# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;
Area {
Name "Castle of Nepsus";
Plane "unfinished";
Builders "Albert";
LVnum 8300;
UVnum 8499;
Security 5;
Economy 161922;
};
Mobile {
Vnum 8300;
Name "guard castle";
Short "a castle guard";
Long "A guard to the castle of Nepsus stands, unmoving, ready to defend an attack.\n";
Level 61;
Align 700;
Class (Warrior);
Act (npc sentinel stay_area);
Affected (detect-invis detect-hidden sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8301;
Name "blacksmith";
Short "the castle blacksmith";
Long "The blacksmith for the castle of Nepsus stands bent over his forge.\n";
Level 70;
Align 230;
Act (npc sentinel stay_area);
Affected (sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8302;
Name "off-duty guard";
Short "an off-duty guard";
Long "An off-duty guard sits here sharpening and polishing his sword.\n";
Level 65;
Align 700;
Class (Warrior);
Act (npc sentinel stay_area);
Affected (sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8303;
Name "patrol guard Nepsus";
Short "a patrol guard";
Long "A Nepsus castle guard is patrolling the tops of the walls.\n";
Level 68;
Align 500;
Class (Warrior);
Act (npc stay_area assist);
Affected (detect-hidden sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8304;
Name "armourer";
Short "the castle armourer";
Long "The armourer for the castle of Nepsus stands here arranging weapons.\n";
Level 72;
Align 230;
Act (npc sentinel stay_area);
Affected (sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8305;
Name "stable boy";
Short "a stable boy";
Long "The stable boy for Nepsus castle wanders around among the horses.\n";
Level 59;
Align 760;
Act (npc stay_area assist);
Affected (sanctuary infrared haste);
Sex (male);
};
Mobile {
Vnum 8306;
Name "calm stallion";
Short "a stallion";
Long "A calm stallion chews steadily on some hay.\n";
Level 62;
Align 200;
Act (npc stay_area assist);
Affected (sanctuary infrared haste);
Sex (male);
Race (Animal);
};
Mobile {
Vnum 8307;
Name "fiery red roan";
Short "a fiery red roan";
Long "A fiery red roan stamps and paws the ground menacingly.\n";
Level 63;
Align -400;
Act (npc stay_area racist hunter);
Affected (infrared haste);
Sex (male);
Race (Animal);
};
Mobile {
Vnum 8308;
Name "light-brown gelding";
Short "a gelding";
Long "A light-brown gelding walks around in circles.\n";
Level 60;
Align 250;
Act (npc stay_area racist hunter);
Affected (infrared haste);
Sex (female);
Race (Animal);
};
Mobile {
Vnum 8309;
Name "stumpy grey mare";
Short "a mare";
Long "A stumpy grey mare eyes you with interest while eating hay.\n";
Level 61;
Align 310;
Act (npc stay_area racist hunter);
Affected (infrared haste);
Sex (female);
Race (Animal);
};
Mobile {
Vnum 8310;
Name "commoner";
Short "a commoner";
Long "A commoner walks around trying not to be noticed.\n";
Level 59;
Align 301;
Act (npc wimpy racist hunter);
Affected (infrared haste);
Sex (male);
};
Mobile {
Vnum 8311;
Name "seller wares of commoner";
Short "a seller of wares";
Long "A commoner selling his wares sits on a mat arranging some objects.\n";
Level 66;
Align 400;
Act (npc sentinel stay_area);
Affected (infrared haste);
Sex (male);
Shop {
Trade [(food), (container), (trash), (treasure)];
Markdown 50;
Open 6;
Close 17;
};
};
Mobile {
Vnum 8312;
Name "cook chief";
Short "a cook";
Long "The chief cook, wielding a cleaver, stares at you for intruding on her kitchen.\n";
Level 78;
Act (npc sentinel stay_area racist);
Affected (detect-hidden haste aura-sight berserk);
Sex (female);
};
Mobile {
Vnum 8313;
Name "apprentice cook";
Short "an apprentice cook";
Long "The apprentice cook scurries around doing jobs for the chief cook.\n";
Level 74;
Align 450;
Act (npc stay_area wimpy);
Affected (haste aura-sight berserk);
Sex (female);
};
Mobile {
Vnum 8314;
Name "priest Nepsus";
Short "a priest of Nepsus";
Long "The priest of Nepsus stands here waving his cross.\n";
Level 85;
Align 900;
Class (Cleric);
Act (npc sentinel healer);
Affected (detect-evil detect-invis detect-magic aura-sight calm);
Sex (male);
Specfun "spec_cast_adept";
};
Object {
Vnum 8300;
Name "sword castle guard guard's";
Short "a castle guard's sword";
Long "A sword belonging to a guard to the castle of Nepsus is stuck in the ground.";
Level 60;
Weight 18;
Type (weapon);
Wear (take wield);
Extra (sharp);
Material (steel);
Values [(.), 0, 0, (<weapon> slice)];
Affect {
Location (hitroll);
Modifier 14;
};
};
Object {
Vnum 8301;
Name "large steel shield castle guard guard's";
Short "a castle guard's shield";
Long "A large steel shield, engraved with the coat of arms of Nepsus, lies here. ";
Level 60;
Weight 31;
Type (armour);
Wear (take shield);
Material (steel);
Values [0, 30, 0, 0];
Affect {
Location (ac);
Modifier -50;
};
};
Object {
Vnum 8302;
Name "steel helmet";
Short "a steel helmet";
Long "A steel helmet with a red plume sits here.";
Level 60;
Weight 22;
Type (armour);
Wear (take head);
Material (steel);
Values [0, 30, 0, 0];
Affect {
Location (dexterity);
Modifier -1;
};
Affect {
Location (ac);
Modifier -50;
};
};
Object {
Vnum 8303;
Name "vest chainmail pile metal links";
Short "a vest of chainmail";
Long "A pile of metal links that forms a vest of chainmail, is piled here.";
Level 55;
Weight 65;
Type (armour);
Wear (take body);
Material (steel);
Values [0, 30, 0, 0];
Affect {
Location (ac);
Modifier -65;
};
Affect {
Location (move);
Modifier -50;
};
Affect {
Location (dexterity);
Modifier -2;
};
};
Object {
Vnum 8304;
Name "brass key";
Short "a brass key";
Long "A large brass key with the Nepsus coat of arms carved on it lies here.";
Level 55;
Weight 2;
Type (key);
Wear (take);
Extra (fragile);
Material (brass);
Values [0, 0, 0, 0];
};
Object {
Vnum 8305;
Name "heavy long-handledhammer blacksmith blacksmith's";
Short "a blacksmith's hammer";
Long "A heavy, long-handled hammer with solid steel head rests against the wall.";
Level 70;
Weight 40;
Type (weapon);
Wear (take wield);
Extra (horned);
Material (steel);
Values [(.), 0, 0, (<weapon> crush)];
Affect {
Location (damroll);
Modifier 15;
};
Affect {
Location (strength);
Modifier 1;
};
Affect {
Location (damroll);
Modifier 5;
};
Affect {
Location (hitroll);
Modifier -5;
};
};
Object {
Vnum 8306;
Name "heavy chain mace";
Short "a chain mace";
Long "A heavy chain mace is slowly sinking into the soft earth. ";
Level 70;
Weight 27;
Type (weapon);
Wear (take wield);
Extra (horned);
Material (steel);
Values [(.), 0, 0, (<weapon> crush)];
Affect {
Location (damroll);
Modifier 5;
};
};
Object {
Vnum 8307;
Name "length chain links";
Short "a length of chain";
Long "A chain of twenty links is piled neatly on the floor.";
Level 55;
Weight 18;
Type (weapon);
Wear (take wield);
Material (steel);
Values [(.), 0, 0, (<weapon> whip)];
};
Object {
Vnum 8308;
Name "heavy anvil";
Short "an anvil";
Long "A heavy anvil used by the castle blacksmith sits here.";
Level 60;
Weight 90;
Wear (take);
Extra (nodrop);
Material (steel);
Condition 740;
Values [0, 0, 0, 0];
};
Object {
Vnum 8309;
Name "rusty steel horse-shoe";
Short "a horse-shoe";
Long "A rusty steel horse-shoe is half covered in hay.";
Level 60;
Weight 9;
Wear (take feet);
Material (steel);
Condition 630;
Values [0, 0, 0, 0];
};
Object {
Vnum 8310;
Name "three-legged stool";
Short "a stool";
Long "A three-legged stool sits in the corner of the room.";
Level 60;
Weight 12;
Type (furniture);
Wear (take);
Material (wood);
Values [(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum 8311;
Name "padded mat animal skin ";
Short "a padded mat";
Long "A mat of animal skin is spread out on the ground here.";
Level 70;
Weight 5;
Wear (take);
Material (leather);
Values [0, 0, 0, 0];
};
Object {
Vnum 8312;
Name "meat cleaver long-handled";
Short "a meat cleaver";
Long "A long-handled meat cleaver dripping with blood is stuck in the ground.";
Level 78;
Weight 24;
Type (weapon);
Wear (take wield);
Material (steel);
Values [(.), 0, 0, (<weapon> chop)];
};
Object {
Vnum 8313;
Name "sharp carving knife";
Short "a carving knife";
Long "A sharp carving knife reflects light of its shiny steel blade.";
Level 75;
Weight 16;
Type (weapon);
Wear (take wield);
Material (steel);
Values [(.), 0, 0, (<weapon> slash)];
};
Object {
Vnum 8314;
Name "wooden cutting board";
Short "a cutting board";
Long "A wooden cutting board still covered in blood lies on the table.";
Level 78;
Weight 20;
Wear (take shield hold);
Material (wood);
Values [0, 0, 0, 0];
};
Object {
Vnum 8315;
Name "steel hammer-like meat tenderiser";
Short "a meat tenderiser";
Long "A steel hammer used for meat tenderising, drips blood all over the table.";
Level 76;
Weight 17;
Type (weapon);
Wear (take wield);
Material (steel);
Values [(.), 0, 0, (<weapon> crush)];
};
Object {
Vnum 8316;
Name "religous cross gold";
Short "a religious cross";
Long "The gold cross lying on the floor emenates the power of goodness.";
Level 90;
Weight 15;
Type (weapon);
Wear (take hold);
Extra (bless anti-evil);
Material (gold);
Values [(.), 0, 0, (<weapon> pound)];
};
Object {
Vnum 8317;
Name "carved pewter amulet cross";
Short "an amulet";
Long "A carved pewter amulet in the shape of a cross lies here.";
Level 90;
Weight 8;
Type (armour);
Wear (take neck);
Extra (anti-evil);
Material (pewter);
Values [0, -1, 0, 0];
};
Object {
Vnum 8318;
Name "wooden bowl donation";
Short "a donation bowl";
Long "A wooden bowl used to collect donations rests here.";
Level 5;
Weight 3;
Type (container);
Material (wood);
Values [0, 64, 0, 0];
};
Object {
Vnum 8326;
Name "no name";
Short "an iron key";
Long "The key to the pantry lies here.";
Level 10;
Weight 2;
Type (key);
Wear (take);
Material (iron);
Values [0, 0, 0, 0];
};
Room {
Vnum 8300;
Name "On the Drawbridge";
Flags (no_mob hot);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8302;
}, @(<dir> south) {
ToRoom 8301;
}, @(<dir> west) {
ToRoom 8303;
}, @(<dir> up) {
ToRoom 8363;
} ];
};
Room {
Vnum 8301;
Name "Before the Gates";
Flags (hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8300;
}, @(<dir> south) {
Key 8304;
ToRoom 8304;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# a castle guard to room.
M 8300 2;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a castle guard's shield lhold.
E 8301 ("lhold");
# equip a steel helmet head.
E 8302 ("head");
# equip a vest of chainmail body.
E 8303 ("body");
# a castle guard to room.
M 8300 2;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a castle guard's shield lhold.
E 8301 ("lhold");
# equip a steel helmet head.
E 8302 ("head");
# equip a vest of chainmail body.
E 8303 ("body");
# a brass key to inventory.
G 8304;
};
};
Room {
Vnum 8302;
Name "Above the Moat";
Flags (no_mob fall hot);
Sector (air);
Exit [ @(<dir> west) {
ToRoom 8300;
}, @(<dir> down) {
ToRoom 8332;
} ];
};
Room {
Vnum 8303;
Name "Above the Moat";
Flags (no_mob fall hot);
Sector (air);
Exit [ @(<dir> east) {
ToRoom 8300;
}, @(<dir> down) {
ToRoom 8345;
} ];
};
Room {
Vnum 8304;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8301;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom 8305;
}, @(<dir> south) {
ToRoom 8307;
}, @(<dir> west) {
ToRoom 8306;
} ];
Resets {
# a commoner to room.
M 8310 4;
};
};
Room {
Vnum 8305;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8314;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom 8320;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom 8308;
}, @(<dir> west) {
ToRoom 8304;
} ];
};
Room {
Vnum 8306;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8316;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom 8304;
}, @(<dir> south) {
ToRoom 8309;
} ];
};
Room {
Vnum 8307;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8304;
}, @(<dir> east) {
ToRoom 8308;
}, @(<dir> south) {
ToRoom 8310;
}, @(<dir> west) {
ToRoom 8309;
} ];
};
Room {
Vnum 8308;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8305;
}, @(<dir> east) {
ToRoom 8321;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom 8307;
} ];
Resets {
# a commoner to room.
M 8310 4;
};
};
Room {
Vnum 8309;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8306;
}, @(<dir> east) {
ToRoom 8307;
}, @(<dir> west) {
ToRoom 8319;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# a commoner to room.
M 8310 4;
};
};
Room {
Vnum 8310;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8307;
}, @(<dir> east) {
ToRoom 8323;
}, @(<dir> south) {
ToRoom 8311;
}, @(<dir> west) {
ToRoom 8322;
} ];
Resets {
# a commoner to room.
M 8310 4;
};
};
Room {
Vnum 8311;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8310;
}, @(<dir> east) {
ToRoom 8326;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom 8312;
}, @(<dir> west) {
ToRoom 8328;
Flags (door closed locked bashproof pickproof passproof);
} ];
};
Room {
Vnum 8312;
Name "Courtyard";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8311;
}, @(<dir> south) {
ToRoom 8313;
} ];
};
Room {
Vnum 8313;
Name "Before the Keep";
Flags (fall hot);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8312;
}, @(<dir> east) {
ToRoom 8331;
}, @(<dir> west) {
ToRoom 8330;
} ];
};
Room {
Vnum 8314;
Name "Barracks";
Flags (dark indoors cone_of_silence fall hot);
Exit [ @(<dir> east) {
ToRoom 8315;
}, @(<dir> south) {
ToRoom 8305;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> up) {
ToRoom 8347;
} ];
};
Room {
Vnum 8315;
Name "Barracks";
Flags (dark indoors cone_of_silence fall hot);
Exit [ @(<dir> west) {
ToRoom 8314;
} ];
Resets {
# an off-duty guard to room.
M 8302 1;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# a stool to room.
O 8310;
};
};
Room {
Vnum 8316;
Name "Barracks";
Flags (dark indoors cone_of_silence fall hot);
Exit [ @(<dir> south) {
ToRoom 8306;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom 8317;
}, @(<dir> up) {
ToRoom 8346;
} ];
};
Room {
Vnum 8317;
Name "Barracks";
Flags (dark cone_of_silence fall hot);
Exit [ @(<dir> east) {
ToRoom 8316;
} ];
Resets {
# an off-duty guard to room.
M 8302 2;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# a stool to room.
O 8310;
};
};
Room {
Vnum 8318;
Name "Stables";
Flags (indoors hot);
Exit [ @(<dir> south) {
ToRoom 8319;
} ];
Resets {
# a stable boy to room.
M 8305 1;
# equip a length of chain rwielded.
E 8307 ("rwielded");
# a fiery red roan to room.
M 8307 1;
# equip a horse-shoe feet.
E 8309 ("feet");
# a mare to room.
M 8309 1;
# equip a horse-shoe feet.
E 8309 ("feet");
# a stool to room.
O 8310;
};
};
Room {
Vnum 8319;
Name "Stables";
Flags (indoors hot);
Exit [ @(<dir> north) {
ToRoom 8318;
}, @(<dir> east) {
ToRoom 8309;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# a stallion to room.
M 8306 1;
# equip a horse-shoe feet.
E 8309 ("feet");
# a gelding to room.
M 8308 1;
# equip a horse-shoe feet.
E 8309 ("feet");
};
};
Room {
Vnum 8320;
Name "Armourer";
Flags (indoors cone_of_silence fall hot cold);
Exit [ @(<dir> south) {
ToRoom 8321;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom 8305;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# the castle armourer to room.
M 8304 1;
# equip a chain mace rwielded.
E 8306 ("rwielded");
};
};
Room {
Vnum 8321;
Name "Blacksmith";
Flags (indoors cone_of_silence fall hot cold);
Exit [ @(<dir> north) {
ToRoom 8320;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom 8308;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# the castle blacksmith to room.
M 8301 1;
# equip a blacksmith's hammer two-handed.
E 8305 ("two-handed");
# a length of chain to room.
O 8307;
# an anvil to room.
O 8308;
# a horse-shoe to room.
O 8309;
# a stool to room.
O 8310;
};
};
Room {
Vnum 8322;
Name "Market Stall";
Flags (cone_of_silence fall hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8310;
}, @(<dir> west) {
ToRoom 8325;
} ];
Resets {
# a seller of wares to room.
M 8311 4;
# a padded mat to room.
O 8311;
};
};
Room {
Vnum 8323;
Name "Market Stall";
Flags (cone_of_silence fall hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8324;
}, @(<dir> west) {
ToRoom 8310;
} ];
Resets {
# a seller of wares to room.
M 8311 4;
# a padded mat to room.
O 8311;
};
};
Room {
Vnum 8324;
Name "Market Stall";
Flags (cone_of_silence fall hot cold);
Sector (city);
Exit [ @(<dir> west) {
ToRoom 8323;
} ];
Resets {
# a seller of wares to room.
M 8311 4;
# a padded mat to room.
O 8311;
};
};
Room {
Vnum 8325;
Name "Market Stall";
Flags (cone_of_silence fall hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8322;
} ];
Resets {
# a seller of wares to room.
M 8311 4;
# a padded mat to room.
O 8311;
};
};
Room {
Vnum 8326;
Name "Kitchen";
Flags (indoors cone_of_silence fall hot cold);
Exit [ @(<dir> south) {
Key 8326;
ToRoom 8327;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom 8311;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# a cook to room.
M 8312 1;
# equip a meat cleaver rwielded.
E 8312 ("rwielded");
# equip a cutting board shield.
E 8314 ("shield");
# an iron key to inventory.
G 8326;
# an apprentice cook to room.
M 8313 1;
# equip a carving knife rwielded.
E 8313 ("rwielded");
# a meat tenderiser to room.
O 8315;
};
};
Room {
Vnum 8327;
Name "Kitchen";
Flags (indoors cone_of_silence fall hot cold);
Exit [ @(<dir> north) {
ToRoom 8326;
Flags (door closed locked bashproof pickproof passproof);
} ];
};
Room {
Vnum 8328;
Name "Chapel";
Flags (dark indoors cone_of_silence hot);
Exit [ @(<dir> east) {
ToRoom 8311;
Flags (door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom 8329;
} ];
Resets {
# a donation bowl to room.
O 8318;
};
};
Room {
Vnum 8329;
Name "Chapel";
Flags (dark indoors cone_of_silence hot);
Exit [ @(<dir> north) {
ToRoom 8328;
}, @(<dir> west) {
Keyword "curtain";
ToRoom 8364;
Flags (door closed locked bashproof pickproof passproof);
} ];
Resets {
# a priest of Nepsus to room.
M 8314 1;
# equip a religious cross rwielded.
E 8316 ("rwielded");
# equip an amulet neck1.
E 8317 ("neck1");
};
};
Room {
Vnum 8330;
Name "Above the Moat";
Flags (no_mob cone_of_silence fall hot);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8313;
}, @(<dir> down) {
ToRoom 8339;
} ];
};
Room {
Vnum 8331;
Name "Above the Moat";
Flags (no_mob cone_of_silence fall hot);
Sector (air);
Exit [ @(<dir> west) {
ToRoom 8313;
}, @(<dir> down) {
ToRoom 8338;
} ];
};
Room {
Vnum 8332;
Name "In the Moat";
Flags (dark cone_of_silence hot cold);
Sector (underwater);
Exit [ @(<dir> east) {
ToRoom 8333;
}, @(<dir> west) {
ToRoom 8345;
}, @(<dir> up) {
ToRoom 8302;
} ];
};
Room {
Vnum 8333;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> south) {
ToRoom 8334;
}, @(<dir> west) {
ToRoom 8332;
} ];
};
Room {
Vnum 8334;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8333;
}, @(<dir> south) {
ToRoom 8335;
} ];
};
Room {
Vnum 8335;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8334;
}, @(<dir> south) {
ToRoom 8336;
} ];
};
Room {
Vnum 8336;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8335;
}, @(<dir> south) {
ToRoom 8337;
} ];
};
Room {
Vnum 8337;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8336;
}, @(<dir> west) {
ToRoom 8338;
} ];
};
Room {
Vnum 8338;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> east) {
ToRoom 8337;
}, @(<dir> west) {
ToRoom 8339;
}, @(<dir> up) {
ToRoom 8331;
} ];
};
Room {
Vnum 8339;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> east) {
ToRoom 8338;
}, @(<dir> west) {
ToRoom 8340;
}, @(<dir> up) {
ToRoom 8330;
} ];
};
Room {
Vnum 8340;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8341;
}, @(<dir> east) {
ToRoom 8339;
} ];
};
Room {
Vnum 8341;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8342;
}, @(<dir> south) {
ToRoom 8340;
} ];
};
Room {
Vnum 8342;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8343;
}, @(<dir> south) {
ToRoom 8341;
} ];
};
Room {
Vnum 8343;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> north) {
ToRoom 8344;
}, @(<dir> south) {
ToRoom 8342;
} ];
};
Room {
Vnum 8344;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> east) {
ToRoom 8345;
}, @(<dir> south) {
ToRoom 8343;
} ];
};
Room {
Vnum 8345;
Name "In the Moat";
Flags (dark cold);
Sector (underwater);
Exit [ @(<dir> east) {
ToRoom 8332;
}, @(<dir> west) {
ToRoom 8344;
}, @(<dir> up) {
ToRoom 8303;
} ];
};
Room {
Vnum 8346;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8348;
}, @(<dir> west) {
ToRoom 8360;
}, @(<dir> down) {
ToRoom 8316;
} ];
};
Room {
Vnum 8347;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8349;
}, @(<dir> west) {
ToRoom 8348;
}, @(<dir> down) {
ToRoom 8314;
} ];
};
Room {
Vnum 8348;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8347;
}, @(<dir> west) {
ToRoom 8346;
} ];
};
Room {
Vnum 8349;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> south) {
ToRoom 8350;
}, @(<dir> west) {
ToRoom 8347;
} ];
Resets {
# a patrol guard to room.
M 8303 4;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a vest of chainmail body.
E 8303 ("body");
};
};
Room {
Vnum 8350;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8349;
}, @(<dir> south) {
ToRoom 8351;
} ];
};
Room {
Vnum 8351;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8350;
}, @(<dir> south) {
ToRoom 8352;
}, @(<dir> west) {
ToRoom 8362;
} ];
};
Room {
Vnum 8352;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8351;
}, @(<dir> south) {
ToRoom 8353;
} ];
};
Room {
Vnum 8353;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8352;
}, @(<dir> west) {
ToRoom 8354;
} ];
Resets {
# a patrol guard to room.
M 8303 4;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a vest of chainmail body.
E 8303 ("body");
};
};
Room {
Vnum 8354;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8353;
}, @(<dir> west) {
ToRoom 8355;
} ];
};
Room {
Vnum 8355;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8354;
}, @(<dir> west) {
ToRoom 8356;
} ];
};
Room {
Vnum 8356;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8357;
}, @(<dir> east) {
ToRoom 8355;
} ];
Resets {
# a patrol guard to room.
M 8303 4;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a vest of chainmail body.
E 8303 ("body");
};
};
Room {
Vnum 8357;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8358;
}, @(<dir> south) {
ToRoom 8356;
} ];
};
Room {
Vnum 8358;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8359;
}, @(<dir> east) {
ToRoom 8361;
}, @(<dir> south) {
ToRoom 8357;
} ];
};
Room {
Vnum 8359;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> north) {
ToRoom 8360;
}, @(<dir> south) {
ToRoom 8358;
} ];
};
Room {
Vnum 8360;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8346;
}, @(<dir> south) {
ToRoom 8359;
} ];
Resets {
# a patrol guard to room.
M 8303 4;
# equip a castle guard's sword rwielded.
E 8300 ("rwielded");
# equip a vest of chainmail body.
E 8303 ("body");
};
};
Room {
Vnum 8361;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8362;
}, @(<dir> west) {
ToRoom 8358;
} ];
};
Room {
Vnum 8362;
Name "On the Wall";
Flags (cone_of_silence hot cold);
Sector (city);
Exit [ @(<dir> east) {
ToRoom 8351;
}, @(<dir> west) {
ToRoom 8361;
} ];
};
Room {
Vnum 8363;
Name "Above the Drawbridge";
Flags (no_mob cone_of_silence fall hot);
Sector (air);
Exit [ @(<dir> south) {
ToRoom 8348;
} ];
};
Room {
Vnum 8364;
Name "Confessional";
Flags (dark no_mob indoors solitary no_recall no_portal);
Exit [ @(<dir> east) {
ToRoom 8329;
Flags (door closed locked bashproof pickproof passproof);
} ];
};
eof