daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;

Area {
Name	"Grimlie's Cottage";
Plane	"Koronin";
Builders	"Kaz";
Repop	"&x&n\n";
LVnum	150;
UVnum	199;
Security	5;
Temp	5;
Flags	(verbose);
Economy	16361;
};






Mobile {
Vnum	151;
Name	"grimlie";
Short	"Grimlie";
Long	"Grimlie sits here smiling pleasantly.\n";
Desc	"This little Gnome seems pleasant enough as he sits here, waiting\n
patiently to help out newbies.  He smiles kindly at you, and tells you to\n
help yourself to anything from his kitchen.\n";
Level	20;
Align	1000;
Class	(Cleric);
Act	(npc sentinel train practice questmaster);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Gnome);
Specfun	"spec_cast_adept";
MudProg	{
Type	(speech_prog);
Args	"fields fey";
Comlist	"if level($n) <= 10\n
say You wish to go to the Fields of Fey? Here you go.\n
echo Grimlie conjures up a rainbow portal and leads you through it.\n
trans $n 13000\n
at 13000 mp force $n look\n
at 13000 say There you go, $n. Have fun!\n
at 13000 echo Grimlie steps into a rainbow portal and disappears.\n
else\n
say I think you are old enough to walk there by yourself now, $n.\n
endif\n";
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"say Hello $n, welcome to my cottage.\n
if level($n) <= 10\n
say I am here to help you on your quest.\n
say With the aid of my friends I can help you go anywhere.\n
say Please just ask me \"Where may I go?\", then say the name of the place you wish to go.\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"pleasant glades";
Comlist	"if level($n) <= 10\n
    say You wish to go to the Pleasant Glades? Here you go.\n
    echo $$n conjures up a rainbow portal and leads you through it.\n
    trans $n 4111\n
    goto 4111\n
    force $n look\n
    say There you go, $n. Have fun!\n
    echo $$n steps into a rainbow portal and disappears.\n
    goto 153\n
else\n
    say I think you are old enough to walk there yourself by now, $n.\n
endif\n";
};
};
Mobile {
Vnum	152;
Name	"gendalorn";
Short	"Gendalorn";
Long	"&x\n";
Level	20;
Align	1000;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Elf);
};
Mobile {
Vnum	153;
Name	"willen";
Short	"Willen";
Long	"&x\n";
Level	20;
Align	1000;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Faerie);
};
Mobile {
Vnum	154;
Name	"gilphy";
Short	"Gilphy";
Long	"&x\n";
Level	20;
Align	1000;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(female);
Race	(Munchkin);
};
Mobile {
Vnum	155;
Name	"kintarga";
Short	"Kintarga";
Long	"&x\n";
Level	20;
Align	1000;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Draconian);
};
Mobile {
Vnum	156;
Name	"begarra";
Short	"Begarra";
Long	"&x\n";
Level	20;
Align	1000;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Fire Elemental);
};


Object {
Vnum	151;
Name	"bumbleberry berry pie";
Short	"a Bumbleberry pie";
Long	"A delicious Bumbleberry pie sits here.";
Level	0;
Cost	35;
Weight	2;
Type	(food);
Wear	(take);
Material	(organic);
Values	[100, 0, 0, 0];
};
Object {
Vnum	152;
Name	"table old kitchen";
Short	"the table";
Long	"An old kitchen table sits under the window.";
Level	0;
Cost	78;
Weight	50;
Type	(furniture);
Material	(wood);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum	153;
Name	"bumbleberry berry purple green";
Short	"a Bumbleberry";
Long	"A purple and green Bumbleberry sits here.";
Level	5;
Cost	3;
Type	(pill);
Wear	(take);
Material	(organic);
Values	[0, (cure), (cure), (endurance)];
};
Object {
Vnum	154;
Name	"rough hessian bag";
Short	"a rough hessian bag";
Long	"A rough hessian bag is lying here.";
Level	5;
Cost	3;
Type	(container);
Wear	(take hold);
Material	(hemp);
Values	[10, 33, 0, 0];
};
Object {
Vnum	155;
Name	"milk glass cool refreshing";
Short	"a glass of milk";
Long	"A cool, refreshing glass of milk sits here.";
Level	1;
Cost	6;
Weight	3;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[50, 50, (<liquid> water), 0];
};


Room {
Vnum	150;
Name	"The Path to Grimlie's Cottage";
Desc	"This dusty path leads from Daleken City to the cottage of Grimlie, one\n
member of a small group charged by the Immortals with helping newbies.\n
Grimlie himself is a powerful but kindly sorceror who loves it when newbies\n
come into his garden and kill all the pests that eat his beautiful plants.\n";
Flags	(no_mob forage);
Sector	(field);
Exit	[  @(<dir> south) {
ToRoom	3073;
}, @(<dir> west) {
ToRoom	151;
} ];
};
Room {
Vnum	151;
Name	"In Front of Grimlie's Cottage";
Desc	"Grimlie's homely little cottage stands before you, the front door open\n
wide.  From inside you can hear someone humming a happy little tune, and you\n
can smell that something has recently come out of the oven.\n";
Flags	(no_mob forage);
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	150;
}, @(<dir> west) {
ToRoom	152;
} ];
};
Room {
Vnum	152;
Name	"Grimlie's Cottage";
Desc	"You stand inside the main room of Grimlie's three room cottage.  The main\n
furniture here includes a well-used lounge which Grimlie is currently\n
sitting on, and numerous cushions laying on the floor for newbies to sleep\n
on.\n";
Flags	(no_mob indoors safe);
Exit	[  @(<dir> north) {
ToRoom	153;
Flags	(door);
}, @(<dir> east) {
ToRoom	151;
} ];
};
Room {
Vnum	153;
Name	"Grimlie's Cottage";
Desc	"You stand inside the main room of Grimlie's three room cottage.  The main\n
furniture here includes a well-used lounge which Grimlie is currently\n
sitting on, and numerous cushions laying on the floor for newbies to sleep\n
on.\n";
Flags	(indoors safe);
Exit	[  @(<dir> north) {
ToRoom	154;
Flags	(door);
}, @(<dir> south) {
ToRoom	152;
Flags	(door);
} ];
Resets	{
# Grimlie to room.
  M 151 1;
};
};
Room {
Vnum	154;
Name	"Grimlie's Kitchen";
Desc	"Standing in the kitchen you can now see what smelt so delicious from\n
outside, a batch of Bumbleberry pies made by Grimlie himself.  He even has a\n
few unused Bumbleberries in a bag on the table, recently picked from his\n
garden.  Since Grimlie is such a nice guy you know he won't mind if you eat\n
whatever takes your fancy.\n";
Flags	(indoors safe);
Exit	[  @(<dir> south) {
ToRoom	153;
Flags	(door);
}, @(<dir> west) {
Keyword	"kitchen door";
ToRoom	155;
Flags	(door closed);
} ];
Resets	{
# a Bumbleberry pie to room.
  O 151;
# a rough hessian bag to room.
  O 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a Bumbleberry inside a Bumbleberry.
  P 153 154;
# a glass of milk to room.
  O 155;
# the table to room.
  O 152;
};
};
Room {
Vnum	155;
Name	"Grimlie's Garden";
Flags	(forage);
Sector	(field);
Exit	[  @(<dir> east) {
Keyword	"kitchen door";
ToRoom	154;
Flags	(door closed);
} ];
};



eof