#AREA Narak~ Phule~ ~ 0 0 4 #ROOMS #36000 Before the Gates of Narak~ You are before a large gate of solid sandstone inset into a massive wall of granite. The top of the wall is lined with small slots for bowmen to shoot out from, but the guards, if any are present, are not visible. An opposing force would face many losses if they assaulted this massive gate of stone. To the west an arch of gold frames a doorway to the desert over a road of hard rock. ~ [Phule] great desert road area w ~ 301465673 1 5 0 D1 gate~ gate~ 195 -1 36001 10 10 5 D3 ~ ~ 0 -1 35785 10 10 5 E gate~ Several tons of rough-hewn sandstone, the gate could probably withstand months, years, or perhaps decades of constant ramming. ~ E arch~ The arch slopes majestically overhead, reaching a sloping pinnacle at about 60 feet and curving back down, one base on each side of the path. ~ A knock bang pound~ 1 east gate~ if( is_open( room, east ) ) act_tochar( #hard, ch ); else { act_tochar( #bang, ch ); act_notchar( #rbang, ch ); i = reputation( ch, Narak ); if( i < 50 ) { act_tochar( #away, ch ); act_notchar( #raway, ch ); j = 1d10+10; dam_message( ch, j, "The shower of arrows" ); inflict( ch, ch, j, "the archers of Narak" ); } else { send_to_room( #opens, room ); open( room, east ); } } ~ E hard~ It's hard to do that with the gate already open. ~ E bang~ You bang loudly on the massive gate. ~ E rbang~ $n bangs loudly on the massive gate. ~ E opens~ The massive gate rises with a grinding of gears. ~ E away~ Archers line the walls and fire a few volleys. It is clear you are not welcome here. ~ E raway~ Archers line the walls a fire a volley of arrow at $n. ~ ! 0 0 0 A ~ ~ wait( 1 ); close( room, east ); send_to_room( #close, room ); send_to_room( #close, find_room( 36001 ) ); ~ E close~ The sandstone gate pounds shut, stone ringing on stone. ~ ! 1 0 2 -1 S #36001 West Gate of Narak~ You are standing just inside the main gate of the city, a huge sandstone slab which stretches many feet overhead. Small portcullises mark entrances into the walls themselves to the north and south. What appears to be the main street of Narak leads east, the Way of Kol Amroth, and to the west a rock road leads away from the city. A large @elever@n on the side of the gate appears to be the mechanism for raising and lowering its massive weight. ~ Phule-I have to wonder if desert dwelling peoples would wear black? some wear white also [Phule] GATE WILL NOT OPEN FROM THE INSIDE RIGHT NOW ~ 301465669 1 9 0 D0 portcullis~ portcullis~ 195 -1 36002 10 10 5 D1 ~ ~ 0 -1 36053 10 10 5 D2 portcullis~ portcullis~ 407 -1 36023 10 10 5 D3 gate~ gate~ 195 -1 36000 10 10 5 E small portcullis~ The small, grated gates slide upward into the rock, but the mechanism by which they do so is not visible. One leads north into the space between the city's walls, the other south. ~ E main gate huge sandstone slab~ Perhaps several tons of chiseled sandstone, a mighty gate indeed to guard the merchant city. ~ E e east~ You see the Main Street of Narak leading into the city. ~ E lever~ The large lever is attached to a chain and pulley system. It is possible a system of counterweights pull open the gate, but just as likely is the possibility that guards watch your approach to the gate carefully and heave it open at their own discretion. ~ A pull~ lever~ act_tochar( "You hear a clanking sound.", ch ); end; if( is_open( room, west ) ) act_tochar( #why, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); send_to_room( #open, room ); open( room, west ); } ~ E why~ You pull the lever, but nothing happens as the gate is already open. ~ E pull~ You pull the lever. ~ E rpull~ $n pulls the lever. ~ E open~ The gate rises with a creaking of chains and gears. ~ ! 0 0 0 A push~ lever~ if( !is_open( room, west ) ) act_tochar( #why, ch ); else { act_tochar( #push, ch ); act_notchar( #rpush, ch ); send_to_room( #close, room ); close( room, west ); } ~ E why~ You push the lever, but nothing happens as the gate is already shut. ~ E push~ You push the lever. ~ E rpush~ $n pushes the lever. ~ E close~ The gate crashes to the ground. ~ ! 0 0 0 A ~ ~ if( is_open( room, north ) || is_open( room, south ) ) { close( room, north ); close( room, south ); send_to_room( #portclose, room ); send_to_room( #portclosenorth, find_room( 36023 ) ); send_to_room( #portclosesouth, find_room( 36002 ) ); } ~ E portclose~ A sudden clanking and slam to the north and south attracts your attention. ~ E portclosenorth~ The gate to the north suddenly slams shut! ~ E portclosesouth~ The gate to the south suddenly slams shut! ~ ! 1 0 7 A ~ ~ acode( room, 3 ); wait( 1 ); close( room, west ); send_to_room( #close, find_room( 36000 ) ); send_to_room( #close, room ); ~ E close~ The sandstone gate pounds shut, stone ringing on stone. ~ ! 1 0 8 754 9 1509949540 3 0 754 9 1509949540 3 0 -1 S #36002 The walls of Narak~ These walls, abandoned by the cityguard, have fallen into neglect. Cobwebs litter every corner and cranny, and the scent of death permeates the air. It is definitely more chill here between the stone walls than the desert air outside. There is a small @blever@n on the south wall near a portcullis. ~ [Finius] spelled definitely, no 'a'. [Finius] room title: should be The Walls of Narak [Finius] look lever should be 'inset into a small' sense- the chill- add as an extra ~ 301465672 1 9 0 D0 ~ ~ 0 -1 36003 10 10 5 D2 portcullis~ portcullis~ 195 -1 36001 10 10 5 E lever~ This small grey lever is inset in the wall in a small niche beside the portcullis. Presumably a sharp pull on it will open the gate. ~ A pull~ lever~ if( !is_open( room, south ) ) { act_tochar( #open, ch ); open( room, south ); send_to_room( #south, room ); send_to_room( #north, find_room( 36023 ) ); } else act_tochar( #isopen, ch ); ~ E open~ You pull the small lever in the wall. ~ E south~ The portcullis to the south opens with a creak and a crank. ~ E north~ The portcullis to the north opens with a creak and a crank. ~ E isopen~ The portcullis is already open. ~ ! 0 0 0 A ~ ~ close( room, south ); send_to_room( #south, room ); send_to_room( #north, find_room( 36001 ) ); close( find_room( 36001 ), south ); send_to_room( #north, find_room( 36023 ) ); ~ E north~ The portcullis to the north closes with a creak and a clank. ~ E south~ The portcullis to the south closes with a creak and a clank. ~ ! 1 0 4 -1 S #36003 The Walls of Narak~ No living thing inhabits these walls, of that there is not much uncertainty. The sounds of rats normally thought present in the cool, damp places uninhabited by humans are absent. The dust on the walls appears thick and undisturbed. The guards gave up on occupying the walls several years ago. ~ [Merior] first sentence odd [Phule] i like it :) [Finius] second sentence is very convoluted. extra-look dust ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36004 10 10 5 D2 ~ ~ 0 -1 36002 10 10 5 3002 9 1509949540 3 0 -1 S #36004 The Walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ extra- look cobweb? maybe need to add an action here, sconce falls and hits you. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36006 10 10 5 D2 ~ ~ 0 -1 36003 10 10 5 E sconce~ Cobwebs, not torches, fill these sconces now. ~ 3000 9 1509949540 3 0 -1 S #36006 The Walls of Narak~ You are standing below a winding stone staircase leading up into the northwest guard tower of Narak. Whether it was the lack of any nearby enemies or the palpable creeping hand of death in the air that drove the guards from the walls, the fact remains that the bravest of the cityguard dare not step foot within these lifeless walls. ~ [Finius] how do you open the dang door? [Phule] *cackle* extra- look staircase- sense the creeping the hand of death ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36007 10 10 5 D2 ~ ~ 0 -1 36004 10 10 5 D4 trapdoor~ trapdoor~ 195 -1 36113 10 10 5 3001 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36007 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] too many commas. [Finius] (ref. Amadeus, 'too many notes') extras- dust cobwebs - sense the chill - maybe some sounds if they listen ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36008 10 10 5 D3 ~ ~ 0 -1 36006 10 10 5 3002 9 1509949540 3 0 -1 S #36008 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Merior] no changes in room descriptions in walls? boring :( [Finius] my gosh but this looks just like the room to the west [Finius] still too many commas breaking up the flow of things. since its the same see rbug one west :) ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36009 10 10 5 D3 ~ ~ 0 -1 36007 10 10 5 3000 9 1509949540 3 0 -1 S #36009 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] number 3, number 3, number 3, number 3. [Finius] i liked the sconces better. mabye throw in a dead wrat. [Finius] someone needs to take your copy/paste away ;) *laugh* love ya phule see rbug room 36007 ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36010 10 10 5 D3 ~ ~ 0 -1 36008 10 10 5 3001 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36010 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] (insert saracastic comment about same room 5 rooms in a row here) ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36011 10 10 5 D3 ~ ~ 0 -1 36009 10 10 5 3002 9 1509949540 3 0 -1 S #36011 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] (cf five rooms to your west. they will look familiar after a while) ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36012 10 10 5 D3 ~ ~ 0 -1 36010 10 10 5 3002 9 1509949540 3 0 3000 9 1509949540 3 0 -1 S #36012 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] i know i've seen this before, don't tell me, don't tell me... ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36013 10 10 5 D3 ~ ~ 0 -1 36011 10 10 5 3001 9 1509949540 3 0 -1 S #36013 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] number 9, number 9. TURN ME ON DEAD MAN TURN ME ON DEAD MAN. (see 8 rooms west) ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36014 10 10 5 D3 ~ ~ 0 -1 36012 10 10 5 -1 S #36014 The Walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] number 10. you win. why am i checking the land of same 12 rooms again? ;) ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36015 10 10 5 D3 ~ ~ 0 -1 36013 10 10 5 3000 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36015 The walls of Narak~ You are standing below a winding stone staircase leading up into the northwest guard tower of Narak. Whether it was the lack of any nearby enemies or the palpable creeping hand of death in the air that drove the guards from the walls, the fact remains that the bravest of the cityguard dare not step foot within these lifeless walls. ~ [Merior] can you do something with panel? and nothing made to east yet... [Finius] okay, this is also a copy. cause last tower said Northwest, and it should be Walls not walls of Narak [Finius] as i've travelled east through same 10-12 rooms, my guess is this is Northeast Tower. [Finius] and should i know how to open the trapdoor? i got no clue [Phule] *cackle* again need an extra look stair ~ 301465664 1 9 0 D1 panel~ panel~ 171 -1 36047 10 10 5 D2 ~ ~ 0 -1 36016 10 10 5 D3 ~ ~ 0 -1 36014 10 10 5 D4 trapdoor~ trapdoor~ 195 -1 36112 10 10 5 E wall e panel east~ The wall appears to be a panel of some sort. ~ A ~ ~ if( random( 1, 10 ) < 4 ) { act_tochar( #wall, ch ); end; } ~ E wall~ You detect a faint glimmer out from underneath the otherwise ordinary wall to the east. ~ ! 1 0 28 A ~ ~ continue; ~ E to_side~ Someone open the stone panel of the wall to the west. ~ E to_room~ $n slides open the stone panel of the east wall. ~ E to_char~ You slide open the stone panel of the east wall. ~ ! 8 0 2 -1 S #36016 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] okay this is same room exactly of room 10 west from ehre or so. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36015 10 10 5 D2 ~ ~ 0 -1 36017 10 10 5 3002 9 1509949540 3 0 -1 S #36017 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ poss. site for lower level boss. [Finius] copy/paste room. Walls not walls. [Finius] ah i killed a dark spectre thing over here and a trapdoor opens elsewhere. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36016 10 10 5 D2 ~ ~ 0 -1 36018 10 10 5 983 9 1509949540 3 0 -1 S #36018 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] copy/paste room. Walls not walls. [Finius] copy/paste room. Walls, not walls in room title. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36017 10 10 5 D2 ~ ~ 0 -1 36052 10 10 5 3001 9 1509949540 3 0 3000 9 1509949540 3 0 -1 S #36023 The walls of Narak~ These walls, abandoned by the cityguard, have fallen into neglect. Cobwebs litter every corner and cranny, and the scent of death permeates the air. It is definately more chill here between the stone walls than the desert air outside. There is a small @blever@n on the north wall near a portcullis. ~ ~ 301465672 1 9 0 D0 portcullis~ portcullis~ 407 -1 36001 10 10 5 D2 ~ ~ 0 -1 36024 10 10 5 E lever~ This small grey lever is obviously used to open the portcullis from within the walls. ~ A ~ ~ close( room, north ); send_to_room( #portclose, room ); ~ E portclose~ The portcullis slams shut! ~ ! 1 0 1 A pull~ lever~ if( !is_open( room, north ) ) { open( room, north ); act_tochar( #youpull, ch ); act_notchar( #hepulls, ch ); } else act_tochar( #isopen, ch ); ~ E youpull~ You pull the lever and the portcullis to the north opens up. ~ E hepulls~ $n pulls a lever on the wall and the portcullis to the north opens up. ~ E isopen~ The portcullis is already open. ~ ! 0 0 0 -1 S #36024 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ ~ 301465664 1 9 0 D0 portcullis~ portcullis~ 0 -1 36023 10 10 5 D2 ~ ~ 0 -1 36025 10 10 5 3002 9 1509949540 3 0 3000 9 1509949540 3 0 -1 S #36025 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] copy/paste room. Walls, not walls of Narak. need to add more actions look cowebs ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36024 10 10 5 D2 ~ ~ 0 -1 36029 10 10 5 3001 9 1509949540 3 0 -1 S #36029 The walls of Narak~ You are standing below a winding stone staircase leading up into the southwest guard tower of Narak. Whether it was the lack of any nearby enemies or the palpable creeping hand of death in the air that drove the guards from the walls, the fact remains that the bravest of the cityguard dare not step foot within these lifeless walls. ~ [Finius] copy/paste room. Walls, not walls of Narak. [Finius] this is the SW guardtower. you copy paster look stairs :) ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36025 10 10 5 D1 ~ ~ 0 -1 36030 10 10 5 D4 trapdoor~ trapdoor~ 195 -1 36110 10 10 5 -1 S #36030 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36031 10 10 5 D3 ~ ~ 0 -1 36029 10 10 5 3001 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36031 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36032 10 10 5 D3 ~ ~ 0 -1 36030 10 10 5 -1 S #36032 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36033 10 10 5 D3 ~ ~ 0 -1 36031 10 10 5 3000 9 1509949540 3 0 -1 S #36033 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36034 10 10 5 D3 ~ ~ 0 -1 36032 10 10 5 3002 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36034 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36035 10 10 5 D3 ~ ~ 0 -1 36033 10 10 5 3000 9 1509949540 3 0 3002 9 1509949540 3 0 -1 S #36035 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36036 10 10 5 D3 ~ ~ 0 -1 36034 10 10 5 3001 9 1509949540 3 0 -1 S #36036 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36037 10 10 5 D3 ~ ~ 0 -1 36035 10 10 5 3000 9 1509949540 3 0 3001 9 1509949540 3 0 -1 S #36037 The walls of Narak~ This east-west passage is located between the two outer walls of the city, built to be manned and defended by the cityguard. Signs of life are gone, now, with the dust growing thick and the cobwebs thicker. The air here is still, damp, and chill, in stark contrast with the desert outside. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D1 ~ ~ 0 -1 36038 10 10 5 D3 ~ ~ 0 -1 36036 10 10 5 3002 9 1509949540 3 0 -1 S #36038 The walls of Narak~ You are standing below a winding stone staircase leading up into the southeast guard tower of Narak. Whether it was the lack of any nearby enemies or the palpable creeping hand of death in the air that drove the guards from the walls, the fact remains that the bravest of the cityguard dare not step foot within these lifeless walls. The hallways lead between the walls to the north and west. ~ [Finius] come on, this is a copy/paste and says northwest guard tower, when this is the SE. Walls of Narak. *hrmmph* has me looking at copy/pastes all day.. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36049 10 10 5 D3 ~ ~ 0 -1 36037 10 10 5 D4 trapdoor~ trapdoor~ 195 -1 36111 10 10 5 3000 9 1509949540 3 0 -1 S #36039 The walls of Narak~ Under Construction. ~ ~ 301465665 3 9 0 -1 S #36047 A Secret and Dark Chamber~ This passage is narrow and small, and is not lit by torch nor candle. A panel leads through the wall to the west, and the passage continues to the east. ~ nomob ~ 301465673 1 9 0 D1 ~ ~ 0 -1 36048 10 10 5 D3 panel~ panel~ 171 -1 36015 10 10 5 A ~ ~ ~ ! 0 0 0 -1 S #36048 Before a Dark, Mysterious Pool~ You stand before the smooth, mirrorlike surface of a dark pool. Its depths hidden, the glow of white light shimmers deep beneath its surface like a false moon. About 100 meters in circumference, anything from a black dragon to a sunken ship could be below the surface. Or nothing at all. A passage leads west away from the pool. ~ entering the pool transfers the character to the lair of an evil wizard -- ~ 301465665 1 9 0 D3 ~ ~ 0 -1 36047 10 10 5 E pool~ This silvery pool's depths are unfathomable from this vantage, but a magical light glimmers from deep below its surface. ~ A enter dive ~ pool water~ if( !is_player( ch ) ) { act_tochar( #hah, ch ); end; } act_tochar( #dive, ch ); act_notchar( #rdive, ch ); transfer( ch, find_room( 36129 ) ); act_notchar( #rrdive, ch ); ~ E dive~ You dive into the pool, and its chill touch nearly freezes your limbs. Soon a tingle of powerful energy flows through you, warming you gently, and you see a faint light. You swim toward the light, and come up out of the pool in a different place than you left. ~ E rdive~ $n dives into the pool. ~ E rrdive~ $n climbs out of the pool, but seems strangely dry. ~ E hah~ You can't seem to enter the pool. ~ ! 0 0 0 -1 S #36049 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36050 10 10 5 D2 ~ ~ 0 -1 36038 10 10 5 -1 S #36050 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36051 10 10 5 D2 ~ ~ 0 -1 36049 10 10 5 3000 9 1509949540 3 0 -1 S #36051 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] another copy/paste room. Walls, not walls of Narak. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36052 10 10 5 D2 ~ ~ 0 -1 36050 10 10 5 3002 9 1509949540 3 0 -1 S #36052 The walls of Narak~ The stillness of the air seems suffocating, as if nothing substantial draws breath within these walls. The empty torch sconces in the walls suggest that these walls were once watched by the cityguards, but have now been abandoned. Cobwebs hang thick from the corners where the damp grey stones meet. The hallway between the walls heads north and south. ~ [Finius] yet another copy/paste room in need of Wall capitalized. ~ 301465664 1 9 0 D0 ~ ~ 0 -1 36018 10 10 5 D2 ~ ~ 0 -1 36051 10 10 5 3001 9 1509949540 3 0 -1 S #36053 Way of Kel Amroth~ You are standing on the Way of Kel Amroth, just east of the desert city's main gate. Bright-coloured cloths drape from nearby shops depicting a variety of goods and services. To the east is a bustling intersection, crawling with merchants and crowds of people rummaging through the myriad shops and bazaars. A gold-engraved @b@Gplaque@n hangs on the city wall to the south. ~ phnote :: unfinished areas second section of the elemental catacombs assassin's tower [Phule] added interaction with plaque [Phule] tempted to have action keyword brush.... *twitches* typo second sentence [Phule] fixed typo ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36054 10 10 5 D3 ~ ~ 0 -1 36001 10 10 5 E plaque wall south gold engraved~ The plaque depicts a stately gnome exchanging goods with a regal human. ~ E cloths bright colour~ Brightly-coloured cloths hang above the doorways and windows of the local shops. They flutter gently in the slight breeze caused by the milling citizens. ~ A ~ ~ continue; ~ E to_char~ You duck your head and plunge into the milling crowd. ~ ! 3 0 2 A get take steal remove~ plaque~ act_tochar( #firm, ch ); ~ E firm~ You try to take the plaque, but it is firmly attached to the wall. ~ ! 0 0 0 -1 S #36054 Way of Kel Amroth - Intersection with Aghrin Street~ Peddlers carrying goods from ports all over the known realms bustle to and fro with their precious cargo. Small caravans of camels head west through the gate, while still others arrive from the west, delivering goods to the many stores and shops. The Way of Kel Amroth continues east, while Aghrin Street runs north and south. ~ [Finius] ports aren't much used these days. cities maybe? [Phule] i say ports when i mean ports :) extras look caravans and or peddlers [Rhen] extra smell camel added i guess ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36078 10 10 5 D1 ~ ~ 0 -1 36055 10 10 5 D2 ~ ~ 0 -1 36076 10 10 5 D3 ~ ~ 0 -1 36053 10 10 5 E caravans camels peddlers cargo~ Nameless merchants, all in a hurry to transport their goods. ~ A ~ ~ if( random( 1, 30 ) < 6 ) { act_tochar( #crowd, ch ); wait( 2 ); if( char_in_room( ch, room ) ) { obj = oload( 2 ); if( has_obj( 2, ch ) ) { junk_obj( has_obj( 2, ch ) ); act_tochar( #snatch, ch ); act_tochar( #pilfer, ch ); act_tochar( #welcome, ch ); obj_to_char( oload( 14 ), ch ); } } } ~ E pilfer~ @b@MYou quickly call for help, from the guards, from a passing merchant, from the city at large, but it is no use, it is too late. Part of your purse has been pilfered.@n ~ E snatch~ @b@RWith completely no warning, you feel an added weight on your purse--someone has just tried to steal from you!! You turn around and see a quickly disappearning dark shape who is gone before you can even react.@n ~ E welcome~ @b@GNoticing your plight, a passing merchant pasing you by stops for a moment and gives you a coin. @C"Welcome to Narak. You'd better take better care of that purse of yours."@n ~ E crowd~ You enter the crowded streets of Narak. ~ ! 0 0 8 A ~ ~ wait( 1 ); i = random( 1, 8 ); if( i == 1 ) send_to_room( #camel, room ); if( i == 2 ) send_to_room( #merchant, room ); if( i == 3 ) send_to_room( #peddler, room ); if( i == 4 ) acode( room, 1 ); if( i == 5 ) send_to_room( #pedd2, room ); if( i == 6 ) send_to_room( #chase, room ); ~ E chase~ A short man runs by, forcing his way through the crowd, followed by three large cityguards. "Stop!! Thief!!" ~ E pedd2~ A simple peddler pushes a cart laden with bottles and kegs of various liquors down the sandstone street to the south. ~ E peddler~ A simple peddler pushes a cart of spices down the sandstone street to the north. ~ E merchant~ A merchant, running around like a chicken with its head cut off, waves his hands in the air. "Help!! Help!! I've been robbed!!" he screams as he disappears into the crowd. ~ E camel~ Three camels carrying large loads of silks and carpets are led down Main Street to the east by a balding merchant. ~ ! 1 0 15 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 5 A ~ ~ continue; ~ E to_char~ You continue $T along the Way of Kel Amroth. ~ ! 3 0 10 754 9 1509949540 3 0 754 9 1509949495 3 0 918 9 1509949530 3 0 -1 S #36055 Way of Kel Amroth~ Above an open doorway to the north hangs a silver-engraved sign depicting a curved sword crossed with an axe, beyond which the faint glow of a forge can be seen. A bright pennant hangs down from a shop above the smithy, accessable via sturdy wooden steps leading up and over the smithy's door. To the west, Main Street reaches a bustling intersection, while to the east, the bright signs of more shops can be seen. To the south, an ancient, crumbling wall remains, a remnant of Narak's past. ~ [Rhen] extras- smell food, listen- hustle and bustle and of a thriving city :) ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36096 10 10 5 D1 ~ ~ 0 -1 36056 10 10 5 D3 ~ ~ 0 -1 36054 10 10 5 D4 ~ ~ 1024 -1 36149 10 10 5 E silver sign~ The working is intricate and the sign seems recently polished. The curving sword must be the sword of the desert, the scimitar, and the large battle-axe depicted is reminiscent of dwarven masterwork. The sign must belong to a smithy. ~ E pennant~ The multi-colored pennant advertises "Authentic Western Food." The shop it belongs to might be interesting. ~ A ~ ~ continue; ~ E to_char~ You step beneath the silver sign and into the shop. ~ ! 3 0 1 A ~ ~ continue; ~ E to_char~ You continue $T down the Way of Kel Amroth. ~ ! 3 0 10 A ~ ~ continue; ~ E to_char~ You climb the staircase to the balcony above. ~ ! 3 0 16 -1 S #36056 Way of Kel Amroth~ A graceful stone arch to the south marks the entrance to the city square, where the bright colors and sounds of a street fair or bazaar mingle pleasantly with the smells of fresh fruits and cooking meat. To the west you make out the faint sound of metal being shaped, and to the east you see bright signs advertising more shops. A sturdy wooden staircase leads up the wall to the north, leading to a small balcony shop overhead. ~ up to north ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36057 10 10 5 D2 ~ ~ 0 -1 36097 10 10 5 D3 ~ ~ 0 -1 36055 10 10 5 D4 ~ ~ 1024 -1 36176 10 10 5 E signs~ The signs are colourful, but are too far away to be read clearly. The nearest one seems to advertise an inn. ~ E arch~ The old stone arch is a part of the old wall of Narak, now mostly crumbled. It has withstood the passage of several centuries, and is one of Narak's chief items of history. ~ A ~ ~ continue; ~ E to_char~ You continue $T down the Way of Kel Amroth. ~ ! 3 0 10 A climb~ staircase~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You climb up the ladder to the rooftop. ~ ! 3 0 16 918 9 1509949525 3 0 918 9 1509949515 3 0 -1 S #36057 Way of Kel Amroth~ One of the oldest and most revered buildings in Narak, the Wyvern Inn, stands mightily to the north. Far from disrepair, the building is in the same condition of perfect craftsmanship as it has always been. To the west, Main Street passes an arch leading to the city square, and to the east more colourfully-pennanted shops can be seen. A painted wooden sign hangs above the inn's open front door to the north, beside the boughs of an exremely out-of-place oak tree. ~ climb tree ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36089 10 10 5 D1 ~ ~ 0 -1 36058 10 10 5 D3 ~ ~ 0 -1 36056 10 10 5 E painted wooden sign~ The sign depicts a ferocious wyvern, wings outsretched. ~ E colourful pennants~ The pennants are too far away to read, from here, but one appears to depict twin palm trees, an oasis. ~ E oak tree~ The large tree grows strangely out of place in a plot of dark soil amidst the large sandstone blocks of the street. The low branches look climbable, and the thick leaves could make it a good place to hide. ~ A climb~ oak tree branches~ act_tochar( #climb, ch ); act_tochar( "$n climbs up into the oak tree.", ch ); transfer( ch, find_room( 36174 ) ); act_notchar( "$n climbs up from below.", ch ); ~ E climb~ You slink up the branches of the tree, disappearing from the crowded streets of Narak. ~ ! 0 0 0 A ~ ~ i = random( 1, 5 ); if( i == 2 ) send_to_room( #sc1, room ); if( i == 3 ) send_to_room( #sc2, room ); if( i == 4 ) send_to_room( #sc3, room ); ~ E sc1~ Two dark-skinned men stride out of the inn's door, apparently heading for a disembarking ship. ~ E sc2~ A merchant pushing a large cart of fruit wheels past you and turns into the city plaza. ~ E sc3~ You are pushed about as a large crowd leaving the city plaza flows past you and down the street to the east. ~ ! 2 500 0 A ~ ~ continue; ~ E to_char~ You continue $T down the Way of Kel Amroth. ~ ! 3 0 10 A ~ ~ continue; ~ E to_char~ You enter the inn. ~ ! 3 0 1 -1 S #36058 Way of Kel Amroth~ Two high-class shops line Main Street, a silk and fineries shop to the north, and a dining hall to the south. To the east you see an intersection, across which rises the imposing structure of the sultan's palace. To the west you see a tree growing from the sandstone of the street in front of a mighty inn. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36062 10 10 5 D1 ~ ~ 0 -1 36059 10 10 5 D2 ~ ~ 0 -1 36063 10 10 5 D3 ~ ~ 0 -1 36057 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down the Way of Kel Amroth. ~ ! 3 0 10 A ~ ~ continue; ~ E to_char~ You enter the shop to the $T. ~ ! 3 0 5 -1 S #36059 Outside the Sultan's Palace~ To the east rises a marvelously constructed palace of domes and towers, the home of the Sultan of Narak. North and south runs Palace Street, and to the west the shops of Main Street can be seen, with scores of merchants going from store to store to trade, or to gather the local gossip. A large brass gong adorns the palace wall to the east next to an ornately-crafted gate. It appears you will have to knock or ring the gong to gain entrance. ~ [Finius] nice gong :) [Phule] thanks :) ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36064 10 10 5 D1 gate~ gate~ 195 -1 36060 10 10 5 D2 ~ ~ 0 -1 36065 10 10 5 D3 ~ ~ 0 -1 36058 10 10 5 E gong~ A large brass gong, with a wooden mallet hanging from one corner. ~ E gate door~ A larg brass gong adorns the palace wall to the east next to an ornately-crafted gate. It appears you will have to ring the gong to gain entrance. ~ A knock bang ring sound hit gong~ gate gong bell door 1 east~ act_tochar( #ring, ch ); act_notchar( #nring, ch ); wait( 1 ); send_to_room( #open, room ); send_to_room( #open, find_room( 36060 ) ); open( room, east ); ~ E ring~ You sound the brass gong with a reverberating *BRANG!!!* and wait for the guard to open the doors. ~ E nring~ $n sounds the brass gong with a reverberating *BRANG!!!* ~ E open~ The palace gate swings open to the sound of wind chimes. ~ ! 0 0 0 A ~ ~ wait( 1 ); send_to_room( #west, find_room( 36060 ) ); send_to_room( #east, room ); ~ E west~ The palace gate is pulled shut by a few nearby guards. ~ E east~ The palace gate to the east closes slowly. ~ ! 1 0 2 A ~ ~ continue; ~ E to_char~ You walk through the gates and into the palace. ~ ! 3 0 2 A ~ ~ continue; ~ E to_char~ You continue west down the Way of Kel Amroth. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 5 917 9 1509949535 3 0 918 9 1509949525 3 0 918 9 1509949515 3 0 918 9 1509949505 3 0 163 9 1509949540 3 0 -1 S #36060 The Palace of the Sultan~ The sand-colored streets of Narak give way to the white marble of the interior of the sultan's palace. A spiraling stair leads upward to the throne room, and to the north you see an open oakenwood door leading toward the sultan's private chambers. The palace gates to the west are much too massive to be pushed open, but a large crank mounted in the wall beside it might have something to do with its operation. A strange statue of a quite rotund gnome stands in the southwest corner next to a potted plant. ~ nomob [Merior] i presume no one can get into bedroom since it isnt done... [Phule] bedroom is just a teaser - never meant to be done. [Finius] good guard description. [Finius] why do you just get to go in and see the sultan? [Finius] not sure what code is available to make you wait, or have guards check you over first...but they should. [Finius] ah you can't go north ~ 301465709 1 9 0 D0 door~ door n north~ 195 -1 36093 10 10 5 D3 gate~ gate~ 195 -1 36059 10 10 5 D4 ~ ~ 0 -1 36061 10 10 5 E nose~ It looks a bit detached, as if perhaps it was not part of the original design. ~ E crank~ This crank, if turned, will drop a complex system of counterweights hidden within the palace walls and thereby open the massive gates. ~ E rotund statue strange~ This statue depicts the commercial genius of the first Sultan of Narak, the half-goblin affectionately known only as "The Sultan." His vision rebuilt Narak and transformed it from a dying desert village to a bustling center of trade. The nose seems slightly off-center. ~ E potted plant~ In a simple clay pot, this fern is very leafy and moist and is obviously alien to the desert climes of Narak. It is almost constantly watered by a pair of servants who run to and from a small closet carrying buckets, sweat drenching down their exhausted faces. ~ A ~ ~ act_tochar( #block, ch ); ~ E block~ @CA guard steps from the shadows and blocks your passage. "@bYou are not allowed in the sultan's bedchamber.@n" ~ ! 3 0 1 A ~ ~ wait( 1 ); close( room, west ); send_to_room( #west, room ); send_to_room( #east, find_room( 36059 ) ); ~ E west~ Guards close the magnificent gate to the west. ~ E east~ The magnificent gate to the east closes. ~ ! 1 0 8 A turn pull crank~ crank~ act_tochar( #crank, ch ); open( room, west ); send_to_room( #east, find_room( 36059 ) ); ~ E crank~ You turn the crank and the gate swings open. ~ E rcrank~ $n turns the crank and the gate swings open. ~ E east~ The magnificent gate to the east opens to the sound of windchimes. ~ ! 0 0 0 A twist turn rotate spin~ nose~ act_tochar( #turn, ch ); i = random( 1, 2 ); if( i == 1 ) { if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); open( find_room( 36001 ), north ); send_to_room( #north, find_room( 36001 ) ); send_to_room( #south, find_room( 36002 ) ); send_to_area( #some, room ); } else { close( find_room( 36001 ), north ); send_to_room( #noclose, find_room( 36001 ) ); send_to_room( #soclose, find_room( 36002 ) ); send_to_area( #close, room ); set_rflag( reset0, room ); } } if( i == 2 ) { if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); open( find_room( 36001 ), south ); send_to_room( #south, find_room( 36001 ) ); send_to_room( #north, find_room( 36023 ) ); send_to_area( #some, room ); } else { close( find_room( 36001 ), south ); send_to_room( #soclose, find_room( 36001 ) ); send_to_room( #noclose, find_room( 36023 ) ); send_to_area( #close, room ); set_rflag( reset1, room ); } } ~ E north~ The portcullis to the north slowly and mysteriously opens. ~ E south~ The portcullis to the south slowly and mysteriously opens. ~ E some~ From somewhere the grating sound of a portcullis being raised can be heard. ~ E turn~ You twist the statue's odd-shaped nose. ~ E noclose~ The portcullis to the north slowly and mysteriously closes. ~ E soclose~ The portcullis to the south slowly and mysteriously closes. ~ E close~ From somewhere the grating sound of a portcullis being lowered can be heard. ~ ! 0 0 0 917 9 1509949515 3 0 917 9 1509949515 3 0 -1 S #36061 The Throne Room~ A massive throne of gold and silver dominates this large chamber, elevated on a small dais. Fineries of every description, from silken tapestries to jeweled goblets, line the walls and a red carpet leads from the marble stairway to the foot of the throne. ~ sultan mprogs are disabled purposefully as religions are bogus [Finius] small marble dais? [Finius] be cool if you could ask him about his scim. maybe cut your head off or something ;) [Phule] safe ~ 301465703 1 9 0 D5 ~ ~ 0 -1 36060 10 10 5 649 9 1509949540 3 0 997 8 1509949540 3 0 -1 S #36062 Areadle's Fineries~ Silks and gems line the shelves of this luxuriously decorated shop. Servants with large palm leaves follow guests, fanning them as they browse the items. It is much cooler in this store than in the outside heat, a refreshing change. A small sign hangs from a wall nearby. ~ [Phule] safe [Phule] no.mob ~ 301469771 1 9 0 D2 ~ ~ 0 -1 36058 10 10 5 E sign~ @bList@n -- shows what you can buy. If you have a question about an unusual item, ask the shopkeeper about it. ~ A ~ ~ continue; ~ E to_char~ You step out onto the Way of Kel Amroth. ~ ! 3 0 4 650 9 1509949540 3 0 342 17 1509949470 -1 0 1161 17 1509949475 -1 0 1159 17 1509949470 -1 0 1162 17 1509949460 -1 0 1485 17 1509949460 -1 0 -1 S #36063 Veglar's Oasis~ Several patrons sit in relative comfort, dining on various dishes imported from across the realms. Waiters dressed in white carry trays of food and drink to and fro quickly, yet stop to chat amiably with the guests. Candles light each table, and several large rotating fans hang from the ceiling, powered by some unseen force. ~ [Phule] nomob [Phule] safe [Phule] btw, legbone pops here one out of every 30 REBOOTS ~ 301465675 1 9 0 D0 ~ ~ 0 -1 36058 10 10 5 A ~ ~ continue; ~ E to_char~ You step out onto the Way of Kel Amroth. ~ ! 3 0 1 651 9 1509949540 3 0 113 17 1509949500 -1 0 112 17 1509949500 -1 0 129 17 1509949540 -1 0 -1 S #36064 Palace Street~ You are standing on a street of scrubbed white sandstone. To the north you see a few shops, and to the south the palace gates are visible. To the east the walls of the palace loom high overhead, reaching to golden domed rooftops and high balcony windows. This spot is strangely bare in the bustle of the city, as no shops line the city streets. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36082 10 10 5 D2 ~ ~ 0 -1 36059 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 5 -1 S #36065 Palace Street~ Despite the looming form of the sultan's palace to the northeast, the white marble building to the east catches your eye. Large columns of stone support a massive marble roof which encloses a graceful temple. To the west, the sandstone wall of a building rises up into the desert air, a staircase leading up its edge toward a small shop above. The merchants and servants running to and fro along the street move more slowly and quietly here, as if respecting the peace of the temple. ~ [Finius] add look column to the look temple description [Phule] added ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36059 10 10 5 D1 ~ ~ 0 -1 36117 10 10 5 D2 ~ ~ 0 -1 36066 10 10 5 D4 ~ ~ 0 -1 36146 10 10 5 E temple~ The smooth white marble structure rises into the sky, with six massive columns supporting its roof. ~ E columns~ The columns are white marble, each easily 8 feet thick. ~ A ~ ~ send_to_char( #ch, ch ); transfer( ch, find_room( 36117 ) ); ~ E ch~ You ascend the smooth steps into the temple. ~ ! 3 1 2 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 5 -1 S #36066 Palace Street~ The street is fairly bare at this point, but the bustling merchantry still flows by in a steady din of yelling and conversation and accusations. A high wall rises rises to the east, the outer wall of the city.. A small sandstone wall stands to the west, with a small staircase leading up the side of it to a small shop above. To the north, Palace Street passes a temple, and to the south you can see an intersection. A rather imposing-looking gate stands before a large building to the east. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36065 10 10 5 D1 black iron gate~ black iron gate e east door~ 195 -1 36191 10 10 5 D2 ~ ~ 0 -1 36067 10 10 5 D4 ~ ~ 0 -1 36145 10 10 5 E gate~ The black iron bars of the gate are close together. It would take quite a ram to break down the door. ~ A bang knock~ 1 east gate~ act_tochar( "You bang on the gate.", ch ); act_notchar( "$n bangs on the gate to the east.", ch ); act_tochar( "A few guards yell curses at you, and go back to sleep.", ch ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 5 -1 S #36067 Intersection of Palace and Khotrad~ The streets of Palace and Khotrad come to a bustling intersection here, with merchants coming and going along Palace Street to the north and Khotrad to the west. To the east stands a small brightly-coloured tent with a sign above its flap, a strange spicy odor coming from the tent's interior. A small table and a few chairs have been placed here by the cityguard to act as a quiet place to talk, as this corner of the city, while busy, does not boast the commercial traffic of other parts of the city. A small wooden ladder runs up the wall to the south to a trapdoor. The trapdoor leads into a house which hangs from the wall. ~ [Merior] is cityguard one or two words? [Phule] cityguard can be either - a like one word better. [Finius] every guard also looks the same, dude. [Phule] well there is no difference between a gate and a street guard except their duties ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36066 10 10 5 D1 ~ ~ 0 -1 36068 10 10 5 D3 ~ ~ 0 -1 36069 10 10 5 D4 ~ ~ 0 -1 36164 10 10 5 E sign~ The sign reads: THE FORTUNE-TELLER'S: Learn about your future, or make yourself one with our choice reagents. ~ A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 1 A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 8 912 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 918 9 1509949530 3 0 918 9 1509949520 3 0 -1 S #36068 The Fortune-Teller's~ The tent is poorly lit, as only a few candles on a small wooden table in the center of the tent provide light. Small particles fill the air, possibly dust, and numerous jars line a few shelves filled with contents not discernable. Thin leather loops hang on a few racks, obviously intended to be made into some sort of necklace. ~ [Phule] working on fortune-telling program [Finius] bit stilted not to just say 'undiscernable contents' [Finius] leather to make a necklace and she customs nothing. heh frusstrating. [Finius] ah, i just looked and see its webs instead. some, like me, will miss that, and i guess you know it works then :) [Phule] custom for shark tooth necklace goes here [Phule] safe [Phule] nomob ~ 301465679 1 9 0 D3 ~ ~ 0 -1 36067 10 10 5 E loops jars shelves racks~ The jars are covered with dust, making their contents indistinguishable. The loops appear upon second glance to be instead thick strands of woven spider's silk. ~ 676 9 1509949540 3 0 21 17 1509949540 -1 0 37 17 1509949540 -1 0 78 17 1509949540 -1 0 81 17 1509949540 -1 0 243 17 1509949540 -1 0 249 17 1509949465 -1 0 912 49 1509949540 -2 0 27 81 1509949540 -2 0 -1 S #36069 Khotrad Street~ To the north and south rise walls of stone, the north being a crumbling wall of granite, and the south a mighty wall of sandstone. To the west you see a large ramp descending below the walls, and to the east the smells of strange spices can be detected. ~ u was 36166 ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36067 10 10 5 D3 ~ ~ 0 -1 36070 10 10 5 D4 ~ ~ 0 -1 36166 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 10 -1 S #36070 Khotrad Street~ Khotrad Street runs east to west along the southern wall of the city. A large stone ramp leads down to the south, towards the smell of the sea. Large carts pulled by horses haul loads to and from the ramp below. Merchants crowd the large ramp which seems suddenly small, all trying to reach or disembark from a ship at the docks. To the west an entrance to the city plaza can be seen over the crowd, the sounds of the plaza carrying over the crazy din. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36069 10 10 5 D3 ~ ~ 0 -1 36071 10 10 5 D5 ~ ~ 0 -1 36118 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 10 918 9 1509949530 3 0 918 10 1509949520 3 0 -1 S #36071 Khotrad Street~ To the north, a small arch leads through a crumbling wall into the city square, alive with merchants, people, and entertainers. Khotrad Street runs east and west along the southern wall of the city. ~ western rooms u was 36168 [Rhen] hmm maybe some extras like look entertainers agreed ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36099 10 10 5 D1 ~ ~ 0 -1 36070 10 10 5 D3 ~ ~ 0 -1 36072 10 10 5 D4 ~ ~ 0 -1 36168 10 10 5 E n north arch square merchants people entertainers~ It is a mill of people, quite nearly a carnival atmosphere. ~ A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 10 -1 S #36072 Khotrad Street~ You are in a quiet part of Narak, as Khotrad Street is fairly bare in this part of town. To the west a few shops can be seen, and to the east you hear the faint sounds of the city square. ~ [Finius] be cool if you could ask jester to do certain emotions. like flip, jump, tackle... u was 36170 [Phule] i think joke and insult will do, as well as the tipping series with coins. ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36071 10 10 5 D3 ~ ~ 0 -1 36073 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 10 -1 S #36073 Intersection of Khotrad and Aghrin~ The southernmost intersection in Narak, Khotrad and Aghrin Streets interconnect here. To the west the sounds of controlled combat can be heard, and to the north the loud sounds of a bar. A small wooden ladder runs up the wall to the south to a trapdoor. The trapdoor leads into a house which hangs from the wall. ~ [Merior] although i have figured out the hanging houses, if this is the first one seen, can still be confusing... [Merior] how about something like A small stone house appears to hang from the southern wall, and a trapdoor provides a means of accessing the house (or something kinda like that? [Rhen] listen sounds [Phule] you hear the sounds of a bar? ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36075 10 10 5 D1 ~ ~ 0 -1 36072 10 10 5 D3 ~ ~ 0 -1 36074 10 10 5 D4 ~ ~ 1024 -1 36172 10 10 5 A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Khotrad Street. ~ ! 3 0 2 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 1 A ~ ~ continue; ~ E to_char~ You climb up the ladder and come to a trapdoor. ~ ! 3 0 16 918 9 1509949525 3 0 918 9 1509949520 3 0 -1 S #36074 The Camel's Tongue~ A large white mat rests in the center of this room, with several figures practicing physical techniques on it. Practice weapons line the walls and occasionally one is used in instruction on the mat, but it is clear that the weapons are not for sale. Through the door to the east is the intersection between Khotrad and Aghrin. ~ [Phule] safe [Phule] nomob [Rhen] extras- look weapons smell sweat :) okay those i can see :) ~ 301465679 1 9 0 D1 ~ ~ 0 -1 36073 10 10 5 E mat~ The thickly padded mat lets the trainees fall to the ground without injuring themselves. ~ E weapons~ A few wooden swords, but mostly staves and a very strange weapon indeed: two 18-inch long, inch-thick poles with a short length of cord between them. ~ 672 9 1509949540 3 0 -1 S #36075 Aghrin Street~ The sounds of a boisterous tavern reach your ears from the west, loud voices and the sound of glasses clinking together. Aghrin Street runs north and south, a long line of worn sandstone. The smell of camels wafts in from the north. ~ [Rhen] hmm extras some smells maybe and look sandstone it's just a street :( ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36076 10 10 5 D2 ~ ~ 0 -1 36073 10 10 5 D3 ~ ~ 0 -1 36116 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 5 -1 S #36076 Aghrin Street~ Aghrin Street runs north and south, traversing the western side of the city. The sound of laughter and merry-making seems to ring from all directions, filling the air with a degree of light-heartedness that makes the day or night seem somewhat brighter. A putrid smell comes from an open doorway to the west. ~ [Finius] nice contrast in room descr. smell vs sound. [Phule] thanks finius [Rhen] extras- detail the smell please :) and yes nice touch. 'a putrid smell' ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36054 10 10 5 D2 ~ ~ 0 -1 36075 10 10 5 D3 ~ ~ 0 -1 36104 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 5 -1 S #36078 Aghrin Street~ The fine sandstone of Aghrin Street stretches north toward more shops, and south it crosses Narak's Main Street. Above the open door to the east hangs a silver-engraved sign depicting a curved sword crossed with an axe, while to the west a finely-tooled wooden sign depicting a crescent moon encircled by a coiling dragon overhangs another open doorway. Bright-robed merchants cavort up and down this street, yet none seem to be looking your way. A sturdy wooden stair leads up and over the smithy's doorway to a balcony overhead. ~ climb stair random clang, magic boom, merchant. ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36079 10 10 5 D1 ~ ~ 0 -1 36096 10 10 5 D2 ~ ~ 0 -1 36054 10 10 5 D3 ~ ~ 0 -1 36115 10 10 5 D4 ~ ~ 1024 -1 36151 10 10 5 E silver~ The working is intricate and the sign seems recently polished. The curving sword must be the sword of the desert, the scimitar, and the large battle-axe depicted is reminiscent of dwarven masterwork. The sign must belong to a smithy. ~ E sign~ You try to look at both the wooden sign and the silver sign, but just end up confused. ~ E wooden~ The dragon coiled around the crescent moon seems almost alive, the wooden sign's carver having done flawless work. The sign seems to belong to a magician's shop, as the crackle of magic can be heard amidst intermittent explosions through the open doorway below it. ~ E pennant~ The multi-colored pennant advertises "Authentic Western Food." The shop it belongs to might be interesting. ~ A ~ ~ wait( 1 ); i = random( 1, 5 ); if( i == 3 ) send_to_room( #expl, room ); if( i == 2 ) send_to_room( #clang, room ); if( i == 4 ) send_to_room( #merch, room ); ~ E merch~ A merchant pushing a cart laden with leathers and skin rushes down the street. ~ E clang~ The pounding clang of metal on metal reaches your ears from the east. ~ E expl~ The streets are rocked by a booming explosion through the doorway to the west, but passing merchants don't seem to notice. ~ ! 2 500 5 A climb~ sturdy wooden stair~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 5 A ~ ~ continue; ~ E to_char~ You climb up the staircase to the balcony above. ~ ! 3 0 16 -1 S #36079 Aghrin Street~ Smiling citizens come strolling out of the doorway to the west after a session in Brahle's Masseuse. The heavy, blisteringly hot sandstone of Aghrin Street leads north and south toward more shops. A set of sturdy wooden stairs lead up the walls on each side of the street. The stairway to the east climbs above an open doorway, and the stairway to the west climbs to a shop above the street level. The shops in this area do not hang bright signs, but seem to be well-visited despite the lack of show. ~ climb east or west [Finius] what stairway to the east? [Phule] the one you 'climb east' [Phule] dont forget 'climb west' ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36080 10 10 5 D2 ~ ~ 0 -1 36078 10 10 5 D3 ~ ~ 0 -1 36114 10 10 5 E w west~ While you cannot see within the shop, the faint outlines of people moving about within can be seen. ~ E sturdy wooden stairs~ The stairways are wide enough for three or four people to walk up side-by-side, and look fairly newly-constructed. ~ A u up~ ~ act_tochar( #heh, ch ); ~ E heh~ You try to will yourself upward, but it would probably be easier if you tried to climb something. ~ ! 0 0 0 A climb~ sturdy wooden stair~ act_tochar( #heh, ch ); ~ E heh~ Which stair, the east or the west, do you wich to climb? ~ ! 0 0 0 A climb~ 1 west~ if( find_skill( ch, climb ) > 0 ) { act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); send_to_room( #arrive, find_room( 36152 ) ); transfer( ch, find_room( 36152 ) ); } else act_tochar( "But you don't know how to climb!", ch ); ~ E climb~ You climb the staircase on the western side of the street. ~ E rclimb~ $n climbs the staircase on the western side of the street. ~ E arrive~ $n arrives from below, having climbed the stair. ~ ! 0 0 0 A climb~ 1 east~ if( find_skill( ch, climb ) > 0 ) { act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); send_to_room( #arrive, find_room( 36153 ) ); transfer( ch, find_room( 36153 ) ); } else act_tochar( "But you don't know how to climb!", ch ); ~ E climb~ You climb the staircase on the eastern side of the street. ~ E rclimb~ $n climbs the staircase on the eastern side of the street. ~ E arrive~ $n arrives from below, having climbed the stair. ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 5 -1 S #36080 Intersection of Aghrin and Truskin~ You are standing in the northwest corner of the city, just south of the mighty sandstone walls of Narak. A small leather shop can be seen through an open door to the west, and the streets of Aghrin and Truskin lead south and east. A small wooden ladder runs up the wall to the north to a trapdoor below a house which hangs from the wall. ~ [Merior] last sentence... [Phule] i like the last sentence [Rhen] maybe a look at that house on the wall so i can see how its hangin there. ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36088 10 10 5 D2 ~ ~ 0 -1 36079 10 10 5 D3 ~ ~ 0 -1 36081 10 10 5 D4 ~ ~ 1024 -1 36154 10 10 5 A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Aghrin Street. ~ ! 3 0 4 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 2 A ~ ~ continue; ~ E to_char~ You step into the leather shop. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You climb up the ladder and come to a trapdoor. ~ ! 3 0 16 918 9 1509949525 3 0 918 9 1509949515 3 0 -1 S #36081 Yhujar's Leathers~ Leather armors hang from every inch of wall space, and yet unfinished pieces litter a small workspace in the northeast corner promising yet more leathers in the works. A small wooden chair sits facing a desk littered with carving and staining tools. This shop is simple, as if the leathersmith has been settled comfortably down into the shop for many years. ~ [Merior] what does simple have to do with settling down comfortably? [Merior] yhujar's name doesnt appear anywhere, description a bit feeble [Phule] safe [Phule] nomob [Rhen] extra look tools , look litter ~ 301469775 1 9 0 D1 ~ ~ 0 -1 36080 10 10 5 A ~ ~ continue; ~ E to_char~ You step out of the leather shop. ~ ! 3 0 2 658 9 1509949540 3 0 2200 17 1509949485 -1 0 2103 17 1509949490 -1 0 2041 17 1509949505 -1 0 2022 17 1509949470 -1 0 980 17 1509949490 -1 0 2122 17 1509949485 -1 0 -1 S #36082 Palace Street~ Noisy merchants walk hurridly past you from a bank to the east, and to the west you see a general store. To the north, Palace Street intersects Truskin, and to the south, you can see the walls of the Sultan's palace. The intersection to the north seems dark, an area which most of the passing merchants seem to avoid. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36083 10 10 5 D1 ~ ~ 0 -1 36094 10 10 5 D2 ~ ~ 0 -1 36064 10 10 5 D3 ~ ~ 0 -1 36092 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 5 A ~ ~ continue; ~ E to_char~ You step into the general store. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You enter the bank. ~ ! 3 0 2 -1 S #36083 Intersection of Palace and Truskin~ Palace and Truskin streets intersect here, but most passers-by seem to avoid stepping too close to a black tower to the east. To the south and west several shops dot the sandstone streets, and the faint din of the city's activities drifts over the rooftops to the southwest. ~ the assassin's tower is closed the assassins worship Morr, by the way. insert dagger is disabled until tower is done. room 36084 [Phule] tower will probably be deleted ~ 301465665 1 9 0 D2 ~ ~ 0 -1 36082 10 10 5 D3 ~ ~ 0 -1 36085 10 10 5 E slot~ The slot is thin and narrow, about the size of a long, thin dagger. ~ E black tower~ This many-turetted black stone tower stands in stark contrast to the neutral colors of the surrounding city. From one iron-barred window the flickers of flames can be seen, and from others muffled screams are issued. There do not appear to be any entrances or exits into the tower, however. ~ E 1 south 1 west shops~ Whatever the shops are, their bright colours certainly look gay enough. ~ A search~ tower~ act_tochar( #search, ch ); ~ E search~ You feel along the wall for an entrance and discover a strange @Bslot@n. ~ ! 0 0 0 A insert~ dagger~ if( has_obj( 3029, ch ) ) { act_tochar( #nope, ch ); end; junk_obj( has_obj( 3029, ch ) ); } else act_tochar( #dagg, ch ); ~ E dagg~ You don't have a dagger which fits this slot. ~ E nope~ The dagger fits, but the door fails to open. ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You continue $T down Palace Street. ~ ! 3 0 4 A listen~ faint din activities~ act_tochar( "Mostly gentle murmurs, every once in a while you hear a loud CLANG!!", ch ); ~ ! 0 0 0 918 9 1509949525 3 0 918 9 1509949520 3 0 -1 S #36084 The Tower of Assassins~ This small room is the entrance to the Tower of Assassins. Small holes, which could hide prying eyes or poison-tipped darts, line the walls and ceiling. Two black marble stairways climb into the tower to the north, one descending do its unknown depths and the other ascending to its winding heights. A small handprint-shaped pressure plate on the wall looks to the the mechanism by which the door is opened. ~ room 36083 ~ 301465669 0 9 0 D3 door~ door~ 195 -1 36083 10 10 5 D4 ~ ~ 0 -1 36131 10 10 5 D5 ~ ~ 0 -1 36132 10 10 5 E hand handprint pressure plate~ It fades into the rock of the wall, but is not truly meant to be hidden. ~ E small holes~ Long and straight, they fade into darkness. Who knows who watches or what lethal traps lie at their end? ~ E black marble stairway~ The surfaces of the staircases are polished to a black, almost mirrorlike, sheen. Made of a cold marble, they cling to the tower's walls like spiders, spiraling into nothingness. ~ -1 S #36085 Truskin Street~ Truskin Street, named after one of the founders of one of the early desert cities, runs east to west. To the south you can see a small shop, and to the east Truskin Street comes to an intersection. A small wooden ladder runs up the wall to the north to a trapdoor below a house which hangs from the wall. ~ [Rhen] hey maybe a plague somewhere on this street dedicated to this trustkin guy [Rhen] or a statue ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36083 10 10 5 D2 ~ ~ 0 -1 36092 10 10 5 D3 ~ ~ 0 -1 36086 10 10 5 D4 ~ ~ 0 -1 36162 10 10 5 A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 10 A ~ ~ continue; ~ E to_char~ You step into the general store. ~ ! 3 0 4 -1 S #36086 Truskin Street~ The northern wall of the city seems to have been broken through here at one time, but it has been repaired in the years since, although how it could have been accomplished is not easily imaginable. Truskin Street runs east and west, with shops visible in either direction. ~ [Merior] why is it hard to imagine repairs on wall? [Phule] without tearing down the whole mess? u was 36159 [Rhen] hmm maybe try to explain the reapirs with an extra ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36085 10 10 5 D3 ~ ~ 0 -1 36087 10 10 5 A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 10 -1 S #36087 Truskin Street~ A large sign over the doorway to the south signals it to be a pet store. Even without the sign, the sounds and smells coming from that direction would certainly mark it as a place of animals. Trustkin Street continues to the east and west. ~ [Finius] no look sign? u was 36158 added sign [Rhen] extra - as upon it are painted an assortment of animals. ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36086 10 10 5 D2 ~ ~ 0 -1 36095 10 10 5 D3 ~ ~ 0 -1 36088 10 10 5 E sign~ The sign is possibly an old circus sign, as it upon it is painted an assortment of animals. ~ A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 10 918 9 1509949530 3 0 -1 S #36088 Truskin Street~ You are standing on an east-west road which follows the north wall of the city. Guards high above on the wall pace to and fro, keeping a vigilant watch over the desert and sea. To the west, the road intersects Aghrin Street, and to the east the signs of a few shops can be seen. ~ [Merior] wont keep repeating the last sentence thing any more ;) [Phule] neither will i :) u was 36156 ~ 301465665 1 9 0 D1 ~ ~ 0 -1 36087 10 10 5 D3 ~ ~ 0 -1 36080 10 10 5 A climb~ ladder~ interpret( ch, "up" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You continue $T down Truskin Street. ~ ! 3 0 10 -1 S #36089 Wyvern Inn - Lobby~ Cooled by ice, this room is welcome respite from the harsh heat outside. Couches line the walls, and several townspeople sit chatting amiably about their daily lives. An open doorway leads north into the office of the Wyvern Inn, and a doorway south enters the heat of Main Street Narak. ~ [Phule] nomob [Rhen] extras - touch ice - maybe using it to cool yourself ~ 301465673 1 9 0 D0 ~ ~ 0 -1 36090 10 10 5 D2 ~ ~ 0 -1 36057 10 10 5 A ~ ~ continue; ~ E to_char~ You leave the cool air of the inn. ~ ! 3 0 4 -1 S #36090 Wyvern Inn - Office~ Busy servants rush to and from rooms, bearing drink, sheets, and towels. A large oak desk is in the center of the room, with a large wooden carving of a wyvern inset in the front of it. Small ferns in pots stand in each of the four corners. The luxurious carpet is red and soft, and shows hardly signs of wear. ~ [Phule] safe [Rhen] extra carpet - as if afraid to be the first... [Rhen] extras - feel carpet - ~ 301465667 1 9 0 D2 ~ ~ 0 -1 36089 10 10 5 D4 ~ ~ 0 -1 36091 10 10 5 E oak desk wooden carving wyvern~ The desk is old, yet is in good repair. The wyvern seems very lifelike. ~ E ferns pots~ Short and wide-leafed, the ferns appear healthy in the dark brown earth of their clay pots. ~ E carpet~ Obviously a new addition, the carpet seems to be tread upon very delicately by those who pass by, as if afrain to be the first to scuff it. ~ A ~ ~ continue; ~ E to_char~ You ascend the stairs to the bedroom. ~ ! 3 0 16 653 9 1509949540 3 0 -1 S #36091 Wyvern Inn~ This comfortable-looking bedroom sees frequent use by merchants travelling to Narak. The finest in the inn, the room boasts twin chandeliers, a massive duckfeather bed, satin sheets, and the only cool breeze in town, which wafts in through an open window. ~ [Rhen] put the furniture in the room not just in the description ~ 301465665 1 9 0 D5 ~ ~ 0 -1 36090 10 10 5 E chandeliers~ The chandeliers, one at each end of the room, give off hundreds of tiny points of light from the many candles which burn within them. Small crystals hang like weights from various points, an attempt at decoration which has somehow gone awry as the resulting effect is to simply make the chandelier look crooked. ~ A ~ ~ continue; ~ E to_char~ You descend the stairs. ~ ! 3 0 32 1400 17 1509949540 -2 0 -1 S #36092 Jharlo's Supplies~ Adventuring equipment is stocked in shelves on the walls in this small shop. Waterskins, ropes, lanterns, and other basic equipment vital to life in the Realms lie ready to be bought. To the east, you see Palace Street and the entrance to a bank. To the north, the northern wall of Narak looms across Truskin Street. ~ [Phule] safe [Phule] nomob [Rhen] desc Adventuring equipment is stocked on shelves along the walls of this small shop. [Rhen] maybe sounds better, huh? ~ 301465679 1 9 0 D0 ~ ~ 0 -1 36085 10 10 5 D1 ~ ~ 0 -1 36082 10 10 5 A ~ ~ continue; ~ E to_char~ You leave the store. ~ ! 3 0 3 668 9 1509949540 3 0 949 17 1509949460 -1 0 229 17 1509949520 -1 0 1893 17 1509949490 -1 0 26 17 1509949540 -1 0 25 17 1509949470 -1 0 6 17 1509949495 -1 0 -1 S #36093 The Palace of the Sultan~ A drab room, really. It probably took more effort to get here than it was worth. ~ [Finius] very, very funny. [Finius] are you sure you don't want an oreo to pop here 1% of time? ;) [Phule] :) ~ 301465665 1 9 0 D2 ~ ~ 195 -1 36060 10 10 5 -1 S #36094 Bank of Narak~ Velvet ropes form a line as busy merchants rush in and out making deposits and withdrawals. The bank clerks walk under heavy guard to and from the iron-doored vault. To the west is Palace Street, the exit guarded by several large, burly men. Foolish indeed would be the thief who tried to steal from the bank of the city of merchants. A potted plant stands in the corner. ~ nomob mob crash killed my bank guard [Phule] random actions here would be just added spam to bank action spam ~ 301467725 1 5 0 D3 ~ ~ 0 -1 36082 10 10 5 E plant~ The plant is thick and tall, growing clear up to the ceiling. ~ E velvet ropes~ The ropes form lines for the waiting, impatient merchants. ~ E iron-doored vault~ The vault is opened only for the brief moments when a clerk enters and exits the vault. Trying to get in would be insane. ~ E merchants clerks~ They all seem to be out of sight at the moment. ~ A climb~ potted plant~ act_tochar( #climb, ch ); act_notchar( #rustle, ch ); transfer( ch, find_room( 36186 ) ); act_notchar( #rclimb, ch ); ~ E rustle~ You hear a rustling of leaves and $n disappears. ~ E climb~ You climb up the potted plant, through the hole in the roof, and out underneath the open sky. ~ E rclimb~ $n climbs up from below. ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You leave the bank and walk onto Palace Street. ~ ! 3 0 8 -1 S #36095 Entrance to the Pet Shop~ The sounds of animals of all varieties hit your ears in a jumble. The sounds of dogs and large birds come through a doorway to the south, and to the west, the sounds of large cats and snakes. To the north is Truskin Street. ~ [Phule] nomob [Rhen] hehe snakes make noise? ~ 301465677 1 9 0 D0 ~ ~ 0 -1 36087 10 10 5 D2 ~ ~ 0 -1 36120 10 10 5 D3 ~ ~ 0 -1 36122 10 10 5 -1 S #36096 The Armoury Royale~ Steam rises from a forge set into the stone of the northeast corner of this shop, before which is a large anvil and a set of glowing tongs. Weapons and armour of all types line the walls and are polished to perfect shine. Exits to the east and south return you to the streets of Narak. A small sign hands from a wall. ~ nomob Also, why is a monk running an armory shop? Everyone's got a hobby.... [Finius] he doesn't teach anything monklike? weaponlike? [Finius] maybe he's busy. [Phule] good point [Phule] safe [Rhen] desc- polished to a perfect shine [Rhen] extra look forge and anvil [Rhen] monk- wiping sweat from his brow [Rhen] acode - hmm maybe hit with sparks or something upon entering [Rhen] monk - also powerfully-built ~ 301469775 1 9 0 D2 ~ ~ 0 -1 36055 10 10 5 D3 ~ ~ 0 -1 36078 10 10 5 E sign~ @bList@n -- shows what you can buy. If you have a question about an unusual item, ask the shopkeeper about it. ~ 654 9 1509949540 3 0 3029 17 1509949470 -1 0 3003 17 1509949465 -1 0 968 17 1509949480 -1 0 380 17 1509949460 -1 0 1060 17 1509949465 -1 0 3035 17 1509949450 -1 0 745 17 1509949450 -1 0 3004 17 1509949455 -1 0 -1 S #36097 Plaza Square~ You are at the entrance to the Narak city square. To the north, the sounds of the bustling shops of Narak can be heard, and to the south and west the square expands. The square at your feet is made of tiled sandstone squares, polished clean. ~ safe nomob [Finius] be cool, if when you tell him hi, you break his concentration and the bed of nails 'hits' him. [Phule] heh then he might die :) [Rhen] just a note- i love this plaza, my hat off to you :) [Rhen] extras - touch tile added tile ~ 301465675 1 9 0 D0 ~ ~ 0 -1 36056 10 10 5 D1 ~ ~ 0 -1 36100 10 10 5 D2 ~ ~ 0 -1 36099 10 10 5 D3 ~ ~ 0 -1 36098 10 10 5 E tile d down feet square sandstone squares~ The ten-foot by ten-foot squares show only the slightest signs of wear. ~ 717 9 1509949540 3 0 -1 S #36098 Plaza Square~ To the west the crumbling remains of the first walls of Narak remain, while to the north a new-built and smaller wall of sandstone brick separates the square from the city proper. To the south and east the plaza square can be seen. The brick-paved plaza has been recently cleaned. ~ [Finius] cool he can juggle. should give performers a hat to throw money in since he junks what you give him [Phule] no donations [Rhen] extras - look wall - or maybe touch wall added wall ~ 301465667 1 9 0 D1 ~ ~ 0 -1 36097 10 10 5 D2 ~ ~ 0 -1 36103 10 10 5 E wall w west~ The old walls of Narak have started to crumble, but still remain intact for the most part. ~ 177 9 1509949540 3 0 -1 S #36099 Plaza Square~ You are at the southern entrance to the plaza square. A small arch through the old wall of Narak leads south onto Khotrad Street. To the north, east, and west you see the entirety of the plaza. In the faint sand which dusts the sandstone at your feet, the traces of a pair of dancers' path remains from a recent festival. ~ safe nomob [Finius] so does he swallow a sword if i stand here a while? can i pay him to? :) [Finius] traces of a pair of dancer's feet? of many pairs of dancers' feet? [Rhen] desc- line 3- east, and west the you see- east, and west you see. fixed [Rhen] extras- look traces- maybe something like- as you retrace the steps of the dancers [Rhen] you find yourself dancing, hehe just a thought :) added, is a nice thought :) ~ 301465675 1 9 0 D0 ~ ~ 0 -1 36097 10 10 5 D1 ~ ~ 0 -1 36101 10 10 5 D2 ~ ~ 0 -1 36071 10 10 5 D3 ~ ~ 0 -1 36103 10 10 5 E faint sand sandstone dust traces~ As you retrace the steps of the dances, you find yourself dancing on the sandstone tile. ~ 685 9 1509949540 3 0 -1 S #36100 Plaza Square~ You are in the northeast corner of the square. To the north and east, newly erected walls of sandstone brick separate the square from the rest of the city, and to the south and west, the square broadens. In the center of this part of the square, a small wicker basket with a heavy lid rests. ~ room is safe - these mobs are not to be attacked. [Finius] these guys in competition? [Phule] team i think ~ 301465667 1 9 0 D2 ~ ~ 0 -1 36101 10 10 5 D3 ~ ~ 0 -1 36097 10 10 5 E wicker basket~ Within the basket is a slithering cobra. ~ 660 9 1509949540 3 0 611 9 1509949540 3 0 -1 S #36101 Plaza Square~ Sandstone bricks pave the ground at your feet, leading north and west to other parts of the plaza, and east toward a fountain. To the south you see the crumbling remains of the old city wall of Narak. ~ [Finius] oh nice! her fire trick is cool [Finius] look woman: weird to have her action in her description if she's going to do it when you ask. Maybe she should just look poised to do it, or like she just did it or..something. [Phule] she does special fire when you ask ~ 301465667 1 9 0 D0 ~ ~ 0 -1 36100 10 10 5 D1 ~ ~ 0 -1 36102 10 10 5 D3 ~ ~ 0 -1 36099 10 10 5 201 9 1509949540 3 0 716 9 1509949540 3 0 -1 S #36102 A Spectacular Fountain~ Before you rises the most spectacularly crafted @efountain@n in the entire realms. In the center of a chiseled marble pool rises the nearly lifelike figure of twin dolphins carved from silver. The plaza square is to the west. ~ [Finius] WOW. i like that thing making you toss in coins. [Finius] nice room. thumbs up. [Finius] can you throw coins in on purpose? [Phule] no ~ 301465699 1 9 0 D3 ~ ~ 0 -1 36101 10 10 5 E marble pool~ The cool, clear waters of this marble pool look refreshing indeed. Looking into the pool, you see that its bottom is lined with many, many coins. A marvelous silver sculpture of twin dolphins stands in the center of the pool. ~ E silver dolphins~ The silver sculpture is so lifelike you can't help but imagine the pair bursting into motion. ~ A ~ ~ send_to_room( #charm, room ); ch = rand_char( room ); if( has_obj( 14, ch ) ) { act_tochar( #you, ch ); act_notchar( #ryou, ch ); junk_obj( has_obj( 14, ch ) ); } ~ E charm~ The fountain's magical charm washes over the room, filling its occupants with the urge to toss in a coin or two. ~ E you~ You respond to the fountain's call and involuntarily toss a silver coin into the pool. ~ E ryou~ $n responds to the fountain's call and involuntarily tosses a silver coin into the pool. ~ ! 2 120 0 718 9 1509949540 3 0 1258 17 1509949540 -2 0 -1 S #36103 Plaza Square~ You are in the southwest corner of the square, where to the south and west the crumbling remains of an ancient wall remain, still standing years after it was replaced by the great city walls of Narak. At your feet are set tiled squares of sandstone, and to the north and east the city square can be seen. ~ [Finius] NO NOT A MIME. *heh* [Finius] if you tell mime hi he starts making walls around you... [Finius] would be cool anyway [Phule] added :) [Rhen] desc - last line - east the city square can be seen. fixed [Rhen] extras- look wall - look tiles added both extras ~ 301465667 1 9 0 D0 ~ ~ 0 -1 36098 10 10 5 D1 ~ ~ 0 -1 36099 10 10 5 E wall w west~ The old walls of Narak have started to crumble, but still remain intact for the most part. ~ E tiles d down~ The ten-foot by ten-foot squares show only the slightest signs of wear. ~ 194 9 1509949540 3 0 -1 S #36104 Hajim's Camels~ The first thing you notice about this room is its smell, that of five day old camel dung. The source of the quite putrid odor are embodied in a long row of pens full of camels of all descriptions. You can exit the smelly shop to the east. ~ [Phule] had my own camel pets, but with florian adding his didn't make sense [Phule] safe [Phule] nomob ~ 301473871 1 9 0 D1 ~ ~ 0 -1 36076 10 10 5 E long row pens~ The floors of the pens are covered with grime and rotting hay. Each pen has a large trough of water, although the green film over the water's surface does not look too appealing. ~ E camels~ They shrink back in their pens when you try to look at them. ~ 655 9 1509949540 3 0 -1 S #36105 Storage for Hajim's Camels~ ~ ~ 301465665 1 9 0 1509 9 1509949540 3 0 1510 9 1509949540 3 0 -1 S #36110 South-West Tower~ Implements of torture line this walls, lit by an evil red glow from a burning fire inset in the west wall. The rack, the iron maiden, and all the usual instruments of pain fill your view, but not a prisoner in sight. Perhaps the master of this room has been waiting for a victim to simply walk by. ~ [Phule] pull lever [Phule] weaken ~ 301465673 1 9 0 D5 trapdoor~ trapdoor~ 195 -1 36029 10 10 5 A pull~ lever~ if( is_open( room, down ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, down ); } ~ E nope~ You pull the lever, but the trapdoor is already open. ~ E rpull~ $n pulls the lever, opening the trapdoor. ~ E pull~ You pull the lever, opening the trapdoor. ~ ! 0 0 0 774 9 1509949540 3 0 -1 S #36111 South-East Tower~ This southeast guard tower has been transformed into an evil shrine. A black symbol has been carved into the south wall, as well as the floor, and the only light is a hideous purple glow issuing from a black candle in a sconce on the wall. A padded altar lies facing the symbol near the south wall, and a dark, unholy text rests on an ebony table. ~ [Phule] search ofind -c phule for more stuff [Phule] pull lever ~ 301465673 1 9 0 D5 trapdoor~ trapdoor~ 195 -1 36038 10 10 5 E altar~ Obviously built for kneeling in prayer. ~ E black symbol~ This symbol must serve as some guiding representation to its worshipper, but it appears only a blob of black on black to the untrained eye. ~ E candle~ This black wax candle burns with a hideous purple light, as if ignoring the brighter part of the spectrum. ~ E unholy text book~ This featureless black book is inscribed with silvery blue runes, obviously a dark religious text of great power. Its owner's soul must be black indeed. ~ A pull~ lever~ if( is_open( room, down ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, down ); } ~ E pull~ You pull the lever, opening the trapdoor. ~ E rpull~ $n pulls the lever, opening the trapdoor. ~ E nope~ You pull the lever, but the trapdoor is already open. ~ ! 0 0 0 771 9 1509949540 3 0 -1 S #36112 North-East Tower~ This tower room is coated entirely with a three-inch layer of ice, and is bare save a strange, cold throne in the center of the room. A cold, white light fills the room from a magical fire set in an otherwise empty sconce. From somewhere intangible a hollow, ringing laughter issues forth, chilling your very blood. ~ [Phule] skin for demon horn? [Finius] second sentence, how about "A stark, white light.." since we know its cold. [Finius] probably should be "From somewhere intangible, a hollow, ringing.. [Finius] and the ice demon in front of me *seems* tangible enough. [Finius] look demon probably gender the demon, so that 'this room with its chill-sending presence' doesn't confuse room (its) with the demon (its). make the demon a her, after some old girlfriend. you know you wanna. [Finius] doh, Tnelazu is the bastard son. make it he instead of 'its' then. [Finius] now i'm confused, bastard son and an enchantress. he/'she a hermaphrodite? enchanter maybe. or..i don't know. [Phule] enchantress was the MOTHER *whap* [Phule] weaken, pull lever ~ 301465673 1 9 0 D5 trapdoor~ trapdoor~ 195 -1 36015 10 10 5 A pull~ lever~ if( is_open( room, down ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, down ); } ~ E nope~ You pull the lever, but the trapdoor is already open. ~ E rpull~ $n pulls the lever, opening the trapdoor. ~ E pull~ You pull the lever, opening the trapdoor. ~ ! 0 0 0 776 9 1509949540 3 0 -1 S #36113 North-West Tower~ This watchtower adorns the northwest corner of the city of Narak, and is lit by an eerie green glow. Shelves of books adorn the walls, most likely a new addition as the cityguard is mostly illiterate. Rich tapestries adorn the walls as well, extravagant for a watchtower. A winding stone staircase descends into darkness below. The view out of the west window overlooks a land devoid of life. A small lever rests next to a trapdoor set in the floor. ~ [Phule] liche-tongue not finished [Finius] look books how about 'last used many centuries ago' to avoid the ringing rhyme of last/past. [Phule] weaken ~ 301465673 1 9 0 D5 trapdoor~ trapdoor~ 195 -1 36006 10 10 5 E tapestries~ These velvet tapestries are firmly attached to the walls, and to remove one would mean destruction of it in the process. The illustrations on the fabric detail fantastic magical events, such as the resurrection of the dead and spellfighting a dragon. ~ E shelves books~ The books are written in an ancient language, perhaps a magical one, last used many centuries past. They obviously belong to a scholar of magic--a powerful one. ~ E lever~ Actually a small latch, the lever appears to release the trapdoor, opening a way below. ~ A get take grab~ book books~ if( mob_in_room( 129, room ) ) act_tochar( #mine, ch ); else { act_tochar( #look, ch ); act_notchar( #rlook, ch ); act_tochar( #nuts, ch ); act_notchar( #rnuts, ch ); do_spell( hallucinate, ch ); } ~ E mine~ The liche stops you from stealing his precious books. "I'm afraid those are *my* possessions." ~ E look~ You look through the shelves for a book which may be of use. ~ E rlook~ $n looks through the shelves for a book which may be of use. ~ E nuts~ After only a few moments of looking at the squirming glyphs, your mind turns to mush. ~ E rnuts~ $n turns away from the shelves with a glazed look over his eyes. ~ ! 0 0 0 A pull~ lever~ if( is_open( room, down ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, down ); } ~ E nope~ You pull the lever, but the trapdoor is already open. ~ E rpull~ $n pulls the lever, opening the trapdoor. ~ E pull~ You pull the lever, opening the trapdoor. ~ ! 0 0 0 129 9 1509949540 3 0 912 49 1509949540 -2 0 1282 81 1509949490 -2 0 -1 S #36114 Masseuese~ Several patrons of this reknowned health spot lie face down on tables receiving massages and other theraputic services. It is said that a few hours spent in here are well worth the resulting restoration of body, mind, and spirit. ~ massages ;) [Phule] Narak citizenship? i suppose. [Phule] safe [Phule] nomob ~ 301465711 1 9 0 D1 ~ ~ 0 -1 36079 10 10 5 657 9 1509949540 3 0 -1 S #36115 Gavlin's Magic Shoppe~ Potions, scrolls, and bits of spell components line the walls of this small shop. A loud hum is heard coming from behind one of the walls, presumably a hidden back room, and a large @b@Ghourglass@n rests on the table, sand pouring down through it. The passing din of a busy merchant street comes through the open doorway to the east. A staircase leads down into a shop below this one. ~ nomob [Phule] fire mage [Phule] safe [Phule] assigns quest 53 [Rhen] hmm, what makes someone assume there is a hidden room, if it is hidden. ~ 301469775 1 9 0 D1 ~ ~ 0 -1 36078 10 10 5 D5 ~ ~ 0 -1 36192 10 10 5 E hourglass~ The grains in this strange hourglass do not appear to be sand, but nevertheless they seem to keep time just as well. As you watch the last few grains trickle into the hourglass, the glass turns itself over magically and the grains fall back through into the now empty half. You may want to ask the shopkeeper about it. ~ 95 9 1509949540 3 0 9 17 1509949490 -1 0 285 17 1509949450 -1 0 68 17 1509949490 -1 0 1021 17 1509949450 -1 0 -1 S #36116 The Parched Sand~ Smiling people look up from their drinks for a moment as you enter, but quickly return to their rapidly-emptying tankards. The Parched Sand is reknowned for its ability to refresh travelers after days of travel through the desert. To the east is Aghrin Street. ~ [Phule] safe [Phule] no.mob ~ 301465679 1 9 0 D1 ~ ~ 0 -1 36075 10 10 5 D5 ~ ~ 1024 -1 36175 10 10 5 A ~ ~ act_tochar( #chat, ch ); ~ E chat~ Somewhere over a few bottles of drinks you overhear a few scraps of a conversation. "Brahle....pleasure....jellyfish." ~ ! 2 200 0 671 9 1509949540 3 0 23 17 1509949470 -1 1 24 17 1509949540 -1 1 114 17 1509949540 -1 2 24 17 1509949540 -1 15 24 17 1509949540 -1 4 -1 S #36117 Temple to Meriada~ Massive columns of fine white marble sits, sweep up from the four corners of the temple to a large vaulted ceiling almost ten meters above your head. Against the eastern wall, a massive pedestal of fine grey and white marble sits, on which rests a massive hourglass. The large hourglass is finely carved and painted in honor of Meriada. To the west, a grand grey marble stairway leads down out of the temple and back onto the streets of Narak. ~ [Phule] why work on temples with no religion [Phule] no.mob [Phule] safe ~ 301465679 1 7 0 D3 ~ ~ 0 -1 36065 10 10 5 E hourglass~ While this artifact may or not be the actual relic of the god, it obviously has great magical enchantments woven into its sands. Just watching the sands fall makes your eyelids heavy and your heartbeat slow. ~ E columns~ The massive columns are made of fine white marble, supporting the four corner of the temple. ~ E grey marble stairway~ The stairs are solid marble, the neutral grey of Meriada. ~ A ~ ~ send_to_char( #ch, ch ); continue; ~ E ch~ You descend the smooth steps onto the streets of Narak. ~ ! 3 3 8 A ~ ~ loop( all_in_room ) { if( is_player( rch ) ) { act_tochar( "The healing balance of Meriada washes over you.", rch ); do_spell( balm, mob_in_room( 675, room ), rch ); } } ~ ! 2 100 0 675 9 1509949540 3 0 -1 S #36118 The Salty Passage~ In this large damp chamber that smells of the sea, one can buy passage to different ports of the realms, for a price. Workers take cargo to and from the underground warehouse to the north, carrying it both up the ramp into the city and down the tunnel to the west. Another large tunnel enters the city from the east, tunnelling beneath the city walls and out into the deserts east of the city. ~ nomob [Finius] wow, if you could book passage to a city... ~ 301596749 1 9 0 D0 ~ ~ 0 -1 36127 10 10 5 D1 ~ ~ 0 -1 36208 10 10 5 D3 ~ ~ 0 -1 36124 10 10 5 D4 ~ ~ 0 -1 36070 10 10 5 E sign~ PORTS CURRENTLY AVAILABLE: Sorry, no ships depart today. ~ 663 9 1509949540 3 0 -1 S #36120 The Aviary and Kennel~ Dogs bark loudly at your intrusion and several large birds screech loudly in your direction. The birds are confined tightly in their cages, while each dog has a small penned off area to call their own. ~ [Phule] safe ~ 301473863 1 9 0 D0 ~ ~ 0 -1 36095 10 10 5 662 9 1509949540 3 0 -1 S #36121 Storage for the Aviary and Kennel~ ~ ~ 301465665 1 9 0 D4 ~ ~ 234 -1 36120 10 10 5 117 9 1509949540 3 0 110 9 1509949540 3 0 115 9 1509949540 3 0 116 9 1509949540 3 0 114 9 1509949540 3 0 -1 S #36122 Jackal's Ferocious Felines and Serpents Galore~ The roars and hisses of large cats intermix with the nearly-silent slithering of serpents in their cages to hit your ears with a cacaphony of sound. All of them seem to be staring at you, and all of them appear to be hungry. ~ [Finius] all three are a bit much [Phule] explain more please [Phule] safe ~ 301473863 1 9 0 D1 ~ ~ 0 -1 36095 10 10 5 661 9 1509949540 3 0 -1 S #36123 Storage for Jackal's petshop~ ~ ~ 301465665 1 9 0 D4 ~ ~ 234 -1 36122 10 10 5 118 9 1509949540 3 0 669 9 1509949540 3 0 670 9 1509949540 3 0 -1 S #36124 The Dock Tunnel~ This is the eastern end of the massive tunnel connecting the docks to the interior of the city. This tunnel is dug beneath the cliff itself, thousands of tons of dirt overhead. The tunnel stretches east and west, heavy stone blocks paving the ground. ~ [Mange] I don't know if I would use earth as the mud is not earth. [Merior] eastern end? still west of center.. [Phule] nomob [Phule] eastern end - ie the exit is one room east ? ~ 301596749 0 9 0 D1 ~ ~ 0 -1 36118 10 10 5 D3 ~ ~ 0 -1 36205 10 10 5 754 9 1509949525 3 0 754 9 1509949515 3 0 -1 S #36125 The Dock Tunnel~ This is the western end of the massive tunnel connecting the docks to the interior of the city. The sound of waves crashing on the shore and of the shouts of sailors reach your ears, a cacaphony of a mixture of men and the nature they hold dear. ~ ~ 301596741 0 9 0 D2 ~ ~ 0 -1 36207 10 10 5 D3 ~ ~ 0 -1 36126 10 10 5 -1 S #36126 The Docks of Narak~ Ships flying flags of all descriptions lie docked here at the massive and vast docks of Narak. Several men are in the process of unloading some cargo and carting it through the tunnel and into the city. To the east the dock tunnel disappears into the large cliff beneath the city of Narak. A wooden walkway climbs around the cliff and up to the hard rock above. ~ [Merior] thought you werent supposed to write actions into room descriptions... [Merior] massive AND vast... redundant? [Phule] hey... just because i'm vaguely ambiguous... [Phule] extras [Phule] will close up if narak opens before rest of area ~ 301465664 0 9 0 D1 ~ ~ 0 -1 36125 10 10 5 D4 ~ ~ 0 -1 35784 10 10 5 A ~ ~ if( has_obj( 574, ch ) ) { act_tochar( #board, ch ); wait( 1 ); act_tochar( #sail, ch ); wait( 2 ); act_tochar( #arrive, ch ); } else act_tochar( #even, ch ); ~ E board~ You quickly cross the docks and board your waiting ship. ~ E sail~ The ship sails away, the wind making the sails billow outward. Soon the city of Narak is distant. ~ E arrive~ After several days of travel, you seen reach your destination. ~ E even~ You don't have a ticket! ~ ! 0 0 0 -1 S #36127 An Underground Warehouse~ Stacks of large crates line the walls, and various ropes, anchors, and sails hang about as well. An archway to the south exits this large warehouse, apparently the storage area for incoming cargo and repair equipment. A large stone block on the north wall appears out of the ordinary. The steel rungs of a ladder disappear beneath the floor below an open trapdoor. ~ north is another area on pending is the Naraki Catacombs [Phule] n is 36128 [Phule] nomob ~ 301596749 1 9 0 D0 dark grey stone~ dark grey stone n north~ 235 -1 36128 10 10 5 D2 ~ ~ 0 -1 36118 10 10 5 D5 ~ ~ 0 -1 36177 10 10 5 E large stone block n north wall~ The stone seems a slightly darker grey, nearly black. ~ A push open~ stone~ if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); send_to_room( #opens, find_room( 36128 ) ); open( room, north ); } else act_tochar( #already, ch ); ~ E open~ You push hard against the stone, revealing that behind it, once open, is a tunnel leading into darkness. ~ E already~ The crate is already open. ~ E ropen~ $n pushes the dark grey stone to the north, reavealing a passage. ~ E opens~ The stone to the south slides open. ~ ! 0 0 0 A ~ ~ if( is_follower( ch ) ) end; if( is_open( room, north ) ) { wait( 1 ); close( room, north ); send_to_room( #close, room ); send_to_room( #closes, find_room( 36128 ) ); } ~ E close~ The stone to the north slides silently shut. ~ E closes~ The stone to the south slides silently shut. ~ ! 1 2 1 -1 S #36128 A mysterious tunnel~ Everything about this tunnel is out of place in the desert world of Narak. The tunnel is damp and cool, almost chill, and the neutrality of the city above has been replaced by a dark, foreboding emptyness ahead. No comforting breeze blows; the air is still and heavy, like a tomb, but from somewhere, the smell of incense and spice wafts its way to your nostrils. The tunnel almost seems alien, with the only familiar sight being a small gray lever on the south wall. ~ [Merior] what if you are leaving... emptiness ahead? ahead, i.e., down the tunnel ~ 301465668 0 8 0 D0 ~ ~ 0 -1 37250 10 10 5 D2 secret panel~ s south secret panel~ 235 -1 36127 10 10 5 E panel~ The panel is made of hard grey stone. ~ E lever~ The lever is inset in the wall to the south a few inches to the side of what appears to be a panel. ~ A pull~ lever~ if( is_open( room, south ) ) act_tochar( #already, ch ); else { act_tochar( #open, ch ); act_notchar( #ropen, ch ); send_to_room( #opens, find_room( 36127 ) ); open( room, south ); } ~ E already~ The lever has already been pulled. ~ E open~ You pull the lever and a secret panel opens to the south, revealing a doorway. ~ E ropen~ $n pulls the lever and a secret panel opens to the south. ~ E opens~ The dark grey stone to the north swings open. ~ ! 0 0 0 A ~ ~ if( is_follower( ch ) ) end; if( is_open( room, south ) ) { wait( 1 ); close( room, south ); send_to_room( #closes, room ); send_to_room( #rcloses, find_room( 36127 ) ); } ~ E closes~ The stone panel swings shut. ~ E rcloses~ The dark grey stone to the north slides silently into place. ~ ! 1 0 5 -1 S #36129 A Fabulous Cavern~ This large cavern surrounds a smooth, mirrorlike pool of dark water. The cavern rises at least 50 meters overhead, a cavernous space of empty, black air. To the north stands a door of @b@Ctourmalaine@n. ~ tourmalaine door to n ~ 301465665 1 9 0 D0 "Tourmalaine Door"~ "Tourmalaine Door"~ 131 -1 36187 10 10 5 E pool~ This silvery pool's depths are unfathomable from this vantage, but a magical light glimmers from deep below its surface. ~ A enter dive~ pool water~ if( !is_player( ch ) ) { act_tochar( #hah, ch ); end; } act_tochar( #dive, ch ); act_notchar( #rdive, ch ); transfer( ch, find_room( 36048 ) ); act_notchar( #rrdive, ch ); ~ E dive~ You dive into the pool, and its chill touch nearly freezes your limbs. Soon a tingle of powerful energy flows through you, warming you gently, and you see a faint light. You swim toward the light, and come up out of the pool in a different place than you left. ~ E hah~ You find yourself unable to enter the pool. ~ E rdive~ $n dives into the pool and disappears from sight. ~ E rrdive~ $n climbs out of the pool, but seems strangely dry. ~ ! 0 0 0 A ~ ~ if( is_open( room, north ) ) { act_tochar( #already, ch ); end; } if( mob_in_room( 776, find_room( 36112 ) ) ) { act_tochar( #image, ch ); end; } act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, north ); send_to_room( #melt, find_room( 36187 ) ); ~ E image~ As you move forward to open the Tourmalaine Door, the image of a mighty ice demon forms before you, barring the door. It is clear that you will not be able to open the door without first destroying the source of that image. ~ E already~ The Tourmalaine Door is already open. ~ E melt~ The Tourmalaine Door to the south melts away. ~ E ropen~ $n places $s hand on the Tournmalaine Door, and it melts away before your eyes. ~ E open~ You press your hand to the Tourmalaine Door's swirling surface, and it melts away before your eyes. ~ ! 8 0 1 A c close~ ~ act_tochar( #nope, ch ); ~ E nope~ You can't seem to close the Tourmalaine Door. ~ ! 0 0 0 -1 S #36131 The Tower of Assassins - First Floor~ Arclike passages lead north and east, following the circular walls of the tower. They also follow a round room to the northeast which appears to have no entrance. A staircase of black marble descends back down the walls of the tower. A sconce hangs on the wall. ~ ~ 301465669 0 6 0 D0 ~ ~ 0 -1 36133 10 10 5 D1 ~ ~ 0 -1 36134 10 10 5 D5 ~ ~ 0 -1 36084 10 10 5 1362 49 1509949540 -2 0 26 81 1509949475 -2 0 -1 S #36132 The Tower of Assassins - Entrance to Lower Level~ This room is perfectly cubical, with each of the four walls made of black marble polished to a mirrorlike shine. The only feature of this room is a spiral stair made of the same stone which ascends upward into darkness interrupted only by the flickering of high-ensconced torches. ~ ~ 301465669 0 9 0 D4 ~ ~ 0 -1 36084 10 10 5 E north south east west wall~ The only thing you see looking at the wall is your own reflection. ~ E up stair~ The black marble staircase spirals upward, clinging to the sides of the tower. ~ E down floor~ The floor appears perfectly the same as the four walls, except for a small square which is separated from the rest of the floor by a small groove. ~ A search~ north west south east wall~ act_tochar( #nothing, ch ); act_notchar( #rnoth, ch ); ~ E nothing~ You don't find a single flaw in the perfect plane of the wall. The room is enclosed. ~ E rnoth~ $n spends quite some time searching the walls for cracks or bumps, but comes away with a puzzled look of defeat. ~ ! 9 0 0 A ~ down floor~ interpret( ch, "look down" ); act_notchar( #down, ch ); ~ E down~ $n searches the floor carefully. ~ ! 9 0 0 A stand~ square~ act_tochar( #stand, ch ); act_notchar( #rstand, ch ); transfer( ch, find_room( 36194 ) ); act_notchar( #fall, ch ); ~ E stand~ You position yourself so that you stand directly over the square. In an instant a trapdoor opens and you slide down a chute. ~ E rstand~ $n moves to stand over a particular place on the floor. ~ E fall~ $n falls from a chute in the ceiling, landing in a heap beside you. A panel quickly slides over the chute, blocking escape. ~ ! 0 0 0 -1 S #36133 The Tower of Assassins - First Floor~ This passage follows the circle of the tower's walls, heading east toward a trapdoor and south toward a staircase. To the southeast is another wall which seems to follow the outer wall in parallel. A sconce hangs from the wall. ~ ~ 301465669 0 6 0 D1 ~ ~ 0 -1 36135 10 10 5 D2 ~ ~ 0 -1 36131 10 10 5 A pull turn twist~ sconce torch~ act_tochar( #pull, ch ); act_notchar( #rpull, ch ); i = random( 10, 30 ); loop( all_in_room ) { transfer( rch, find_room( 36195 ) ); dam_message( rch, i, "The long fall" ); inflict( rch, rch, i, "a long fall" ); act_notchar( #arrive, rch ); } ~ E rpull~ $n pulls the sconce on the wall, and a giant trapdoor opens, sending you hurtling through the air. ~ E pull~ You pull the sconce on the wall, and a giant trapdoor opens, sending you hurtling downward through the air. ~ E arrive~ $n arrives, having fallen a great distance from above. ~ ! 0 0 0 1362 49 1509949540 -2 0 26 81 1509949475 -2 0 -1 S #36134 The Tower of Assassins - First Floor~ Under Construction. ~ ~ 301465669 0 6 0 D0 ~ ~ 0 -1 36135 10 10 5 D3 ~ ~ 0 -1 36131 10 10 5 1362 49 1509949540 -2 0 26 81 1509949475 -2 0 -1 S #36135 The Tower of Assassins - First Floor~ A simple trapdoor lurks above, out of place in the polished black marble surroundings of the tower. Halls chiseled out of the rock flow south and west away from this corner. Access is provided by holes inset in the wall leading upward to the trapdoor. ~ ~ 301465669 0 9 0 D2 ~ ~ 0 -1 36134 10 10 5 D3 ~ ~ 0 -1 36133 10 10 5 D4 trapdoor~ trapdoor~ 391 62 36136 10 10 5 E trapdoor~ A simple system of wood planks nailed together. Further inspection would probably be warranted. A small latch holds the trapdoor in place. On the latch is a small lock. ~ A ~ ~ act_tochar( #darts, ch ); act_notchar( #rdarts, ch ); dam_message( ch, 1d4+1, "A tiny dart" ); inflict( ch, ch, 1d4+1, "A tiny poisoned dart" ); poison( ch ); dam_message( ch, 1d4+1, "A tiny dart" ); inflict( ch, ch, 1d4+1, "A tiny poisoned dart" ); poison( ch ); dam_message( ch, 1d4+1, "A tiny dart" ); inflict( ch, ch, 1d4+1, "A tiny poisoned dart" ); poison( ch ); continue; ~ E rdarts~ $n is struck by a trio of flying darts. ~ E darts~ You are struck by a trio of flying darts. ~ ! 0 0 0 A inspect~ up trapdoor~ act_tochar( #ins, ch ); act_notchar( #rins, ch ); if( find_skill( ch, inspect ) > 4 ) act_tochar( #trap, ch ); else act_tochar( #noth, ch ); ~ E ins~ You inspect the trapdoor carefully. ~ E rins~ $n inspects the trapdoor closely. ~ E trap~ After only a few seconds of searching you find that the trapdoor is trapped. You cannot, however, discern what that trap is. ~ E noth~ You look and look, but don't really see anything wrong with the trapdoor. ~ ! 0 0 0 A untrap~ up trapdoor~ act_tochar( #try, ch ); act_notchar( #rtry, ch ); if( !rflag( reset0, room ) ) { act_tochar( #already, ch ); end; } i = 1d7; if( i > find_skill( ch, untrap ) ) { act_tochar( #fail, ch ); act_notchar( #rfail, ch ); acode( room, 1 ); remove_rflag( reset0, room ); } else { act_tochar( #success, ch ); act_notchar( #success, ch ); remove_rflag( reset0, room ); } ~ E try~ You try to carefully untrap the trapped trapdoor. ~ E rtry~ $n runs $s fingers over the trapdoor. ~ E fail~ Your fingers brush against something and you hear a soft *click*. ~ E rfail~ You hear a *click* from the trapdoor, and $n looks pretty surprised. ~ E success~ You successfully untrap the trapped trapdoor. ~ E rsuccess~ $n steps away from the trapdoor, smiling. ~ E already~ Before you fiddle with the trap, you notice that it has somehow already become untrapped. Lucky you! ~ ! 0 0 0 A ~ ~ if( rflag( reset0, room ) ) { act_tochar( #trap, ch ); act_notchar( #rtrap, ch ); remove_rflag( reset0, room ); acode( room, 1 ); continue; } else continue; ~ E trap~ You set off a trap!! ~ E rtrap~ $n sets off a trap! ~ ! 8 0 16 -1 S #36136 Bottom of a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D3 ~ ~ 0 -1 36137 10 10 5 D5 trapdoor~ trapdoor~ 391 62 36135 10 10 5 -1 S #36137 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D1 ~ ~ 0 -1 36136 10 10 5 D2 ~ ~ 0 -1 36138 10 10 5 -1 S #36138 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D0 ~ ~ 0 -1 36137 10 10 5 D1 ~ ~ 0 -1 36139 10 10 5 -1 S #36139 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D0 ~ ~ 0 -1 36140 10 10 5 D3 ~ ~ 0 -1 36138 10 10 5 -1 S #36140 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D2 ~ ~ 0 -1 36139 10 10 5 D3 ~ ~ 0 -1 36141 10 10 5 -1 S #36141 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D1 ~ ~ 0 -1 36140 10 10 5 D2 ~ ~ 0 -1 36142 10 10 5 -1 S #36142 On a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D0 ~ ~ 0 -1 36141 10 10 5 D1 ~ ~ 0 -1 36143 10 10 5 -1 S #36143 Top of a Winding Staircase~ Under Construction. ~ ~ 301465668 0 9 0 D0 ~ ~ 0 -1 36144 10 10 5 D3 ~ ~ 0 -1 36142 10 10 5 -1 S #36144 The Tower of Assassins - Tower Room~ Under Construction. ~ ~ 301465668 0 9 0 D2 ~ ~ 0 -1 36143 10 10 5 -1 S #36145 A Balcony on a Sandstone Wall~ On the east edge of a large sandstone building, a stairway descends down to the streets below. To the south, the southern half of Narak spreads out before you, but the high walls of the city prevent any view of the desert beyond. The smell of coffee wafts through an open doorway to the west, and to the north another of these small rooftop shops can be seen. ~ nomob [Finius] i really like the architecture...rooftop shop. is very cool. [Phule] thanks :) ~ 301465673 1 9 0 D0 ~ ~ 0 -1 36146 10 10 5 D3 ~ ~ 0 -1 36148 10 10 5 D5 ~ ~ 0 -1 36066 10 10 5 -1 S #36146 A Balcony on a Sandstone Wall~ On the east edge of a large sandstone building, a stairway descends down to the streets below. To the north, the northern half of Narak spreads out before you, most notably the high-sloping gold domes of the palace and the black turrets of the assassins tower to the northeast, and the Wyvern Inn to the northwest. Soft music lulls out of an open doorway to the west, and to the south another of the small rooftop shops can be seen. ~ nomob [Merior] music lulls? [Phule] yup. music lulls. [Finius] should be notably [Phule] fixed, thanks ~ 301465673 1 9 0 D2 ~ ~ 0 -1 36145 10 10 5 D3 ~ ~ 0 -1 36147 10 10 5 D5 ~ ~ 0 -1 36065 10 10 5 -1 S #36147 The Desert Song~ The western half of this small shop is dominated by a small stage, upon which a few musicians play their lutes to the beautiful sound of a young human female singing. The other walls are adorned by hanging instruments and posters of famous bards. The smell of a coffee shop wafts in through a set of swinging doors to the south. To the east, the shop is exited through an open doorway onto a sandstone balcony. ~ nomob make liam a bard trainer (when bards come in) [Phule] heh i can't believe i actually wrote above rbug [Merior] are instruments currently useable for anything? [Phule] don't think so [Finius] be cool if you could 'ask liam dragon' [Phule] safe ~ 301469771 1 9 0 D1 ~ ~ 0 -1 36146 10 10 5 D2 ~ ~ 0 -1 36148 10 10 5 E musicians~ Two lutists play a sorrowful melody and harmony while a dextrous harpist plays a chilling countermelody of arpeggios and chords in a haunting minor key. The singer's lilting voice tells the story of Ossen, the gnomish knight, and his fateful encounter with an evil dragon. ~ A ~ ~ act_tochar( #s, ch ); continue; ~ E s~ You push through the swinging doors to the south. ~ ! 3 0 4 A ~ ~ mob = mob_in_room( 912, room ); if( mob ) interpret( mob, "sit chair" ); ~ ! 2 100 0 A ~ ~ mob = mob_in_room( 918, room ); if( is_player( ch ) ) continue; if( ch == mob ) continue; ~ ! 3 0 2 A ~ ~ send_to_room( #act, room ); ~ E act~ The musicians finish a song to the scattered applause of the shop's patrons. After a short pause, they begin anew. ~ ! 2 100 0 910 9 1509949540 3 0 682 17 1509949460 -1 0 1133 17 1509949460 -1 0 912 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 912 9 1509949540 3 0 -1 S #36148 The M.T. Cup~ This quiet little coffee shop is quaint and has a cozy, friendly atmosphere. The sounds of "The Desert Song", the room to the north where bards and minstrels play at most hours of the day, come wafting through the swinging doors to the north and combine with the low din of happy conversation of the shop's relaxed patrons. The sights and smells of coffees, soups, breads, and spices give the place a pleasant aroma to match the pleasant mood. A small sign is tacked up next to the counter, and a small dartboard hangs on the wall. ~ nomob [Merior] sounds of song come from the room? [Phule] yes [Merior] awful alot of pleasantness in one sentence... [Phule] ain't it pleasant :) [Phule] safe ~ 301469771 1 9 0 D0 ~ ~ 0 -1 36147 10 10 5 D1 ~ ~ 0 -1 36145 10 10 5 E pot coffee~ The pot is made from steel and is heated by a small fuelless flame beneath it, keeping its contents nice and hot. Its mouth is turned away from you and towards the back of the counter, obviously Ossen would be happy to fill a cup for you. ~ E sign~ Please set your mugs and bowls on the counter when finished. Thanks, The Management NOTE :: To play darts, type play darts. ~ E axe mantle~ The axe is still in excellent condition, but as it requires two hands it has probably not seen much use. Something is etched onto the head, however, and the light glints oddly from it. ~ E etched head~ The etching reads: @I'3. dragon' ~ A ~ ~ act_tochar( #n, ch ); continue; ~ E n~ You push through the swinging doors to the north. ~ ! 3 0 1 A ~ ~ mob = mob_in_room( 911, room ); if( mob ) interpret( mob, "sit barstool" ); ~ ! 2 1000 0 A play~ darts~ act_tochar( #play, ch ); act_notchar( #rplay, ch ); j = 1; loop( j < 4 ) acode( room, 6 ); ~ E rplay~ $n grabs three darts from the dart holder and steps back to the line to play. ~ E play~ You grab the three darts from the dart holder and step back to the line. ~ ! 0 0 0 A ~ ~ if( j == 3 ) { act_tochar( #third, ch ); act_notchar( #rthird, ch ); j = 4; } if( j == 2 ) { act_tochar( #second, ch ); act_notchar( #rsecond, ch ); j = 3; } if( j == 1 ) { act_tochar( #first, ch ); act_notchar( #rfirst, ch ); j = 2; } i = random( 1, 50 ); if( i == 1 ) { act_tochar( #bull, ch ); act_notchar( #rbull, ch ); } else { if( i < 6 ) { act_tochar( #ring1, ch ); act_notchar( #rring1, ch ); } else { if( i < 16 ) { act_tochar( #ring2, ch ); act_notchar( #rring2, ch ); } else { if( i < 31 ) { act_tochar( #ring3, ch ); act_notchar( #rring3, ch ); } else { act_tochar( #ring4, ch ); act_notchar( #rring4, ch ); } } } } ~ E rthird~ $n tosses the third dart..... ~ E third~ You toss the third dart..... ~ E rsecond~ $n tosses the second dart..... ~ E second~ You toss the second dart..... ~ E rring4~ $n's toss is a poor one, catching the outermost ring for a measly 1 point. ~ E ring4~ Your toss is a poor one, catching the outermost ring for a measly 1 point. ~ E rring3~ $n's toss goes off course, hitting the third ring. Only 3 points. ~ E ring3~ Your toss goes off course, hitting the third ring. Only 3 points. ~ E rring2~ $n's toss hits the second ring for 5 points. ~ E ring2~ Your toss hits the second ring for 5 points. ~ E rring1~ $n's toss hits the first ring! 10 points! ~ E ring1~ Your toss hits the first ring! 10 points! ~ E rbull~ $n's toss hits the bullseye!! 20 points!! ~ E bull~ You hit the bullseye!! 20 points!! ~ E rfirst~ $n tosses the first dart..... ~ E first~ You toss the first dart..... ~ E rplay~ $n grabs three darts from the dart holder and steps back to the line to ~ E play~ You grab the three darts from the dart holder and step back to the line. ~ E notyet~ The dart game is not yet ready to be played. ~ ! 0 0 0 A take steal get grab~ axe~ act_tochar( "You try to take Ossen's axe.", ch ); act_notchar( "$n reaches to take Ossen's axe.", ch ); act_tochar( "Ossen catches you and one-arms you out of the shop.", ch ); act_notchar( "Ossen catches $n and one-arms $m out of the shop.", ch ); interpret( ch, "east" ); ~ ! 0 0 0 769 49 1509949540 -2 0 793 81 1509949540 -2 12 1127 17 1509949540 -2 0 1127 17 1509949540 -2 0 1127 17 1509949540 -2 0 909 9 1509949540 3 0 743 17 1509949490 -1 0 1128 17 1509949490 -1 12 801 17 1509949490 -1 0 1134 17 1509949490 -1 0 911 9 1509949540 3 0 -1 S #36149 Balcony Above Main Street~ This balcony overhangs the sandstone surface of Main Street, where bustling merchants run about in a milling frenzy. A sturdy wooden stair leads down to the street's surface, and an open arch in the sandstone to the north leads toward the smell of spices and seafood. A wooden walkway leads east from this balcony to another. ~ [Rhen] extras- look street - smell spices and seafood (seafood in a desert?) [Phule] is on the ocean ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36150 10 10 5 D1 ~ ~ 0 -1 36176 10 10 5 D5 ~ ~ 1024 -1 36055 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T along the balcony. ~ ! 3 0 3 A ~ ~ continue; ~ E to_char~ You climb down the staircase to the street below. ~ ! 3 0 32 -1 S #36150 Shop - Authentic Western Food~ This shop is plainly adorned, as its name suggests, but its food bears spices and seasonings beyond numbering. From coconut shell glasses to row upon row of various seafood dishes to several large pots of soup, this shop is sure to have at least a few surprises. Archways in the sandstone lead to wooden balconies to the south and west. ~ [Merior] some extras here? [Phule] arrrgghhh... [Phule] safe [Phule] nomob ~ 301469771 1 9 0 D2 ~ ~ 0 -1 36149 10 10 5 D3 ~ ~ 0 -1 36151 10 10 5 E sign~ @bList@n -- shows what you can buy. If you have a question about an unusual item, ask the shopkeeper about it. ~ E w s west south archway~ The graceful arch leads to a wooden balcony beyond. ~ A ~ ~ continue; ~ E to_char~ You step out onto the balcony to the $T. ~ ! 3 0 12 957 9 1509949540 3 0 1261 17 1509949480 -1 11 1259 17 1509949470 -1 6 1263 17 1509949470 -1 0 -1 S #36151 Balacony above Aghrin Street~ This balcony overhangs the sandstone surface of Aghrin Street, across from Gavlin's Magic Shoppe. A sturdy wooden stair leads down to the street, and an open arch in the sandstone to the east leads toward the smell of spices and seafood. A hanging wooden walkway leads north to another balcony. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 36153 10 10 5 D1 ~ ~ 0 -1 36150 10 10 5 D5 ~ ~ 1024 -1 36078 10 10 5 A ~ ~ continue; ~ E to_char~ You continue $T along the balcony. ~ ! 3 0 3 A ~ ~ continue; ~ E to_char~ You climb down the staircase to the street below. ~ ! 3 0 32 -1 S #36152 The Laughing Lobster~ This shop, half on the roof of a much larger sandstone building and half on a wooden balcony, is filled with the sounds and smells of boiling lobster. A hideous wooden sign depicting a lobster with a horrifically large smile is hung in poor taste over the shop, above a table surrounded by a few chairs. A sturdy wooden staircase leads down to Aghrin Street, and a wooden walkway leads across the street to another balcony opposite this one. ~ [Finius] *CACKLE* shop sign looks like those ghastly billboards for Red Lobster (tm) [Phule] *drool* [Phule] safe [Phule] nomob ~ 301469771 1 9 0 D1 ~ ~ 0 -1 36153 10 10 5 D5 ~ ~ 1024 -1 36079 10 10 5 A ~ ~ continue; ~ E to_char~ You cross the wooden walkway to the $T. ~ ! 3 0 2 A ~ ~ continue; ~ E to_char~ You climb down the ladder to the street below. ~ ! 3 0 32 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 912 17 1509949540 -2 0 927 9 1509949540 3 0 1220 17 1509949475 -1 0 113 17 1509949505 -1 0 112 17 1509949470 -1 0 -1 S #36153 Balcony above Aghrin Street~ No rooftop shop graces this wooden balcony over a score of feet above the sandstone streets of Narak. Instead the balcony takes advantage of its marvelous view of the Sea of Light, the massive, endless ocean whose waves are visible above the ciy gates to the west. The scenic vista is complete with a bench upon which you may rest your weary bones and an overhanging tent flap to keep the sun from beating down upon you. Small wooden walkways to the west and south seem to lead to other balconies. ~ [Finius] cool view. nice room. good place to eat my calamari ~ 301465665 1 9 0 D2 ~ ~ 0 -1 36151 10 10 5 D3 ~ ~ 0 -1 36152 10 10 5 D5 ~ ~ 1024 -1 36079 10 10 5 E sea light ocean west~ The ocean rolls along in mighty waves of water. ~ A ~ ~ continue; ~ E to_char~ You continue $T along the balcony. ~ ! 3 0 4 A ~ ~ continue; ~ E to_char~ You cross the walkway to the $T. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You climb down the staircase to the street below. ~ ! 3 0 32 1145 17 1509949540 -2 0 -1 S #36154 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ [Phule] no extras necessary ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 1415 1262 36155 10 10 5 D5 ~ ~ 1024 -1 36080 10 10 5 A ~ ~ continue; ~ E to_char~ You climb down the ladder to the street below. ~ ! 3 0 32 A ~ ~ continue; ~ E to_char~ You climb into the wall-house. ~ ! 3 0 16 -1 S #36155 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] thank you sir may i have another ~ 301465665 1 9 0 D5 trapdoor~ ~ 1415 1262 36154 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ A ~ ~ continue; ~ E to_char~ You climb out of the wall-house and onto the ladder below. ~ ! 3 0 32 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36156 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36157 10 10 5 -1 S #36157 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] number 9, number 9, number 9, number 9 ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36156 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36158 On a Ladder Below A Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36161 10 10 5 -1 S #36159 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36160 10 10 5 -1 S #36160 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] NOT ANOTHER ONE [Finius] its a cult. its got to be. ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36159 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1392 17 1509949540 -2 0 1393 49 1509949540 -2 0 598 81 1509949540 -2 0 1042 9 1509949540 0 0 -1 S #36161 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] let me guess, Its Buck Buck #9 [Finius] Deja Vu all over again! Run Away!! ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36158 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36162 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36163 10 10 5 D5 ~ ~ 0 -1 36085 10 10 5 -1 S #36163 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] oh my god phule, how many copies did you make of this dang room? ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36162 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36164 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ [Finius] they all look the same. dude. [Phule] they ARE all the same. dude. ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36165 10 10 5 D5 ~ ~ 0 -1 36067 10 10 5 -1 S #36165 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] ditto the last 5 rooms that look like this ;) ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36164 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36166 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36167 10 10 5 D5 ~ ~ 0 -1 36069 10 10 5 -1 S #36167 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] it must be a hotel, all look the same. [Finius] These guys complulsive? *tickle* ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36166 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36168 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36169 10 10 5 D5 ~ ~ 0 -1 36071 10 10 5 -1 S #36169 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Finius] heh, these guys twins, or is this a hotel decorated the same? (all sleeping merchants rooms look same) ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36168 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36170 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 391 1262 36171 10 10 5 -1 S #36171 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Merior] seems awfully familiar... [Finius] was spelled wall-house in last room. ~ 301465665 1 9 0 D5 trapdoor~ ~ 391 1262 36170 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36172 On a Ladder Below a Trapdoor~ This ladder connects the wall-house above to the street below. A trapdoor, closed and locked securely, lies just overhead. ~ [Merior] null key? [Phule] null key means lock has to be picked ~ 301465673 1 9 0 D4 trapdoor~ trapdoor~ 1415 1262 36173 10 10 5 D5 ~ ~ 1024 -1 36073 10 10 5 -1 S #36173 A Wall-House~ This small wall house appears to be the dwelling-place of a well-to-do merchant. A bed, neatly made, sits along the wall to the east, and a coat rack stands in the southeast corner beside a trapdoor. No rug adorns the wood floor, however, save a few thin skins in various places. A small desk stands in the northwest corner of the room beside a small metallic bin. ~ [Merior] still dont understand wall house concept [Merior] an action or two would be nice... [Merior] dagger on merchant is made of iron and stone? [Merior] silly question... really need to go to all that trouble to reset coins on merchant? [Phule] coins - yes as i wanted them inside bag. [Phule] what actions did you have in mind~ 301465665 1 9 0 D5 trapdoor~ ~ 1415 1262 36172 10 10 5 E skins~ The skins are nailed into the floor and seem to serve mainly as padding. ~ E small desk~ The desk appears to be for writing only, not storage, as it holds no drawers or cabinets. ~ E metallic bin~ Whatever its purpose, the small barrel-like can is empty. ~ 1042 9 1509949540 0 0 1392 17 1509949540 -2 0 1393 17 1509949540 -2 0 -1 S #36174 Up an Oak Tree~ This shady bough is not all that comfortable, but it is a private escape from the streets below, unseen through the thick leaves below. ~ [Merior] would be nice if you could do something up here climb down was meant for thieves to hide in while guards are trying to kill them ~ 301465664 1 4 0 A climb~ down oak tree leaves~ act_tochar( #climb, ch ); act_notchar( "$n climbs down.", ch ); transfer( ch, find_room( 36057 ) ); act_notchar( "$n comes climbing down the oak tree.", ch ); ~ E climb~ You climb down the oak's branches, returning to the crowded streets of Narak. ~ ! 0 0 0 -1 S #36175 The Parched Sand -- Downstairs~ This dimly-lit room houses the nocturnal activities of many of Narak's thugs and mercenaries, a favorite hangout that even the cityguard avoid when possible. A creaky wooden staircase leads up to the bar. ~ nomob to keep guards out kheffiss sends on quest which eventually gains thieves entrace to assassin's tower. need something for giving apple to grumm. [Finius] what do these guys respond to besides hi? [Phule] ask grummarsh apple, go from there [Phule] ask them about each other [Phule] okay i'll bite. there are several clues from npc's in narak partaining to a puzzle in the catacombs. ~ 301465677 1 9 0 D4 ~ ~ 1024 -1 36116 10 10 5 994 9 1509949540 3 0 1037 9 1509949540 3 0 1038 9 1509949540 3 0 -1 S #36176 A Balcony Overlooking Main Street~ This wooden balcony is attached to the sandstone wall of a large building to the north. A small table with a glass case full of trinkets, odds and ends, and jewelry sits in the northwest corner of the balcony. A sturdy wooden staircase leads down to Main Street below. A small sign is hanging above the case. ~ [Finius] look human shouldn't she look a bit more gypsy-like? with lots of earrings and noserings and things? [Phule] she's not a gypsy [Phule] safe [Phule] nomob ~ 301469771 1 9 0 D3 ~ ~ 0 -1 36149 10 10 5 D5 ~ ~ 1024 -1 36056 10 10 5 E sign~ The sign reads: LIST :: shows what you can buy. VALUE :: find out if I'm interested in your trinkets. SELL :: sells your trinkets if I want them. ~ E table~ The glass is thick and the case locked: it would be quite a feat to break into this show table. ~ A climb~ staircase~ interpret( ch, "down" ); ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You climb down the staircase to the Way of Kel Amroth. ~ ! 3 0 32 A ~ ~ continue; ~ E to_char~ You continue $T along the balcony. ~ ! 3 0 8 922 9 1509949540 3 0 0 0 1509949540 -1 0 0 0 1509949540 -1 0 0 0 1509949540 -1 0 1 0 1509949540 -1 0 1 0 1509949540 -1 0 2 0 1509949540 -1 0 -1 S #36177 A Steel-Runged Ladder~ You are climbing on a ladder of steel rungs bolted to a sandstone wall to the west. Above you you can see a room filled with crates and boxes, while below you you see only the light of a torch which lights this vertical shaft and blots out your view of the room below. ~ nomob ~ 301596749 1 9 0 D4 ~ ~ 0 -1 36127 10 10 5 D5 ~ ~ 0 -1 36178 10 10 5 -1 S #36178 Narak - Underlevel~ The underlevel of Narak, while not as crowded and bustling as the merchant city itself, is far from deserted. The inhabitants seem to value their quiet, however, as not much commotion is heard from any direction save a faint din from above. Small streets head to the north and east into strangely cooler air, and a steel-runged ladder leads up a vertical shaft toward the city proper, and down even further into near-total darkness. The underlevel is lit by hanging chandeliers of glowing moss, attached firmly to the ceiling nearly 25 feet overhead. ~ ~ 301596741 1 9 0 D0 ~ ~ 0 -1 36179 10 10 5 D1 ~ ~ 0 -1 36180 10 10 5 D4 ~ ~ 0 -1 36177 10 10 5 D5 ~ ~ 0 -1 36214 10 10 5 918 9 1509949540 3 0 -1 S #36179 Khersset Street~ This narrow, sandstone-paved road leads north and south under the fluourescent glow of mighty chandeliers hanging from the Underlevel's smooth ceiling over 25 feet overhead. Open doorways lead east and west into small shops, while north you see what appears to be a small temple. ~ [Merior] florescent ~ 301596741 1 9 0 D0 ~ ~ 0 -1 36181 10 10 5 D1 ~ ~ 0 -1 36183 10 10 5 D2 ~ ~ 0 -1 36178 10 10 5 D3 ~ ~ 0 -1 36184 10 10 5 -1 S #36180 Side Alley - Above the Serpent Quarter~ A ledge here overlooks the Serpent Quarter, hundreds of small sandstone houses built belowground for the serpentman population of Narak. To the west you see a street heading north, away from a ladder which presumably leads back up into the city. leads back up into the city. ~ [Merior] i thought this was underlevel... am most confused [Merior] ahh... now i understand, but description needs more work... ~ 301596741 1 9 0 D3 ~ ~ 0 -1 36178 10 10 5 -1 S #36181 A Small Sandstone Temple~ This small temple constructed of sandstone in the limited space of the Underlevel is still finely decorated. A small altar rests beyond several praying mats, a place for special meditation. To the south you can see Khersset Street. ~ [Merior] extras? [Merior] are there going to be actions here? [Phule] not until religions get looked at again ~ 301596741 1 9 0 D2 ~ ~ 0 -1 36179 10 10 5 -1 S #36183 Ohmar's Leatherworks~ Fine leatherwork and articles made out of strange leathery material line the walls of this small sandstone-walled shop. The tools of leatherworking, skinning, and tanning sit on a small carving table in the northeast corner of the shop, and to the west an open doorway leads out to Khersset Street. ~ costs should change methinks. omob_prog Lizardman shopkeeper in desert, away from his swamp home? Hmm sounds quite iffy... is NOT lizardman...grr...is serpentman [Merior] guess components are around here somewhere :) [Merior] sure it's ok to introduce a race not seen elsewhere on our world? [Phule] similar to white goblins, black orcs, etc, this is simply a 'variation' on the lizardman race ~ 301600837 1 9 0 D3 ~ ~ 0 -1 36179 10 10 5 626 9 1509949540 3 0 -1 S #36184 Serpent Shop~ This small shop is filled with the coilings and hissings of snakes, coming from through a small, locked grate in the floor. An open doorway to the east leads to an underground street. ~ ~ 301609029 1 9 0 D1 ~ ~ 0 -1 36179 10 10 5 627 9 1509949540 3 0 -1 S #36185 Khersset Street~ Under Construction. ~ ~ 301465669 1 9 0 118 9 1509949540 3 0 882 9 1509949540 3 0 -1 S #36186 Habib's Hot Air Balloons~ This large rooftop has a circle painted in bright red whose circumference is about 30 feet. Sitting in the circle is a large hot air balloon, tethered to the ground and ready to take off. A staircase leads down away from the marvelous view of the deserts to the east of Narak. A large sign stands near the staircase. ~ [Merior] like the balloon ride :) [Phule] thanks boss ~ 301467717 1 9 0 D5 ~ ~ 0 -1 36094 10 10 5 E sign~ The sign reads: HABIB'S HOT AIR BALLOON SERVICE Round trip balloon rides to (crossed out), (crossed out), and the fabulous greenhouse of the Sultan of Narak. Only 1 gold piece per person (and we don't make change). Just type 'buy passage' and you'll be off on a grand adventure through the skies! The remainder of the sign consists of fine print which you cannot seem to make out. ~ A buy~ passage~ if( mob_in_room( 968, room ) ) { if( has_obj( 2, ch ) ) { junk_obj( has_obj( 2, ch ), 1 ); act_tochar( #go, ch ); act_notchar( #rgo, ch ); transfer( ch, find_room( 44508 ) ); act_tochar( #land, ch ); act_notchar( #rland, ch ); obj_to_char( oload( 1279 ), ch ); } else act_tochar( #no, ch ); } else act_tochar( #nohabib, ch ); ~ E no~ You don't have a gold coin! ~ E go~ You hand Habib a gold coin and he ushers you into the balloon and takes off. You fly across miles of sand to the east and land in a circle of large red rocks. ~ E rgo~ $n hands Habib a gold coin and flies off in a hot air balloon. ~ E land~ As you land, Habib gives you a whistle. "Just blow this when you want to come back. I really don't know what you'll find to do here; the sultan keeps the greenhouse locked." Then Habib flies off in the balloon. ~ E rland~ $n is dropped off by Habib in a hot air balloon. ~ E nohabib~ Habib is not around to fly the balloon. ~ ! 0 0 0 968 9 1509949540 3 0 -1 S #36187 Tourmalaine Chamber~ @b@CThis chamber is a sea of clouds and pale blue sky, a swirling marble pallete of tourmalaine and white. It is nearly a hypnotic effect as the chamber seems to move rapidly through a noon tapestry, then rushing to a halt, then spinning madly, all without the room actually moving. A door of similar composition stands to the south, while a door of swirling @b@RCrimson@C fire stands to the east.@n ~ crimson door to east tourm. door to south ~ 301465665 1 9 0 D1 "Crimson Door"~ "Crimson Door"~ 131 -1 36188 10 10 5 D2 "Tourmalaine Door"~ "Tourmalaine Door"~ 131 -1 36129 10 10 5 A ~ ~ if( is_open( room, south ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, south ); } ~ E nope~ The Tourmalaine Door is already open. ~ E rpull~ $n presses $s hand to the Tourmalaine Door, and it melts away before your eyes. ~ E pull~ You press your hand to the Tourmalaine Door's swirling surface and it melts away before your eyes. ~ ! 8 0 4 A c close~ ~ act_tochar( #nope, ch ); ~ E nope~ You can't seem to close the doors in this room. ~ ! 0 0 0 A ~ ~ if( is_open( room, east ) ) { act_tochar( #already, ch ); end; } if( mob_in_room( 987, room ) ) { act_tochar( #image, ch ); end; } act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, east ); ~ E image~ As you reach for the Crimson Door, the image of a Guardian clad in swirling Tourmalaine appears and blocks your path. It is clear that you will have to destroy the source of that image to open the door. ~ E pull~ You press your hand to the Crimson Door's swirling surgace and it melts away before your eyes. ~ E rpull~ $n presses $s hand to the Crimson Door's swirling surface and it melts away before your eyes. ~ E already~ The Crimson Door is already open. ~ ! 8 0 2 987 9 1509949540 3 0 -1 S #36188 Crimson Chamber~ @b@RThe glowing walls of this room swirl with undulating flames, yet give off nearly no heat despite their embering appearance. The effect is most distracting at your feet, as the floor beneath you changes from red to orange then to an empty black as the floor visually disappears for seconds at a time, even thought the rock is as solid as ever. A doorway of Crimson stands to the west, while a doorway of iced @n@GJade@b@R stands to the south.@n ~ ~ 301465665 1 9 0 D2 "Jade Door"~ "Jade Door"~ 131 -1 36189 10 10 5 D3 "Crimson Door"~ "Crimson Door"~ 131 -1 36187 10 10 5 A ~ ~ if( is_open( room, west ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, west ); } ~ E nope~ The Crimson Door is already open. ~ E rpull~ $n presses $s hand to the Crimson Door, and it melts away before your eyes. ~ E pull~ You press your hand to the Crimson Door's swirling surface and it melts away before your eyes. ~ ! 8 0 8 A c close~ ~ act_tochar( #nope, ch ); ~ E nope~ You can't seem to close the doors in this room. ~ ! 0 0 0 A ~ ~ if( is_open( room, south ) ) { act_tochar( #already, ch ); end; } if( mob_in_room( 988, room ) ) { act_tochar( #image, ch ); end; } act_tochar( #door, ch ); act_notchar( #rdoor, ch ); open( room, south ); ~ E already~ The Jade Door is already open. ~ E image~ As you reach for the Jade Door, the image of a Guardian clad in swirling crimson appears before you, blocking the way. It is clear that you must destroy the source of that image before you can open the Jade Door. ~ E door~ You reach out a hand and touch the Jade Door, which melts away before your eyes. ~ E rdoor~ $n reaches out a hand and touches the Jade Door, which melts away before your eyes. ~ ! 8 0 4 988 9 1509949540 3 0 -1 S #36189 Jade Chamber~ @GThis room glows a deep Jade, as the walls, ceiling, and floor are all made of some mysterious hard rock which is coated with a jade frost. A doorway stands to the north, and the room is otherwise strangely bare. What might be a fire glows jade in the center of the chamber, but instead of flickering flames you see ice crystals which rise and fall almost like dancing fire.@n ~ up is 36190 note - jade adept is really a dragon which has polymorphed note - jade and klave's mpcode were erased by a crash. i'll get around to them. don't forget jade's death program to open up ~ 301465665 1 9 0 D0 "Jade Door"~ "Jade Door"~ 131 -1 36188 10 10 5 A ~ ~ if( is_open( room, north ) ) act_tochar( #nope, ch ); else { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, north ); } ~ E nope~ The Jade Door is already open. ~ E rpull~ $n presses $s hand to the Jade Door, and it melts away before your eyes. ~ E pull~ You press your hand to the Jade Door's swirling surface and it melts away before your eyes. ~ ! 8 0 1 A c close~ ~ act_tochar( #nope, ch ); ~ E nope~ You can't seem to close the Jade Door. ~ ! 0 0 0 989 9 1509949540 3 0 -1 S #36190 Astral Chamber~ @b@WTransparent flitters of glimpsed images float past in a sea of insane tranquility in this place with seemingly no up or down, east or west, or horizon. The only firmament in sight is the strange floating island of hardwood floor you stand upon. A nearly translucent staircase descends from this high perch amidst nothingness to a jade-glowing chamber far below.@n ~ ~ 301465665 1 9 0 D5 ~ ~ 0 -1 36189 10 10 5 982 9 1509949540 3 0 -1 S #36191 Cityguard Barracks~ Hundreds of cots line the walls of this room, the sleeping-place for the city's many loyal guardsmen. An imposing-looking black iron gate stands to the west, leading to the streets of Narak. ~ ~ 301465665 1 9 0 D3 black iron gate~ ~ 195 -1 36066 10 10 5 E cots~ While not overly soft, they look nonetheless like a decent place to spend the night. With at least a score of other guards around you, the cot is a safe place to rest as well. ~ 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 918 9 1509949540 3 0 -1 S #36192 Salab's House of Samite~ Bright lanterns burn in brilliant, colored glass around the walls, throwing radiant, multicolored light through this room. Along the walls are beautiful garments of samite - robes, sleeves, dresses, all glimmering in the light as it dances through the folds of silk. A low, simple door leads to a dim room to the west, or a staircase leads up. A sign is pinned proudly to the wall. ~ [Phule] safe [Phule] nomob [Rhen] extra- maybe add a look at the lanterns ~ 301469775 1 9 0 D3 ~ ~ 0 -1 36193 10 10 5 D4 ~ ~ 0 -1 36115 10 10 5 E samite garments robes sleeves dresses~ These garments are all made of samite, which is thick, fine silk interwoven with strands of various metals. Some are obviously woven with gold and silver; other metals are not as easy to identify. ~ E sign~ The sign reads: @I@I WARNING: ONE SIZE DOES NOT FIT ALL ~ 1168 9 1509949540 3 0 -1 S #36193 One Robe for Every Wizard~ This room is sparse, with only a table in its center and a dim lamp in a corner. The only clue to its nature as a place of business is a small sign hanging against the wall. An open doorway leads east into another magic shop. ~ [Finius] wow [Phule] lightning mage [Phule] safe ~ 301469767 1 9 0 D1 ~ ~ 0 -1 36192 10 10 5 E table~ The small table has a few bits of cloth scattered on it, nothing more. ~ E dim lamp~ The lamp is firmly attached to the wall and gives off a faint glow, illuminating the room. ~ E sign~ The sign reads: @I@I@I ONE ROBE FOR EVERY WIZARD providing you with fine robewear for over twenty years @I@I WARNING: ONE SIZE DOES NOT FIT ALL ~ 1167 9 1509949540 3 0 -1 S #36194 The Tower of Assassins - Lower Level~ ~ ~ 301465669 0 9 0 -1 S #36195 In the Center of the Tower~ You are below a high-reaching vertical passage which stretches upward through the center of the tower. Layers of dust have settled on the floor here. The only exit is a large rectangular doorway to the north. ~ ~ 301465701 0 9 0 D0 massive doorway~ north door massive doorway~ 66 -1 36196 10 10 5 -1 S #36196 A Giant Death Trap~ Spikes the the walls of this roughly cubical room. The walls seem to be closing in, but that may just be your imagination. Or, it could be that the spikes are getting longer... ~ ~ 301465717 0 9 0 D0 small iron door~ small iron door north~ 390 1262 36197 10 10 5 D2 giant block of granite~ ~ 66 -1 36195 10 10 5 A ~ ~ if( !is_open( room, south ) ) end; close( room, south ); act_tochar( #slam, ch ); act_notchar( #rslam, ch ); acode( room, 2 ); ~ E slam~ As you enter the room, a huge slab of granite falls behind you, blocking the south exit. ~ E rslam~ A huge slab of granite falls across the exit to the south, blocking the south exit. ~ ! 1 0 4 A ***TRAP***~ ~ wait( 4 ); loop( all_in_room ) act_tochar( #spike, rch ); wait( 4 ); loop( all_in_room ) act_tochar( #sp2, rch ); wait( 4 ); loop( all_in_room ) act_tochar( #sp3, rch ); wait( 4 ); loop( all_in_room ) act_tochar( #sp4, rch ); wait( 4 ); loop( all_in_room ) { act_tochar( #death, rch ); i = 1d1+998; dam_message( rch, i, "The death impalement" ); inflict( rch, rch, i, "being impaled on a giant spike" ); } open( room, north ); ~ E spike~ The walls begin to move, closing in on you!! ~ E sp2~ The spikes draw in even closer...you had better get out of here!! ~ E sp3~ The spikes draw yet nearer, about to impale you!! ~ E sp4~ The spikes edge into you...you only have a few seconds... ~ E death~ The spikes IMPALE you, ending your life in a shredded mess!! ~ ! 0 0 0 A ~ ~ ~ ! 0 0 0 -1 S #36197 A Giant Death Trap~ Under Construction. ~ ~ 301465717 0 9 0 D2 ~ ~ 390 -1 36196 10 10 5 -1 S #36199 The Dock Tunnel~ The massive tunnel leads north and south beneath the cliffs west of Narak, connecting the docks with the city. Twenty feet wide and twenty feet deep, the tunnel is lit by flickering torches. The sound of crashing waves echos down the tunnel's length. ~ ~ 301596741 0 9 0 D0 ~ ~ 0 -1 36207 10 10 5 D2 ~ ~ 0 -1 36200 10 10 5 -1 S #36200 The Dock Tunnel~ While sparse torchlight casts flickering shadows on the heavy stone blocks of the walls, the faint echos of crashing waves sound up and down the length of the tunnel. To the north, the tunnel approaches the docks, while to the south, it heads deeper into the city. ~ ~ 301596741 0 9 0 D0 ~ ~ 0 -1 36199 10 10 5 D2 ~ ~ 0 -1 36201 10 10 5 -1 S #36201 The Dock Tunnel~ The tunnel makes a massive turn here, as a few hundred tons of heavy stone blocks are used to construct a massive intersection. Half of the tunnel leads north, toward the docks, while the other half leads east, tunneling beneath the walls of Narak and toward the city's underground entrance. ~ ~ 301596741 0 9 0 D0 ~ ~ 0 -1 36200 10 10 5 D1 ~ ~ 0 -1 36202 10 10 5 -1 S #36202 The Dock Tunnel~ The tunnel leads east and west, heavy stone masonry as ancient as the hard rock itself. The ten-foot cubic blocks fit together perfectly, framing the twenty-foot wide and tall passage. Faint torches flicker overhead, lighting the tunnel. ~ ~ 301596741 0 9 0 D1 ~ ~ 0 -1 36203 10 10 5 D3 ~ ~ 0 -1 36201 10 10 5 -1 S #36203 The Dock Tunnel~ Torches, set about ten feet apart on alternating sides of the tunnel, light the passage with their flickering light. Shadows mark the grooves separating the colossal stone blocks of the tunnel's foundation, massive pieces of rock which pave the tunnel as it connects the docks to the west to the city proper to the east. ~ ~ 301596741 0 9 0 D1 ~ ~ 0 -1 36204 10 10 5 D3 ~ ~ 0 -1 36202 10 10 5 -1 S #36204 The Dock Tunnel~ The heavy stone blocks used in the construction of this tunnel have been cut to precision. Fit side by side and one on top of each other, the ten-foot cubic blocks form the massive frame for the passage. To the east, the tunnel leads toward the underground entrance of Narak, while to the west, the passage leads under the city walls and out to the docks. ~ ~ 301596741 0 9 0 D1 ~ ~ 0 -1 36205 10 10 5 D3 ~ ~ 0 -1 36203 10 10 5 -1 S #36205 The Dock Tunnel~ The heavy stonework of the tunnel is very evident here, as the twenty-foot wide and twenty-foot deep tunnel makes its way beneath tons and tons of rock. Flickering torchlight casts shadows on the walls. The smell of salt touches the air, and a cool sea breeze blows in from the west. ~ ~ 301596741 0 9 0 D1 ~ ~ 0 -1 36124 10 10 5 D3 ~ ~ 0 -1 36204 10 10 5 -1 S #36206 The Dock Tunnel~ Under Construction. ~ ~ 301465669 0 9 0 -1 S #36207 The Dock Tunnel~ The dark tunnel is lit by flickering torchlight, and the sound of crashing waves can be heard down the tunnel to the north. The smell of salt is in the air. A faint breeze blows by, smelling of the sea, and the smoke from the torches follows the breeze out to the docks. ~ ~ 301596741 0 9 0 D0 ~ ~ 0 -1 36125 10 10 5 D2 ~ ~ 0 -1 36199 10 10 5 -1 S #36208 A Large Tunnel Beneath the City Walls~ This wide, tall tunnel lit by high-hung torches passes beneath the east wall of the city and into the deserts east of Narak. Flat rock has been laid at your feet, making the stone smooth and easily traversable. To the west a ramp leads up into the city, while to the east the tunnel crosses under the city walls. ~ [Phule] two gate guards were here [Phule] nomob ~ 301596749 1 9 0 D1 ~ ~ 0 -1 36209 10 10 5 D3 ~ ~ 0 -1 36118 10 10 5 754 9 1509949510 3 0 754 9 1509949460 3 0 -1 S #36209 A Large Tunnel Beneath the City Walls~ The heavy stonemasonry of the tunnels is evident in both the stone floor, which serves as a road, and the massive walls and ceiling of the tunnel. Cubic blocks of heavy stone, ten feet to a side, stand shoulder to shoulder, holding back the tons of earth which threaten to crush the passage. The tunnel leads north, out of the city, and west, toward the undrgound entrance to Narak. ~ ~ 301596741 1 9 0 D0 ~ ~ 0 -1 36210 10 10 5 D3 ~ ~ 0 -1 36208 10 10 5 -1 S #36210 A Large Tunnel Beneath the City Walls~ Lit by torches, this massive tunnel leads east, out of the city, and south, toward the underground entrance to Narak. Massive stone blocks serve as a smooth road, and the heavy cyclopaean construction of the tunnel ensures its survival long after its builders were forgotten by time. ~ ~ 301596741 1 9 0 D1 ~ ~ 0 -1 36211 10 10 5 D2 ~ ~ 0 -1 36209 10 10 5 -1 S #36211 A Large Tunnel Beneath the City Walls~ Paved with large heavy blocks of stone, the tunnel is wide and easily passable by all but the largest of trade wagons. About twenty feet across and half again that deep, the tunnel leads north, heading out from under Narak's walls, and west, toward the underground entrance to Narak. Torches light the tunnel, spaced about ten feet apart on alternating sides of the passage. ~ ~ 301596741 1 9 0 D0 ~ ~ 0 -1 36212 10 10 5 D3 ~ ~ 0 -1 36210 10 10 5 -1 S #36212 A Large Tunnel Beneath the City Walls~ This wide, tall tunnel lit by high-hung torches passes beneath the east wall of the city and into the deserts east of Narak. Flat rock has been laid at your feet, making the stone smooth and easily traversable. The tunnel leads north and west. ~ ~ 301596741 1 9 0 D1 ~ ~ 0 -1 36213 10 10 5 D2 ~ ~ 0 -1 36211 10 10 5 -1 S #36213 A Large Tunnel Beneath the City Walls~ This large tunnel is lit by many torches hung high out of reach and is large enough to fit the wagons of a merchant with ease. The glow of the desert can be seen through the exit to the east, and to the west the tunnel crosses below the walls of the city. ~ ~ 301596741 1 9 0 D1 ~ ~ 0 -1 35895 10 10 5 D3 ~ ~ 0 -1 36212 10 10 5 -1 S #36214 A Steel-Runged Ladder~ You are climbing on a ladder of steel rungs bolted to a sandstone wall to the west. Above you can be seen a room dimly lit with a strange light, while below you is near total darkness. ~ ~ 301596741 1 9 0 D4 ~ ~ 0 -1 36178 10 10 5 D5 ~ ~ 0 -1 36215 10 10 5 -1 S #36215 Vyan Level~ You overlook the lowest level of the city, a massive underground chamber which is nearly a city all its own. It is not clear how one descends into the vyan quarter, but it is not from here. This is perhaps a guard's post or something similar. A steel-runged ladder leads up toward the city proper. ~ ~ 301596740 1 9 0 D4 ~ ~ 0 -1 36214 10 10 5 918 137 1509949540 3 0 -1 S #0