s robe and places it on a hook.
~
E
robe~
You remove your robe and place it on a hook.
~
E
wascloak~
$n removes $s cloak and places it on a hook.
~
E
cloak~
You remove your cloak and place it on a hook.
~
E
to_room~
$s garments vanish into thin air.
~
E
to_char~
Your outer garments vanish into thin air.
~
!
0 69 0
A
get~
cloak robe extra~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n searches for $s garments, but to no avail.
~
E
char~
You attempt to retrieve your garments, but find they are gone.
~
!
0 0 0
A
get take touch~
outer wrapping wrappings~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n reaches for an outer wrapping, but they crumble at $s touch.
~
E
char~
The outer wrappings crumble at your touch.
~
!
0 0 0
-1
S
#33408
Great Hall~
You are in a huge hall. Colorful tapestries hang from the east and west
walls. Candelabras hang from the ceiling high above. A spiral staircase
disappears into the floor. The hall extends to the north, and doors lie
to the east and west.
~
candelabras done
~
335020036 0 6 0
D0
~
~
0 -1 33449 10 10 5
D1
~
~
0 -1 33421 10 10 5
D3
~
~
0 -1 33411 10 10 5
D5
~
~
0 -1 33344 10 10 5
E
candelabras create~
The candelabras emits light in a flickering pattern along the walls and
floor. Every once and awhile a bit of liquid wax falls off one of the
candles on to the floor.
~
E
candelabras create~
~
E
staircase stairs~
The staircase slowly turns and descends to the lower level of the castle.
The solid stone stairs have seen a lot of use and you notice that in
certain places, the steps have been smoothed and worn down.
~
E
candelabras~
The candelabras shine with a wonderful brilliance. Dangling below the
candles are strings of small crystals that catch and refract the light
into a plethora of radiant colors.
~
E
tapestries~
Covering the drab walls, these tapestries bring color and life to the
room. Woven into the tapestries are a number of pictures. They tell the
story of a time when numerous dragons flew over the lands causing wreck
and ruin to the cities and villages they came in contact with. Standing
in the foreground of the picture, a small party of adventurers prepare
for battle.
~
E
crystals~
The small crystals are strung together and dangle gently below the
candles of the candelabra. These clear stones have been cut to catch and
refract light into many different colors. Certain crystals seem to
have been cut differently and produce only one color.
~
526 9 1509949540 3 0
-1
S
#33409
Great Hall~
You are in a huge hall. Colorful tapestries hang from the east and west
walls. Candelabras hang from the ceiling high above. A spiral staircase
disappears into the floor. The hall extends to the south, and doors lie
to the east and west.
~
tapestries, staircase
extras done-M
[Loxus] tapestry should be moved, not opened
~
335020036 0 6 0
D1
~
~
0 -1 33414 10 10 5
D2
~
~
0 -1 33422 10 10 5
D3
~
~
0 -1 33413 10 10 5
D4
~
~
251 -1 33478 10 10 5
D5
~
~
0 -1 33346 10 10 5
E
staircase stairs~
The stone staircase curves gently down, descending to the lower level of
the castle. Some of the stairs have been smoothed and warn away due to
the large amounts of traffic through the castle.
~
E
tapestries~
Suspended high along the walls, these beautiful tapestries add life and
color to an otherwise cold and dismal room. The pictures woven into the
tapestry depicts a large battle between a group of powerful mortals and
the immortals from above.
A slight rippling hints there might be something behind one of them.
~
A
move open~
tapestry~
if( is_open( room, up ) )
end;
open( room, up );
act_tochar( #stairs, ch );
act_notchar( #rstairs, ch );
~
E
stairs~
You move a tapestry aside to reveal a narrow set of stairs leading upward
in a tight spiral.
~
E
rstairs~
$n moves a tapestry aside to reveal a narrow set of stairs leading upward
in a tight spiral.
~
!
0 0 0
A
close move~
tapestry~
if( !is_open( room, up ) )
end;
close( room, up );
act_tochar( #close, ch );
act_notchar( #rclose, ch );
~
E
close~
You move the tapestry back into place, concealing the stairs.
~
E
rclose~
$n moves a tapestry to conceal a set of stairs.
~
!
0 0 0
A
~
~
act_tochar( #tapestry, ch );
~
E
tapestry~
You notice a draft causing ripples in one of the tapestries here.
~
!
9 0 0
A
~
~
if( is_searching( ch ) )
act_tochar( #tapestry, ch );
~
E
tapestry~
Searching the room for unusual things, you notice a slight rippling in
one of the tapestries as if moved by a soft breeze.
~
!
1 0 63
A
~
~
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, up );
continue;
~
E
close~
The tapestry falls back into place after you pass through the opening
behind it.
~
E
rclose~
The tapestry falls back into place behind $n as $e climbs a set of stairs
hidden behind it.
~
!
3 0 16
526 9 1509949540 3 0
-1
S
#33411
Waiting Room~
You are in a room which is furnished with a few tables, footrests and
stuffed chairs. This room seems to simply be a place to sit and relax
for a time. The great hall lies to the east, and doors lie to the south
and west.
~
aedit sit/relax chair(s)
rextra and aedit for taking coasters/crest - D
aedit possibly examining opening of hole in footrest. - D
did a extra for chair-M
~
335020036 0 6 0
D1
~
~
0 -1 33408 10 10 5
D2
~
~
0 -1 33412 10 10 5
D3
door~
door~
1 -1 33448 10 10 5
E
chairs~
The frame of the chairs are made out of a finely stained oak. The
cushions are made out of a soft blue velvet material. The chairs look
quite inviting for a tired adventurer like you.
~
E
footrests~
The footrests are a nice compliment to the chairs. The legs are made out
of oak and the cushions are the same blue velvet. The seams of the
footrests have been sliced open and stuffing hangs out of the hole.
~
E
tables~
These short tables are about equal in height to the arms of the chair.
Sitting on the table are some small wooden coasters with a silver crest
embossed upon them.
~
E
chairs~
The chairs are made out of a dark wood. All are polished and laquered to
perfection. The cushins are made out of what appears to be red silk.
The chairs look VERY comfortable.
~
A
~
~
if( players_room( find_room( 33448 ) ) < 0 )
end;
mob = mob_in_room( 321, find_room( 33448 ) );
if( !char_in_room( ch, find_room( 33448 ) ) ) {
if( mob )
junk_mob( mob );
}
continue;
~
!
3 2 3
-1
S
#33412
Balcony~
This room has a balcony which offers a grand view of the central chamber
thirty feet below. From up here, the mosaic floor takes on a more
ethereal quality, since the pieces seem to move and come alive. Perhaps
it is just an optical illusion. There are doors to the north, south and
west.
~
mosaic described better- M
aedit jump?
~
335020036 0 6 0
D0
~
~
0 -1 33411 10 10 5
D2
~
~
0 -1 33413 10 10 5
D3
door~
door~
1 -1 33447 10 10 5
E
e east off balcony chamber central floor mosaic below illusion~
From this height and angle the tiles on the floor blend to form a picture.
The mosaic seems to be of a humanoid figure being dragged into a deep
hole by a skeletal hand. The dark figure seems to be desperately
reaching out towards you for aid as it slowly gets pulled down.
~
863 9 100 3 0
-1
S
#33413
Waiting Room~
You are in a room which is furnished with a few tables, footrests and
stuffed chairs. This room seems to simply be a place to sit and relax
for a time. The great hall lies to the east, and doors lie to the north
and west.
~
tables, footrests, chairs
aedit sit/relax
all extra done - M
~
335020036 0 6 0
D0
~
~
0 -1 33412 10 10 5
D1
~
~
0 -1 33409 10 10 5
D3
door~
door~
1 -1 33446 10 10 5
E
chairs~
The chairs are made out of oak and are not very elaborate. The soft red
cushions look quite comfortable and seems to beckon you to sit and relax
for awhile.
~
E
footrests~
The footrests are a nice compliment to the chairs. The legs are made out
of oak and the cushion is the same soft red. The soft material has been
worn down by people who stop to relax and put their feet up.
~
E
tables~
These short tables are about equal in height to the arms of the chair.
Sitting on the table are some small wooden coasters with a golden crest
embossed upon them.
~
-1
S
#33414
Hall~
A long hall continues from the great hall. Further down the hall, you
can see it bend to the north. A small chair rests under a clothing rack
along the north wall. The great hall lies to the west.
~
chair, rack, north
chair, rack done- M
~
335020036 0 6 0
D0
"secret door"~
"secret door"~
131 -1 33416 10 10 5
D1
~
~
0 -1 33415 10 10 5
D3
~
~
0 -1 33409 10 10 5
E
chair~
The chair looks very comfortable, except that it is too small for an
adult human to sit in. It looks like a chair made for a child. The
wooden frame looks sturdy, but not strong enough to hold your weight.
~
E
rack~
The rack stands about 6 feet tall and has places for people to put hats,
cloaks, and jackets. It is made out of a very nice dark wood which
shines eventhough it is not laqured. At this time nothing is on the coat
rack.
~
-1
S
#33415
Hall~
You are standing in a long hall which extends towards the north and west.
The walls are made of large stone blocks. The hallway has nothing of
real interest in it. There is a door to the north.
~
maybe a longer rdesc?
~
335020044 0 6 0
D0
door~
door~
1 -1 33417 10 10 5
D3
~
~
0 -1 33414 10 10 5
-1
S
#33416
Meditation Room~
This room is "decorated" in pure gray, painted by an artist in such a
way, that the floor vanishes into walls that meld into the ceiling. Yet,
the chamber seems to promote a feeling of peace and contentment. The
room's wooden doors to the north and south are all that keeps this gray
expanse from looking absolutely featureless.
~
floor/walls/ceiling, doors, gray?
aedit meditate (quest?, give them xp?)
all extras done-M
[Kanroc] doors to north and south... no door to the north?
~
335020036 0 6 0
D0
secret door~
"secret door"~
139 -1 33421 10 10 5
D2
secret door~
"secret door"~
131 -1 33414 10 10 5
E
wall~
Because of how the room is painted, it's hard to tell where the wall
starts and where it becomes another wall, the celing, of the floor. It's
as if this room is one huge bubble from which it is impossible to see out
of.
~
E
floor~
Like every other part of the room, it's hard to tell where the floor
starts and when it becomes a wall. You figure you're looking at the
floor, because it is where the priest is sitting.
~
E
doors~
The doors are remarkable because they are the only thing in this room
that's not grey. Otherwise they are just normal wooden doors- no
markings, glyphs, or anything.
~
A
~
~
mob = mob_in_room( 519, room );
if( mob )
mpcode( mob, 1 );
~
!
1 0 5
519 9 1509949540 3 0
-1
S
#33417
Watcher's Room~
This sparsely furnished room appears to be a guard's room. The rack of
weapons near the entrance to the balcony make it a dead giveaway. Other
than a few chairs, a table and the remains of a card game, the room is
completely bare. There are doors to the north, south and east, and a
stairwell disappearing into the ceiling.
~
rack/weapons, chairs, table, remains/card game
all desc done- M
~
335020036 0 6 0
D0
~
~
0 -1 33419 10 10 5
D1
~
~
0 -1 33418 10 10 5
D2
door~
door~
1 -1 33415 10 10 5
D4
~
~
0 -1 33463 10 10 5
E
rack~
The weapons rack is currently empty of all weapons but there is space for
several swords, maces, shields, and other weapons.
~
E
chairs~
The chairs all all the same- the are all just pieces of wood strapped
together. They don't look like they are very comfortable, nor do they
look like they were made recently. They are very worn and look like they
have taken much abuse over the years.
~
E
table~
The table, like the chairs doesn't look to be in its prime. NO amount of
polishing could help this table. It has several stains on it and even
more carvings (like Carthin loves Cynthia) are imbedded in the table.
~
E
remains~
It looks as if the card game was ended abrubtly. The cards are splayed,
in piles four piles. It looks like whoever was sitting on the right side
was winning the most, for he has the most chips at his spot.
~
A
take steal get grab~
weapon~
mob = mob_in_room( 512, find_room( 33417 ) );
if( mob ) {
send_to_char( #char, ch );
attack( mob, ch, 3d2+0, "punch" );
act_notchar( #room, ch );
}
else {
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
send_to_char( #char2, ch );
obj_to_char( oload( 3005 ), ch );
act_notchar( #room2, ch );
}
else {
send_to_char( #char3, ch );
act_notchar( #room3, ch );
}
}
~
E
room3~
$n reaches for the rack of weapons, but then changes $s mind.
~
E
char3~
You get an odd sensation as you reach for the weapons, you rethink your
actions.
~
E
room2~
$n grabs a spear from the rack of weapons.
~
E
char2~
You grab a spear from the rack.
~
E
room~
$n attempts to steal a weapon from the rack, but gets attacked by the
fairy guard.
~
E
char~
As you reach for the weapons on the rack, the fairy guard plants one
right on your kisser.
~
!
0 0 0
863 9 1509949540 3 0
-1
S
#33418
Castle Balcony~
You are standing on a balcony which hangs out over the portcullis. From
here, you can see the top edges of the bushes which adorn the front of
the castle. Between the various passages and dead ends, you would swear
it looks like a maze. The only exit is back into the castle through the
door to the west. Next to the door, you see a large bell with a strap
dangling beneath it.
~
bushes/maze/garden/east/passages
~
335020036 0 6 0
D3
~
~
0 -1 33417 10 10 5
E
bell~
This large bell appears to be here for emergencies. Guards ring it to
send out warnings.
~
E
strap~
This strap hangs freely beneath the belly. The strap disappears up into
the belly of the bell and is attached to a clapper.
~
A
hit strike ring bang pull yank~
bell strap clapper~
send_to_char( #char, ch );
act_notchar( #room, ch );
act_area( #area, ch );
~
E
area~
The ringing sound of a large bell echoes all around you.
~
E
room~
$n pulls on the strap beneath the bell, causing the bell's ring to echo
across the maze and through the castle.
~
E
char~
You pull on the strap which makes the clapper hit the inside of the large
bell. The ring echoes across the maze and through the castle.
~
!
0 0 0
863 9 1509949540 3 0
-1
S
#33419
Hall~
You are standing in a long hall which runs from north to south. This
hall is completely bare of any markings. A door lies to the north, south
and west.
~
seems same as room to south, change and add more rdesc
then add some rextras
~
335020044 0 6 0
D0
door~
door~
1 -1 33420 10 10 5
D2
~
~
0 -1 33417 10 10 5
D3
~
~
0 -1 33421 10 10 5
-1
S
#33420
Watcher's Quarters~
This is the sleeping quarters for the watch guard. Small cots and
footlockers rest on the opposite side of the room. The walls are bare.
The only exit is back the way you came.
~
cots, footlockers
aedit open/pick footlockers...only thief can(find something)
extras done - M
~
335020036 0 6 0
D2
door~
door~
1 -1 33419 10 10 5
E
cots~
The cots are all rolled up on their platforms. They don't look very
comfortable (you think you've seen coins thicker). They are all the same
color, some drab olive.
~
E
footlockers~
Under each of the platforms is a footlocker. The locker doors are about
four feet wide and 1 foot tall. All the doors to the lockers are closed.
~
-1
S
#33421
Hall~
The long hallway leads up to an archway that opens into an extention of
the hall. From the west a small amount of light filters in. A small
chair rests below a cloak rack along the south wall.
~
chair, rack, archway
seems same as room to south, change and add more rdesc
lot's of extras -M
~
335020036 0 6 0
D1
~
~
0 -1 33419 10 10 5
D2
secret door~
"secret door"~
139 -1 33416 10 10 5
D3
~
~
0 -1 33408 10 10 5
E
chair~
The chair is made out of a nice reddish brown wood. Covering the seat of
the chair is a soft red pillow with golden stitching. Stitched into
the pillow with the same gold thread is a golden dragon.
~
E
rack~
The cloak rack is set into the south wall just above the chair. Small
wooden hooks extend from the oak base that is mounted on the wall. Some
of the hooks are missing and seem to have been broken off.
~
E
archway~
The archway is carved out of a single stone. Etched into the sides are
numerous designs. The designs look much like stone vines climbing up
around the archway.
~
E
vines~
The carvings in the archway seem to have been masterfully done. The
stone has been finely sanded and smoothed. Looking closely you notice
that within the leaves and vines of the stone a couple of dragons have
also been carved in.
~
E
6 dragons~
Unlike the traditional images of dragons, the carvings depict them as
playful, fun loving creatures. The tiny faces have the look of a
mischievous yet innocent child.
~
-1
S
#33422
Great Hall~
You are at the end of a huge hall. A large, draconian statue stands at
the entrance to the doorway in the south wall. Candelabras hang from the
ceiling high above. The great hall extends to the north.
~
draconian statue, candelabras?
~
335020036 0 6 0
D0
~
~
0 -1 33409 10 10 5
D2
door~
door~
513 -1 33423 10 10 5
-1
S
#33423
Sitting Room~
Oversized, stuffed chairs sit at intervals around the room. Between the
chairs and doors rest plants and tables with candles atop them. It would
appear that visitors to the king's chambers would wait here until they
are called. Doors lie to the north, south, east and west.
~
chairs, plants, tables, candles
aedit sit chair
take candle?
~
335020036 0 6 0
D0
door~
door~
513 -1 33422 10 10 5
D1
door~
door~
513 -1 33424 10 10 5
D2
door~
door~
513 -1 33426 10 10 5
D3
door~
door~
1 -1 33425 10 10 5
516 9 1509949540 3 0
457 9 1509949540 3 0
-1
S
#33424
Hall~
A small, undescriptive hallway crosses through here. The only markings
to be found in the entire room are around the south doorway. Doorways
lie to the north, south, east and west.
~
markings
~
335020036 0 6 0
D0
door~
door~
513 -1 33427 10 10 5
D1
door~
door~
513 -1 33428 10 10 5
D2
door~
door~
513 -1 33429 10 10 5
D3
door~
door~
513 -1 33423 10 10 5
A
~
~
i = random( 1, 3 );
if( i == 1 )
open( room, north );
if( i == 2 )
open( room, south );
if( i == 3 )
open( room, west );
~
!
2 500 0
457 9 1509949540 3 0
457 9 1509949540 3 0
-1
S
#33425
King's Quarters~
This huge bedroom contains an elaborate bed, a writing desk with scrolls
scattered across it, a large chest at the base of the bed, and a large
sword resting over the mantel. The grandeur of this room is
overwhelming. A series of portraits line each wall, depicting the
lineage of the royal family. Doors lie to the north, south, east and
west.
~
bed, desc, scrolls, chest, sword, portraits
aedit take scrolls(give em one random)
aedits only thief has chance of opening chest or taking sword
have king give them the BIG quest(don't know what yet) possibly miniature
dinosaur(found in graveyard)
~
335020036 0 6 0
D0
~
~
0 -1 33432 10 10 5
D1
door~
door~
1 -1 33423 10 10 5
D2
door~
door~
1 -1 33433 10 10 5
D3
door~
door~
131 -1 33434 10 10 5
-1
S
#33426
King's Personal Guard's Quarters~
This room contains only a bed, a chest and several pieces of armor lying
in the corner. Fanciful depictions of great battles adorn the wall. A
small window rests against the south wall. The only exit is to the
north.
~
bed, chest, armor, depictions
aedit take armor (have guard attack or have them take a piece of armor)
have a player able to talk to king's guard, guard will tell them how
great and intelligent the king is and possible story
quest idea- thinking of having player have to give miniature dragon from
graveyard to king's guard...who will then give medallion to player to
give to king's spectre in tomb as the final quest to receive point maybe
something prior to miniature dragon to start quest(several things in
fact)
~
335020036 0 6 0
D0
door~
door~
513 -1 33423 10 10 5
D1
secret door~
"secret door"~
139 -1 33429 10 10 5
E
window~
Looking out the window, you can see a graveyard down below, and the edge
of a cliff further on.
~
527 9 1509949540 3 0
-1
S
#33427
Pleasure Room~
This room is filled with exotic devices designed to stimulate the
pleasure centers of most sentient creatures. Vials with varying colored
liquids line the walls to the west. Books exploring the various
psychological and physiological aspects of pleasure line the shelves to
the north. The counters to the east are adorned with instruments of
oddly interesting designs. Straps criss-cross the large cot in the
middle of the room. The only exit is through the door to the south.
~
devices, vials, books, counters, instruments, straps/cot
aedit hmmm...the things we could do here ;) think of something
~
335020036 0 6 0
D2
door~
door~
513 -1 33424 10 10 5
-1
S
#33428
Inner Sanctum~
You reflectively cover your eyes since the room is blinding white. White
pillows lie in piles around the room. This room evokes a feeling of
peace and harmony deep within you. White doors lead to the north, south
and west.
~
pillows/piles
~
335020036 0 6 0
D0
door~
door~
513 -1 33430 10 10 5
D2
door~
door~
513 -1 33431 10 10 5
D3
door~
door~
513 -1 33424 10 10 5
A
~
~
i = random( 1, 3 );
if( i == 1 )
open( room, north );
if( i == 2 )
open( room, west );
if( i == 3 )
open( room, south );
~
!
2 500 0
-1
S
#33429
Pain Room~
This room is filled with devices for torture, both exquisitely subtle and
brutally cruel. Vials with deep colored liquids line the walls to the
east. Books discussing the psychological and physiological aspects of
pain line the shelves to the south. The counters to the east are adorned
with machines and instruments of oddly grotesque designs to evoke the
most pain a body can take and still live. Straps criss-cross the large
cot in the middle of the room. The only exit is through the door to the
north.
~
devices, vials, books, shelves/counters, machines, instruments, straps/cot
are there any reagents that would fit in here or in doctor's office to
north
aedit lie on cot/strap in or something like that, then doctor goes at
them, causing pain...blah blah...i don't know...be createive
~
335020036 3 6 0
D0
door~
door~
513 -1 33424 10 10 5
D3
"secret door"~
"secret door"~
139 -1 33426 10 10 5
528 9 1509949540 3 0
-1
S
#33430
Infirmary~
Hospital supplies rest on the countless shelves. Flasks and tubes lie
scattered across the many counters in the center of the room. Deadly,
lifesaving instruments are meticulously set on moveable trays. Two
rolling cots lie empty against the north wall. The castle's medical
supplies appear to be quite extensive. A door lies to the south.
~
supplies, shelves/counters, flasks/tubes, instruments, trays, cots
aedit take/steal (list here)...either doctor attacks or something
[Greyclaw] This room is terrible. A medievel infirmary DID NOTlook like this!!
[Greyclaw] Not even sure if infirmary is a modern word - wouldn't be surprised if it was.
[Greyclaw] Scalpels???
~
335020036 0 6 0
D2
door~
door~
513 -1 33428 10 10 5
529 9 1509949540 3 0
-1
S
#33431
Bottom of Turret Stairs~
The hall ends at a flight of stairs which disappear into the ceiling.
The stairs are made of stone and look to have been used quite often in
the past. A door lies in the north wall.
~
stairs, stone
no mob
~
335020044 0 6 0
D0
door~
door~
513 -1 33428 10 10 5
D4
~
~
0 -1 33470 10 10 5
-1
S
#33432
Dressing Room~
A huge statue of a crowned figure stands in the middle of the room. On
the one hand, the statue seems to express the ferocity of a bull and
harshness of a dictator. However, the feeling of gentleness can be seen
in the stone eyes.
~
statue/dummy/figure
I'm thinking of making a quest where somebody has to put something on
this dummy to make it come alive like a crown or something...
i probably should add an action in here, but can't think of what
add more room description here
~
335020036 0 6 0
D2
~
~
0 -1 33425 10 10 5
D3
~
~
0 -1 33445 10 10 5
-1
S
#33433
Harem Room~
This appears to be the room where the king would meet his harem for
entertainment purposes. Huge piles of furs and pillows fill the room.
The lighting is dim, but the room is very warm and comfortable. You can
smell the faint scent of perfume. Doorways lie to the north and west.
~
furs, pillows
aedit smell (blessed) (or drunk?)
I think that the girls should call for help and guards come to assist
them - Kiian
~
335020037 0 6 0
D0
door~
door~
1 -1 33425 10 10 5
D3
~
~
0 -1 33435 10 10 5
531 9 1509949540 3 0
531 9 1509949540 3 0
531 9 1509949540 3 0
531 9 1509949540 3 0
531 9 1509949540 3 0
-1
S
#33434
Bathroom~
A large, empty tub rests against the northeast wall. There is also a
large sink, counter and mirror along the north wall. Behind a short wall
to the southeast is a seat with a hole in it. To the side of the seat
are a pile of papers. Elaborate carvings adorn each of the items in this
room. There are doors to the east and south.
~
tub, sink, counter, mirror, seat, pile/paper, carvings
~
335020036 0 6 0
D1
door~
door~
131 -1 33425 10 10 5
D2
door~
door~
1 -1 33435 10 10 5
-1
S
#33435
Harem's Quarters~
Several, beautiful canopy beds lie around the room. This would
apparently be where the harem would sleep while the king was busy
elsewhere. Several desks lie around the room with makeup and small
mirrors atop them. Doors lie to the north, east and west.
~
canopy beds, desks, mirrors(see yourself), makeup
aedit wear/put makeup (quest? humility factor) :)
~
335020036 0 6 0
D0
door~
door~
1 -1 33434 10 10 5
D1
~
~
0 -1 33433 10 10 5
D3
~
~
0 -1 33436 10 10 5
-1
S
#33436
Closet~
Sheer dresses of the most splendid colors hang from numerous hooks and
racks. Thousands of shoes lie in neat little pairs in little sockets
along the north wall. The amount of money and cloth that must have gone
into the outfits in this room is astonishing. The only exit is through
the doorway in the east wall.
~
dresses, hooks/racks, shoes, sockets
aedit take find something?
~
335020036 0 6 0
D0
hidden passage~
'hidden passage'~
139 -1 33437 10 10 5
D1
~
~
0 -1 33435 10 10 5
-1
S
#33437
Escape Tunnel~
You stand in a roughly hewn stone tunnel, which appears to be some sort
of escape tunnel. Apparently, the king would need refuge (or escape) in
case of any immediate threats. The tunnel extends to the north, and a
small ladder disappears into the floor. You can make out the faint
outline of a door in the south wall.
~
~
335020036 0 6 0
D0
~
~
0 -1 33438 10 10 5
D2
'hidden passage'~
'hidden passage'~
139 -1 33436 10 10 5
-1
S
#33438
Escape Tunnel~
You stand in a roughly hewn stone tunnel, which appears to be some sort
of escape tunnel. Apparently, the king would need refuge (or escape) in
case of any immediate threats. The tunnel extends to the south. You can
make out the faint outline of a door in the east wall.
~
~
335020036 0 6 0
D0
door~
door~
171 -1 33439 10 10 5
D1
hidden passage~
'hidden passage'~
139 -1 33445 10 10 5
D2
~
~
0 -1 33437 10 10 5
A
1 open~
1 north~
open( room, north );
send_to_char( #char, ch );
~
E
char~
Ok.
~
!
0 0 0
-1
S
#33439
Spy Tunnel~
You are in a dark tunnel which extends to the north. There are a pair of
holes at eye level stuck in the east wall. A crack in the south wall
reveals the door to this hall.
~
~
335020036 0 6 0
D0
~
~
0 -1 33440 10 10 5
D2
crack~
crack~
171 -1 33438 10 10 5
E
hole holes eye pair~
Placing your eyes up to the eye holes, you can see a room full of books.
~
-1
S
#33440
Spy Tunnel~
You are in a dark tunnel which extends to the north and south. There are
more eye holes stuck in the east wall.
~
~
335020036 0 6 0
D0
~
~
0 -1 33441 10 10 5
D2
~
~
0 -1 33439 10 10 5
E
eye pair hole holes~
Placing your eyes to the pair of holes in the east wall, you can see
beautiful art decorating the room.
~
-1
S
#33441
Spy Tunnel~
You are in a dark tunnel which travels from north to south. The eye
holes which are typically set into the east wall, now have vines growing
out of them.
~
~
335020036 0 6 0
D0
~
~
0 -1 33442 10 10 5
D2
~
~
0 -1 33440 10 10 5
E
eye pair hole holes~
You attempt to look through the eye holes, but realize that the vines
have plugged them up.
~
-1
S
#33442
Spy Tunnel~
You are in a dark tunnel which travels from north to south. There are
more eye holes stuck in the east wall.
~
~
335020036 0 6 0
D0
~
~
0 -1 33443 10 10 5
D2
~
~
0 -1 33441 10 10 5
E
eye pair hole holes~
Looking through the holes set into the wall, you observe several guards
lounging on various pieces of furniture.
~
-1
S
#33443
Spy Tunnel~
You are in a dark tunnel which travels from north to south. There are
more eye holes stuck in the east wall.
~
~
335020036 0 6 0
D0
~
~
0 -1 33444 10 10 5
D2
~
~
0 -1 33442 10 10 5
E
eye pair hole holes~
You gasp in astonishment at what you see through the pair of eye holes.
Standing up, your face turns a bright red.
~
-1
S
#33444
Spy Tunnel~
You are at the end of a dark tunnel which extends to the south. There
are more eye holes stuck in the east wall.
~
~
335020036 0 6 0
D2
~
~
0 -1 33443 10 10 5
E
eye pair hole holes~
Looking through the slits in the east wall, you observe a fairy guard
hunched over his drawing table.
~
-1
S
#33445
Closet~
Items of clothing take up every bit of space on the shelves and racks
which line the walls. Shoes lay scattered about the floor. Scarves and
gloves lie on shelves inserted in the west wall. Hats lie on shelves
above the clothes-laden racks. The only exit is through the door in the
east wall.
~
clothing, shelves/racks, shoes, scarves/gloves, hats, more?
aedit take/steal random find something?
~
335020036 0 6 0
D1
~
~
0 -1 33432 10 10 5
D3
'hidden passage'~
'hidden passage'~
139 -1 33438 10 10 5
-1
S
#33446
Art Room~
You are in a superbly decorated room filled with treasures of crystalline
statues, epic paintings, busts of long-dead heroes and gods, and many
undescribable objects. You've never seen anything of equal beauty and
design. The art in this room is evidence of skill and craftsmanship from
all races of the land. A door lies in the east wall.
~
desc done-M
aedit steal?
aedit admire art (quest?)
~
335020036 0 6 0
D1
door~
door~
1 -1 33413 10 10 5
E
1 west~
The first painting shows the hero standing above a grave holding a blue
rose. In the background you see what is left standing of a fireplace.
Looking close a single red tear streams down the hero's face. The
picture next to it shows as the hero delivers the killing blow to a
obsidian armored warrior. Unfortunatly the wounds the hero sustained are
great and the hero also dies. Behind the battle the outline of the
hero's spouse smiles gently ready to be reunited.
~
E
1 south~
The paintings on this wall show a different view of the hero. One
painting shows the hero in front of a small home tending a garden. In
the background of the picture sits the sword etched with red runes. The
other picture shows the hero relaxing in front of a fireplace. The
hero's spouse stands behind gently messaging the shoulders of her beloved.
~
E
1 east~
The life of the hero continues on this wall. The paintings on this wall
depict the hero during the early adulthood. One of the paintings shows
the hero dressed in leather jerkin pulling a sword etched with red runes
from a block of ruby. In the other picture the hero stands over a dragon.
The red runed sword is embedded deep in the skull of the dragon.
~
E
1 north~
The paintings on the north wall show scenes of the hero's youth. The
first painting shows the young hero defending a friend from a grizzly
bear wielding nothing more than a goat's horn. The other picture depicts
the hero severing the head off of a granite statue in a town square.
~
E
paintings~
There are eight paintings in the room, two on each wall. The paintings
seem to tell a story about a legendary human hero. In the corner of the
paintings are the letters KGD.
~
E
6 objects art~
The objects do not seem to be of this world. Such colors swirling and
churning have never been seen or touched this dimension. The dancing
colors ebb and flow mixing and reforming to create marvels that exist
only in the essense of dreams and imagination.
~
E
busts~
The busts are sculpted out of a beautiful blue stone. The stone is
finely cut and has been smoothed down to give the sculptures a look of
realism. One of the busts looks strangely familiar to the person in the
paintings.
~
E
statues~
The statues are made out of pure crystal. Looking over the artwork there
seems to be no flaws anywhere in the crystal. The features have been
smoothed so that there are no hard edges. The statues seem to be of past
royalty that had at one time lived in this castle and admired this same
art.
~
E
treasures~
This room is filled with all kinds of artwork from all over the world.
Statues of pure crystal stand in the room flanked by beautiful blue busts.
In the middle of the room sits an unusual object that seems to produce
strange colors. Covering all the walls of the room are painting that are
a beautiful example of realism. Everything in the room looks valuable
and unique to this place alone.
~
E
statues~
There are an uncountable number of statues in this room. All of the
statues are made of crystal, but they vary in size and subject matter.
Over here is a dragon breathing fire, over there a knight standing at
attention.
~
E
busts~
The busts are made of different types of materials- crystal, stone, and
marble to name a few. The busts have o names inscribed at the bases, so
it's hard to tell which god, goddess, or person they are supposed to be
of.
~
E
paintings~
The paintings all show mighty featsbeing accomplished by people. There
is more than one picture of a person in armor slaying a dragon and other
incredible feats. There are also a few profiles of people. The one that
stands out the most is the picture of a man riding the back of a dragon
like a steed.
~
-1
S
#33447
Library~
The castle's stock of books dealing with a wide variety of subjects line
the walls here. Sturdy shelves are placed strategically about the room
to allow the most feasible shelving system. Yet, despite the amount of
shelving, books from the far reaches of the land are piled in stacks
about the room. The only exit is back to the east.
~
book, shelves, stacks
aedit take/read book...find clue for quest or something
I got it, have the fairy send a person to find a specific book for his
library - D
I lowered resets, this mob is a wuss and shouldn't have such goodies.
Spectacles should be min level 20 - k
Is there someway of making one class see one desc and another class see a
different aka book -Kayl
~
335020036 0 6 0
D1
door~
door~
1 -1 33412 10 10 5
E
4 books~
This book lies open on the librarian's table. Flipping through the pages
you don't notice many pictures or diagrams and become quickly
disinterested.
~
E
shelves~
The shelves line the walls all around the room. The books stored on the
shelves range from studies on pentatonic scales all the way to geothermal
theory. All topics that you could ever imagine seems to have a book here.
~
E
stacks~
Around the room there are large piles of books. The books seem to have
no common topics and seem to have come from the number of shelves
surrounding the room. The largest stack is next to the librarian's table.
It seems that the librarian was more interested in studying then working.
~
522 9 1509949540 3 0
-1
S
#33448
Conservatory~
You are in the castle's private conservatory. Unfortunately, due to time
and neglect, the plants have grown into a hideous jungle. Plants of all
makes, shapes and sizes battle for the sunlight which streams down
through the glass set into the ceiling. The only exit is to the east.
~
~
335020036 0 6 0
D1
door~
door~
1 -1 33411 10 10 5
E
blue 6 flowers~
The small blue flowers look quite delicate. Even though they are small
in size, the fragrance from the blooms seems to fill the room with a
wonderful smell.
~
E
plants~
The plants, once well pruned and maintained, are now overgrown and
tangled. The great mass of greenery seems to stretch across the room and
upward toward the ceiling. Sticking out of the mass are a few vines with
strange leaves and blue flowers.
~
E
sunlight~
The radiant beams of light shine through the ceiling made of glass. The
beams illuminate the room and you can see the dust sparkle and dance as
it settles in the room.
~
E
glass ceiling~
The glass ceiling lets in an ample amount of sunlight for the plants in
the room. Looking through the glass you can see the spires of the castle
reaching toward the sky. A small gold and green bird gracefully glides
across the sky.
~
A
~
~
if( mob_in_room( 321, find_room( 33448 ) ) )
end;
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( find_stat( ch, level ) < 17 )
send_to_char( #char, ch );
wait( 1 );
send_to_room( #room, find_room( 33448 ) );
wait( 1 );
mob = mload( 321, find_room( 33448 ) );
attack( mob, ch, 1d1+15, "initial swipe" );
}
~
E
room~
You see a plant coming to life in front of you. From the looks of it, it
looks like it could rip you apart from limb to limb.
~
E
char~
You sense a powerful energy move deep within the jungle of plants here.
Your every being tells you to hightail it out of here.
~
!
1 0 2
-1
S
#33449
Great Hall~
You are in a huge hall. Colorful tapestries hang from the east wall.
Candelabras hang from the ceiling high above. The hall extends to the
north and south, and a smaller hall extends to the west.
~
~
335020036 0 6 0
D0
~
~
0 -1 33450 10 10 5
D2
~
~
0 -1 33408 10 10 5
D3
~
~
0 -1 33452 10 10 5
E
candelabras~
Large, ornate candles and crystals decorate this hanging fixture.
~
E
3 tapestries~
Images of forests and gardens adorn the tapestries, creating a feeling
of peace and serenity.
~
-1
S
#33450
Great Hall~
You are in a huge hall. Candelabras hang from the ceiling high above.
The hall extends to the north and south, and a smaller hall extends to
the west.
~
candelabras?
done
[Rastralcaz] look Candelabra 3rd line gown -> gone
~
335020036 0 6 0
D0
~
~
0 -1 33451 10 10 5
D1
~
~
0 -1 33460 10 10 5
D2
~
~
0 -1 33449 10 10 5
D3
~
~
0 -1 33456 10 10 5
E
candelabras create~
The candelabras is not emitting as much light as the others. When you
look closer you notice it's because several candles have melted down and
have gown out.
~
-1
S
#33451
Great Hall~
You are at the end of a huge hall. A statue stands at the entrance to
the smaller hallways which run from east to west. Candelabras hang from
the ceiling high above. The great hall extends to the south.
~
candelabras?
done- M
~
335020036 0 6 0
D1
~
~
0 -1 33458 10 10 5
D2
~
~
0 -1 33450 10 10 5
D3
~
~
0 -1 33457 10 10 5
E
statue~
Made of plaster, the statue merely stands here as a decoration.
~
E
candelabras~
The candelabras shine with a wonderful brilliance. Dangling below the
candles are strings of small crystals that catch and refract the light
into uncountable little rambows.
~
863 9 100 3 0
-1
S
#33452
Hall~
A long hall leads to a door in the west wall. Paintings of small forest
creatures line the north and south walls. Vases filled with flowers rest
on shelves jutting out at various intervals. The great hall lies to the
east.
~
paintings, flowers, vases done- M
aedit take flower (get rose reagent)
~
335020036 0 6 0
D1
~
~
0 -1 33449 10 10 5
D3
door~
door~
1 -1 33453 10 10 5
E
painting~
The paintings have different subjects: bunnies, squirrels, and other
small creatures.
~
E
vases~
The vases are of different sizes and shapes. However they all have
different designs and paintings on them. Some have dragons for
decorations, while others just have a pattern of lines.
~
E
flowers~
All the flowers are the same- either snapdragons or roses.
~
-1
S
#33453
Guest Quarters~
A large, canopied bed sits in the southwestern corner of the room. The
pink curtains are covered with tiny little flowers. A washbin and mirror
rest on a dresser next to the bathroom door to the north. Doors lie to
the north and east.
~
bed, curtains, washbin, mirror, dressor done-M\
aedit?
[Callum] 'look mirror' has 'yopu' in it.
~
335020036 0 6 0
D0
"bathroom door"~
"bathroom door"~
131 -1 33454 10 10 5
D1
door~
door~
1 -1 33452 10 10 5
E
bed~
The large bed looks inviting and very comfortable with it's large pillows
and sheets. The sheets themselves are a pink similar to the curtains
with little snapdragon prints all over them.
~
E
curtains~
The curtains are an interesting shade of pink with little snapdragon
prints all over. They are all most transparent, but they are opaque
enough that they can block anyone from looking through them if they are
standing in the wrong place.
~
E
washbin~
The ivory washbin is full of clean crystal clear water. Around the top
edge of the washbin, is a pattern of hundreds of golden dragons
intertwining with each other.
~
E
mirror~
The mirror reflects your image back at you as you look at it. It has the
same dragon pattern for a border that the bowl has.
~
E
dresser~
The dresser is made of some dark wood and is polished so well that it
reflects your immage all most as well as the mirror does. The borders of
the dresser are the same intertwining dragon pattern on everything else
in the room.
All the drawers are closed.
~
525 9 1509949465 3 0
-1
S
#33454
Bathroom~
A large, empty tub rests against the southwest wall. A small puddle of
stagnant water sits inside of the tub. There is a small sink, counter
and mirror in the northwest wall. Behind a short wall to the southeast
is a seat with a hole in it. To the side of the seat are a pile of
papers. There are doors to the north, south, and east.
~
all desc done- M
considering putting a bag of devour in the toilet...get it? ;)
set up some silly aedits in here? relieve/pee...doubt it though.
aedit drink water (gag) - D
[Fyli] 'look counter' corvered should be covered.
~
335020036 0 6 0
D0
"bathroom door"~
"bathroom door"~
131 -1 33455 10 10 5
D1
door~
door~
131 -1 33456 10 10 5
D2
bathroom door~
bathroom door~
131 -1 33453 10 10 5
E
tub~
A large porcelain bath tub sits against the wall. The tub might actually
be nice and something you would take a bath in it if it didn't have a
layer of scum and grime on it. Of course, the brownish water in the tub
doesn't exactly call to you with its putrid smell.
~
E
sink~
The sink is just a bowl set in a counter. The grime that covers
everything else in this room also covers the sink. Engraved in the top
edge of the sink is the familiar pattern of dragons intertwined.
~
E
papers~
The papers are tossed in a jumble in the corner. After rummaging through
them, it's found they are all written in some unreadible script......
except for one part that starts Bewa...... where it is cut off due to a
burn hole.
~
E
seat~
The seat is the only clean thing in the room. It looks like everything:
dirt, grime, dust even things (for there are no footprints or marks in
the dust around the seat) avoid the seat all together. The hole in the
seat reflects no light, it's as if nothing is there at all......
~
E
counter~
The counter looks like at one time it was a beutiful piece of work, but
now all it is is a pile of rotted, mildew corvered wood.
~
A
get take steal grab~
bucket tub sink counter seat~
send_to_char( #char, ch );
~
E
char~
Unfortunately, everything is sealed to the floor.
~
!
0 0 0
532 9 1509949540 3 0
-1
S
#33455
Guest Quarters~
A large, uncomfortable bed sits in the northwest corner of the room. The
brown curtains are ragged and filled with holes. A washbin and mirror
rest on a dresser next to the bathroom door to the south. Doors lie to
the south and east.
~
bed, curtains, window, mirror, dresser all done -M
aedit search/examine dresser?
[Fyli] 'l window' forrest should be forest.
[Fyli] in look wash, collored should be colored.
[Fyli] l mirror immage shold be image.
[Moxie] l washbasin gives 'what ever' which should be one word, and 'collored' which should be colored.
~
335020036 0 6 0
D1
door~
door~
1 -1 33457 10 10 5
D2
bathroom door~
bathroom door~
131 -1 33454 10 10 5
E
dresser~
The dresser looks like at one time it was a beautiful peace of furniture.
Now all it could be used for is firewood. The drawers have all been
removed and stacked around the dresser itself.
~
E
window~
Once you remove the layer of grime from the window, you see it looks out
into the forrest.
~
E
curtains~
The curtains have enough holes in them that you don't need to move them
to see the window.
~
E
mirror~
The mirror if it did not have a fine layer of dust on it would reflect
your immage. Instead it just looks like a dull grey mass inside a pane
of brass. The pane itself, while dust covered, still is interresting.
It consists of hundreds of sculpted dragons all intercoiling with each
other.
~
E
washbin~
The washbin is filled half way with a liquid of some kind.
What ever it is, the multi collored fungus on it likes it just fine.
~
E
bed~
The bed looks like whoever slept here long ago didn't keep their bed made.
The sheets, all moldy and hole ridden, are in a jumbled dissarray at the
foot of the bed. The pillows, in the same condition as the sheets are in
a lump in the center of the bed.
~
-1
S
#33456
Hall~
A long hall leads to a door in the west wall. Mirrors line the wall to
the north and south, creating a continual visual effect. The great hall
lies to the east.
~
mirrors
~
335020036 0 6 0
D1
~
~
0 -1 33450 10 10 5
D3
door~
door~
131 -1 33454 10 10 5
-1
S
#33457
Hall~
A long hall leads to a door in the west wall. Paintings of large,
carnivorous creatures line the north and south walls. Figurines of
dragons rest on shelves jutting out at various intervals. The great hall
lies to the east.
~
paintings, figurines
aedit for trying to take the figurines - D
all done - Maya
~
335020036 0 6 0
D1
~
~
0 -1 33451 10 10 5
D3
door~
door~
1 -1 33455 10 10 5
E
paintings~
Most of the paintings's subjects seem to be dragons. There are paintings
of other creatures like the great cats, but allmost all of them deal with
dragons doing (like the figurines) various things.
~
E
figurines~
The figurines show various dragons of different colors doing different
things. The most common colors on the shelves are gold, black, green,
and red. The statue, however, that catches your eye as the most
interesting is the one that shows a dragon of no true color- it merely
reflects the light like hundreds of little mirrors set at different
directions would.
~
A
get take~
figurines~
send_to_char( #message, ch );
~
E
message~
The figurines are to fragile to be handled and fall apart when picked up.
~
!
0 0 0
-1
S
#33458
Hall~
A long hall continues to the east from the great hall. There are no
distinguishing features about this hallway. The great hall lies to the
west.
~
~
335020036 0 6 0
D1
~
~
0 -1 33459 10 10 5
D3
~
~
0 -1 33451 10 10 5
-1
S
#33459
Bottom of Turret Stairs~
The hall ends at a flight of stairs which disappear into the ceiling.
The stairs are made of stone and look to have been used quite often in
the past. The hall extends to the west.
~
stairs, stone
stairs done -M
~
335020044 0 6 0
D3
~
~
0 -1 33458 10 10 5
D4
~
~
0 -1 33471 10 10 5
E
stairs~
The stairs are made of one piece of dark grey stone with little
multicolored flecks here and there. The stairs themselves are just
carved out of this stone.
~
-1
S
#33460
Hall~
A long hall leads to a door in the east wall. There is also a door in
the south wall. The walls in this hall are undecorated. The great hall
lies to the west.
~
~
335020036 0 6 0
D1
door~
door~
1 -1 33461 10 10 5
D2
door~
door~
131 -1 33462 10 10 5
D3
~
~
0 -1 33450 10 10 5
-1
S
#33461
Priest's Quarters~
This room is completely devoid of any decorations. In fact, the only
items in this room are a small cot and a black robe which hangs on a hook
next to the door. However, there is a small shelf next to the door with
small items there. The only exit is the door in the west wall.
~
cot, robe, shelf
aedit take robe?
global aedit for any room with bed/cot...lie bed
~
335020036 0 6 0
D3
door~
door~
1 -1 33460 10 10 5
A
1 look~
shelf~
if( rflag( reset0, room ) )
send_to_char( #char, ch );
else
send_to_char( #nothing, ch );
~
E
nothing~
You see nothing of interest on the shelf.
~
E
char~
You see a vial of holy water on the shelf.
~
!
0 0 0
A
get take steal grab~
vial holy water shelf~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
send_to_char( #char, ch );
act_notchar( #room, ch );
obj_to_char( oload( 98 ), ch );
}
else {
send_to_char( #nothing, ch );
act_notchar( #nada, ch );
}
~
E
nada~
$n noses through the contents on the shelf, but finds nothing of interest.
~
E
nothing~
You see nothing of interest on the shelf.
~
E
room~
$n gets a vial of holy water from off the shelf.
~
E
char~
You get a vial of holy water from off the shelf.
~
!
0 0 0
524 9 1509949540 3 0
-1
S
#33462
Small Prayer Room~
Burning candles surround the room where a small altar stands in the
center of the room. Small pillows line the base of the altar for
kneeling. A closed book rests on top of the altar. A door lies in the
north wall.
~
candles, altar, pillows, book
aedit open/read book
aedit kneel/pray altar
rflag altar?
aedit sacrifice?
[Arathorn] 'sacrifice is only recognised at altars, but the room description says that there is an altar
~
335020037 0 6 0
D0
door~
door~
131 -1 33460 10 10 5
E
candles~
The candles look as if they have burned for some time; there is a good
bit of wax at the bottom of each holder. Eventhough there is a lot of
wax in the holder, the candles are so huge, they don't look like they'll
go out anytime soon.
The candles shine enough light that this entire area is bathed in a
heavenly glow of light.
~
E
book~
The cover of the book is black with a picture of a dragon in gold inlay,
with script in some unreadible language around it in red.
~
E
pillows~
The pillows lying across the alter are about just big to kneel on. They
are made out of some shiney blue fabric that reflects the light from the
candles making the light give everything a blue hue.
~
-1
S
#33463
Turret~
You stand in the turret of one of the castle's towers. There is a
hatchway in the floor and a balcony to the east. Openings to the north
and south lead out to catwalks.
~
turret, hatchway, catwalks
~
335020044 0 6 0
D0
~
~
0 -1 33464 10 10 5
D1
door~
door~
0 -1 33472 10 10 5
D2
~
~
0 -1 33467 10 10 5
D5
~
~
0 -1 33417 10 10 5
-1
S
#33464
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. A small opening leads into a turret to the south. Otherwise the
catwalk continues to the north.
~
dup rextra
~
335020036 0 6 0
D0
~
~
0 -1 33465 10 10 5
D2
~
~
0 -1 33463 10 10 5
-1
S
#33465
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. The catwalk sways gently in the wind as you walk upon it. The
catwalk continues to the north and south.
~
dup rextra
~
335020036 0 6 0
D0
~
~
0 -1 33466 10 10 5
D2
~
~
0 -1 33464 10 10 5
530 9 1509949540 3 0
-1
S
#33466
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. A small opening leads into a turret to the north. Otherwise,
the catwalk continues to the south.
~
dup rextra
~
335020036 0 6 0
D0
~
~
0 -1 33471 10 10 5
D2
~
~
0 -1 33465 10 10 5
-1
S
#33467
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. From here, you gain a wonderful view of the garden maze leading
up to the castle. Beyond the maze, the forest blocks the horizon. A
small opening leads into a turret to the north. Otherwise the catwalk
continues to the south.
~
turrets, maze, forest, opening?
~
335020036 0 6 0
D0
~
~
0 -1 33463 10 10 5
D2
~
~
0 -1 33468 10 10 5
-1
S
#33468
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. From here, you gain a wonderful view of the garden maze leading
up to the castle. Beyond the maze, the forest blocks the horizon. The
catwalk continues to the north and south.
~
dup rextras
~
335020036 0 6 0
D0
~
~
0 -1 33467 10 10 5
D2
~
~
0 -1 33469 10 10 5
-1
S
#33469
Catwalk~
You are walking on a catwalk suspended between two turrets above the
castle. From here, you gain a wonderful view of the garden maze leading
up to the castle. Beyond the maze, the forest blocks the horizon. A
small opening leads into a turret to the south. Otherwise the catwalk
continues to the north.
~
dup rextras
~
335020036 0 6 0
D0
~
~
0 -1 33468 10 10 5
D2
~
~
0 -1 33470 10 10 5
530 9 1509949540 3 0
-1
S
#33470
Bottom of Turret Stairs~
You stand in the turret of one of the castle's towers. There is a
hatchway in the floor, and an opening to the north leading out on to a
catwalk.
~
dup rextras
[Loxus] this room should be 'top of turret staris'
~
335020036 0 6 0
D0
~
~
0 -1 33469 10 10 5
D5
~
~
0 -1 33431 10 10 5
-1
S
#33471
Bottom of Turret Stairs~
You stand in the turret of one of the castle's towers. There is a
hatchway in the floor, and an opening to the south leading out on to a
catwalk.
~
dup rextra
~
335020036 0 6 0
D2
~
~
0 -1 33466 10 10 5
D5
~
~
0 -1 33459 10 10 5
-1
S
#33472
Balcony~
You are standing on a balcony overlooking the castle's maze garden.
Several large pots rest beneath the edge of the balcony to the east. The
only exit is through the door in the west wall.
~
maze/garden/east, edge?
~
335020036 0 6 0
D3
door~
door~
0 -1 33463 10 10 5
A
2 examine 3 search 2 look~
pot inside~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 10 ) < 4 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
obj_to_char( oload( 491 ), ch );
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
}
~
E
room2~
$n examines the oil pot, but finds nothing of interest.
~
E
char2~
Peering deep within the pot, you find nothing of interest.
~
E
room~
$n examines the oil pot, and pulls a jade key from its depths.
~
E
char~
Peering deep within the pot, you find and extract a jade key.
~
!
0 0 0
-1
S
#33475
Above Shed~
You stand above the shed in the garden. To the west, you can see the
castle loom above the hedges. Below, you see the garden path.
~
~
335020032 2 6 0
D5
~
~
494 -1 33294 10 10 5
A
climb jump go~
1 down~
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 33294 ) );
act_notchar( #arr, ch );
~
E
arr~
$n comes clambering down from the shed and stands beside you.
~
E
room~
$n clambers down over the edge of the shed.
~
E
char~
You find yourself down next to the shed again.
~
!
0 5 0
A
1 down~
~
act_tochar( #fall, ch );
act_notchar( #rfall, ch );
wait( 1 );
transfer( ch, find_room( 33294 ) );
act_tochar( #whump, ch );
act_notchar( #rwhump, ch );
i = 1d3+2;
dam_message( ch, i, "the fall" );
inflict( ch, mob, i, "leaping from the roof of a shed" );
~
E
fall~
You step off the edge of the shed.
~
E
rfall~
$n steps off the edge of the shed and plummets to the ground before.
~
E
whump~
You crash hard onto the ground.
~
E
rwhump~
$n comes flailing to the ground, having fallen off the top of the shed.
~
!
0 0 0
469 9 1509949540 3 0
-1
S
#33476
Oubliette~
All around you are spikes and razors of which you should be wary not to
touch. There appears to be no other exit than the one from which you
came down. Broken equipment lies scattered about the floor. Virtually
none of the equipment is of any value to you or anybody.
~
~
335020036 0 6 0
D4
~
~
446 -1 33356 10 10 5
E
1 up exit~
Above you, you can see the ledge of the oubliette. It shouldn't be too
difficult to climb out of here.
~
E
2 equipment~
Most of the equipment in the room appears to have either been rent
asunder by the spikes and razors, or digested by the snakes which have
made there home here.
~
E
razor razors spike spikes~
The remains of previous victims lie impaled on the floor.
~
E
1 up~
You can see the edge of the pit above you. If you try hard enough, you
might be able to climb out.
~
A
2 climb~
up u wall hole opening~
if( can_fly( ch ) ) {
send_to_char( #fly, ch );
act_notchar( #flew, ch );
transfer( ch, find_room( 33356 ) );
act_notchar( #arr, ch );
end;
}
if( has_obj( 247, ch ) ) {
send_to_char( #rope, ch );
act_notchar( #roped, ch );
transfer( ch, find_room( 33356 ) );
act_notchar( #arr, ch );
end;
}
if( find_skill( ch, climb ) > random( 0, 7 ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 33356 ) );
act_notchar( #arr, ch );
}
else {
if( random( 1, 5 ) < 2 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 33356 ) );
act_notchar( #arr, ch );
}
else {
send_to_char( #fail, ch );
act_notchar( #failed, ch );
}
}
loop( followers ) {
ch = rch;
acode( room, 1 );
}
wait( 1 );
loop( num_mob( 584, room ) > 3 ) {
mob = mob_in_room( 584, room );
junk_mob( mob );
}
~
E
arr~
$n slowly climbs out of the pit in the center of the room.
~
E
roped~
$n lasso's a protrusion near the top and climbs out.
~
E
rope~
You form the rope into a lasso, loop it around a protrusion near the top
and climb up.
~
E
flew~
$n gracefully fies up over the wall.
~
E
fly~
You gracefully fly up over the wall.
~
E
failed~
$n tries to climb the wall, but fails.
~
E
fail~
You try to climb the wall but fail. Perhaps if you used a rope to climb
with.
~
E
room~
$n climbs the wall and manages to escape the oubliette.
~
E
char~
You manage to make your way up the wall to the top of the oubliette.
~
!
0 0 0
A
search get grab find take steal examine~
3 equipment 3 ration~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 2 ) == 1 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
obj_to_char( oload( 4 ), ch );
obj_to_char( oload( 4 ), ch );
}
else {
send_to_char( #char2, ch );
act_notchar( #room2, ch );
obj_to_char( oload( 26 ), ch );
}
}
else {
send_to_char( #char3, ch );
act_notchar( #room3, ch );
}
~
E
room3~
$n sifts through the broken equipment, but comes up empty handed.
~
E
char3~
You sift through the broken equipment, but are unable to find anything of
use or value.
~
E
room2~
$n sifts through the broken equipment and finds a torch.
~
E
char2~
Sifting through the broken equipment, you are lucky to find a torch which
is still useable.
~
E
room~
$n sifts through the broken equipment and finds two iron rations.
~
E
char~
Sifting through the broken equipment, you find two iron rations which
appear to be in good shape.
~
!
0 0 0
584 9 1509949540 3 0
584 9 1509949540 3 0
584 9 1509949540 3 0
-1
S
#33477
Entrance to the Tomb~
Here you see a small passage leading down which seems to have not been
used in quite sometime. closer inspection shows that the door has been
locked. An very strange mystical feeling surrounds you as you think
about entering here.
This is actually a dup of room 9052 and will be replaced by that room
when it is ready.
~
~
335020036 3 6 0
D4
~
~
139 -1 33357 10 10 5
-1
S
#33478
Atop a Turret~
You stand in the turret of one of the castle's towers. There is a
hatchway in the floor that leads down a tightly spiraling staircase. The
view is not very good, offering little more than sight of the other
turrets around the castle's perimeter and the catwalk that connects them.
~
[Loxus] down exit shouldn't be hidden
~
335020040 1 9 0
D5
~
~
251 -1 33409 10 10 5
A
down~
~
act_tochar( #down, ch );
act_notchar( #down2, ch );
transfer( ch, find_room( 33409 ) );
if( !is_open( find_room( 33409 ), up ) )
act_notchar( #rdown, ch );
if( is_open( find_room( 33409 ), up ) )
act_notchar( #rdown2, ch );
~
E
down~
You go down the spiral staircase.
~
E
rdown~
$n steps out from behind one of the tapestries.
~
E
rdown2~
$n comes down the spiral staircase.
~
E
down2~
$n leaves down the spiral staircase.
~
!
0 0 0
1483 9 1509949540 3 0
-1
S
#0