#AREA
Orc Raider Camp~
Terek~
Orc Raider Camp~
30 0
0
#ROOMS
#27250
Inside a Dark Cave~
Peering into the darkness you discover that you are standing just inside
a dark, foul smelling cave. The cold, wet walls are slick with a slimey
moss that has accumulated over the years. The sound of dripping water
echoes throughout the cave breaking the eerie silence. Looking upon the
ground you notice the remaining bones of various rodents and some
humanoid beings. Off to the east and west lie two small alcoves. To the
north a dim light begins to break through the darkness of the cave. To
the south there seems to be a large boulder.
~
~
301465605 11 5 0
D0
~
~
0 -1 27253 10 10 5
D1
~
~
0 -1 27252 10 10 5
D2
boulder~
boulder~
235 -1 27274 10 10 5
D3
~
~
0 -1 27251 10 10 5
E
Bones~
The bones of these beings look as if they had been torn limb from limb.
The remaining bones resemble those of elves, lizardmen, and humans. Bits
of torn leather and cloth still cling to the remains and appear as tho
they died recently. Among the bones of humanoids lie those of rats and
small mice. Lying beneath the pile of bones is a small shiny object.
~
E
South Boulder~
The cave entrance is covered by what appears to be a large boulder. It
seems as though you may be able to move it.
~
A
Search~
pile bones~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 2 ) == 1 ) {
act_tochar( #got_key, ch );
act_notchar( #gotit, ch );
obj_to_char( oload( 1566 ), ch );
end;
}
}
act_tochar( #no_key, ch );
act_notchar( #nada, ch );
~
E
got_key~
Searching the bones you find a key.
~
E
no_key~
You search the bones, but find nothing of interest.
~
E
gotit~
You see $n search the pile of bones and pull something out from beneath
them.
~
E
nada~
$n searches the piles of bones but comes up empty-handed.
~
!
0 0 0
A
Push move~
boulder~
if( !is_open( room, south ) ) {
act_tochar( #1_open, ch );
act_notchar( #2_open, ch );
open( room, south );
}
~
E
1_open~
@b@WYour push the boulder with all your might and finally manage to move
it, revealing an exit out of the cave.
~
E
2_open~
@b@W$n begins to push the boulder, finally moving it revealing an exit
out of the cave.
~
!
0 0 0
2745 17 1509949450 -2 0
-1
S
#27251
A Crude Guard Post~
This small alcove has been crudely made into a guard post. Various
weapons have been strewn about the room. Straw beds lie in each corner
of the room giving off a foul smell. A small wooden table stands in the
center of the room covered with rotting slabs of meat. A shelf carved
straight into the cave's walls lies in the northern wall and it appears
that there a few items laying on it. Upon the south wall a small rune
glows with a pale blue light.
~
Attempting to "Get Ruby" Causes a firebolt to streak out from
within the rune. Bad pc's shouldve heed'd the warning ;)
~
301465613 11 5 0
D1
~
~
0 -1 27250 10 10 5
E
Rune~
Carved straight into the stone walls of this room, the rune glows with a
pale blue light. Closer examination shows that the script in which it
was carved in resembles something orcish. Surrounding the rune are many
red rubies which form a triangle around it. It looks as if the rubies
might be removable but whoever put them here most likely guarded them
from theft.
~
E
Shelf~
This shelf has been carved into the cave's walls with crude tools and
without much worry about perfection. Several articles lie on the shelf
but the strangest of them all are the collection of humanoid skulls. The
skulls have been lined up in a row as if they were taken as trophies.
~
E
straw~
This crude pile of straw seems to be used as a bed for the inhabitants of
this guard post. The straw gives off a quite foul odor, possibly from
from the mildew it has accumulated over the years. A thin cloth blanket
lies in a clump next to the straw.
~
A
get~
ruby~
act_tochar( #shock, ch );
act_notchar( #rshock, ch );
i = 3d10;
dam_message( ch, i, "The firebolt" );
inflict( ch, mob, i, "A glowing rune" );
~
E
shock~
As you reach toward the rubies, they begin to glow with a deep fiery red
light. Suddenly a bolt of fire streaks from within rune heading straight
towards you!
~
E
rshock~
$n attempts to take a ruby from its place. As soon as $s hand gets close
the rubies begin to glow with a deep fiery red color and a bolt of fire
streaks out from within the rune!
~
!
0 0 0
1219 9 1509949540 3 0
-1
S
#27252
Caved-In Guard Post~
A large pile of rocks lies against the eastern wall suggesting that
deadly cave in occurred recently. Sticking out from beneath the pile of
rocks is what appears to be the bones of some unfortunate victim who did
not make it out in time. A small fire pit lies in the center of the room
along with a single straw bed next to it. Looking up above you, you
notice a hole in the ceiling and you can see the sky above you.
~
~
301465613 11 5 0
D3
~
~
0 -1 27250 10 10 5
E
pile rocks~
This pile of rocks appears to be what is left of the ceiling. Most of
the rocks are far too large to even attempt to clear away. Sticking out
from beneath the rocks are the bones of this rooms former inhabitant who
did not escape in time.
~
E
bones~
The bones of this poor victim seem to have been shattered when the
cave-in occurred. The lack of any flesh on the bones suggest this person
died quite a long time ago.
~
E
fire pit small~
This small fire pit consists of only a few twigs and wood logs. Looking
closer it appears as though it has not been used in quite a while.
~
1219 9 1509949540 3 0
-1
S
#27253
A Damp Tunnel~
This tunnel is quite small, barely wide enough allow one person to walk
through without difficulty. The walls of the tunnel are covered with a
red-colored moss that gives off a strange red glow. A small stream of
water snakes beneath your feet heading deeper into the cave. The footing
here is very unstable and hard to tell if it will improve. The tunnel
begins to slant downwards towards the north making this a most dangerous
journey.
~
[Terek] Adding Dex roll check for unstable footing.
~
301465605 11 5 0
D0
~
~
0 -1 27254 10 10 5
D2
~
~
0 -1 27250 10 10 5
E
Moss~
This thick, red moss covers every inch of the ceiling and walls of this
tunnel. It glows with an unnatural fiery red color and seems to emit
heat warming this part of the cave. Every few moments the glow dims and
then brightens.
~
A
~
0~
if( find_skill( ch, float ) < 0 )
if( find_stat( ch, dex ) < random( 1, 15 ) ) {
act_tochar( #slip, ch );
act_notchar( #r_slip, ch );
interpret( ch, "sit" );
}
else
continue;
else
continue;
~
E
slip~
@b@WYou lose your footing and tumble to the ground.
~
E
r_slip~
@b@W$n slips and tumbles to the ground.
~
!
3 0 1
-1
S
#27254
A Damp Tunnel~
The tunnel begins to drop steeply down toward the north. Sounds of
dripping water and the occasional tumble of small rocks from the walls
echo throughout the tunnel. Barrels, crates and other containers line
the walls of the tunnel making it even more difficult to squeeze through.
~
~
301465605 11 5 0
D0
~
~
0 -1 27256 10 10 5
D2
~
~
0 -1 27253 10 10 5
E
Barrel Crate~
Many barrels and crates line the walls here. Judging by the amount it
must have taken a large force of men to haul this many supplies through
this terrain. Each of the barrels and crates have been broken open and
their contents extracted leaving nothing but the crate's padding.
~
A
~
~
if( find_skill( ch, float ) < 0 )
if( find_stat( ch, dex ) < random( 1, 15 ) ) {
act_tochar( #slip, ch );
act_notchar( #r_slip, ch );
interpret( ch, "sit" );
}
else
continue;
else
continue;
~
E
slip~
@b@WYou lose your footing and tumble to the ground.
~
E
r_slip~
@b@W$n slips and tumbles to the ground.
~
!
3 0 5
1199 9 1509949540 3 0
1199 9 1509949540 3 0
2745 17 1509949455 -2 0
-1
S
#27255
Raider Chieftain's Chambers~
You are standing in a well-furnished chamber. Elegant walnut desks,
tables, and chairs fill the room. A crude fireplace has been carved into
the east wall, which provides the room with its heat. A large bookcase
sits against the west wall, filled completely with books and old tomes.
A very large oak table lies in the center of the room, covered with
papers and books. Carved into the north wall are a line of elegant runes
which glow faintly.
~
Runes in wall open secret passage to treasure room, Push rune in order
Circle, Square, Diamond, Triangle to open
[Terek] Will lower chief's area
[Rebekka] DIFFERENT in rune
~
301465605 11 5 0
D0
~
~
123 -1 27273 10 10 5
D2
Iron-Banded Door~
Iron-banded door~
391 1566 27265 10 10 5
E
Table desk large~
A beautifully carved oak table lies in the center of the room. Papers
and books are stacked on it along with a fresh mug of ale. Looking
closer at the papers they seem to contain some writing that is still
legible.
~
E
Paper papers~
Examining the papers you noitce that most of them are maps of the
surrounding area. Several notes have been scribbled along the edges of
the papers detailing caravan routes and ambush sites. Several other
papers contain more detailed raiding plans on Sos-Kul and caravans in the
area.
~
E
Bookcase~
A elegant maple bookcase stands here. Several books seem to have
survived the ages and are still intact and legible. Most of the books
are those of the art of war while others are detailed manuscripts on
forging weapons.
~
E
Runes North elegant~
The runes have been carved straight into the stone wall of this chamber.
Each rune is represented by a different shape, a square, diamond, circle,
and triangle, each glowing with its own faint light. Closer examination
shows that the runes seem to be on a type of stone plate and look as tho
you could possibly push them into the wall.
~
A
push touch~
square~
if( !rflag( status0, room ) ) {
if( !rflag( status1, room ) ) {
if( !rflag( status2, room ) ) {
set_rflag( status0, room );
act_tochar( #touch, ch );
act_notchar( #rtouch, ch );
}
}
}
else{
act_tochar( #zap, ch );
act_notchar( #rzap, ch );
i = 3d10;
dam_message( ch, i, "The electric discharge" );
inflict( ch, mob, i, "The electric discharge" );
set_rflag( status2, room );
}
~
E
touch~
You touch the square rune, but nothing happens.
~
E
rtouch~
@b@Y$n touches the square rune.
~
E
zap~
You touch the square rune, and suddenly it releases an electric discharge
which strikes you!
~
E
rzap~
$n touches the square rune, and suddenly an electric discharge leaps from
its surface striking him!
~
!
0 0 0
A
push touch~
Diamond~
if( rflag( status0, room ) ) {
if( !rflag( status2, room ) ) {
if( !rflag( status1, room ) ) {
set_rflag( status1, room );
act_tochar( #touch, ch );
act_notchar( #rtouch, ch );
}
}
}
else {
act_tochar( #zap, ch );
act_notchar( #rzap, ch );
i = 4d10;
dam_message( ch, i, "The electric discharge" );
inflict( ch, mob, i, "The electric discharge" );
set_rflag( status2, room );
}
~
E
touch~
You touch the diamond rune, but nothing happens.
~
E
rtouch~
@b@Y$n touches the diamond rune.
~
E
zap~
You touch the diamond rune, and suddenly it releases an electric discharge
which strikes you!
~
E
rzap~
$n touches the diamond rune, and suddenly an electric discharge leaps from
its surface striking him!
~
!
0 0 0
A
push touch~
triangle~
if( rflag( status1, room ) ){
if( rflag( status0, room ) ){
if( !rflag( status2, room ) ) {
set_rflag( status2, room );
act_tochar( #touch, ch );
act_notchar( #rtouch, ch );
wait( 2 );
act_room( #opens, ch );
send_to_room( #opens_there, find_room( 27273 ) );
open( room, north );
wait( 30 );
send_to_room( #close1, find_room( 27273 ) );
send_to_room( #close1_here, find_room( 27255 ) );
wait( 10 );
send_to_room( #close2, find_room( 27273 ) );
send_to_room( #close2_here, find_room( 27255 ) );
wait( 10 );
send_to_room( #closed, find_room( 27273 ) );
send_to_room( #closed_here, find_room( 27255 ) );
close( room, north );
}
}
}
else {
act_tochar( #zap, ch );
act_notchar( #rzap, ch );
i = 4d10;
dam_message( ch, i, "The electric discharge" );
inflict( ch, mob, i, "The electric discharge" );
set_rflag( status2, room );
}
~
E
touch~
You touch the triangle rune and suddenly the room is filled with a
rumbling sound.
~
E
rtouch~
@b@Y$n touches the triangle rune and a rumbling sound fills the room.
~
E
zap~
You touch the triangle rune, and suddenly it releases an electric discharge
which strikes you!
~
E
rzap~
$n touches the triangle rune, and suddenly an electric discharge leaps from
its surface striking him!
~
E
opens~
@CThe rumbling continues to echo throughout the room as a crack in the
northern wall begins widen. After a few moments the crack is wide enough
to permit passage beyond it. The crack ceases to widen and the rumbling
sound dies out.
~
E
close1~
@RA loud rumbling sound fills the room as the walls begins to vibrate.
Peering around you notice that the crack in the southern wall which you
came through has begun to close. In a matter of time it will close
leaving you with no way out.
~
E
close1_here~
@RA loud rumbling fills the room and you suddenly notice the crack in the
northern wall becoming thinner as it slowly closes.
~
E
close2~
@RThe crack in the southern wall is almost completely gone. This is your
final chance to escape while there is still time or be forced to face the
rest of your life sealed in this room with no hope of escape.
~
E
close2_here~
@RThe crack in the northern wall continues to close and is almost
completely sealed off now.
~
E
closed~
@RThe crack has been sealed leaving you trapped! You are forced to live
your remaining years trapped in this damp, dark chamber. It is only a
matter of time before the oxygen supply in the room runs out bringing you
to a slow, painful death.
~
E
closed_here~
@RThe crack in the north wall closes, and the loud rumbling sounds cease.
~
E
opens_there~
@CA loud rumbling noise fills the air, as a crack in the southern wall
widens enough to permit passage through it.
~
!
0 0 0
A
push touch~
circle~
if( mob_in_room( 1218, room ) ) {
act_tochar( #nada, ch );
end;
}
else {
if( rflag( status0, room ) ) {
remove_rflag( status0, room );
if( rflag( status1, room ) )
remove_rflag( status1, room );
if( rflag( status2, room ) )
remove_rflag( status2, room );
act_tochar( #touch, ch );
act_notchar( #rtouch, ch );
}
}
~
E
touch~
You touch the circular rune, but nothing happens.
~
E
rtouch~
@b@Y$n touches the circular rune.
~
E
nada~
@WYou find it difficult to touch the runes with the raider chieftain
looming infront of them.
~
!
0 0 0
1218 9 1509949540 3 0
1219 9 1509949540 3 0
1219 9 1509949540 3 0
-1
S
#27256
A Damp Tunnel~
The constant sound of dripping water reaches your ears along with the
sounds of water draining somewhere nearby. Off to the north a bright
light seems to break through the darkness of the tunnel. A dead silence
covers the area and is only broken by the sound of your own footsteps.
To the south the tunnel begins to climb steeply upwards.
~
~
301465605 11 5 0
D0
~
~
0 -1 27257 10 10 5
D2
~
~
0 -1 27254 10 10 5
-1
S
#27257
A Large Cavern~
This large chamber seems to have been naturally formed over many
centuries. Stalactites and stalagmites cover most of the cavern's edges,
making movement difficult. Droplets of water trickle down the
stalactite's surface making a drip-drop sound echo throughout the cavern.
Torches line the walls of the cavern giving off barely enough light to
see clearly. Shadows dance along the wall suggesting movement but from
an unknown source. Small fire pits have been placed every few feet on
the cavern's floor in an attempt to heat this large chamber.
~
~
301465605 11 5 0
D0
~
~
0 -1 27260 10 10 5
D1
~
~
0 -1 27258 10 10 5
D2
~
~
0 -1 27256 10 10 5
D3
~
~
0 -1 27259 10 10 5
E
stalactites stalagmites~
Formed over many centuries, these stalactites and stalagmites cover the
interior of the cavern. Each one is quite different from the either,
some different shapes while others sparkle with beautiful arrays of
colors.
~
E
fire pits~
The fire pits have seem to be placed here in a vain attempt to heat the
chamber. The pits are stacked high with wooden logs suggesting that
someone lurks nearby tending to them.
~
-1
S
#27258
Cooking Area~
Many piles of wet straw litter the floor of this section of the cavern.
Stone-working tools have been scattered over the floor along with several
sacks of rocks. A small fire pit lies in the corner of the room giving
off very little heat. A small pile of charred bones lie next to the fire
pit apparently the remains of someone's meal.
~
~
301465605 11 5 0
D0
~
~
0 -1 27261 10 10 5
D3
~
~
0 -1 27257 10 10 5
E
Charred bones pile small~
The bones have been charred to a deep black color, possibly from lying in
a fire pit. It is hard to distinguish what the remains once were due to
the deformities caused by extreme heat.
~
E
straw wet~
Mounds of wet straw litter the floor and appear to be used as beds of
sorts. Mildew has built up on it from the wet climate here making them a
gooey mess.
~
1199 9 1509949540 3 0
-1
S
#27259
A Large Cavern~
This area of the cavern is much colder then other parts due to a large
hole in the ceiling. Smoke from the various fire pits wafts up towards a
the ceiling, only to float through the hole exiting the cavern. Upon the
southern wall there is a large patch of green moss and a faint glow seems
to emanate from behind it. The western wall has had a large portion of
stone removed from it and is scarred by deep stone nicks.
~
~
301465605 11 5 0
D0
~
~
0 -1 27262 10 10 5
D1
~
~
0 -1 27257 10 10 5
E
Moss~
The moss on this wall seems to pushed into its cracks rather then growing
over naturally. A dim glow emanates from behind moss and the faint
outline of an orcish rune can be seen.
~
E
hole west~
This hole is no larger then four inches wide by six inches high. It
looks as though several attempts were made to create a tunnel or another
room but the miners struck bedrock halting their construction.
~
E
Rune glowing Diamond~
The rune glows with a pale yellow light and small diamonds surround the
rune forming a perfect square. Pieces of the of rock have been chipped
away in what appears to be an attempt to pry the diamonds loose.
~
A
Get touch~
Diamond Rune~
act_tochar( #diam, ch );
act_notchar( #rdiam, ch );
i = 3d10;
dam_message( ch, i, "The blast of cold air" );
inflict( ch, mob, i, "A glowing yellow rune" );
~
E
diam~
As your hand touches the diamonds they suddenly turn very cold and begin
to pulse with a deep blue light. The rune brightens quickly and suddenly
releases a blast of frigid air!
~
E
rdiam~
$n grabs hold of a diamond trying to pry it from its hole. Suddenly the
rune pulses with a deep blue light and releases a blast of frigid air
towards $n!
~
!
0 0 0
A
Touch move~
Moss~
act_tochar( #touch, ch );
act_notchar( #r_touch, ch );
~
E
touch~
@b@WYou move the moss away from the wall and discover a hidden rune
behind it.
~
E
r_touch~
@b@W$n moves the moss away from the wall, revealing a hidden rune.
~
!
0 0 0
A
search~
crack hole~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 10 ) < 5 ) {
act_tochar( #got_rock, ch );
obj_to_char( oload( 143 ), ch );
end;
}
}
act_tochar( #no_rock, ch );
~
E
got_rock~
You search the crack and find a small rock.
~
E
no_rock~
You search the crack, but find nothing of intrest.
~
!
0 0 0
1199 9 1509949540 3 0
-1
S
#27260
A Large Cavern~
This section of the cavern is quite bare except for a few spears strewn
about the floor. Carved below you on the floor are some crude drawings
and they appear to be quite old. A small puddle of fresh blood lies on
the floor along with a bloodied spear. The cavern's silence is
occasionally broken by either the sound of dripping water or your own
footsteps. Off to the north a large door has been set into the cavern
wall. A brightly lit room room is off to your east.
~
[Rebekka] spear extra?
~
301465605 11 5 0
D0
~
~
0 -1 27265 10 10 5
D1
~
~
0 -1 27261 10 10 5
D2
~
~
0 -1 27257 10 10 5
D3
~
~
0 -1 27262 10 10 5
E
Drawings Floor Crude~
The drawings are those of various shapes, each with its own number
beneath it. The drawings are quite old but you can still manage to make
out the numbers beneath the shapes. A diamond with a three beneath it, a
triangle with a four, a circle with a one, and a square with a two.
There is no sure way of telling why someone would draw something like
this but apparently it meant something to them.
~
E
puddle blood~
The puddle upon the blood is quite large, about 4' x 4' and gives off a
horrid stench. It appears that some sort of battle took place judging by
the bloodied spear lying on the floor.
~
1199 9 1509949540 3 0
-1
S
#27261
A Large Cavern~
Several piles of bloodied weapons and armor have been stacked in this
chamber. A wave of heat hits the area and seems to be coming from
somewhere to the east of you. The chamber seems deathly quiet and only
occasionally broken by the sound of dripping water or the flicker of a
fire pit. A horrid stench assails you and it seems to emanate from the
room to the east.
~
~
301465605 11 5 0
D0
~
~
0 -1 27266 10 10 5
D1
~
~
0 -1 27269 10 10 5
D2
~
~
0 -1 27258 10 10 5
D3
~
~
0 -1 27260 10 10 5
E
pile weapons armor~
All of the weapons and armor in these piles are completely useless. They
have been bent, snapped, and torn to shreds beyond repair. Fresh blood
still trickles down the weapons surface adding to the gore.
~
A
search get~
pile piles bloodied weapons armor~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 10 ) == 1 ) {
act_tochar( #got_weap, ch );
obj_to_char( oload( 1080 ), ch );
end;
}
}
act_tochar( #no_weap, ch );
~
E
got_weap~
You search the pile of rusty weapons and find one still usable.
~
E
no_weap~
You search the pile of rusty weapons but find nothing usable.
~
!
0 0 0
1199 9 1509949540 3 0
2745 17 1509949450 -2 0
-1
S
#27262
A Large Cavern~
Several barrels and crates have been placed in this section of the cavern.
The barrels and crates are fairly new and have been handled carefully by
the looks of them. Piles of rope and several logs have been oddly placed
here and seem completely out of place. A draft of cold air blows through
the room every few moments, eminating from somewhere to the west.
~
~
301465605 11 5 0
D0
~
~
0 -1 27267 10 10 5
D1
~
~
0 -1 27260 10 10 5
D2
~
~
0 -1 27259 10 10 5
D3
~
~
0 -1 27268 10 10 5
E
piles rope logs~
Several bundles of rope and a few logs have been stacked here. Many of
the logs have deep gashes and cuts in them made by what appears to be
stone. It seems as though these supplies were used to haul the heavy
crates and barrels into the cave.
~
E
barrels crates~
These barrels appear to have been recently brought into this cave by the
condition of them. The lids of the crates and barrels have been tightly
nailed shut and it appears as though no amount of force could pry them
open. Several of the crates have blood stains on them but the blood is
dry suggesting that they were hauled in quite a time ago.
~
A
search get~
crates barrels~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 10 ) < 5 ) {
act_tochar( #got_beef, ch );
obj_to_char( oload( 823 ), ch );
end;
}
}
act_tochar( #no_beef, ch );
~
E
got_beef~
You search the barrels and crates and find a slab of beef!
~
E
no_beef~
You search the crates and barrels, but find nothing useful.
~
!
0 0 0
1199 9 1509949540 3 0
-1
S
#27263
A Damp Tunnel~
Under Construction.
~
~
301465601 3 5 0
-1
S
#27264
A Damp Tunnel~
Under Construction.
~
~
301465601 3 5 0
-1
S
#27265
A Large Cavern~
Looming before you is a large iron-banded door that has been placed into
the cavern wall. A small ray of light shines through a small crack along
the door's edges. Upon the northern wall above the door, large glowing
rune has been placed. Two torches hang on each side of the door serving
as light sources for this chamber. There is a large crack in the wall
and as the torches flicker something glitters from within it.
~
~
301465605 11 5 0
D0
Iron-Banded Door~
Iron Banded Door~
391 1566 27255 10 10 5
D1
~
~
0 -1 27266 10 10 5
D2
~
~
0 -1 27260 10 10 5
D3
~
~
0 -1 27267 10 10 5
E
crack glitter~
As the light flickers gently, something begins to glitter. Looking more
closely you can make out the source to be a large slab of mithril ore.
The ore is far too large to remove and it appears that someone has
already tried to remove it to no avail.
~
E
rune glowing~
Yet another rune has been place upon the cavern wall. It glows with a
faint yellow light which slowly brightens and diminishes. A circle of
emeralds surround the rune which also glow with an unearthly yellow light.
~
E
door iron-banded~
This massive door has been made of the finest oak planks and reinforced
with iron bands. The door looks almost impossible to break down without
breaking a few bones while trying. A small handle seems to serve as a
door knob. A tiny keyhole has been placed just below the handle.
~
A
search get~
crack mithril~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 10 ) < 5 ) {
act_tochar( #got_mith, ch );
obj_to_char( oload( 1588 ), ch );
end;
}
}
act_tochar( #no_mith, ch );
~
E
got_mith~
You reach into the crack and grab hold of a piece of rock.
~
E
no_mith~
You attempt to grab hold of the mithril, but fail to reach it.
~
!
0 0 0
1199 9 1509949540 3 0
-1
S
#27266
Near a Pile of Bones~
A huge pile of bones fills this entire corner of the cavern. The bones
resemble those of humanoids and not just common rodents. Rats crawl in
and out from underneath the pile, gnawing at whatever bits of flesh still
remain. Bits and pieces of what was once fine armor still cling to some
of the bones but is completely unusable.
~
~
301465605 11 5 0
D2
~
~
0 -1 27261 10 10 5
D3
~
~
0 -1 27265 10 10 5
E
bones pile~
These are the remains of what appear to have once been humans. Skulls,
femurs, and other pieces have been ripped off and tossed into the pile
casually. Bits of flesh still hang from some of the remains suggesting
they died recently. Large teeth marks in some of the bones suggest
something quite large did this and was not produced by a small rat.
~
E
armor~
Once fine leather armor and plate armor, they are now completely
worthless. The leather has been torn to shreds beyond repair and the
platemail has become rusted and brittle to the touch.
~
1199 9 1509949540 3 0
-1
S
#27267
A Large Cavern~
The walls of this chamber have been heavily worked on. Large cracks,
holes, and cuts scar its surface. Wheelbarrels and pickaxes lie
scattered about the room suggesting that heavy mining has taken place
here. Within some of the holes and cracks in the wall there seems to be
something shimmering in its recesses.
~
~
301465605 11 5 0
D1
~
~
0 -1 27265 10 10 5
D2
~
~
0 -1 27262 10 10 5
E
hole crack shimmering~
Large holes and cracks cover the wall suggesting that heavy mining has
taken place. Within some of the cracks and holes there is what appears
to be chunks of mithril ore just out of reach. It appears that the
miners attempted to extract it but hit the hard bedrock just before it
and could go no further.
~
A
Get~
Mithril~
Act_tochar( #Mith, ch );
act_notchar( #r_mith, ch );
~
E
Mith~
You try and grab a chunk of mithril ore, but the bedrock prevents you.
~
E
r_mith~
$n reaches into the crack, but comes up empty-handed.
~
!
0 0 0
1199 9 1509949540 3 0
-1
S
#27268
Storage Area~
Several crates and barrels fill this small storage room. The room is
incredibly cold and damp and gives off a horrid stench of rotted meat.
Rats swarm the area picking up bits and pieces of the remaining food and
chewing holes in the crates. Most of the crates and barrels contents
have long since spoiled and the once fresh meat and wine now are rotten.
Bales of what was once fine silk and cotton but now worthless material
littered with holes lies in the corner of the room.
~
~
301465613 11 5 0
D1
~
~
0 -1 27262 10 10 5
E
cotton silk bales~
Many bails of what was once fine cotton and silk lie in the corner of the
room. Water, moths, and time has made these once fine fabrics completely
worthless and of no value. The bails that were once used to transport
these wares have been smashed open leaving only a few planks of wood.
~
488 9 1509949540 3 0
1230 9 1509949540 3 0
1230 9 1509949540 3 0
1230 9 1509949540 3 0
1044 9 1509949540 3 0
-1
S
#27269
Raider's Barracks~
Several slain bodies lie in heaps across this room. Pikes, spears and
bloodied swords still stick into the dead bodies making it seem as though
they were slain just recently. The walls of this room are covered in
fresh and dried blood and the smell of death and decay hangs in the air.
Several small straw beds line the wall and a small fire pit lies in the
center of the room. Bundles of spears and pikes lean against the walls
of this chamber as blood slowly drips from their tips.
~
~
301465605 11 5 0
D0
~
~
0 -1 27271 10 10 5
D2
~
~
0 -1 27272 10 10 5
D3
~
~
0 -1 27261 10 10 5
E
piles bodies slain~
A foul stench of decay emanates from the piles of the bodies. The bodies
are those of humans, elves, lizardmen and dwarves and fresh wounds
suggest that they died very recently. Broken spears and pikes still
stick within the bodies creating a gruesome scene of death. The bodies
have been severely mutilated and only a blood-thirsty beast could
possibly do such a horrific thing.
~
E
bundles spears pikes~
Bundles of spears and pikes lie against the walls of the room with fresh
blood still trickling down their surfaces. The spears and pikes are
quite large, far too big for a human to use but almost perfectly sized
for a troll, orc, or ogre.
~
E
straw~
Several piles of straw that have been converted into a crude bed line the
walls of the room. The straw is quite damp from water dripping on it
over long periods of time making it a gooey mess.
~
E
Pit small fire~
This small fire pit seems to be in use at the moment as you notice a
small rabbit on a spit, slowly roasting. Small swirls of smoke rise up
giving the room a grey, hazy atompshere.
~
A
get search~
bundles spears pikes~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( random( 1, 10 ) == 1 ) {
act_tochar( #got_weap, ch );
obj_to_char( oload( 3006 ), ch );
end;
}
}
act_tochar( #no_weap, ch );
~
E
got_weap~
You search the bundles of spears and pikes and find one still in good
condition.
~
E
no_weap~
You search through the bundles of spears and pikes, but find nothing
useful.
~
!
0 0 0
1199 9 1509949540 3 0
1199 9 1509949540 3 0
1199 9 1509949540 3 0
-1
S
#27270
A Damp Tunnel~
Under Construction.
~
~
301465601 3 5 0
-1
S
#27271
Raider's Barracks~
This room has been cluttered with several large sacks, straw beds, and
bundles of weapons. A small iron forge lies in the corner of the room
billowing smoke up through a ventilation hole in the ceiling. Several
weapon molds lie scattered across the room and a few of them contain
liquid iron. Just above the forge, a large rune shimmers brightly and
emits a faint buzzing sound.
~
cauldron 1572 loads and is full of molten metal.
leaving room without emptying load 1574, molten metal has cooled, heavy
and smaller container. Worth 2 ingots for the metal in it, but none for
the cauldron.
emptying before leaving loads 987, empty, lighter and bigger container,
but poor quality and worth 0 ingots.
~
301465605 11 5 0
D2
~
~
0 -1 27269 10 10 5
E
rune shimmering large~
The rune shimmers with a bright golden light and several glowing violet
tourmalines form a diamond around it. Stone cuts next to the rune
suggest someone has very recently tried to remove the rune.
~
E
forge small~
The forge seems to be currently in use as iron is melted into liquid form.
Smoke swirls from its chimneys only to be sucked out by a gust of air
from a ventilation hole in the ceiling. Every few moments the sound of
bubbling iron comes from within the forge breaking the silence of the
room. Even though the forge is small it must have taken an army to haul
such a heavy item into this cave.
~
A
get touch~
rune tourmalines violet~
act_tochar(#tour, ch );
act_notchar( #rtour, ch );
i = 4d10;
dam_message( ch, i, "The arc of electricity" );
inflict( ch, mob, i, "A shimmering rune" );
~
E
tour~
As your hand nears the rune, it begins to shimmer brightly as an arc of
electricity leaps from its surface striking you!
~
E
rtour~
$n reaches for the shimmering rune and suddenly an arc of electricity
leaps from its surface, striking $m!
~
!
0 0 0
A
~
~
if( has_obj( 1572, ch ) ) {
junk_obj( has_obj( 1572, ch ) );
obj_to_char( oload( 1574 ), ch );
act_tochar( #solid, ch );
}
continue;
~
E
solid~
The liquid metal in the cauldron is rapidly cooling and has already begun
to solidify.
~
!
3 0 4
1199 9 1509949540 3 0
1231 9 1509949540 3 0
1572 17 100 -2 0
1572 17 100 -2 0
1572 17 80 -2 0
1572 17 40 -2 0
1572 17 20 -2 0
-1
S
#27272
Raider's Barracks~
The walls of this chamber are very jagged and it looks as though this
chamber is unfinished. Mining tools litter the floor along with chunks
of freshly chipped rock. A large crack runs down the south wall and the
faint sound of dripping water can be heard from deep within its bowels.
A single torch hangs from the wall shedding very little light on the area
causing you to continually bump into walls.
~
~
301465604 11 5 0
D0
~
~
0 -1 27269 10 10 5
E
South S Crack~
The crack is no larger than twelve inches in diameter by twelve inches
high. The faint sound of dripping water echoes from within its bowels
and peering closer you notice it could possibly lead to another chamber
but there seems to be no possible way to get through it.
~
E
tools mining~
Pickaxes, shovels, and other various mining tools litter the floor. The
tools are covered in a thick layer of dust and appear quite rusty. It
appears that the tools are now just worthless pieces of metal.
~
1199 9 1509949540 3 0
-1
S
#27273
Secret Treasure Room~
Piles of hoarded treasure captured by the raiders has been thrown into
this room. Large sacks filled with various loot lie scattered about the
room. Examining the the hoard, you surmise that the exact wealth of it
all is enough to satisfy ten kings. Upon the ground are the remains of a
human, his skull completely crushed.
~
~
301465605 11 5 0
D2
~
~
123 -1 27255 10 10 5
E
remains human skull~
These appear to be the remains of a clergyman by the looks of his
remaining white robes. Little remains of his skeleton, most of it seems
to have been crushed be falling rocks which shattered his skull. His
outstretched hand still grasps a rusty iron mace which is buried beneath
the rocks.
~
1556 49 1509949540 -2 0
16 81 1509949540 -2 0
16 81 1509949452 -2 0
77 81 1509949441 -2 0
983 81 1509949445 -2 0
998 81 1509949445 -2 0
1023 81 1509949445 -2 0
1039 81 1509949515 -2 0
1554 81 1258291225 -2 0
910 81 1509949445 -2 0
938 81 1509949445 -2 0
953 81 1509949445 -2 0
956 81 1509949445 -2 0
893 81 1509949445 -2 0
911 81 1509949445 -2 0
876 81 1509949445 -2 0
944 81 1258291205 -2 0
1531 81 1509949460 -2 0
-1
S
#27274
Before a Rocky Cliff~
The cliff's face rises up above the swamp, providing a natural shelter
from the elements. Several vines, moss, and other vegetation cover the
cliff's walls, making it seem that it is just another part of the swamp.
Upon the northern wall of the cliff lies a very large boulder covered by
a few vines and it appears as though that it is covering something.
~
[Terek] Push Boulder To reveal cave entrance.
[Irmo] When close boulder is done, boulder is captialized
[Lansharra] move boulder: both close and open would be nice :P
[Celine] Wouldnt it just?
[Kastle] when you open the boulder here, its Boulder, should be lowercase b
~
301465612 11 9 0
D0
boulder~
boulder~
235 -1 27250 10 10 5
D1
~
~
0 -1 27275 10 10 5
E
North Boulder Large~
The boulder is quite large and appears very heavy. Looking more closely
you notice that it seems to be covering an opening of sorts and it may be
possible to move the boulder.
~
A
push move~
boulder~
if( !is_open( room, north ) ) {
act_tochar( #1_open, ch );
act_notchar( #2_open, ch );
open( room, north );
}
~
E
1_open~
@b@WYou push the boulder with all your might and finally manage to move
it, revealing a dark cave opening.
~
E
2_open~
@b@W$n begins to push the boulder finally moving it, revealing a dark
cave opening.
~
!
0 0 0
-1
S
#27275
Faint Trail Through the Swamp~
The sounds of the swamp's inhabitants can be heard all around you, adding
to the dark image of the swamp. This portion of the trail has become
more of a sandy base rather then a muddy one, and several footprints are
clearly visible. A small piece of tattered cloth clings to a branch on
the trail's path as it wavers slightly in the breeze.
~
~
301465605 11 9 0
D2
~
~
0 -1 27276 10 10 5
D3
~
~
0 -1 27274 10 10 5
E
footprints floor~
The tracks head towards the west and south and it is difficult to
determine what made them due to the ever-changing swamp. Closer
examination shows that the tracks seem fairly new and the trail is
well-used.
~
E
Cloth tattered small piece~
The cloth appears to be quite old by the dirt stains and condition of it.
A small patch of blood on it suggest that whoever came through here may
have been wounded.
~
-1
S
#27276
Faint Trail Through the Swamp~
Three feet of thick mud cover this section of the trail making passage
difficult and quite messy. Dead trees, large vines and dense vegetation
make movement all too difficult. Visibility on the trail is barely over
three feet due to the dense foliage which allows no light to pass through.
~
~
301465605 11 9 0
D0
~
~
0 -1 27275 10 10 5
D3
~
~
0 -1 27277 10 10 5
-1
S
#27277
Faint Trail Through the Swamp~
The trail here twists and turns through the dense vegetation and it
almost appears that someone has attempted to cover the trail's path by
laying vines and tree branches over it. Upon the ground are a set of
footprints that head in both directions and a poor attempt to conceal
them seems to have been made.
~
~
301465605 11 9 0
D1
~
~
0 -1 27276 10 10 5
D2
~
~
0 -1 31130 10 10 5
E
footprints~
It is hard to determine who or what made the footprints, but it appears
as though some were made by humanoid beings. The footprints are set deep
into the ground suggesting that either someone very heavy came through
here or someone was carrying a heavy load.
~
-1
S
#0