#include "undef.h" #include "cflags.h" #include "exits.h" %mobiles Name = Nasnath Location = Brookmere11 Strength = 150 Damage = 10 Armor = 0 Speed = 0 Description = "Nasnath the pacifist gnoll sits here." End = Nasnath Name = Taurig Location = Brookmere14 Strength = 200 Damage = 12 Armor = 0 Speed = 0 Description = "Taurig, a hobgoblin, is here on guard" End = Taurig Name = Location = Brookmere14 Strength = 200 Damage = 12 Armor = 0 Speed = 0 Description = "<name>, a hobgoblin, is here on guard" End = Name = Swart Location = Brookmere15 Strength = 200 Damage = 12 Armor = 0 Speed = 0 Description = "Swart, an orc guard, is here mumbling something about crummy goblins." End = Swart Name = Frang Location = Brookmere18 Strength = 300 Damage = 17 Armor = 0 Speed = 0 Description = "Frang, Render of Flesh the wererat see you and begins to attack." End = Frang %objects Name = fungus Location = IN_ROOM:Brookmere9 OFlags { Food } BValue = 0 Size = 2 Weight = 1 Desc[0] = "Some green fungus lies here." End = fungus Name = chest OFlags { Lockable Openable NoGet } State = 2 MaxState = 2 Location = IN_ROOM:Brookmere14 Desc[0] = "An old battered chest sits here." Desc[1] = "An old battered chest sits here." Desc[2] = "An old battered chest sits here." End = chest Name = hobgoblin_cloak Pname = cloak Oflags { Wearable } Aflags { Chest Head Arms Legs Back } Location = IN_ROOM:Brookmere15 Desc[0] = "An old and dirty hobgoblin cloak is laying here." End = hobgoblin_cloak Name = hobgoblin_helmet Pname = helmet Oflags { Wearable Getflips } Aflags { Head } Location = IN_ROOM:Brookmere15 state = 1 Maxstate = 0 Desc[0] = "An old dented hobgoblin helmet is laying here." Desc[1] = "A dented hobgobin helmet hangs on the wall." End = hobgoblin_helmet %locations Brookmere1 d:Brookmere2; lflags { Outdoors } Forest Edge^ You stop at the edge of a forest that once ringed a castle and stare in disbelief. The only thing that still stands is the broken shell of a tower. All else is ruins. Scattered across the ground are enormous pile of boulders. The most noticeable feature on the ruined landscape is a wide black hole in the area of the castle that once seems to have housed the dungeons of Brookmere. ^ Brookmere2 lflags { } Gaping Hole^ ^ Brookmere3 u:Brookmere5 d:Brookmere4; lflags { } Rock Fall^ Far above you, you can see a faint light and the rim of the hole. Below, you can make out the dim outline of a passageway leading into the dungeons. ^ Brookmere4; lflags { Death } Foot of the Rock Fall^ As you start to go down the stairs, your foot slips on a smooth rock, you let out a loud cry. You roll to a stop, stunned by the fall. Shaking your head to clear it, you see three larg, well-armed orcs standing by your side. Your cry has attracted their attention. Chuckling evilly, they surround you. They pick you up, tie you securely, throw you over their shoulders, and walk off through the gloom. ^ Brookmere5 u:Brookmere1 d:Brookmere6; lflags { } Gaping Hole^ ^ Brookmere6 u:Brookmere5 d:Brookmere7; lflags { } Rock Fall^ Far above you, you can see a faint light and the rim of the hole. Below, you can make out the dim outline of a passageway leading into the dungeons. ^ Brookmere7 n:Brookmere49 w:Brookmere8 u:Brookmere6; lflags { Dark } Foot of the Rock Fall^ There are two dark tunnels at the foot of the rock, one going east, the other, north. Looking and listening carefully, you can see a green glow at the end of the west tunnel. From the north you see only darkness. ^ Brookmere8 e:Brookmere7 w:Brookmere9; lflags { } Corridor^ Walking is difficult as water drips from the walls and collects on the slippery stone floor. The green glow grows brighter. A deep pool of water has collected at the base and is filled with small blind cave fish and pale large-eyed salamanders. ^ Brookmere9 e:Brookmere8 w:brookmere10; lflags { } Ruined Room^ You are in a small ruined room, the green glow is especially bright here after the dimness of the corridor. At its far end is an archway dripping with a glowing green fungus. A bitter smell like rotting mushrooms fills your nostrils. Slowly, small pieces of the fungus break off and fall to the floor where they collect in a shimmering pool. ^ Brookmere10 n:Brookmere11 w:Brookmere12; lflags { Dark } Corrridor^ You find yourself in another corridor, unlit by the eerie green glow. The corridor opens to the north into what looks like once was a treasure room. Continueing to the west is a dark decrepid tunnel. ^ Brookmere11 n:Brookmere13 s:Brookmere10 ; lflags { Dark } Old Treasure Room^ You stand in a small room that was once used to store elven treasure before Castle Brookmere was invaded by orcs, giants and other monsters that swept down from the surrounding lands into Brookmere, and forced the elves to flee. ^ Brookmere12 e:Brookmere10 n:Brookmere28; lflags { Dark } Decrepid Tunnel^ Enormous boulders, dirt, and fallen timbers are scattered about the passageway blocking your path. The tunnel must have been this way since Brookmere fell. you push your way through rubble, and accidentlally bump into a beam and dirt trickles down the ceiling. From time to time, you hear a loud rumble and booming sound in the tunnel. ^ Brookmere13 s:Brookmere11 w:Brookmere14; lflags { } Lighted Corridor^ This corridor is well lighted and seems to be heavily travelled. Fortunately, the corridor frequently twists and turns, and leaves lots of places to hide in shadows and avoid being discovered. ^ Brookmere14 n:Brookmere16 e:Brookmere13 s:Brookmere15; lflags { } Large Room^ You are now in a large room where it looks as if a battle has taken place recently. The wall on the far side of the room shows great destruction. Most of the stonework has fallen into the room. Large boulders lie scattered about the floor and the earthern wall is braced with a crisscross of metal plates held in place with massive wooden beams. ^ Brookmere15 n:Brookmere14; lflags { Dark } Cloakroom^ This is were the Goblins store many of there supplies. There are many tattered and rumpled goblin and hobgoblin cloaks and helmets strung about. ^ Brookmere16 n:Broomere17 s:Brookmere14; lflags { Dark } South End of Corridor^ This is the beginning of a straight corridor that leads to south to a large room. The corridor continues on to the north. ^ Brookmere17 n:Brookmere18 s:Brookmere16; lflags { } Straight Corridor^ This straight corridor is lit at intervals by toches. You notice that the walls have been greatly damaged and that now they are braced with wooden beams. The corridor continues on to the south, and to the north it opens up to an enormaous cavern. ^ Brookmere18 s:Broomere17 e:Brookmere19; lflags { } Enormous Cavern^ The roof of the cavern flickers in the red light of many torches. Stalagmites and stalactites rise and decend out of the gloom like huge teeth. Centuries of dripping mineral water have created this glittering crystal room. At the back wall of the cavern, a fossilized waterfall hangs in frozen space. A throne sits on the crest of the stone wave. Corridors lead to the south and east out of the cavern. ^ Brookmere19 n:Brookmere20 e:Brookmere24 s:Brookmere22 w:Brookmere18; lflags { Dark } Short Corridor^ The corridor branches to the north, east and south. An exit to the west leads into a cavern. ^ Brookmere20 e:Brookmere21 s:Brookmere19; lflags { Dark } Darkened Corridor^ This darkened corridor leads to south and curves around to the east. ^ Brookmere21 s:Brookmere26 w:Brookmere20; lflags { } Kobold Guard Room^ ^ Brookmere22 n:Brookmere19 e:Brookmere23; lflags { } Poorly Lit Corridor^ This poorly lit corridor leads to north and curves around to the east. ^ Brookmere23 n:Brookmere26 w:Brookmere22 lflags { } Goblin Guard Room^ ^ Brookmere24 e:Brookmere25 w:Brookmere19; lflags { Dark } Narrow Corridor^ This narrow corridor leads to east and west. ^ Brookmere25 e:Brookmere26 w:Brookmere24; lflags { } Gnoll Guard Room^ ^ Brookmere26 n:Brookmere21 e:^wooden_door s:Brookmere23 w:Brookmere25; lflags { } Large Room^ Entering the large room, you look around and see no guards. There is a huge wooden door on the east wall. ^ Brookmere27 w:^treasure_door; lflags { Dark } Dungeon Treasure Room^ ^ Brookmere28 n:Brookmere32 e:Brookmere29 s:Brookmere12 w: ; lflags { } Long and Narrow Room^ ^ Brookmere29 w:Brookmere28 n:Brookmere30; lflags { Dark } Corridor^ ^ Brookmere30 n:Brookmere31 s:Brookmere29; lflags { } Musty Room^ ^ Brookmere31 e:Brookmere14 s:Brookmere30; lflags { Dark } Corridor^ ^ Brookmere32 s:Brookmere28 w:Brookmere33; lflags { } Room^ ^ Brookmere33 n:Brookmere34 e:Brookmere32; lflags { Dark } Corridor^ ^ Brookmere34 s:Brookmere33; lflags { Death } Glowing Cave^ ^ Brookmere35 e:Brookmere28 s:Brookmere36 w:Brookmere37; lflags { Dark } Corridor^ ^ Brookmere36 n:Brookmere35; lflags { Dark } Supply Room^ ^ Brookmere37 e:Brookmere35 s:Brookmere38; lflags { } Room^ ^ Brookmere38 n:Brookmere38 w:Brookmere39; lflags { Dark } Wet Corridor^ Black water drips continuously from the walls and ceiling in the corridor. The water on the floor is ankle deep. A strong breeze blows, making it difficult to keep any of your unmagicaly lit light sources. The air is damp and uncomfortable. The corridor continues to the west, and back where it's dryer towards the north. ^ Brookmere39 e:Brookmere38 w:Brookmere40; lflags { Dark } Wet Corridor^ The corridor winds on endlessly. Cold and miserable, you are wet to the waist. You can hear a distant roaring noise. The corridor leads both east and west from here. ^ Brookmere40 ; lflags { Dark } Wet Corridor^ ^ Brookmere41 e:Brookmere42; lflags { Dark } Bottom of the Falls^ ^ Brookmere42 n:Brookmere43 e:valleyzone; lflags { } Water Cavern^ You find yourself in a cavern dimly lit by some glowing fungus. The underground river continues to flow to the east, the current is just to fast to get to the cavern to the west. A small tunnel also leads off to the north. ^ Brookmere43 n:Brookmere10 s:Brookmere42 w:Brookmere44; lflags { Dark } Small Tunnel^ This small tunnel seems to climb upwards to the north, you can hear the sounds of moving water below to the south. Another tunnel branches to the west from here. ^ Brookmere44 e:Brookmere43 w:Brookmere45; lflags { Dark } Tunnel^ This east/west tunnel leads to the entrance of a small room to the west. ^ Brookmere45 n:^north_door e:Brookmere44 s:^south_door w:Brookmere48; lflags { } Small room^ This room seems to be in much better condition than the rooms you have travelled through up until now. Torches are stuck in metal holders and spaced evenly on the walls. There are doors to both the north and south. An entrance to another room lies to the west. ^ Brookmere46 s:^store_door; lflags { Dark } Treasure Storeroom^ ^ Brookmere47 n:^weapon_door; lflags { Dark } Weapon Storeroom^ ^ Brookmere48 e:Brookmere45; lflags { Dark } Barracks^ Wooden bunk beds are built three high against the walls. The room is empty and smells like a stable. the beds are unmade and armor and peices of dirty orc underwear litter the floor. Pictures of female orc Beauties are on the walls. A wooden table in the middle of the room is covered with torn cards and a set of dice made from real bones. ^ Brookmere49 n:Brookmere50 e:Brookmer51; lflags { } Long Corridor^ You hurry along this long corridor. As you draw closer to the end, you see a light. The light comes from a strange doorway set in the stone wall of the north passageway. The darkness surrounds you yet the doorway glows with the brightness of a million lightning bugs. Thick white clouds puff and roll between the door frames. Stray wisps reach out toward you. The corridor continues on to the east. ^ Brookmere50; lflags { Death } Through the White Mist^ Grasping the shihmmering doorway, you place your head and upper half of your body in the misty clouds and try to see what lies ahead. For a minute nothing happens, then slowly the lower part of your body begins to glow and shimmer with an unearthly light. The glow fades. The outline of your body can still be seen but it starts to smudge and blur. Soon, all that is left is white, billowing smoke moving gently in the quiet corridor, then drifting through the door and becoming part of the larger cloud mass. You seemed to have tried to pass through a door of nothingness. Anyone who passes through it turns to nothing hence killing yourself. ^ Brookmere51 e:^brick_wall1 w:Brookmere49; lflags { Dark } Corridor^ ^ Brookmere52 e:Brookmere53 w:^brick_wall2; lflags { Dark } Throne Room of Orobius^ You see a white marble throne. Seated before you on the white marble Throne is Orobius, the Mater Illusionist of Brookmere, long dead from the day when Brookmere fell to the denzians that now dwell here. A raised block of white marble standing between four white marble pillars are to the east. Before the throne stands a table of white marble. ^ Brookmere53 w:Brookmere52; lflags { Dark } On a White Block of Marble^ This is a Portal of Transport. You are transported farther into the dungeon. ^