#AREA
Clan Houses~
Merior~
~
0 0
4
#ROOMS
#51000
The Foyer~
A small puddle lies here at the foot of the earthen wall from which the
cavern emerges. Surprisingly, a breathtaking, cavernous rotunda extends
from this small entrance as far as the eye can see. Appearing to bound
at infinity, the domed ceiling arches upwards into dancing shadows
eminating from the sparse flicker of firelight. Intricate designs that
adorn the surrounding walls moving in a hypnotic pattern as the faint
lights cascade over their surface. Shimmering from high overhead, an
enormous, majestic bronze banner glares down ominously upon all who enter.
A deathly silence devours this room save for the soft footsteps forever
echoing from the marble floor, and the distant dripping echo of an
unknown liquid forming pools in the darkness.
~
grae's room
~
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D1
~
~
0 -1 51015 10 10 5
E
earthen~
The southern wall is made entirely of moist, dark earth, and is covered
in creeping vines which cling to its surface and extend upwards into
blackness. The large hole, cut into the earth above, looks well beyond
the reach of anyone trying to enter from below. earth above your reach.
~
E
up ceiling~
Squinting in the faint light, you manage to make out the darkest heights
of the rotunda. Judging the distance to be approximately 50 feet, you
begin to realize how far below the earth the cavern lies.
~
E
shadows~
The shadows dance around you menacingly, as if to warn you of some
terrible danger residing in this place. One shadow is your own,
stretching out behind you and spilling against the earthen wall, greatly
exaggerating your size. An intense feeling envelops you that you are
being watched... perhaps by the shadows themselves.
~
E
bronze banner~
A large, rectangular field of solid bronze glares down from on high.
Forged in the bronze is the image of a gloved fist holding a globe of
darkness. The details visible in the forging are incredible, making the
hand seem to clench the darkness within tighter as the lights cause the
shadows to dance along its surface.
~
E
marble floor~
The floor is made entirely of exquisite marble. Though colors are
distorted and unclear in the lighting of the rotunda, you can see the
elaborate crimson swirls against an ivory background... the origin of
such rare stone a mystery.
~
A
climb~
vines~
if( find_skill( ch, climb ) > 6 ) {
act_tochar( #out, ch );
act_notchar( #go, ch );
transfer( ch, find_room( 33050 ) );
}
else
{
act_tochar( #nope, ch );
act_notchar( #stay, ch );
}
~
E
out~
You hang onto the vine, and gingerly lower yourself back to the ground.
~
E
go~
You see $n grab hold of the vine and climb down towards the ground.
~
E
nope~
You grab hold of the vine, but are unable to climb out of the foyer.
~
E
stay~
You see $n grab hold of the vine, but $e isn't able to climb up it.
~
!
0 0 0
-1
S
#51001
Great Hall~
Dim, yellow light given off by flickering torches placed at intervals
along tapestry-hung walls and radiant heat drifting from the maw of a
massive stone fireplace lend a cheery warmth to the vast hall, its upper
reaches melting into the gloom of a raftered ceiling looming high
overhead. Within the heart of the room, bearskins blanket the cold stone
floor, while randomly placed about the hearth, comfortable chairs provide
a place for study and conversation, several tables close by piled high
with ancient tomes of knowledge. At key points high upon the stone-laid
walls and flanking a long, oaken trestle table, various articles of war
hang proudly as though unseen guardians hold them still. Poised
majestically above the fireplace, passing judgment upon all those within
its gaze, the red-hued statue of a large dragon emerges from a shallow
alcove in the wall. Several arched passageways lead off from the main
hall, and facing the hearth a heavy, iron-banded door of age-darkened
wood offers exit to the forest beyond.
~
mophus clan house
enter from 37178
~
301467687 0 9 0
D0
~
~
0 -1 51092 10 10 5
D1
~
~
0 -1 51093 10 10 5
E
weapons war~
Glinting in the flickering torch light, various weapons of war draw the
attention... large metal shields, mighty battle axes, maces, hammers,
and a wide variety of deadly blades wrought in iron and steel, each
polished to a shine, but maintained in whatever state of damage their
final battle left them.
~
E
tapestry~
One particular tapestry catches the eye... stitched in some distant,
misty past, the fine detail and the still-bright colors mark it clearly
as a masterpiece. Depicted therein is a dragon, massive in size, golden
scales glinting brightly, graceful translucent wings idle and folded
along his sides. The great wyrm is coiled around a treasure hoarrd, his
enormous head at rest atop the pile. His razor-sharp teeth are bared in
a parody of a smile as he contemplates the objects held in each taloned
hand - in one an antiquated suit of adamantine armor, in the other a tome
of ancient and arcane knowledge. By some trick of light or artistry his
glowing red eyes seem to follow each of your movements, as if determining
your worthiness.
~
E
dragon statue~
With an aura of wisdom and the stance of a predator, this stone-wrought
dragon gazes calmly across the hall. Its right claw curls possessively
over the mantle of the fireplace, talons of untarnished stell gleaming in
the light of the flames from below. Upon each side of the dragon's broad
head rest two large, expertly crafted gems... deep crimson eyes that
glow faintly as though light flowed between them.
~
E
fireplace~
The heady aroma of burning logs teh size of small trees drifts from the
cavernous maw of a stone fireplace that covers the entire wall opposite
teh door. Fire-blackened, a pot filled with a savory mixture hangs from
a hook poised over the white-hot coals, the small bubbles of a slow
simmer rising and bursting on the surface. Spitted upon an iron rod,
casually turned by a passing hand, the haunch of some slain beast
crackles and pops as melting fat drips into orange-blue flames. Warmth
radiates from the blaze, filling the room with a cheering warmth.
~
A
~
~
act_room( #smell, ch );
~
E
smell~
The smell of the stew wafts through the room.
~
!
2 800 0
A
exit~
~
act_tochar( #go, ch );
act_notchar( #bye, ch );
transfer( ch, find_room( 37178 ) );
~
E
go~
You leave the safety of your haven and return to the world outside.
~
E
bye~
You see $n disappear out the exit.
~
!
0 0 0
719 17 1509949540 -2 16
-1
S
#51002
Before the Gates of a Massive Stone Keep~
Rising up directly to the north of here are the massive black obsidian
stone walls of an enormous keep. Four towers can be clearly seen resting
high atop the battlements of the keep, each capped with a large banner
which ripples in the constant breeze. Set into the center of the stone
wall is a massive wooden gate covered in thick iron bars. Attached on
each of the of the gates are shields with a silver dragon etched onto
their surface. Hanging on each side of the gates are two torches which
flicker with an unnatural greenish flame, illuminating the entire path to
the keep. To the south a small footpath works its way back onto the sea
trail.
~
~
301465605 12 6 0
D2
~
~
0 -1 21070 10 10 5
A
~
~
if( !is_player( ch ) )
end;
if( is_follower( ch ) )
end;
act_tochar( #door, ch );
act_notchar( #door1, ch );
close( room, north );
lock( room, north );
~
E
door~
@WThe massive wooden gates slowly grind to a close behind you and you
hear a loud @R*CLANK*@n @Was they lock.@n
~
E
door1~
@WThe massive wooden gates slowly grind to a close and you hear a loud
@R*CLANK*@n @Was they lock.@n
~
!
1 0 1
-1
S
#51003
Entrance Chamber~
Large silk tapestries adorn the walls bearing the mark of the Knights of
the Eternal Flame. A large fireplace lies in the western wall heating
and illuminating this small room. A few chairs line the eastern wall
offering visitors a place to sit and rest a moment. A large crystal
chandelier hangs from the ceiling sending a rainbow of colors around the
room. A large finely woven rug covers the floor embroidered with the
image of a large red dragon soaring across a full moon. Paintings of
fully-armored knights adorn the western wall each with the name of one of
the clan's members. Upon the northern wall lies a large marble archway
leading to a brightly lit room.
~
~
301465639 0 6 0
D0
~
~
0 -1 51004 10 10 5
E
North Arch marble~
The arch is carved from white marble and several carvings have been
etched into its surface. Each carving represents a sector of the clan
and has been finely detailed by skilled hands. The white marble shines
brightly in the light and you can almost see your own reflection in it.
~
E
rug finely woven dragon soaring moon~
This giant masterpiece has been finely detailed in every respect for the
image contained on it. The dragon has been detailed right down to spikes
on its tail and its blood-red eyes. This appears to be a rare and true
masterpiece.
~
E
crystal chandelier~
This massive chandelier is composed entirely of crystal and silver bits.
The crystals send a rainbow of colors around the room every few moments
creating a beautiful sight.
~
A
~
~
if( !is_player( ch ) )
end;
if( is_follower( ch ) )
end;
act_tochar( #door1, ch );
act_notchar( #door, ch );
close( room, south );
lock( room, south );
~
E
door1~
@WThe massive wooden gates slowly grind to a close behind you and you
hear a loud @R*CLANK*@n @Was they lock.@n
~
E
door~
@WThe massive wooden gates slowly grind to a close and you hear a loud
@R*CLANK*@n @Was they lock.@n
~
!
1 0 4
-1
S
#51004
Elegantly Furnished Living Room~
Several plush couches and chairs fill this large room along with a few
small maple tables. Torches line the walls giving off an enormous amount
of light. A large fireplace has been set into the eastern wall and small
coffee pots can be seen hanging over the flames. Upon a few of the the
tables lie elegant marble chess boards and reading books. An elegant oak
bookcase covers the western wall, filled completely with books and
scrolls. To the north an elegant redwood door has been placed into the
wall while to the south a glyph-covered archway marks the entrance to the
entrance chamber.
~
~
301467655 0 9 0
D0
elegant redwood door~
elegant redwood door~
407 2422 51083 10 10 5
D2
~
~
0 -1 51003 10 10 5
D3
~
~
235 -1 51018 10 10 5
E
bookcase west~
The bookcase appears quite old but still maintains its beautiful
composure. Several hundred books line its shelves ranging from books on
the art of war to poetry. Scrolls covering the topics of magic lie tied
in fine silk ribbons.
~
E
chess boards marble~
The chess boards have been carved from a single slab of black-white
streaked marble. Each chess piece has been carved in the likeness of a
battle-ready knight, tall, imposing kings and regular foot soldiers.
~
A
Pull tilt~
book~
if( !is_open( room, west ) ) {
act_tochar( #pull, ch );
act_notchar( #pull1, ch );
open( room, west );
}
else
act_tochar( #open?, ch );
~
E
pull1~
@W$n slides one of the books from the bookcase out a bit and suddenly the
bookcase slides open, revealing a dark hallway.
~
E
pull~
@WYou pull one of the books from the bookcase out a bit and suddenly it
slides open, revealing a dark a hallway.
~
E
open?~
The bookcase is already open.
~
!
0 0 0
A
~
~
if( is_follower( ch ) )
end;
if( !is_player( ch ) )
end;
Wait( 1 );
send_to_room( #close, room );
close( room, west );
~
E
close~
@WThe sound of grinding stone fills the room as you notice the bookcase
slowly slide back into place and lock.
~
!
1 0 8
-1
S
#51005
Within a Large Obsidian Chamber~
Save to the north, the walls of this chamber glisten midnight black, the
mirrorlike sheen of polished obsidian. The dull red-orange glow of a
lava flow flickers across the surface of the walls, illuminating the room
with the haunting hue of the setting sun. The north wall is rough, the
wall of a natural cavern. However, looking closely to the wall you can
see that it hides a door built into the rock. A massive staircase carved
into the rock leads up to another large chamber.
~
~
301465607 0 8 0
D0
hidden door~
hidden door rock~
415 2392 28153 10 10 5
D4
~
~
0 -1 51006 10 10 5
E
walls obsidian~
The walls of obsidian are flawless and smooth.
~
E
lava flow~
The lava's glow can be seen through some cracks in the floor.
~
E
north wall~
The wall's surface is rough and worn with age. A door is built into it.
~
E
door rock~
The door has been expertly hidden so that it blends perfectly into the
rock around it. A small dark keyhole lies in its center.
~
E
keyhole~
The keyhole is dark and looks to be able to lock the door of rock.
~
E
staircase up~
The steps are of black granite and lead up into a large chamber.
~
A
~
~
wait( 1 );
act_room( #door, ch );
close( room, north );
lock( room, north );
~
E
door~
@eThe door slides silently shut with a rush of air.
~
!
1 0 1
-1
S
#51006
A Massive Hall of Shadow and Obsidian~
The dark recesses of this massive hall are draped in shadow. The
mirrorlike surface of the polished obsidian walls absorb the glare of
intruding light. Dark banners hang from the smooth stone ceiling,
emblems of war and heralds of destruction. Arches lead out of the
chamber to the east and west, while a stairway of stone leads down into a
chamber which glows red and orange. In the center of the room, a
majestic fountain in the likeness of a watchful gargoyle stands guard
over the hall.
~
~
301465607 0 9 0
D0
~
~
0 -1 51022 10 10 5
D3
~
~
0 -1 51008 10 10 5
D5
~
~
0 -1 51005 10 10 5
E
banners~
The banners are finely woven and decorated with the seals of the
members of the Order to whom they belong.
~
1744 17 1509949540 -2 0
-1
S
#51008
A Long Obsidian Hall~
Other than the open archway which leads into a large chamber to the east,
the walls, floor, and ceiling of this room gleam with darkness itself.
The obsidian of the walls has been so perfectly polished that it appears
you are adrift in a void of infinite blackness, stretching out in all
directions. A long table of solid black granite stretches along the
length of the hall, with long benches on either side. At the head of the
table is set a large throne carved from a solid block of obsidian.
~
~
301467655 0 9 0
D1
~
~
0 -1 51006 10 10 5
E
archway east~
The arch is smooth and at least eighteen feet high.
~
1740 17 1509949540 -2 0
1741 17 1509949540 -2 0
1742 17 1509949540 -2 0
1743 17 1509949540 -2 0
-1
S
#51009
Before a Shadowy Fortress~
Fog from the Northern Sea lies heavily on the flagstone road that leads
to this drawbridge. Vines and moss cover the stone rampart that prevents
the unwary from stepping north, off the embankment and into the vast sea.
Standing where the flagstones end is a waist high marble pedestal.
Looking west the view is blocked by an immense mist enshrouded
fortress. Separating the road and the fortress lays a deep ravine, from
which you hear the sound of fast moving water.
~
e is 21029
~
301465605 0 9 0
D3
drawbridge~
drawbridge~
195 62 51010 10 10 5
E
pedestal marble~
The angled top of the pedestal is engraved with the words The Shadow
Knights of Ages Past - We remember.
~
A
search~
pedestal~
act_tochar(#search, ch );
act_notchar(#rsearch, ch );
~
E
search~
You search the marble pedestal, revealing a keyhole behind one of the
engraved letters.
~
E
rsearch~
$n searches the marble pedestal, revealing a keyhold behind one of the
engraved letters.
~
!
0 0 0
A
unlock~
letter~
if( !is_open( room, west ) ) {
if( has_obj( 2502, ch ) ) {
act_tochar( #yep, ch );
act_notchar( #ryep, ch );
open( room, west );
wait( 2 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51010 ) );
close( room, west );
}
else
act_tochar( #nope, ch );
}
else
act_tochar( #open, ch );
~
E
yep~
You unlock the letter and the drawbridge raises to allow you to pass.
~
E
ryep~
$n unlocks the letter and the drawbridge raises, allowing $m to pass.
~
E
nope~
You lack the key - perhaps try picking it.
~
E
close~
The drawbridge rumbles shut.
~
E
open~
The drawbridge is already open.
~
!
0 0 0
-1
S
#51010
A Smokey Flagstone Courtyard~
Gray smoke drifts from several cooking fires adding a ghostly dimness to
the air. The smell of some soup or stew reaches you from a large black
pot above one of these fires. On the east side of the courtyard is a
drawbridge with a lever next to it. To the west is a damp passage
angling down into the cliff side. Hanging next to the passage is an iron
ring suspended from a chain. To the south is an archway leading inside
the fortress. Racks of weapons and armor give this place an air of
readiness and confidence.
A small sign has been nailed crookedly to the wall.
~
~
301465605 0 9 0
D0
~
~
0 -1 51031 10 10 5
D1
drawbridge~
drawbridge~
195 -1 51009 10 10 5
D2
~
~
0 -1 51012 10 10 5
D3
portcullis~
portcullis~
471 -1 51011 10 10 5
E
cauldron~
A large black cauldron filled with a hearty looking soup gently bubbles
above a cooking fire.
~
E
sign~
Scrawled in big, blocky letters are the words:
"No soup for you!"
@I-Sosumi, part-time SKAP chef and Jago, protector of the soup cauldron
~
A
~
~
send_to_char(#west, ch );
continue;
~
E
delete~
You carefully go down the damp passage crossing under an old rusty
~
E
west~
You carefully go down the damp passage crossing under an old rusty
portcullis at its bottom.
~
!
3 0 8
A
pull~
lever~
if( !is_open( room, east ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
send_to_room( #ropen, find_room( 51009 ) );
open( room, east );
wait( 2 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51009 ) );
close( room, east );
}
else
act_tochar( #dork, ch );
~
E
pull~
You pull the lever and the drawbridge raises.
~
E
rpull~
$n pulls the lever and the drawbridge raises.
~
E
close~
The drawbridge rumbles shut.
~
E
dork~
The drawbridge is already open.
~
E
ropen~
The drawbridge opens with a series of clanks and rattles.
~
!
0 0 0
A
pull~
chain~
if( !is_open( room, west ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, west );
wait( 2 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51011 ) );
close( room, west );
}
else
act_tochar( #dork, ch );
~
E
pull~
You pull the chain and the portcullis raises.
~
E
rpull~
$n pulls the chain and the portcullis raises.
~
E
close~
The portcullis closes slowly.
~
E
dork~
The portcullis is already open.
~
!
0 0 0
1773 17 1509949540 -2 16
-1
S
#51011
A Ledge Overlooking the Beach~
You are standing on a wide shelf of rock. This ledge is just high enough
to give you a good view of both the beach below and out into the sea.
From here it looks like an easy climb down to the shoreline. To the east
is an old rusty portcullis, beyond which you see a damp passage that
angles up into the rock face.
~
~
301465607 0 9 0
D1
portcullis~
portcullis~
471 1767 51010 10 10 5
A
~
~
wait( 2 );
if( !is_open( room, east ) )
end;
close( room, east );
send_to_room( #close, room );
send_to_room( #close, find_room( 51010 ) );
~
E
close~
The portcullis closes with much rattling and creaking.
~
!
1 0 2
A
climb~
down cliff~
act_tochar( #char, ch );
act_notchar( #climb, ch );
transfer( ch, find_room( 21099 ) );
act_notchar( #rchar, ch );
~
E
char~
You carefully begin to climb down the steep cliff.
~
E
climb~
$n begins carefully climbing down the steep cliff.
~
E
rchar~
$n comes climbing down the steep cliff.
~
!
0 0 0
A
unlock~
portcullis~
if( !is_open( room, east ) ) {
if( has_obj( 2502, ch ) ) {
act_tochar( #yep, ch );
act_notchar( #ryep, ch );
open( room, east );
wait( 3 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51010 ) );
close( room, east );
}
else
act_tochar( #nope, ch );
}
else
act_tochar( #open, ch );
~
E
yep~
You place your key into the small lock and the portcullis raises.
~
E
ryep~
$n places $s key into the small lock and the portcullis raises.
~
E
nope~
You lack the key - perhaps try picking it.
~
E
close~
The portcullis slowly closes.
~
E
open~
The portcullis is already open.
~
!
0 0 0
-1
S
#51012
Hall of Eternal Shadows~
You have entered a gigantic circular hall with many tall granite columns
rising to a lofty domed ceiling. Four large bronze braziers burn
brightly illuminating the many tapestries adorning the walls. A large
circular table dominates the center of the room with a stone bench
completely surrounding it. In the north wall is an archway that leads
outdoors. Next to the archway is a spiral staircase that rises to the
ceiling. A swirling portal engulfs the southern wall, the bluish mist
churning and roiling.
~
~
301465607 0 9 0
D0
~
~
0 -1 51010 10 10 5
D1
~
~
0 -1 51029 10 10 5
D3
~
~
0 -1 51027 10 10 5
D4
~
~
0 -1 51014 10 10 5
E
granite table round~
This round, granite table sits in the middle of the chamber, dominating
the entire room. The insignia of the Shadow Knights is inscribed in the
middle of the table.
~
A
enter~
portal~
if( has_obj( 2502, ch ) ) {
act_tochar( #enter, ch );
act_notchar( #renter, ch );
transfer( ch, find_room( 51013 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
enter~
You step into the misty portal and reality shifts.
~
E
renter~
$n steps into the portal and disappears into the mist.
~
E
arrive~
$n steps out of the swirling portal.
~
E
nope~
You try to enter the portal but the mist firms, solidly blocking your path.
~
!
0 0 0
1319 17 1509949540 -2 0
1879 17 1509949540 -2 0
-1
S
#51013
Shadow Knights Treasure Vault~
This small chamber seems to have been hued from the very rock of the
cliff. Rough carved walls for several alcoves, each containing an iron
bound chest. The only lighting apparent is from a small torch at the
rear of the chamber. Littered about the chamber are several coins and
gems, each reflecting a shimmering display of color. A portal of
swirling mist has been set into the northern wall, the bluish mist
roiling.
~
~
301533191 0 9 0
A
quit~
~
act_tochar( #nope, ch );
act_notchar( #rnope, ch );
transfer( ch, find_room( 51009 ) );
continue;
~
E
nope~
@eYou try to leave the realms but are transported to another location!
~
E
rnope~
@e$n tries to leave the realms but is transported to another location.
~
!
0 0 0
A
enter~
portal~
act_tochar( #enter, ch );
act_notchar( #renter, ch );
transfer( ch, find_room( 51012 ) );
act_notchar( #arrive, ch );
~
E
enter~
You step into the misty portal and reality shifts.
~
E
renter~
$n steps into the mists and is gone.
~
E
arrive~
$n steps out of the swirling portal.
~
E
nope~
You try to enter the portal but the mist firms, solidly blocking your path.
~
!
0 0 0
-1
S
#51014
Balcony Overlooking the Sea~
You are standing on a stone balcony looking out over the northern sea.
Looking around, you see eagles flying from nest to nest in the distance.
At the docks west of Medienne you see a merchant ship loading its wares.
You smell the scent of the sea and can occasionally hear sounds from the
courtyard below.
~
~
301467655 0 9 0
D5
~
~
0 -1 51012 10 10 5
A
~
~
i = 1d3;
if( i == 1 )
send_to_room(#foam, room );
if( i == 2 )
send_to_room(#gulls, room );
~
E
foam~
You hear the call of a seagull in the distance.
~
E
gulls~
You hear the call of a seagull in the distance.
~
!
2 150 0
1878 17 1509949540 -2 0
-1
S
#51015
Meeting Hall~
Light from a roaring fire within a large, natural hearth lights up this
cavernous room. A huge table, made of the same marble shot through with
swirling crimson found in the main cavern dominates the room.
Distinctive chairs, gathered from the corners of the world, stand huddled
close around the table. Carefully rolled scrolls and leather-bound
ledgers are kept in an oak bookcase, within easy reach of the head of the
table. Above the bookcase, a smaller version of the great bronze banner
hangs quietly brooding. On the western wall, under a grand archway,
towering double doors made of heavy, dark-stained wood loom ominously.
~
[Ssleestaq] should be swirling crimson. ooops.
~
301465639 0 9 0
D0
double doors~
double doors~
131 -1 51017 10 10 5
D3
~
~
0 -1 51000 10 10 5
D5
trapdoor~
trapsdoor~
203 -1 51043 10 10 5
E
doors stained~
The enormous double doors tower over the room, greatly unproportional to
their very narrow width. Keenly fashioned from rare darkenwood and
accented with elegant polished brass handles and trim, the images of the
room reflect from the doors' surface with a mirror-like quality.
Curiously, the handles are located a mere 2' above the doors' base.
~
A
pull~
book~
if( !is_open( room, down ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, down );
send_to_room( #open, find_room( 51043 ) );
wait( 3 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51043 ) );
close( room, down );
}
else
act_tochar( #nothing, ch );
~
E
pull~
You pull a book out of the shelf and a section of the floor slides away!
~
E
rpull~
$n pulls a book out of the shelf and a section of the floor slides away!
~
E
open~
The ceiling slides away with a rush of air.
~
E
nothing~
The trapdoor is already open.
~
E
close~
The trapdoor slides shut.
~
!
0 0 0
1820 17 1509949540 -2 0
1863 17 1509949540 -2 0
1864 17 1509949540 -2 0
1865 17 1509949540 -2 0
1866 17 1509949540 -2 0
-1
S
#51016
Smoke-Filled Kitchen~
Shelves and cabinets run wall-to-wall in this large kitchen. Cauldrons
sit atop fire pits bubbling with fresh food and looking around you notice
that you could feed an army with all the food contained within here. A
long obsidian table lies in the center of the room covered with loaves of
bread, large cuttery knives, goblets and the occasional half-eaten slab
of beef. Streams of smoke float up towards the ceiling only to be blown
out through a small ventilation shaft in the northeast corner of the room.
Set into the eastern wall is a heavy black adamantite door which is
covered in black scorch marks.
~
[Terek] 51083 north
~
301465607 0 9 0
D1
heavy black adamantite door~
heavy black adamantite door~
407 2422 51084 10 10 5
1818 17 1509949540 -2 16
-1
S
#51017
Grae's Office~
The cold marble floor gives way in this room to a plush, white-grey fur
carpeting, completely damping the cavernous echoes from without. The
rich aroma of fine tobacco lingers in the air, taunting the senses, while
overhead a chandelier bathes the office in a soothing, dim candlelight.
A small but elegant desk made of heavy, dark-stained wood is centered
against the back wall of the office, squarely facing the arched entry.
Adorning the wall behind the desk is an enormous painting. A single
tanned-leather chair resides behind the desk which overlooks three small
overstuffed chairs that sit in silent audience.
~
~
301465639 0 9 0
D2
double doors~
double doors~
131 -1 51015 10 10 5
E
desk~
The large surface of the darkenwood desk is unblemished and incredibly
tidy. Neatly placed on the desk is an empty scroll and a small jar of
black ink, from which a feather quill protrudes. Displayed on the
forward facing edge of the desk is a bronze name-plate etched with the
words: "Grae Soul - Founder"
~
E
painting~
The painting, which covers a large portion of the wall upon which it is
displayed, protrays a regal, aged gnome whose eyes seem to peer into your
soul with untold wisdom. Quite obviously wealthy and distinguished, the
proud gnome posed for the artist in front of a lavish estate. The once
brilliant colours of the painting have long since lost their luster,
leaving the figure dismal and lifeless, save for his piercing eyes.
Barely legible on the bottom edge of the tarnished bronze frame is etched
the name: Talmon Soul.
~
A
none~
~
send_to_room( #flicker, room );
~
E
flicker~
The candles in the stately chandelier flicker slightly, causing the
shadows in the room to dance gently.
~
!
2 200 0
1858 17 1509949540 -2 0
-1
S
#51018
Black Obsidian Stone Hallway~
Torches line this large hallway, shedding a deep scarlet color upon the
black obsidian walls. Cobwebs hang down from the ceiling, suggesting
this passage has not been used in some time. Doors run the length of the
hallway, each a different color and made of a different material. To the
east a small steel @b@Rlever@n rests upon the wall.
~
Doors in desc are for future member rooms..
Terek 51074 south
~
301465637 0 9 0
D0
adamantite door~
adamantite door~
147 2422 51024 10 10 5
D1
~
~
235 -1 51004 10 10 5
D2
small adamantite door~
small adamantite door~
391 2422 51074 10 10 5
D3
~
~
0 -1 51026 10 10 5
A
push pull~
lever~
if( !is_open( room, east ) ) {
act_tochar( #open, ch );
act_notchar( #open1, ch );
Open( room, east );
}
else
act_tochar( #open?, ch );
~
E
open~
@WYou pull the lever down and suddenly the wall slides openly silently.
~
E
open1~
@W$n pulls the lever down and suddenly the wall slides openly silently.
~
E
open?~
The secret wall is already open.
~
!
0 0 0
A
~
~
if( is_follower( ch ) )
end;
if( !is_player( ch ) )
end;
Wait( 1 );
send_to_room( #close, room );
close( room, east );
~
E
close~
@WThe sound of grinding stone fills the hallway as you notice the wall
slide back into place and lock.
~
!
1 0 2
-1
S
#51019
Gateway to the Dawn~
You are standing in a red cobblestone courtyard forming a gilded pathway
to the ivy-covered, stone walls and towering spires of the stronghold. A
white stone fountain splashes with crystal-clear water in the center of
the circle. Dark-green moss grows in an intricate pattern along the side
of the fountain and an abundance of brightly-colored roses grow at the
base. Lace-leafed trees gracefully lend shade in each corner of the
courtyard where ferns grow alongside comfortable wooded benches.
~
~
301465605 0 9 0
D2
~
~
0 -1 51020 10 10 5
D3
~
~
0 -1 51021 10 10 5
E
fountain~
The fountain is made out of lovely white stone.
~
1 17 1509949540 -2 29
845 17 1509949540 -2 0
-1
S
#51020
Sanctuary~
Richly-colored, woven tapestries, depicting triumphant battles and
glorious quests of the Seekers For the Dawn, adorn the smooth, marble
walls of this holy room. Incense burning from golden holders along the
walls imparts a heavy, but pleasant aroma to the peaceful atmosphere.
Bordered by flaming torches, a large golden shield bearing the clan
symbol, hangs on the wall. The lush carpeting and colorful seating
arrangements provide for comfortable meditating or just relaxing.
~
~
301465605 0 9 0
D0
~
~
0 -1 51019 10 10 5
E
golden shield~
Engraved into the shield is the symbols of the Seekers For the Dawn.
Upon closer examination of the symbol you see a golden sun rising above
green rolling hills on a field of dark blue speckled with silver stars.
~
2013 17 1509949540 -2 0
-1
S
#51021
Grand Hall of the Seekers~
A clamorous din fills the air in this main meeting hall. The warm glow
from the fireplace gives a homely ambience to the area. A large
oakenwood table fills a great portion of the room, as servants constantly
place food and drink on and clear empty dishes from it. The hall's high
cathedral ceiling and tall columns take away all depth perception and
give the room a magical aura about it. For those not wishing to stay for
the feast, a soup cauldron heats in the fire; while a bar provides
refreshments for the weary clansmen. In the far northwest corner of the
room, a cloakroom teller stores items acquired on grandious quests.
~
~
301471749 0 9 0
D1
~
~
0 -1 51019 10 10 5
1773 17 1509949540 -2 16
-1
S
#51022
A Dark Obsidian Hallway~
A somber red light reflects off the dark obsidian walls of this dark
hallway. Small lanterns with red lenses hang from iron brackets set into
the stone. The air is cool, as are the smooth obsidian walls. A heavy
obsidian door bound by iron bands sits midway down the hallway on the
north wall.
~
where are extras
~
301471749 0 9 0
D0
heavy obsidian door~
heavy obsidian door~
407 2135 51023 10 10 5
D2
~
~
0 -1 51006 10 10 5
D5
~
~
0 -1 51094 10 10 5
-1
S
#51023
A Dark Sleeping Chamber~
This large chamber is long and wide. Polished walls of black obsidian
reflect the dancing flames of a fireplace set into the north wall. The
floor is warm, perhaps from the proximity of the nearby lava flows and
the heat from the fire. The ceiling is high, and cobwebs hang in the
corners. A tapestry hangs next to the door on the east wall.
~
~
301471749 0 9 0
D2
heavy obsidian door~
heavy obsidian door~
407 2135 51022 10 10 5
E
pool table~
A pool table sits in the center of the room. Built out of a block of
obisidian, this pool table has a deep burgundy felt top. Pool balls are
spread about the table, and several cues are held in a rack built into one
side.
~
2130 17 1509949540 -2 0
2129 17 1509949540 -2 0
-1
S
#51024
Stormeblade's Quarters~
This large living chamber is elegantly furnished with rare and unique
objects. Along the northern wall of the room lies a king-size bed made
from rare shuvana wood. A large, white yeti-hair rug covers the floor
from wall to wall. Upon the smooth, black obsidian walls of the room
hang suits of plate armor, various weapons and large, colorful shields.
Standing along the eastern wall are glass cases, each containing a suit
of armor made from the hides of several different dragons. The stones
which compose the ceiling have had a beautiful painting of dragons
dueling in mid-air painted across them. A large, heavily-reinforced
adamantite door lies to the south.
~
~
301465639 0 9 0
D2
adamantite door~
adamantite door~
147 2422 51018 10 10 5
-1
S
#51025
Gabrielle's Chambers~
Forest green and silver are the dominant colors decorating this simple,
yet elegant room. Thick velvet drapes hang all the way down to the
polished Vaasanwood floors. Sconces set in the wall light the room with
a soft glow. A large four-poster bed stands in the corner, crafted of
rare shuvanawood, as is the rest of the furniture in the room. The sound
of water bubbling draws your attention to a white marble fountain in the
left corner. A statue of Pan stands in the center of the fountain, water
pouring out of his flute into a pool set in the floor. The windows are
left open, allowing a pleasant breeze to enter the room, occasionally
rustling the drapes.
~
[Gabrielle] My sconces are in more than one wall
~
301465639 0 9 0
D2
ruby-studded pine door~
ruby-studded pine door~
147 2422 51026 10 10 5
-1
S
#51026
Black Obsidian Stone Hallway~
Massive stone pillars line this section of the hallway, each with a torch
set in between them. Glancing around you see doors to the north and
south, leading to other sections of the keep. The black obsidian stones
which make up the walls, floor, and ceiling have had pictures of knights
in red-colored armor battling fearsome dragons painted across them. To
the east the hallway continues, heading into a more brightly light
section.
~
~
301465637 0 9 0
D0
ruby-studded pine door~
ruby-studded pine door~
147 2422 51025 10 10 5
D1
~
~
0 -1 51018 10 10 5
D2
blood-stained steel door~
blood-stained steel door~
147 2422 51033 10 10 5
D3
~
~
0 -1 51034 10 10 5
-1
S
#51027
West Wing Hallway~
You stand in a dimly lit stone hallway. Torches sputter in sconces set
along the stone walls. To the east is a tall archway leading into a
grand hall, while to the west the hallway continues on. In both the
north and south walls are large oak doors bound in strips of iron. The
still dusty air surrounds you in a profound silence.
~
~
301465607 0 9 0
D1
~
~
0 -1 51012 10 10 5
D3
~
~
0 -1 51028 10 10 5
-1
S
#51028
West Wing Hallway~
You stand at the end of a dimly lit stone hallway. Torches sputter in
sconces set along the stone walls. Large oak doors bound in strips of
iron are set in the north, south, and west walls. The hallway continues
east toward a distant hall. Set into the flagstone floor you see a large
brass plate with writing engraved on it.
~
~
301465607 0 9 0
D0
massive oaken door~
massive oaken door~
391 2245 51044 10 10 5
D1
~
~
0 -1 51027 10 10 5
D2
door of ebony wood~
door ebony wood~
407 2345 51046 10 10 5
E
floor brass plate writing~
Inscribed into a large brass plate is the words, "The Shadow Knights of
Ages Past West Wing, home to eternal comrades at arms."
~
E
massive oaken door~
A massive oaken door, bound in iron. A brass knocker dominates the
woooden expanse, above a carven sigil of the Shadow Knights.
~
-1
S
#51029
East Wing Hallway~
You stand in a dimly lit stone hallway. Torches sputter in sconces set
along the stone walls. To the west is a tall archway leading into a
grand hall, while the hallway takes a vertical slope downward. In both
the north and south walls are large oak doors bound in strips of iron.
The still dusty air surrounds you in a profound silence.
~
~
301465607 0 9 0
D3
~
~
0 -1 51012 10 10 5
D5
~
~
0 -1 51070 10 10 5
-1
S
#51031
Rock Garden~
You are surrounded by beautiful flowers, plants, and rock formations.
The foliage buzzes with the sounds of insects and birds. A cobblestone
path leads from an archway to the south, circles a tall stone fountain
shaped like a bear standing on its hind legs, then heads west to the
doors of the stable. High stone walls separate this little paradise from
the outside world. A quaint little bridge of white pine stretches to the
west, toward a stable.
~
~
301465603 0 9 0
D2
~
~
0 -1 51010 10 10 5
D3
stable gate~
stable gate~
131 -1 51032 10 10 5
E
stone fountain bear~
Before you stands a tall stone fountain carved in the shape of a grizzly
bear rearing up on its hind legs. Water trickles from its open maw looking
vaguely like saliva dripping from a hungry mouth. Along the basin of the
fountain are the inscribed words, "In memory of our fallen comrade Logger."
~
E
bridge~
This bridge spans a small, dark recess. The gloomy pit is at odds with
the cheerful little bridge.
~
A
climb~
down~
act_tochar( #down, ch );
act_notchar( #rdown, ch );
transfer( ch, find_room( 51064 ) );
act_tochar( #arrive, ch );
act_notchar( #rarrive, ch );
interpret( ch, "sit" );
~
E
down~
You climb down into the darkness beneath the bridge.
~
E
rdown~
$n climbs down into the darkness beneath the bridge.
~
E
arrive~
@eAs you enter the room you fall flat on your back sliding down a @Gslime
coated@n@e ramp.
~
E
rarrive~
$n comes sliding down the slime coated ramp!
~
!
0 0 0
1 17 1509949540 -2 0
-1
S
#51032
The Shadow Knights' Stables~
The smell of straw and hay permeates your nose as you enter this huge
barn. The barn is ringed in enough stalls to house an army of animals.
In front of each stall is a basin for food and water and to each side are
hooks for hanging up equipment. The only obvious exit is a large wooden
double door to the east.
~
~
301465607 0 9 0
D1
large wooden door~
~
131 -1 51031 10 10 5
-1
S
#51033
Trunks' Quarters~
Few personal ornaments adorn this gymnasium-like room. The whole
atmosphere of this room is dark, forboding, and reflects the tortured
soul that resides here. A full-length mirror stands in the corner, ready
to relect your gaze. Shattered glass remains on the floor, unswept and
covered in blood. A rolled up mat lies next to a wall, serving as
Trunks' simple bed. Hanging from the ceiling are a dozen various
punching bags, and fighting dummies scattered around the room. Some of
the dummies are intact, most are not. The dummies that have been broken
bear many viscious bloodstains and dents to mark the brutal force that
they have withstood. On one wall a set of sacred robes of the Paladin
class is hung here. The robes are bloodstained, tattered, and torn. The
once white robes, once decorated with gold embroidery are now decorated
in with dried blood. Alone in the corner of his room is a small pillar
of pure marble. Upon this small pillar is one small ring of pure gold,
shining brightly, the remnant of hope left in this warrior's soul.
~
~
301465637 0 9 0
D0
blood-stained steel door~
blood-stained steel door~
147 2422 51026 10 10 5
-1
S
#51034
Black Obsidian Stone Hallway~
The smooth black obsidian walls of the hallway here have had several
carvings of knights battling fearsome dragons etched into their surface.
In between each of the large carvings hang fine silk tapestries with the
symbol of the Knights of the Eternal Flame delicately woven in with fine
black thread. Above you the ceiling has been painted with the image of a
massive silver dragon battling an even larger red dragon in mid-air. To
the east the hallway continues through the keep.
~
West is 51052 to be connected
~
301465637 0 9 0
D1
~
~
0 -1 51026 10 10 5
D2
rune-inscribed door~
rune-inscribed door~
147 2422 51035 10 10 5
D3
~
~
0 -1 51052 10 10 5
-1
S
#51035
Maurer's Quarters~
Soft white light from an undiscernable source give this room a pleasant
glow. Lying against one of the ivory-white walls is an enormous
bookshelf containing volumes of ancient prayer books, scrolls, and
pamphlets. Against the facing wall is an ornate altar to the goddess
Algesa. The twinkle in the eye of the warrior goddess's statue and its
captivating smile give it life-like qualities. In a small corner of the
room lies a comfortable, yet simple-looking cot. Lying on the marble
floor is a bearskin rug completing the decor of this otherwise
modereately furnished room. To the north lies an ivory, rune-inscribed
door.
~
~
301465637 0 9 0
D0
rune-inscribed door~
rune-inscribed door~
147 2422 51034 10 10 5
-1
S
#51036
A Rise in the Mountain Side~
As you climb the rise you see before you a massive structure cut in to the
mountainside. A perfect square, 24 hands by 24 hands, has been chiseled
into the solid rock. Recessed within that square is what appears to be
the front of a great fortress. The structure looks like the forward wall
of any standard keep you have ever seen around the realm. However, there
are now other walls to this keep. It appears as if the mountain itself
provides the other three walls of the fortress. Set in the middle of the
stone masonry front are a set of massive double doors.
~
~
301465605 0 9 0
D0
massive double doors~
massive double doors~
195 -1 51037 10 10 5
D1
~
~
0 -1 12612 10 10 5
E
door~
The doors appear as if they would swing outward in a massive arc, one
swinging clockwise, the other counter to it. Made of polished steel, you
can see your reflection in the doors, although some weird angle of light
makes you look a lot shorter. In the middle of the left door is an image
of some humanoid molded into the steel.
~
E
image humanoid ~
The image is of a short humanoid, but it is hard to tell what race. It
has the nose and ears that are prevalent in the gnomish blood lines. The
figure has a full grown beard that only a dwarf could love. It has the
legs of neither a squat dwarf, or a short gnome. They seem as if they
belong to a hill-land halfling, and are set in the position of walking up
some unseen incline. Strangest of all is the sword the figure figure
trudgingly holds up in its right hand. The sword is obviously too large
for the small creature, yet it looks like it belongs there, because its
hands are also out of proportion compared to the rest of the body. They
are the hands of a human sized bi-ped. In the figures other hand it
looks as if it is using a monks staff to help with balance going up that
unseen incline. The final feature you notice is the one imperfection in
the image, a small hole in its chest.
~
A
place~
heart~
if( has_obj( 2223, ch ) ) {
act_tochar( #hole, ch );
act_notchar( #rhole, ch );
send_to_room( #open, find_room( 51037 ) );
open( room, north );
wait( 2 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51037 ) );
close( room, north );
}
else
act_tochar( #fail, ch );
~
E
hole~
You fit the beautifully crafted mithril heart into the hole, and the
doors swing silently open.
~
E
rhole~
$n fits the beautifully crafted mithril heart into the hole, and the
doors swing silently open.
~
E
close~
The opposing doors swing shut with a breath of air.
~
E
fail~
You don't seem to have the heart.
~
E
open~
The massive doors swing open.
~
!
0 0 0
-1
S
#51037
Entry Hall~
The entrance hall of the fortress makes it pretty apparent that this is
like no other fortress in the realm. The walls were all built by the
mountain itself, and molded over centuries of shifting and shakes.
Although constructed by nature, the room was obviously refined by those
less enduring. There is neither a stray pebble on the floor, nor an
unsightly crack in any of the walls. There is a small circular hole in
the ceiling which is emmiting a dim light. The floor of the entrance
slopes slightly, and you can either exit the fortress upward or head
downward, deeper into the complex.
~
~
301465605 0 9 0
D2
massive double doors~
massive double doors~
195 -1 51036 10 10 5
D5
~
~
0 -1 51038 10 10 5
E
hole ceiling~
Within the hole is a masterpiece of highlander ingenuity. The hole
extends all the way to the surface of the mountain peek above. Every
couple of feet there is a mirror of highly polished dwarven steel set at
varying angles. The mirrors seem to take the light from above and pass
it from one mirror to another, until it finally illuminates the room.
Fixxed below the mirrors are some sort of lenses of varying concavity and
convexity. During the day, the lenses are covered with blinders, but
during the night time hours the lenses are uncovered. The lenses help
attract and focus the ambient light of the moon and the stars, thus
keeping the fortress lit day and night. On the lowest lense you see
small script scratched in the bottom.
~
E
script bottom~
Lenses courtesy of the gnomish crafters guild.
~
A
open ~
doors south massive double~
if( is_open( room, south ) )
act_tochar( #nothing, ch );
else {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
send_to_room( #message, find_room( 51036 ) );
open( room, south );
wait( 2 );
send_to_room( #close, room );
close( room, south );
send_to_room( #close, find_room( 51036 ) );
}
~
E
open~
You open the massive double doors.
~
E
ropen~
$n opens the massive double doors.
~
E
nothing~
The doors are already open.
~
E
close~
The doors close silently.
~
E
message~
The massive doors swing open.
~
!
0 0 0
-1
S
#51038
Common Room~
This room, directly down from the entry hall looks well used and worn.
It is quite large, and the ceiling is perfectly smooth and parabolic in
shape. There are giant pillows strewn all over the floor. Along the
east wall there is a small end table surrounded by big overstuffed and
brilliantly colored chairs. On the table is a small tray full of pipe
ash, and on the floor is a spittoon made of pure lapis. The center of
the common room is dominated by a column of water rushing through the
ceiling and just as quickly flowing through the floor into some
underground river you hear rushing below. In a shallow pool created by
the waterfall is a small metallic wine rack keeping slightly chilled
wines. A spiral stair at the western edge of room leads upward into an
unseen room, and a doorway in the northern wall leads further down into
the fortress. You can go upwards to the south and the entry hall.
~
~
301465637 0 9 0
D0
~
~
0 -1 51040 10 10 5
D3
~
~
0 -1 51039 10 10 5
D4
~
~
0 -1 51037 10 10 5
A
w we wes west~
~
act_tochar( #west, ch );
continue;
~
E
west~
You climb the spiral staircase to the west.
~
E
rwest~
$n heads west up the spiral staircase.
~
!
0 0 0
A
n no nor nort north~
~
act_tochar( #north, ch );
continue;
~
E
north~
You head further into the depths of the mountain.
~
E
rnorth~
$n leaves north.
~
E
arrive~
$n arrives from the south.
~
!
0 0 0
2224 17 1509949540 -2 0
-1
S
#51039
Mage's Library~
This room within a dwarven seeming complex is remarkable in that there is
not a single artifact, ornamentaion, or bit of architecture that looks
even the slighest bit dwarvish. Ancient pictures of ancient folk
decorate the walls. Where there aren't pictures there are book shelves,
either fully wall height, or fastened to the walls half way up. There is
not a single space on any of the shelves not taken up by a book. Where
there isnt a full height bookshelf there are simple work benches covered
with all manner of clutter and clatter, and cupboards below the benches
overflowing with magical components and reagents. A spiral stair case
carved in stone leads down to the common room. A quick look at the floor
gives the most amazing sight of all.
~
[Fyli] isnt should be isn't
~
301465605 0 9 0
D1
~
~
0 -1 51038 10 10 5
E
floor~
When you look at the floor you notice you are standing on thin air high
above a mountain range! Taking a step back you realize it is some sort
of illusion. Drawn on the floor is a giant eye, with a clear center.
Below the clear center you can see the images of the mountains as true as
life. Pointing from the center of the eye is a red arrow that looks as
if it could be rotated to point off in various directions.
~
E
book~
Arranged on the shelves are books on all sorts of studies and
disciplines, from the arcane to the common from the world impacting to
from the world impacting to the trivial; from teaching to learning.
~
-1
S
#51040
Hall of Heroes~
This hall is grand in both length and height. Upon both walls are murals
of important highlander battles. In between murals are portraits of
valiant Heroes, both past and present. Not only is there light from the
mirror system, but eash of the portraits is lit by torchlight. In the
center of the hall on the east wall of pure krynite. The placard below
the bust labels it as simply, Thane. In the center of the hall on the
west wall is a painting of the captain and his sergeants in battle. The
only exit is south, back to the common room.
~
slide picture, to get into west
[Orb] messed up line
[Kenobi] fourth line down, eash should be each
~
301465605 0 9 0
D1
~
~
0 -1 51041 10 10 5
D2
~
~
0 -1 51038 10 10 5
D3
secret wall~
secret wall~
203 -1 51042 10 10 5
A
slide~
picture~
if( is_open( room, west ) ) {
act_tochar( #nothing, ch );
end;
}
else {
act_tochar( #slide, ch );
act_notchar( #rslide, ch );
send_to_room( #west, find_room( 51042 ) );
open( room, west );
}
~
E
slide~
You slide the picture aside and a section of the wall falls away!
~
E
rslide~
$n slides the picture aside and a section of the wall falls away!
~
E
nothing~
The secret wall is already open.
~
E
west~
The eastern wall slides away.
~
!
0 0 0
A
~
~
wait( 1 );
if( !is_open( room, west ) )
end;
else {
send_to_room( #close, room );
send_to_room( #close, find_room( 51042 ) );
close( room, west );
}
~
E
close~
The wall silently slides closed.
~
!
1 0 8
-1
S
#51041
Thane's Study~
Obviously this is a room where much work is done. There are maps and
documents strewn accross a large table in the center of the room. There
are no chairs surrounding the table, as if it is not a place to ever
relax. On the east wall is the Thane's desk. Covered with scrolls and
odd bits of parchment it is in utter disarry. A spilled ink pot has
created a small puddle of sticky ink over the left corner of the desk.
Behind the Thane's desk is a picture of the current thane, Vampy. On the
west wall of the room is the captain's desk. The captain's desk is
immaculate, with all his papers neatly placed in a light wooden rack. A
golden feather sticks neatly from the desk's upright ink pot. Behind the
captain's desk is a portrait of the current captain of the clan, Snorri.
On the east wall are renditions of all the past thane's of the clan,
symbolizing the continuity of the clan, and how they have survived in the
past and will survive in the future, regardless of who the current thane
is.
~
~
301465637 0 9 0
D3
~
~
0 -1 51040 10 10 5
-1
S
#51042
Storeroom~
This is a storeroom for all manner of gear and supplies. It appears as
if the Heroes clan keeps its members well supplied and well prepared for
battle. Along one wall is huge weapons rack that is made to accomodate
all sorts of weapons from long pikes to short hand axes. An eight tiered
shelf dominates another wall. The shelves are made of the sturdiest oak,
and various armours and garments of protection fill them to the top.
Along the third wall are 12 kegs labeled "Ale" and a large tub labeled
"Dried Goods". In the middle of the room is a large chest of oak with
gold strapping. Oddly the mirrored light system that affects the rest of
the complex is not present here. On the east wall is a small hatch,
obviously the exit.
~
~
301533221 0 9 0
D1
secret wall~
secret wall~
203 -1 51040 10 10 5
A
turn~
hatch~
if( is_open( room, east ) )
act_Tochar( #nothing, ch );
else {
act_tochar( #hatch, ch );
act_notchar( #rhatch, ch );
send_to_room( #east, find_room( 51040 ) );
open( room, east );
}
~
E
hatch~
You turn the hatch and the eastern wall slides away!
~
E
rhatch~
$n turns the hatch and the eastern wall falls away!
~
E
nothing~
The secret wall is already open.
~
E
east~
The western wall slides open.
~
!
0 0 0
A
~
~
if( is_open( room, east ) ) {
wait( 1 );
send_to_room( #close, room );
send_to_room( #rclose, find_room( 51040 ) );
close( room, east );
}
~
E
close~
The eastern wall slides shut.
~
E
rclose~
The western wall slides shut.
~
!
1 0 2
-1
S
#51043
Secret Vault~
You have descended into a large, rectangular room, carefully constructed
from floor to ceiling of highly polished steel. Like the rib cage of
some fell beast, steel girders line the room, arcing up the walls into
the ceiling above. A semi-sphere of white protrudes from the ceiling's
center, bathing the room in a crisp light which reflects harshly from the
cold steel. In stark contrast to the lush accomodations provided
throughout the rest of the lair, it becomes obvious that this room was
designed with one function in mind: security.
~
~
301533223 0 9 0
D4
~
~
203 -1 51015 10 10 5
E
rib cage girder arc~
Along the length of the room, huge steel girders thrust their way up the
walls, arcing at their tops into the ceiling, like the rib cage of some
titanic beast. If the entire cavern system above were to collapese,
perhaps this room alone would remain intact, far into eternity.
~
E
write light semi-sphere~
Originating from no discernible source, this semi-sphere of white light
is almost certainly of magic origin. No warmth is provided by the light,
and the walls only reflect back coldly the contents, and occupants, of
the room.
~
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the girders and out of the vault.
~
!
3 0 16
A
open~
trapdoor door up~
if( !is_open( room, up ) ) {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
open( room, up );
wait( 3 );
send_to_room( #close, room );
send_to_room( #close, find_room( 51015 ) );
close( room, up );
}
else
act_tochar( #nothing, ch );
~
E
open~
You open the trapdoor.
~
E
ropen~
$n opens the trapdoor.
~
E
nothing~
The trapdoor is already open.
~
E
close~
The trapdoor slides closed.
~
!
0 0 0
A
enter~
mirror~
if( has_obj( 1621, ch ) ) {
act_tochar( #step, ch );
transfer( ch, find_room( 141 ) );
}
else
act_tochar( #nope, ch );
~
E
step~
You step into your reflection and emerge in another place.
~
E
nope~
You try to step into the mirror but crash into the unyielding glass.
~
!
0 0 0
-1
S
#51044
An Austere Apartment~
This room is bright and open, with large windows to the west and north,
looking out over the Great North Sea. In the southwestern corner of the
spacious room is a simple, but beautifully crafted spiral stair, leading
down. A large bed, crafted of pine dominates the north wall. A quilt of
the softest down peeks out from underneath a light blue coverlet on the
bed. Two small tables bracket the bed, the same craftsmanship and
austerity as the rest of the room pieces. On the left one is a small
jade box and a silver brush and comb beneath the candelabra. The right
is topped only by the candelabra, carefully set to the center of the
table in such a way to make the other seem unorderly.
~
~
301465607 0 9 0
D2
massive oaken door~
massive oaken door~
391 2245 51028 10 10 5
D5
~
~
0 -1 51045 10 10 5
E
nighttable right~
A small table with a single drawer, this table stands close to the head
of the bed. The candelabra stands in the exact center of the table, so
precicely that it could only have been carefully placed there.
~
E
nighttable left~
A small table with a single drawer, this table stands close to the head
of the bed. A finely wrought brass candelabra stands on the left end of
the table to make room for a small jade box and a silver vanity set.
~
E
spiral stair~
Elegantly simple, crafted of glowing pine, this spiral stair descends
into the floor.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You descend the spiral staircase, toward the cliffs below.
~
!
3 0 32
2243 17 1509949540 -2 0
-1
S
#51045
A Paradise Overlooking the Sea~
Stepping off the last stair, a lush paradise awaits your pleasure. A
natural hotspring bubbles at the top of the cliff face to the south,
spilling down into a basin of the same black granite, large enough to fit
a number of people. Exotic plants are in pots everywhere, creating a
natural screen to the north. The expanse of the Great Northern Sea can
be seen to the west. The waves can be seen silently breaking on the
rocky shore far below, the music of the hotspring drowning out the roar
of the waves.
~
~
301465607 0 9 0
D4
~
~
0 -1 51044 10 10 5
E
view~
Looking out over the edge of the platform, the vista of the Great
Northern Sea rises to meet your gaze. The sea crashes against the jagged
rocks below, white froth arcing to the sky with each braking wave. The
tableau is strangely silent, the rush of the hotspring drowning out the
music of the waves.
~
E
plants~
Tropical plants reach to the sky here, lush and verdant. Several bright
colored flowers peer out of the canopy of leaves. Terra cotta pots,
neatly arragned and of simple design, house the hothouse treasures.
~
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You ascend the spiral stair.
~
!
3 0 16
2244 17 1509949540 -2 0
-1
S
#51046
A Chaotically Decorated Room of Pretties~
A blinding array of colours dazzle your eyes from all angles. The thick,
plushy carpet is a meticulously creamy ivory tone, a pale green throw-rug
embroidered with a deep coloured rose tossed in the centre of the room.
A profusion of multicoloured flowers lie in a tangled heap in a corner,
bathing in the sunlight from a large, airy window seat overlooking the
sea. A windchime designed of carefully cut crystalline shapes sparkles
in the light, sending showers of rainbows cascading through the room.
Against one wall near the window is a small cubby hole of a bed, snuggled
into a nook in the corner. Glittering trinkets are heaped in every nook,
cranny and shelf, creating a wild jumble of items only their collector
could find beautiful. Resting in the cushioned seat of the bay window is
a small easel, complete with miniature brushes and paints, obviously
designed for little hands. Tacked on the green-painted walls of the room
are charcoal drawings, hand-painted maps, and pictures of places across
the realm, done in a careful hand. Beside the door is a tiny shrine set
up to honor the goddess of love, Anor.
~
~
301465607 0 9 0
D0
door of ebony wood~
door ebony wood~
407 2345 51028 10 10 5
E
bed~
The bed is rather large, compared to the other furnishings of this
elaborate room. The coverlet is made of a blue-green satin, the shade of
which matchs the walls. It seems well supplied with a stock of downy
feather pillows.
~
E
shrine~
A little altar rests by the doorway, adorned with a garland of white and
blue and rosy pink flowers. Atop it burns a steady flame of sweet
smelling incense, which permeates the room with its sensual frangrance.
On a shelf above the altar, a small ivory figurine of the beautiful
goddess has beeen placed.
~
1400 17 1509949540 -2 0
-1
S
#51047
The Spinning Coin~
This is a jovial, well-lit tavern that seems to radiate good-will in the
cheery light that reflects from the chandolier. A bar dominates the east
wall, and is stacked with all sorts of common pub drinks. A sign hangs
over the bar, as does a list of prices. A staircase leads downward
through a runed trapdoor to another level.
~
[Ssleestaq] appropriate what? fix yer sign.
~
301465607 0 9 0
D2
pub door~
pub door~
23 2352 259 10 10 5
D5
trapdoor~
trapdoor door~
407 2352 51049 10 10 5
E
trap~
An emerald green four leaf clover has been painted onto the door, and a
pretty silk blindfold draped across it.
~
E
sign~
The sign reads:
@e"Rumors and information may be bought at a price, contact the
appropriate who are around at this time."
~
2353 17 1509949540 -2 1
23 17 1509949540 -2 6
-1
S
#51049
The Lounge~
Comfy chairs and tables lie strewn about the room in a disorganised manner
here. The walls are simply decorated with the symbol of Slen- A four leaf
clover with a blindfold draped over it. An archway leads south to a small,
well-lit room while a staircase heads upwards. A strange swing seems to
hang from the western corner.
~
~
301465607 0 9 0
D0
hard wood door~
hard wood door~
1 -1 51091 10 10 5
D2
~
~
0 -1 51050 10 10 5
D4
trapdoor~
trapdoor door~
407 2352 51047 10 10 5
A
sit rest~
~
if( rflag( status0, room ) )
act_tochar( #swingempty, ch );
else
act_tochar( #dangerous, ch );
~
!
0 0 0
2351 17 1509949540 -2 0
-1
S
#51050
The Shrine to Slen~
This small room is the chapel to Slen. Against the east wall lies a simple
wooden altar upon which lies a marble four-leaf clover, with a dirty old
cloth draped across it. Three rows of pews face the altar, as if awaiting
a sermon.
~
~
301465607 0 9 0
D0
~
~
0 -1 51049 10 10 5
D3
~
~
0 -1 51051 10 10 5
-1
S
#51051
General Quarters~
This wide room houses many bunk beds, and is strewn with personal junk and
hidden valuables alike. Only a truly strange mind would be able to find
anything in the squalor which is the general quarters for the stronghold.
~
~
301531143 0 9 0
D1
~
~
0 -1 51050 10 10 5
-1
S
#51052
Black Obsidian Stone Hallway~
Several stone statues line the walls of the hallway here, each carved in
the likeness in one of the Knights of the Eternal Flame members.
Mutli-colored shields hang from the walls, each bearing the name of each
sector of the clan throughout the centuries. Ruby-encrusted mithril
braziers sit along the wall blazing brightly with blue and red flames
with illuminate the hallway. The hallway continues to span to the east
and west from here, continuing along the black obsidian hallway.
~
Terek 51075 is North
~
301465605 0 9 0
D1
~
~
0 -1 51034 10 10 5
D3
~
~
0 -1 51053 10 10 5
-1
S
#51053
Below a Stone Staircase~
This small alcove houses a magnificent set of reddish-colored stone
stairs which spiral up above you out of view. A lone torch hangs from
the western wall and directly below it lies a mural of several
heavily-armored knights standing before the corpses of black, red and
green adult dragons. An enormous silk tapestry depicting a lone knight
in red armor, charging an ancient blue dragon with a glowing lance, has
been hung on the soutern wall. To the east the hallway continues towards
the outer ring of the keep while to the north an elegant marble arch
marks the start of another hallway branch.
~
up is 51054
~
301465605 0 9 0
D0
~
~
0 -1 51075 10 10 5
D1
~
~
0 -1 51052 10 10 5
D4
~
~
0 -1 51054 10 10 5
-1
S
#51054
Second Floor - Staircase Landing~
Silk tapestries adorn the northern and southern walls of the landing
here, each depicting a battle between knights in pitch-black armor
mounted atop black dragons and knights in red-colored armor mounted atop
bronze dragons. In the center of the room a black obsidian staircase
spirals down out of view and also continues up above you towards the
third floor. To the south lies a heavy ironwood door leading out towards
the battlements.
~
up is 51062
~
301465605 0 9 0
D2
heavy ironwood door~
heavy ironwood door~
407 2422 51055 10 10 5
D4
~
~
0 -1 51062 10 10 5
D5
~
~
0 -1 51053 10 10 5
-1
S
#51055
Second Floor - Battlements~
Rows of adamantite braziers line the walkway along the battlements here,
each blazing brightly. Peering out over the ledges you can see the city
of Chiiron off to the southwest, Medienne to the southeast and the vast
Northern Sea off to the south. Along the western side of the battlements
are several abandoned archer's posts. Off to the east you spot many huge
catapaults resting along the edge of the walls. To the north lies a
heavy ironwood door, leading back into the interior of the keep.
~
~
301465601 0 9 0
D0
heavy ironwood door~
heavy ironwood door~
407 2422 51054 10 10 5
-1
S
#51056
Inside the Base of a Shuvana Tree~
Centuries of carefully tended growth, with the magical aid of druids and
elves, have caused a rather spacious opening to form inside this shuvana
tree. The same bark that covers the outside of the giant tree also
covers the inside provide protection from insects and rot. Adding to the
protection, soft rushes have been strewn across the level ground formed
by the tree to prevent moisture from causing woodrot. Oposite an elegant
arch inscribed into the southern wall, a natural staircase grown into the
wood. begins its spiral up into the higher recesses of the tree.
~
~
301465607 0 9 0
D4
~
~
0 -1 51057 10 10 5
A
south~
~
if( has_obj( 2394, ch ) ) {
act_tochar( #invoke, ch );
act_notchar( #rinvoke, ch );
wait( 2 );
act_tochar( #meld, ch );
act_notchar( #rmeld, ch );
wait( 1 );
transfer( ch, find_room( 51061 ) );
act_notchar( #arrive, ch );
loop( followers ) {
ch = rch;
if( !is_resting( ch ) ) {
act_tochar( #follow, ch );
act_notchar( #rfollow, ch );
wait( 1 );
transfer( ch, find_room( 51061 ) );
act_notchar( #arrive, ch );
}
}
}
else
act_tochar( #no, ch );
~
E
invoke~
@G
You gently lay your hand upon the bark of the tree within the frame of
the inscibed arch and ask its permission to leave.
@n
~
E
rinvoke~
@G
$n lays $s hand against the bark of the tree with a solemn reverence.
@n
~
E
meld~
@G
Feeling the tree's acknowledgement, you walk forward and the tree parts
around you like the water of a placid lake.
@n
~
E
rmeld~
@G
A look of transcendent wonder crosses $n's face as $e steps forward to
walk through the tree. The tree flows around $m like the waters of a
placid lake as $e passes through it leaving no trace of $s passage behind.
@n
~
E
arrive~
@G
$n steps out of the large shuvana tree to the north, its bark flowing
around $m like a pool of water.
@n
~
E
follow~
@G
Feeling from within yourself the trees acceptance, you feel no hesitation
to follow and you also step through the tree. It is a wonderous feeling
that fills you with a sense of strength grounded in the earth and a
tranquility born of timelessness.
@n
~
E
rfollow~
@G
$n follows after with a look of serenity on $s face.
@n
~
E
no~
There is no exit in that direction.
~
E
test~
@RCheck@n
~
!
0 0 1
-1
S
#51057
Inside a Shuvana Tree~
A widening of the winding spiral of stairs into a small room, no larger
than ten feet in any direction, provides a convenient place to rest
during the long journey through the tree. Small alcoves in the wall
provide depressions for the balls of light continually brought down to
light the way for travellers. On either side of the room stairs spiral
away leading further down or higher up into the tree.
~
~
301465607 0 9 0
D4
~
~
0 -1 51058 10 10 5
D5
~
~
0 -1 51056 10 10 5
-1
S
#51058
Town Square~
The green leaves of carefully tended branches overhead allow the light of
the sun, moon or stars to stream through in enchanting patterns that
shift with every breeze. The platform upon which the visions of light
fall surrounds the trunk of the shuvana tree seems to have been formed
from the natural branches. Well-worn scuff marks show where people have
travelled along the wide branches that lead off in many directions,
though most often the tracks seem to come from, or to, a portal set into
the side of the tree. Beyond the portal you can see a tight spiral of
stairs leading deeper into the tree.
~
~
301465607 0 9 0
D1
~
~
0 -1 51060 10 10 5
D3
~
~
0 -1 51059 10 10 5
D5
~
~
0 -1 51057 10 10 5
-1
S
#51059
The Conclave~
The branches of a few trees have mingled and grown together to form a
rather large natural platform. Through means of careful tending or magic
the tops of the branches have been leveled and smoothed to form a
flooring as stable and smooth as any a stone mason could ever craft.
Smaller branches that fork away from the perimeter form natural walls
with capacious windows. It is almost as if you are sheltering within the
hands of the noble giants of trees. Wide openings offer egress along
branches to the east and west.
~
~
301465607 0 9 0
D1
~
~
0 -1 51058 10 10 5
-1
S
#51060
The Dancing Dryad Tavern~
A rather comfortable nook has formed in the crux of several branches
where they meet a shuvana tree. Someone has taken the time and care to
carefully shape branches into a half wall along the permiter and an
overhanging ceiling above. The cozy little spot has become a favorite
among the locals, and in time turned from meeting spot into an outright
tavern. Someone has gone to great lengths to carefully raise and lay
enough broad flat stones to for form a safe spot for a central fireplace
above which hangs a heavy iron kettle.
~
[Poulenc] someone has gone to great lengths to carefully raise and lay enough broad flat stones to for form a safe spot...
~
301467655 0 9 0
D3
~
~
0 -1 51058 10 10 5
1901 17 1509949540 -2 16
-1
S
#51061
Small Clearing in the Vaasa~
A small, natural clearing has formed between the massive roots of a
shuvana tree. Wildflowers mingle with heather that grows in profusion
about the huge, tangled roots. The rich, brown bark of the ancient tree
shows no signs of ever having been nicked or scratched as if it has been
carefully tended over its centuries of growth. From somewhere high in the
canopy the sound of birdsong drifts down on the gentle breeze.
~
old clan hall entrance. Save for same purpose?
~
301465605 0 9 0
D1
~
~
0 -1 19064 10 10 5
-1
S
#51062
Third Floor - Staircase Landing~
Housed in this large alcove are several suits of knight's armor, polished
to a bright shine and quite reflective. Various swords, daggers, lances
and spears hang upon the northern wall, each with a small plaque beneath
it identifying its true name and purpose. Several reddish-colored glyphs
have been etched into the western wall which glow with an unnatural light.
Above you a small oaken trapdoor covered in mithril bands and glowing
runes has been set into the ceiling. In the center of the room lies a
black obsidian staircase which spirals down out of view and up where it
ends before the trapdoor.
~
~
301465605 0 9 0
D4
oaken trapdoor~
oaken trapdoor~
407 2422 51063 10 10 5
D5
~
~
0 -1 51054 10 10 5
-1
S
#51063
Wizard's Tower - Aislinn's Alcove~
Upon entering this cozy room you feel quite welcome and relaxed.
Floorboards made of fine vaasan oak are swept clean and polished, yet
worn just enough to make the room look inviting and lived in, but not so
much so that it detracts from the beauty of the wood, or the room. Soft,
shaggy rugs made of various animal hides cover the floor here and there
creating a warm, homey setting that seems suitable for any occasion.
Shelves covered by books, scrolls, and various other items line the walls.
A small wooden desk sits in the right corner of the room and is covered
by half-written scrolls, and manuscripts. In the middle of this room
stands a large marble fountain. The water glistens and gurgles forth
from an intricately carved vase held by a statuette of ivory carved in
the form of a young, beautiful elven maiden. Candles mounted in holdes
and sat in various dishes glow, creating sufficient though dim lighting
for this comfortable room. A small bed made of shuvana wood sits towards
the back left side of the room. The right side is dominated by a large
fireplace that seems to be the main heat source for the room.
~
[Gabrielle] sat should be set
[Gabrielle] holdes should be holders
~
301465605 0 9 0
D5
oaken trapdoor~
oaken trapdoor~
407 2422 51062 10 10 5
-1
S
#51064
The Troll Pit~
A single tarnished brass lantern hangs from the bridge above,
illuminating this pit with a greenish glow. The floor, filled with
assorted bottles and half-devoured corpses, has a fine film of greenish
ooze. A pleasant aroma of rotten elf flesh mingles with the sweet
essence of grain alcohol caresses your nostrils. Condensation slowly
drips from the overhanging bridge making soft splashes as the water mixes
with the filth upon the floor.
~
~
301465603 0 9 0
A
search move shake~
corpse~
act_room( #help, ch );
~
E
help~
Within the mess of corpses, an arm and legless dwarf reveals itself.
Barely breathing the dwarf softly whispers, @YHelp. Me.@n as he falls back
to a comatose state.
~
!
0 0 0
A
climb~
up out ~
act_tochar( #up, ch );
act_notchar( #rup, ch );
transfer( ch, find_room( 51031 ) );
act_notchar( #rup, ch );
~
E
up~
You scramble up the embankment and out of the troll pit.
~
E
rup~
$n scrambles up the embankment and out of the troll pit.
~
!
0 0 0
2436 17 1509949540 -2 0
2437 17 1509949540 -2 0
-1
S
#51065
Before a Glimmering Steel Fortress~
Before you stands a tall fortress, its walls covered with thick, polished
steel plates. Horizontally mounted high on the fortress' outer walls are
large obsidian pikes with thick, black flags draped from the tips.
Inscribed on the flags are large steel swords, set ablaze with a dancing
blue flame. Large, ornately carved steel doors appear to be the only
entrance into this sturdy fortress of steel.
~
~
301465603 0 9 0
D2
~
~
0 -1 57082 10 10 5
-1
S
#51066
Inside a Glimmering Steel Fortress.~
This room appears to be a massive gathering hall with high, domed
ceilings. Attached to the walls are large steel swords, ablaze in a
magical azure aura, casting light upon the whole room. A wide table sits
in the middle of the room, surrounded by three long, curved benches.
Adorning one wall is an ornate black silk tapestry, with a large steel
sword ablaze with blue flames. Inscribed along the top of the tapestry
are the words "Forgers of the Burning Blade."
~
n is 47271
~
301465603 0 9 0
D1
large onyx door~
large onyx door~
0 -1 51067 10 10 5
D3
large onyx door~
large onyx door~
131 -1 51068 10 10 5
E
door~
Before you is a very large onyx door. Its surface is polished to a high
sheen, devoid of any scratches or markings. Mounted in the center of this
door is a large sword, ablaze with a magical blue flame. Engraved at the
top of this door are the words "Donated by Atrax"
~
A
enter~
tapestry~
if( has_obj( 2448, ch ) ) {
act_tochar( #in, ch );
act_notchar( #rin, ch );
transfer( ch, find_room( 47271 ) );
send_to_room( #hi, find_room( 47271 ) );
act_notchar( #hi, ch );
}
else
act_tochar( #help, ch );
~
E
in~
You step into the tapestry and feel reality shift.
~
E
rin~
$n steps up to the tapestry, hesitates, then steps through.
~
E
hi~
$n materializes in the middle of the room.
~
E
help~
Whatever that is you are unable to enter it.
~
!
0 0 0
2445 17 1509949540 -2 0
2443 17 1509949540 -2 0
2444 17 1509949540 -2 0
1773 17 1509949540 -2 16
1 17 1509949540 -2 0
-1
S
#51067
Bank of the Forgers~
This small side room contains a long mohogany counter behind which a bank
teller stand, waiting to take your items. The tiled floor gleams with a
fresh coat of polish as does the black laquered hitching post on one side
of the room. Hoof and claw marks can be seen in the tiles if one looks
close, though the marbled tiles hide all but the most serious flaws.
~
~
301467651 0 9 0
D0
door~
door~
3 -1 47270 10 10 5
D1
solid stone door~
solid stone door~
391 2953 47269 10 10 5
D3
~
~
0 -1 51066 10 10 5
E
east~
Made of a solid piece of heavy stone, this door moves smoothly by a
system of weights and balances.
~
-1
S
#51068
Lounge~
You are standing in a large room with a vaulted, dome-shaped ceiling.
All of the walls are made of highly polished onyx. Providing light for
this room is an overhead mural of many stars, in a swirling shape.
Somehow this mural glows on its own, as if by magic. The walls are
adorned with a number of large paintings, with an inscription on the wall.
In one corner of the room sits a small bookcase.
~
~
301465603 0 9 0
D0
wall~
wall~
203 -1 51069 10 10 5
D1
large onyx door~
large onyx door~
131 -1 51066 10 10 5
E
inscription~
The inscription shows the title of four paintings hanging on the walls.
Home, Love, Desire, and Fate. Donated by Atrax in the memory of
Leviathan.
~
E
home~
This painting is a wide-view landscape of some sort of mountain range.
The peaks are quite tall, and capped with snow. The sky is a beautiful
pale blue, with just a whisp of clouds in the sky. Below the mountain
range sits a strange-looking village, with somewhat tall buildings, made
out of materials not seen in this realm. It looks quite peaceful and
serene. Engraved in the frame of this picture is the word "Colorado"
~
E
love~
This painting is of a small, female human child. She looks to be about
two years of age, and has brown hair, brown eyes, and a beautiful smile.
She sits in a chair, and is wearing a beautiful pink dress. Engraved in
the frame of this picture is the word "Chyane".
~
E
desire~
This painting is of a beachfront landscape. The sand is very light
in color, almost pure white. The water is a very light shade of blue,
and is quite clear. The sun is shining down from a cloudless sky, and
appears to be a very warm climate. Trees with strange leaves decorate
the beach area. Engraved in the frame of this picture is the word
"Vacation"
~
E
fate~
This painting is of a group of men and women dressed in various
forms of battle gear. Burly warriors, Sparkling magic users, and the
like all stand here. These are the Followers of the Burning Blade of
the future. Great, powerful people these all are, bound by the common
goals of the chapter of the Burning Blade, continuing a legacy started
in realms beyond this one.
~
A
pull~
lever~
if( !is_open( room, north ) ) {
if( has_obj( 2954, ch ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, north );
send_to_room( #open, find_room( 51069 ) );
}
else
act_tochar( #help, ch );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, north );
send_to_room( #close1, find_room( 51069) );
}
~
E
pull~
You pull the lever and a section of the wall slides away.
~
E
rpull~
$n pulls the lever and a section of the wall slides away.
~
E
open~
The southern wall slides away, revealing a room beyond.
~
E
close~
You pull the lever and the wall slides back into place.
~
E
rclose~
$n pulls the lever and the wall slides back into place.
~
E
close1~
The wall slides back into place.
~
E
help~
Whatever that is pulling it does nothing interesting.
~
!
0 0 0
2447 17 1509949540 -2 0
-1
S
#51069
The Storage Chamber~
This featureless room holds all the countless treasures of the Forgers.
Racks of weapons and chests containing untold wealth line the plain metal
walls. A few smokey torches dimly illuminate the room. A small steel
lever protrudes from the western wall.
~
~
301531139 0 9 0
D2
wall~
wall~
203 -1 51068 10 10 5
A
pull~
lever~
if( !is_open( room, south ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, south );
send_to_room( #open, find_room( 51068 ) );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, south );
send_to_room( #close1, find_room( 51068 ) );
}
~
E
pull~
You pull the lever and a section of the wall slides away.
~
E
rpull~
$n pulls the lever and a section of the wall slides away.
~
E
open~
A section of the wall slides away, revealing a room beyond.
~
E
close~
You pull the lever and the wall slides back into place.
~
E
rclose~
$n pulls the lever and the wall slides back into place.
~
E
close1~
The wall slides back into place.
~
!
0 0 0
-1
S
#51070
East Wing Hallway~
You stand in a dimly lit stone hallway. Torches sputter in sconces set
along the stone walls. The hallway comes to a halt here, though it looks
as though it is currently under construction. The still dusty air
surrounds you in a profound silence. An old, musty tome sits on a small
lectern here.
~
~
301465607 0 9 0
D4
~
~
0 -1 51029 10 10 5
E
tome~
A large copper-bound tome rests on a rock lectern here. Its cover is
inscribed with a single mithril rune, but is otherwise unadorned.
Surprisingly enough, it is also free of the dust, cobwebs and moisture
found elsewhere in the tunnel. Although it seems unaffected by age, it
radiates a feeling of antiquity. A small latch on the side of the book
keeps it securely closed.
~
A
unlock~
tome book~
if( has_obj( 2621, ch ) ) {
act_tochar( #unlock, ch );
act_notchar( #runlock, ch );
wait( 1 );
act_tochar( #unlock2, ch );
act_notchar( #runlock2, ch );
transfer( ch, find_room( 51089 ) );
act_notchar( #arrive, ch );
wait( 1 );
send_to_room( #book, room );
send_to_room( #book, find_room( 51089 ) );
}
else
act_tochar( #nope, ch );
~
E
unlock~
@BAs you fit the tiny copper key into the tome's keyhole, the book opens,
its pages turning rapidly.
~
E
runlock~
@BAs $n fits the tiny copper key into the tome's keyhole, the book opens,
its pages turning rapidly.
~
E
unlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery
light. You step into the raging inferno and are transported to another
place.
~
E
runlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery
light! $n steps into the raging inferno and is gone.
~
E
arrive~
@BThe tome explodes into a ball of flame! $n steps out of it, seemingly
unconcerned.
~
E
book~
The conflagration disipates and when it is gone, there lies the old tome
back on its ledge unharmed.
~
E
nope~
You lack the key - perhaps try picking it.
~
!
0 0 0
-1
S
#51071
Foyer~
The foyer of this tower is large and spacious. The walls are finely-cut
grey marble and hung with battle-banners from various wars. The floor is
a finely-polished black marble with golden flecks, and set into the center
of it is a large, frighteningly realistic, polished steel emblem of a
clenched fist in bas-relief. The ceiling seems to be a single slab of
pure white marble, and gives the room a feeling of spaciousness, even
though there are no windows. To each side, archways lined with silver
lead further into the tower.
~
~
301465607 0 9 0
D0
heavy black gate~
heavy black gate~
407 2512 113 10 10 5
D1
~
~
0 -1 51081 10 10 5
D2
~
~
0 -1 51072 10 10 5
E
emblem~
Looking closer at the emblem, you can see that it is almost alive. The
metal seems more to be quicksilver, as is flexes slightly while you watch
it.
~
A
present~
emblem~
if( has_obj( 2513, ch ) ) {
act_tochar( #down, ch );
act_notchar( #rdown, ch );
transfer( ch, find_room( 51073 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
down~
As you present the Sword emblem, the silvery pool animates into a
human-sized, quicksilver hand and grasps you. Before you can blink, it
releases you and you find yourself elsewhere.
~
E
rdown~
As $n presents $s Sword emblem, the silvery pool animates into a
human-sized, quicksilver hand and grasps $m. Before you can blink, it
engulfs $n and then resumes its former shape.
~
E
arrive~
$n steps out of the pool of silver.
~
E
nope~
You don't have the proper emblem.
~
!
0 0 0
A
~
~
if( !is_follower( ch ) ) {
act_room( #close, ch );
send_to_room( #close, find_room( 113 ) );
close( room, north );
lock( room, north );
}
else
end;
~
E
close~
The gate shuts quickly, without a sound.
~
!
1 0 1
-1
S
#51072
The Grand Staircase, Ground Floor~
This room is just a simple walkway surrounding an immense, black
wrought-iron spiral staircase that rises upwards and decends into the
depths of the tower. The corners of the room have softly-glowing white
mage-lights for illumination, and a faint warmth seems to be eminating
from below. The staircase is cool to the touch and so solid in its
construction that it was probably forged on the spot, although you can
see no weld marks of any kind.
~
~
301465607 0 9 0
D0
~
~
0 -1 51071 10 10 5
-1
S
#51073
The Vault~
This room is made of seamless solid black marble from floor to ceiling,
and feels quite cold. The walls are lined with racks of varying sizes,
and hold a myriad of objects. The ceiling has a shimmering steel pool
in the design of a clenched fist floating on it, as if gravity had
reversed and someone had poured out gallons of mercury. The room also
appears to be quite soundproof as no outside sounds can be heard.
~
~
301533191 0 9 0
A
present~
emblem~
if( has_obj( 2513, ch ) ) {
act_tochar( #down, ch );
act_notchar( #rdown, ch );
transfer( ch, find_room( 51071 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
down~
As you present your key, the quicksilver emblem animates and rises from
the silver pool the floor has become, and grasps you, pulling you deep
within itself. You sink out of view.
~
E
rdown~
As $n presents $s Sword emblem, the silvery pool animates into a
human-sized, quicksilver hand and grasps $m. Before you can blink, it
engulfs $n and then resumes its former shape.
~
E
arrive~
$n steps out of the pool of silver.
~
E
nope~
You don't have the proper emblem.
~
!
0 0 0
-1
S
#51074
Arcane's Holding Cell~
This room is only about six feet tall and is very cramped, but cozy.
Along the west wall lies a bed about five feet in length and consists of
a goose down mattress and some yeti-skin blankets, there also appears to
be some movement under the blankets. The floor is covered with a massive
bear skin that has a brand on the back. In the corner you see a small
icebox labeled @b@W"Arcane's food KEEP OUT!"@n Next to the bed there is
desk that is covered with little doodads and paintings of various members
of KoEF and the rest look like family portraits. The whole east wall
appears to be a closet, inside you see all different types of old worn
out armor and weapons.
~
[Lansharra] look bed: ...its neck...
~
301465637 0 9 0
D0
small adamantite door~
small adamantite door~
391 2422 51018 10 10 5
E
bed~
You go to investigate the bed and push aside one of the yeti-skin
blankets and discover a little furry creature. It has a collar around
it's neck that says "Bob." This seems to be the loyal pet of Arcane.
~
E
brand~
This brand is right in the center of this massive grizzly skin and in the
center you see the letters "G A C."
~
E
desk~
This is small desk is made of very fine oak. In front of it you see a
small three legged stool. The top of this desk is covered with all kinds
of paints and portraits. One picture in paticular seems to catch your
attention. It looks like a portrait painted by the great Arcane himself.
You look at it and it's a picture of the members of KoEF.
~
-1
S
#51075
Black Obsidian Stone Hallway~
The smooth black obsidian stones of the hallway here have been polished
to a magnificent shine; your reflection be clearly seen as you gaze at
the blocks. Large colorful banners with the insignia of the Knights of
the Eternal Flame hang from the ceiling and drape down just above your
head. Tower shields made of adamantite, dyed a crimson-red color and
each bearing the image of a silver dragon, have been hung from the
eastern and western walls. An elegant marble arch crosses the edge of
the hallway to the south, seperating the hallways. To the north and
south the hallway continues through the vast corridors of the keep.
~
[Nettle] seperate should be separate
~
301465605 0 9 0
D0
~
~
0 -1 51076 10 10 5
D2
~
~
0 -1 51053 10 10 5
-1
S
#51076
Black Obsidian Stone Hallway~
Several dozen torches hang from sconces along the black obsidian walls of
the hallway, flickering with red-yellow flames and sending shadows
dancing across the stonework. Large murals have been painted across the
black tiled ceiling depicting regal silver dragons in flight over
snow-capped mountain peaks. Beautifully crafted lances and spears, each
detailed with rippling flames and striking dragons, hang from racks just
below the ceiling. The hallway continues its advance through the keep to
the north and south.
~
~
301465605 0 9 0
D0
~
~
0 -1 51077 10 10 5
D2
~
~
0 -1 51075 10 10 5
-1
S
#51077
Black Obsidian Stone Hallway~
The black obsidian stone walls of the hallway here are nearly obscured by
several dozen silk tapestries which drape across them. Each of the
tapestries depicts one of the lords of the knights since their beginning.
A few of the tapestries depict the lord's in battle against knights clad
in charcoal black armor supported by regiments of demons. A long banner
hangs down from the ceiling on which the image of a phoenix with its
wings spread has been embroidered with golden thread. Carved into the
eastern wall is a small niche within which rests a small black pearl.
The hallway continues to the south from this point, through the many
corridors of the keep.
~
[Terek] 51709 north
~
301465605 0 9 0
D0
~
~
0 -1 51079 10 10 5
D2
~
~
0 -1 51076 10 10 5
A
press~
pearl~
if( !has_obj( 2422, ch ) ) {
act_tochar( #pretty, ch );
act_notchar( #pretty1, ch );
}
if( has_obj( 2422, ch ) ) {
act_tochar( #poof, ch );
act_notchar( #poof1, ch );
transfer( ch, find_room( 51078 ) );
act_notchar( #appear, ch );
}
~
E
pretty~
@eYou touch the small black pearl and marvel at its smoothness.
~
E
pretty1~
@e$n touches the small black pearl and marvels at its smoothness.
~
E
poof~
@eAs you press the pearl into the niche the room is suddenly engulfed in
a flash of blinding white light and suddenly you find yourself in a
treasure-filled room.
~
E
poof1~
@e$n presses the pearl into the niche and suddenly the room is engulfed
in a flash of blinding white light, soon afterwards you notice $n has
vanished.
~
E
appear~
@eThe chamber is filled with a flash of blinding white light and as it
slowly dissipates you notice $n has appeared in the chamber.
~
!
0 0 0
-1
S
#51078
A Treasure Filled Stone Chamber~
This large stone chamber is filled completely with mounds of gold and
platinum coins, heavy steel chests and a few extremely large barrels.
Lying along the southern wall of the room are several dozen half-open
large sacks within which you can see thousands of precious gems and
stones. Along the northern wall lie several steel-banded chests engraved
with the seal of the Knights of the Eternal Flame and kept securely shut
by heavy adamantite locks. Carved into the north, east, and south walls
are glyphs of warding which pulse with an unearthly crimson light and hum
with magic. Lying in the southeast corner of the room, nearly obscured
by the mounds of gold coins, are several obsidian tower shields, each
engraved with a silver dragon upon their face. The western wall of the
room ripples and wavers with magic, distorting its form.
~
[Severus] the plural of belly pouches come up as 'pouchs'
~
301531197 0 9 0
A
enter go~
western wall ripples~
act_tochar( #enter, ch );
act_notchar( #enter1, ch );
transfer( ch, find_room( 51077 ) );
act_notchar( #appear, ch );
~
E
enter~
@eYou enter the rippling vortex of magic over the western wall and in the
blink of an eye find yourself in a black obsidian hallway.
~
E
enter1~
@e$n enters the rippling vortex of magic over the western wall and in the
blink of an eye vanishes.
~
E
appear~
@eA loud crackling sound fills the hallway and suddenly $n appears from
out of nowhere.
~
!
0 0 0
-1
S
#51079
Black Obsidian Stone Hallway~
Finely-detailed marble statues line the walls of the hallway here, each
fashioned in the likeness of a knight in red armor brandishing a long
spear. The statue's spears cross each other just above your heard
forming an arch. Draping down from the ceiling are silver silk
tapestries with the image of striking golden dragon embroidered on them
with golden thread. Hanging from the walls in golden sconces, covered in
flowing runes which pulse with a reddish aura, are several torches which
flicker with bright red flames, illuminating the hallway considerably and
causing shadows to dance across the obsidian stonework. The hallway
advances through the keep to the south and east from here.
~
~
301465605 0 9 0
D1
~
~
0 -1 51080 10 10 5
D2
~
~
0 -1 51077 10 10 5
-1
S
#51080
Black Obsidian Stone Hallway~
Several dozen statues, carved in the likeness of gold, copper, bronze,
silver and mercury, stand on each side of the hallway here. Each of the
dragons have uncut diamonds for eyes, each colored the same as the dragon
they have been set into. Suits of dragonscale armor hang from the
southern wall, surrounded by a fiery red aura from which a strong
presence of magic emanantes. Tucked in between each of the statues and
sets of armors are framed portraits of each member of the Knights of the
Eternal Flame. The hallway continues to the east and west from here,
through the neverending passages of the keep.
~
~
301465605 0 9 0
D3
~
~
0 -1 51079 10 10 5
D5
~
~
203 -1 51095 10 10 5
A
pull~
arm~
if( !is_open( room, down ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, down );
send_to_room( #up, find_room( 51095 ) );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, down );
send_to_room( #rup, find_room( 51095 ) );
}
~
E
pull~
You pull the arm of the suit of armor and a section of the floor slides
away!
~
E
rpull~
$n pulls the arm of the suit of armor and a section of the floor slides
away!
~
E
up~
A section of the ceiling slides away, revealing a trapdoor!
~
E
close~
You pull the arm of the suit of armor and a section of the floor slides
up to cover the trapdoor.
~
E
rclose~
$n pulls the arm of the suit of armor and a section of the floor slides up
to cover the trapdoor.
~
E
rup~
The trapdoor slides quietly shut.
~
!
0 0 0
-1
S
#51081
Kitchen~
This room is well-lit and warm. The walls are white marble
and lined with wrought-iron and oak racks containing various cooking
implements and spice containers. Against the east wall a large white
porcelain sink is mounted, and large hearth with a spit dominates the
northern wall. In the south and west walls, large silver and black
archways lead into the tower.
~
~
301465605 0 9 0
D0
~
~
479 -1 226 10 10 5
D3
~
~
0 -1 51071 10 10 5
E
wall~
A section of the northern wall is oddly opaque, and has a handle
and keyhole set into it.
~
E
door section~
There appears to be a very clever door built here, completely flush with
the wall and almost unnoticable. The lock appears to be of exquisite
quality as well.
~
A
unlock~
secret~
if( is_open( room, north ) ) {
act_tochar( #dork, ch );
end;
}
if( has_obj( 2512, ch ) ) {
act_tochar( #unlock, ch );
act_notchar( #runlock, ch );
wait( 1 );
act_tochar( #open, ch );
act_notchar( #ropen, ch );
open( room, north );
send_to_room( #room, find_room( 226 ) );
wait( 3 );
send_to_room( #close, room );
send_to_room( #rclose, find_room( 226 ) );
close( room, north );
}
else
act_tochar( #nope, ch );
~
E
open~
You pull the handle and the door slides silently inward.
~
E
unlock~
You unlock the secret door.
~
E
runlock~
$n unlocks the secret door.
~
E
ropen~
$n pulls the handle and the door slides silently inward.
~
E
close~
The wall slides closed.
~
E
room~
A section of the southern wall slides open.
~
E
rclose~
A section of the southern wall slides closed.
~
E
nope~
You lack the key - perhaps try picking it?
~
E
dork~
Its already open.
~
!
0 0 0
2372 17 1509949540 -2 0
1773 17 1509949540 -2 16
-1
S
#51082
Kitchen~
Under Construction.
~
~
301465607 0 9 0
-1
S
#51083
Black Obsidian Stone Hallway~
This wide hallway is completely barren of any tapestries or decorations.
The smooth, black obsidian blocks of the walls have been polished to a
high shine in which you can see your own reflection. A few torches,
burning with fiery red-orange flames, hang from the walls in
ruby-encrusted sconces. The high ceileing has been dyed a blood-red
color which seems to intensify the light from the torches, causing the
hallway to become brightly lit. To the south a large, elegant redwood
door, covered in ancient carvings depicting knights in battle, rising up
from within the wall. To the north the hallway continues to work its way
through the vast corridors of the keep.
~
~
301465607 0 9 0
D0
~
~
0 -1 51084 10 10 5
D2
elegant redwood door~
elegant redwood door~
407 2422 51004 10 10 5
-1
S
#51084
Black Obsidian Stone Hallway~
Large dark silk tapestries depicting various dragons in flight hang down
from the elegant black and grey tiled ceiling above. The eastern wall
has been turned into a giant mural; carvings depicting great dragons in
battle and armor-clad knights battling fearsome demons. The floor has
been transformed into an colorful mural of autumn and winter dragons
soaring through cloud filled skies, over mountain tops and across gentle
rolling plains. Set into the western wall is a heavy black adamantite
door from which a strong wave of heat emanates. To the north and south
the hallway continues through the vast expanses of the knight's keep.
~
[Terek] 51085 north
~
301465607 0 9 0
D2
~
~
0 -1 51083 10 10 5
D3
heavy black adamantite door~
heavy black adamantite door~
407 2422 51016 10 10 5
-1
S
#51085
Black Obsidian Stone Hallway~
Under Construction.
~
~
301465607 0 9 0
D0
~
~
0 -1 51086 10 10 5
-1
S
#51086
Black Obsidian Stone Hallway~
Under Construction.
~
~
301465607 0 9 0
D2
~
~
0 -1 51085 10 10 5
D3
~
~
0 -1 51087 10 10 5
-1
S
#51087
Black Obsidian Stone Hallway~
Under Construction.
~
~
301465607 0 9 0
D1
~
~
0 -1 51086 10 10 5
-1
S
#51088
Cluttered Tower Laboratory~
You stand in a large, dimly lit laboratory. A large lab table made of
black marble occupies the center of the room and is filled with various
parchments, beakers, and vials. The southern wall is bare save for a
large ironwood cabinet, from which spill innumerable sheafs of paper and
bound scrolls. A tall shelf of dark wood lines the western wall, covered
with neatly labelled specimen jars. On the eastern wall are seemingly
unordinary mahogany shelves, containing what appear to be spellbooks and
laboratory volumes. Despite the clutter noticeable all around the room,
the dark stone floor is bare. Through a doorway to the north you can see
a plushly carpeted study.
~
~
301531143 0 9 0
D0
~
~
0 -1 51089 10 10 5
A
~
~
send_to_room( #sound, room );
~
E
sound~
A gentle bubbling sound reaches your ears as some unidentifiable liquid
foams inside a beaker.
~
!
2 150 0
2747 17 1509949540 -2 0
2748 17 1509949540 -2 0
2749 17 1509949540 -2 0
-1
S
#51089
Plushly-carpeted Study~
You stand in a quiet, plushly-carpeted study. The eastern and western
walls are lined with bookshelves, containing volumes of all sizes and
colors. Hewn out of the rock to the north is a four foot tall square
window. The view from the window is astonishing, revealing that the
tower is actually quite high above the castle. Next to the window, a
large copper-bound tome rests on a small ledge. A doorway to the south
leads to a dimly-lit laboratory.
~
~
301465607 0 9 0
D2
~
~
0 62 51088 10 10 5
E
window~
A gentle breeze floats in from the window, although it seems that bad
weather is somehow shielded from entering the room. To the west stands
the glimmering expanse of the sea, the east the span of the forest, and
far on the horizon to the north rise the Dragonspires.
~
E
tome~
A large copper-bound tome rests on a rock ledge in the wall here. Its
cover is inscribed with a single mithril rune, but is otherwise unadorned.
Surprisingly enough, it is also free of the dust, cobwebs and moisture
found elsewhere in the tunnel. Although it seems unaffected by age, it
radiates a feeling of antiquity. A small latch on the side of the book
keeps it securely closed.
~
A
~
~
i = random( 1, 3 );
if( i == 1 )
send_to_room( #one, room );
if( i == 2 )
send_to_room( #two, room );
if( i == 3 )
send_to_room( #three, room );
~
E
one~
A cold wind blows in from the north, bringing the scent of the distant
mountains.
~
E
two~
The wind brings the smell of pine from the forest far to the east.
~
E
three~
A gentle breeze floats up from the nearby sea, smelling of seaweed and
brine.
~
!
2 300 0
A
unlock~
tome book~
if( has_obj( 2621, ch ) ) {
act_tochar( #unlock, ch );
act_notchar( #runlock, ch );
wait( 1 );
act_tochar( #unlock2, ch );
act_notchar( #runlock2, ch );
transfer( ch, find_room( 51070 ) );
act_notchar( #arrive, ch );
wait( 1 );
send_to_room( #book, room );
send_to_room( #book, find_room( 51070 ) );
}
else
act_tochar( #nope, ch );
~
E
unlock~
@BAs you fit the tiny copper key into the tome's keyhole, the book opens, its pages turning rapidly.
~
E
unlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery
light. You step into the raging inferno and are transported to another
place.
~
E
runlock~
@BAs $n fits the tiny copper key into the tome's keyhole, the book opens,
its pages turning rapidly.
~
E
runlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery
light! $n steps into the raging inferno and is gone.
~
E
book~
The conflagration disipates and when it is gone, there lies the old tome
back on its ledge unharmed.
~
E
arrive~
@BThe tome explodes into a ball of flame! $n steps out of it, seemingly
unconcerned.
~
E
nope~
You lack the key - perhaps try picking it.
~
!
0 0 0
2751 17 1509949540 -2 0
2751 17 1509949540 -2 0
-1
S
#51090
Cluttered Tower Laboratory~
Under Construction.
~
~
301531143 0 9 0
-1
S
#51091
Moxies Penthouse 'o' Lurve~
This room is small, but houses but a few major objects. In the north-west
corner, lies a double bed, its velvet red sheets looking VERY comfortable.
On the low ceiling above the bed, lies a full length mirror, its
beautifully reflective quality making the entire corner seem red. In the
west side, lies a huge ornate chest of drawers. Above the drawers lies a
plaque with the words 'Never forget the Past'.
~
~
301465607 0 9 0
D2
hard wood door~
hard wood door~
1 -1 51049 10 10 5
E
bed~
A large double bed with exotic red velvet sheets. It appears so
comfortable, as to entice you into its enclosing sheets. The mirror
above the bed seems a little odd however, as if the owner of the bed
enjoys looking at himself.
~
1763 17 1509949540 -2 0
-1
S
#51092
Meeting Room~
The room has a hexagonal shape. In the center of the room there is a
large round table covered in a snow white table cloth with a red
embroidered edge. There are dark wooden chairs around the table, with
high backs and arm rests. Each chair has a silver-red dragon carved on
its back. The room is well lit with eight balls of light shimmering in
the air, each in one corner of this unusually shaped room.
~
~
301465639 0 9 0
D2
~
~
0 -1 51001 10 10 5
-1
S
#51093
Storage Room~
This large room, box-like in shape, is decorated with war banners and
magnificent paintings.. some depicting ancient dragons in all their
prowess, others a group of friends standing victorious upon some
battlefield or the other. The windows, three in number, are barred and
glow with a faint magical aura; the door is the same save it is crafted
from a solid piece of oak twelve inches thick and reinforced with cold
steel bands. Lying carelessly about are a clutter of items, weapons and
armor and various containers.. some locked and other lying open, their
contents plainly viewed. The door to the west leads back to the main
hall.
~
~
301533223 0 9 0
D3
~
~
0 -1 51001 10 10 5
-1
S
#51094
A Round Obsidian Chamber~
This room is a gigantic round sinkhole, with walls of smoothest polished
obsidian. It gleams in the steady, but dim, light that emanates from
several strategically placed orbs of light. A spiral staircase descends
through the centre of this huge circular room, with four catwalks heading
off in each of the cardinal directions. These catwalks meet up with
another which runs around the circumference of the sinkhole. There is a
door at the junction of each walkway, and a symbol upon the surface of
each door. From where you are standing, each door looks subtly different
from it's neighbours. Looking down, you cannot tell where the sinkhole
ends. It looks like an awfully long way. Be careful not to lose your
footing..
~
~
301471749 0 9 0
D4
~
~
0 -1 51022 10 10 5
-1
S
#51095
Kastle's Cave~
Climbing down the stairs into the room, a sense of peace and tranquillity
envelops you. Dominating the southern corner or the room is a large idol.
A worn meditation mat made from several woven yeti hides lays in front of
the idol. Across the room from the idol is a bed carved into the obsidian
wall. A marble desk and chair sits in the final corner of this room.
Lining the wall over the desk is a tome covered shelf and a small candle
holder. The rest of the walls are covered with battle trophies. From
the ceiling hangs a fine crystal candle chandelier supported by a rope
tied off at the stairs for easy lighting.
~
~
301465605 0 9 0
D4
trapdoor~
trapdoor~
203 -1 51080 10 10 5
E
idol~
Before you stands a granite marble statue of a large dwarf meditating on
a stone platform. The dwarf's hands rest on his knees, while his eyes
peer upwards towards the holy gods. At the base of the idol is a pile of
incenses used to aid in focusing during meditation.
~
E
bed~
Carved into the western wall is a large square bed. Simple dwarven
runes are enscribed into the obsidian and filled with silver to ward
the occupant from danger while sleeping. Covering the bed are several
thick hides from mountain rams and yetis to provide warmth. A large
goose feather pillow rests at the head of the bed.
~
E
desk~
A simple marble desk rests here. On the desk is an assortment
of papers and scrolls reguarding quests and adventures. In
front of the desk is a huge oval block of marble polished smooth
with a shallow impression carved into the top, serving as a
chair for the desk.
~
E
tomes~
Lining the shelf are several collections of tomes. You can make out the
Chronicles of the Dwarven Empire, The Histories of the Holy Order of the
Monks and some private journals labled Klan Kildragyn.
~
E
trophies~
Many Trophies of war and battle like the walls. Among the many
items you see troll bones, hides from several fearsome beasts and
tokens and awards from completed quests over the many years.
~
E
chandelier~
An intricate chandelier of fine gems and crystals hangs here from the
ceiling of the chamber. Placed within the crystals are enchanted candles
that are smoke free. The crystals and gems have been intricately cut
so that they magnify the candle light casting it about the room with
even clarity and brightness.
~
E
stairs~
Several thick stairs leading up have been carved into the northern corner
of the room. The stairs have been polished to the point that they
reflect the light.
~
A
pull~
lever~
if( !is_open( room, up ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
open( room, up );
send_to_room( #up, find_room( 51080 ) );
}
else {
act_tochar( #close, ch );
act_notchar( #rclose, ch );
close( room, up );
send_to_room( #rup, find_room( 51080 ) );
}
~
E
pull~
You pull the lever and the trapdoor above you silently slides away.
~
E
rpull~
$n pulls the lever and the trapdoor above you silently slides away.
~
E
close~
You pull the lever and the trapdoor above you silently slides closed.
~
E
rclose~
$n pulls the lever and the trapdoor above you silently slides closed.
~
E
up~
A section of the floor slides away, revealing a hidden opening.
~
E
rup~
A section of the floor slides into place, hiding a dark opening.
~
!
0 0 0
1691 17 1509949540 -2 0
1765 17 1509949540 -2 0
-1
S
#0