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 Forest of Arden~
#AUTHORS Desmond~
#VERSION 3
#RANGES 30 60 0 99
#FLAGS AFLAG_NODEBUG


#HELPS
0 ARDEN KOLVIR AMBER~
{128}
                                Amber Region
{308}
The Amber Region consists of:

Forest of Arden and Mount Kolvir

I make no claim of originality for these areas. All the ideas come from the
Chronicles of Amber novels by Roger Zelazny. Also in the course of creating
these areas I have made reference to the Amber Role Playing Game by Erick
Wujcik and The Visual Guide to Castle Amber by Zelazny and Neil Randall.
Anyone who enjoyed this area, I encourage you to go out and find the books.
They are fascinating reading.
							-- Desmond
~

0 $~


#MOBILES
#10100
hound hellhound~
the huge, fearsome hellhound~
A huge, fearsome hellhound slams into you!~
The hound is a part of Julian's forest defenses. It vaguely resembles a pit-
bull, but is the size of a pony.
~
ACT_AGGRESSIVE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT
-350 S
30 0 0 30d2+600 3d8+25
0 0
POS_STANDING POS_STANDING SEX_MALE
#10101
ranger~
the forest ranger~
A stealthy, forest ranger patrols the forest here.~
The ranger is a scout and soldier in Prince Julian's army. He looks like a
formidable opponent.
~
ACT_SCAVENGER
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HIDE|AFF_CLEAR
400 S
35 0 0 30d3+750 1d9+20
10000 0
POS_STANDING POS_STANDING SEX_MALE
#10102
ranger~
the forest ranger~
A stealthy, forest ranger is sleeping here.~
The ranger is a scout and soldier in Prince Julian's army. Even in his current
state of repose, he still looks like a formidable opponent.
~
ACT_SENTINEL
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_CLEAR|AFF_HUNT
400 S
35 0 0 30d3+950 1d9+20
10000 0
POS_SLEEPING POS_SLEEPING SEX_MALE
#10103
captain~
the captain of the rangers~
The captain of the rangers is here directing scouting duties.~
The captain of the rangers is an older man but obviously a powerful warrior.
He must be the best if Julian put him in charge.
~
ACT_SENTINEL
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_HUNT
450 S
45 0 0 30d3+1250 1d9+29
20000 0
POS_STANDING POS_STANDING SEX_MALE
#10104
hawk bird shadowhawk~
the shadowhawk~
One of Julian's pet shadowhawks is perched here.~
The shadowhawk is jet-black and has a five-foot wingspan. You take special
notice of its wicked talons. Julian can communicate telepathically with all
of the shadowhawks. They are his eyes and ears throughout the forest.
~
ACT_SENTINEL|ACT_AGGRESSIVE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_FLYING
-20 S
40 0 0 1d400+746 1d40+29
0 0
POS_STANDING POS_STANDING SEX_MALE
>death_prog 100~
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    cast 'giant strength' $n
    give i30914 $n
    mpquiet off
  endif
endif
~
|
#10105
hound hellhound mama mother~
the terrifying, mama hellhound~
A terrifying, mama hellhound leaps to the defense of her young.~
The hound is a part of Julian's forest defenses. It vaguely resembles a pit-
bull, but is the size of a pony.
~
ACT_SENTINEL|ACT_AGGRESSIVE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT
-10 S
40 0 0 30d4+900 3d8+30
0 0
POS_STANDING POS_STANDING SEX_FEMALE
#10106
hound hellhound baby~
the ugly, baby hellhound~
A ugly, baby hellhound nips at your heels.~
The hound is a future part of Julian's forest defenses. It vaguely resembles
a pit-bull.... and is the size of one too!
~
ACT_SENTINEL|ACT_AGGRESSIVE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT
-10 S
20 0 0 30d2+250 1d20+13
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#10107
Julian prince ruler lord~
Julian~
Prince Julian, Lord of the Forest of Arden sits here astride his
powerful mount Morgenstern.~
Julian is a tall, dark haired man... although perhaps he is more than a man.
He wears white scale armor that looks invulnerable to any attack and his lance
points unwaveringly at your throat. You are suddenly very aware of your own
mortality.
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_HUNT
-200 S
50 0 0 50d5+2500 1d4+40
30000 0
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 90~
if iskiller ($n)
  say Foul Murderer! Prepare to meet your doom!
  mpkill $n
else
  say Greetings $n. You appear to be a friend of the Realm.
  mpoload 10101
  mpecho Julian gestures and a key appears in his hand.
  say I will let you through the gate.
  unlock gate
  open gate
  say Go forth for the glory of Amber!
  if hasobjnum ($n) == 10101
    mpjunk i10101
  else
    give key $n
  endif
endif
~
|
#10108
horse morgenstern~
Morgenstern~
A steel grey horse named Morgenstern stands here.~
Morgenstern is the most powerful horse to ever live! He is nine feet tall at
the shoulder and his skin is steel grey. He has the speed of a hurricane and
the strength of a pile driver. Morgenstern could probably crush you all by
himself.
~
ACT_SENTINEL
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT
-800 S
45 0 0 50d3+1600 20d2+20
0 0
POS_STANDING POS_STANDING SEX_MALE
#0


#SHOPS
0


#SPECIALS
S


#OBJECTS
#10101
simple key~
a simple key~
A simple looking key has been left here.~
~
ITEM_TYPE_KEY
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
E
simple key~
This key looks way too simple for such a complex lock.
~
#10102
shiny sword blade~
shiny blade~
A shiny blade lies in the dust here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 7 3 WEAPON_SLASH 0 0 0 0
20 38000 36
A APPLY_DEX 1 0
A APPLY_DAMROLL 4 0
#10103
white scale armor~
a suit of white scale armor~
A half-suit of white scale armor lies here. It looks almost indestructible.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
10 0 0 0 0 0 0 0
75 1000000 45
A APPLY_STR 3 0
A APPLY_HIT 30 0
#10104
white scale arm~
a pair of white scale arm guards~
A pair of white scale arm guards lie here. They look almost indestructible.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
10 0 0 0 0 0 0 0
50 750000 45
A APPLY_DEX 3 0
A APPLY_HIT 30 0
#10105
white scale leg~
a pair of white scale leg guards~
A pair of white scale leg guards lie here. They look almost indestructible.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
10 0 0 0 0 0 0 0
50 750000 45
A APPLY_CON 3 0
A APPLY_HIT 30 0
#10106
ivory lance~
an ivory lance~
An long, ivory lance lies abandoned on the ground.
It looks VERY sharp.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SPEAR 7 3 WEAPON_PIERCE 0 0 0 0
25 500000 44
A APPLY_DAMROLL 5 0
#0


#ROOMS
#10100
~
~
0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE
S
#10101
Forest of Arden~
You have entered the majestic Forest of Arden! One-hundred foot tall trees
stand all around you as far as the eye can see. The colors and texture of this
beautiful wood somehow seem more vibrant than any place you've ever been in
your life. There is little undergrowth that you can see. Just as you begin to
relax, the chilling sound of baying hounds fills the air! The forest continues
to the east, while the slope below you fades into the shadows.
~
0 ROOM_NO_MOB SECT_FOREST
DDIR_EAST
The forest stretches onward.~
~
0 -1 10102
S
#10102
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10104
DDIR_EAST
The forest stretches onward.~
~
0 -1 10103
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10105
DDIR_WEST
The forest stretches onward.~
~
0 -1 10101
S
#10103
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10105
DDIR_EAST
The forest stretches onward.~
~
0 -1 10102
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10106
DDIR_WEST
The forest stretches onward.~
~
0 -1 10102
S
#10104
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10103
DDIR_EAST
The forest stretches onward.~
~
0 -1 10109
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10102
DDIR_WEST
The forest stretches onward.~
~
0 -1 10102
S
#10105
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10102
DDIR_EAST
The forest stretches onward.~
~
0 -1 10103
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10106
DDIR_WEST
The forest stretches onward.~
~
0 -1 10106
S
#10106
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10107
DDIR_EAST
The forest stretches onward.~
~
0 -1 10104
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10105
DDIR_WEST
The forest stretches onward.~
~
0 -1 10108
S
#10107
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10106
DDIR_EAST
The forest stretches onward.~
~
0 -1 10105
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10104
DDIR_WEST
The forest stretches onward.~
~
0 -1 10109
S
#10108
A Clearing~
There is a man-made clearing in the forest here. To the south, a permanent
camp site has been erected. You can re-enter the forest through the east.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_EAST
The forest stretches onward.~
~
0 -1 10107
DDIR_SOUTH
You see Julian's camp.~
~
0 -1 10111
S
#10109
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10110
DDIR_EAST
The forest stretches onward.~
~
0 -1 10107
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10105
DDIR_WEST
The forest stretches onward.~
~
0 -1 10103
S
#10110
Arden Road~
You are striding along the road of Arden. It is a wide, well-beaten dirt path
that seems well used. It is curious then, that not a soul is to be seen. The
road leads east and west.
~
0 0 SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10122
DDIR_EAST
You see the Arden road.~
~
0 -1 10118
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10107
DDIR_WEST
You see the Arden road.~
~
0 -1 10115
S
#10111
Center of Camp~
You stand in the middle of a large campground of rangers. Although most forest
rangers are solitary people, these men appear to have been welded together
by an iron hand. To the east and west are living quarters for the men, while
a large pavillion is set to the south. A pennant flying from the top of the
pavillion bears the standard of a striking hawk.
~
0 0 SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10108
DDIR_EAST
You see a barracks tent.~
~
0 -1 10112
DDIR_SOUTH
You see a grand pavillion.~
~
0 -1 10114
DDIR_WEST
You see a barracks tent.~
~
0 -1 10113
S
#10112
East Barracks Tent~
The tent is a large, permanent structure that can house up to twenty men. It
is littered with gear and equipment. The only exit is back to the west.
~
0 0 SECT_CITY
DDIR_WEST
You see the center of the camp.~
~
0 -1 10111
S
#10113
West Barracks Tent~
The tent is a large, permanent structure that can house up to twenty men. It
is littered with gear and equipment. The only exit is back to the east.
~
0 0 SECT_CITY
DDIR_EAST
You see the center of the camp.~
~
0 -1 10111
S
#10114
Julian's Headquarters~
This is the headquarters of Julian, one of the nine Princes of Amber and Lord
of the Forest of Arden. There is a table placed in the center of the pavillion
where councils of war can be held. On the wall to the north is a huge map of
the forest and the surrounding area. The only exit is to the north.
There is a note lying on the table.
~
0 0 SECT_CITY
DDIR_NORTH
You see the center of the camp.~
~
0 -1 10111
E
note~
Prince Julian,
Be faithful in your defense of the forest. I have received omens of an attack
by the forces of chaos. If Arden should fall, even fabled Amber could be
destroyed. Duty before all.
						King Oberon
~
E
map~
Map of the region around Amber
    ------------------------------------------------------------------
    | %%  & & & & & & &                             |   | 5 |        |
    | %%%  & & & & & & & &             ^ ^ ^ ^ ^ ^  |    \-/  ^ ^ ^  |
    | %%%%  & & & & & & & &           ^ ^ ^    -----|    #|#  ^ ^ ^  |
    | %%%  & & & & & & & &   ^ ^ ^ ^ ^ ^ ^ ^ ^ |   # # # #|# # # # # |
    | %%% & & & & & & & & ^ ^ ^ ^ ^ ^ ^ ^  /---|----------4--------- |
    | %% & & & & & & & & ^ ^ ^ ^ ^ ^  /---/  ^     #|# # # # # #|# # |
    | %%%-----------------X----------/ ^ ^ ^ 2 ^ ^  #  ^ ^ ^ ^  |    |
    | %% & & & & & & & & ^ ^          ^ ^ ^ ^ ^ ^ ^   ^  /-----/  ^  |
    | %%% & & & 1 & & & & ^ ^ ^ ^      ^ ^ ^ ^  /-------/  ^ ^ ^ ^   |
    | %% & & & & & & & & ^ ^ ^ ^        ^ ^ ^  | ^ ^ ^ ^ ^ ^ ^ ^ ^   |
    | % & & & & & & & & & ^ ^ ^ ^              |      ^ ^ ^ ^ ^ ^    |
    | %  & & & & & & & & ^ ^ ^ ^ ^          3  |       ^ ^ ^ ^ ^ ^   |
    | %%  & & & & & & & ^ ^ ^ ^ ^ ^            |        ^ ^ ^ ^ ^    |
    |                                                                |
    |            & = forest     ^ = mountain      % = sea            |
    |                # = residential       - = roads                 |
    |-----------------------------------------------------------------
    KEY: 1 - Forest of Arden, 2 - Mount Kolvir, 3 - Valley of Garnath
		   4 - City of Amber, 5 - Castle Amber
~
S
#10115
Arden Road~
You are striding along the road of Arden. It is a wide, well-beaten dirt path
that seems well used. It is curious then, that not a soul is to be seen. The
road leads east and west.
~
0 0 SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10121
DDIR_EAST
You see the Arden road.~
~
0 -1 10110
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10102
DDIR_WEST
You see the Arden road.~
~
0 -1 10116
S
#10116
Arden Road~
You are striding along the road of Arden. It is a wide, well-beaten dirt path
that seems well used. It is curious then, that not a soul is to be seen. The
road leads east and west.
~
0 0 SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10123
DDIR_EAST
You see the Arden road.~
~
0 -1 10115
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10103
DDIR_WEST
You see a sandy beach.~
~
0 -1 10117
S
#10117
Sandy Beach~
The road appears to end at an empty beach. Although the beach is beautiful and
the sea is a sparkling colbalt color, for some reason you don't think the road
was built for sunbathers. The only exit appears to be back to the east.
~
0 0 SECT_FIELD
DDIR_EAST
You see the Arden road.~
~
0 -1 10116
DDIR_WEST
~
~
0 -1 17889
S
#10118
Arden Road~
You are striding along the road of Arden. It is a wide, well-beaten dirt path
that seems well used. It is curious then, that not a soul is to be seen. The
road leads east and west.
~
0 0 SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10123
DDIR_EAST
You see the Arden road.~
~
0 -1 10119
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10103
DDIR_WEST
You see the Arden road.~
~
0 -1 10110
S
#10119
Arden Road~
You are striding along the road of Arden. It is a wide, well-beaten dirt path
that seems well used. It is curious then, that not a soul is to be seen. The
road leads east and west.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10121
DDIR_EAST
You see a road block ahead.~
~
0 -1 10120
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10105
DDIR_WEST
You see the Arden road.~
~
0 -1 10118
S
#10120
Road Block~
Permanent looking stone barricades block off both sides of the road here.
A gate bars you from continuing along the road. You had better hope that you
actually belong here.
~
0 0 SECT_FIELD
DDIR_NORTH
~
~
0 -1 17442
DDIR_EAST
You see Mount Kolvir far in the distance.~
gate~
EX_ISDOOR 10101 10125
DDIR_WEST
You see the Arden road.~
~
0 -1 10119
S
#10121
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10122
DDIR_EAST
The forest stretches onward.~
~
0 -1 10122
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10115
DDIR_WEST
The forest stretches onward.~
~
0 -1 10124
S
#10122
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10123
DDIR_EAST
The forest stretches onward.~
~
0 -1 10123
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10124
DDIR_WEST
The forest stretches onward.~
~
0 -1 10121
S
#10123
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10121
DDIR_EAST
The forest stretches onward.~
~
0 -1 10122
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10118
DDIR_WEST
The forest stretches onward.~
~
0 -1 10122
S
#10124
Lost in the Forest~
The lack of undergrowth and distinguishing landmarks is hampering your ability
to find a path. Every tree looks exactly the same and the sky is hidden by the
leafy boughs. The forest stretches on in every direction.
~
0 ROOM_MAZE SECT_FOREST
DDIR_NORTH
The forest stretches onward.~
~
0 -1 10121
DDIR_EAST
The forest stretches onward.~
~
0 -1 10126
DDIR_WEST
The forest stretches onward.~
~
0 -1 10123
S
#10125
Road to Amber~
Now that you have successfully negotiated past the road block you find
yourself upon the road to Amber. The road runs toward Mount Kolvir, which
is currently far in the distance. Blue glowing runes begin along the sides
of the road and appear to be warding off danger.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_EAST
~
~
0 -1 10301
DDIR_WEST
You see the blockade.~
gate~
EX_ISDOOR 10101 10120
S
#10126
Lost in the Forest~
This area of the forest does seem different from the rest. To the south you
can continue to search through the forest. More intriguing though is a small
cave mouth that opens up to the east.
~
0 ROOM_NO_MOB|ROOM_MAZE SECT_FOREST
DDIR_EAST
You see a small cave.~
~
0 -1 10127
DDIR_SOUTH
The forest stretches onward.~
~
0 -1 10121
S
#10127
Lair~
Maybe you shouldn't have investigated this place after all. It appears to be
the lair of some very smelly animals. You can beat a hasty retreat to the west
or continue farther into the cave to the south.
~
0 ROOM_DARK|ROOM_INDOORS SECT_FIELD
DDIR_SOUTH
You can't see a thing!~
~
0 -1 10128
DDIR_WEST
The forest stretches onward.~
~
0 -1 10126
S
#10128
Hellhound Lair~
Now you know you should have gotten out. This appears to be a breeding ground
for those nasty hellhounds! You can leave through the north.
~
0 ROOM_DARK|ROOM_INDOORS SECT_FIELD
DDIR_NORTH
You can't see a thing!~
~
0 -1 10127
S
#0


#RESETS
M 10101 100 10102
E 10102  20 WEAR_WIELD
M 10101 100 10102
E 10102  20 WEAR_WIELD
M 10100 100 10103
M 10100 100 10104
M 10100 100 10105
M 10100 100 10107
M 10101 100 10108
E 10102  20 WEAR_WIELD
M 10101 100 10109
E 10102  20 WEAR_WIELD
M 10100 100 10110
M 10101 100 10111
E 10102  20 WEAR_WIELD
M 10101 100 10111
E 10102  20 WEAR_WIELD
M 10103 100 10111
E 10102  20 WEAR_WIELD
M 10101 100 10112
E 10102  20 WEAR_WIELD
M 10102 100 10112
E 10102  20 WEAR_WIELD
M 10102 100 10112
E 10102  20 WEAR_WIELD
M 10102 100 10112
E 10102  20 WEAR_WIELD
M 10101 100 10113
E 10102  20 WEAR_WIELD
M 10102 100 10113
E 10102  20 WEAR_WIELD
M 10102 100 10113
E 10102  20 WEAR_WIELD
M 10102 100 10113
E 10102  20 WEAR_WIELD
M 10101 100 10114
E 10102  20 WEAR_WIELD
M 10104 100 10114
M 10100 100 10116
M 10100 100 10119
M 10107 100 10120
E 10103   1 WEAR_BODY
E 10104   1 WEAR_ARMS
E 10105   1 WEAR_LEGS
E 10106   1 WEAR_WIELD
G 10101   2 0
M 10108 100 10120
M 10100 100 10121
M 10101 100 10124
E 10102  20 WEAR_WIELD
M 10101 100 10124
E 10102  20 WEAR_WIELD
M 10100 100 10127
M 10105 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
M 10106 100 10128
S


#$

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#Savearea