#AREA Barrowlands~ #AUTHORS Deadbolt~ #VERSION 3 #RANGES 40 80 0 99 #HELPS 0 Barrowlands~ {128} Barrlowlands {308} The barrowlands exists to keep interred the Dominator and his minions, the 'taken'. The barrowlands are located north of the elven city. Besand, the monitor of the barrowlands and captain of the eternal guard asked that the following message be posted: The barrowlands are not a tourist spot, the only reason anyone should be there is to trade with the natives up the river. Anyone messes with the barrows, and if if it don't kill you, we will. ~ 0 $~ #MOBILES #11700 guard eternal~ a Guardsman~ An Eternal Guardsman stands here defending the barrowlands.~ The Eternal Guardsman looks around warily. He seems to be expecting trouble. Perhaps it's just paranoia. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d625+1197 2d20+20 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 25~ say stay away from the barrowlands. emote spits. ~ >fight_prog 100~ if hitprcnt ($n) < 50 say Die resurrectionist scum! knife endif ~ | #11701 guard gateguard~ a Gateguard~ A Barrowland Gateguard stands wondering about your business here.~ The gateguard looks nosy. He is probably going to ask you a bunch of questions and pry into your business. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+2000 1d50+13 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog trade~ say oh, and what are you trading? ~ >speech_prog fur furs~ say trading with the smelly natives eh? say ok, have a better one. unlock gate open gate ~ >rand_prog 5~ say state your business. emote yawns. wink $r ~ >rand_prog 10~ mpforce elite east mpforce elite west ~ >fight_prog 33~ emote spins in a circle and kicks. kick $n if rand (50) shout Intruders at the gate! mpat 11704 mpforce elite west mpat 11704 mpforce elite west mpat 11705 mpforce elite east mpat 11705 mpforce elite east endif ~ | #11702 guard gateguard~ a Gateguard~ A Barrowland Gateguard knows you don't belong here.~ The gateguard looks nosy. He is probably going to ask you a bunch of questions and pry into your business. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+1800 1d50+13 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ shout intruders in the barrowlands! mpat 11762 mpforce elite south ~ >fight_prog 25~ shout intruders in the barrowlands! mpat 11762 mpforce elite south ~ >rand_prog 10~ mpforce elite north ~ | #11703 guard eternal elite~ an Elite Guardsman~ An Elite Eternal Guardsman sits here playing tonk.~ The guardsman looks bored, he kicks back in a chair and looks at his hand. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 55 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+1800 1d55+16 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 90~ if hitprcnt ($n) < 50 say Die resurrectionist scum! emote shifts his grip on his weapon, and lunges violently. knife else emote crouches and spins in a tripping move. trip endif ~ | #11704 guard eternal elite~ an Elite Guardsman~ An Elite Eternal Guardsman sits here playing tonk.~ The guardsman looks bored, he kicks back in a chair and looks at his hand. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 55 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+1800 1d55+16 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ if hitprcnt ($n) < 50 say Die resurrectionist scum! emote shifts his grip on his weapon, and lunges violently. knife else emote crouches and spins in a tripping move. trip endif ~ | #11705 guard eternal elite~ an Elite Eternal Guardsman~ An Eternal Elite Guardsman sits here playing tonk.~ The guardsman looks bored, he kicks back in a chair and looks at his hand. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 55 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+1800 1d55+16 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ if hitprcnt ($n) < 50 say Die resurrectionist scum! emote shifts his grip on his weapon, and lunges violently. knife else emote crouches and spins in a tripping move. trip endif ~ | #11706 guard eternal~ an Eternal Guardsman~ An Eternal Guardsman is sleeping after a hard day.~ The guardsman rolls over in his sleep. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+1800 2d20+20 10000 RACE_HUMAN POS_SLEEPING POS_SLEEPING SEX_MALE >fight_prog 100~ if hitprcnt ($n) < 50 kick else wake guard wake 2.guard wake 3.guard wake 4.guard endif ~ | #11707 trader roterodamum~ a trader from Roterodamum~ A trader from Roterodamum is here buying furs from the natives.~ ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_UNDERSTAND 0 S 95 0 0 20d10+7960 1d95+46 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 50~ mpechoat $n $I looks at you. say what! ~ | #11708 trader~ a trader from Ofcol~ An Ofcol trader is warming himself by the fire.~ The trader is sipping tea by the fire. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_RACE 0 0 S 40 0 0 10d100+1000 2d20+15 40717 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog fur furs~ say Yeah. The natives pull up to the pier every few days this season. ~ >rand_prog 15~ emote sips his whiskey. ~ >fight_prog 50~ cast 'magic missile' cast 'magic missile' cast 'magic missile' ~ | #11709 besand monitor~ the Monitor Besand~ The monitor Besand is here, kicking back.~ Besand is a lean old man, about seventy. His shoulders slump following his head, which thrusts forward, as though he were sniffing a trail. Great blue veins hump the backs of his hands. And liver spots dot his skin. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_HUNT 1000 S 60 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 10d20+2500 1d60+19 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog bracelet~ say and why do you ask about my Barrow-Bracelet? say i wear it because I'm the monitor. grin $n mpkill $n ~ >greet_prog 45~ say ..and what does $n want with me? ~ >bribe_prog 1~ say Trying to bribe me eh? mpkill $n ~ >rand_prog 10~ emote kicks his feet up on the desk. ~ >fight_prog 25~ wear knife emote shifts his grip on his weapon, and lunges violently. knife wear broadsword ~ | #11710 dog nutmeg rottweiler~ a ferocious rottweiler~ A rottweiler is chained here, barking.~ The dog wears a spiked restraining collar, it looks quite well trained. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_HUNT 0 S 60 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH|BODY_CLAW 20d100+3000 2d20+30 0 RACE_DWARF POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ growl mpkill $n ~ >give_prog I11706~ peace rest emote gobbles some meat. ~ >rand_prog 25~ mpasound You hear barking. ~ | #11711 bomanz bomans~ Bomanz the Historian~ Bomanz the historian rests here, worn out from digging.~ Bomanz is a short and balding man. Long years in the north, the old forest, the barrowlands, have weathered him a bit. It seems, however, that he only wears the disguise of a bumbling historian, something in his eyes... ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_FLYING 0 S 60 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d900+2853 1d60+19 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,1,$i) == 0 mpmset $i quest 0 1 1 mpmset $i quest 5 5 3 endif ~ >rand_prog 100~ if quest (0,1,$i) == 1 if quest (5,5,$i) == 3 say Hey, what are you doing here? say I'm off duty right now. endif if quest (5,5,$i) == 2 sigh say ah, well, I suppose I could say answer just a few questions. endif if quest (5,5,$i) == 1 mpmset $i quest 0 1 0 endif mpmadd $i quest 5 5 -1 endif ~ >hitprcnt_prog 35~ emote is taking the fight very seriously now. cast 'energy drain' ~ >speech_prog dominator~ say don't even think about disturbing the dominator. ~ >speech_prog lady~ say the Lady? yes, she was powerful, and quite say beautiful, some say she was the true force say behind the domination. ~ >speech_prog stormbringer~ say the Stormbringer? she was a powerful Elementalist, say she was said to wield an elemental rod which made say her spell casting much easier. ~ >speech_prog limper~ say the Limper? he was a powerful Illusionist, it say is said he say carried a staff that would store say 'mana'. ~ >speech_prog howler~ say The Howler? he was a powerful Illusionist, he was say said to carry a red stone that would heal him. ~ >speech_prog shapeshifter~ say Shapeshifter? he was a powerful Necromancer, he say was said to wear armor that would bind his wounds say in combat. ~ >speech_prog soulcatcher~ say the Soulcatcher was a powerful Necromancer, she say was said to wield a black orb in combat which say could suck your brains out. Ewww. Hehe. ~ >speech_prog dowsing dowse~ say yes, the dowsing rod is used for finding artifacts. say one must rest and concentrate to use it. smile ~ >speech_prog ethereal etherial~ emote looks around shiftily. say I would not open a pathway at this time, say the risks are too great. say no, I dare say no more. ~ | #11712 jasmine wife~ Jasmine~ Jasmine, Bomanz' wife is here, puttering over dinner.~ Jasmine, Ha!, and call a sow beauty. But, she was probably quite a looker in her youth. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE 0 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d625+1947 2d20+20 60000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 95~ emote looks at you fearfully. wear pan ~ >rand_prog 50~ emote mutters under her breath. ~ | #11713 menfu men-fu~ Men-Fu~ The prospector Men-Fu is here.~ Men-Fu stinks of homemade beer. He is as filthy as his house. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH|BODY_HAND 1d625+1947 2d20+20 50000 RACE_HUMAN POS_SLEEPING POS_SLEEPING SEX_MALE >rand_prog 50~ emote snores. ~ | #11714 RM21_ETHER_HOLE~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9642 1d1+96 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11715 RM37_ETHER_WATERFALL~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9495 1d95+46 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 50~ mpecho You find it hard to hold onto your boat. mpquiet on mpforce $n drop canoe mpforce $n drop skiff mpforce $n drop raft mpforce $n drop boat get all mpquiet off mpecho Your water craft is smashed on the rocks. ~ | #11716 warrior native~ a native warrior~ A native warrior rests on his spear here.~ The native warrior is decked out in furs to protect against the cold. His face is decorated with pale blue greasepaint. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT -500 S 40 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d400+746 2d20+10 1000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #11717 woman native~ a native woman~ A native woman is here tending the hearth.~ The native woman shows many hard years in the north. She prepares a meal for the family. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE 0 -500 S 30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 2d100+500 2d20+10 50 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #11718 child native~ a native child~ A young native crouches near the fire.~ The child looks a bit lean and dirty. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE 0 -500 S 10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d25+81 1d10+6 1 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #11719 shaman native~ a native shaman~ A native shaman tosses some powder into your face.~ A gnarled old man who has acquired some power handed down from his forefathers. His methods may be crude, but there is genuine power in his old bones. ~ ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_STEALTH -500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE|BODY_HAND 1d625+1197 2d20+20 1000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30966 or hasobjnum ($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 ~ | #11720 ghost knight~ a ghostly knight~ A ghostly knight of the White Rose challenges you.~ A fallen champion of the white rose glares at you with hatred. ~ ACT_SMART|ACT_BODY|ACT_RACE|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 500 S 50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d625+1197 2d20+20 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ look $n if hasobjnum ($n) == 11735 nod else mpkill $n endif ~ >fight_prog 25~ emote howls in fury. ~ | #11721 menhir stone~ a stone menhir~ A stone menhir, animated by powerful magicks, protects the barrow.~ The stone menhir has been constructed by powerful mages following the White Rose to ensure that the undead mages are never released. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 60 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD|BODY_MOUTH 1d900+1774 1d60+19 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >hitprcnt_prog 10~ emote bursts into flame. cast 'fireball' cast 'fireball' cast 'fireball' ~ >fight_prog 90~ emote sprays acid around the room! mass 'acid blast' ~ | #11722 RM90_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9516 1d1+96 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11723 RM91_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9927 1d1+96 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11724 RM92_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9865 1d1+95 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11725 RM93_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9946 1d1+94 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11726 RM94_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9890 1d1+95 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11727 RM95_ETHER_MOUND~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 95 BODY_HEAD BODY_HEAD 1d1+9012 1d1+95 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11728 dragon~ an ancient dragon~ An ancient dragon rises up from the earth. Shaking off hundreds of years of accumulated earth.~ Great green eyes stare into your own. Ancient, wise, merciless eyes, arrogant, mocking, and contemptuous. The dragon exposes its teeth in a sneer. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 70 BODY_HEAD BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_CLAW 2d200+4500 2d20+50 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 100~ if rand (25) emote rears back to cast a spell. cast 'fireball' else if rand (25) emote rears back to cast a spell. cast 'lightning bolt' else if rand (25) emote rears back to cast a spell. cast 'acid blast' else if rand (25) emote rears back to cast a spell. cast 'energy drain' else emote jumps on top of you with both legs! kick endif endif endif endif ~ >greet_prog 25~ emote sneers. ~ | #11729 raccoon fish~ a raccoon-fish~ A raccoon-fish is here, with a hook in its' mouth.~ A raccoon-fish looks tasty. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_MOUTH|BODY_TORSO|BODY_HIP|BODY_LEG BODY_MOUTH 1d0+10 1d1+1 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #0 #SHOPS 11707 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 120 50 0 23 0 #SPECIALS S #OBJECTS #11700 nothin~ ~ ~ ~ ITEM_TYPE_KEY 0 0 0 0 0 0 0 0 0 0 1 10 1 #11701 key gatekey~ a gatekey~ A key is lying here.~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #11702 key key~ a gatekey~ A key is lying here.~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #11703 key~ a key~ A key is lying here.~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #11704 key gatekey~ a gatekey~ A key is lying here.~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #11705 key~ a key~ A key is lying here.~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #11706 meat steak~ a steak~ There is a bit of steak here.~ Yummy, but it's raw. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 2 0 0 0 0 0 0 0 1 10 1 #11707 broadsword tempered~ a tempered broadsword~ There is a well crafted broadsword here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 6 6 WEAPON_SLICE 0 0 0 0 7 10000 45 C slice~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_NINJA #11708 shield tempered~ a tempered shield~ There is a well crafted shield here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 12 0 0 0 0 0 0 0 10 10000 40 #11709 shortsword tempered~ a tempered shortsword~ There is a well crafted shortsword here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 8 3 WEAPON_STAB 0 0 0 0 5 10000 25 C stab~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA #11710 breastplate uchitelle~ an UchiTelle breastplate~ Some sort of breastplate is lying in the dirt.~ This is a bit of history, you dont dare wear it. There is an emblem in the center of the chestpiece. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 13 0 0 0 0 0 0 0 15 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_DEX 1 0 P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11711 chain skirt uchitelle~ an uchitelle chain skirt~ There is some chain armor lying in the dirt.~ This is a bit of history, you dont dare wear it. There is an emblem on the belt of the skirt. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 14 0 0 0 0 0 0 0 10 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_STR 1 0 P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11712 shoulder plates uchitelle~ a pair of uchitelle shoulder plates~ There is some plate armor lying in the dirt.~ This is a bit of history, you dont dare wear it. There is an emblem on one of the plates. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 8 0 0 0 0 0 0 0 10 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_DAMROLL 5 0 P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11713 helmet uchitelle~ an uchitelle helmet~ There is some sort of helmet lying in the dirt.~ This is a bit of history, you dont dare wear it. There is an emblem on the front of the helm. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 8 0 0 0 0 0 0 0 10 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_DAMROLL 5 0 P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11714 snuff box uchitelle~ an uchitelle snuff box~ There is some sort of small box lying in the dirt.~ This is a bit of history, you dont dare use it. There is an emblem on the front of the box. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 45 CONT_CLOSEABLE -1 0 0 0 0 0 10 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11715 pike tip uchitelle~ an uchitelle pike tip~ There is some sort of weapon lying in the dirt.~ This is a bit of history, you dont dare wield it. There is an emblem on the side of the weapon. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD|ITEM_WEAR_HOLD WEAPONTYPE_AXE 10 3 WEAPON_STAB 0 0 0 0 5 300000 50 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_HITROLL 3 0 A APPLY_DAMROLL 3 0 #11716 gauntlets uchitelle~ a pair of uchitelle gauntlets~ There is some sort of armor lying in the dirt.~ This is a bit of history, you dont dare wear it. There is an emblem on one of the plates. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 10 0 0 0 0 0 0 0 8 300000 40 E emblem~ You see a stylized half-man half-wolf. ~ A APPLY_DAMROLL 5 0 P 1 TRIG_VOID OPROG_ECHO ~ P 2 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_ECHO You are protected by your armor.~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 5 #11717 hole~ a hole~ ~ A hole has been excavated here. ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11718 boat canoe~ a canoe~ There is a canoe tied up here.~ ~ ITEM_TYPE_BOAT 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 20 200 7 #11719 chert spear~ a chert spear~ There is a stone tipped spear here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SPEAR 6 2 WEAPON_SLASH 0 0 0 0 6 10 30 A APPLY_STR 1 0 C spear~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA #11720 fur cloak~ a fur cloak~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_NECK 5 0 0 0 0 0 0 0 5 400000 10 #11721 fur boots~ a pair of fur boots~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_FEET 5 0 0 0 0 0 0 0 5 400000 10 #11722 fur vest~ a fur vest~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_BODY 5 0 0 0 0 0 0 0 5 400000 10 #11723 fur skirt~ a fur skirt~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 5 0 0 0 0 0 0 0 5 400000 10 #11724 fur tunic~ a fur tunic~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 5 0 0 0 0 0 0 0 5 400000 10 #11725 fur cloak~ a trimmed fur cloak~ There is a pile of fur here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_NECK 5 0 0 0 0 0 0 0 5 500000 10 #11726 totemic bones~ some totemic bones~ There are some small carved bones here.~ ~ ITEM_TYPE_WAND ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 40 5 5 SPELL_CURSE 0 0 0 0 5 10 40 P 1 TRIG_TICK 15 OPROG_APPLY OAPPLY_HIT -5 #11727 fishing pole~ a fishing pole~ There is a fishing pole here.~ It's a fishing pole, so .. 'fish'. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 10 WEAPON_WHIP 0 0 0 0 5 10 40 C cast~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK P 1 TRIG_UNKNOWN 100 fish OPROG_IF OIF_USER_SECTOR = SECT_LAKE 3 2 P 2 TRIG_VOID OPROG_IF OIF_USER_SECTOR = SECT_OCEAN 3 4 P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 1 = 0 5 6 P 4 TRIG_VOID OPROG_ECHO You can't find any fish around here.~ P 5 TRIG_VOID OPROG_GOD_COMMAND mpmload 11729 mpechoaround $ $ reels in a raccoon-fish. mpechoat $ You reel in a raccoon-fish.~ P 5 TRIG_VOID OPROG_QUEST_SET 0 3 3 P 6 TRIG_VOID OPROG_ECHO You catch nothing.~ P 7 TRIG_TICK 50 OPROG_OBJECT_QUEST_IF 0 3 ! 0 8 0 P 8 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 #11728 dowsing rod~ a dowsing rod~ A dowsing rod is lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 2 9 WEAPON_WHIP 0 0 0 0 2 200 40 C whack~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_SORCERER|FLAG_CLASS_WARLOCK P 1 TRIG_VOID OPROG_ECHO You didn't find anything.~ P 2 TRIG_UNKNOWN 100 dowse OPROG_IF OIF_USER_POSITION = POS_RESTING 3 29 P 3 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11721 4 17 P 4 TRIG_VOID OPROG_ECHO You uncover something!~ P 4 TRIG_VOID OPROG_GOD_COMMAND emote gets an UchiTelle artifact.~ P 4 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 14 5 6 P 5 TRIG_VOID OPROG_GOD_COMMAND mpoload 11710~ P 5 TRIG_VOID OPROG_JUNK P 6 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 17 7 8 P 7 TRIG_VOID OPROG_GOD_COMMAND mpoload 11711~ P 7 TRIG_VOID OPROG_JUNK P 8 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 20 9 10 P 9 TRIG_VOID OPROG_GOD_COMMAND mpoload 11712~ P 9 TRIG_VOID OPROG_JUNK P 10 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 25 11 12 P 11 TRIG_VOID OPROG_GOD_COMMAND mpoload 11713~ P 11 TRIG_VOID OPROG_JUNK P 12 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 33 13 14 P 13 TRIG_VOID OPROG_GOD_COMMAND mpoload 11714~ P 13 TRIG_VOID OPROG_JUNK P 14 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 50 15 16 P 15 TRIG_VOID OPROG_GOD_COMMAND mpoload 11715~ P 15 TRIG_VOID OPROG_JUNK P 16 TRIG_VOID OPROG_GOD_COMMAND mpoload 11716~ P 16 TRIG_VOID OPROG_JUNK P 17 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11790 18 19 P 18 TRIG_VOID OPROG_ECHO You uncover some sort of glowing rod.~ P 18 TRIG_VOID OPROG_GOD_COMMAND emote gets an elemental rod. mpoload 11740~ P 18 TRIG_VOID OPROG_JUNK P 19 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11791 20 21 P 20 TRIG_VOID OPROG_ECHO You uncover some sort of staff.~ P 20 TRIG_VOID OPROG_GOD_COMMAND emote gets a mana staff. mpoload 11741~ P 20 TRIG_VOID OPROG_JUNK P 21 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11792 22 23 P 22 TRIG_VOID OPROG_ECHO You uncover some sort red stone.~ P 22 TRIG_VOID OPROG_GOD_COMMAND emote gets a blood stone. mpoload 11742~ P 22 TRIG_VOID OPROG_JUNK P 23 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11793 24 25 P 24 TRIG_VOID OPROG_ECHO You uncover some sort of black sphere.~ P 24 TRIG_VOID OPROG_GOD_COMMAND emote gets a mind thrasher. mpoload 11743~ P 24 TRIG_VOID OPROG_JUNK P 25 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11794 26 27 P 26 TRIG_VOID OPROG_ECHO You uncover some sort of armor.~ P 26 TRIG_VOID OPROG_GOD_COMMAND emote gets a suit of battle armor. mpoload 11744~ P 26 TRIG_VOID OPROG_JUNK P 27 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11795 28 1 P 28 TRIG_VOID OPROG_ECHO You uncover some sort of sword.~ P 28 TRIG_VOID OPROG_GOD_COMMAND emote gets a sword called 'Vengeance'. mpoload 11745~ P 28 TRIG_VOID OPROG_JUNK P 29 TRIG_VOID OPROG_ECHO You cant seem to concentrate.~ #11729 bookshelf~ a bookshelf~ ~ The bookshelf contains one useful book. ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11730 book dowsing~ a book on dowsing~ You see a book here.~ The book tells how to use a dowsing rod to 'dowse' for treasure. It mentions the importance of resting, to aid concentration. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 2 50000 40 #11731 iron pan~ an iron pan~ A cast iron skillet is lying here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 5 5 WEAPON_BLAST 0 0 0 0 7 20 40 C whomp~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR #11732 spear~ a spear~ ~ The spear seems to twist open in the middle. ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11733 document paper~ a secret paper on the barrowlands~ There is an important paper here.~ The paper details plans to open an 'ehterial path' into the barrowlands. Apparently there is no way to physically enter the barrows, the protective magicks are too strong. One section talks about the 'taken' called Stormbringer. The paragraph details the location of the barrow, and something called the 'elemental rod'. The words 'ycandus' and 'skeltor' are scratched in the margins. One section talks about the 'taken' called the Limper. The paper marks the location of his barrow, and something called the 'mana staff'. The words 'dreplor' and 'remorec' are scratched in the margin. One section talks about the 'taken' called the Howler. The paper details a path to the barrow, and something called the 'blood stone' 'Strane' and 'putren' are scrawled in the margin. One section talks about the 'taken' called Soulcatcher. There is a path to her barrow marked, and something called the 'mind thrasher' is referred to. The words 'tarway' and 'mantus' are written. One section talks about the 'taken' called Shapeshifter. There is a marked path to his barrow, and references to some sort of armor are made. Something indecipherable is written in the margin. A whole page details various accounts of a powerful weapon called 'Vengeance', Apparently the weapon was carried by the Dominator's shieldman. The word 'ortiblus' is written in the margin. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 5 50 1 #11734 knife tempered~ a tempered knife~ There is a well crafted knife lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 10 3 WEAPON_PIERCE 0 0 0 0 5 10000 50 C pierce~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_SORCERER #11735 bracelet monitors~ a monitor's bracelet~ A cheap bracelet is lying here.~ The bracelet is made of cheap feldspar and leather. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 10 0 0 0 0 0 0 0 5 200 40 A APPLY_STR 1 0 #11736 john joke book~ a book~ ~ ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11737 john joke book~ a book~ ~ ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11738 john joke book~ a book~ ~ ~ ITEM_TYPE_CONTAINER 0 0 200 0 -1 0 0 0 0 0 200 10 100 #11739 fire~ a large fire~ There is a large warm fire crackling in the fireplace.~ Looks nice and warm. ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 200 10 1 #11740 elemental rod stormbringers~ an elemental rod~ There is a short rod here crackling with fire and lightning.~ The rod is made of pure plasma, fire and lightning combined in a deadly mix. Only a master of the elements could wiled it. ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 6 2 WEAPON_BLAST 0 0 0 0 5 100000 65 E emblem~ The emblem depicts a stylized stormcloud. ~ A APPLY_AC -13 0 C plasma bolt~ FLAG_CLASS_DRUID P 1 TRIG_VOID OPROG_ECHO nothing happens.~ P 2 TRIG_UNKNOWN 100 ycandus OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_FIGHTING 4 1 P 4 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 4 TRIG_VOID OPROG_GOD_COMMAND mpecho An elemental rod glows red. cast 'fireball'~ P 5 TRIG_UNKNOWN 100 ycandus OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 6 1 P 6 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_FIGHTING 7 1 P 7 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 7 TRIG_VOID OPROG_GOD_COMMAND mpecho An elemental rod glows blue. cast 'call lightning'~ #11741 staff mana limpers~ a mana staff~ There is a staff here in the shape of an elongated female body.~ The staff is soft and slightly warm. The eyes seem to be filled with the horror of countless ages. ~ ITEM_TYPE_STAFF ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 2 2 SPELL_ENERGY_DRAIN 0 0 0 0 5 100000 50 E emblem~ The emblem depicts a stylized man with a club foot. ~ A APPLY_MANA 60 0 P 1 TRIG_UNKNOWN 100 dreplor OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 10 P 2 TRIG_VOID OPROG_IF OIF_USER_PERCENT_MANA ! 0 3 11 P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 4 < 12 4 5 P 4 TRIG_VOID OPROG_APPLY OAPPLY_MANA -100 P 4 TRIG_VOID OPROG_GOD_COMMAND mpecho A mana staff absorbs some mana.~ P 4 TRIG_VOID OPROG_QUEST_ADD 0 4 1 P 5 TRIG_VOID OPROG_ECHO The mana staff does not drain more mana.~ P 6 TRIG_UNKNOWN 100 remorec OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 7 1 P 7 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 4 > 0 8 9 P 8 TRIG_VOID OPROG_APPLY OAPPLY_MANA 50 P 8 TRIG_VOID OPROG_GOD_COMMAND mpecho A mana staff generates some mana.~ P 8 TRIG_VOID OPROG_QUEST_ADD 0 4 -1 P 9 TRIG_VOID OPROG_ECHO The mana staff does not give you more mana.~ P 10 TRIG_VOID OPROG_ECHO You must hold the staff.~ P 11 TRIG_VOID OPROG_ECHO You don't have enough mana!~ #11742 blood stone howlers~ a blood stone~ There is a large pale red stone here.~ It may be well polished rosy quartz. It is quite smooth. The streaks of red, however are quite dark. You feel a chill as you look at the stone. ~ ITEM_TYPE_STAFF ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 2 2 SPELL_HEAL 0 0 0 0 5 100000 50 E emblem~ The emblem depicts a stylized dog howling. ~ A APPLY_HIT 50 0 P 1 TRIG_VOID OPROG_ECHO nothing happens.~ P 2 TRIG_UNKNOWN 100 strane OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 < 7 4 5 P 4 TRIG_VOID OPROG_APPLY OAPPLY_HIT -100 P 4 TRIG_VOID OPROG_GOD_COMMAND mpecho A blood stone drinks some blood.~ P 4 TRIG_VOID OPROG_QUEST_ADD 0 3 1 P 5 TRIG_VOID OPROG_ECHO The blood stone does not drink any blood.~ P 6 TRIG_UNKNOWN 100 putren OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 7 1 P 7 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 > 0 8 9 P 8 TRIG_VOID OPROG_APPLY OAPPLY_HIT 50 P 8 TRIG_VOID OPROG_GOD_COMMAND mpecho A blood stone replenishes some blood.~ P 8 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 9 TRIG_VOID OPROG_ECHO The blood stone does not give you any blood.~ #11743 mind thrasher soulcatchers~ a mind thrasher~ There is a dark crackling sphere here.~ The sphere is made of pure negative energy, lightnings crackle across the surface. Only a powerful necromancer would dare wield it. ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 1 1 WEAPON_STAB 0 0 0 0 5 100000 65 E emblem~ The emblem depicts a skull surrounded by a circle of silver. ~ A APPLY_AC -15 0 C mind whip~ FLAG_CLASS_WARLOCK P 1 TRIG_VOID OPROG_ECHO nothing happens.~ P 2 TRIG_UNKNOWN 100 tarway OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 1 P 3 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_FIGHTING 4 1 P 4 TRIG_VOID OPROG_APPLY OAPPLY_MANA 5 P 4 TRIG_VOID OPROG_GOD_COMMAND mpecho A mind thrasher sparks with light. cast 'energy drain'~ P 5 TRIG_UNKNOWN 100 mantus OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 6 1 P 6 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_STANDING 7 1 P 7 TRIG_VOID OPROG_APPLY OAPPLY_MANA 30 P 7 TRIG_VOID OPROG_GOD_COMMAND mpecho A mind thrasher glows white. cast 'rip'~ #11744 armor battle shapeshifters~ a suit of battle armor~ A suit of very flexible battle armor is lying here.~ The armor is a pale grey in color, with the flexibility of leather. The seams of the armor glow with witchfire. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_BODY 12 0 0 0 0 0 0 0 20 100000 50 E emblem~ The emblem is a stylized half-man half-wolf. ~ A APPLY_DAMROLL 6 0 A APPLY_WIS -5 0 P 0 TRIG_VOID OPROG_ECHO ~ P 1 TRIG_HIT 50 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 2 TRIG_VOID OPROG_ECHO Your battle armor protects you.~ #11745 vengeance sword veng11745~ a sword called 'Vengeance'~ There is a deep red long sword here.~ The sword is well polished red steel with an engraved ebony hilt. The pommel is a dragon's claw clutching a large ruby. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 10 3 WEAPON_SLASH 0 0 0 0 12 1000000 80 E emblem~ The emblem is a stylized fist clutching the earth. ~ A APPLY_DAMROLL 6 0 A APPLY_HITROLL 7 0 A APPLY_AC 13 0 C SLASH~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR P 1 TRIG_HIT 25 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 < 6 3 0 P 3 TRIG_VOID OPROG_ECHO A sword called 'Vengeance' moves quicker and hits harder.~ P 3 TRIG_VOID OPROG_GOD_COMMAND remove veng11745 mpoadd veng11745 value2 1 wield veng11745~ P 3 TRIG_VOID OPROG_QUEST_ADD 0 3 1 P 4 TRIG_DAMAGE 25 OPROG_OBJECT_QUEST_IF 0 3 > 0 5 0 P 5 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 7 0 P 7 TRIG_VOID OPROG_ECHO A sword called 'Vengeance' slows down a bit.~ P 7 TRIG_VOID OPROG_GOD_COMMAND remove veng11745 mpoadd veng11745 value2 -1 wield veng11745~ P 7 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 8 TRIG_HIT 50 OPROG_IF OIF_USER_PERCENT_HITPT < 25 9 0 P 9 TRIG_VOID OPROG_ECHO A sword called 'Vengeance' rejects you for your WEAKNESS! .~ P 9 TRIG_VOID OPROG_APPLY OAPPLY_HIT -500 P 9 TRIG_VOID OPROG_JUNK #0 #ROOMS #11700 Road to the Barrowlands~ The road is well maintained but infrequently traveled. Erosion from the Great Tragic river to the east must be a constant threat to its integrity. The road continues to the north. There is a small stone monument here. ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_NORTH The road continues.~ ~ 0 -1 11701 DDIR_EAST ~ ~ 0 -1 17627 E monument~ The monument is not in very good shape, a chiseled inscription reads: On this battlefield the forces of the White Rose confronted and defeated the Dominator, ending a thousand year reign of terror over the peoples of the Mortal Realms. The Dominator, The Lady, and the 'taken', five powerful sorcerers overcome and enslaved by the Dominator, are interred in the barrowlands to the north. The power of the White Rose was not sufficient to destroy them and so they were sealed away, bound by potent magicks, to be guarded forever by the spirits of fallen champions of the White Rose. ~ S #11701 Road to the Barrowlands~ The road is well maintained but infrequently traveled. Erosion from the Great Tragic river to the east must be a constant threat to its integrity. The road continues to the north and south. There is a wooden sign nailed to a tree here. ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_NORTH You see some sort of guard station ahead.~ ~ 0 -1 11703 DDIR_SOUTH The road continues.~ ~ 0 -1 11700 E sign wooden~ {038} | | |/ / {038} | | ^ / {038} | | / {038} | | {028} ========================================= {028} = = {028} ={038} The Barrowlands {028}= {028} ={038} - {028}= {028} ={038} by Deadbolt {028}= {028} ={038} {028}= {028} ={038} based on 'The White Rose' {028}= {028} ={038} by Glen Cook {028}= {028} ={038} published by Tor Books {028}= {028} = = {028} ========================================= {038} | | | | {038} | | {038} | | | ~ S #11703 Guardpost at the Barrowlands' entrance~ The road ends at a guardpost. A gate blocks the path north into the Barrowlands. To your east and west are low buildings. Sounds of rough laughter come from inside. ~ 0 0 SECT_FOREST DDIR_NORTH Inside the barrowlands compound.~ gate pole~ EX_ISDOOR|EX_CLOSED 11701 11706 DDIR_EAST A guards ready room erupts with laughter.~ ~ 0 -1 11704 DDIR_SOUTH You could probably heel-toe it back down the road.~ ~ 0 -1 11701 DDIR_WEST A guards ready room erupts with laughter.~ ~ 0 -1 11705 S #11704 A guards' ready room~ This room is where the Eternal Guardsmen kick back when they aren't kicking peoples' faces in. There are some tonk cards on a small table. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST There is a guardpost.~ ~ 0 -1 11703 S #11705 A guards' ready room~ This room is where the Eternal Guardsmen kick back when they aren't kicking peoples' faces in. There are some tonk cards on a small table. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST There is a guardpost.~ ~ 0 -1 11703 S #11706 Entrance to the Barrowlands complex~ You have passed the guardpost. To the north of you a large wooden fence protects the Barrowlands to the north. To the east is a short pier. To the west is a wooden plankway to the buildings inside the complex. There is a short stone monument by the fence. ~ 0 0 SECT_CITY DDIR_EAST A pier begins.~ ~ 0 -1 11724 DDIR_SOUTH The guardpost.~ gate pole~ EX_ISDOOR|EX_CLOSED 11701 11703 DDIR_WEST A plankway around the Barrowlands.~ ~ 0 -1 11707 E monument~ The monument reads: Once the Dominator and his minions fell and were buried in their mounds behind barriers wrought of the finest magicks of their day, the White Rose decreed that an Eternal Guard be posted. A guard beholden to none, charged with preventing the resurrection of the undead evil beneath the mounds. The White Rose understood human nature. Always there would be those who would see profit in using or following the Dominator. Always there would be worshipers of evil who wished their champion freed. ~ S #11707 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the north. ~ 0 0 SECT_CITY DDIR_EAST You see the entryway to the Barrowland complex.~ ~ 0 -1 11706 DDIR_WEST The plankway continues.~ ~ 0 -1 11708 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11708 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the north. To the south is the guards' headquarters. ~ 0 0 SECT_CITY DDIR_EAST The plankway contiues.~ ~ 0 -1 11707 DDIR_SOUTH You see the guard's station.~ ~ 0 -1 11760 DDIR_WEST The plankway continues.~ ~ 0 -1 11709 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11709 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the north. To the south is the Blue Willie Inn. ~ 0 0 SECT_CITY DDIR_EAST The plankway contiues.~ ~ 0 -1 11708 DDIR_SOUTH You see the entryway to the Blue Willie Inn.~ door~ EX_ISDOOR -1 11756 DDIR_WEST The plankway continues, and turns north here.~ ~ 0 -1 11710 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11710 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the northeast. The walkway turns to the north here. ~ 0 0 SECT_CITY DDIR_NORTH The plankway contiues.~ ~ 0 -1 11711 DDIR_EAST The plankway contiues.~ ~ 0 -1 11709 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11711 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the east. The house of the Monitor, Captain of the Eternal Guard is to the west. ~ 0 0 SECT_CITY DDIR_NORTH The plankway contiues.~ ~ 0 -1 11712 DDIR_SOUTH The plankway continues.~ ~ 0 -1 11710 DDIR_WEST You see the inside of Monitor Besand's house.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11702 11752 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11712 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the east. There is a house to the west. ~ 0 0 SECT_CITY DDIR_NORTH The plankway continues.~ ~ 0 -1 11713 DDIR_SOUTH The plankway continues.~ ~ 0 -1 11711 DDIR_WEST There is a two-story house here.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11703 11750 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11713 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the east. There is a gate in the fence here. ~ 0 0 SECT_CITY DDIR_NORTH The plankway contiues.~ ~ 0 -1 11714 DDIR_EAST A small dirt path is used by the Eternal Guardsmen to maintain the Barrowlands.~ fence gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11704 11763 DDIR_SOUTH The plankway continues.~ ~ 0 -1 11712 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11714 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the east. There is an old shack to the west. ~ 0 0 SECT_CITY DDIR_EAST You see the insides of Men Fu's Shack.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11705 11746 DDIR_SOUTH The plankway continues.~ ~ 0 -1 11713 DDIR_WEST The plankway contiues.~ ~ 0 -1 11715 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11715 A plankway.~ You are on a walkway made of wooden planks circling the Barrowlands. The fence turns north following the Barrowlands. ~ 0 0 SECT_CITY DDIR_EAST The plankway continues.~ ~ 0 -1 11714 DDIR_WEST The plankway ends here.~ ~ 0 -1 11716 E sign~ The sign says 'Warning: Lethal magiks' ~ S #11716 End of the plankway.~ You have come to the end of a walkway made of wooden planks circling the Barrowlands. A fence protects the Barrowlands to the east. There is a small stone monument where the plankway ends. ~ 0 0 SECT_CITY DDIR_EAST The plankway continues.~ ~ 0 -1 11715 DDIR_WEST A gravel path begins.~ ~ 0 -1 11717 E monument~ The stone monument says: To the north and east of here the Dominators' remaining forces made their last stand. The 'taken', Soulcatcher, Shapechanger, the Limper, the Howler, and Stormbringer, as well as the Dominator and his Lady are interred in the barrowland, where they fell. The remaining forces were trapped against the ridge to the north and slaughtered to the man. Current excavations of TelleKurre and UchiTelle artifacts are marked by red flags. ~ S #11717 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_HILLS DDIR_NORTH The gravel path continues.~ ~ 0 -1 11718 DDIR_EAST The plankway ends here.~ ~ 0 -1 11716 S #11718 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_FIELD DDIR_NORTH The gravel path continues.~ ~ 0 -1 11723 DDIR_EAST The gravel path continues.~ ~ 0 -1 11719 DDIR_SOUTH The gravel path continues.~ ~ 0 -1 11717 S #11719 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_FIELD DDIR_NORTH The gravel path continues.~ ~ 0 -1 11722 DDIR_EAST The gravel path continues.~ ~ 0 -1 11720 DDIR_WEST The gravel path continues.~ ~ 0 -1 11718 S #11720 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_FIELD DDIR_NORTH A small mound circled by red flags.~ ~ 0 -1 11721 DDIR_WEST The gravel path continues.~ ~ 0 -1 11719 S #11721 A small mound.~ A small mound has been cleared of brush. You see a trench has been excavated into the center of the mound. Red marker flags surround the mound. From atop the mound you can see over the fence into the Barrowlands. ~ 0 0 SECT_FIELD DDIR_SOUTH The gravel path continues.~ ~ 0 -1 11720 DDIR_WEST The gravel path continues.~ ~ 0 -1 11722 E barrow barrowlands~ The barrowland does not have the look of great evil, only of neglect. Four hundred years of vegetation and weather has restructured that once marvelous work. The barrows and mys- tical landscaping are all but lost amidst the brush covering them. Nothing grows well in the barrowlands. The vegetation is twisted and stunted. Still the shapes of the mounds, and the menhirs and fetishes which bind the taken, are often concealed. ~ S #11722 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_FIELD DDIR_EAST You see a small mound circled by red flags.~ ~ 0 -1 11721 DDIR_SOUTH The gravel path continues.~ ~ 0 -1 11719 DDIR_WEST The gravel path continues.~ ~ 0 -1 11723 S #11723 A gravel path.~ You are on a gravel path through the northern battlefield. The overgrowth is dense. Scrub oak, wild roses, poison ivy, especially poison ivy, fill the area. ~ 0 0 SECT_FIELD DDIR_EAST The gravel path continues.~ ~ 0 -1 11722 DDIR_SOUTH The gravel path continues.~ ~ 0 -1 11718 S #11724 A Pier~ A pier extends out onto the Great Tragic River. The river is in full flood stage, quite impressive. A trader has pulled his cart up to the pier. ~ 0 0 SECT_OCEAN DDIR_EAST You look out onto the river.~ ~ 0 -1 11727 DDIR_WEST You look back to the etryway.~ ~ 0 -1 11706 S #11725 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. There would be no point in further journey downstream. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11726 S #11726 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11727 DDIR_SOUTH You look downstream.~ ~ 0 -1 11725 S #11727 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. There is a pier to the west. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11728 DDIR_SOUTH You look downstream.~ ~ 0 -1 11726 DDIR_WEST You look towards the pier.~ ~ 0 -1 11724 S #11728 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_SOUTH You look downstream.~ ~ 0 -1 11727 DDIR_WEST You look upstream.~ ~ 0 -1 11729 S #11729 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11730 DDIR_EAST You look downstream.~ ~ 0 -1 11728 S #11730 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_SOUTH You look downstream.~ ~ 0 -1 11729 DDIR_WEST You look upstream.~ ~ 0 -1 11731 S #11731 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11732 DDIR_EAST You look downstream.~ ~ 0 -1 11730 S #11732 The Great Tragic River~ A long slow stretch of river. The Great Tragic has extended about a mile beyond its' banks here. Nice thing is, its easier to go upstream. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11733 DDIR_SOUTH You look downstream.~ ~ 0 -1 11731 S #11733 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_SOUTH You look downstream.~ ~ 0 -1 11732 DDIR_WEST You look upstream.~ ~ 0 -1 11734 S #11734 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11735 DDIR_EAST You look downstream.~ ~ 0 -1 11733 S #11735 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. You notice a path to the west. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream.~ ~ 0 -1 11736 DDIR_SOUTH You look downstream.~ ~ 0 -1 11734 DDIR_WEST You look up the path.~ ~ 0 -1 11738 S #11736 The Great Tragic River~ The Great Tragic is in full floodstage. A large snowfall over the winter and heavy spring rains have driven it over its' banks. The going is rough. ~ 0 0 SECT_OCEAN DDIR_NORTH You look upstream. The waterfall looks dangerous.~ ~ 0 -1 11737 DDIR_SOUTH You look downstream.~ ~ 0 -1 11735 S #11737 A Waterfall~ Great torrents of water fall down from the ridgeline above. You are having a hard time keeping a grip on your equipment. ~ 0 0 SECT_OCEAN DDIR_SOUTH You look downstream.~ ~ 0 -1 11736 S #11738 A Forest Path~ The path seems to lead from the river to a tribal longhouse. You see smoke coming from the top of the longhouse. A hardened flap of animal fur serves as a door. ~ 0 0 SECT_INSIDE DDIR_EAST You look towards the river.~ ~ 0 -1 11735 DDIR_WEST You look towards the longhouse.~ fur flap~ EX_ISDOOR|EX_CLOSED -1 11739 S #11739 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look towards a family hearth.~ ~ 0 -1 11740 DDIR_EAST You look back towards the path.~ fur flap~ EX_ISDOOR|EX_CLOSED -1 11738 DDIR_WEST You look towards a family hearth.~ ~ 0 -1 11744 S #11740 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look towards a family hearth.~ ~ 0 -1 11741 DDIR_SOUTH You look towards a family hearth.~ ~ 0 -1 11739 DDIR_WEST You look towards a family hearth.~ ~ 0 -1 11743 S #11741 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look towards a family hearth.~ ~ 0 -1 11740 DDIR_WEST You look towards a family hearth.~ ~ 0 -1 11742 S #11742 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look towards a family hearth.~ ~ 0 -1 11741 DDIR_SOUTH You look towards a family hearth.~ ~ 0 -1 11743 S #11743 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look towards a family hearth.~ ~ 0 -1 11742 DDIR_EAST You look towards a family hearth.~ ~ 0 -1 11740 DDIR_SOUTH You look towards a family hearth.~ ~ 0 -1 11744 S #11744 A Tribal Longhouse~ An entire extended family lives here. The rooms are not separated by walls, though each family has its' own hearth. Uncured furs are used to line the walls. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look towards a family hearth.~ ~ 0 -1 11743 DDIR_EAST You look towards a family hearth.~ ~ 0 -1 11739 S #11745 Men Fu's bed room.~ The bed is crusty with sweat and possibly vomit. There are more bottles. Some, on a desk, appear to have cleaning solvents inside. ~ 0 ROOM_INDOORS|ROOM_PRIVATE SECT_INSIDE DDIR_SOUTH You see a cluttered living room.~ door~ EX_ISDOOR -1 11746 S #11746 Men Fu's living room.~ There are piles of rusty antiques everywhere, as well as used bottles of homemade beer. Some mumbling noises indicate a human presence in the room to your north. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a human shape beyond a half-open door, the room is small.~ door~ EX_ISDOOR -1 11745 DDIR_WEST The plankway continues.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11705 11714 S #11747 Bomanz' Bedroom~ Sparse but functional with a double bed. More armor and some spears are stored here waiting to be cleaned and restored. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_DOWN You see a cluttered living room.~ ~ 0 -1 11750 E spear~ One of the spears seems to be worn from frequent use. ~ S #11748 Bomanz' Workshop~ A small room with some armor and weapons on the desk. A complete skeleton of a horse and rider in ancient armor is taking shape along the rear wall. A jewel indicating captains' rank is embedded in the skull of the rider. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see a cluttered living room.~ ~ 0 -1 11750 E skull jewel~ You recall that jewels were embedded into the skulls of the Dominator's officers proclaiming rank as well as ensuring loyalty! This jewel indicates the late bearer was in the service of Shapeshifter. ~ S #11749 Bomanz' Wife's Kitchen~ The kitchen seems to radiate tidiness, clashing up against the jumble from Bomanz' workshop as the two meet in the living room. Outside you see that the forest comes right up to the rear of the house. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a cluttered living room.~ ~ 0 -1 11750 S #11750 Bomanz' Living Room~ A comfortable room despite the stacks of ancient armor and weapons against the walls. There shelf with historical books here. A small workshop can be seen to the north. A kitchen to the west. Stairs lead up to what must be a bedroom. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a small workshop.~ ~ 0 -1 11748 DDIR_EAST The plankway continues.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11703 11712 DDIR_WEST You see a tidy kitchen.~ ~ 0 -1 11749 DDIR_UP Stairs lead up.~ ~ 0 -1 11747 DDIR_DOWN You look along the ethereal pathway.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 11796 E bookshelf~ Most of the books are historical, centering around the time of the Domination. ~ S #11751 An outhouse.~ There is a copy of 'Jokes for the John' hanging on the wall, partly used. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the monitor's backyard.~ ~ 0 -1 11753 E book joke john~ Many of the pages have been cut away, to hide something. ~ S #11752 Monitor Besand's Office.~ The place looks more like a monk's quarters than an officer's. The monitor's job is obviously his entire life. A placard is on the wall beside the Monitor's commission papers. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST The plankway continues.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11702 11711 DDIR_SOUTH You see spartan sleeping quarters.~ door~ EX_ISDOOR -1 11754 E placard~ The placard says: If I haven't caught you, That don't mean you're innocent. It just means I haven't caught you yet. ~ S #11753 The monitor's backyard.~ A chain is attached to the tree. There is a wooden bowl with 'NUTMEG' carved carefully into the side. To the north is an outhouse. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH An outhouse, what luxury.~ ~ 0 -1 11751 DDIR_EAST A spartan bedroom.~ backdoor~ EX_ISDOOR -1 11754 S #11754 Besand's bed room.~ There is a small bed in the corner. Not much else. A backdoor leads to an outhouse. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a spartan office.~ door~ EX_ISDOOR -1 11752 DDIR_WEST You see the monitor's backyard, something out there is growling like a dog.~ backdoor~ EX_ISDOOR -1 11753 S #11755 The Blue Willie Inn~ The inn is built to withstand the harsh winters of the north. ~ 0 ROOM_INDOORS|ROOM_SOLITARY SECT_INSIDE DDIR_SOUTH The Blue Willie inn.~ ~ 0 -1 11758 S #11756 The Blue Willie Inn~ You are at the entryway to the Blue Willie inn. The inn is built to withstand the harsh winters of the north. Several fur traders are drinking at a table near the fireplace. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH The plankway continues.~ ~ 0 -1 11709 DDIR_SOUTH The Blue Willie inn.~ ~ 0 -1 11759 DDIR_UP The Blue Willie inn.~ ~ 0 -1 11758 S #11757 The Blue Willie Inn~ The inn is built to withstand the harsh winters of the north. ~ 0 ROOM_INDOORS|ROOM_SOLITARY SECT_INSIDE DDIR_EAST The Blue Willie inn.~ ~ 0 -1 11758 S #11758 The Blue Willie Inn~ The inn is built to withstand the harsh winters of the north. There are private rooms to the north and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH The Blue Willie inn.~ door~ EX_ISDOOR -1 11755 DDIR_WEST The Blue Willie inn.~ door~ EX_ISDOOR -1 11757 DDIR_DOWN The Blue Willie inn.~ ~ 0 -1 11756 S #11759 The Dining Room~ There are three things on the menu, breakfast, lunch, and dinner. You'll have to ask a waitress what's being served, if you can find one. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH The Blue Willie inn.~ ~ 0 -1 11756 S #11760 The Guard's Headquarters~ A bored looking clerk points to the wall. "Those are the rules. You got two choices. Obey them. Or be dead." ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH The plankway continues.~ ~ 0 -1 11708 DDIR_SOUTH The barracks room is definitely not the place for you.~ door~ EX_ISDOOR -1 11761 E rules wall~ Basically they say don't mess with the barrowland. Try it and if IT dont kill you, we will. ~ S #11761 The Guards' Barracks~ About fifteen beds fill the long room. Two fireplaces with a cooking hearth are near the center of the room. All the comforts of home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the guards' headquarters.~ ~ 0 -1 11760 S #11762 Barrowlands Guard Station~ The Eternal Guardsmen are stationed here just in case something tries to disturb the Barrowlands. They might try and relieve the boredom by smashing your face in. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look out at a path leading towards the barrowlands.~ ~ 0 -1 11763 S #11763 Path Towards the Barrowlands~ A rough path leads up over the retaining wall into the barrowland. It disappears between low mounds. Nothing grows well here. The vegetation is twisted and stunted. You can barely make out the shapes of the menhirs and fetishes which bind the taken in their barrows. ~ 0 0 SECT_FOREST DDIR_NORTH You look towards the guards' station.~ ~ 0 -1 11762 DDIR_EAST You look atop the retaining wall.~ ~ 0 -1 11764 DDIR_WEST The plankway continues.~ fence gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 11704 11713 S #11764 Atop the Retaining Wall~ From here you look out over the blasted landscape of the barrowlands. The light is refracted, you notice, by something like heat shimmer. Low mounds and stunted trees dot the landscape. Wooden fetish poles and stone menhirs anchor the spells which protect the barrowlands. ~ 0 0 SECT_FOREST DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11768 DDIR_WEST A rough path leads towards the barrowlands.~ ~ 0 -1 11763 S #11765 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11767 DDIR_UP You look atop a low mound.~ ~ 0 -1 11790 S #11766 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast you senses.~ ~ 0 -1 11771 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11767 S #11767 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11768 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11765 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11766 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11772 S #11768 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11769 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11773 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11767 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11764 S #11769 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11768 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11774 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11770 S #11770 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11769 DDIR_UP You look atop a low mound.~ ~ 0 -1 11793 S #11771 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11766 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11776 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11772 S #11772 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11771 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11777 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11767 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11773 S #11773 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11768 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11778 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11774 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11772 S #11774 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11779 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11769 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11773 S #11775 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11776 DDIR_UP You look atop a low mound.~ ~ 0 -1 11791 S #11776 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11771 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11775 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11780 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11777 S #11777 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11772 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11781 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11778 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11776 S #11778 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11773 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11777 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11779 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11782 DDIR_UP You look atop a low hill.~ ~ 0 -1 11795 S #11779 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11783 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11778 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11774 S #11780 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11776 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11784 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11781 S #11781 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11785 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11782 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11777 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11780 S #11782 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11778 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11783 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11786 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11781 S #11783 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11779 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11782 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11787 S #11784 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11780 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11785 S #11785 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11789 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11784 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11786 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11781 S #11786 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11787 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11782 DDIR_SOUTH Magical forces blast your senses.~ ~ 0 -1 11785 S #11787 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_NORTH Magical forces blast your senses.~ ~ 0 -1 11783 DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11788 DDIR_WEST Magical forces blast your senses.~ ~ 0 -1 11786 S #11788 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11787 DDIR_UP Magical forces blast your senses.~ ~ 0 -1 11794 S #11789 In the Barrowlands~ Waves of force assail your senses. The landscape seems to shimmer then shift suddenly. A thousand mirrors seem to reflect the stunted trees and low hills around you. ~ 0 ROOM_DARK SECT_HILLS DDIR_EAST Magical forces blast your senses.~ ~ 0 -1 11785 DDIR_UP You look atop a low mound.~ ~ 0 -1 11792 S #11790 Atop Stormbringer's Barrow~ You shudder under the impact of thrumming old spells that keep the undead wizards bound in their barrows. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11765 S #11791 Atop The Limper's Barrow~ You shudder under the impact of thrumming old spells that still keep the undead wizards bound in their barrows. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11775 S #11792 Atop The Howler's Barrow~ You shudder under the impact of thrumming old spells that still keep the undead wizards bound in their barrows. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11789 S #11793 Atop Soulcatcher's Barrow~ You shudder under the impact of thrumming old spells that still keep the undead wizards bound in their barrows. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11770 S #11794 Atop Shapeshifter's Barrow~ You shudder under the impact of thrumming old spells that still keep the undead wizards bound in their barrows. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11788 S #11795 Atop The Great Barrow~ The ground crackles and hums with energy. The air is filled with hatred as timeless and relentless as the pounding surf along a cold bleak shore. ~ 0 ROOM_DARK SECT_HILLS DDIR_DOWN Magical forces blast your senses.~ ~ 0 -1 11778 S #11796 An Ethereal Pathway~ You step into the ethereal plane. A path towards the barrowlands has been opened. You reel under the awesome power buried there, away from the might radiating from the menhirs and fetishes. Seen from this viewpoint they take the form of cruel, hideous monsters leashed on short chains. ~ 0 ROOM_DARK SECT_INSIDE DDIR_UP ~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 11750 DDIR_DOWN ~ ~ 0 -1 12826 S #0 #RESETS M 11701 100 11703 G 11701 100 0 E 11707 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11704 100 11704 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11704 100 11704 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11705 100 11705 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11705 100 11705 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11700 100 11707 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11700 100 11709 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11700 100 11711 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11700 100 11713 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11700 100 11715 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD O 11717 1 11721 M 11707 100 11724 G 11718 100 0 M 11716 100 11739 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11716 100 11739 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11717 100 11740 E 11722 1 WEAR_BODY E 11723 1 WEAR_LEGS M 11716 100 11740 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11718 100 11740 E 11724 1 WEAR_ABOUT M 11717 100 11741 E 11722 1 WEAR_BODY E 11723 1 WEAR_LEGS M 11716 100 11741 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11718 100 11741 E 11724 1 WEAR_ABOUT M 11717 100 11742 E 11722 1 WEAR_BODY E 11723 1 WEAR_LEGS M 11716 100 11742 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11718 100 11742 E 11724 1 WEAR_ABOUT M 11717 100 11743 E 11722 1 WEAR_BODY E 11723 1 WEAR_LEGS M 11716 100 11743 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11718 100 11743 E 11724 1 WEAR_ABOUT M 11717 100 11744 E 11722 1 WEAR_BODY E 11723 1 WEAR_LEGS M 11716 100 11744 E 11719 100 WEAR_WIELD E 11720 1 WEAR_NECK_A E 11721 1 WEAR_FEET M 11718 100 11744 E 11724 1 WEAR_ABOUT M 11719 100 11742 E 11725 1 WEAR_ABOUT E 11726 1 WEAR_NECK_A M 11713 100 11745 G 11727 100 0 G 11705 100 0 M 11711 100 11750 E 11728 999 WEAR_WIELD G 11703 999 0 G 11730 999 0 G 11733 999 0 O 11729 1 11750 M 11712 100 11749 G 11731 999 0 O 11732 1 11747 M 11709 100 11752 G 11734 100 0 G 11706 100 0 E 11707 100 WEAR_WIELD E 11735 100 WEAR_WRIST_R M 11710 100 11753 O 11737 1 11751 P 11735 999 11737 M 11708 100 11756 O 11739 1 11756 M 11706 100 11761 M 11706 100 11761 M 11706 100 11761 M 11706 100 11761 M 11702 100 11763 G 11704 1 0 E 11707 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11703 100 11762 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11703 100 11762 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11703 100 11762 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11703 100 11762 E 11709 100 WEAR_WIELD E 11708 100 WEAR_SHIELD M 11720 100 11765 M 11720 100 11766 M 11720 100 11767 M 11720 100 11768 M 11720 100 11769 M 11720 100 11770 M 11720 100 11771 M 11720 100 11772 M 11720 100 11773 M 11720 100 11774 M 11720 100 11775 M 11720 100 11776 M 11720 100 11777 M 11720 100 11778 M 11720 100 11779 M 11720 100 11780 M 11720 100 11781 M 11720 100 11782 M 11720 100 11783 M 11720 100 11784 M 11720 100 11785 M 11720 100 11786 M 11720 100 11787 M 11720 100 11788 M 11720 100 11789 M 11721 100 11790 M 11721 100 11791 M 11721 100 11792 M 11721 100 11793 M 11721 100 11794 M 11728 100 11795 D 11703 DIR_NORTH DOOR_CLOSED D 11706 DIR_SOUTH DOOR_CLOSED D 11711 DIR_WEST DOOR_CLOSED_LOCKED D 11752 DIR_EAST DOOR_CLOSED_LOCKED D 11712 DIR_WEST DOOR_CLOSED_LOCKED D 11750 DIR_EAST DOOR_CLOSED_LOCKED D 11714 DIR_EAST DOOR_CLOSED_LOCKED D 11746 DIR_WEST DOOR_CLOSED_LOCKED D 11713 DIR_EAST DOOR_CLOSED_LOCKED D 11763 DIR_WEST DOOR_CLOSED_LOCKED D 11738 DIR_WEST DOOR_CLOSED D 11739 DIR_EAST DOOR_CLOSED R 11765 3 0 R 11766 3 0 R 11767 3 0 R 11768 2 0 R 11769 3 0 R 11770 3 0 R 11771 3 0 R 11772 3 0 R 11773 3 0 R 11774 3 0 R 11775 3 0 R 11776 3 0 R 11777 3 0 R 11778 3 0 R 11779 3 0 R 11780 3 0 R 11781 3 0 R 11782 3 0 R 11783 3 0 R 11784 3 0 R 11785 3 0 R 11786 3 0 R 11787 3 0 R 11788 3 0 R 11789 3 0 S #$ XXXXXXXXXX #Savearea