#AREA
Town of Medienne~
Ravyl~
~
0 0
0
#ROOMS
#101
Before the Great Temple of Medienne~
Before you lies the Great Temple of Medienne. This is a truly awesome
structure, having remained untouched by the years of constant fighting.
Forty foot white marble pillars, flecked with silver, point the way to
the inner sanctum within. The temple itself is the epitome of
Greco-Roman architecture down to it's sculptured bronze door and
fountain, the latter of which is shooting glittering drops of water high
into the air.
~
~
335020871 0 9 0
D0
altar door~
altar door~
131 -1 140 10 10 5
D2
~
~
0 -1 102 10 10 5
E
1 north~
To the north you see the entrance to the Temple Sanctum.
~
E
1 south~
You see the beginning of North Temple Road.
~
E
sculptures door 1 north~
The doors to the temple are sheathed in bronze and the pictures sculpted
upon them depict a central point of peace and light, surrounded on all
sides by leering faces, shadowy darkness, and along the bottom a huge
dark figure of vague hoves, tentacles, and bat-shaped wings.
~
1 17 1509949540 -2 0
2104 9 1509949540 3 0
-1
S
#102
North Temple Road~
As you walk down this street you are constantly getting nudged and bumped
by the many repair men working here. Although the town was nearly
destroyed in the last recent battle, the people seem determined to
rebuild things back to their recent grandeur. To the north you can see
the temple, seeming untouched by damage, glistening in a few rays of
sunlight poking through the clouds above. Two busy shops flank the
street here, an armory shop to the west, and a weapons shop to the east.
~
~
301465665 1 9 0
D0
~
~
0 -1 101 10 10 5
D1
~
~
0 -1 131 10 10 5
D2
~
~
0 -1 103 10 10 5
D3
~
~
0 -1 130 10 10 5
E
1 north~
You see the magnificent Temple of Medienne.
~
E
1 east~
You see the newly built Weapon Shop.
~
E
1 south~
You see the street continue south.
~
E
1 west~
You see the ever busy Armor Shop.
~
868 9 1509949540 3 0
-1
S
#103
North Temple Road~
North Temple Road continues north and south here with various people
hurrying by in both directions. None of them look at you as they pass,
keeping their eyes afixed to the ground ahead. A jewelry shop to the
west appears open, but still undergoing repairs. On the other side of
the road is a busy food store, with not too long of a line to get in.
~
~
301465665 1 9 0
D0
~
~
0 -1 102 10 10 5
D1
~
~
0 -1 133 10 10 5
D2
~
~
0 -1 104 10 10 5
D3
~
~
0 -1 132 10 10 5
E
1 north~
You see a street.
~
E
1 east~
You see an open unfinished shop.
~
E
1 south~
You see an intersection.
~
E
1 west~
You see an open unfinished shop.
~
-1
S
#104
Intersection of Temple and Medienne~
This is the intersection of North Temple Road and Medienne Avenue. The
east-west running avenue was named after the town and leads past store
fronts and eventually to the residential districts. There aren't many
hawkers here, having retreated from the cold to be indoors, and the
figures you do pass seem bundled up and wary of you, giving no greeting.
~
~
301465665 1 9 0
D0
~
~
0 -1 103 10 10 5
D1
~
~
0 -1 255 10 10 5
D2
~
~
0 -1 105 10 10 5
D3
~
~
0 -1 261 10 10 5
E
1 north~
You see North Temple Road continuing.
~
E
1 east~
You see Medienne Avenue continuing.
~
E
1 south~
You see North Temple Road continuing.
~
E
1 west~
You see Medienne Avenue continuing.
~
868 9 1509949540 3 0
868 137 1509949540 3 0
-1
S
#105
North Temple Road~
There is construction all along this street, with people removing the
rubble from the collapsed building to the east. The building to the west
seems undamaged an bustling with business. It seems a two-story affair
with the basement being a tavern, and the main floor the owners
dwelling. The cracked street of Temple Road continues north and south.
~
~
301465665 1 9 0
D0
~
~
0 -1 104 10 10 5
D1
~
~
0 -1 142 10 10 5
D2
~
~
0 -1 106 10 10 5
D3
~
~
0 -1 138 10 10 5
E
1 north~
You see an intersection.
~
E
1 east~
You see a structure in ruins.~
E
1 south~
You see North Temple Road continuing
~
E
1 west~
You see the Newly Rebuilt Tavern.
~
E
east 142~
No description~
A
~
~
send_to_char( #char, ch );
act_notchar( #room, ch );
continue;
~
E
room~
$n walks down the stairs and heads into the tavern.
~
E
char~
You walk down the steps and enter the tavern.
~
!
3 3 8
1507 9 1509949540 3 0
1504 9 1509949540 3 0
-1
S
#106
North Temple Road~
This cobbled road continues north, but to the south is what looks like a
small sooty park at the central intersection of town. To the west is a
newly finished shop. It is currently awaiting some brave souls to open a
business here.
~
~
301465665 1 9 0
D0
~
~
0 -1 105 10 10 5
D1
boarded up doorway~
~
0 -1 139 10 10 5
D2
~
~
0 -1 107 10 10 5
D3
door~
door~
17 2470 141 10 10 5
E
1 north~
You see the road continuing.
~
E
1 south~
You see the crossroads.
~
E
1 west~
You see a finished but empty store.
~
868 9 1509949540 3 0
-1
S
#107
Cross Roads of Medienne~
This is the central square of Medienne, which seems to have once been a
kind of small park. It caught afire in the last battle, and the trees
are now blackened skeletons and the bushes charred stumps. A soot-stained
@efountain@n which once fed the various shrubs and flowers, serves now to
only wash around the soot. The once great Main Street, now pretty much
rubble, crosses Temple Road here.
~
~
301465675 1 9 0
D0
~
~
0 -1 106 10 10 5
D1
~
~
0 -1 251 10 10 5
D2
~
~
0 -1 128 10 10 5
D3
~
~
0 -1 250 10 10 5
E
1 north~
You see the beginning of North Temple Road.
~
E
1 east~
You see Main Street leading to the east gate.
~
E
1 south~
You see the slums of Medienne.
~
E
1 west~
You see Main Street leading to the west gate.
~
1507 9 1509949540 3 0
1 17 1509949540 -2 0
868 9 1509949540 3 0
868 9 1509949540 3 0
868 137 1509949540 3 0
1508 9 1509949540 3 0
-1
S
#108
West Gate of Medienne~
This huge set of stonemasonry towers guard Medienne's west gate. There
is a series of gates leading to the world beyond, but first you have to
pass through the guards that are keeping watch here. By the side of the
gate is a large wooden @elever@n which would appear to open and close the
portcullis.
~
~
301465665 1 9 0
D1
~
~
0 -1 109 10 10 5
D3
portcullis~
portcullis~
195 -1 172 10 10 5
E
1 east~
You see the beginning of Main Street.
~
E
1 west~
You see the inside of the Medienne gates. The portcullis is raised.~
A
pull~
lever~
if( is_player( ch ) ) {
if( is_open( room, west ) ) {
send_to_char( #nothing, ch );
};
else {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
send_to_room( #to_all, room );
open( room, west );
}
}
else
act_tochar( #no, ch );
~
E
to_all~
The portcullis slowly opens with a grinding of gears.
~
E
to_room~
$n pulls the lever.
~
E
to_char~
You pull the lever.
~
E
nothing~
Nothing happens.
~
E
no~
You lack hands large enough to manipulate this lever.
~
!
0 0 2
A
push~
lever~
if( is_player( ch ) ) {
if( !is_open( room, west ) ) {
send_to_char( #nothing, ch );
};
else {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
act_room( #to_all, ch );
close( room, west );
}
}
else
act_tochar( #no, ch );
~
E
to_all~
The portcullis drops down with a loud crash.
~
E
to_room~
$n pushes the lever.
~
E
to_char~
You push the lever.
~
E
nothing~
Nothing happens.
~
E
no~
You lack hands large enough to grasp and push the lever.
~
!
0 0 2
868 9 1509949540 3 0
868 9 1509949540 3 0
868 137 1509949540 3 0
-1
S
#109
Intersection of Celemn and Main~
Main Street runs east and west, while Celemn Road runs north and south.
To the north, there is rebuilding, children playing and hope, while to
the south is gloom and ruined buildings, with tents cluttered around the
dirty street.
~
~
301465665 1 9 0
D0
~
~
0 -1 114 10 10 5
D1
~
~
0 -1 249 10 10 5
D2
~
~
0 -1 126 10 10 5
D3
~
~
0 -1 108 10 10 5
E
1 north~
You see Celemn Road.~
E
1 east~
You see Main Street.~
E
1 south~
You see Celemn Road.~
E
1 west~
You see the West Gate of Medienne.~
-1
S
#110
Main Street~
As you walk down Main Street the recent battle-damage is quite evident.
To the north is the Leather Shop. The shop looks unstable but is open
regardless of that. Business must be very good with all the fighting and
all.
~
[Benbo] leather smith
~
301465665 1 9 0
D0
~
~
0 -1 143 10 10 5
D1
~
~
0 -1 253 10 10 5
D3
~
~
0 -1 252 10 10 5
E
1 north~
You see a run down Leather Shop.~
E
1 east~
You see the Crossroads.~
E
1 south~
You see the remains of the Bank~
E
1 west~
You see Main Street.~
E
east~
You see Main Street.
~
868 9 1509949540 3 0
-1
S
#111
Main Street~
You are standing in the rubble of this once great street. To the north
is the ruins of the Old Hotel of Medienne. The old familiar sign lies on
the street reminding you of all the nights you have stayed there. To the
south is the The Medienne Pet Shop, although in ruins, it still looks open.
~
~
301465665 1 6 0
D0
~
~
0 -1 145 10 10 5
D1
~
~
0 -1 252 10 10 5
D2
~
~
0 -1 207 10 10 5
D3
~
~
0 -1 251 10 10 5
E
1 north~
You see the ruins of the Old Inn.~
E
1 east~
You see Main Street.~
E
1 south~
You see the Pet Shop.~
E
1 west~
You see the Crossroads~
-1
S
#112
Main Street~
This is the eastern end of Main Street, where Manor Road intersects
Main Street. From this vantage point you can see the rest of Medienne and
from the looks of things, no part of this city was spared the hardship
of battle. From the north a spine chilling winds whips down Manor Road,
and continues south. To the east of you, you spot the east gate of
Medienne.
~
~
301465665 1 9 0
D0
~
~
0 -1 123 10 10 5
D1
~
~
0 -1 113 10 10 5
D2
~
~
0 -1 124 10 10 5
D3
~
~
0 -1 254 10 10 5
E
1 north~
You can see Manor Road.~
E
1 east~
You see the East Gate.~
E
1 south~
You see Manor Road.~
E
1 west~
You see Main Street.~
1504 9 1509949540 3 0
-1
S
#113
East Gate of Medienne~
The Towers have been hastily rebuilt after their recent destruction. No
matter how much stone or plaster, it cannot cover all the scars left from
the recent battle. Workers are here trying to erect the town gates.
This is to keep the citizens safe from the dangers beyond.
~
~
301465673 1 9 0
D1
portcullis~
portcullis~
195 -1 226 10 10 5
D3
~
~
0 -1 112 10 10 5
E
1 west~
You see the beginning of Main Street~
E
s south~
The gates of the tower to the south are made of heavy black wrought iron
and look like they could withstand a tremendous amount of punishment.
Set in the center is an emblem of a silver fist trimmed in red.
~
A
pull~
lever~
if( is_player( ch ) ) {
if( is_open( room, east ) ) {
send_to_char( #nothing, ch );
};
else {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
send_to_room( #to_all, room );
open( room, east );
}
}
else
act_tochar( #no, ch );
~
E
to_all~
The portcullis slowly opens with a grinding of gears.
~
E
to_room~
$n pulls the lever.
~
E
to_char~
You pull the lever.
~
E
nothing~
Nothing happens.
~
E
no~
You lack hands large enough to pull the lever.
~
!
0 0 2
A
push~
lever~
if( is_player( ch ) ) {
if( !is_open( room, east ) ) {
send_to_char( #nothing, ch );
};
else {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
act_room( #to_all, ch );
close( room, east );
}
}
else
act_tochar( #no, ch );
~
E
to_all~
The portcullis drops down with a loud crash.
~
E
to_room~
$n pushes the lever.
~
E
to_char~
You push the lever.
~
E
nothing~
Nothing happens.
~
E
no~
You lack hands large enough to manipulate that lever.
~
!
0 0 2
868 9 1509949540 3 0
868 9 1509949540 3 0
868 137 1509949540 3 0
-1
S
#114
Celemn Road~
This is the residential area of Medienne, there are people here
fixing what used to be their homes. To the east is a humble home, while
to the west it looks like someone turned their home into some kind of
business. There is a sign above the door.
~
~
301465665 1 9 0
D0
~
~
0 -1 115 10 10 5
D1
door~
door~
391 -1 156 10 10 5
D2
~
~
0 -1 109 10 10 5
D3
door~
door~
1 -1 155 10 10 5
E
1 north~
You see Celemn Road.~
E
1 east~
You see a peasant's home.~
E
1 south~
You see Main Street~
E
1 west~
It looks like someones home, but the front door is open and people come
and go every once in a while.
~
E
sign~
The sign is very weathered and looks old. Trying to read it, you think
it says 'marital arts'. Maybe it's a counseling classes?
~
-1
S
#115
Celemn Road~
As you stand here looking, you watch the people of this once mighty town
rebuilding their homes. You are a little taken back by the anger and
distrust in their eyes. Something must be happening around here that you
don't yet know about. To the north you see an intersection.
~
~
301465665 1 9 0
D0
~
~
0 -1 116 10 10 5
D1
door~
door~
391 -1 158 10 10 5
D2
~
~
0 -1 114 10 10 5
D3
door~
door~
391 -1 157 10 10 5
E
1 north~
You see an intersection.~
E
1 east~
You see a meager dwelling.~
E
1 south~
You see Celemn Road.~
E
1 west~
You see a squalor dwelling.~
-1
S
#116
Intersection of Celemn and Medienne~
A cold wind blows down from the north as you stand in this intersection.
Two sun-bleached signs on a corner state the names Celemn Road and
Medienne Avenue. To the north you see more homes, but to the east you
can see the outline of some shops.
~
~
301465665 1 9 0
D0
~
~
0 -1 117 10 10 5
D1
~
~
0 -1 262 10 10 5
D2
~
~
0 -1 115 10 10 5
D3
~
~
0 -1 159 10 10 5
E
1 north~
You see Celemn Road.~
E
1 east~
You see Medienne Avenue.~
E
1 south~
You see Celemn Road~
E
1 west~
You see a dark alley.~
868 9 1509949540 3 0
1508 9 1509949540 3 0
-1
S
#117
North End of Celemn Road~
You are at the end of Celemn Road, surrounded by houses. They look
complete but are being heavily fortified in case another assault from
the outside world ensues. The houses to the east and west look
like they have just been completed. To the south is an intersection.
~
~
301465665 1 9 0
D0
door~
door~
391 62 161 10 10 5
D1
door~
door~
391 62 162 10 10 5
D2
~
~
0 -1 116 10 10 5
D3
door~
door~
391 62 160 10 10 5
E
1 north~
You see a Citizen's House.~
E
1 east~
You see a Citizen's House.~
E
1 south~
You see an intersection.~
E
1 west~
You see a Citizen's House.~
1504 9 1509949540 3 0
-1
S
#118
Medienne Avenue~
The road is well built to serve the business district and the passing of
loaded wagons. You are in the outskirts of the business district, with
more shop fronts to the east. To the north, a sign creaking in the wind
proclaims a bakery and a warm haven from the cold, while to the south a
stubby tower-like structure proclaims itself a a shop of magic.
~
~
301465665 1 9 0
D0
~
~
0 -1 134 10 10 5
D1
~
~
0 -1 119 10 10 5
D2
~
~
0 -1 136 10 10 5
D3
~
~
0 -1 256 10 10 5
E
1 north~
You see the bakery.~
E
1 east~
You see an intersection.~
E
1 south~
You see an empty store.~
E
1 west~
You see an intersection.~
-1
S
#119
Medienne Avenue~
This street is in the finishing stages of reconstruction, and there are
workmen painting the shops here. To the south is the Town's trading
post, where almost anything can be found. To the north is a shop
specializing in luxuries.
~
~
301465665 1 9 0
D0
~
~
0 -1 135 10 10 5
D1
~
~
0 -1 259 10 10 5
D2
~
~
0 -1 137 10 10 5
D3
~
~
0 -1 118 10 10 5
E
1 north~
You see a Luxuries Shop.~
E
1 east~
You see Manor Road.~
E
1 south~
You see the Town Trading Post.~
E
1 west~
You see an intersection.~
-1
S
#120
North End of Manor Road~
You are at the end of Manor Road. The houses in this area are the
nicest you've seen with many appearing newly built. The Manor House at
the end of the street to the north, is especially nice and richly
designed.
~
~
301465665 1 9 0
D0
door~
door~
131 -1 164 10 10 5
D2
~
~
0 -1 121 10 10 5
D3
door~
door~
391 -1 163 10 10 5
E
1 north~
You see a Lord's House
~
E
1 east~
You see a rich merchant's house.
~
E
1 south~
You see Manor Road.
~
E
1 west~
You see a rich merchant's house.
~
1508 9 1509949540 3 0
-1
S
#121
Intersection of Manor and Medienne~
This street looks untouched by the devastation, but upon closer
inspection there are still scars. A cold wind blows from the north as
you look down the streets, Medienne Ave heading west and Manor Road north
and south. A nice-looking house rises to the east behind a large gate.
A prominent-looking @b@Rsign@n is posted on the gate.
~
action written so gate closes automaticall
~
301465665 1 9 0
D0
~
~
0 -1 120 10 10 5
D1
large iron gate~
~
131 -1 214 10 10 5
D2
~
~
0 -1 122 10 10 5
D3
~
~
0 -1 260 10 10 5
E
1 north~
You see Manor Road.
~
E
1 south~
You see Manor Road.
~
E
1 west~
You see Medienne Avenue.
~
E
1 east house sign~
You look at the large sign on the east wall outside the manor.
It reads, in large block letters, @b"BEWARE OF DOG! NO TRESSPASSING!"
~
A
~
~
if( !is_player( ch ) )
continue;
if( is_open( room, east ) ) {
act_room( #swing, ch );
close( room, east );
}
continue;
~
E
swing~
The gate to the east swings shut with a low thud.
~
!
3 -1 13
868 9 1509949540 3 0
868 9 1509949540 3 0
-1
S
#122
Manor Road~
You are standing on Manor Road surrounded by newly completed houses,
built primarily for defense. The citizens have learned a valuable
lesson from the ever present threat of conflict. A cold wind gusts from
the north sending chills up your spine.
~
~
301465665 1 9 0
D0
~
~
0 -1 121 10 10 5
D2
~
~
0 -1 123 10 10 5
D3
door~
door~
391 -1 167 10 10 5
E
1 north~
You see Manor Road.
~
E
1 east~
You see a merchant's home.
~
E
1 south~
You see Manor Road
~
E
1 west~
You see a merchants home.
~
1508 9 1509949540 3 0
-1
S
#123
Manor Road~
The citizens are still repairing their homes here after the most recent
battle. They have come to know that on this frontier, war and strife are
a part of life, and they persevere and try once again to rebuild their
lives. The few that you pass, give you wide berth.
~
~
301465665 1 9 0
D0
~
~
0 -1 122 10 10 5
D1
door~
door~
391 -1 170 10 10 5
D2
~
~
0 -1 112 10 10 5
E
1 north~
You see Manor Road.~
E
1 east~
You see an unfinished home.~
E
1 south~
You see Main Street.~
E
1 west~
You see a wooden shell of a house.
~
-1
S
#124
Manor Road~
You step into this dark street and you can feel something staring at you.
There is a desolate feeling on the street. There is a foul smelling odor
originating from the south. You see the ruins of once nice homes, now
housing the poor and homeless of Medienne. Directly to the east, a huge,
apparently windowless dark grey tower looms over the eastern gate of
Medienne.
~
~
301465665 1 9 0
D0
~
~
0 -1 112 10 10 5
D2
~
~
0 -1 125 10 10 5
E
1 north~
You see Main Street.~
E
1 south~
You see Manor Road.~
1721 9 1509949520 3 0
-1
S
#125
The Medienne Town Dump~
As you walk down this street, you nearly trip on the piles of junk that
has been accumulating. It looks like the citizens have used this street
as a dump, piling all the rubble from the rebuilding. To the south, east
and west, it seems the street has been blocked off on purpose. You can
see a quickly erected wall in between the piles of trash. Something evil
must lurk there.
~
west used to connect to the dump, 45301
~
301465665 1 9 0
D0
~
~
0 -1 124 10 10 5
E
1 north~
You see the slums of Manor Road.~
246 17 1509949540 -2 0
-1
S
#126
Celemn Road~
From the architecture of the ruins, you conclude that these once were the
houses of nobles. These once great houses now house Medienne's destitute
population. The place seems dead, even the people walking around seem to
have no vigor. As if that wasn't enough, they seem worried and nervous
about something, and give you a wide berth.
~
~
301465665 1 6 0
D0
~
~
0 -1 109 10 10 5
D2
~
~
0 -1 127 10 10 5
D3
door~
door~
391 -1 153 10 10 5
E
1 north~
You see Main Street.~
E
1 east~
You see a house in ruins.~
E
1 south~
You see Celemn Road.~
E
1 west~
You see the ruins of a once great house.~
-1
S
#127
Celemn Road~
The road here is filled with dips and potholes. These are the slums
plain and simple. There is litter cluttering the street along with
rubble from the last battle. To either side stand tents, their pieces of
cloth or animal skin is positioned to keep the occupants out of rain. To
the south the town wall towers over the end of the street.
~
used to link to 1750
[Darkon] The tent *says* it is open, but I can't enter it.
~
301465665 1 9 0
D0
~
~
0 -1 126 10 10 5
D1
tent~
tent~
1 -1 152 10 10 5
D3
tent~
tent~
1 -1 151 10 10 5
E
1 north~
You see Celemn Road.~
E
1 east~
You see a tent house.~
E
1 west~
You see a tent house.~
-1
S
#128
South Temple Road~
This is the seedier part of town. Although this is a large street, there
is very little light here, and it looks more like an alley. To the west
is The Rusty Nail, a bar for those looking for danger. While across the
street is a small shop that deals in strange things like reagents, parts
of creatures, rare potions, etc. Temple Road intersects Main to the
north and continues south here.
~
~
301465665 1 9 0
D0
~
~
0 -1 107 10 10 5
D1
door~
door~
1 -1 148 10 10 5
D2
~
~
0 -1 129 10 10 5
D3
~
~
0 -1 147 10 10 5
E
1 north~
You see the Crossroads.~
E
1 east~
You see an Alchemist Shop.~
E
1 south~
You see South Temple Road.~
E
1 west~
You see the Rusty Nail.~
A
~
~
room = find_room( 147 );
mob = mob_in_room( 310, room );
if( mob ) {
send_to_room( #all, room );
junk_mob( mob );
}
continue;
~
E
all~
Feral feels reinforcements may be arriving and jumps back out of combat,
and spins out through the doorway before you can give chase.
~
!
3 3 8
1504 9 1509949540 3 0
-1
S
#129
South Temple Road~
There is a gate blocking the street to the south. Its iron bars are
covered in magic scrawlings and runes. Looking around, you think
sarcastically that they have done a great job. This street is in bad
condition and no rebuilding is taking place. Old buildings stand to
either side.
~
~
301465665 1 9 0
D0
~
~
0 -1 128 10 10 5
D1
door~
door~
131 -1 150 10 10 5
D3
door~
door~
391 -1 149 10 10 5
E
1 north~
You see South Temple Road.~
E
1 east~
You see an old dark building. A dim light comes from the open door.~
E
1 west~
You see a rundown building with unrepaired damage.~
E
4 gates 1 south scrawlings runes~
The marks and runes on the gates look like primitive wards of evil.
Whatever is beyond is wanted kept out. The gates seem welded shut and
you see no easy way to climb them.
~
E
1 west~
The building on the western side of the street, stands dark and lonely.
Windows broken and dark, with apparent unrepaired fire damage.
~
E
building buildings~
Look in the direction, so i know which one you mean.
~
E
1 east~
The building looks old and rundown. You do catch a dim light in one of
the lower windows, and a faded and now unreadable sign hangs out front.
~
868 9 1509949540 3 0
-1
S
#130
The Armory~
You are standing in a huge armor shop. Shelves are filled with almost
every type of armor known, and some you have never seen before.
By the sound of the armorer's money bag, business has been good.
There is a big sign here. (better read it).
~
~
335024199 0 5 0
D1
~
~
0 -1 102 10 10 5
E
1 east~
You see North Temple Road.
~
E
sign~
The sign actually looks like a really large shield.
The sign reads:
Buy - Buy something from the store.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much your armor is worth.
Sell - Sells your armor.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
1004 9 1509949540 3 0
2062 17 1509949515 -1 0
2061 17 1509949540 -1 0
2002 17 1509949540 -1 0
2022 17 1509949540 -1 0
2042 17 1509949540 -1 0
2102 17 1509949540 -1 0
2125 17 1509949540 -1 0
2181 17 1509949540 -1 0
186 17 1509949515 -1 0
980 17 1509949490 -1 0
1077 17 1509949515 -1 0
2003 17 1509949515 -1 0
2103 17 1509949490 -1 0
2182 17 1509949515 -1 0
-1
S
#131
The Weapon Shop~
The newly finished Weapons Shop is bustling with customers looking to
arm themselves, to defend their homes. The cabinets are bare, and there is
a very limited stock on hand.
Above a rack of high quality spears hangs a sign.
~
~
335024199 0 5 0
D3
~
~
0 -1 102 10 10 5
E
1 west~
You see the North Temple Road.~
E
sign~
The sign reads:
Buy - Buy something from the store.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much your weapon is worth.
Sell - Sells your weapon.
Custom - Shows the customs made here.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
970 9 1509949540 3 0
33 17 1509949540 -1 0
34 17 1509949515 -1 0
255 17 1509949441 -1 0
3004 17 1509949490 -1 0
3000 17 1509949540 -1 0
3002 17 1509949540 -1 0
3001 17 1509949540 -1 0
1087 17 1509949441 -1 0
3028 17 1509949540 -1 0
3029 17 1509949490 -1 0
1043 17 1509949540 -1 0
3104 17 1509949490 -1 0
3032 17 1509949540 -1 0
3005 17 1509949540 -1 0
3006 17 1509949515 -1 0
3007 17 1509949490 -1 0
3008 17 1509949465 -1 0
3014 17 1509949540 -1 0
3023 17 1509949465 -1 0
3034 17 1509949540 -1 0
3035 17 1509949465 -1 0
3033 17 1509949445 -1 0
-1
S
#132
The Jewelry Shop~
This plush shop is practically empty, it seems like there is not a big
demand for jewelry now. There are cases of very expensive jewelry and raw
uncut gems.
There is a jewel encrusted sign here waiting to be read.
~
~
335024199 0 5 0
D1
~
~
0 -1 103 10 10 5
E
1 east~
You see North Temple Road.~
E
sign~
The sign has little sample of every precious gem known to man
The sign reads:
Buy - Buy a wonderful piece of jewelry from the store.
List - Shows the store's current selection.
Value - The shopkeeper will tell you how much you treasure is worth.
Sell - Sells you item.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
1005 9 1509949540 3 0
3004 17 1509949540 16 0
31 17 1509949470 -1 0
32 17 1509949490 -1 0
105 17 1509949470 -1 0
-1
S
#133
The Grocery Shop~
This shop has all the items a brave adventurer may need. There are
shelves of food, bags and various light sources. This huge store is busy
with people buying the necessities of survival.
There is a big sign nailed to the counter here.
~
~
335024199 0 5 0
D3
~
~
0 -1 103 10 10 5
E
1 west~
You see North Temple Road.~
E
sign~
The sign reads:
Buy - Buy something from the store.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much your item is worth.
Sell - Sells your item to the Grocer.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
1002 9 1509949540 3 0
4 17 1509949540 -1 0
26 17 1509949540 -1 0
25 17 1509949490 -1 0
55 17 1509949470 -1 0
28 17 1509949540 -1 0
3004 17 1509949540 16 0
948 17 1509949540 -1 0
1460 17 1509949540 -1 0
-1
S
#134
The Bakery~
You walk inside and all overcome by the aromas. Sweet pastries and soft
warm bread make you stomach rumble. There is flour all over the floor,
and a glass case in the corner shows the products of a busy baker's work.
Above the case is a sign almost covered by flour.
~
~
335024199 0 5 0
D2
~
~
0 -1 118 10 10 5
E
1 south~
You see Medienne Avenue.~
E
sign~
The sign is barely readable due to the floral covering it.
The sign reads:
Buy - Buy's a delicious confection from the store.
List - Shows the store's selection.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
1001 9 1509949540 3 0
28 17 1509949540 -1 0
29 17 1509949540 -1 0
30 17 1509949540 -1 0
3004 17 1509949540 16 0
743 17 1509949540 -1 0
1460 17 1509949540 -1 0
-1
S
#135
The Medienne Luxury Shop~
This is nicest shop you have ever seen, superbly crafted cups and glass
are displayed in crystal cases. There are items here from all the realms.
The excessive gold leaf plating on the walls and all these priceless trinkets
make the store seem gaudy.
There is a sign here (looks important better read it.)
~
make a rosewood chair and maybe a table for this guy. maybe a candalabra
or vase.
[Tulip] how about having chet give some info on this sceptre thingy when asked.
[Risca] When you sell multiple things it says: You sells to Chet
~
301469767 0 5 0
D2
~
~
0 -1 119 10 10 5
E
1 south~
You see Medienne Avenue.~
E
sign~
The sign reads:
If you Break it you Buy It!
Buy - Buy something from the expensive inventory.
List - Shows the store's exotic inventory.
Value - The shopkeeper will tell you how much your trash is worth.
Sell - Sells your treasure to Chet.
Wedding bands: are custom made to fit only the person who customs the
item.
~
1007 9 1509949540 3 0
3004 17 1509949540 16 0
40 17 1509949465 -1 0
1186 17 1509949450 -1 0
1411 17 1509949470 -1 0
-1
S
#136
The Medienne Magic Shop~
The store is more like a fortress with thick granite walls and metal bars
over the windows. Strange things clutter every space of the room, with
little tags describing their function, many of which you don't
understand. The magical energy is almost tangible causing the hairs on
the backs of your arms and neck to rise, and somewhere in a corner is a
persistent humming sound. There is a sign on the back wall.
~
[Kysa] In mpcode for scroll quest, Krasnog mispelled because when he says
I see you no longer have sheaf.
~
335024199 0 5 0
D0
~
~
0 -1 118 10 10 5
D2
copper door~
copper door~
407 -1 168 10 10 5
E
1 north~
You see Medienne Avenue.~
E
sign~
The sign seems to hover just off the back wall, and in dull glowing
letters in an appropriately archaic script.
The sign reads:
Buy - Buys a piece of magic from the store.
List - Shows the store's selection.
Value - The shopkeeper will tell you how much your magical item is worth.
Sell - Sells your magical item.
~
E
s south copper door~
A solid door of copper covered with etched symbols of arcane nature.
There is no lock, but where you'd expect one there is instead a
half-spherical indentation surrounded by small etched symbols.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
120 9 1509949540 3 0
1020 17 1509949540 -1 0
285 17 1509949460 -1 0
1025 17 1509949515 -1 0
882 17 1509949480 -1 0
871 17 1509949480 -1 0
-1
S
#137
The Medienne Trading Post~
This place looks more like a junkyard than a trading post. There a piles
of various cloths and trinkets that won't fit in the overstuffed shelves.
Although most of items look worthless, you can see a couple of greater
value.
There is a sign here leaning against an old pile of books.
~
~
335024199 0 5 0
D0
~
~
0 -1 119 10 10 5
E
1 north~
You see Medienne Avenue.~
E
sign~
The sign looks rather old and is falling to pieces.
The sign reads:
Buy - Buy from the store.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much ____ is worth.
Sell - Sells you it.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
1008 9 1509949540 3 0
25 17 1509949540 -1 0
27 17 1509949540 -1 0
4 17 1509949540 -1 0
229 17 1509949540 -1 0
230 17 1509949540 -1 0
229 17 1509949540 -1 0
55 17 1509949540 -1 0
874 17 1509949465 -1 0
330 17 1509949540 -1 0
6 17 1509949490 -1 0
948 17 1509949490 -1 0
949 17 1509949465 -1 0
20 17 1509949465 -1 0
552 17 1509949465 -1 0
-1
S
#138
The Cracked Crown~
This cozy, dark, smokey tavern is devoted to the adventurer and
traveler. Here they can order large meals to fill their stomachs, or
they can just sit back and lift tankards of rare ale, and the locals know
this as the best place to hear the latest news and tales from the lands
beyond their secluded horizon. In the center of the room is a blazing
fire in a circular stone hearth, the heat determined to drive the cold
and damp from your bones.
There is a sign posted above the bar here.
~
~
335024199 0 5 0
D1
~
~
0 -1 105 10 10 5
E
1 east~
You see North Temple Road.~
E
sign~
The sign is a quaint one with drab and faded colors.
The sign reads:
Buy - Buy a meal or drink from the innkeeper.
List - Shows the menu.
~
E
hearth fireplace~
Placed directly in the center of the room to allow maximum diffusion of
light and warmth, the hearth adds a certain charm to the atmosphere here.
Large, river-tumbled stones have been used to form the base of the hearth.
The blazing fire crackles and pops as it consumes the wood.
~
A
~
~
if( doing_quest( ch, 2 ) )
send_to_char( #char, ch );
end;
~
E
char~
Walking in, you overhear some towns people arguing about what they should
do about the recent kidnappings. As you enter, they stop talking and all
seem to be looking at you now.
~
E
~
I heard Egrham over in Pennan had an interesting visitor the other day.
Some gnome babbling on and on about a desert.
~
!
1 3 2
A
ask~
kidnappings problem 7 wererats missing~
send_to_char( #char, ch );
act_notchar( #room, ch );
if( !done_quest( ch, 2 ) )
send_to_room( #all, room );
else
send_to_char( #done!, ch );
~
E
done!~
They look confused and one says, 'But you have already defeated those
vile Wererats. No one, in fact, has seen one since.'
~
E
all~
One patron says, 'We could sure use your help. You should talk to the
Lord who may have more information. He can be found in his mansion in
the Northeast part of town'.
~
E
room~
$n asks the towns people about the recent kidnappings.
~
E
char~
You ask them about the recent kidnappings.
~
!
0 0 0
A
~
~
if( random( 0, 10 ) > 3 )
send_to_room( #to_room, room );
else
send_to_room( #none, room );
~
E
none~
somebody whispers about "those damnable goblins at it again, I hear they
are giving the dwarves a real scare..."
~
E
to_room~
An old woman in the corner say 'They live in the cellar of my once
beautiful house. Nasty evil creatures made themselves right at home.'
~
!
2 10 0
A
~
~
i = random( 1, 10 );
if( i == 1 )
send_to_room( #pennan, room );
if( i == 2 )
send_to_room( #swamp, room );
if( i == 3 )
send_to_room( #hillpennan, room );
if( i == 4 )
send_to_room( #thieves, room );
if( i == 5 )
act_room( #mercs, ch );
if( i == 6 )
act_room( #hobs, ch );
if( i == 7 )
act_room( #khada, ch );
if( i == 8 )
act_room( #cullin, ch );
if( i == 9 )
act_room( #book, ch );
if( i == 10 )
act_room( #gnome, ch );
~
E
khada~
"Yeah, I been to the Dwarf City...Kha-Da...it's north of here, in the
mountains..."
~
E
hobs~
You hear someone grumble about a band of huge goblins west of Pennan, and
their raids which have closed off what little traffic still flowed
between Chiiron and Narak.
~
E
mercs~
"...Heard the mercs were in the hills west of Pennan. Yeah, my brother
fought against them some, he works for the guard..."
~
E
thieves~
"...damn thieves robbed me in the Forest o' Medienne...yeah, southern
part, that's where they prowl about sometimes, they must have a lair
nearby somewhere..."
~
E
hillpennan~
"...wonder what ever happened to that temple in the hills above the Rua
valley? Hmm...oh well..."
~
E
swamp~
You overhear two patrons talking about Sos-kul - apparently, someone has
cleared a path through the swamps.
~
E
pennan~
You overhear two men talking about Pennan - apparently, a place somewhere
near Chiiron.
~
E
book~
Did you hear about that gent came in t'other day? I hear tell he's
writin a book and the Cracked Crown is gonna be in it. 'e said it was
called the Taverns of the Realm, 'e did.
~
E
cullin~
You catch a snippet of conversation between two patrons,
"...and then I seen him coming down the street and so's I say hi."
"Then what happened?"
"That's the funny thing. He just nods like he knows what's what and I
swear it sounded like mumbled my name under his breath. Is it even
possible he's gettin' smarter or something?"
~
E
gnome~
I hear Egrham had a strange visitor over in Pennan the other day.
Seems this gnome kept on babbling about a desert or some such thing.
~
!
2 75 0
A
sit touch get go enter take steal~
fire hearth~
act_tochar( #idiot, ch );
act_notchar( #ridiot, ch );
do_spell( burning hands, ch );
interpret( ch, "hop" );
acode( room, 6 );
interpret( ch, "hop" );
acode( room, 6 );
interpret( ch, "hop" );
acode( room, 6 );
~
E
idiot~
As you lean against the hearth you quickly come in contact with the
blazing fire.
~
E
ridiot~
$n leans against the hearth and into the blazing fire burning $mself.
~
!
0 0 0
A
~
~
i = 1d6;
if( i == 1 )
interpret( ch; "yell ouch!" );
if( i == 2 )
interpret( ch; "say aaaaaugh! That burns!" );
if( i == 3 )
interpret( ch; "say Ow! Get me some water, QUICK!" );
if( i == 4 )
interpret( ch; "say Ow, I'm gonna feel that one in the morning!" );
if( i > 5 )
interpret( ch; "say ow ow ow ow ow" );
~
!
0 0 0
1009 9 1509949540 3 0
24 17 1509949540 -1 1
5 17 1509949540 -1 3
23 17 1509949540 -1 1
66 17 1509949540 -1 0
1585 17 1509949540 -1 0
1584 17 1509949540 -1 0
1523 9 1509949540 3 0
309 9 1509949540 3 0
114 17 1509949540 -1 1
24 17 1509949490 -1 1
2619 17 1509949540 -2 0
-1
S
#139
Rob's Fine Confections~
A finely crafted wooden counter with a white-marble top separates you
from the back of the store. Behind the counter, a huge copper bowl sits
next to a massive marble table. Pink and white striped wallpaper covers
the walls above the lightly stained pine wainscotting. The floor is
covered in a sparkling white tile. The smell of various sweet goods
wafts through the air.
A small sign rests on the counter.
~
up is 265
[Caer] You give candy-maker Rob to a platinum coin.
[Caer] Neat trick. :)
~
335024239 0 8 0
D3
~
~
0 -1 106 10 10 5
D4
trap door~
~
75 -1 265 10 10 5
E
counter wooden~
The counter is beautifully crafted from a fine-grained pine. It appears
to be stained slightly with a yellow stain, and has been sanded smooth.
A thick slab of marble sits atop it.
~
E
bowl~
The huge copper bowl is over three feet in diameter. It shines with a
deep polish, except for the bottom which is somewhat blackened by flame.
~
E
marble table~
The thick marble tabletop is over six feet long and four feet wide.
Thick wooden legs support its weight, and several metal scrapers and
knives sit atop it.
~
E
sign small~
The sign reads:
We deal only in platinum. Please use exact change.
~
A
list~
~
act_tochar( #list, ch );
~
E
list~
Item Cost Level Number Condition
---- ---- ----- ------ ---------
A box of candies 1000 1 500 @bexcellent@n
~
!
0 0 0
A
buy~
candies candy box~
interpret( ch, "give platinum candy" );
~
!
0 0 0
A
custom~
~
act_tochar( #request, ch );
~
E
request~
Rob says, "I don't make candies by request, just what you see on the
list."
~
!
0 0 0
A
~
~
send_to_room( #smell, room );
~
E
smell~
The sweet smell of cooking chocolate permeates the shop.
~
!
2 50 0
1861 9 1509949540 3 0
-1
S
#140
Temple of Medienne - Altar of the Gods~
You are in a great hall that has been dedicated to the gods. There are
statues in alcoves at intervals down the great hall, and at the end, to
the north, rises a great altar of silver. Upon entering the hall, you
can sense some divine presence here.
~
safe
altar
~
335020487 0 5 0
D2
altar door~
altar door~
131 -1 101 10 10 5
D5
~
~
0 -1 264 10 10 5
E
1 south~
You see the Temple of Medienne.
~
E
statues alcoves~
The statues are of various famous gods in forms popularly help by
belief. Each is very beautifully done and even the evil gods are honored
here, for what is one without the other? Places of power such as this
are honored by both sides of the spectrum, and to break this, will bring
you hardship from many directions.
~
E
silver altar~
The altar serves more as a point of focus for the eye, than anything
physical purpose. It can be used to sacrifice to one of the gods, but
that is mainly done in personal places of power.
~
E
jar feather~
Towards the back of the temple, within an alcove, is a little glass jar.
Within the jar is a pure white feather that looks like an angel's plumage.
~
A
~
~
if( !cflag( 61, ch ) ) {
if( !is_player( ch ) )
end;
if( find_stat( ch, level ) > 5 ) {
if( !has_quest( ch, 2 ) ) {
if( mob_in_room( 1520, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
}
}
}
}
else
acode( room, 3 );
~
E
room~
Brother Thomas goes over and speaks with $n.
~
E
char~
Brother Thomas makes his way over to you and says, 'You're an adventurer
aren't you? Citizens of Medienne have been disappearing lately.
Kidnappings maybe, but the Lord is looking for someone like you, who
might be able to help. Richard should be at his mansion at the NE corner
of town, if you are interested.'
~
!
1 0 4
A
sacrifice~
eye~
junk_obj( obj, 1 );
if( !has_quest( ch, 2 ) )
send_to_char( #noquest, ch );
else {
if( done_quest( ch, 2 ) )
send_to_char( #already, ch );
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
act_area( #area, ch );
send_to_char( #char.2, ch );
update_quest( ch, 2 );
}
}
~
E
noquest~
You sacrifice the eye at the altar.
~
E
area~
The sky suddenly darkens and you see clouds, strobing with internal
discharges, gathering over the temple area on the north side of town.
The soundwave soon follows and rocks you on your feet. A hush follows
and you look up to see the clouds dispersing.
~
E
room~
$n places a large, dark, oval gem on the altar and kneels to pray.
Looking at the gem, you feel drawn to the reddish iris in it's depths.
Your vision blurs and then clears, and you get the impression you must
have daydreamed a bit. You vaguely remember thunder or something, and
with a jump you realize the gem is no longer on the altar and you don't
remember anyone taking it.
~
E
already~
Yeah yeah, thunder and lighting and all that, but you've already
completed the quest!
~
E
char.2~
Your vision clears and the eye is gone. You are distracted by the sense
of a conflict going on somewhere, but then the light seems normal again,
and the temple feels as it always has been.
~
E
char~
You begin the prayer before the altar, the eye resting on its top.
Suddenly you feel a heavy presence fill the temple around you, and you
open your eyes. The light outside seems darker than you remember.
Hazily you think you hear thunder somewhere, as you come to know, a
larger attention turned your way: a hostile attention. But through this,
you finish the prayer.
~
!
0 0 0
A
~
~
if( cflag( 61, ch ) ) {
act_tochar( #go_away, ch );
act_notchar( #thief, ch );
wait( 1 );
if( !is_open( room, south ) )
open( room, south );
transfer( ch, find_room( 101 ) );
act_notchar( #tossed_out, ch );
wait( 200 );
remove_cflag( 61, ch );
}
continue;
~
E
go_away~
One of the brothers says "@CI remember you, your the thief we kicked out
of here not so long ago. Be on your way, thief@n". So saying, he gets
the help of several brothers to push you back out the door.
~
E
thief~
One of the brothers confronts $n as $e enters the front door stating
loudly, "@CI remember you, your the thief we kicked out of here not so
long ago. Be on your way, thief@n". Several brothers rush over to
escort $n back out onto the streets.
~
E
tossed_out~
$n lands roughly on the street as he is tossed out of the Medienne temple
by several guards.
~
!
1 0 36
1520 9 1509949540 3 0
-1
S
#141
An Abandoned Store~
This rundown old shop is host only to the various mice and rats that nest
in its old wooden walls. An old counter stands along the northern wall,
but everything else that was not bolted to the floor seems to have been
taken, either by the previous owner or looters. Dust and debris covers
the floor.
~
~
335020109 0 5 0
D1
door~
door~
17 2470 106 10 10 5
E
1 east~
You see North Temple Road.
~
E
sign freshly paint~
Welcome to the Merachant Guild's Trading Post
Please feel free to browse the display cases when we are not here to
serve you. If you look in each display case, we hope you'll find
something you can use. We also buy items of interest to our other
customers.
Store Policies:
The customer is mostly right.
Cash only, no credit or trade-ins.
Please verify an item's condition. All items sold "as is".
As a courtesy to our other patrons, please
no eating, drinking, or spamming of spells.
Please help us keep our store clean. No littering.
All sales are final.
KEEP HANDS IN PLAIN SIGHT AT ALL TIMES:
Any attempts to reach into our containers or your containers will trigger
the store's security system (Magic Traps of Medienne).
Shoplifters will be burned at the stake.
~
E
mirror~
You see yourself standing among the cases and items of the store.
~
-1
S
#142
Medienne Smithy~
The pounding of the anvil stops as you enter, and you see that this
store, which was previously unused, has been converted into a smithy,
with livery stables to the east.
~
~
335024199 0 8 0
D1
~
~
577 -1 241 10 10 5
D3
~
~
0 -1 105 10 10 5
E
1 west~
You see North Temple Road.~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
615 9 1509949540 3 0
546 17 1509949465 -1 0
571 17 1509949450 -1 0
568 17 1509949515 -1 0
582 17 1509949540 -1 0
-1
S
#143
The Leather Shop~
This shop is totally devoted to leather. There are thousands of leather
items scattered throughout the whole store. If it isn't here the smith
could probably make it. As you browse the wide selection you notice a
sign posted on the wall.
~
~
335024199 0 5 0
D2
~
~
0 -1 110 10 10 5
E
1 south~
You see Main Street.~
E
sign~
The sign like everything else in the store is made from Leather.
The sign reads:
Buy - Buy something from the store.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much you item is worth.
Sell - Sells you item.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
9 9 1509949540 3 0
2080 17 1509949540 -1 0
2042 17 1509949540 -1 0
2022 17 1509949540 -1 0
2002 17 1509949540 -1 0
2001 17 1509949540 -1 0
2041 17 1509949540 -1 0
2021 17 1509949540 -1 0
2081 17 100 -1 0
1109 17 1509949540 -1 0
-1
S
#144
The Old Bank~
You are standing in the middle of the Imperial Bank of Medienne. The
floors are old and scuffed and the room has a very musty smell. In front
of you is a large counter, with bars extending from it to the ceiling.
On the far end of the counter is a small locked gate leading to the back
room.
~
~
335022181 0 5 0
D0
~
~
0 -1 259 10 10 5
D2
gate~
gate~
407 62 205 10 10 5
E
1 north~
You see Main Street.~
868 137 1509949540 3 0
-1
S
#145
The Old Inn~
Once a great gathering spot for adventurers, this inn now lies in
near-ruins. Looters have stripped the artwork from the walls, leaving
darker square patches on the patterned paper. The hearth is full of old
grey ash and odd sticks of wood, probably furniture that was burned to
keep the beleaguered citizens warm.
~
[Caer] Add action to ignite torches from fireplace?
[Kwee] ask sage demons returns a blank line...and then a while later he gives his spiel too fast.
[Kwee] not that i'm going to the Black Wastes soon.
~
301465605 0 8 0
D2
~
~
0 -1 111 10 10 5
E
1 south~
You see Main Street.~
-1
S
#146
Small Chamber~
The walls of this small tunnel are formed of finely cut, well layed
blocks of granite stone. A thick layer of dust covers both the walls and
the floors indicating that this passage is seldom, if ever, used. The
tunnel istelf curves here terminating to the west in a solid, steel-bound
oak door and leading off into a stairwell to the south.
~
~
301596676 1 9 0
D2
~
~
0 -1 154 10 10 5
D3
steel-banded door~
steel-banded door~
391 6004 13505 10 10 5
E
1 west door~
The door is made of strong oak planks bound in steel bands. Oddly, it
shows no sign of woodrot, not even dust coats it, though it has obviously
been here quite a long time by the look of the undisturbed dust on the
floor around it. Someone went to a lot of trouble to keep it secure,
further evidenced by the heavy iron lock set in the clasp to keep it shut.
~
E
1 south~
The tunnel terminates at the base of a spiral stairway leading up into darkness.
~
-1
S
#147
The Rusty Nail~
This is a dark dangerous tavern, filled with the lower filth of society.
It is here where the really brave adventurer comes. There are endless
kegs of ale and other fine spirits. There is also an endless group of
people waiting to slit your throat when you least expect it. The room
itself is poorly lit and smells like it hasn't been cleaned in years.
~
Feral action (#1) disabled - Feral will be reset elsewhere, outside the
city. Players will need to actively adventure to meet him, rather than
mixing area with town.
Kiian.
[Aemeris] ogre traitor! calling guards on fellow dark races!
[Foeg S'sap] Bad ogre barkeep! Never show your face in Voaleth again!
~
335024199 0 5 0
D1
~
~
0 -1 128 10 10 5
D3
door~
door~
391 -1 225 10 10 5
E
1 east~
You see South Temple Road.~
E
sign~
The sigh has a drawing of two daggers coming to a point.i
The Sign read:
Buy - Buy something or leave.
List - Shows what you can buy.
~
A
~
~
i = random( 1, 10 );
if( rflag( reset0, room ) ) {
if( !mob_in_room( 310, room ) ) {
ch = rand_player( room );
if( find_stat( ch, level ) > 14 ) {
if( i > 1 ) {
remove_rflag( reset0, room );
end;
}
act_tochar( #char, ch );
act_notchar( #room, ch );
remove_rflag( reset0, room );
mob = mload( 310, room );
i = dice( 3, 50 );
dam_message( ch, i, "Feral's assassination attempt" );
inflict( ch, mob, i, "Assassinated by Feral" );
}
}
}
~
E
room~
@BYou see a figure step out of the shadows behind $n, right before $n
screams out in pain and stumbles.
~
E
char~
@BYou feel shock as a blade cuts into you from behind.
~
!
0 100 0
A
~
~
send_to_room( #m1, room );
~
E
m1~
You overhear someone talking at another table.
Voice, "Yeah, but ya know they neer did find out what happened to the
Black Blade up theer in the Dragonspires..." Another voice, "Tis true,
but yee all know that must be sittin a prize of one of those great beasts.
Now suddup bout them, afor you bring one down on yeerself."
~
!
2 0 0
1012 9 1509949540 3 0
23 17 1509949540 -1 0
24 17 1509949540 -1 1
114 17 1509949540 -1 18
-1
S
#148
The Alchemist Shop~
There is nothing but glass in this shop, glass jars, bottles line shelf
after shelf here. Inside these containers are everything imaginable,
like raw dragon's toenails to newt eyes. The air is heavy with the smell
of preserving fluid.
There is a sign here.
~
~
335024199 0 5 0
D3
door~
door~
1 0 128 10 10 5
E
1 west~
You see South Temple Road.~
E
sign~
The sign reads:
Buy - Buy a potion from the shop.
List - Shows the store's inventory.
Value - The shopkeeper will tell you how much your potion is worth.
Sell - Sells your potion.
~
100 9 1509949540 3 0
79 17 1509949540 -1 0
78 17 1509949540 -1 0
37 17 1509949540 -1 0
21 17 1509949540 -1 0
284 17 1509949520 -1 0
81 17 1509949540 -1 0
425 17 1509949540 -1 0
249 17 1509949490 -1 0
872 17 1509949540 -1 0
873 17 1509949490 -1 0
977 17 1509949490 -1 0
78 17 1509949540 -1 0
1182 17 1509949540 -1 0
246 17 1509949465 -1 0
1194 17 1509949465 -1 0
1269 17 1509949540 -1 0
1301 17 1509949490 -1 0
189 17 1509949465 -1 0
210 17 1509949465 -1 0
1410 17 1509949465 -1 0
206 17 1509949465 -1 0
479 17 1509949465 -1 0
474 17 1509949540 -1 0
98 17 1509949540 -1 0
-1
S
#149
The Empty Building~
This structure is looks like a combination home and office. There is
an old cot here and a splintered desk. This room looks like it may be a
hideout of some sort, since the windows are covered by a cloak and the
room has no light source.
~
~
335020100 0 5 0
D1
door~
door~
391 0 129 10 10 5
E
1 east~
You see South Temple Road.~
-1
S
#150
A Small Jewelry Shop~
This building looks like a shop, but without any real structure. The
items here are odd, being things like, silver plates, jewelry, strange
tools, nice lamps and the like. Upon closer examination many of the
items look slightly used and randomly placed. The windows are barred and
painted black and look secure but almost as if the occupants are hiding.
~
[Lansharra] when shopkeeper's not around, should be shopkeeper - one word
~
335024199 0 5 0
D3
door~
door~
131 0 129 10 10 5
E
1 west~
You see South Temple Road.~
1011 11 1509975090 3 0
128 18 1509959680 -1 0
891 18 1509950720 -1 0
-1
S
#151
The Tent House~
This is a very sad looking house. The walls are being held together by
strips of cloth and twigs. A wool blanket is the only thing being used
as a roof. There is nothing of any value here except for a pot or pan
used to cook the families meager supper.
~
[Samantha] loosing should be losing
~
335020101 0 5 0
D1
flap~
flap~
1 -1 127 10 10 5
E
1 east~
You see Celemn Road.~
1511 9 1509949480 3 0
-1
S
#152
Some Tent Houses~
These ruins are simply a collection of cloth, it looks like many
families have made their home here under a canopy of cotton. There are
various people working on making these primitive structure survive the
next wind. You feel a twinge of pity looking at the poor citizens.
~
~
335020101 0 5 0
D3
flap~
flap~
1 -1 127 10 10 5
E
1 west~
You see Celemn Road.~
328 9 1509949540 3 0
-1
S
#153
A Citizen's Humble Home~
This hovel is a single room designed to sleep a family of four. The
is a old blackened stove used to provide heat and someplace to cook in the
south-western corner. It looks like these people make barely enough money
to get by. But there hopes have not faded a bit, and the great care and
pride they take in the home shows. This room has a homely feel to it.
~
~
335020100 0 5 0
D1
door~
door~
391 -1 126 10 10 5
E
1 east~
You see Celemn Road.~
-1
S
#154
Tight Staircase~
The walls of this small tunnel are formed of finely cut, well layed
blocks of granite stone. A thick layer of dust covers both the walls and
the floors indicating that this passage is seldom, if ever, used. The
tunnel istelf curves here terminating to the west in a solid, steel-bound
oak door and leading off into a stairwell to teh south.
~
~
301596676 1 9 0
D0
~
~
0 -1 146 10 10 5
D4
trapdoor~
trapdoor~
407 6004 168 10 10 5
-1
S
#155
Strange Citizen's Home~
It looks like someone lives here, but the main room has been cleared and
a springy mat covers the whole floor. The furniture and stuff is a bit
hard. He seems to listen carefully to what the other man says.
~
[Quivilin] the mans app says hes in black... but if u look at him hes in white :)
~
335020101 0 5 0
D1
door~
door~
1 -1 114 10 10 5
E
1 east~
You see Celemn Road.~
324 9 1509949540 3 0
-1
S
#156
Candelit Library~
Looking about the room you notice that every available flat space
has something on it. Stepping around the tables and trash you make your
way to the back of the room and notice a trapdoor near the south eastern
wall.
~
[Khisanth] I am still working on this mob and this room description. Thanks!
~
335020101 0 5 0
D3
door~
door~
391 -1 114 10 10 5
D5
trapdoor~
trapdoor~
131 -1 224 10 10 5
E
1 west~
You see Celemn Road.~
E
1 west door~
The door is of simple construct, and leads to the street outside.
~
A
1 look~
smile~
if( mob_in_room( 254, room ) )
send_to_char( #char, ch );
~
E
char~
Upon closer inspection, you notice her teeth are far from perfect.
In fact her mouth seems to be a rotting cesspool.
~
!
0 0 0
254 9 1509949540 3 0
-1
S
#157
Citizen's Home~
This building looks as if the owner's haven't been here in weeks. There
is an inch of dust covering everything. From the various animal skins around,
the owner of this house looks like a good hunter. There is a rotten smell
originating from a 3-week old meal. Ewwwww!
~
~
335020100 0 5 0
D1
door~
door~
391 -1 115 10 10 5
E
1 east~
You see Celemn Road.~
1508 9 1509949540 3 0
-1
S
#158
Citizen's Home~
This looks exactly like your home that you grew up in, or reminds you of it
anyway. The cozy little hearth casts a pink glow on the comfortable old
furniture. As you watch the fire, pleasant memories creep into your mind, of
the carefree days of old.
~
~
335020101 0 7 0
D3
door~
door~
391 -1 115 10 10 5
1508 8 1509949475 3 0
1502 8 1509949440 3 0
-1
S
#159
A Dark Alley~
This alley is covered in garbage, it has been used by those people too
lazy to walk down the street and use the dump. In one area, a pile of
trash has been turned into a primitive bed, and looks like someone has
made a home here. A rusted grate allows drainage to the sewers below.
~
~
301465665 1 8 0
D1
~
~
0 -1 116 10 10 5
D5
rusted grate~
"rusted grate" grate~
131 -1 13500 10 10 5
E
1 east~
You see an intersection.~
E
grate d down~
A large rusted and hinged grate lies at the end of the alley here. A
foul stench rises from it bringing the smell of sewers. Looking down,
you can only see darkness.
~
360 9 1509949540 3 0
-1
S
#160
A Well Off Citizen's Home~
Although this home is only one room, the decor is rather nice. Tapestries
hang on the wall to be the boast of their owner. The curtains blocking the
glass windows are a pale orange and their gold linings sparkle in the light.
The owner seems to be flaunting his good fortune in the faces of all those who
are around.
~
~
335020101 0 5 0
D1
door~
door~
391 -1 117 10 10 5
E
1 east~
You see the North End of Celemn Road.~
A
set~
~
i = dice( 1, 3 );
if( i == 3 )
act_tochar( "A", ch );
if( i == 2 )
act_tochar( "B", ch );
if( i == 1 )
act_tochar( "C", ch );
~
!
0 0 0
-1
S
#161
Elegant Home~
The owner of this small, well-furnished home obviously capitalized on the
strife that consumed the land but a short time ago. The maple furniture
smells like it was just varnished and has that peculiar look of something
that has seen little or no use. In fact, the whole house looks that way.
A large oak door in the east wall leads elsewhere in the house.
~
~
335020101 0 8 0
D1
large oak door~
large oak door~
407 -1 266 10 10 5
D2
door~
door~
391 62 117 10 10 5
E
1 south~
You see the North End of Celemn Road.~
A
open~
1 east large oak door~
if( find_stat( ch, level ) > 59 ) {
if( !is_open( room, east ) ) {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
mob = mob_in_room( 2059, find_room( 85 ) );
do_spell( conflagration, mob, ch );
}
else
continue;
}
else
act_tochar( #tingle, ch );
~
E
open~
@RA gigantic spout of flame envelops you as you try to open the door.@n
~
E
ropen~
@RA gigantic spout of flame envelops $n as $e tries opening the door.@n
~
E
tingle~
A tingle creeps down your hand as you reach out to open the door.
Quickly, you retract your hand, having though better about it.
~
!
0 0 0
A
inspect~
1 east door large oak~
if( rflag( reset0, room ) ) {
if( find_skill( ch, inspect ) > random( 2, 10 ) )
act_tochar( #trap1, ch );
else
act_tochar( #none, ch );
}
else
act_tochar( #already, ch );
~
E
trap~
No description
~
E
trap1~
Upon the door, you detect an intense magical trap. Only an extremely
powerful counterspell is likely to disable it.
~
E
none~
You find nothing unusual.
~
E
already~
The magical trap upon the door has already been dispelled.
~
!
0 0 0
A
1 look~
1 east large oaken door~
act_tochar( #desc, ch );
if( rflag( reset0, room ) )
if( find_skill( ch, detect invisible ) > 7 )
act_tochar( #magic, ch );
else
act_tochar( #something, ch );
~
E
desc~
A large oak door set in an oak frame is set into the eastern wall. Upon
the door and around its frame are a series of carefully carved runes.
~
E
magic~
@GWith your keen spell skills, you notice that there is an intense
magical trap placed upon the door.@n
~
E
something~
There is something not quite right about the large oak door. Perhaps
someone should inspect it?
~
!
0 0 0
A
disarm dispel untrap~
1 east door large oak trap magic~
if( !rflag( reset0, room ) ) {
act_tochar( #already, ch );
end;
}
if( class( ch ) == mage ) {
if( has_obj( 2582, ch ) ) {
junk_obj( has_obj( 2582, ch ), 1 );
remove_rflag( reset0, room );
act_tochar( #read, ch );
act_notchar( #rread, ch );
wait( 1 );
act_tochar( #point, ch );
act_notchar( #rpoint, ch );
wait( 2 );
act_room( #glow, ch );
wait( 1 );
act_room( #open, ch );
open( room, east );
}
else {
act_tochar( #too, ch );
end;
}
}
if( find_stat( ch, level ) > 59 ) {
if( find_skill( ch, untrap ) > 6 ) {
if( has_obj( 2582, ch ) ) {
remove_rflag( reset0, room );
junk_obj( has_obj( 2582, ch ), 1 );
act_tochar( #hide, ch );
act_notchar( #rhide, ch );
wait( 2 );
act_tochar( #fizzle, ch );
act_notchar( #rfizzle, ch );
wait( 1 );
act_room( #open, ch );
open( room, east );
}
else
act_tochar( #too, ch );
}
else
acode( room, 1 );
}
else
act_tochar( #low, ch );
~
E
already~
The trap upon the large oak door has already been dispelled.
~
E
read~
Using your arcane knowledge, you read through the tome of dispel magic.
~
E
rread~
$n reads through an old tome.
~
E
point~
@CYou point towards the magical trap on the door.@n
~
E
rpoint~
@C$n points towards the magical trap on the door.@n
~
E
glow~
The large oak door glows with a violet nimbus.
~
E
open~
The large oak door sudden swings open.
~
E
too~
The trap on the door is much too complex to dispel by yourself. You're
going to need a magic artifact of some type.
~
E
hide~
Not knowing what else to do with it, you hide behind the tome of dispel
magic while fiddling with the trap.
~
E
rhide~
$n hides behind a large tome while trying to disarm the magic trap upon
the door.
~
E
fizzle~
You hear a fizzling sound as you disarm the trap!
~
E
rfizzle~
You hear a fizzling sound as $n disarms the trap!
~
E
low~
Something tells you that you shouldn't attempt to disarm the trap yet.
You aren't experienced enough.
~
!
0 0 0
A
1 east~
~
if( is_open( room, east ) )
continue;
else
act_tochar( #cant, ch );
~
E
cant~
The large oak door is closed.
~
!
0 0 0
1514 9 1509949540 3 0
-1
S
#162
A Well Off Citizen's Home~
This comfortable house looks cluttered from all the papers scattered about.
Whoever the owner is, is often busy. The whole room seems to revolve around
a teak desk in its center. It is from here all business is conducted. Books
clutter the floor filled with various scribbling.
~
[Seltha] there's a desk and you can't look at it....
[Seltha] and books you can't read
~
335020101 0 5 0
D3
door~
door~
391 -1 117 10 10 5
E
1 west~
You see the North End of Celemn Road.~
-1
S
#163
A Merchant's Luxurious House~
You are standing in the main room, with marble floor and walls covered
with paintings and tapestries. The owner has spared no expense to make
this their personal heaven. Everything in this house look professionally
done. Thinking of some of the other places you've seen in town, you
think the owner needs a little lesson in spreading the wealth.
~
~
335020037 0 8 0
D1
door~
door~
391 -1 120 10 10 5
D4
~
~
0 -1 212 10 10 5
E
1 east~
You see the North End Of Manor Road.~
1514 9 1509949540 3 0
-1
S
#164
The Lord's Mansion~
The owner of this house would be a man of quiet understatement. There
are suits of armor lining the walls and there is much evidence of being
a frontier town, the trophies on the walls look recent and the armor
looks more functional than decorative. The whole room exudes a quiet air
of status while not being too flashy. At one end of the room hanging in
the middle of the wall is the stuffed head of the largest black bear you
have ever seen.
~
~
335020101 0 8 0
D2
door~
door~
131 -1 120 10 10 5
E
1 south~
You see the North End Of Manor Road.~
E
bear~
The bear is an old grey whiskered black bear. In its' day it must have
stood eight or nine feet just at the shoulder let alone standing up on
its' hind legs. The taxidermist has given the bear a fearsome, teeth
baring snarl. You are very glad that you have never run into this bear
in the forest.
~
A
test~
~
i = 0;
loop( i < 5 ) {
send_to_char( "hi", ch );
i = random( 0, 5 );
}
~
!
0 0 0
1522 9 1509949540 3 0
2203 17 1509949490 13 0
2066 17 1509949540 11 0
2105 17 1509949515 9 0
2124 17 1509949540 8 0
164 17 1509949540 16 0
619 17 1509949490 5 0
635 17 1509949490 7 0
634 17 1509949490 10 0
2187 17 1509949490 15 0
2187 17 1509949490 14 0
909 17 1509949450 -1 0
929 17 1509949450 -1 0
-1
S
#165
City Guard Headquarters~
The headquarters of the city guard is a sturdy building built of grey
granite blocks. Inside, there is very little in the way of decoration,
being very utilitarian in style. There are a few desks and file cabinets
along the walls, and a solid iron door to the north.
~
[Fyli] you mean a solid iron door to the north?
~
301465669 0 6 0
D0
iron door~
iron door~
147 166 210 10 10 5
D2
~
~
1 -1 256 10 10 5
E
1 west~
You see the North End Of Manor Road.~
E
desks cabinets~
Just full of papers. Lists of names, memos, reminders to look out for
particular individuals, descriptions, that sort of stuff.
~
E
1 e iron door~
The door is of solid dark iron. There are wards engraved on it's
surface. The few you can recognize are wards of protection and nulls.
~
1521 9 1509949540 3 0
868 137 1509949540 3 0
868 9 1509949540 3 0
-1
S
#166
Mansion Main Room~
The main room is tastifully done with somber colors and varnished woods.
There are murals along the walls depicting great battles of men and
dragons. Various weapons are mounted and by the condition of the
weapons, it seems they have gotten plenty of use.
~
~
335020037 0 8 0
D1
~
~
0 -1 219 10 10 5
D3
door~
door~
407 -1 214 10 10 5
D4
~
~
0 -1 220 10 10 5
E
weapons~
There are many different styles of weapons on display here, axes, maces,
hammers, swords and daggers. All of the weapons have seen much use.
Perhaps, one of them is still useful.
~
E
swords~
You see long swords, great claymores, elven swords, short swords, of all
types and kinds. Many are probably normal and not worth your time, but
one catches your eyes. A bastard sword of black metal.
~
A
none~
none~
mob = mob_in_room( 264, room );
if( rflag( status0, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
dam_message( ch, 200, "The bolt" );
inflict( ch, mob, 200, "a crossbow bolt" );
obj_to_room( oload( 3003 ), room );
remove_rflag( status0, room );
}
else
send_to_char( #gone, ch );
~
E
gone~
The real Black Blade seems to have been stolen. The owner has put a fake
in it's place, well bolted to the wall.
~
E
room~
With a TWANG! a crossbow bolt flies out of a side wall and slams into $n.
~
E
char~
A steel tipped crossbow bolt flies out of a side wall and slams into you.
The impact lifts you off the floor and slams you into the wall, causing
you to drop the sword.
~
!
0 0 0
A
~
~
act_room( #all, ch );
junk_mob( mob_in_room( 264, room ) );
junk_mob( mob_in_room( 1516, room ) );
transfer_all( room, find_room( 211 ) );
~
E
all~
@bSomeone must have seen you and tipped off the city guard, because they
show up @Rin force@n and catch you! You are swiftly taken out at sword
point, and led to the City Guard Headquarters, were they lock you up.
~
!
2 100 0
1516 9 1509949490 3 0
-1
S
#167
A Merchant's Residence~
You are standing in a very nice house. There are brightly colored objects
everywhere. The merchant here has a passion for collecting colorful objects.
~
~
335020101 0 8 0
D1
door~
door~
391 -1 122 10 10 5
E
1 east~
You see Manor Road~
-1
S
#168
Workroom~
You are in what appears to be a cramped workroom. The place is packed
full of arcane tools, books, and other magic paraphernalia. A large
table dominates the center of the room, and you are unable to see a clear
space upon it's surface.
You find two exits, one a copper door in the north wall, and the other is
a trapdoor in the southeast corner.
~
~
301465601 1 9 0
D0
copper door~
copper door~
407 111 136 10 10 5
D5
~
~
407 -1 154 10 10 5
E
1 down~
A trapdoor of oak bound in steel. A large lock holds it shut.~
E
1 north copper door~
A solid door of copper covered with etched symbols of arcane nature.
There is no lock, but where you'd expect one there is instead a
half-spherical indentation surrounded by small etched symbols.
~
1085 49 1509949540 -2 0
893 81 1509949445 -2 0
983 81 1509949445 -2 0
416 81 1509949445 -2 0
1054 81 1509949450 -2 0
1140 81 1509949450 -2 0
100 81 1509949441 -2 0
-1
S
#170
A Merchant's Residence~
This stone block house is rather cold as you enter, and you get the
impression that you should not be here. The walls are covered in mystical
writing's beyond your comprehension. There are only a few pieces of
furniture here, but they are of the highest quality.
~
~
301465669 0 8 0
D3
door~
door~
391 -1 123 10 10 5
E
1 west~
You see Manor Road~
-1
S
#172
Outside the West Gate of Medienne~
You are standing outside the West Gate of Medienne. This huge stone
archway leads to what looks like a trail or road winding its way toward
the Northern Sea. Looking at the battle scarred walls makes you think of
all the sieges the city has withstood and survived.
~
~
301465609 1 6 0
D0
~
~
0 -1 21048 10 10 5
D1
portcullis~
portcullis east~
195 -1 108 10 10 5
D3
~
~
0 -1 21075 10 10 5
E
1 east~
You stand outside Medienne's west gate. The portcullis is raised.~
A
knock bash bang pound~
portcullis gate 1 east~
if( is_player( ch ) ) {
if( !is_open( room, east ) ) {
if( reputation( ch, Secomber ) > 0 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, east );
send_to_room( #arr, find_room( 108 ) );
}
else {
send_to_char( #fail, ch );
act_notchar( #failed, ch );
}
}
else
send_to_char( #already!, ch );
}
else
act_tochar( #no, ch );
~
E
already!~
How much more open do you want it?
~
E
room~
You hear gears grinding as the portcullis slowly goes up.
~
E
failed~
$n bangs on the portcullis. After a minute a guard appears and scowls at
$m. You hear someone beyond shout "Go away, earth scum!"
~
E
fail~
The gate guard peers between the bars at you and scowls. You hear someone
on the other side say "Go Away, earth scum!!!"
~
E
arr~
You see a guard open the portcullis for someone on the outside.
~
E
room~
$n bangs on the portcullis. After a minute a guard appears and looks $m
over before going away again.
~
E
char~
After a short time a guard appears on the other side of the portcullis
and glares at you. With a grunt he turns away and the portcullis begins
to creak up to the sound of grinding gearwork.
~
E
no~
A guard looks over the wall, scans the ground for sight of a person,
shakes his head in confusion and disapears behind the wall again.
~
!
0 0 2
A
~
~
wait( 1 );
if( !is_open( room, east ) )
end;
close( room, east );
send_to_room( #close, room );
send_to_room( #close, find_room( 108 ) );
~
E
close~
The portcullis slowly closes.
~
!
1 3 2
A
close~
portcullis gate 1 east~
if( is_player( ch ) ) {
if( is_open( room, east ) ) {
act_tochar( #signal, ch );
act_notchar( #rsignal, ch );
wait( 1 );
act_room( #closing, ch );
close( room, east );
send_to_room( #closes, find_room( 108 ) );
}
else
act_tochar( #is_closed, ch );
}
else
act_tochar( #what, ch );
~
E
signal~
You call to a guard to close the portcullis. One looks over, nods, and
disapears from view.
~
E
rsignal~
$n calls out to a guard to close the portcullis.
~
E
closing~
The portcullis comes down with a loud CLANG!
~
E
closes~
A guard arrives, closes the portcullis then continues on his patrol.
~
E
is_closed~
A guard looks over the wall at you, motions to the already closed
portcullis then shakes his head wonderingly as he disapears back over the
wall.
~
E
what~
A guard looks over the wall and, seeing no people about, disapears back
behind the wall.
~
!
0 0 2
-1
S
#173
Entry Hall~
You are standing in a small quant hall with very modest furnishings.
Small tapestries adorn the wall in an effort to relieve the coldness of
this tower.
~
~
301465601 1 6 0
D2
~
~
0 -1 174 10 10 5
-1
S
#174
Main Hall~
You are standing in a magnificant hall. The black marble floor and the
fine tapestries make this hall awe inspiring. The blandness of the
Entry hall is an egima compared to this room.
~
~
301465601 1 6 0
D0
~
~
0 -1 173 10 10 5
D2
~
~
0 -1 175 10 10 5
-1
S
#175
Main Hall~
Here the main hall splits into four directions and this place seems to
be the focal point for all of them. The black marble floors have be
scuffed by a multitude of people walking on it.
~
~
301465601 1 6 0
D0
~
~
0 -1 174 10 10 5
D1
~
~
0 -1 179 10 10 5
D2
~
~
0 -1 176 10 10 5
D3
~
~
0 -1 177 10 10 5
-1
S
#176
Study~
This small study is devoted to works of fiction. Volume of legends and
lore fill the bookcases that surrounds the Study's walls. The book tell
of meancing creature and fabulous items.
~
~
301465601 1 6 0
D0
~
~
0 -1 175 10 10 5
D1
bookcase~
bookcase~
139 -1 181 10 10 5
D2
~
~
0 -1 180 10 10 5
1514 9 1509949535 3 0
-1
S
#177
Dining Room~
A large oak table is the center piece of this room. It has twenty
chairs around its rounded edge. Fine silverware and dishs add a touch of
elegance to the room.
~
~
301465601 1 6 0
D1
~
~
0 -1 175 10 10 5
D2
~
~
0 -1 178 10 10 5
-1
S
#178
Kitchen~
The kitchen actually looks like it hasn't been used in years. Inches
of dust cover the scattered pots and pans. No fire is going to cook
anything in fact it would appear noone has eaten in a while.
~
~
301465601 1 6 0
D0
~
~
0 -1 177 10 10 5
D3
~
~
0 -1 203 10 10 5
1514 9 1509949540 3 0
-1
S
#179
Parlor~
This is a fine room to relax in. Three different, comfortable couches
beckon you to take short nap on them. There are small table with lots
of port and wine.
~
~
301465601 1 6 0
D3
~
~
0 -1 175 10 10 5
1514 9 1509949470 3 0
-1
S
#180
Stair Well~
This stairwell is made from fine oak and the sculpted banister show the
tales of mighty warriors and powerful wizards. There stair lead up to
the second floor, where further mystery awaits.
~
~
301465601 1 6 0
D0
~
~
0 -1 176 10 10 5
D4
~
~
0 -1 192 10 10 5
-1
S
#181
A Hidden Stair Well~
~
~
301465601 1 6 0
D3
bookcase~
bookcase~
139 -1 176 10 10 5
D4
~
~
0 -1 182 10 10 5
-1
S
#182
A Hidden Stair Well~
Empty space.
~
~
301465601 1 6 0
D4
~
~
0 -1 183 10 10 5
D5
~
~
0 -1 181 10 10 5
-1
S
#183
A Hidden Stair Well~
Here the stairs just end and there seems to be no hope in continuing
onward. You can barley make out the steps from were you just came from.
~
~
301465601 1 6 0
D4
trapdoor~
trapdoor~
131 -1 184 10 10 5
D5
~
~
0 -1 182 10 10 5
-1
S
#184
A Small Hallway~
Empty space.
~
~
301465601 1 6 0
D3
~
~
0 -1 185 10 10 5
D5
trapdoor~
trapdoor~
131 -1 183 10 10 5
-1
S
#185
A Small Hallway~
Empty space.
~
~
301465601 1 6 0
D1
~
~
0 -1 184 10 10 5
D2
door~
door~
131 -1 204 10 10 5
D3
door~
door~
131 -1 186 10 10 5
-1
S
#186
The Master Bedroom~
Empty space.
~
~
301465601 1 6 0
D1
door~
door~
131 -1 185 10 10 5
-1
S
#187
A Mage's Labratory~
Empty space.
~
~
301465601 1 6 0
D0
~
~
0 -1 204 10 10 5
D2
door large iron~
door large iron~
147 -1 188 10 10 5
-1
S
#188
Hall of Mirrors~
Empty space.
~
~
301465601 1 6 0
D0
door large iron~
door large iron~
147 -1 187 10 10 5
D2
~
~
0 -1 189 10 10 5
-1
S
#189
Hall of Mirrors~
Empty space.
~
~
301465601 1 6 0
D0
~
~
0 -1 188 10 10 5
D2
~
~
0 -1 190 10 10 5
-1
S
#190
Hall of Mirrors~
Empty space.
~
~
301465601 1 6 0
D0
~
~
0 -1 189 10 10 5
D2
~
~
0 -1 191 10 10 5
-1
S
#191
Hall of Mirrors~
Empty space.
~
~
301465601 1 6 0
D0
~
~
0 -1 190 10 10 5
-1
S
#192
Stair Well~
The stairs open up a small hallway heading north. A small red carpet
follows the hallway and looks worn from use. The dimly lit corridor
seems rather spooky.
~
~
301465601 1 6 0
D0
~
~
0 -1 195 10 10 5
D5
~
~
0 -1 180 10 10 5
-1
S
#193
Hallway~
The Hallway ends here and so does the red carpet. A rather elaborate
door is set in the wall to the north. Two smaller rooms are to the east
and west and noise can be heard from both directions.
~
~
301465601 1 6 0
D0
~
~
0 -1 196 10 10 5
D1
~
~
0 -1 202 10 10 5
D2
~
~
0 -1 194 10 10 5
D3
~
~
0 -1 201 10 10 5
-1
S
#194
Hallway~
You are standing in the middle of a dimly lit hallway. A rather worn
red carpet extends to the north and south of you. There are two small
rooms to the east and west of you. Soft sounds can be heard from
there.
~
~
301465601 1 6 0
D0
~
~
0 -1 193 10 10 5
D1
~
~
0 -1 200 10 10 5
D2
~
~
0 -1 195 10 10 5
D3
~
~
0 -1 199 10 10 5
-1
S
#195
Hallway~
This place looks rather well kept, but the furnishings look in disrepair.
You can tell that the pictures on the walls once would have costed a
great deal, but have faded over many years. The Hallway continues north.
~
~
301465601 1 6 0
D0
~
~
0 -1 194 10 10 5
D1
~
~
0 -1 198 10 10 5
D2
~
~
0 -1 192 10 10 5
D3
~
~
0 -1 197 10 10 5
-1
S
#196
The Master Bedroom~
This room is devoted to the master of the tower. Valuable antiques
clutter the room as if their owner didn't realize what they were worth.
Or maybe the owner didn't care.
~
~
301465601 1 6 0
D2
~
~
0 -1 193 10 10 5
1514 9 1509949540 3 0
-1
S
#197
The Guest's Quarters~
The tidy room looks rather comfortable. New sheets have been placed on
the large brass framed bed. There is not a speck of dust on any part
of the furniture in this room.
~
~
301465601 1 6 0
D1
~
~
0 -1 195 10 10 5
-1
S
#198
The Guest's Quarters~
This place looks comfortable and no expense was spared to give the
guests a feeling of luxury. The place looks tidy and fresh linens adorn a
four-poster bead.
~
~
301465601 1 6 0
D3
~
~
0 -1 195 10 10 5
-1
S
#199
The Bedroom~
This is just a small bedroom. There is nothing fancy here at all, the
furniture looks cheap and hardly used.
~
~
301465601 1 6 0
D1
~
~
0 -1 194 10 10 5
-1
S
#200
The Bedroom~
This small room looks as if its owners have not returned in a while.
The bed is made and everything looks in place. Small tables and chairs
are neatly arranged in the center of the room, for no apparent purpose.
~
~
301465601 1 6 0
D3
~
~
0 -1 194 10 10 5
-1
S
#201
Servant's Quarters~
Lots of small bunks and tables clutter the room. It would appear that
all the servant of the tower live here. The room seems cramped with
all this furniture.
~
~
301465601 1 6 0
D1
~
~
0 -1 193 10 10 5
1514 9 1509949540 3 0
1514 9 1509949540 3 0
-1
S
#202
Servant's Quarters~
More bed and tables clutter are cluttered in this room. Even though
the room is clean and picked up, the sheer number of furnishing makes the
room seem littered.
~
~
301465601 1 6 0
D3
~
~
0 -1 193 10 10 5
1514 9 1509949515 3 0
-1
S
#203
Pantry~
WOW!! The pantry is filled with food. Lots and lots of food..
Looking more closely at it much of the food looks like it was used for a
fungas experiment.
~
~
301465601 1 6 0
D1
~
~
0 -1 178 10 10 5
1514 9 1509949505 3 0
-1
S
#204
A Mages's Labratory~
Empty space.
~
~
301465601 1 6 0
D0
door~
door~
131 -1 185 10 10 5
D2
~
~
0 -1 187 10 10 5
-1
S
#205
The Old Bank~
You are standing behind the bars of the bank. The area is very tidy with
a small stool standing in the middle of the room. There is a vault to
the south.
There is a sign on the wall.
~
~
335022085 0 5 0
D0
gate~
gate~
407 62 144 10 10 5
D1
~
~
0 -1 206 10 10 5
E
sign~
Absolutely no one is allowed in this area without prior permission from
Stan.
Signed Stan
~
104 9 1509949540 3 0
224 17 1509949445 -1 0
106 9 1509949540 3 0
106 9 1509949540 3 0
-1
S
#206
The Vault~
You are standing in a large vault. Shelves and drawers line the walls
and money is stacked everywhere. A large desk and chair sit in the
middle of the room. The echo in the room is incredibly loud.
~
~
335020053 0 5 0
D3
~
~
0 -1 205 10 10 5
105 9 1509949540 3 0
106 9 1509949540 3 0
-1
S
#207
The Medienne Pet Shop~
As you enter the shop, your nose picks up the smell of animal sweat.
The floor has balls of hair here and there, a feather floats from the
ceiling and lands on your shoulder. Coming from the back room you here
the yelp of a puppy, a vicious growl and a soft meow. In front of you
is a long counter with a small gate which leads to the backroom and
your new pet.
~
~
335028231 0 5 0
D0
~
~
0 -1 111 10 10 5
D4
cage~
cage~
471 -1 208 10 10 5
E
1 north~
You see Main street.~
E
sign~
The sign has little drawing of puppy's and kittens playing. The sign
reads: Buy - Buy's a faithful pet. List - Shows the what the store has
in stock.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
108 9 1509949540 3 0
-1
S
#208
Pet Shop Unlimited~
You are standing in a very spacious room. There is no floor, but
fluffy clouds everywhere. There are small pens here and there containing
every creature imaginable. Yes, this is pet heaven.
~
~
301473797 1 9 0
D5
~
~
471 -1 207 10 10 5
109 9 1509949540 3 0
115 9 1509949540 3 0
110 9 1509949540 3 0
116 9 1509949540 3 0
117 9 1509949540 3 0
114 9 1509949540 3 0
-1
S
#210
In Jail Pit~
A short narrow corridor leads to a small a circular room. In the center
of the floor is a circular iron portal. Next to it, in a pile, is an
iron-link ladder with one end bolted to the floor. There is one simple
chair near the wall here, and looking at the walls you see they are
engraved with runes of magic. There is an iron door down the short
corridor, west.
~
~
301465693 0 6 0
D2
iron door~
iron door~
147 166 165 10 10 5
D5
iron portal~
iron portal~
407 166 211 10 10 5
E
1 west iron door~
The door is of solid dark iron. There are wards engraved on it's
surface. The few you can recognize are wards of protection and nulls.
~
E
1 down portal~
The portal in the center of the floor is of the same dark iron as the
door to the west. It has wards upon it's surface like that door, also.
~
E
ladder~
The purpose of the ladder seems to be to throw down through the portal in
the floor. It is of simple iron chain links, sturdy and lasting.
~
E
chair~
A simple rude construct. It serves a guard when on the extremely boring
duty here.
~
E
runes walls~
The wards and runes on the two doors and walls all look much the same.
Some kind of nullifying magic and wards of protections.
~
-1
S
#211
In Jail Pit~
The prison system here is harsh and to the point. You stand on the floor
of a circular pit about 10' in diameter. The walls and floor are smooth
iron, with the walls rising 40' to the ceiling, where you can see a
circular dark iron portal inset. There are no furnishings here, and only
a tiny hole in the center of the floor.
~
~
301465727 0 6 0
D4
iron portal~
"iron portal" iron portal~
407 166 210 10 10 5
E
1 up portal~
The portal far up is the only way out.
~
E
hole~
The hole is small and circular, about the side of your palm. It's
purpose seems to be that of a toilet.
~
E
light~
There is always a dim glow in this pit room. It seems to come from all
directions.
~
A
~
~
ch = rand_player( find_room( 211 ) );
act_tochar( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 165 ) );
act_notchar( #arr, ch );
~
E
room~
The portal above opens and a chain ladder is dropped down through the
shafting light. A voice booms down, @G"Ok, your time is up!"@n
$n scrambles madly up the ladder.
~
E
char~
The portal above opens and a chain ladder is dropped down through the
shafting light. A voice booms down, @G"Ok, $n, your time is up, get
out!"@n
And you do so...eagerly.
~
E
arr~
$n is escorted into the room by a burly-looking guard.
~
!
2 100 0
A
~
~
send_to_room( #all, room );
obj_to_room( oload( 4 ), room );
obj_to_room( oload( 4 ), room );
obj_to_room( oload( 55 ), room );
~
E
all~
The portal opens above. With nothing said, a few items drop down through
the shafting light to land on the ground near you. The portal clangs
shut and you hear it locking again.
~
!
2 20 0
A
~
~
if( obj_in_room( 4, room ) ) {
send_to_room( #all, room );
junk_obj( obj_in_room( 4, room ) );
}
if( obj_in_room( 4, room ) )
junk_obj( obj_in_room( 4, room ) );
if( obj_in_room( 55, room ) ) {
send_to_room( #all2, room );
junk_obj( obj_in_room( 55, room ) );
}
~
E
all2~
Another rat, goes scampering by, heading for the hole, dragging your
waterskin! Damn, too late!
~
E
all~
You look over just in time to see a rat disappearing in the hole,
dragging your iron ration!
~
!
2 30 0
A
~
~
send_to_char( #char, rand_player( room ) );
~
E
char~
You look over to see a rat head looking out of the hole. When it sees
you turn, it disappears.
~
!
2 50 0
-1
S
#212
Top of the Stair~
You stand at the top of a stair, looking down the red carpet to the main
room below. To the west is a door to the master bedroom.
~
~
301465605 0 5 0
D3
door~
door~
131 -1 213 10 10 5
D5
~
~
0 -1 163 10 10 5
-1
S
#213
Main Bedroom~
Walking into the room quietly, you find the merchant sleeping here in a
huge bed of pillows and silks. A bedside table holds an ewer and bowl of
water. There is a large painting on the south wall and a great window
looking west out over the city.
~
~
301465604 0 6 0
D1
door~
door~
131 -1 212 10 10 5
E
table ewer bowl~
Just a delicately crafted bedside table, with an ewer and bowl on top.
The bowl is filled with plain water. Probably used to wash with.
~
E
1 west window~
It is quite a nice view. There are bars on the outside though.
~
E
painting~
The painting is of beautiful mist covered valley, with the sun glinting
off a castle in the distance. The picture sits a bit off the wall.
~
A
~
~
if( mob_in_room( 1518, room ) )
send_to_room( #all, room );
~
E
all~
The merchant snorts loudly, grumbles, and rolls over.
~
!
2 100 0
A
push move slide~
painting~
send_to_char( #char, ch );
act_notchar( #room, ch );
~
E
room~
$n goes over to the painting, and after examining it a moment, slides it
aside.
~
E
char~
You find that the painting slides to the side, revealing a safe behind it.
~
!
0 0 0
A
~
~
junk_mob( mob_in_room( 1518, room ) );
send_to_room( #all, room );
transfer_all( room, find_room( 211 ) );
~
E
all~
Someone must have seen you and tipped off the city guard, because they
show up _in force_ and catch you! You are swiftly taken out at sword
point, and led to the City Guard Headquarters, were they lock you up.
~
!
0 80 0
169 17 1509949540 -2 0
1518 9 1509949540 3 0
-1
S
#214
Mansion Yard~
You stand in the yard of a mansion with strong curves and sturdy
architecture. It is two-storied, with dark-stone blocks as a lower
foundation, and deeply stained walls and roof of pine and oak. The main
door to the east is a beautiful construction of thick bronzewood. The
yard encloses the mansion to the north and south.
~
no_mob
~
301465672 1 9 0
D0
~
~
0 -1 215 10 10 5
D1
bronzewood door~
~
407 -1 166 10 10 5
D2
~
~
0 -1 217 10 10 5
D3
large iron gate~
~
131 -1 121 10 10 5
E
1 west~
A gate in a partially-rusted iron fence that runs around the mansion.~
E
1 east bronzewood door~
The door is a great bronzewood affair with a picture engraved upon it's
surface. The picture depicts a sylvan setting with a nymph and unicorn
twisting around it. Whoever set the lock in, knew what he was doing. It
is of the best quality, and unpickable.
~
-1
S
#215
Mansion's Yard~
You stand in a mansion's yard, enclosed by an iron fence. The mansion is
of sturdy architecture with strong lines and curves. It is two-storied,
with dark-stone blocks as a lower foundation, and deeply stained oak and
pine as walls and roof. The yard buffers the mansion to the east and
south.
~
~
301465664 1 9 0
D1
~
~
0 -1 216 10 10 5
D2
~
~
0 -1 214 10 10 5
-1
S
#216
Mansion's North Yard~
You stand in a mansion's yard, enclosed by an iron fence that ends short
of the city wall to the east. The mansion is of sturdy architecture with
strong lines and curves. It is two-storied, with dark-stone blocks as a
lower foundation, and deeply stained oak and pine as walls and roof. A
large window is here on the south side, looking out over the yard and
city to the north and west. The ward runs along the mansion west.
~
~
301465664 1 9 0
D3
~
~
0 -1 215 10 10 5
E
1 south window~
The window is not the kind that opens. Breaking it would be a sure way
to bring the town guard running.
~
-1
S
#217
Mansion's Yard~
You stand in a mansion's yard, enclosed by an iron fence. The mansion is
of sturdy architecture with strong lines and curves. It is two-storied,
with dark-stone blocks as a lower foundation, and deeply stained oak and
pine as walls and roof. The yard buffers the mansion to the east and
south.
~
~
301465664 1 9 0
D0
~
~
0 -1 214 10 10 5
D1
~
~
0 -1 218 10 10 5
-1
S
#218
Mansion's South Yard~
You stand in a mansion's yard, enclosed by an iron fence that ends short
of the city wall to the east. The mansion is of sturdy architecture with
strong lines and curves. It is two-storied, with dark-stone blocks as a
lower foundation, and deeply stained oak and pine as walls and roof. A
window here shows the kitchen inside. The ward runs along the mansion
west.
~
[Hollie] if is open rbeak window might not should work.
~
301465664 1 9 0
D3
~
~
0 -1 217 10 10 5
E
window~
It looks slightly open...
~
A
2 pick~
window~
if( !rflag( reset0, room ) ) {
send_to_char( #already, ch );
end;
}
if( find_skill( ch, pick lock ) > random( 2, 8 ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
remove_rflag( reset0, room );
}
else {
send_to_char( #fail, ch );
act_notchar( #failed, ch );
}
~
E
already~
The lock has already been picked.
~
E
failed~
$n tries to unlock the window, but seems to lack the skill and starts to
make too much noise, before you stop $m.
~
E
fail~
You try a few things, but start making too much noise, and have to stop.
You just don't have enough skill for this.
~
E
room~
$n uses two pieces of wire, slipped through the frame, to unhinge the
lock on the inside.
~
E
char~
Using some wire, you unlock the window.
~
!
0 0 0
A
2 open~
window~
if( !rflag( reset1, room ) ) {
send_to_char( #already, ch );
end;
}
if( rflag( reset0, room ) )
send_to_char( #locked, ch );
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
remove_rflag( reset1, room );
}
~
E
already~
The window is already open.
~
E
room~
$n opens the window.
~
E
char~
You open the window.
~
E
locked~
The window is locked.
~
!
0 0 0
A
2 close shut~
window~
if( rflag( reset1, room ) )
send_to_char( #nothing, ch );
else {
send_to_char( #char, ch );
act_notchar( #room, ch );
set_rflag( reset1, room );
}
~
E
room~
$n closes the window.
~
E
char~
You close the window.
~
E
nothing~
It's already closed.
~
!
0 0 0
A
enter~
window~
if( !rflag( reset1, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 219 ) );
act_notchar( #arr, ch );
}
else
send_to_char( #fail, ch );
~
E
fail~
The window is closed.
~
E
arr~
$n comes climbing through the window.
~
E
room~
$n climbs through the window.
~
E
char~
You climb through the window.
~
!
0 0 0
A
break~
window~
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 211 ) );
~
E
room~
$n breaks the window, causing a lot of noise. About the time $e wiggling
through the window, the guards show up. At sword-point $e is led away,
and quickly thrown in jail.
~
E
char~
You're not a very good thief, and make a lot of noise. The guards show
up as you're wiggling through the window. At sword-point you are led
away, and quickly thrown in jail.
~
!
0 0 0
A
2 unlock~
window~
if( rflag( reset0, room ) )
send_to_char( #char, ch );
else
send_to_char( #already, ch );
~
E
already~
The window is already unlocked.
~
E
char~
With what? A key?
~
!
0 0 0
264 9 1509949540 3 0
-1
S
#219
Kitchen~
The kitchen is simple and functional. The counters are tiled, and the
floor is a checker-work of red and black stone. The west side has been
set up where you eat and the east is mainly the kitchen area. A short
hall to the west leads to the rest of the house. And there is a window
here.
~
~
301465605 0 5 0
D3
~
~
0 -1 166 10 10 5
E
window~
It looks like you could climb out of it.
~
A
2 climb exit~
window~
send_to_char( #char, ch );
act_notchar( #room, ch );
transfer( ch, find_room( 218 ) );
act_notchar( #arr, ch );
~
E
arr~
$n comes climbing out the window. It closes silently behind them.
~
E
room~
$n opens the window and climbs out.
~
E
char~
You clamber through the window.
~
!
0 0 0
264 9 1509949540 3 0
-1
S
#220
A Wealthy Merchant's Residence~
You stand at the top of the stair leading down the the main room of the
mansion. Pictures line the walls and there is a door to the north. The
hall continues east.
~
~
301465605 0 5 0
D0
door~
door~
131 -1 221 10 10 5
D1
~
~
0 -1 222 10 10 5
D5
~
~
0 -1 166 10 10 5
E
pictures walls~
The pictures depict scenes of a knight in silver and browns, doing
various heroic things. Even killing a dragon in one. It seems the owner
of this house was or still is an adventurer. His wealth came from
battle...
~
-1
S
#221
Cozy Study~
This is a comfortable study of rich browns and deeply stained woods. The
carpet is wood-brown and thick, giving your steps a spring. A large desk
sits before a bay window to the north, and bookcases full of tomes and
books line the walls.
~
~
301465605 0 6 0
D2
door~
door~
131 -1 220 10 10 5
A
~
~
ch = rand_player( room );
if( find_skill( ch, sneak ) > dice( 2, 6 ) )
end;
act_room( #all, ch );
junk_mob( mob_in_room( 254, room ) );
junk_mob( mob_in_room( 255, room ) );
junk_mob( mob_in_room( 1516, room ) );
transfer_all( room, find_room( 211 ) );
~
E
all~
@b@WSomeone must have seen you and tipped off the city guard, because they
show up @Rin force@n and catch you! You are swiftly taken out at sword
point, and led to the City Guard Headquarters, were they lock you up.
~
!
2 900 0
96 49 1509949540 -2 0
255 9 1509949540 3 0
-1
S
#222
Hallway~
You stand in a hallway, with stained wood walls, and a brown carpet.
Along the walls, pictures are hung.
~
[Dalthas] when you look at painting, hoard of orcs should be 'horde'
~
301465605 0 5 0
D1
door~
door~
0 -1 223 10 10 5
D3
~
~
0 -1 220 10 10 5
E
pictures walls~
The pictures are done around a knight-like person who's herald colors are
silver and brown. The pictures show various scenes of him doing great
deeds, and in one he is shown helping defend the walls of Medienne
against a hoard of orcs...an army.
~
-1
S
#223
Master Bedroom~
This huge bedroom has been furnished from the best shops in Medienne. A
large four poster bed occupies the majority of the room while along the
wall is a cabana of exquiste quality. At the foot of the bed is an
ornate, iron bound chest. The floor of the room has been covered in a
plush, tan colored carpet.
~
~
301465605 0 5 0
D3
door~
door~
0 -1 222 10 10 5
E
cabana~
The cabana is along the wall and is obviously quite expensive.
~
E
bed~
This large bed has been fashioned from the iron wood trees that are
common to the local forest. Drapping down from the tops of the posts is
a lite, off-white gauze that dangles nearly to the floor.
~
A
~
~
if( find_skill( ch, sneak ) > random( 2, 6 ) )
end;
act_room( #all, ch );
junk_mob( mob_in_room( 277, room ) );
junk_mob( mob_in_room( 264, room ) );
junk_mob( mob_in_room( 1516, room ) );
transfer_all( room, find_room( 211 ) );
~
E
all~
@bSomeone must have seen you and tipped off the city guard, because they
show up @Rin force@n and catch you! You are swiftly taken out at sword
point, and led to the City Guard Headquarters, where they lock you up.
~
!
1 -1 8
277 9 1509949540 3 0
1049 17 1509949540 -2 0
-1
S
#224
Laboratory~
The basement of the house has been turned into some sort of weird
laboratory. There are many small items on the tables that you don't
recognize, but they could be used for torture or information gathering.
~
~
301465669 0 7 0
D4
trapdoor~
trapdoor~
131 -1 156 10 10 5
259 9 1509949540 3 0
-1
S
#225
Rusty Nail's Back Room~
This is the storeroom of the Rusty Nail. Garth has a few barrels of ale
and such here, but nothing of real value.
~
[Terek] Rusty Nail's Back Room
~
301469700 0 6 0
D1
door~
door~
391 -1 147 10 10 5
-1
S
#226
Outside the East Gate of Medienne~
You are standing outside the East Gate of Medienne. This huge stone
archway leads to what looks like a trail or road winding its way toward
rolling hills and the Medienne forest. Looking at the battle scarred
walls makes you think of all the sieges the city has withstood and
survived. To the east, you can see a small trail which branches to the
north, following the wall of the city.
~
south is 45500/near medienne
~
301465601 1 9 0
D1
~
~
0 -1 227 10 10 5
D2
secret door~
secret door~
479 -1 51081 10 10 5
D3
portcullis~
portcullis~
195 -1 113 10 10 5
A
knock bash bang pound~
portcullis gate 1 west~
if( is_player( ch ) ) {
if( !is_open( room, west ) ) {
if( reputation( ch, Secomber ) > 0 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
open( room, west );
send_to_room( #arr, find_room( 113 ) );
}
else {
send_to_char( #fail, ch );
act_notchar( #failed, ch );
}
}
else
send_to_char( #already!, ch );
}
else
act_tochar( #no, ch );
~
E
already!~
How much more open do you want it?
~
E
failed~
$n bangs on the portcullis. After a minute a guard appears and scowls at
$m. You hear someone beyond shout "Go away, earth scum!"
~
E
fail~
The gate guard peers between the bars at you and scowls. You hear
someone on the other side say "Go Away, earth scum!!!"
~
E
arr~
You see a guard open the portcullis for someone on the outside.
~
E
room~
$n bangs on the portcullis. After a minute a guard appears and looks $m
over before going away again.
~
E
char~
After a short time a guard appears on the other side of the portcullis
and glares at you. With a grunt he turns away and the portcullis begins
to creak up to the sound of grinding gearwork.
~
E
no~
A guard looks out over the wall, shakes his head, and disapears back
behind the wall.
~
!
0 0 2
A
~
~
wait( 1 );
if( !is_open( room, west ) )
end;
close( room, west );
send_to_room( #close, room );
send_to_room( #close, find_room( 113 ) );
~
E
close~
The portcullis slowly closes.
~
!
1 1 8
A
1 look~
gate house~
send_to_char( #gate, ch );
~
E
gate~
This small fortress seems out of place at the edge of the forest. A
large gate stands before you with a lever to the side.
~
!
0 -1 0
A
unlock~
secret~
if( is_open( room, south ) ) {
act_tochar( #dork, ch );
end;
}
if( has_obj( 2512, ch ) ) {
act_tochar( #unlock, ch );
act_notchar( #runlock, ch );
act_room( #open, ch );
open( room, south );
send_to_room( #ropen, find_room( 51081 ) );
wait( 3 );
send_to_room( #close, room );
send_to_room( #rclose, find_room( 51081 ) );
close( room, south );
}
else
act_tochar( #nope, ch );
~
E
unlock~
You unlock the secret door.
~
E
runlock~
$n unlocks the secret door.
~
E
open~
A section of wall opens soundlessly inward.
~
E
nope~
You lack the key - perhaps try picking it?
~
E
close~
A section of the southern wall slides closed.
~
E
ropen~
A section of wall opens soundlessly inward.
~
E
rclose~
A section of the northern wall swings shut.
~
E
dork~
It's already open.
~
!
0 0 0
A
close~
portcullis gate 1 west~
if( is_player( ch ) ) {
if( is_open( room, west ) ) {
act_tochar( #signal, ch );
act_notchar( #rsignal, ch );
wait( 1 );
act_room( #closing, ch );
close( room, west );
send_to_room( #closes, find_room( 113 ) );
}
else
act_room( #already_closed, ch );
}
else
act_tochar( #no, ch );
~
E
signal~
You call out to a guard to close the portcullis. One peers over the
wall, nods, and disapears behind the wall again.
~
E
rsignal~
$n calls out to a guard to come close the portcullis.
~
E
closing~
The portcullis comes down with a loud CLANG!
~
E
closes~
A guard arrives, pushes the lever closing the portcullis, and continues on his patrol.
~
E
already_closed~
A guard looks over the wall at you, motions to the already closed
portcullis, and leaves shaking his head in wonder.
~
E
no~
A guard looks over the wall, glances at you, and leaves shaking his head in confusion.
~
!
0 0 2
-1
S
#227
Near Medienne~
You are standing near the gates of what appears to be a large city. To
the east, a trail extends away towards a large forest and rolling hills.
From here, the horizon is truly a beautiful sight. To the north, a small
trail makes its way along the wall of the city. All along the road are
impenetrable bushes.
~
~
301465601 1 9 0
D0
~
~
0 -1 3615 10 10 5
D1
~
~
0 -1 3616 10 10 5
D3
~
~
0 -1 226 10 10 5
-1
S
#228
Medienne Bridge~
You are standing on a large wooden bridge. Below you, a rushing river
flows from the north. The view from this bridge is quite sedating.
Rolling hills and green forests dot the landscape to the north, south and
east. Far to the northwest, the stone walls of a large city rise to the
sky. The west trail appears to wind its way towards the city gates.
~
what is below here?
.
An unfinished river, I believe. It snakes its way south from thsi point.
~
301465601 1 9 0
D1
~
~
0 -1 229 10 10 5
D3
~
~
0 -1 3621 10 10 5
E
bridge~
The bridge upon which you are standing is constructed of large wooden
beams. They look to be driven deep into the river bed and despite age
and weather the bridge looks very sturdy.
~
A
~
~
send_to_char( #char, ch );
continue;
~
E
char~
You cross over the bridge spanning the rushing river, and continue east.
~
!
3 1 2
A
~
~
send_to_char( #char, ch );
continue;
~
E
char~
You cross over the bridge spanning the rushing river, and continue west.
~
!
3 0 8
A
leaving east~
~
if( !is_player( ch ) )
continue;
else
if( mob_in_room( 4000, room ) ) {
act_tochar( #char, ch );
act_notchar( #room, ch );
}
else
continue;
~
E
char~
Your attempts to move in that direction are blocked by the hulking troll
which stands on the bridge.
~
E
room~
$n attempts to move past the troll, but is easily stopped by his hulking
frame.
~
!
0 0 0
A
leaving west~
~
if( !is_player( ch ) )
continue;
else
if( mob_in_room( 4000, room ) ) {
act_tochar( #char, ch );
act_notchar( #room, ch );
}
else
continue;
~
E
char~
Your attempts to move in that direction are blocked by the hulking troll
which stands on the bridge.
~
E
room~
$n attempts to move past the troll, but is easily stopped by his hulking
frame.
~
!
0 0 0
4000 9 1509949540 3 0
-1
S
#229
Narrow Path~
A well worn path parallels a rushing river that flows east and west.
Tall grass grows in thick patches on both sides of the path. The
westward trail leads to a small bridge which provides passage over
another river. To the east, the path climbs its way over a grassy hill.
To the south, a small trail follows the edge of the river which flows
south.
~
You are traversing a well worn path which parallels a rushing river to
the east and west. To the west, the trail passes over a small bridge
leading to a large city. To the east, the path climbs its way over a
grassy hill. To the south, a small trail follows the edge of the river
which flows south.
You see a sign posted here.
~
301465608 4 9 0
D1
~
~
0 -1 230 10 10 5
D2
~
~
0 -1 234 10 10 5
D3
~
~
0 -1 228 10 10 5
755 9 1509949540 3 0
-1
S
#230
Narrow Path~
Tall wild grass and a few pine trees partially obstruct the north side of
the trail which leads to a narrow river that flows eastward. Rocks and
sand cover the floor of the river, occasionally visited by a snagged
branch or a passing fish. The river accompanies the trail to the east
and west. A small hill gradually climbs in height to the south.
~
Walking along the river which flows from east to west, along the north
side of the trail, you attempt to peer into its blue depths. Rocks and
sand cover the floor of the river, occasionally visited by a snagged
branch or a passing fish. The river accompanies the trail which also
continues to the east and west.
~
301465600 4 9 0
D0
~
~
0 -1 529 10 10 5
D1
~
~
0 -1 231 10 10 5
D2
~
~
0 -1 243 10 10 5
D3
~
~
0 -1 229 10 10 5
324 17 1509949540 -2 0
-1
S
#231
Narrow Path~
You are walking along a path which winds its way up and down the hills
which dot the landscape. To the west, the path follows the flow of the
river. To the east, the path skirts the base of a large hill. Beyond
the river, the Medienne forest creeps in from the north.
~
~
301465601 4 9 0
D0
~
~
0 -1 530 10 10 5
D1
~
~
0 -1 232 10 10 5
D2
~
~
0 -1 244 10 10 5
D3
~
~
0 -1 230 10 10 5
755 9 1509949540 3 0
324 17 1509949540 -2 0
-1
S
#232
Narrow Path~
You are walking along a path which travels east and west between grass
covered hills and a river, bordered closely by the Medienne forest to the
north. The occasional call of wild animals rips through the air. All in
all, the sounds of nature create a somewhat pleasant trip along the path.
~
~
301465609 4 9 0
D0
~
~
0 -1 531 10 10 5
D1
~
~
0 -1 233 10 10 5
D2
~
~
0 -1 245 10 10 5
D3
~
~
0 -1 231 10 10 5
324 17 1509949540 -2 0
-1
S
#233
Narrow Path~
The path you are traveling on curves its way around a hill and continues
to the south and west. Unable to see over the hills which surround you,
you hope that whoever made this path knew where they were going. To the
north and east, the rushing river prevents you from venturing into the
Medienne forest which seems to lie just out of reach.
~
~
301465601 4 9 0
D0
~
~
0 -1 532 10 10 5
D2
~
~
0 -1 23126 10 10 5
D3
~
~
0 -1 232 10 10 5
473 9 1509949540 3 0
324 17 1509949540 -2 0
-1
S
#234
Small Trail - Along a Riverbank~
Walking along the river, you skirt the hills which lie to the east. Tall
grass grows all around you and up to the edge of the river. To the
north, you can see a bridge which crosses over the river to the west. To
the south, the path continues along side the river.
~
~
301465601 4 9 0
D0
~
~
0 -1 229 10 10 5
D1
~
~
0 -1 243 10 10 5
D2
~
~
0 -1 235 10 10 5
587 17 1509949540 -2 0
-1
S
#235
Riverbank Trail~
Although you can't reach the river to the west through the tall grass,
you can hear it soft murmurings as it roars past, heading south. Rolling
hills dot the landscape to the east where you can see an occasional wild
animal feeding on the tall grass. A narrow path winds its way to the
north and east.
~
Perhaps the river needs a proper name -
if you could check along its length and report back to me I would appreciate - Kiian
~
301465601 4 9 0
D0
~
~
0 -1 234 10 10 5
D1
~
~
0 -1 236 10 10 5
755 9 1509949540 3 0
-1
S
#236
Riverbank Trail~
The trail crowds the grassy hills to the east, trying not to be washed
away by the invading river. A small eddy forms in the elbow of the bend.
The sounds of the river and wildlife around you creates a peaceful place
to pause and enjoy the scenery. The trail extends to the south and west.
~
A small patch of land has been cleared where the river curves to the
east ever so slightly on its journeys south. A small eddy forms in the
elbow of the bend. The sounds of the river and wildlife around you
creates a peaceful place to pause and enjoy the scenery. The trail
extends to the south and west.
.
first sentence run on
~
301465601 4 9 0
D0
~
~
0 -1 243 10 10 5
D1
~
~
0 -1 248 10 10 5
D2
~
~
0 -1 237 10 10 5
D3
~
~
0 -1 235 10 10 5
-1
S
#237
Small Trail~
The uneven dirt trail carves into the soil exposing the roots of trees
and grass alike. Thick tall grass interwoven with small pine trees clog
the riverbank, leaving access to the rushing river difficult. Grassy
hills rise to the eastern sky. The trail continues north and east.
~
Walking along the river which flows along to the west, you feel a moment
of elation as you pick a piece of grass and begin to gnaw on it. To the
north, you can see a slight clearing in the tall grass. To the east, the
trail continues to skirt the hills which rise and fall like the tides of
the sea. Birds flit overhead.
.
birds no
giving actions in an rdesc is a no-no
and i add these now as further reminders to *whomever* will work here that they
need to be changed
~
301465609 4 9 0
D0
~
~
0 -1 236 10 10 5
D1
~
~
0 -1 238 10 10 5
-1
S
#238
Small Trail~
To the north and east, the landscape stretches out in waves of hills and
tall grass. To the south and west, the river rushes by on its secret
missions, picking up in intensity. The trail winds its way to the south
and west, keeping in stride with the mad river.
~
~
301465601 4 9 0
D0
~
~
0 -1 248 10 10 5
D1
~
~
0 -1 247 10 10 5
D2
~
~
0 -1 239 10 10 5
D3
~
~
0 -1 237 10 10 5
473 9 1509949540 3 0
-1
S
#239
Small Trail~
Straining to see over the tall grass which lies between you and the
river, you can just barely make out the dark waters as they rush by you
in a mad frenzy. The trail which edges the river extends to the north
and east curving around a hill which hedges the path.
~
~
301465601 4 9 0
D0
~
~
0 -1 238 10 10 5
D1
~
~
0 -1 240 10 10 5
78 17 1509949465 -2 0
-1
S
#240
Small Trail~
Walking on a small trail which continues to the east and west, you are
calmed by the sound of the river as it laps up against the shore where
the tall grass greets it. To the east, you can see a well-used path with
which this trail connects between several hills.
~
~
301465609 4 9 0
D0
~
~
0 -1 247 10 10 5
D1
~
~
0 -1 23123 10 10 5
D3
~
~
0 -1 239 10 10 5
-1
S
#241
Medienne Livery Stables~
The livery stables only seems to be holding a few horses, though it has a
much larger capacity. A stablehand approaches to see if you require any
assistance. A hitching post and trough have been placed in the center of
the room offering a safe place to store personal pets.
~
~
335028295 0 8 0
D3
~
~
577 -1 142 10 10 5
E
door~
The doors to the stables are normally left open, but can be closed to
help keep the horses inside.
~
A
1 order~
~
act_tochar( #no, ch );
~
E
no~
You can't do that here.
~
!
0 -1 0
A
get take~
hay~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
if( random( 1, 10 ) < 8 ) {
send_to_char( #none, ch );
act_notchar( #none2, ch );
remove_rflag( reset0, room );
}
else {
obj_to_char( oload( 1599 ), ch );
send_to_char( #ch, ch );
act_notchar( #ch2, ch );
remove_rflaG( reset0, room );
}
}
else {
send_to_char( #none, ch );
act_notchar( #none2, ch );
}
~
E
none~
You can not seem to take any of the hay.
~
E
none2~
$n tries to get some of the hay, but fails.
~
E
ch~
You manage to grab a bale of hay.
~
E
ch2~
You see $n grab a bale of hay.
~
!
0 0 0
678 9 1509949540 3 0
-1
S
#242
Medienne Stables holding area~
Medienne stables holding area - don't cross the white line.
~
~
335020033 0 9 0
119 9 1509949490 3 0
647 9 1509949505 3 0
646 9 1509949480 3 0
645 9 1509949465 3 0
623 9 1509949455 3 0
975 9 1509949540 3 0
-1
S
#243
Clearing Atop a Small Hill~
Two hills merge to form a small flat clearing. Tall grass covers most
of the two hills, though near the center of the clearing the grass
has been trampled around a hole in the ground. The two hills climb
in elevation and merge with a larger series of hills to the east.
The slopes to the north and west decline gently into tall grass and
trees that border a narrow path.
~
action for the hole?
~
301465600 5 9 0
D0
~
~
0 -1 230 10 10 5
D1
~
~
0 -1 244 10 10 5
D2
~
~
0 -1 236 10 10 5
D3
~
~
0 -1 234 10 10 5
E
hole~
A large hole containing ashes has been dug into the ground.
~
-1
S
#244
Small Hilltop~
This small hilltop is dwarfed by the hills stretching south and west.
Covered with grass and sparse trees, the hilltop provides a good view of
a small clearing nestled in the hills to the west. A narrow path forks
to the south and east just northwest of the clearing. As the path passes
to the north, a river can be seen flowing to the east.
~
~
301465600 5 9 0
D0
~
~
0 -1 231 10 10 5
D1
~
~
0 -1 245 10 10 5
D2
~
~
0 -1 248 10 10 5
D3
~
~
0 -1 243 10 10 5
-1
S
#245
Rolling Hills~
The gentle rolling hills allow for a good view of the surrounding area.
A narrow path north of the hills runs from the west to the east and
eventually curves around the eastern inclines before continuing south.
Bordering the path, tall grass and trees struggle to obscure a rushing
river. The hills join together further south as they climb to a high
hilltop.
~
need a better room name...
~
301465601 5 9 0
D0
~
~
0 -1 232 10 10 5
D1
~
~
0 -1 23126 10 10 5
D2
~
~
0 -1 246 10 10 5
D3
~
~
0 -1 244 10 10 5
-1
S
#246
Hilltop~
Surrounded by convoluted hillsides below, this grassy hill is the highest
in elevation for miles. The short grass does little to hide well
established game trails. An occasional animal track can be spotted
on the narrow dirt trails. To the east, a narrow trail snakes through
the valleys. The north and west hold a set of smaller hills. Dropping
off quickly, a steep hillside lies to the south.
~
I'll make this one more descriptive later. I want to see what happens to the east.
~
301465600 5 9 0
D0
~
~
0 -1 245 10 10 5
D1
~
~
0 -1 23125 10 10 5
D2
~
~
0 -1 247 10 10 5
D3
~
~
0 -1 248 10 10 5
-1
S
#247
Steep Hillside~
The hillside rises at impossible angles in places, yet small game trails
through tall grass indicate that it has been climbed in the past. Where
wind and erosion have attacked the incline, rock outcroppings threaten to
send boulders onto the pathways that border the hill on all sides except
the north.
~
~
301465600 5 9 0
D0
~
~
0 -1 246 10 10 5
D1
~
~
0 -1 23124 10 10 5
D2
~
~
0 -1 240 10 10 5
D3
~
~
0 -1 238 10 10 5
-1
S
#248
Grassy Hills~
Large grassy hills stretch from the north around to the east. Small game
trails spiral across the hills. The largest hill in view lies to the
east. The southwest holds a small narrow path which hugs the hillside to
avoid a rushing river. The hills gradually decline to the north.
~
~
301465600 5 9 0
D0
~
~
0 -1 244 10 10 5
D1
~
~
0 -1 246 10 10 5
D2
~
~
0 -1 238 10 10 5
D3
~
~
0 -1 236 10 10 5
755 9 1509949540 3 0
-1
S
#249
Main Street~
A half dozen small shabby tents huddle up against the sides of the road.
In front of one of them is a rusty iron pot that has been hung over a heap
of glowing red coals.
~
~
301465601 1 9 0
D1
~
~
0 -1 250 10 10 5
D3
~
~
0 -1 109 10 10 5
E
rusty iron pot~
Only a spoonful of liquid remains in the bottom of the pot. A few of the
flakes of rust are floating in the mixture, dyeing it an orange brown
color.
~
E
coals glowing red heap~
The fire has long since died down. The embers glow and flicker with each
passing breeze. Only a few pieces of unburnt wood remain at the edges of
the heap.
~
-1
S
#250
Main Street~
The town fountain can be heard bubbling to the east. To the west, in the
distance, stands the large west gate. Most of the burnable wreckage has
been salvaged by the citizens long ago for firewood.
~
~
301465665 1 9 0
D1
~
~
0 -1 107 10 10 5
D3
~
~
0 -1 249 10 10 5
-1
S
#251
Main Street~
A faint bubbling can be heard coming from the west. More shop fronts can
be seen on the road continuing to the east. You can see a few guards
milling about looking for signs of trouble in both directions.
~
~
301465665 1 9 0
D1
~
~
0 -1 111 10 10 5
D3
~
~
0 -1 107 10 10 5
-1
S
#252
Main Street~
Splinters of wood are scattered in the road. The walls to the north and
south are badly damaged. One of the planks in the northern wall is
broken in half, it appears that someone was thrown up against it with
great force, creating a crater in its surface.
~
~
301465665 1 9 0
D1
~
~
0 -1 110 10 10 5
D3
~
~
0 -1 111 10 10 5
E
northern planks crater~
A crack has formed where an armored being slammed into the wall here.
The board is splintering and crumbling all over the ground.
~
-1
S
#253
Main Street~
The road continues both to the east and the west from here. The surface
of the southern wall has been marred by a vandal, it appears to be a sort
of script that has been carved into the wood with a sharp object.
~
~
301465665 1 9 0
D1
~
~
0 -1 254 10 10 5
D3
~
~
0 -1 110 10 10 5
E
script marr surface wood plank wall~
Taking a closer look, you can make out quite a few of the letters that
were hastily hacked into the wood.
They read:
@I@I@RD e yo st nki n um ns a d ta e he el es wit ou!!!@n
~
1988 9 1509949540 3 0
-1
S
#254
Main Street~
A chilling breeze brushes past you, as it makes its way through town.
Squinting, you can see the now tiny west gate of Medienne. More road can
be seen to the east and west.
~
~
301465665 1 9 0
D1
~
~
0 -1 112 10 10 5
D3
~
~
0 -1 253 10 10 5
E
west 111~
No description~
-1
S
#255
Medienne Avenue~
The intersection of North Temple Road and Medienne Avenue is visible to
the west. The faint scent of baking bread is coming from the east,
making it difficult to think about anything but a huge piece of mulberry
pie.
~
~
301465665 1 9 0
D1
~
~
0 -1 256 10 10 5
D3
~
~
0 -1 104 10 10 5
-1
S
#256
Medienne Avenue~
The wafting scent of baked goods grows stronger here and even more so to
the east. For the most part, the citizens have been very busy in picking
up the rubble and clearing the street. Only one overturned cart remains
in a splintered heap near the western wall. To the north lies the city
guard headquarters.
~
~
301465665 1 9 0
D0
~
~
1 -1 165 10 10 5
D1
~
~
0 -1 118 10 10 5
D3
~
~
0 -1 255 10 10 5
E
splintered heap overturned cart~
Little of this cart is in salvageable condition. Its side boards are
cracked and its back axle is broken in two uneven pieces. Only one of
its front wheels is spinning properly.
~
-1
S
#258
Medienne Avenue~
More shops are visible to the west. The road is in better condition here.
Since there are less potholes, traveling here is much easier since one
does not need to be on the constant look out for craters filled with
muddy water.
~
~
301465601 1 9 0
-1
S
#259
Medienne Avenue~
To the south stands the only bank of Medienne. Its facade is
weatherbeaten and nondescript. Even though the exterior is old and worn,
the institution still appears operational and quite busy. To the north
is a rundown old inn. The door has been nailed shut, and covered with
various old boards.
~
~
301465665 1 9 0
D1
~
~
0 -1 260 10 10 5
D2
~
~
0 -1 144 10 10 5
D3
~
~
0 -1 119 10 10 5
-1
S
#260
Medienne Avenue~
A nice-looking house sits behind a large gate to the east. Even though
the road appears to stretch for quite a ways west, a moderately busy
intersection can be seen a few blocks away.
~
~
301465665 1 9 0
D1
~
~
0 -1 121 10 10 5
D3
~
~
0 -1 259 10 10 5
-1
S
#261
Medienne Avenue~
The intersection of Medienne and North Temple road can be seen to the
east. While to the west, Medienne Avenue continues.
~
~
301465665 1 9 0
D1
~
~
0 -1 104 10 10 5
D3
~
~
0 -1 262 10 10 5
-1
S
#262
Medienne Avenue~
To the west is the intersection of Celemn and Medienne Avenues.
Continuing to the east, North Temple Road can be seen. A small brown
cloth sack has been dropped on the ground here, partially buried in the
dust and pebbles that pave the road.
~
~
301465665 1 9 0
D1
~
~
0 -1 261 10 10 5
D3
~
~
0 -1 116 10 10 5
E
bag cloth brown ~
A large hole has been slashed into the soft felt fabric of this sack.
Whatever that was contained with in it has been looted long ago.
~
-1
S
#263
The Old Bank~
Under Construction.
~
~
335022085 0 9 0
-1
S
#264
Temple of Medienne - Vault of Knowledge~
A high, vaulted ceiling is held aloft by many simple large columns.
Between the columns, the stone walls have been inset with niches that
hold hundreds of scrolls and books in various conditions. Short shelves
run in organized rows throughout the room, interspersed with small benches
and podiums for reading purposes. Tall candelabras spaced evenly about
the room provide ample light to see by.
~
[Malissin] candelabras candelbras
~
335020111 0 9 0
D4
~
~
0 -1 140 10 10 5
E
ceiling~
The vaulted ceiling is formed as two arching coridors bisect each other.
~
E
columns~
The columns are simple in construction, owing more to function than
aesthetic value. Each is made from large granite blocks cut into
cylinders and carefully stacked to form the sturdy columns that hold the
roof, and consequently the temple overhead, from caving in and killing
you.
~
E
niches walls~
The stone walls, carved from very plain looking granite, have had niches
hollowed out so scrolls and books can be stored in them. The niches are
only a foot or so deep, but vary in height. Many are only a foot or so
tall, providing shelf space for books. Others are four or five feet tall
providing space for such oddities as a large stone tablet or a small
column of marble inscribed with runes.
~
E
stone tablet~
The large stone tablet is cracked in several places and looks to have
been carefully reconstructed. A few small chinks are missing, but the
text on it appears wholely legible. The tablet nearly fills the entire
four foot wide by five foot tall niche.
~
E
marble inscribed runes~
The marble column is thin, measuring only ten inches wide, and appears
to be ornamental more than functional. Though it stands just over four
feet tall, it supports nothing above it. The strange runes that spiral
down its otherwise smooth surface are sharp and angular with triangular
indentations at the terminating lines of every stroke. The script isn't
in any language that you know of, though it does sort of bear a
resemblance to dwarven, if only marginally.
~
E
scrolls books~
You see crisp new scrolls and books along with older, deteriorating ones.
Glancing through them they seem to be in no particular order than you
understand and it would take quite a while to search the entire vault for
a particular subject. Perhaps you could just browse for something
interesting, otherwise you would have to search for an item by name.
~
E
candelabras~
Tall metal poles securely planted into the rock of the ground, each
stands just over six feet tall crowned with five candles to provide light
for the vault. The metal is simple, wrought iron though someone must
have once thought to brighten the place by painting the iron white. Bits
of white paint have begun to flake off in recent years revealing the
cold, dark iron beneath.
~
E
shelves~
Even the shelves are carved from blocks of granite and have niches cut
into them to store scrolls and books. Whoever constructed this place
intended for it to last and was apparently none too worried about
aesthetics.
~
E
benches~
Simple wooden benches large enough for just a single person. Presumably
they are intended to provide surcease from standing while one reads a
lengthy literary work.
~
E
podiums~
Almost more like a small table than a podium, these are intended as a
place to rest literary works while also providing you with a place to set
down the one you are perusing. The various podiums stand at different
heights making it possible for any of the races to find one to work at.
~
E
journal~
After much searching, you spy what you think may be the journal you've
been told about, sitting on a high shelf.
~
A
read~
tablet~
if( find_skill( ch, humanic ) > 7 ) {
act_tochar( #text, ch );
end;
}
if( find_skill( ch, humanic ) < 3 )
act_tochar( #huh, ch );
else
act_tochar( #almost, ch );
~
E
text~
The text is an archaic form and is difficult to translate but you manage
to do it with much perseverence.
@MWhen the last light of the setting sun strikes the fallen tower on the
eve' of winter's end then shall darkness rise again and foe shall fall on
friend.
Where darkness walks incarnate form in her footfalls blood will lie and
when she stops and speaks her mind all around shall fall and die.
For twenty days the dawn won't rise while darkness spreads her vile cloak
For twenty nights will cities burn in consuming fires and hazy smoke.
On the final day one will come, the shining knight armed with light and
if she fails the world will walk in eternal night.
@n
~
E
huh~
You peruse the stone and come to a singular conclusion. Its much easier
to speak human than it is to read it. Perhaps it would help if you
learned the language better first before you tried again.
~
E
almost~
Looking over it you can make out only a little of it. It seems to be
stating something about day and night, and maybe the end of winter? Or
perhaps it means summer. There seems to be something about a horse with
a sword of silver or something, but you aren't positive about that either.
Perhaps if you delved deeper into study of the language it would make
more sense to you.
~
!
0 0 0
A
get take lift pull yank steal~
candelabras candelabrum~
act_tochar( #no, ch );
~
E
no~
You try to pull it free from the ground only to find it has been secured
quite well. Several brothers rush over to prevent you from doing any
more damage by continuing in your futile efforts.
~
!
0 0 0
A
~
~
act_notchar( #leaving1, ch );
interpret( ch, "up" );
if( !is_open( find_room( 140 ), south ) ) {
open( find_room( 140 ), south );
send_to_room( #open, find_room( 140 ) );
}
act_notchar( #leaving2, ch );
interpret( ch, "south" );
set_cflag( 61, ch );
wait( 300 );
remove_cflag( 61, ch );
~
E
no~
You reach for the tablet and receive a mild electrical shock the moment
your hand crosses the plane of the niche. Alerted of your actions by the
electric crackle of the lightning, several brothers rush over and escort
you from the vault and the temple.
~
E
open~
One of the brethren opens the door of the temple.
~
E
leaving1~
Several of the brethren escort $n up the stairs after $e attempts to
steal something.
~
E
leaving2~
Several brothers escort $n to the front door and summarily oust $m into
the street followed by a decleration of "@Cand stay out you lousy thief!@n"
~
!
0 0 0
A
get take lift pull steal~
tablet~
act_tochar( #no, ch );
wait( 2 );
acode( room, 3 );
~
E
no~
You reach for the tablet and receive a mild electrical shock the moment
your hand crosses the plane of the niche. Alerted of your actions by the
electric crackle of the lightning, several brothers rush over and escort
you from the vault and the temple.
~
!
0 0 0
A
get take lift pull steal~
column marble~
act_tochar( #no, ch );
wait( 2 );
acode( room, 3 );
~
E
no~
You try to lift the white column only to find that it is much heavier
than it looks. By the time you get a better grip on the marble column
several of the brothers have rushed over to escort you from the premesis.
~
!
0 0 0
A
browse~
~
if( rflag( reset0, room ) ) {
i = random( 1, 12 );
if( i == 1 )
act_tochar( #glyph, ch );
if( i == 2 )
act_tochar( #map, ch );
if( i == 3 )
act_tochar( #goblin, ch );
if( i == 4 )
act_tochar( #sorrow, ch );
if( i == 5 )
act_tochar( #lag, ch );
if( i == 6 )
act_tochar( #bugbear, ch );
if( i == 7 )
act_tochar( #bugbears2, ch );
if( i > 7 )
act_tochar( #boring, ch );
if( random( 1, 3 ) == 1 )
remove_rflag( reset0, room );
}
else
act_tochar( #boring, ch );
~
E
glyph~
In an old tome with nearly faded ink you make out a passage that sounds
at least somewhat interesting. "... ancient ruins, no sign of its
creators. We found a tablet of dark stone inscribed with glyphs. We
have translated some of the... very much like a tree, we know is
carathan, which has something to do with the ... the last glyph looking
something like a crescent moon impaled on a trident, which is linked to
the word chardalai for some unknown reason. Beyond that we ca...." The
rest is too faded to make out.
~
E
map~
In one book, containing mostly boring summaries of trade tallies and
income and expenditures for some unnamed merchant you find a picture. It
is extremely well done, and looks to be a quite accurate view of a city
from an aerial view. A stylized compass drawn in one corner shows that
you view it from roughly he south side. On the top right corner of the
page you can make out an ornate mansion with large yard around it. At
the top center you can make out something that looks like some sort of
shrine or temple, nestled at the end of a road lined with merchant carts.
You can also make out a rather ornate fountain at the intersection of
what appears to be the town's two main roads. At the bottom of the map,
in elegant script, is a single word: Medienne.
~
E
goblin~
After a brief search you come across a small booklet in hand scrawled
script containing the humorous yet highly effective exploits of a goblin
mage. It seems he began writing this account when he was only a small
goblin toadie, yet managed to learn quite a few spells, including blink.
Despite his obvious lack of good writing skills, and the excessive number
of dubious stains upon the pages, you do find several highly
sophisticated diagrams that appear to have something to do with magical
theory and application.
~
E
sorrow~
In the journal of a traveling bard you find the sorrowful tale of a man
he knew in Chiiron. The bard accounts how a man and woman had fallen in
love, only to have their true love sundered by the dire actions of a
witch who also loved the man. It is only a brief account and the bard
seems to have been more intersted in the fact that the man lived in or
near a settlement by the name of Chiiron and that he still seeks the help
of noble adventurers.
Scrawled in the margin, in red ink is a notation in another hand,
presumably this library's curator, stating: @RAquired copy of bard's story
in full under the title of Tad's Tales of Woe.@n
~
E
lag~
You find a piece of paper that doesn't belong being used as a bookmark in
an ancient tome. The writing on it seems to be hastily scrawled notes
about a castle located somewhere south of Medienne. The notes are
somewhat illegible, but you can make out some of them:
Formerly human...
overrun by faerie folk when human king was gone...
.......... a dryad ...
Castle Lag ..........
... out east gate, south past river, ... west ....
... into the castle itself... vast wealth and powerful items....
~
E
boring~
After what seems like hours of browsing and finding nothing of interest,
you are forced to take a break lest you lose your mind. Perhaps if you
came back later, rested and refreshed you could browse some more and
perhaps find something interesting.
~
E
bugbear~
You find a slim book stuffed behind several others. Though its tiny
print is illegible, you can make out several diagrams and pictures in it.
One picture shows a three-eyed bugbear, stirring a heavy cauldron. A
second illustration depicts a sundial composed of nine stones and a
pillar of stone, with the shadow if the pillar being cast over the
seventh stone. Finally, in this last picture, you can see a bat's tongue
being added to a mixture of slime and spider eyes.
~
E
bugbears2~
Written on a scrap of paper stuffed as a bookmark in one of the books,
you find the following phrase:
"When the shadow of seven of nine tells the time, pray to its contents."
~
!
0 0 0
A
search~
Tad's Tads "Tad's Tales of Woe"~
i = 0;
loop( all_in_room ) {
if( has_obj( 1570, rch ) )
i = 1;
}
if( obj_in_room( 1570, room ) )
i = 1;
if( i == 1 ) {
act_tochar( #out, ch );
end;
}
obj_to_char( oload( 1570 ), ch );
act_notchar( #found, ch );
act_tochar( #get_book, ch );
~
E
out~
After an exhausting search you do not find the book. It appears someone
else has already removed it from the library.
~
E
found~
$n pulls a book from a niche.
~
E
get_book~
You find a copy and pull it from its niche.
~
E
search~
You search for a while, but don't find any books by that name.
~
!
0 0 0
A
steal take ~
candles~
if( rflag( reset2, room ) ) {
if( find_skill( ch, steal ) > random( 3, 5 ) ) {
act_tochar( #steal, ch );
obj_to_char( oload( 802 ), ch );
if( random( 1, 10 ) > 8 )
remove_rflag( reset2, room );
}
else {
act_tochar( #caught, ch );
junk_obj( has_obj( 802, ch ) );
wait( 2 );
acode( room, 3 );
}
}
else
act_tochar( #not_now, ch );
~
E
steal~
You manage to steal a candle without anyone noticing.
~
E
not_now~
The light level is dropping considerably due to the number of candles
that have been swiped by you or other thieves. The brothers have noticed
the drop in ambient light level as well and are becoming too suspicious.
~
E
caught~
Busted! Looks like one of the brothers caught you trying to swipe a
candle and he calls over others to help him relieve you of your
ill-gotten goods and escort you from the premesis.
~
!
0 0 0
A
~
~
act_room( #replace, ch );
~
E
replace~
A brother moves silently about the room replacing expended candles in the
candelabras.
~
!
2 30 0
A
search~
Taverns "Taverns of the Realm"~
i = 0;
loop( all_in_room ) {
if( has_obj( 1586, rch ) )
i = 1;
}
if( obj_in_room( 1586, room ) )
i = 1;
if( i == 1 ) {
act_tochar( #out, ch );
end;
}
obj_to_char( oload( 1586 ), ch );
act_notchar( #found, ch );
act_tochar( #get_book, ch );
~
E
out~
After an exhausting search you do not find the book. It appears someone
else has already removed it from the library.
~
E
found~
$n pulls a book from a niche.
~
E
get_book~
You find a copy and pull it from its niche.
~
E
search~
You search for a while, but don't find any books by that name.
~
!
0 0 0
A
get take lift pull retrieve~
journal diary~
i = 0;
loop( all_in_room ) {
if( has_obj( 2509, rch ) )
i = 1;
}
if( obj_in_room( 2509, room ) )
i = 1;
if( i == 1 ) {
act_tochar( #out, ch );
end;
}
obj_to_char( oload( 2509 ), ch );
act_notchar( #found, ch );
act_tochar( #get_book, ch );
~
E
out~
The journal you thought you saw doesn't seem to be on the shelves now.
~
E
found~
$n reaches up and pulls an old journal from the shelves.
~
E
get_book~
You reach up and pull the old book from the shelves.
~
!
0 0 0
-1
S
#265
Candyshop - Backroom~
Sacks of cocoa beans, sugars and nuts lie in stacks along the walls. The
ceiling is rather low, and cobwebs hang in the corners. The wooden
floor is bare, and covered in dust and scuff marks. A small trap door
leads down.
~
[Fenlyn] Umm. this is a bug. ;)
~
335020097 0 9 0
D5
trap door~
~
75 -1 139 10 10 5
-1
S
#266
Private Study~
The walls of this room are lined from ceiling to floor with books and
tapestries. Though it has no windows, the room is extremely bright.
Aside from a long stone table and a plush, stuffed chair behind it, there
is no other furniture in the small, cozy study. Set into the west wall
is a large, oak door with strange sigils carved both on and around it.
~
~
335020037 0 9 0
D3
large oak door~
large oak door~
407 -1 161 10 10 5
E
tapestries~
Sewn from various types of fabrics, the tapestries hanging from the walls
and ceiling are very old. Each one depicts a different scene, though
most of each tapestry is faded beyond recognition. You can, however,
still see the artistry of a type of weather on each one - be it a
cyclone, hail storm, or a tidal wave.
~
E
long stone table~
Cut from a single block of grey granite, the stone table looks extremely
heavy. Engraved into its surface are a series of runes that look to be
of a protective nature. Atop the table rests an extremely large tome.
Two mage globes hover just above its surface, providing light.
~
E
mage gloves~
Seeming mage of glass, two spheres hover above the stone table. Though
one is red in color and one white, each provides light for the chamber.
~
E
large oak door strange glyphs~
Fashioned from a very large and thick oak tree, the door and frame to the
west appear very sturdy. A cyclops could probably smash into it and
affect if but slightly. The glyphs burned into the surface of the door
and frame look to be protective runes of some sort.
~
E
stuff plush chair~
Situated behind the long stone table is a fairly large chair. Made of
wood and cotton and stuffed to make it more forgiving, one could pass
many hours of study in the chair without a worry to comfort.
~
A
1 look~
old book tome~
if( mob_in_room( 2132, room ) ) {
mob = mob_in_room( 2132, room );
act_tochar( #no,ch, obj, mob );
}
~
E
no~
As you try to read the tome, $N gets
in your way. All you can see from here is that it is a treatise on
weather.
~
!
0 0 0
A
open~
1 west door large oak~
act_tochar( "You open the large oak door to the west.", ch );
act_notchar( "$n opens the large oak door to the west.", ch );
open( room, west );
~
!
0 0 0
2132 9 1509949540 3 0
-1
S
#0