# 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