emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#AREA Roterodamum~
#AUTHORS Gods~
#VERSION 3
#RANGES 1 95 0 99
#OLC_RANGES 9700 9899


#HELPS
0 ROTERODAMUM~
{138}                                 Roterodamum
{300}
This great city was the playground for the Gods that watch over the Lands.
In their impish youth they ran about causing all sorts of legendary mischief.
You are welcome to learn and grow strong in their city.

  {128}(A) {058}Quests
  {128}(B) {058}Equipment
  {128}(C) {058}Advice
  {128}(D) {058}Obelisk
{a}ROTERODAMUMQUESTS
{b}ROTERODAMUMEQUIPMENT
{c}ROTERODAMUMADVISE
{d}OBELISK
~

0 ROTERODAMUMQUESTS~
{138}                             Roterodamum Quests
{300}
The city holds a fun little quest. Go see Doogan at the bakery and find a
way to help him solve a tiny furry problem.

  {128}(-) {058}Return
{-}ROTERODAMUM
~

0 ROTERODAMUMEQUIPMENT~
{138}                            Roterodamum Equipment
{300}
The city holds lots of equipment for those new to the realm.  It is mostly
for low level players.  Be sure to visit the Blacksmith and get your things
personally engraved, making the armor stronger and the weapons hit better.

  {128}(-) {058}Return
{-}ROTERODAMUM
~

0 ROTERODAMUMADVISE~
{138}                             Roterodamum Advise
{300}
This is a good place to learn the things that will make for a solid
foundation for playing on Storms.  Read the signs if one is posted,
they are there for your protection.  Take some time to wonder about
and get familiar with where things are.  For easy transportation find
the Obelisk just south of the Temple, it can take you to lots of
interesting places.  And, mostly, have fun!

  {128}(-) {058}Return
{-}ROTERODAMUM
~

0 OBELISK~
{128}                                   Obelisk
{300}
The obelisk can be found in the temple north from Roterodamum Square. It
holds ancient magics allowing young adventurers to quickly travel to
some interesting low level areas. (look at the obelisk for a list).
Make sure to buy some recall scrolls w,w,n from Roterodamum Square and
set your recall in Roterodamum, when you go out to explore on your own.

The obelisk will only work for players until level 25.

  {128}(-) {058}Return
{-}ROTERODAMUM
~

0 $~


#MOBILES
#9700
humble priest~
a humble priest~
A humble priest stand here retrieving your corpse.~
A humble priest dressed in a long woolen robe stands here with your corpse.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
1000 S
95 0 0 0d0+10000 0d0+100
100000 0
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 50~
tell $n Lost something?
tell $n If it happens to be your corpse..
tell $n I could help you I think
~
|
#9701
spectral dragon~
a spectral dragon~
A spectral dragon stands here looking fierce.~
The spectral dragon seems to be sleeping.  Dragon's fighting techniques
mostly imply slashing with their claws, whipping with their tail, blowing
their firey breath over you, in other words: generaly stomping the crap out
of you.  Better not wake it..
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_UNDEAD
0
0 S
20 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_EYE|BODY_TAIL|BODY_CLAW 1d100+182 1d20+4
40000 0
POS_SLEEPING POS_SLEEPING SEX_NEUTRAL
>fight_prog 20~
if position ($r) == POS_FIGHTING
  if rand (33)
    mpechoat $r {118}$I shoots toward you and rips you open!
    mpechoaround $r {078}$I shoots toward $r and rips $m open!
  else
    if rand (50)
      mpechoat $r {118}$I inhales deeply and hits you with a blast of flame!
      mpechoaround $r {078}$I inhales deeply and hits $r with a blast of flame!
    else
      mpechoat $r {118}$I's tail shoots toward you and pierces your shoulder!
      mpechoaround $r {078}$I's tail shoots toward $r and pierces $s shoulder!
    endif
  endif
  mpquiet on
  mpdamage $r 1 20 attack
  mpquiet off
endif
if rand (10)
  shout DIE!!! You worthless mortals!!!
endif
~
|
#9702
orcish guard~
an orcish guard~
An orcish guard stands here.~
The orcish guard appears to be mangled beyond recognition.  There is a bloody
symbol of a five pointed arrow cut into his chest.
~
ACT_SENTINEL|ACT_RACE
AFF_DETECT_INVIS
0 S
20 0 0 0d0+400 13d2+0
100 RACE_ORC
POS_STANDING POS_STANDING SEX_MALE
#9703
orcish captain~
an orcish captain~
An orcish captain is commanding his troops.~
This large burly orc guards the entrance to the city.  He has a large sword
and seems to know his job very well.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES
0 S
25 BODY_HEAD|BODY_EYE BODY_MOUTH|BODY_ARM 0d0+500 16d2+0
200 RACE_ORC
POS_STANDING POS_STANDING SEX_MALE
#9704
Lostinbeer~
Barman Lostinbeer~
Barman Lostinbeer stands here selling booze.~
Lostinbeer watches you calmly, while he skillfully mixes a drink.  A tired
looking bartender who hates trouble in his bar.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 10~
if level ($n) < 90
  say Hail stranger.
  mpechoat $n {168}Barman Lostinbeer hands you a drink.
  mpechoaround $n Barman Lostinbeer hands $n a drink.
else
  if sex ($n) == 2
    say What would you like to drink Lady.
  else
    say What would you like to drink Sir.
  endif
endif
~
>speech_prog yes sure~
if quest (12,3,$n) == 3
  mpoload 9761
  give I9761 $n
  mpmset $n quest 12 3 4
  grin $n
endif
if quest (12,3,$n) == 1
  say Give the banker half a million gold coins and he'll
  say put it in a bag for you.
  say I have nothing myself to put such a large amount of
  say gold in.
  mpmset $n quest 12 3 2
endif
~
>speech_prog coke~
if quest (12,2,$n) == 0
  say You want to buy the big bottle $n?
  mpmset $n quest 12 3 1
endif
~
>give_prog I9760~
if quest (12,3,$n) == 2
  mpjunk I9760
  mpoload 9715
  give I9715 $n
  say want a straw too?
  snicker 
  mpmset $n quest 12 3 3
~
|
#9705
Agnus@~
Agnus the Warrior~
Agnus stands here picking his nose.~
Agnus lets of a real rip-roarer ... a greenish cloud envelops him and
everything surrounding him.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 2~
emote picks his nose and looks embarrased when he sees you looking.
~
|
#9706
wrecks@~
Wrecks~
Wrecks the Ninja is here, juggling some knifes.~
The master of the underworld, better known simply as 'Wrecks', is kicked
back throwing knifes at a dart board.  He hits it perfect at least nine
out of ten times, and when he misses, it's only because he noticed a fly
or rat wander in from the streets.  You can tell he has more fun with rats
than he does with the dart board.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
AFF_SNEAK
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#9707
etherealWaterfall~
the ethereal waterfall~
An ethereal waterfall stands here.~
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
1 0 0 1d0+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>greet_prog 50~
mpechoat $n The stream drags you over the edge of the waterfall.
mpechoat $n {008}
mpechoat $n {168}You tumble down into the water below you!
mptransfer $n 9769
mpecho $n tumbles down the waterfall.
mpat $n mpechoaround $n $n falls with a big SPLASH into the river.
~
>rand_prog 50~
mpechoat $r The stream drags you over the edge of the waterfall.
mpechoat $r {008}
mpechoat $r {168}You tumble down into the water below you!
mptransfer $r 9769
mpecho $r tumbles down the waterfall.
mpat $r mpechoaround $r $r falls with a big SPLASH into the river.
~
|
#9708
Dalin durid~
Dalin the druid~
An old and wise druid stands here.~
Just being in the presence of The Ancient Druid Dalin, one is filled with
knowledge.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
1000 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#9709
etherealHealer~
a strange voice~
The ethereal healer stands here.~
~
ACT_SENTINEL|ACT_SMART
AFF_ETHEREAL
0 S
100 0 0 1d2500+5510 1d100+51
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
~
>speech_prog gods~
if level ($n) < 51
  mpechoat $n {308}There are five gods:
  mpechoat $n {308}To follow one you must be between level 10 and 50
  mpechoat $n {008}
  mpechoat $n {148}Ulmo the Lord of Water
  mpechoat $n {118}Demise the Lord of Fire
  mpechoat $n {128}Gaia the Lady of Earth
  mpechoat $n {168}Hypnos the Lord of the Mind
  mpechoat $n {158}Manwe the Lord of the Winds
  mpechoat $n {008}
  mpechoat $n {118}WARNING!!!!!
  mpechoat $n {118}By following a god you will be able to be hunted and killed
  mpechoat $n {118}by the followers of any god other than your own.
  mpechoat $n {118}Follow only at your own risk.
~
>speech_prog Ulmo~
if level ($n) < 51
  mpechoat $n {148}Ulmo is God of the Waters.{300}
  mpechoat $n There is no quest available to follow Ulmo at this time.
  mpechoat $n If you want to follow Ulmo say:
  mpechoat $n {008}
  mpechoat $n {148}I want to become a follower of Water!{300}
endif
~
>speech_prog p I want to become a follower of water!~
if level ($n) < 51
  if level ($n) > 9
    if whichgod ($n) == god_neutral
      if pcsinroom (9818) > 0
        say There is currently an adventurer taking the test, come back later.
      else
        say Slay the testing creature, to prove your strength.
        mpat 9818 mppurge all
        mpat 9818 mpmload 9754
        mpat 9818 mpmset creature quest 0 4 1
        rescale 9754 $n 200
        mptransfer $n 9818
        mpat 9818 mpforce creature berserk
~
>speech_prog Demise~
if whichgod ($n) == god_neutral
  mpechoat $n {008}
  mpechoat $n {118}Demise is the Lord of Fire
  mpechoat $n {008}
  mpechoat $n {118}You'll find the Temple of Demise on the Northern Continent.
endif
~
>speech_prog Gaia~
if whichgod ($n) == god_neutral
  mpechoat $n {120}Gaia is the Goddess of Earth
  mpechoat $n {300}
  mpechoat $n {120}You'll find the Forest of Gaia on the Western Continent.
~
>speech_prog hypnos~
if level ($n) > 9
  if level ($n) < 51
    mpechoat $n {078}Hypnos is God of the Mind.
    mpechoat $n {078}There is no quest available at this time.
    mpechoat $n If you wish to follow Hypnos, say:
    mpechoat $n {178}I want to become a follower of Mind!{300}
  endif
endif
~
>speech_prog p I want to become a follower of mind!~
if level ($n) < 51
  if level ($n) > 9
    if whichgod ($n) == god_neutral
      if pcsinroom (9818) > 0
        say There is currently an adventurer taking the test, come back later.
      else
        say Slay the testing creature, to prove your strength.
        mpat 9818 mppurge all
        mpat 9818 mpmload 9754
        mpat 9818 mpmset creature quest 0 4 2
        rescale 9754 $n 200
        mptransfer $n 9818
        mpat 9818 mpforce creature berserk
~
>speech_prog Manwe~
if whichgod ($n) == god_neutral
  mpechoat $n {008}
  mpechoat $n {168}Manwe is the Lord of the Winds
  mpechoat $n {008}
  mpechoat $n {168}You'll find the Temple of Manwe on the Eastern Continent.
endif
~
|
#9710
Robert~
Robert~
Robert the pet shop owner stands here.~
Robert is here cleaning out the cages.
~
ACT_SENTINEL
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#9711
Olaf black smith~
Olaf the Black Smith~
Olaf is here pounding out some heated metal.~
Olaf the blacksmith is a large burly man that easily moves anvils around
whenever he wants too.  The blacksmith waits to help you with your rusty,
chipped up armor and weapons.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
95 0 0 1d2256+7613 10d10+100
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 10~
mpmadd self quest 0 3 1
if quest (0,3,$i) == 2
  say I can engrave your name into your equipment.
else
  if quest (0,3,$i) == 3
    say Engraving an item will also make it stronger.
  endif
endif
~
>speech_prog engrave~
say Engrave it yourself, but here are my tools...
mpechoat $n {178}Type: ENGRAVE <OBJECT>{308}
~
>give_prog i6325~
mpjunk i6325
mpecho $I examines the gem and makes it into a sword.
mpoload 6326
~
|
#9712
Tanner~
Tanner the Leather Worker~
Tanner works here, sewing another patch onto a leather cap.~
He looks to be an honest and hard working artisan who barely earns enough to
keep himself going.
~
ACT_SENTINEL|ACT_SMART
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
say Welcome to my humble shop, $n.
say Always remember to look at signs.
smile $n
~
|
#9713
high warlock m9713~
High Warlock~
The High Warlock sits here playing with a miniature demon.~
The High Warlock is wearing a black robe with a good, and swirling
patterns on the sleeves and collar. The warlock is a small man, wearing a
black glowing chain with a 4 pointed arrows eminating from the center.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
#9714
Small bushes~
Small bushes~
Small bushes are growing here.~
A small thicket of leafy bushes grow here.
~
ACT_SENTINEL
AFF_BLIND|AFF_SNEAK
0 S
5 0 0 0d0+25 1d4+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpmadd $n gold 500
~
|
#9715
Large bushes~
Large bushes~
Large bushes are growing here here.~
A larger thicket of bushes grow here.
~
ACT_SENTINEL
AFF_BLIND|AFF_SNEAK
0 S
9 0 0 1d20+43 1d8+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpmadd $n gold 1000
~
|
#9716
alley cat~
an alley cat~
An alley cat stretches his paws here.~
A scroungy alley cat stretches lazily.
~
ACT_WEAK|ACT_BODY
AFF_SNEAK|AFF_HUNT
50 S
3 0 BODY_MOUTH|BODY_CLAW 1d2+16 2d2+0
0 0
POS_STANDING POS_STANDING SEX_MALE
#9717
lady~
a lovely lady~
A lady is here walking around.~
A lovely lady mills about.
~
ACT_BODY|ACT_RACE
0
0 S
15 0 0 0d0+150 9d2+0
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9718
chipmunk~
a small chipmunk~
A small chipmunk is here crawling in the bushes.~
A small chipmunk chitters at you.
~
ACT_BODY|ACT_RACE
AFF_BLIND|AFF_HIDE
0 S
3 0 0 1d2+16 3d2+0
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 4~
mpecho {168}You hear something rustling through the leaves.
~
|
#9719
porcupine~
a porcupine~
A porcupine is walking here.~
A prickly porcupine wiggles his way around.
~
ACT_RACE
0
0 S
7 0 0 0d0+40 4d2+1
2000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9720
thug~
a thug~
A thug is here standing in the shadows.~
A dirty-looking thug looks as if he is hoping for a fight.
~
ACT_SCAVENGER|ACT_RACE
AFF_SNEAK|AFF_HIDE
0 S
4 0 0 0d0+30 3d2+0
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#9721
bird~
a bird~
A small bird is looking at you.~
A sultry song bird fills the air with harmony.
~
ACT_BODY|ACT_RACE
AFF_FLYING
0 S
7 0 BODY_WING 1d12+30 1d7+2
20 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#9722
snake~
a snake~
A snake is crawling through the grass~
A snake slithers it way through the tall grasses.
~
ACT_BODY|ACT_RACE
AFF_HIDE
0 S
8 BODY_HEAD BODY_MOUTH 1d16+36 5d2+0
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>fight_prog 15~
mpquiet on
cast poison $n
mpquiet off
mpechoat $n {118}A snake bites you!
mpechoaround $n A snake bites $n!
~
|
#9723
Foreigner~
a foreigner~
A foreigner from another city is here.~
A foreigner has come to visit.
~
ACT_BODY|ACT_RACE
0
0 S
15 BODY_HEAD BODY_ARM 0d0+150 9d2+0
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9724
gate guard~
a Roterodamum city guard~
A Roterodamum city guard stands here.~
A powerful looking Roterodamum city guard keeps a careful watch for trouble.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_HIDDEN
0 S
10 BODY_HEAD|BODY_ARM BODY_HEAD|BODY_HAND 1d25+51 7d2+0
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#9725
Vagabond~
a vagabond~
A vagabond is here looking for victims.~
A wandering vagabond bumps into you.
~
ACT_BODY|ACT_RACE
0
0 S
5 BODY_HEAD BODY_LEG 0d0+30 4d2+0
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9726
hustler~
a hustler~
A hustler is here, trying to recruit you.~
A sly looking hustler pssts your way, hoping to let you in on the deal of a
life time.
~
ACT_BODY|ACT_RACE
0
0 S
10 0 BODY_LEG|BODY_ARM 1d25+51 5d2+1
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9727
Beggar~
a beggar~
A beggar is here asking for a few coins.~
The beggar looks like she is fed up with life.  Ten thousand is a good number.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
0
0 S
1 BODY_HEAD BODY_LEG|BODY_ARM 0d0+10 1d2+1
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>greet_prog 100~
say Please, I beg you.  Alms for the poor?
~
|
#9728
Beastly fido~
a beastly fido~
Beastly fido is here.~
Fido is a small dog that has a awfull smell and pieces of rotting meat
hanging from his mouth.
~
ACT_BODY|ACT_RACE
0
0 S
1 0 0 0d0+10 1d2+1
10 RACE_DARKELF
POS_STANDING POS_STANDING SEX_NEUTRAL
#9729
Judge Pteer~
Judge Pteer~
Judge Pteer stands here.~
A masked man with muscles bulging all over his body.  You can tell by the look
in his eyes that he enjoys seeing you cower in his precense.
~
ACT_SENTINEL|ACT_RACE
AFF_DETECT_INVIS
0 S
100 0 0 0d0+12000 1d100+51
150000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#9732
kyntel~
Kyntel~
Kyntel stills the huge sharpening stone as you enter.~
Kyntel is an aging elf who wants to make his first million in gold before age
50.  He used to want to make it before 45, 40, 35, 30, 25 and 20...but that was
years ago.  He smiles as you show an interest in his wares.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS
0 S
100 0 0 1d2500+8509 10d10+100
100000 0
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
smile $n.
say How may I be of help, $N?
~
|
#9733
Doogan~
Doogan~
Doogan looks at you calmly, wiping flour from his face with one hand.~
A jolly round sort of man with a sparkling blue eyes and a cheery smile.  But
you can see that he has many scars on his body.  Wonder if they are from baking
or battling?
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
>speech_prog mice mouse~
if quest (15,3,$n) == 0
  say Yeah, they are damned annoying!
  spit 
  say I need some smart dude who can figure out how those
  say high tech mouse traps from the general store work.
  say Want to volunteer?
  mpmset $n quest 15 3 1
endif
~
>speech_prog yes volunteer~
if quest (15,3,$n) == 1
  say Well, visit Tresia and ask her about the mouse trap.
  say I'd be delighted if you'd catch that damned mouse!
  mpmset $n quest 15 3 2
endif
~
>give_prog I9765~
say Eeek!
say Keep that scary gnome tech away from me!
say Almost lost my thumb last time I touched it!
give I9765 $n
~
>give_prog I9766~
say Eeek!
say Keep that scary gnome tech away from me!
say Almost lost my thumb last time I touched it!
give I9766 $n
~
>give_prog I9767~
if quest (15,3,$n) == 4
  mpjunk I9767
  cheer $n
  say Great!
  say Go visit my friend in the general store.
  say I'll make sure she'll have something for you.
  mpmset $n quest 15 3 5
endif
~
|
#9734
shelan~
Shelan~
Shelan walks around behind the counter, talking to himself.~
Shelan looks old and senile, and yet, he looks like a very powerful wizard.
He is equiped with fine clothing, and is wearing many fine rings and
bracelets.  He eyes you warily as you gawk at his items.
~
ACT_SENTINEL
AFF_DETECT_INVIS
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
#9735
jeweller~
the jeweller~
The jeweller is standing behind the desk.~
He is fat and has a content although watchful look on his face.
~
ACT_SENTINEL
AFF_DETECT_INVIS
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
#9736
monkey@~
Monkey~
Monkey stands here, pointing at the clock.~
Even though your guildmaster looks bored, hairy, and very ape.. you can
clearly see the vast amount of wisdom he possesses.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_FEMALE
#9737
banker~
the banker~
The banker is here, counting money.~
This human wears a pressed robe, which seems to shine with a light golden
aura.  He's tall, with large muscles from dealing with all the gold.  His
warm smile and strong physique almost guarantee your gold is safe with him.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
100 0 0 1d2500+8509 10d10+100
0 0
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 100~
mpforce $n bank balance
~
>bribe_prog 10000~
mpecho $I carefully counts every coin.
say That's quite a fortune $n!
mpecho $I starts to fill a bag with gold.
say There you go!
smile $n
mpoload 9760
give i9760 $n
~
|
#9738
obelisk ethereal~
ethereal obelisk~
~
0 5 1  = demise
0 5 2  = manwe
0 5 7  = grove
0 5 9  = university
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
1 0 0 0d0+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>repop_prog 100~
mpat 8900 mpmload 9752
mpat 8900 mpoload 9770 room
mpat 8900 mposet i9770 sactimer 0
mpat 1656 mpmload 9752
mpat 1656 mpoload 9770 room
mpat 1656 mposet i9770 sactimer 0
mpat 19802 mpmload 9752
mpat 19802 mpoload 9770 room
mpat 19802 mposet i9770 sactimer 0
mpat 2710 mpmload 9752
mpat 2710 mpoload 9770 room
mpat 2710 mposet i9770 sactimer 0
mpat 1005 mpmload 9752
mpat 1005 mpoload 9770 room
mpat 1005 mposet i9770 sactimer 0
mpat 14300 mpmload 9752
mpat 14300 mpoload 9770 room
mpat 14300 mposet i9770 sactimer 0
~
>speech_prog grove~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 2 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
endif
~
>delay_prog 2~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 2 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 8900
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog p wyvern~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 3 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
endif
~
>delay_prog 3~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 3 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 1656
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog university~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 4 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
endif
~
>delay_prog 4~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 4 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 19802
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog antarctica~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 5 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
endif
~
>delay_prog 5~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 5 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 2710
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog marsh~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 6 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
~
>delay_prog 6~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 6 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 1005
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog woods~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 7 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
~
>delay_prog 7~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 7 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 14300
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
>speech_prog gnome gnomedell~
if delayed ($i)
  mpechoat $n The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 8 $n
  mpecho Tendrils of white magic start to spin around the obelisk.
~
>delay_prog 8~
if existsroom ($X)
  if rand (25)
    mpecho The obelisk shakes softly.
    mpdelay self 1 7 $t
  else
    mpechoat $t Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 1501
    mpat $t mpechoaround $t $t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho The tendrils of magic vanish.
~
|
#9739
Tresia~
Tresia~
Tresia, the Shopkeeper, is here refilling the shelves.~
Her cheeks are flushed and some locks of her auburn hair have strayed from the
long braid down her back, but she has a smile on her face when she sees you.  If
you could read her thoughts, you'd know she was thinking of her lover ...
Gregorius.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
100 0 0 1d2500+8509 10d10+100
10000 0
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 100~
if quest (15,3,$n) == 5
  say I see the mouse hunt was succesful
  smile $n
  say If you give me the trap back I will
  say give you something that will be of
  say more use for you now.
  mpmset $n quest 15 3 6
endif
~
>speech_prog mouse trap mousetrap~
if quest (15,3,$n) == 2
  say That's expensive stuff...
  say They don't make them like that anymore,
  say whoever 'they' were.
  ponder 
  say Bring me a bag of gold as payment and you
  say will get your trap.
  say Simply give the banker 10000 gold coins
  say and he'll fill you a bag with it.
  mpmset $n quest 15 3 3
endif
~
>give_prog I9760~
if quest (15,3,$n) == 3
  mpjunk I9760
  mpoload 9765
  give I9765 $n
  say Good luck with the mouse hunting, $n.
  mpmset $n quest 15 3 4
~
>give_prog I9765~
if quest (15,3,$n) == 6
  mpjunk I9765
  mpoload 9768
  give I9768 $n
  say I think you will like this $n
  cap 
  mpmset $n quest 15 3 7
endif
~
>give_prog I9766~
if quest (15,3,$n) == 6
  mpjunk I9766
  mpoload 9768
  give I9768 $n
  say I think you will like this $n
  cap 
  mpmset $n quest 15 3 7
endif
~
>speech_prog gregorius~
giggle 
say He's such a sweetie!!
say And so handsome!
blush 
~
|
#9740
citral~
Citral~
An old dark elf stands here.~
Smoking a weird looking kind of cigar he eyes you up with a little smile.
An aura of danger surrounds him.. though he looks pretty harmless.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
#9741
xavier~
Xavier~
Xavier stands here, looking at the clock.~
Even though your guildmaster looks old, tired, and very bald.. you can
clearly see the vast amount of knowledge he possesses.  He is wearing
fine magic clothing, and you notice that he is surrounded by a blue
shimmering aura.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_FEMALE
#9742
etherealMouse~
an ethereal mouse~
The mighty ethereal mouse ethereals around here.~
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
1 0 0 1d0+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 15~
if quest (0,4,$i) == 0
  mpecho You hear a rustling sound from under the counter.
endif
if quest (0,4,$i) == 2
  mpforce doogan say Bloody mice!
  mpforce doogan say They always eat my cheese when I go to bed!
  mpforce doogan groan
endif
if quest (0,4,$i) == 4
or quest (0,4,$i) == 8
or quest (0,4,$i) == 12
  if existsroom (i9766)
    mppurge i9766
    mpoload 9765 room
    mpoload 9767 room
    mpecho {088}
    mpecho {110}You hear the sound of a sharp smack while blood splatters on your boots!
  endif
endif
if quest (0,4,$i) == 6
  mpecho You hear a squeeking sound from under the counter.
endif
if quest (0,4,$i) == 10
  mpecho You hear the patter of little feet.
endif
if quest (0,4,$i) == 14
  mpecho You see a little mouse running through the store and disappearing through the opened door.
  mppurge self
  break
endif
mpmadd self quest 0 4 1
~
|
#9743
Herzog trainer~
Herzog the Trainer~
Herzog is standing here, watching.~
He is tall and broad, with dark curling hair and a full beard.  He has a
powerful sword at his hip, and a dangerous dagger at his waist.  His cool grey
eyes regard you carefully.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE
0
0 S
100 0 0 0d0+10000 1d100+51
0 0
POS_STANDING POS_STANDING SEX_MALE
#9744
falcon~
a trained falcon~
A trained falcon flies circles above his Master's head here.~
~
ACT_BODY|ACT_RACE
0
0 S
5 0 BODY_MOUTH|BODY_EYE|BODY_WING|BODY_CLAW 1d6+27 1d5+3
0 RACE_PHOENIX
POS_STANDING POS_STANDING SEX_MALE
#9745
rattlesnake~
a rattlesnake~
A rattlesnake rests around its Master's neck here.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_SNEAK
0 S
10 0 BODY_MOUTH|BODY_EYE|BODY_TAIL 0d0+100 1d10+6
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9746
skunk~
a skunk~
A skunk sits next to its Master here.~
~
ACT_BODY|ACT_RACE
0
0 S
15 0 BODY_MOUTH|BODY_EYE|BODY_CLAW 0d0+250 10d2+0
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#9747
wolf~
a wolf~
A large, silver wolf stands next to its Master here.~
~
ACT_BODY|ACT_RACE
0
0 S
20 0 BODY_MOUTH|BODY_CLAW 0d0+300 1d20+13
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#9748
dragonette~
a dragonette~
A dragonette sits on her Master's shoulder here.~
~
ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_FLYING
0 S
25 0 BODY_HIP|BODY_WING|BODY_TAIL 0d0+400 1d25+16
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#9749
Tigress~
a tigress~
A tigress prowls around here.~
~
ACT_BODY|ACT_RACE
AFF_DETECT_HIDDEN|AFF_SNEAK
0 S
30 0 BODY_MOUTH|BODY_CLAW 0d0+600 1d30+20
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#9750
frog~
a large frog~
A large frog sits here.~
~
ACT_SENTINEL|ACT_BODY|ACT_RACE
0
0 S
15 0 0 0d0+150 9d2+0
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>act_prog p looks at you.~
mpechoat $n {138}The frog tells you 'Go back.  You will die if you travel further.'
mpechoat $n {138}The frog tells you 'Read the HELP ARENA.'
~
|
#9751
small sprite~
a small sprite~
A small sprite holding a magical wand flutters here.~
The sprite catches you looking at him and gives you a wry smile.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
0 S
15 0 0 0d0+150 9d2+0
30000 RACE_SPRITE
POS_STANDING POS_STANDING SEX_MALE
>delay_prog 1~
if existsroom ($X)
  if quest (0,1,$i) == 1
    mpecho {178}The sprite glows brightly!
    mpechoaround $t $t disappears suddenly!
    mptransfer $t 4414
    mpat 4414 mpforce $t look auto
    mpat 4414 mpechoaround $t $t appears suddenly!
    mpat 4414 mpecho The sprite claps his hands and is gone.
    wake 
    mpmset self quest 0 1 0
    break
  endif
  if level ($t) < 26
    mpecho {138}J{038}ingle {128}J{028}ingle {158}J{058}ingle{178}!
    mpechoat $t The small sprite looks at you conspiratorially.
    tell $t For a small donation (100 gold), I can get you in to
    tell $t see the big man himself.  You know, the North Pole.
  endif
~
>bribe_prog 100~
if level ($n) > 26
  laugh 
  cackle 
  say You are much too old to sit on Santa's lap!
  break
endif
if quest (0,1,$i) == 0
  mpoload 9720
  give i9720 $n
  tell $n Take this recall scroll.  If you wish to recall to
  tell $n Roterodamum later, type 'RECALL SET' now.
  rest 
  mpecho The sprite tightens his face in concentration...
  mpdelay self 6 1 $n
  mpmset self quest 0 1 1
else
  smile $n
  tell $n Hold your horses, I'm working on it!
endif
~
>greet_prog 100~
if delayed ($i)
  break
endif
if level ($n) < 26
  mpdelay self 1 1 $n
~
|
#9752
ethereal obelisk~
an ethereal obelisk~
~
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
1 0 0 0d0+10 0d0+2
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog rot roterodamum~
if delayed ($i)
  mpechoat $n {170}The obelisk seems to be about to transport $X
else
  if level ($n) > 25
    if level ($n) < 99
      mpecho {170}Laughter echoes through the temple.
      break
    endif
  endif
  mpdelay self 2 1 $n
  mpecho {170}Tendrils of white magic start to spin around the obelisk.
~
>delay_prog 1~
if existsroom ($X)
  if rand (25)
    mpecho {170}The obelisk shakes softly.
    mpdelay self 1 1 $t
  else
    mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination.
    mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk.
    mptransfer $t 9702
    mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic.
  endif
else
  mpecho {170}The tendrils of magic vanish.
~
|
#9753
haldir elf~
Haldir~
Haldir sits here waiting to speak to you.~
He stands about six feet tall, with long, dark hair and deep brown eyes.  He
wears an outfit of mossy green, and tall boots rise almost to his knees.  His
face is lineless, but knowing.
~
ACT_SENTINEL|ACT_SMART
0
0 S
50 0 0 1d625+1197 1d50+14
0 0
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 50~
emote smiles as the door opens.
say Welcome!  I am so pleased to see you.
say I can identify an object for you, for a small fee,
say if you type identify, and the name of the questionable article.
~
|
#9754
testing creature~
the testing creature~
The testing creature stands here.~
The testing creature is a small golem, it's very skilled in killing newbies.
~
ACT_SENTINEL
AFF_TRUESIGHT|AFF_SANCTUARY|AFF_HASTE|AFF_STABILITY
0 S
100 0 0 1d2500+5510 1d100+52
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
if quest (0,4,$i) == 1
  if level ($n) < 51
    if level ($n) > 9
      if whichgod ($n) == god_neutral
        mpquiet on
        mpoload 60
        give i60 $n
        cast 'cure blindness'
        cast 'cure blindness' $n
        mpquiet off
        echo {148}$n has chosen the path of Ulmo!
      endif
    endif
  endif
endif
if quest (0,4,$i) == 2
  if level ($n) < 51
    if level ($n) > 9
      if whichgod ($n) == god_neutral
        mpquiet on
        mpoload 59
        give i59 $n
        cast 'cure blindness' $n
        mpquiet off
        echo {168}$n has chosen the path of Hypnos!
      endif
    endif
  endif
~
|
#9755
stallion horse steed~
a horse~
A sleek ebony horse paws at the ground here.~
A beautiful ebony horse, famed in the misty forests of Roterodamum, stands here.
 His nostrils flare as he watches your approach, his hoof pawing at the ground.
~
ACT_MOUNT|ACT_SMART|ACT_BODY
AFF_SANCTUARY|AFF_PASS_DOOR|AFF_HASTE
500 S
40 BODY_LEG|BODY_TAIL BODY_LEG|BODY_TAIL 1d400+746 1d40+10
0 0
POS_STANDING POS_STANDING SEX_MALE
#9756
roan horse~
a roan~
A strawberry roan stands here tossing her mane.~
~
ACT_MOUNT|ACT_SMART|ACT_BODY
AFF_SANCTUARY|AFF_PASS_DOOR|AFF_HASTE
500 S
40 BODY_HEAD|BODY_TAIL BODY_HEAD|BODY_TAIL 1d400+746 1d40+10
0 0
POS_STANDING POS_STANDING SEX_FEMALE
#0


#SHOPS
9700 ITEM_TYPE_SCROLL ITEM_TYPE_POTION ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9704 ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9710 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9711 ITEM_TYPE_ARMOR ITEM_TYPE_BOAT ITEM_TYPE_LIGHT ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9712 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9732 ITEM_TYPE_WEAPON ITEM_TYPE_AMMO ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9733 ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9734 ITEM_TYPE_WAND ITEM_TYPE_SCROLL ITEM_TYPE_STAFF ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9735 ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_LIGHT ITEM_TYPE_NOTHING  100  50  0 23
9739 ITEM_TYPE_CONTAINER ITEM_TYPE_DRINK_CON ITEM_TYPE_LIGHT ITEM_TYPE_NOTHING ITEM_TYPE_TRASH  100  50  0 23
9740 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
9753 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
0


#SPECIALS
S


#OBJECTS
#9700
split oak tree~
a split~
A charred split in a huge oak tree catches your attention.~
~
ITEM_TYPE_CONTAINER
0
0
100 0 0 0 0 0 0 0
1 10 20
#9701
pearl necklace~
a pearl necklace~
A pearl necklace lies forgotten here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
6 0 0 0 0 0 0 0
5 25 10
A APPLY_CON 2 0
A APPLY_SAVING_SPELL -2 0
A APPLY_WIS 2 0
#9702
phosphorous plate~
a phosphorous plate~
A small glowing object.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_BODY|ITEM_WEAR_SHIELD
6 0 0 0 0 0 0 0
25 500 15
A APPLY_HITROLL 2 0
A APPLY_DAMROLL 2 0
A APPLY_STR 2 0
#9703
spear~
a keldon spear~
a long spear is standing here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_ANTI_GOOD
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SPEAR 3 7 WEAPON_PIERCE 0 0 0 0
5 10 15
#9704
warhammer~
a warhammer~
a big hammer is lying here~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_DARK|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 2 10 WEAPON_CRUSH 0 0 0 0
15 25 12
A APPLY_STR 2 0
A APPLY_AC 5 0
#9705
Great Warrior Statue~
Great Warrior Statue~
A statue of Deadbolt the Great stands here~
A statue of a great warrior is here, slaying his opponents and grieving for his
friends.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#9706
Earth nature~
Statue of earth~
A statue of Earth, mother of all life stands here.~
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#9707
Sign~
Sign~
A sign is hanging here on the wall.~
{158}Welcome to the General Store

            {078}Type 'list' to see what there is to buy
            {078}Type 'sell' to try and sell something
            {078}Type 'value' to have us appraise one of your items.

                                  {158}-The Management
~
ITEM_TYPE_FURNITURE
ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE
0
0 0 0 0 0 0 0 0
99 99 1
#9708
fountain~
a fountain~
a small fountain is here providing water.~
Nothing really special about this fountain, it just does it's job.
~
ITEM_TYPE_FOUNTAIN
0
0
0 0 LIQ_WATER 0 0 0 0 0
1 10 1
#9709
fountain~
a fountain~
A small white fountain gushes forth here.~
It is very nice.  Made from white marble.
~
ITEM_TYPE_FOUNTAIN
0
0
0 0 LIQ_WATER 0 0 0 0 0
1 10 1
#9710
badge~
a badge~
A badge has been left here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_BODY|ITEM_WEAR_ARMS
2 0 0 0 0 0 0 0
1 100 2
A APPLY_WIS 1 0
A APPLY_INT 1 0
A APPLY_CON 1 0
#9711
ring diamond wedding~
a diamond wedding ring~
A diamond wedding ring has been left here.~
A slender gold band set with a marquise-cut four carat blue-white solitaire.
Inscribed on the inside of the band is: 'Your loving husband'
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
2 0 0 0 0 0 0 0
1 1000000 4
A APPLY_DAMROLL 1 0
A APPLY_STR 1 0
A APPLY_HITROLL 1 0
#9712
ring diamond wedding~
a diamond wedding ring~
A diamond wedding ring has been left here.~
A slender gold band set with a marquise-cut four carat blue-white solitaire.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
2 0 0 0 0 0 0 0
1 1000000 1
#9713
nothing~
nothing~
A sign is hanging here on the wall.~
You look at nothing.. very amuzing..
~
ITEM_TYPE_FURNITURE
ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE
0
0 0 0 0 0 0 0 0
99 99 1
#9714
coke~
a bottle of coke~
A small bottle of coke lies on the ground here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
1 1 LIQ_COKE 0 0 0 0 0
1 30 1
#9715
coke~
a two gallon bottle of coke~
A huge bottle of coke lies on the ground here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
500 500 LIQ_COKE 0 0 0 0 0
20 500 5
#9716
barrel beer~
a barrel of beer~
A beer barrel has been left here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
50 50 LIQ_BEER 0 0 0 0 0
65 300 1
#9717
bottle beer~
a bottle of beer~
A beer botte has been left here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
8 8 LIQ_BEER 0 0 0 0 0
10 20 1
#9718
bottle firebreather~
a bottle of firebreather~
A bottle of firebreather has been left here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
8 8 LIQ_FIREBRT 0 0 0 0 0
10 50 1
#9719
bottle local~
a bottle of local specialty~
A dark bottle has been left here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
8 8 LIQ_LOCALSPC 0 0 0 0 0
10 20 1
#9720
recall scroll~
a scroll of recall~
a scroll of recall lies on the ground here.~
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE
1 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0
1 10 1
#9721
dagger~
a dagger~
a dagger with a long thin blade is here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 2 3 WEAPON_PIERCE 0 0 0 0
4 200 1
#9722
small sword~
a small sword~
a small sword lies here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 2 5 WEAPON_STAB 0 0 0 0
2 300 3
#9723
long sword~
a long sword~
A long sword has been left here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 2 6 WEAPON_SLICE 0 0 0 0
13 1500 8
#9724
torch~
a torch~
a large torch~
~
ITEM_TYPE_LIGHT
0
ITEM_WEAR_TAKE
0 0 48 0 0 0 0 0
1 16 1
#9725
lantern~
a hooded brass lantern~
a hooded brass lantern has been left here.~
It is a large and robust but somewhat battered oil lantern made from brass,
equipped with a handle to make it handy and a hood to protect its flame.
Some letters have been scratched on its bottom.
~
ITEM_TYPE_LIGHT
0
ITEM_WEAR_TAKE
0 0 96 0 0 0 0 0
2 60 4
E
letters~
They say, "Use 'hold lantern' to activate."
~
#9726
bag~
a bag~
A small bag.~
~
ITEM_TYPE_CONTAINER
0
ITEM_WEAR_TAKE
50 CONT_CLOSEABLE -1 0 0 0 0 0
1 20 2
#9727
box~
a box~
A small box.~
~
ITEM_TYPE_CONTAINER
0
ITEM_WEAR_TAKE
50 0 0 0 0 0 0 0
1 50 5
#9728
scroll identify~
a scroll of identify~
A scroll has carelessly been left here.~
The scroll has a magic formula drawn upon it:

                 ???
                ?   ?
                   ?
                  ?
                  ?
                  *
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE
2 SPELL_IDENTIFY -1 -1 0 0 0 0
1 200 2
#9729
yellow potion~
a yellow potion of see invisible~
A yellow potion has carelessly been left here~
The potion has a small label 'Detect The Invisible'.
~
ITEM_TYPE_POTION
0
ITEM_WEAR_TAKE
5 SPELL_DETECT_INVIS -1 -1 0 0 0 0
1 100 1
#9731
yellow scroll~
a yellow scroll of see invisible~
A yellow scroll has carelessly been left here~
The scroll is all about 'Detect The Invisible'.
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE
5 SPELL_DETECT_INVIS -1 -1 0 0 0 0
1 100 1
#9732
understanding potion~
a potion of understanding~
A potion of understanding has been left here.~
A small warning reads:

'Doesn't mean you understand the meaning of all the crap ya hear'
~
ITEM_TYPE_POTION
0
ITEM_WEAR_TAKE
10 SPELL_UNDERSTAND -1 -1 0 0 0 0
1 50 1
#9733
tongues potion~
a potion of tongues~
A potion of speak in tongues has been left here.~
A warning reads:

'Deaf people still won't dig shit of what ya say'
~
ITEM_TYPE_POTION
0
ITEM_WEAR_TAKE
10 SPELL_TONGUES -1 -1 0 0 0 0
1 50 1
#9734
bronze breast plate~
a bronze breast plate~
A bronze breast plate is lying on the ground.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
4 0 0 0 0 0 0 0
6 1000 3
#9735
scale mail jacket~
a scale mail jacket~
A scale mail jacket lies in the gutter here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
4 0 0 0 0 0 0 0
5 400 2
#9736
raft~
a raft~
A raft has been left here.~
The raft looks rather primitive.
~
ITEM_TYPE_BOAT
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
25 400 1
#9737
leather jerkin~
a leather jerkin~
A lether jerkin has been left here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
5 0 0 0 0 0 0 0
2 100 5
A APPLY_MOVE 10 0
#9738
leather cap~
a leather cap~
a leather cap has been left here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
5 0 0 0 0 0 0 0
2 50 5
A APPLY_HIT 3 0
#9739
leather pants~
a pair of leather pants~
a pair of leather pants has been left here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
5 0 0 0 0 0 0 0
2 200 5
A APPLY_DEX 1 0
#9740
leather boots~
a pair of leather boots~
a pair of leather boots has been left here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
5 0 0 0 0 0 0 0
2 200 5
A APPLY_MANA 10 0
#9741
leather gloves~
a pair of leather gloves~
a pair of leather gloves has been left here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
5 0 0 0 0 0 0 0
2 200 5
#9742
leather sleeves~
a pair of leather sleeves~
a pair of leather sleeves lies on the ground here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
5 0 0 0 0 0 0 0
2 300 5
#9743
metal shield~
a small metal shield~
a small metal shield is lying on the ground here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
5 0 0 0 0 0 0 0
2 500 5
A APPLY_STR 1 0
#9744
leather bracer~
a small leather bracer~
a small bracer lies in the dirt here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
5 0 0 0 0 0 0 0
2 200 5
A APPLY_DEX 1 0
#9745
iron bracer~
an iron bracer~
an iron bracer is lying on the ground.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
5 0 0 0 0 0 0 0
5 5000 5
A APPLY_DAMROLL 1 0
#9746
bench~
the bench~
A white painted wooden bench is standing here.~
It is a quite heavy but a very comfortable bench.  It is placed with its
front towards the river side so you watch the river.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#9747
skin water buffalo~
a buffalo water skin~
a bloated dead buffalo is on the floor here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
10 10 LIQ_WATER 0 0 0 0 0
5 30 1
#9748
Standard issue sword~
a standard issue sword~
you see a standard issue sword~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 3 4 WEAPON_SLICE 0 0 0 0
5 100 11
A APPLY_HITROLL 2 0
A APPLY_DAMROLL 2 0
#9749
vest~
a standard issue vest~
You see a standard issue vest here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
6 0 0 0 0 0 0 0
5 100 11
A APPLY_HITROLL 2 0
A APPLY_DAMROLL 2 0
#9750
shield~
standard issue shield~
You see a standard issue shield here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
6 0 0 0 0 0 0 0
5 100 11
A APPLY_HITROLL 2 0
#9751
cloak~
standard issue cloak~
A standard issie cloak is here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
6 0 0 0 0 0 0 0
5 100 11
A APPLY_STR 1 0
#9752
war banner~
a war banner~
A war banner is on the floor here.~
~
ITEM_TYPE_LIGHT
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
0 0 96 0 0 0 0 0
3 10 11
A APPLY_SAVING_BREATH -2 0
A APPLY_AC -2 0
#9753
armor wand~
a wand of armor~
a small wand lies here.~
~
ITEM_TYPE_WAND
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
5 3 3 SPELL_ARMOR 0 0 0 0
3 200 1
#9754
crossbow~
a crossbow~
A wooden crossbow lies here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_CROSSBOW 5 2 WEAPON_CRUSH 0 0 0 0
10 500 10
#9755
bolt~
crossbow bolt~
A crossbow bolt lies here.~
~
ITEM_TYPE_AMMO
ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE
12 5 10 5 0 0 0 0
1 10 10
#9756
letter~
a sealed letter~
A sealed letter lies forgotten on the ground here.~
With a crappy handwriting it reads 'For Sunny' on it.. maybe you should
deliver it to 'Sunny' ?
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 100 1
#9757
caviar sandwich~
a caviar sandwich~
A delicious sandwich lies on the ground here.~
It looks delicous.  But it won't fill your stomach for too long..
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
4 0 0 0 0 0 0 0
1 500 1
#9758
loaf bread~
a loaf of bread~
A loaf of bread lies in the dirt here.~
It looks like it would be a good meal.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
48 0 0 0 0 0 0 0
1 10 1
#9759
lockpick~
a beginner's lockpick~
A slender piece of steel is here.~
It is fashioned of thin steel, a slender wedge at its tip, decorated with a
miniature skull at the base.
~
ITEM_TYPE_LOCKPICK
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
15 50 0 0 0 0 0 0
1 1000 10
#9760
bag gold~
bag of gold~
A brown bag has been left here.~
As you peek inside of it you gasp.  It's filled with a zillion gold coins!
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_FLAIL 2 5 WEAPON_POUND 0 0 0 0
15 10000 5
#9761
straw~
a straw~
A straw is lying here.~
You see a small straw, it would do a nice job if you stick it in a bottle
and 'suck'.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
3 0 0 0 0 0 0 0
1 10 1
P 1
TRIG_UNKNOWN 100 suck
OPROG_IF_HAS_OBJECT 9715 2 3
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpechoaround $ {168}You see $ stick a straw into a huge bottle of coke.
mpechoat $ {168}You stick a straw into a huge bottle of coke.
drink I9715~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
mpechoaround $ {168}You see $ stick a straw into his mouth and suck in some air.
mpechoat $ {168}You stick a straw into your mouth and suck in some air.~
#9762
stone sharpening~
a sharpening stone~
A stone lies on the ground here.~
This stone was once used to sharpen weapons, but it's used up and worthless
now.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
5 0 0 0 0 0 0 0
2 10 15
A APPLY_DAMROLL 2 0
A APPLY_STR 2 0
#9764
slice cheese~
a slice of cheese~
A yummie slice of cheese lies here.~
You see a delicious slice of yellow cheese.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
8 0 0 0 0 0 0 0
1 10 5
#9765
mouse trap~
a mouse trap~
A mouse trap stands here.~
It's a weird looking mouse trap.  Made from light colored wood and a metal
that has the color of copper.  The mechanism must have been thought up by
some kind of genius gnome.  It works with a little pedal that makes the
copper part of the device slam with a scary speed on something that presses
the pedal.  In order to use it you should PLACE some cheese on it before
you ACTIVATE it.
~
ITEM_TYPE_FURNITURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 500000 10
P 1
TRIG_UNKNOWN 100 place
OPROG_IF_HAS_OBJECT 9764 3 2
P 2
TRIG_VOID
OPROG_ECHO
You have no cheese to place on the mouse trap.~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 0 5 4
P 4
TRIG_VOID
OPROG_ECHO
You have already placed some cheese on the mouse trap.~
P 5
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat self {168}You place some cheese on the mouse trap.
mpjunk i9764~
P 5
TRIG_VOID
OPROG_QUEST_SET 0 1 1
P 6
TRIG_UNKNOWN 100 activate
OPROG_OBJECT_QUEST_IF 0 1 = 1 8 7
P 7
TRIG_VOID
OPROG_ECHO
You might want to place some cheese on it before activating it?~
P 8
TRIG_VOID
OPROG_ECHO
You activate the mouse trap.~
P 8
TRIG_VOID
OPROG_GOD_COMMAND
mpoload 9766~
P 8
TRIG_VOID
OPROG_JUNK
#9766
mouse trap~
a mouse trap~
A mouse trap stands here.~
It's a weird looking mouse trap.  Made from light colored wood and a metal
that has the color of copper.  The mechanism must have been thought up by
some kind of genius gnome.  It works with a little pedal that makes the
copper part of the device slam with a scary speed on something that presses
the pedal.  The trap has been activated and some cheese is placed on it.
Now all you have to do is place it on the ground where you expect a mouse
to snoop around.
~
ITEM_TYPE_FURNITURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 500000 10
#9767
dead mouse~
a dead mouse~
A dead mouse lies here.~
The poor lil thing's skull has been crushed *sniff*
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
1 0 0 0 0 0 0 0
1 10 10
#9768
black staff~
a black staff~
A hard black staff lies here.~
This staff, magical and powerful, is carved in mystical runes.
~
ITEM_TYPE_STAFF
ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD|ITEM_WEAR_HOLD
20 2 2 SPELL_SANCTUARY 0 0 0 0
1 500000 15
E
runes~
It says ...  For wisdom and might, wield me.  For sanctuary from the storms,
brandish.
~
A APPLY_WIS 2 0
A APPLY_CON 2 0
A APPLY_STR 2 0
C
~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK
#9769
black obelisk~
a black obelisk~
A black obelisk rises from the ground here.~
{078}
   +----------------------------------------------------------------+
   |  Simply say the name of the location to which you would like   |
   |  to travel and the obelisk will magically transport you!       |
   |                                                                |
   |   Available locations include:       Recommended levels:       |
   |                                                                |
   |   Holy Grove                         Levels  5 - 15            |
   |   Whispering Woods                   Levels  5 - 15            |
   |   Gnomedell                          Levels  5 - 20            |
   |   Antarctica                         Levels 10 - 20            |
   |   Wyvern's Tower                     Levels 10 - 20            |
   |   Manitou Marsh                      Levels 15 - 25            |
   |   University                         Levels 15 - 25            |
   +----------------------------------------------------------------+
~
ITEM_TYPE_TREASURE
0
0
0 0 0 0 0 0 0 0
100 100 1
#9770
black obelisk~
a black obelisk~
A black obelisk rises from the ground here.~
{078}
{078}      _____________________________________________________________
{078}    /                                                              \
{078}   |  Simply say the name of the location to which you would like   |
{078}   |  to travel and the obelisk will magically transport you!       |
{078}   |                                                                |
{078}   |   Available locations include:       Recommended levels:       |
{078}   |                                                                |
{078}   |   Roterodamum                        Levels  5 - 25            |
{078}   |                                                                |
{078}    \______________________________________________________________/
~
ITEM_TYPE_TRASH
0
0
0 0 0 0 0 0 0 0
100 100 1
#9771
magical wand~
a magical wand~
A magical wand lies here.~
~
ITEM_TYPE_TRASH
ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_INVENTORY
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
#0


#ROOMS
#9700
The Bank~
You've entered a small office.  The roof seems a little shaky, but otherwise
it's a very nice place.  There is a large safe located in one corner of the
room, and a little counter in another.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_BANK|ROOM_SAFE SECT_INSIDE
DDIR_WEST
You hear the booming roar of Thunder Road.~
~
0 -1 9722
S
#9701
The Misty Forest of Roterodamum~
You are walking in the forest. Trees loom over your head and the air is
buzzing with insects.  The howling of creatures and rustling of critters seems
to echo through the thick brush.  A fine, almost shimmering, mist falls gently
from the heavens.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9735
DDIR_SOUTH
~
~
0 -1 9754
DDIR_WEST
~
~
0 -1 9756
S
#9702
Entrance to the Temple~
You stand at the entrance to the land's most sacred Temple.  It is here that the
ancient arts of magic and war are whispered of. Often those in need of a cure
come here to pray seeking the attention of the Gods.
~
0 ROOM_NO_MOB|ROOM_SAFE SECT_CITY
DDIR_NORTH
The great temple of Roterodamum lies before you.~
~
0 -1 9703
DDIR_EAST
You see a massive building rising in the distance.~
~
0 -1 9796
DDIR_SOUTH
Roterodamum Square stretches out to you.~
~
0 -1 9755
DDIR_WEST
You smell a foul stench coming from a small building.~
~
0 -1 9798
DDIR_UP
The Tower of Training looms above you.~
~
0 -1 9709
S
#9703
The Sacred Temple of Roterodamum~
A large statue representing the five gods stands here, looking almost alive.
The room is scattered with offerings of flora and fauna and sacrifices of the
first born of a flock.  It is here all quests begin and end.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9702
S
#9704
The Blacksmith Guild~
This is one of the very few guilds in the city of Roterodamum that allows
everyone to enter.  Black smoke from the smithy's fire curls and dances around
the ceiling. Loud clinking of hammers rivet the room. Several sweaty, burly men
labor here, their muscles bulging from wielding the tools of a blacksmith.
There is a sign on the wall.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_EAST
~
~
0 -1 9800
DDIR_SOUTH
~
~
0 -1 9710
E
sign~
The sign reads:

  Welcome to the Blacksmith Guild.  Feel free to look around, but be aware
  that nothing is for sale.  We serve those that serve themselves.

You may wish to ENGRAVE an item here.

  Engraving an item will make it stronger, but costs gold.
  An engraved object cannot be used by a thief.
  An engraved object's strenght depends on the level of the engraver.
~
S
#9705
Thunder Road~
You are walking through a busy area where people are doing their daily shopping.
You hear shopkeepers shouting out bargain prices for their wares.  Rowdy sounds
come from the south. Apparently, the patrons in the tavern are enjoying
themselves!
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 9755
DDIR_WEST
~
~
0 -1 9706
S
#9706
Thunder Road~
You are walking through a busy area where people are doing their daily shopping.
Shoppers haggle over prices with the locals, but all in good humor.  Drifting in
from the south are delightful aromas, coming from the local bakery.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9739
DDIR_EAST
~
~
0 -1 9705
DDIR_SOUTH
~
~
0 -1 9740
DDIR_WEST
~
~
0 -1 9711
S
#9707
Thunder Road~
You make your way through a crowded thoroughfare where people are hurrying to
complete their purchases for the day.  Shopkeepers coax and coerce, offering
their best merchandise to potential customers.  To the south is Tanner's Leather
Goods, offering wares made from only the finest hides.
~
0 0 SECT_CITY
DDIR_EAST
Towards the Eastern Gate~
~
0 -1 9708
DDIR_SOUTH
Leather Goods this way.~
~
0 -1 9738
DDIR_WEST
Back to Roterodamum.~
~
0 -1 9755
S
#9708
Thunder Road~
Busy shoppers weave their way through the hectic streets, their arms filled with
packages from the day's shopping.  To the south lies the Warrior's Guild and to
the northeast is the Blacksmith's Guild.
~
0 0 SECT_CITY
DDIR_NORTH
You see the beginning of a dark alley.~
~
0 -1 9814
DDIR_EAST
~
~
0 -1 9710
DDIR_SOUTH
~
~
0 -1 9737
DDIR_WEST
~
~
0 -1 9707
S
#9709
Above the Temple Square~
There is a nice view here of the Temple Square.  While the sight of clouds as
they drift by is satisfying, as always, you think perhaps you should move along
and continue your exploration.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 3760
DDIR_DOWN
~
~
0 -1 9702
S
#9710
Corner of Thunder Road and Hailstone Lane~
You have reached a busy corner, and you step back hurriedly to get out of the
way of the bustling crowds.  To the west, one can enter the busy shopping
district of Thunder Road.  In the south trails Hailstone Lane.
~
0 0 SECT_CITY
DDIR_NORTH
You hear the bang of an anvil.~
~
0 -1 9704
DDIR_EAST
You see a forest in the distance.~
~
0 -1 9727
DDIR_SOUTH
You see quiet Hailstone Lane.~
~
0 -1 9713
DDIR_WEST
You hear booming Thunder Road.~
~
0 -1 9708
DDIR_UP
You see a military building.~
~
0 -1 9783
S
#9711
Corner of Thunder Road and Lightning Blvd~
You continue on your stroll through the city.  To the south lies Lightning Blvd.
where the wealthiest citizens of Roterodamum seem to gather.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 9706
DDIR_SOUTH
~
~
0 -1 9712
DDIR_WEST
~
~
0 -1 9725
DDIR_UP
~
~
0 -1 9782
S
#9712
Lightning Blvd~
This boulevard is lined with unusual flora, native to this land.  Wrought iron
fences line the path and benches are dotted here and there.  A few of the more
financially secure patrons of the city mill about enjoying their day.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9711
DDIR_SOUTH
~
~
0 -1 9715
S
#9713
Hailstone Lane~
This simple paved lane doesn't hold much excitement.  It is quiet, unadorned and
just trails along.  This is the poorer section of the city, so it is not given
much attention.  However, alongside of the road, a few wildflowers struggle to
add a touch of beauty to this little lane.
~
0 0 SECT_CITY
DDIR_NORTH
You see a busy corner.~
~
0 -1 9710
DDIR_EAST
You see gladiators strut in.~
~
0 -1 9803
DDIR_SOUTH
You see quiet Hailstone Lane.~
~
0 -1 9714
E
wildflowers~
Small daisies, pale pink primrose and tender yellow buttercups grow here.
~
S
#9714
Hailstone Lane~
You move along a lane leading north and south.  A few houses line both sides of
the paved path, their small walkways lined in small flowers.  Smoke curls from a
few of the chimneys, and the scent of home-cooking wafts through the air.
~
0 0 SECT_CITY
DDIR_NORTH
You hear a booming roar in the distance.~
~
0 -1 9713
DDIR_EAST
You see a small shop.~
~
0 -1 15000
DDIR_SOUTH
You see a busy corner.~
~
0 -1 9722
S
#9715
Lightning Blvd~
Just a few of the more wealthy patrons are here, discussing politics or some
juicy gossip.  A few brightly colored songbirds sing a melody of joy adding to
the beauty of this cobblestone road.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9712
DDIR_SOUTH
~
~
0 -1 9716
DDIR_WEST
You see the entrance to the guild halls.~
~
0 -1 30900
DDIR_UP
You see hoovering steps.~
~
0 -1 30950
S
#9716
Corner of Lightning Blvd and Tornado Alley~
This is the corner of Lightning Blvd. and Tornado Alley.  Lightning Blvd. runs
to the north and Tornado Alley to the east.  To the south is a bank and looking
up you can see an enormous, saddled griffon sunbathing on a roof, its wings
barely moving.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9715
DDIR_EAST
~
~
0 -1 9717
DDIR_SOUTH
~
~
0 -1 16014
DDIR_UP
~
~
0 -1 9781
S
#9717
Tornado Alley~
This street is a whirlwind of activity.  People buzz about tending to their
business.  The distinct hum of Sorcery comes from the north and to the south is
a charming little general store.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9733
DDIR_EAST
~
~
0 -1 9718
DDIR_SOUTH
~
~
0 -1 9786
DDIR_WEST
~
~
0 -1 9716
S
#9718
Tornado Alley~
This street is simply a whirlwind of activity.  People are rushing all around.
Vendors and marketpeople do their best to lure customers into their shops.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9734
DDIR_EAST
~
~
0 -1 9719
DDIR_WEST
~
~
0 -1 9717
S
#9719
Rainbow Square~
You are standing on a large square in the city.  People pass you by as they
hurry to complete their errands.  A large statue stands in the center here, and
pigeons fly on and off of its shoulder.  To the east and west lies Tornado
Alley, probably the busiest street in the city.  To the north lies Rainbow
Street and to the south you see the southern gate.
~
0 ROOM_SAFE SECT_CITY
DDIR_NORTH
~
~
0 -1 9724
DDIR_EAST
~
~
0 -1 9720
DDIR_SOUTH
~
~
0 -1 9730
DDIR_WEST
~
~
0 -1 9718
S
#9720
Tornado Alley~
The hustle and bustle of Tornado Alley takes your breath away.  The citizenry of
Roterodamum hurry in and out of shops, and vendors and marketpeople do their
best to lure customers into their store.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9801
DDIR_EAST
~
~
0 -1 9721
DDIR_WEST
~
~
0 -1 9719
S
#9721
Tornado Alley~
This is probably the busiest street in Roterodamum.  People hurry in and out of
the heavily stocked shops.  Vendors and marketpeople do their best to lure new
customers into their store.  Kyntel's Weapons is to the north and Gouden's
Jewelry is to the south.
~
0 0 SECT_CITY
DDIR_NORTH
You see a dangerous shop.~
~
0 -1 9736
DDIR_EAST
You see a busy corner.~
~
0 -1 9722
DDIR_SOUTH
You see a shop of great beauty.~
~
0 -1 9797
DDIR_WEST
You see a darkish alley.~
~
0 -1 9720
S
#9722
Corner of Hailstone Lane and Tornado Alley ~
This is the corner of Hailstone Lane and Tornado Alley.  Going north takes one
up Hailstone Lane and going west leads down Tornado Alley.  Directly east is the
main bank of Roterodamum.
~
0 0 SECT_CITY
DDIR_NORTH
You see quiet Hailstone Lane.~
~
0 -1 9714
DDIR_EAST
You see a small financial institution.~
~
0 -1 9700
DDIR_WEST
You see a darkish alley.~
~
0 -1 9721
DDIR_UP
You see a small military building.~
~
0 -1 9780
S
#9723
Rainbow Street~
You are walking through a highly traversed street in the city.  People are
milling all around with merchandise and wares.  Selling or buying, you can do it
all here on this little street.  To the west you find the Inn.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9755
DDIR_SOUTH
~
~
0 -1 9724
DDIR_WEST
~
~
0 -1 9787
DDIR_UP
~
~
0 -1 9817
S
#9724
Rainbow Street~
You are walking through a highly traversed street in the city.  People are
milling all around with merchandise and wares.  Selling or buying, you can do it
all here on this little street.  You smile at the busy hustle and bustle.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 9723
DDIR_SOUTH
~
~
0 -1 9719
DDIR_UP
You see the entrance to a sacred Hallway.~
~
0 -1 30930
S
#9725
The Western Gate~
This is the western gate of the city of Roterodamum.  These massive gates
protect the city at night from bandits and robbers, while during the day they
are watched over by city guards.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 9711
DDIR_WEST
~
~
0 -1 9726
S
#9726
Outside the City~
You are walking outside the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 9725
DDIR_WEST
~
~
0 -1 6000
S
#9727
The Eastern Gate~
This is the eastern gate of the city of Roterodamum.  These massive gates
protect the city at night from bandits and robbers, while during the day they
are watched over by city guards.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 9728
DDIR_WEST
~
~
0 -1 9710
S
#9728
Outside the City~
The noise of the city is quieter here.  There is a narrow gravel path stretching
to the east, and in the distance looms a large forest.  To the west stand the
tall, wrought-iron gates of Roterodamum, the ancient city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
You see a forest in the distance.~
~
0 -1 9729
DDIR_WEST
You see ancient Roterodamum.~
~
0 -1 9727
S
#9729
Outside the City~
The sounds of the city are in the distance, and a small gravel path leads both
east and west.  To the south you see an important looking Guild.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
You see a forest looming ahead.~
~
0 -1 17225
DDIR_SOUTH
You see an important Guild.~
~
0 -1 30910
DDIR_WEST
You see the gates of Roterodamum.~
~
0 -1 9728
S
#9730
The Southern Gate~
This is the southern gate of the city of Roterodamum.  These massive gates
protect the city at night from bandits and robbers, while during the day they
are watched over by city guards.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 9719
DDIR_SOUTH
~
~
0 -1 9731
S
#9731
Path in the forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you. To the north lies
Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9730
DDIR_SOUTH
~
~
0 -1 9750
DDIR_WEST
~
~
0 -1 9741
S
#9732
Shadow's Path. ~
This is the school of the unseen.  Only ninjas are allowed here.  There is
a large practice yard here and a fighting ring in the center of the room.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_ALLOW_NIN SECT_CITY
DDIR_UP
~
~
0 -1 9736
S
#9733
Sorcerer's Guildhall~
This is the Magical Experiments Laboratory.  Dark smoke-stained stones arch
over numerous huge oaken tables, most of these cluttered with strange looking
pipes and flasks.  The floor is covered with half-erased pentagrams and even
weirder symbols, and a blackboard in a dark corner has only been partially
cleaned, some painful looking letters faintly visible.  A well in the middle
of the floor leads down into darkness.  Vile smells waft from the depths.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_SOR SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9717
S
#9734
Monkey's School of Mystical Healing.~
This is the Guild of Shamans.  Here a shaman can profit and learn from the
wisdom gained by Monkey in his long life.  Although Monkey always followed
the way of healing he also wanders on the path of Harming.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_SHA SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9718
S
#9735
In the forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
You see the entrance area to a tower.~
~
0 -1 43000
DDIR_WEST
~
~
0 -1 9701
S
#9736
Kyntel's Weapons~
Various weapons hang on the walls in here. Sunlight streams in through the large
window, causing the countertop to gleam softly.  Behind the big counter stands
an impressive looking fellow sharpening a shortsword.  You see a sign on the
southern wall.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9721
DDIR_DOWN
~
~
0 -1 9732
E
sign~
.               {148}School of the unseen, invitations only.
~
S
#9737
The warriors guild hall~
You are standing in the warrior's guildhall.  Here people talk about their
adventures or about their times as a mercenary for hire.  Small decorative
chairs and tables fill the room as well as a practice and training hall in
the back.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_WAR SECT_INSIDE
DDIR_NORTH
~
~
0 -1 9708
S
#9738
Tanner's Leather Goods~
An acidic smell fills this large shop.  Along the walls are numerous shelves
containing various types of animal hide, and a large iron pot, filled with
boiling water, hangs in the crackling fireplace.  In the middle of the shop is a
large oak table. A wooden sign is hanging above the fireplace.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
Thunder Road is to the north.~
~
0 -1 9707
E
sign~
.                     {128}Welcome to Tanner's Leather Goods

        {078}Type 'list' to see what is for sale.
        {078}Type 'buy item' to purchase an item.
        {078}Type 'sell item' to sell an item.
        {078}Type 'value item' to ask Tanner to give you a price.

                                    {128}- The Management
~
S
#9739
Shelan's Wizardry and Potions~
The power here overwhelms you.  The shelves are filled with many exotic and
powerful potions. Crystal balls glow with soft, magical auras, and there is a
delightful scent in the air.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9706
DDIR_UP
~
~
0 -1 9789
S
#9740
Doogan's Bread and Delicacies~
You are standing in the bakery of Doogan, known for his excellent bread rolls
and iced cakes.  A huge counter is set in the middle of the shop.  There are
a lot of different types of bread being sold here.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
~
~
0 -1 9706
S
#9741
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9731
DDIR_SOUTH
~
~
0 -1 9743
S
#9742
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 9745
S
#9743
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9741
DDIR_SOUTH
~
~
0 -1 9747
DDIR_WEST
~
~
0 -1 9744
S
#9744
An Oasis of Peace and Silence~
In this place surrounded by plants and animals a druid can completely train
his skills and spells to maximum capacity.  An old druid stands here helping
and guiding your practicing.
~
0 ROOM_NO_MOB|ROOM_SAFE|ROOM_ALLOW_DRU SECT_FOREST
DDIR_EAST
~
~
0 -1 9743
S
#9745
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9742
DDIR_SOUTH
~
~
0 -1 9751
DDIR_WEST
~
~
0 -1 9750
S
#9746
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9751
DDIR_WEST
~
~
0 -1 9747
S
#9747
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9743
DDIR_EAST
~
~
0 -1 9746
S
#9748
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9749
DDIR_SOUTH
You see a beautiful meadow.~
~
0 -1 30920
DDIR_WEST
~
~
0 -1 9751
S
#9749
Western River Bank~
You are now on the western side of the river, south of the city.  You hear
creatures rustling in the bushes surrounding you.  A small porcupine walks
nearby, looking at you curiously.  A small path leads to the south.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9764
DDIR_SOUTH
~
~
0 -1 9748
S
#9750
Path in the forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9731
DDIR_EAST
~
~
0 -1 9745
S
#9751
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9745
DDIR_EAST
~
~
0 -1 9748
DDIR_SOUTH
~
~
0 -1 9756
DDIR_WEST
~
~
0 -1 9746
S
#9752
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9756
DDIR_SOUTH
~
~
0 -1 9757
S
#9753
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9756
DDIR_EAST
~
~
0 -1 9754
DDIR_SOUTH
~
~
0 -1 9762
S
#9754
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9701
DDIR_SOUTH
~
~
0 -1 9761
DDIR_WEST
~
~
0 -1 9753
S
#9755
Roterodamum Square~
You are standing on a stone tiled square in the center of this ancient city.  To
the east and west you see bustling Thunder Road and to the south lies Rainbow
Street.  To the north lies the Temple and a Tower rising high into the skies.
~
0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_CITY
DDIR_NORTH
The great temple of Roterodamum lies before you.~
~
0 -1 9702
DDIR_EAST
You hear the tumult of booming Thunder Road.~
~
0 -1 9707
DDIR_SOUTH
You see the colorful beauty of Rainbow Street.~
~
0 -1 9723
DDIR_WEST
You hear the tumult of booming Thunder Road.~
~
0 -1 9705
S
#9756
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9751
DDIR_EAST
~
~
0 -1 9701
DDIR_SOUTH
~
~
0 -1 9753
DDIR_WEST
~
~
0 -1 9752
S
#9757
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9752
DDIR_WEST
~
~
0 -1 9758
S
#9758
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air. the bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9757
DDIR_SOUTH
~
~
0 -1 9759
S
#9759
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9758
DDIR_EAST
~
~
0 -1 9760
DDIR_WEST
~
gate~
EX_ISDOOR -1 9776
S
#9760
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 9762
DDIR_WEST
~
~
0 -1 9759
S
#9761
In the Forest~
You are walking in the forest, trees are looming over your head and the air
is buzzing with insects.  The howling of creatures and rustling of critters
are constantly filling the air.  The bushes are thick and difficult to get
through.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 9754
S
#9762
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south lies an
immense forest and to the north is the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9753
DDIR_SOUTH
~
~
0 -1 9763
DDIR_WEST
~
~
0 -1 9760
S
#9763
A Path in the Forest~
This path seems highly traveled.  Soft pine needles cushion your feet as you
walk, and tall trees and fields of barley surround you.  It is probably the main
connection from Roterodamum and the land of Durdania.  To the south begins a
long, paved road leading to the lands of Durdania.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
~
~
0 -1 9762
DDIR_SOUTH
~
~
0 -1 17232
S
#9764
Above the Waterfall~
You are standing above a waterfall.  The water flows quickly past and you can
feel its strength trying to suck you under.  Perhaps it would be best if you
kept walking along.
~
0 ROOM_NO_MOB SECT_LAKE
DDIR_NORTH
~
~
0 -1 9766
DDIR_EAST
~
~
0 -1 9765
DDIR_WEST
~
~
0 -1 9749
DDIR_DOWN
~
~
0 -1 9768
E
waterfall~
The raging waterfall is pouring down from here, maybe it is not a good idea
to keep standing here.
~
S
#9765
Eastern River Bank~
You are on the eastern river bank on the south side of the city of Roterodamum.
Birds are singing cheerfully in the trees around you.  Above you is a ledge
that leads to a cave.
~
0 0 SECT_FOREST
DDIR_WEST
~
~
0 -1 9764
DDIR_UP
~
~
0 -1 9784
S
#9766
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_EAST
~
~
0 -1 9767
DDIR_SOUTH
~
~
0 -1 9764
S
#9767
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_WEST
~
~
0 -1 9766
S
#9768
Halfway up the Waterfall~
The rocks here are not only sharp, but slippery from the constant barrage of
water upon them.  As you pause to wonder how you could have possibly gotten this
far, you can feel your grip giving way.
~
0 0 SECT_LAKE
DDIR_UP
~
~
0 -1 9764
DDIR_DOWN
~
~
0 -1 9769
S
#9769
Under the Waterfall~
You just tumbled down the waterfall and the heavy water crashes down upon you.
A rainbow arcs in the mists and escape seems almost impossible with such high
cliffs and steep rocks blocking your ascent into the upper level of the forest.
~
0 0 SECT_LAKE
DDIR_SOUTH
~
~
0 -1 9770
DDIR_UP
~
~
0 -1 9768
E
waterfall~
Water is raging downwards as you try to figure out a way to get topside again.
~
S
#9770
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_NORTH
~
~
0 -1 9769
DDIR_SOUTH
~
~
0 -1 9771
S
#9771
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_NORTH
~
~
0 -1 9770
DDIR_EAST
~
~
0 -1 9772
S
#9772
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_EAST
~
~
0 -1 9773
DDIR_WEST
~
~
0 -1 9771
S
#9773
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_SOUTH
~
~
0 -1 9774
DDIR_WEST
~
~
0 -1 9772
S
#9774
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_NORTH
~
~
0 -1 9773
DDIR_SOUTH
~
~
0 -1 9775
S
#9775
The River Aneel~
This river is the main source of water for the city.  It also provides
sufficient water to tend the forests located downstream.
~
0 0 SECT_LAKE
DDIR_NORTH
~
~
0 -1 9774
S
#9776
Southern Park~
Walking through the park, feeling in touch with nature and breathing the fresh
air, you feel delighted.  To the west is the center and east is the gate.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 9795
DDIR_EAST
~
gate~
EX_ISDOOR -1 9759
DDIR_SOUTH
~
~
0 -1 9794
DDIR_WEST
~
~
0 -1 9777
S
#9777
Center of Southern Park~
Walking through the park, feeling in touch with nature and breathing the fresh
air, you feel delighted.  The park stretches out all around you.
~
0 ROOM_ALTAR_N|ROOM_SAFE SECT_FIELD
DDIR_NORTH
~
~
0 -1 9791
DDIR_EAST
~
~
0 -1 9776
DDIR_SOUTH
~
~
0 -1 9778
DDIR_WEST
~
~
0 -1 9779
S
#9778
Southern Park~
Walking through the park, feeling in touch with nature and breathing the
fresh air, you feel delighted.  To the north is the center.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 9777
DDIR_EAST
~
~
0 -1 9794
DDIR_WEST
~
~
0 -1 9793
S
#9779
Southern Park~
Walking through the park, feeling in touch with nature and breathing the
fresh air, you feel delighted.  To the east is the center.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 9792
DDIR_EAST
~
~
0 -1 9777
DDIR_SOUTH
~
~
0 -1 9793
S
#9780
Guard Post~
Here is one of Roterodamum's guard posts.  These guards have been placed to spot
any enemies as they approach the city, and to defend its citizens in time of
need.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_DOWN
You see a busy corner.~
~
0 -1 9722
S
#9781
Guard Post~
Here is one of Roterdamum's Guard Posts.  These guards have been placed to spot
any enemies as they approach the city, and to defend its citizens in time of
need.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_DOWN
~
~
0 -1 9716
S
#9782
Guard Post~
Here is one of Roterdamum's Guard Posts.  These guards have been placed to spot
any enemies as they approach the city, and to defend its citizens in time of
need.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_DOWN
~
~
0 -1 9711
S
#9783
Guard Post~
Here is one of Roterodamum's guard posts.  These guards have been placed to spot
any enemies as they approach the city, and to defend its citizens in time of
need.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_DOWN
You see a busy corner.~
~
0 -1 9710
S
#9784
Entrance to a Cave~
The walls here are scorched black. The ashes on the floor reveal a heavy fire
has recently raged through this cave.  Farther on down, you can hear the song of
some birds and you spy a large hole on the eastern ledge.
~
0 0 SECT_MOUNTAIN
DDIR_EAST
~
~
0 -1 9785
DDIR_DOWN
~
~
0 -1 9765
S
#9785
A large Cave~
You are standing in a very large cave. The lack of light, as well as the smoke,
makes it difficult for you to see.  All sorts of bones are scattered around. You
hear the distinct, soft rumbling of some kind of creature in the distance.
~
0 ROOM_DARK SECT_DEEP_EARTH
DDIR_WEST
~
~
0 -1 9784
S
#9786
The General Store~
This is a rather small, but cozy, shop.  Over in the corner is a very attractive
shopkeeper stocking the shelves with new items.  Over the counter you notice a
sign.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
~
~
0 -1 9717
S
#9787
Boar's Head Pub~
You are standing in the city's most popular tavern.  The bar itself is set up
against the western wall, old archaic writing, carvings and symbols covering its
top.  A hearth is built inside the northern wall, and through the southeastern
windows you can see Roterodamum Square.  The hospitality of this tavern makes
you wish to perhaps sit and stay awhile.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see colorful Rainbow Street.~
~
0 -1 9723
DDIR_UP
You see a secluded spot.~
~
0 -1 30962
E
bottle coke ~
The bottle seems big enough to hold a couple of gallons of the dark brown
juice it is filled with.  A price tag reads 'collectors item 500000 coins'
(please put the money in a bag)
~
S
#9788
In the Basement~
oo oo, you got stuck in the basement, bummer..
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
S
#9789
Warlock Tower~
You are standing in a large foyer, at least 50 feet wide, with an amazingly
large spiral staircase rising into the meticulously painted ceiling.  Statues of
all the dead sons and daughters of Hypnos surround the chamber in recessed
alcoves.  The stairs lead down into Shelan's shop.  There is a large checkered
area on the floor, with small figures moving about.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_CITY
DDIR_WEST
You see a black corridor~
~
0 -1 30940
DDIR_UP
~
~
0 -1 9790
DDIR_DOWN
~
~
0 -1 9739
S
#9790
The Chamber of the High Warlock~
The high warlock sits in judgment of all those that study the black arts. There
are a few scrolls on the wall, with a large desk here.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_WLC SECT_CITY
DDIR_DOWN
~
~
0 -1 9789
E
scrolls~
{068}
One of the scrolls explains:
{078}
"... The shouts can be heard faintly even by an unshielded warlock.
However when a shield against magic is erected the magical screams
are amplified by resonance with the shield. The screams emanate from
the souls of the dead, screaming for relief from the eternal torment and
suffering they must endure. To prompt their shouting, scream loudly.
Their wails will then be heard..."
~
E
tomes~
{068}
One of the tomes reads:
{078}
"The song of the dead may be sung to gain entrance to the home and origin of
the ancient warlock's art of necromancy.  The song's words are written in the
tongue of our trade, the subject of this tome.  The letter A in the common
tongue corresponds to the necromancer's Z.  The letter B corresponds to the
necromancer's letter A. The letter C corresponds to the necromancer's let..."

{388}The rest of the document is illegible.
~
E
parchments~
{068}
One of the parchments reads:
{078}
"JDX QSGW SC JDX BXZB

XKVF QSPFQ, FVKXQ SC FPQJ
PGBXZB DSFX SC XZIJDXG YIPQJ
BVIJ, YSCCVG, ASGX, BPQJ
SHXG GSO ZQ V QZN NSP TPQJ"
~
E
desk~
The desk is covered with scattered parchments with a few heavy tomes weighing
them down.
~
S
#9791
Southern Park~
Walking through the park, feeling in touch with nature and breathing the
fresh air, you feel delighted.  To the south is the center.
~
0 0 SECT_FIELD
DDIR_EAST
~
~
0 -1 9795
DDIR_SOUTH
~
~
0 -1 9777
DDIR_WEST
~
~
0 -1 9792
S
#9792
Corner of Southern Park~
You are standing in one of the corners of the Southern Park of Roterodamum.
The cheerful chirping of birds and rustling in the bushes almost makes
them seem to be alive.
~
0 0 SECT_FIELD
DDIR_EAST
~
~
0 -1 9791
DDIR_SOUTH
~
~
0 -1 9779
S
#9793
Corner of Southern Park~
You are standing in one of the corners of the Southern Park of Roterodamum.
The cheerful chirping of birds and rustling in the bushes almost makes
them seem to be alive.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 9779
DDIR_EAST
~
~
0 -1 9778
S
#9794
Corner of Southern Park~
You are standing in one of the corners of the Southern Park of Roterodamum.
The cheerful chirping of birds and rustling in the bushes almost makes
them seem to be alive.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 9776
DDIR_WEST
~
~
0 -1 9778
S
#9795
Corner of Southern Park~
You are standing in one of the corners of the Southern Park of Roterodamum.
The cheerful chirping of birds and rustling in the bushes almost makes
them seem to be alive.
~
0 0 SECT_FIELD
DDIR_SOUTH
~
~
0 -1 9776
DDIR_WEST
~
~
0 -1 9791
S
#9796
Judge Pteer's Meeting Hall~
This is the meeting hall where ideas are presented in a calm and orderly
fashion.  No windows are here, keeping all chance of disturbance away.  It is
quite a large hall, able to accommodate any number of people.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_WEST
~
~
0 -1 9702
S
#9797
Gouden's Jewelry~
You are in a small, beautifully furnished room.  The warm light emanating from
the small oil lamps on the walls is reflected in the hard, polished surface of
the big mahogany desk that stands in the center of the room. A small sign with
golden letters stands on the desk.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
~
~
0 -1 9721
E
oil lamps~
They are made from polished gold and looks as if they are securely fastened
to the smooth stone walls.
~
E
desk~
Your face is reflected in its surface.
~
E
sign~
.                     {138}Welcome to Gouden's Jewelry

            {078}Type 'list' to see what is in the store,
            {078}Type 'buy item' to purchase an item,
            {078}Type 'sell item' to try to sell an item and
            {078}Type 'value item' to ask us to appraise an item.

                                         {138}-The Management
~
S
#9798
The Morgue~
Here is where lost souls who find themselves dead after a hard fought battle can
retrieve their corpses.  An altar stands here, sadly holding several corpses and
in the back are countless more.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_MORGUE SECT_INSIDE
DDIR_EAST
~
~
0 -1 9702
S
#9799
Marauder's Guildhall~
Once upon a time this place was beautifully furnished, but now it seems almost
empty.  It has turned into a place where you can lose both your life and money.
Above you is the entrance to the Pet Shop.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_MAR SECT_INSIDE
DDIR_UP
~
~
0 -1 9801
S
#9800
The Armory~
This is Roterodamum's finest armory.  Smoke floats inside through the
entrance to the Blacksmith Guild to the west.
~
0 0 SECT_INSIDE
DDIR_WEST
~
~
0 -1 9704
S
#9801
Robert's Pet Shop~
This is a small, yet very clean, pet shop.  The animals available for purchase
here are of the very finest quality, and softly rattle their cages to get your
attention.
~
0 ROOM_INDOORS|ROOM_SAFE|ROOM_PET_SHOP SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 9720
DDIR_DOWN
~
~
0 -1 9799
S
#9802
Pets for Robert's Shop~
Dangerous creatures have been locked up in cages here, waiting for a boss.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_PRIVATE|ROOM_SAFE SECT_INSIDE
S
#9803
Guild of the Gladiator~
You have entered the Guild of the Gladiators, where the mighty come to train and
practice.  It is spotlessly clean, and has two walls hung with weaponry to test
your skills on.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_GLA SECT_INSIDE
DDIR_WEST
You see quiet Hailstone Lane.~
~
0 -1 9713
S
#9804
The Northern Pass~
A quiet path leads you north.  To the south lies the beginning of a dark alley.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 9805
DDIR_SOUTH
~
~
0 -1 9816
S
#9805
The Northern Pass~
This serene path leads north to the Northern Gate or south back to the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 9806
DDIR_SOUTH
~
~
0 -1 9804
S
#9806
The Northern Gate~
Here lies the Northern Gate of the city Roterodamum.  Taking this path
south leads to the city of Roterodamum.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 9807
DDIR_SOUTH
~
~
0 -1 9805
S
#9807
Outside the City~
You are walking outside of the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 17224
DDIR_SOUTH
~
~
0 -1 9806
S
#9808
Sewers~
You are in one of the nastiest smelling places that you have ever been.  Rats
and large insects can be seen moving about.  Several small snakes brush up on
your leg.  A strange noise can be heard from the west.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
~
~
EX_HIDDEN -1 30960
DDIR_EAST
~
~
0 -1 9811
DDIR_WEST
~
~
0 -1 9809
DDIR_UP
~
~
0 -1 9815
S
#9809
Sewers~
This is a very dark section of the nasty sewers.  You really should not be down
here, as the snakes get larger in this direction.  A loud strange noise can be
heard from the west.
~
0 ROOM_DARK SECT_CITY
DDIR_EAST
~
~
0 -1 9808
DDIR_SOUTH
~
~
0 -1 9812
DDIR_WEST
~
~
0 -1 9810
S
#9810
Sewers~
This is a very dark section of these very nasty sewers.  You have run into a
large mound of dirty blocking the slowly moving cess-pool.
~
0 ROOM_DARK SECT_CITY
DDIR_EAST
~
~
0 -1 9809
DDIR_WEST
You see the entrance to the arena.~
~
0 -1 10500
S
#9811
Sewers~
You are blocked from going further by a large mound of debris.  The stench is
awful.  You have mud, and what looks like mud, but smells worse, sticking to
your boots.  There is a soft moaning sound from the west.
~
0 ROOM_DARK SECT_CITY
DDIR_WEST
~
~
0 -1 9808
S
#9812
Sewer~
This section of the sewer system does not smell bad at all, and you can see
some light coming from the east.  There is a small table set here in the center
of the corridor.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
~
~
0 -1 9809
DDIR_EAST
~
~
0 -1 9813
S
#9813
Sewer~
This is a well lit, and well aired, section of the underground sewer system.
You almost think that this section is habitable, if you got rid of the
oversized goons guarding the door.
~
0 0 SECT_CITY
DDIR_WEST
~
~
0 -1 9812
DDIR_DOWN
~
~
0 -1 7030
S
#9814
A dark passage between buildings~
You stand in a dark narrow alley which connects Thunder Road with the Northern
Gates of Roterodamum.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
To the Northern Gate~
~
0 -1 9815
DDIR_SOUTH
Warrior's Guild this way.~
~
0 -1 9708
S
#9815
A dark alley~
You stand in a dark narrow alley which leads south back into the city.  Some
stairs lead down into some kind of tunnel from which a dirty stench rises.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
Towards the Northern Gate~
~
0 -1 9816
DDIR_SOUTH
To Thunder Road and Warrior's Guild~
~
0 -1 9814
DDIR_DOWN
Rats are this way.~
~
0 -1 9808
S
#9816
A dark alley~
You are standing in a dark, narrow alley which connects Thunder Road with the
Northern Gates of Roterodamum.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
~
~
0 -1 9804
DDIR_SOUTH
~
~
0 -1 9815
S
#9817
Revelatory Oasis~
This is a small room, with walls painted a dark midnight blue, and a glass
ceiling which lets in the sunshine and moonglow.  A handsome elf sits on a
beautifully carved chair in front of a fireplace and turns to look at you as you
enter, his dark eyes staring into yours.
~
0 ROOM_NO_MOB|ROOM_SAFE SECT_INSIDE
DDIR_DOWN
You see Rainbow Street below.~
~
0 -1 9723
E
chair~
It is carved with beautiful twining leaves and flowers.
~
E
fireplace~
Sometimes lit, in the cold weather, empty in the warm weather, the fireplace is tall enough to stand in, and built of heavy quarry stone and timber from the forests surrounding Roterodamum.
~
S
#9818
The Testing Chamber~
The floor is covered with the bones of adventurers who failed the test.
~
0 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_DOWN
~
~
0 -1 9703
S
#0


#RESETS
M 9701 100 9785
E 9702 100 WEAR_BODY
M 9702 100 9782
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9782
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9783
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9783
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9781
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9781
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9780
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9702 100 9780
E 9748 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9705 100 9737
M 9707 100 9764
M 9708 100 9744
M 9709 100 9703
M 9712 100 9738
G 9737 100 0
G 9742 100 0
G 9744 100 0
G 9739 100 0
G 9740 100 0
G 9741 100 0
M 9713 100 9790
M 9714 100 9779
M 9714 100 9779
M 9714 100 9779
M 9714 100 9778
M 9714 100 9778
M 9714 100 9778
M 9714 100 9776
M 9714 100 9776
M 9714 100 9776
M 9714 100 9791
M 9714 100 9791
M 9714 100 9791
M 9715 100 9792
M 9715 100 9792
M 9715 100 9792
M 9715 100 9793
M 9715 100 9793
M 9715 100 9793
M 9715 100 9794
M 9715 100 9794
M 9715 100 9794
M 9715 100 9795
M 9715 100 9795
M 9715 100 9795
M 9724 100 9725
E 9703 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9724 100 9725
E 9703 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9724 100 9727
E 9703 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9724 100 9727
E 9703 100 WEAR_WIELD
E 9734 100 WEAR_BODY
M 9724 100 9730
E 9703 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9724 100 9730
E 9703 100 WEAR_WIELD
E 9749 100 WEAR_BODY
M 9729 100 9796
M 9732 100 9736
G 9703 100 0
G 9704 100 0
G 9754 100 0
G 9755 100 0
G 9721 100 0
G 9762 100 0
M 9733 100 9740
G 9757 100 0
G 9758 100 0
G 9764 100 0
M 9735 100 9797
G 9712 100 0
M 9737 100 9700
M 9716 100 9723
M 9716 100 9714
M 9717 100 9713
M 9718 100 9741
M 9718 100 9747
M 9719 100 9745
M 9720 100 9706
M 9721 100 9721
M 9721 100 9742
M 9722 100 9743
M 9722 100 9746
M 9723 100 9717
M 9726 100 9715
M 9727 100 9712
M 9714 100 9748
M 9719 100 9750
M 9721 100 9751
M 9755 100 9754
M 9721 100 9754
M 9755 100 9761
M 9718 100 9761
M 9721 100 9762
M 9714 100 9763
M 9711 100 9704
G 9743 100 0
G 9745 100 0
G 9749 100 0
G 9750 100 0
G 9751 100 0
G 9734 100 0
G 9735 100 0
M 9700 100 9798
M 9755 100 9701
M 9718 100 9701
M 9704 100 9787
G 9714 100 0
G 9716 100 0
G 9717 100 0
G 9718 100 0
G 9719 100 0
G 9747 100 0
M 9734 100 9739
G 9720 999 0
G 9728 100 0
G 9729 100 0
G 9731 100 0
G 9732 100 0
G 9733 100 0
M 9738 100 9702
M 9739 100 9786
G 9725 100 0
G 9726 100 0
G 9727 100 0
G 9747 100 0
M 9740 100 9799
G 9759 100 0
M 9742 100 9740
M 9710 100 9801
M 9743 100 9803
M 9749 100 9802
M 9747 100 9802
M 9748 100 9802
M 9746 100 9802
M 9745 100 9802
M 9744 100 9802
M 9724 100 9806
M 9724 100 9806
M 9706 100 9732
M 9736 100 9734
M 9741 100 9733
M 9750 100 9810
M 9751 100 9723
E 9771 100 WEAR_HOLD
O 9705 100 9719
O 9706 100 9703
O 9707 100 9736
O 9707 100 9786
O 9700 100 9779
P 9701   1 9700
O 9708 100 9777
O 9713 100 9797
O 9709 100 9755
O 9746 100 9749
O 9769 100 9702
M 9753 100 9817
M 9755 100 9735
M 9756 100 9735
S


#$

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#Savearea