# This file has been autogenerated, you can edit this online. -Version 0; -Date 1024369007; Area { Name "Hall of Worlds"; Plane "Astral"; Builders "Kaz Symposium Johnson"; Repop "A strange silence descends upon you.&n\n"; LVnum 6700; UVnum 6799; Security 5; Flags (verbose); Economy 396344; }; Mobile { Vnum 6700; Name "siuan warden"; Short "Siuan"; Long "Siuan, warden of the hall of worlds, guards the entrance to the void.\n"; Desc "Siuan is a wise looking man whose vigilance is the only thing guarding\n this hall from the terrors of the Void. He shows none of the scars this\n dangerous work has given him, he stands silent and still, watching for a\n breach in reality.\n"; Level 100; Align 840; Class (Paladin); Act (npc sentinel banker); Affected (detect-evil detect-invis detect-magic detect-hidden infrared flying protect); Sex (male); Specfun "spec_cast_god"; MudProg { Type (act_prog); Args "p disappears into a gap into a Void."; Comlist "say Oh No! The utter, utter FOOL!\n say What can I do?\n groan\n"; }; }; Mobile { Vnum 6701; Name "kobold small tiny"; Short "a tiny kobold"; Long "A small kobold is playing in the filth and squalling loudly.\n"; Desc "This ugly little brat is playing in all the disgusting filth on the\n floor, even to the point of rubbing it's face in the muck. It smells\n terrible and every now and again you hear it fart loudly, giggling at the\n sound it makes.\n"; Level 100; Align -500; Act (npc sentinel scavenger); Affected (detect-invis detect-hidden infrared flying protect); Race (Kobold); MudProg { Type (act_prog); Args "p lets off a real rip-roarer ... a greenish cloud envelops"; Comlist "giggle\n trans $n 5100\n"; }; }; Mobile { Vnum 6702; Name "sandworm worm massive huge"; Short "a huge sand worm"; Long "A massive sand worm, master of the desert slides through the sand.\n"; Desc "A long cylindrical creature of gargantuan proportions opens it's maw to\n reveal row upon row of huge teeth.\n"; Level 100; Align -200; Act (npc sentinel buried); Affected (detect-invis detect-hidden infrared flying protect); Race (Ooze); MudProg { Type (all_greet_prog); Args "100"; Comlist "vis\n emote rises out of the sand to swallow you.\n trans $n 5400\n burrow\n"; }; }; Object { Vnum 6700; Name "gate gap void"; Short "a gap into a Void"; Long "A deep black emptiness is all you can see through this gate."; Level 75; Cost 10000; Weight 0; Type (portal); Extra (dark magic anti-good anti-neutral vampire-bane); Material (crystal); Values [6701, 0, 0, 0]; ExDesc { Keyword "gate gap void"; Text "A silky blackness, totally impervious to light forms a rough gateway into\n something you can hardly imagine. The light bends here such that you find\n it impossible to look directly at the gate without seeming to look straight\n past it.\n"; }; }; Object { Vnum 6701; Name "portal path truth"; Short "a portal"; Long "A portal to the Path of Truth."; Level 1; Weight 10000; Type (portal); Extra (glow bless anti-good anti-neutral vampire-bane); Material (energy); Values [3700, 0, 0, 0]; }; Object { Vnum 6702; Name "portal destiny"; Short "a portal"; Long "A portal into destiny."; Action "You feel a million needles of pain drive into your brain.&n\n"; Weight 10000; Type (portal); Extra (bless anti-good anti-neutral vampire-bane); Material (eternium); Values [200, 0, 0, 0]; }; Object { Vnum 6703; Name "sword Luke Warrior"; Short "the sword of Luke the Warrior"; Long "A sword, covered in dust, sits above the fireplace."; Level 45; Weight 7; Type (weapon); Wear (take); Extra (magic anti-evil anti-neutral vampire-bane); Material (steel); Required (long sword proficiency); Values [(.), 0, 0, (<weapon> slice)]; MudProg { Type (get_prog); Args "100"; Comlist "echoat $n as you take up the sword it vanishes.\n trans $n 8600\n goto 8600\n say Continue the quest...\n qforce $n mp junk sword luke warrior\n"; }; }; Object { Vnum 6704; Name "portal risk"; Short "a portal to risk"; Long "Enter this portal at your own risk."; Level 200; Weight 10000; Type (portal); Extra (dark vampire-bane); Material (eternium); Required (planeshift); Values [499, 0, 0, 0]; }; Object { Vnum 6705; Name "great portal"; Short "a great portal"; Long "A set of wide stairs leads to a great portal."; Level 50; Weight 10000; Type (portal); Extra (vampire-bane); Material (eternium); Values [12700, 0, 0, 0]; }; Object { Vnum 6706; Name "ter'angreal terangreal door stone"; Short "a ter'angreal"; Long "A ter'angreal made from twisting red stone forms a door."; Level 34; Weight 10000; Type (portal); Extra (hum); Material (granite); Values [10100, 0, 0, 0]; }; Object { Vnum 6707; Name "exercise bike"; Short "an exercise bike"; Long "A discarded exercise bike stands here covered in dust."; Level 50; Weight 90; Type (furniture); Wear (take); Extra (vampire-bane fragile); Material (wire); Values [(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0]; }; Object { Vnum 6708; Name "gates enormous jurassic park"; Short "the enormous gates"; Long "Two enormous gates bearing the words 'JURASSIC PARK'."; Level 25; Weight 10000; Type (portal); Extra (vampire-bane); Material (wood); Values [500, 0, 0, 0]; }; Object { Vnum 6709; Name "tunnel dark"; Short "a dark tunnel"; Long "A tunnel leads further into the darkness of the mines."; Level 40; Weight 10000; Type (portal); Extra (dark vampire-bane); Material (eternium); Values [8202, 0, 0, 0]; }; Object { Vnum 6710; Name "discarded toy"; Short "a discarded toy"; Long "A toy has been thrown away by a careless child and it lies forgotten."; Level 1; Weight 2; Wear (take); Material (eternium); Values [0, 0, 0, 0]; MudProg { Type (get_prog); Args "100"; Comlist "trans $n 2900\n goto 2900\n qforce $n mp junk discarded toy\n"; }; }; Object { Vnum 6711; Name "book open pedestal wooden"; Short "an open book"; Long "An open book stands here chained to a wooden pedestal."; Level 50; Weight 400; Type (furniture); Extra (magic vampire-bane); Material (wood); Values [(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0]; ExDesc { Keyword "book open pedestal wooden"; Text "You look at the book and find the words have no meaning to you at all.\n All of sudden the words seem to writhe on the page and you gaze is drawn in\n further... You feel a lurching sensation and you find yourself transported\n somewhere.\n"; }; MudProg { Type (look_prog); Args "100"; Comlist "trans $n 4201\n"; }; }; Object { Vnum 6712; Name "portal tall"; Short "a portal"; Long "A tall portal stands here with well-worn steps leading up to it."; Level 10; Weight 10000; Type (portal); Extra (magic bless vampire-bane); Material (eternium); Values [3001, 0, 0, 0]; }; Room { Vnum 6700; Name "A Safe Room"; Desc "You stand in the centre of a long hallway which stretches as far as you\n can see into greyness at both ends. The light here is strangely dimmed and\n you feel a slight breeze drifting along the hall. You notice doors along\n the sides of the hall with a small sign above each, it is here that you can\n find passage to anywhere in the realm of Daleken.\n"; Flags (no_mob underground safe); Exit [ @(<dir> north) { ToRoom 6703; }, @(<dir> south) { ToRoom 6706; } ]; Resets { # Siuan to room. M 6700 1; # a gap into a Void to room. O 6700; }; }; Room { Vnum 6701; Name "The Void"; Desc "You have fallen into the vast blackness of the void, you float through a\n grey haze and time seems to stand still. All around there is nothing but a\n thin grey which smothers any light, you are absolutely alone in this strange\n place.\n"; Flags (dark no_mob no_recall no_portal); Sector (space); }; Room { Vnum 6702; Name "Deep Space"; Desc "You have stumbled into deepest space, all around you there is blackness.\n The twinkle of distant stars is the only light and here it is very cold,\n away from the heat of suns. From here there is no way back, you are\n stranded in the depths of space.\n"; Flags (dark no_mob no_recall no_portal fall); Sector (space); Exit [ @(<dir> up) { ToRoom 6702; }, @(<dir> down) { ToRoom 6702; } ]; }; Room { Vnum 6703; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6709; }, @(<dir> east) { Desc "The small plaque bears the faded inscription:\n Alice In Wonderland\n You notice that the doorway has had little use, it is covered totally\n in old spiders webs.\n"; ToRoom 6704; }, @(<dir> south) { ToRoom 6700; }, @(<dir> west) { Desc "A gold plated plaque, polished to a bright gleam, proudly announces the\n entrance to the fair city of Daleken.\n This passage has seen frequent use.\n"; ToRoom 6705; } ]; }; Room { Vnum 6704; Name "The Mad Hatter's Tea Party"; Desc "Several skeletons, wearing ridiculous hats sit around a table covered\n with broken crockery, mainly teapots, cups and saucers. It appears that the\n un-birthday party raging here for centuries is over.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6703; } ]; }; Room { Vnum 6705; Name "A Stone Hall"; Desc "You stand in a wide stone hall. You can see a path leading along the\n centre of the hall up to a central dias, a groove has been worn into the\n stone from frequent use. The hall displays faded banners from the old\n families of Daleken City.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6703; } ]; Resets { # a portal to room. O 6712; }; }; Room { Vnum 6706; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob safe fall); Exit [ @(<dir> north) { ToRoom 6700; }, @(<dir> east) { Desc "Large, clear lettering tells you that this is the gateway to the Caves of\n Knowledge.\n"; ToRoom 6707; }, @(<dir> south) { ToRoom 6712; }, @(<dir> west) { Desc "Engraved in spidery lettering on ebony, you can just make out the\n letters, they say, \"Through this gateway lies the dreaded Mirkwood, in\n darkness may your deepest fears be realised.\"\n"; ToRoom 6708; } ]; }; Room { Vnum 6707; Name "At the Portal to Enlightenment"; Desc "A portal here leads to the Path of Truth, where you may learn the secrets\n of the realm.\n"; Flags (indoors safe fall); Exit [ @(<dir> west) { ToRoom 6706; } ]; Resets { # a portal to room. O 6701; }; }; Room { Vnum 6708; Name "On An Eagle's Back"; Desc "You find yourself flying high above the ground. Far below you a large\n rock stands beside a rushing river. To the west are open plains and to the\n east the dark presence of the Misty Mountains towers threateningly.\n The eagle spirals slowly to the ground on top of the rock.\n"; Sector (air); Exit [ @(<dir> east) { ToRoom 6706; } ]; MudProg { Type (all_greet_prog); Args "100"; Comlist "trans $n 9800\n"; }; }; Room { Vnum 6709; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6715; }, @(<dir> east) { Desc "Engraved into a brass plate is a picture of a book and a notice saying\n that this leads to the Great Library.\n"; ToRoom 6710; }, @(<dir> south) { ToRoom 6703; }, @(<dir> west) { Desc "A plain wooden sign says that this leads to the Pleasant Meadow.\n"; ToRoom 6711; } ]; }; Room { Vnum 6710; Name "A Small Library"; Desc "Tall shelving covers all four walls in this room, even the table in the\n centre of the room is piled with book of all sizes. The air is slightly\n musty and a thin film of dust covers everything, in so many ways this is\n like every other library you have ever been in.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6709; } ]; Resets { # an open book to room. O 6711; }; }; Room { Vnum 6711; Name "A Shaded Path"; Desc "A pleasant forest surrounds you in it's silence, you feel truly at peace\n here. A bare earth path leads north through the trees.\n"; Flags (underground safe fall); Sector (forest); Exit [ @(<dir> north) { ToRoom 4114; }, @(<dir> east) { ToRoom 6709; } ]; }; Room { Vnum 6712; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6706; }, @(<dir> east) { Desc "A finely made wooden sign, engraved with delicate lettering declares the\n location of the Wood Elves Free City.\n"; ToRoom 6713; }, @(<dir> south) { ToRoom 6718; }, @(<dir> west) { Desc "A sign engraved with crossed swords held by a red dragon, has simply\n \"Arena\" scribed on it.\n"; ToRoom 6714; } ]; }; Room { Vnum 6713; Name "A Room"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6712; } ]; }; Room { Vnum 6714; Name "The Challenge"; Desc "You stand at the top of a wide stone set of stairs. Above you a large\n sign reads 'Are you willing to take the challenge?' If you decide to\n proceed there will be no way back, the dangers are many but the rewards are\n great, are you ready adventurer?\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6712; }, @(<dir> down) { ToRoom 4800; } ]; }; Room { Vnum 6715; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6721; }, @(<dir> east) { Desc "Engraved in bone, this sign shows a skull above a complex maze.\n"; ToRoom 6716; }, @(<dir> south) { ToRoom 6709; }, @(<dir> west) { Desc "A sign covered in dirt shows a faded wheat sheaf and a sickle.\n Below are the words \"Fields of Fey\"\n"; ToRoom 6717; } ]; }; Room { Vnum 6716; Name "A Complex Maze of Twisting Passages"; Desc "You stand above a maze of passages, you can't work out the destination,\n let alone the correct path through the twists and turns.\n"; Flags (underground safe fall); Sector (mountain); Exit [ @(<dir> west) { ToRoom 6715; } ]; }; Room { Vnum 6717; Name "A Wheat Field"; Desc "You find yourself in a field of tall wheat, all about you see farmers\n tilling the fields and their children playing.\n"; Flags (safe fall); Sector (field); Exit [ @(<dir> east) { ToRoom 6715; } ]; MudProg { Type (all_greet_prog); Args "100"; Comlist "trans $n 13000\n at 13000 force $n look\n"; }; }; Room { Vnum 6718; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6712; }, @(<dir> east) { Desc "A strange shiny grey material has the words \"Cloud City\" engraved in\n impossibly neat writing.\n"; ToRoom 6719; }, @(<dir> south) { ToRoom 6724; }, @(<dir> west) { Desc "Scrawled in blood that has gone brown is the word, \"Doom\", it is\n underlined with a smear of decaying entrails.\n"; ToRoom 6720; } ]; }; Room { Vnum 6719; Name "A Transportation Chamber"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6718; } ]; }; Room { Vnum 6720; Name "Doom"; Desc "You feel a dreadful presence looming in the darkness and you shiver\n uncomfortably. You have unwittingly stumbled into this room and there is no\n way out! You blindly feel the walls for some sign of an exit and you feel\n the slimy residue of blood and offal, this is not a pleasant room.\n"; Flags (dark no_mob underground fall); }; Room { Vnum 6721; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6727; }, @(<dir> east) { Desc "The wall here shows a totally blank square, which gleams magicaly.\n"; ToRoom 6722; }, @(<dir> south) { ToRoom 6715; }, @(<dir> west) { Desc "Brightly painted in the sign are the words \"Peace, Love and Harmony\", the\n sign is decorated with multicoloured daisies and yellow smiley faces.\n"; ToRoom 6723; } ]; }; Room { Vnum 6722; Name "An Empty Room"; Desc "All the walls are painted white and the room is totally empty.\n"; Flags (indoors safe fall cold); Exit [ @(<dir> west) { ToRoom 6721; } ]; }; Room { Vnum 6723; Name "Happiness"; Desc "You find yourself overwhelmed with a sense of peace, you would like to\n stay here forever.\n"; Flags (safe cone_of_silence fall); Exit [ @(<dir> east) { ToRoom 6721; } ]; }; Room { Vnum 6724; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6718; }, @(<dir> east) { Desc "The signs says, \"To Midkemia\" it is signed underneath by a man who calls\n himself \"Macros the Black\".\n"; ToRoom 6725; }, @(<dir> south) { ToRoom 6730; }, @(<dir> west) { Desc "On pale grey stone the word \"Dune\" is engraved, underneath which a\n warning about the great sand worms is detailed.\n"; ToRoom 6726; } ]; }; Room { Vnum 6725; Name "An Empty Chamber"; Desc "You notice the room is totally empty, it's filled with a huge nothingness\n that could only be magical.\n"; Flags (underground safe fall); Sector (space); Exit [ @(<dir> west) { ToRoom 6724; } ]; }; Room { Vnum 6726; Name "A Sand Dune"; Desc "A wide open expanse of sand lies before you the heat of the sun is\n intense here. You must hope that a sand worm doesn't get you...\n"; Flags (safe fall hot); Sector (desert); Exit [ @(<dir> east) { ToRoom 6724; } ]; Resets { # a huge sand worm to room. M 6702 1; }; }; Room { Vnum 6727; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6733; }, @(<dir> east) { Desc "Jet black obsidian bears the inscription, \"Caverns of Shadows\".\n"; ToRoom 6728; }, @(<dir> south) { ToRoom 6721; }, @(<dir> west) { Desc "A picture of a baby surrounded with brightly coloured toys is above the\n sign saying \"Daleken Preschool\".\n"; ToRoom 6729; } ]; }; Room { Vnum 6728; Name "A Dark Cavern"; Desc "You stand in a massive cavern, the walls are made from jet-black obsidian.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6727; } ]; }; Room { Vnum 6729; Name "A Noisy Preschool"; Desc "The room is filled with the sound of young children, assaulting your\n senses almost to the point of deafening you. Discarded toys lie scattered\n about and you can see the caretakers tearing their hair out as babies throw\n toys about.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6727; } ]; Resets { # a discarded toy to room. O 6710; }; }; Room { Vnum 6730; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6724; }, @(<dir> east) { Desc "This sign shows a picture of rolling hills and wide expanses of grassland.\n"; ToRoom 6731; }, @(<dir> south) { ToRoom 6736; }, @(<dir> west) { Desc "Painted on gleaming steel is a picture of a tall tower, crested with a\n bright sunburst.\n"; ToRoom 6732; } ]; }; Room { Vnum 6731; Name "An Open Field"; Desc "You stand in a slight breeze on an open field, all about you can see\n nothing but grass.\n"; Flags (underground safe fall); Sector (field); Exit [ @(<dir> west) { ToRoom 6730; } ]; }; Room { Vnum 6732; Name "A Bright Beam of Sunlight"; Desc "A beam of sunlight comes down from the sky and transports you away.\n"; Sector (air); Exit [ @(<dir> east) { ToRoom 6730; } ]; MudProg { Type (all_greet_prog); Args "100"; Comlist "trans $n $[rand(4300,4320)]\n"; }; }; Room { Vnum 6733; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6739; }, @(<dir> east) { Desc "Dark flames seem to move on the ugly bone plaque as they form the word,\n \"&rHELL&x\"\n Shadowy shapes on the aged bone are twisted into unnatural positions of\n torture as they writhe in agony.\n"; ToRoom 6734; }, @(<dir> south) { ToRoom 6727; }, @(<dir> west) { Desc "A silvery plaque here shows a dwarf holding a pickaxe.\n It says, \"Dwarven Mines\"\n"; ToRoom 6735; } ]; }; Room { Vnum 6734; Name "The Fires of Hell"; Desc "ARRRGGGGHHHHH! The heat begins to melt the flesh from your body and you\n scream in agony.\n"; Flags (underground safe fall hot); Exit [ @(<dir> west) { ToRoom 6733; } ]; MudProg { Type (all_greet_prog); Args "100"; Comlist "trans $n 3200\n"; }; }; Room { Vnum 6735; Name "A Mine Tunnel"; Desc "You are in a dark mine tunnel, roughly cut beams support the roof above\n and you hope that the creaking sound they are making is normal. The sounds\n of dwarves come from somewhere down the tunnel, singing and the sound of\n metal pickaxes comes to you along the tunnel.\n"; Flags (safe fall hot); Exit [ @(<dir> east) { ToRoom 6733; } ]; Resets { # a dark tunnel to room. O 6709; }; }; Room { Vnum 6736; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6730; }, @(<dir> east) { Desc "Someone has painted this sign on a mirror in flourescant colouring,\n it declares that there is a party on Discoworld.\n"; ToRoom 6737; }, @(<dir> south) { ToRoom 6742; }, @(<dir> west) { Desc "There is a picture here of a bayleaf, the lettering is faded but you\n manage to make out, \"W? a??ays ?et ??r m?n.\"\n"; ToRoom 6738; } ]; }; Room { Vnum 6737; Name "A Party"; Desc "You are in a room filled with dancers, all who seem ghostlike and barely\n visible. A loud voice booms through the huge speakers:\n DO YOU WANT TO PARTY?\n"; Flags (indoors safe fall); Exit [ @(<dir> west) { ToRoom 6736; } ]; MudProg { Type (speech_prog); Args "party dance boogie disco"; Comlist "trans $n 13900\n at 13900 force $n look\n"; }; }; Room { Vnum 6738; Name "A Prison Cell"; Desc "You find yourself in a bare prison cell make from solid brick. A solid\n iron door probably opens to the west but you can't seem to get it to open.\n A bed with a thin matress and a cracked chamber pot are the only\n furnishings.\n It seems like you have been imprisoned for something...\n"; Flags (no_mob indoors safe fall); }; Room { Vnum 6739; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6745; }, @(<dir> east) { Desc "Here you can see a painting of a rainbow arching across a clear blue sky.\n The arch is represented with small figures walking across it.\n"; ToRoom 6740; }, @(<dir> south) { ToRoom 6733; }, @(<dir> west) { Desc "The sign says in crude lettering, \"Kobolds\" and so you must assume that\n there will be kobolds there.\n"; ToRoom 6741; } ]; }; Room { Vnum 6740; Name "Along the Rainbow"; Desc "Hope that you don't fall too far, it looks like a long way down...\n"; Flags (underground safe fall); Sector (air); Exit [ @(<dir> west) { ToRoom 6739; } ]; }; Room { Vnum 6741; Name "A Tiny Hovel"; Desc "The small room is filled with all sorts of rubbish, dirty rags and a\n large amount of excrement. It is obvious that the resident kobolds have\n little care for their hygiene.\n"; Flags (indoors safe fall); Exit [ @(<dir> east) { ToRoom 6739; } ]; Resets { # a tiny kobold to room. M 6701 1; }; }; Room { Vnum 6742; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6736; }, @(<dir> east) { Desc "This sign is so faded you can only just make out a picture of something\n that looks like it came from a Karma Sutra for four-legged beasts.\n"; ToRoom 6743; }, @(<dir> south) { ToRoom 6748; }, @(<dir> west) { Desc "This plaque is made from some strange organic matter, it makes you feel\n like vomiting, the lettering (probably made from tripe) says that here\n is \"All you can eat!\"\n"; ToRoom 6744; } ]; }; Room { Vnum 6743; Name "An Alien Orgy"; Desc "Somehow a warp in space has lead you to an alien party where the guests\n are getting a little too friendly for your liking. The sexual acts are so\n bizarre it almost makes you sick, you make a hasty exit.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6742; } ]; MudProg { Type (all_greet_prog); Args "100"; Comlist "force $n west\n"; }; }; Room { Vnum 6744; Name "Utter Revulsion"; Desc "The room here is filled with the sounds of noisy eating. A line of\n people, all covered in various foods, sit at a long table stuffing their\n faces. The floor is covered in a layer of offal and bones at varying stages\n of decay, your stomach turns at the smell. It seems like everyone here has\n become slaves to an unending hunger.\n"; Flags (indoors safe fall); Exit [ @(<dir> east) { ToRoom 6742; } ]; MudProg { Type (greet_prog); Args "100"; Comlist "echoat $n You feel hungry.\n"; }; }; Room { Vnum 6745; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6751; }, @(<dir> east) { Desc "A scroll is nailed to the wall, beneath a picture of a long curving sword\n is some strange writing, all you can make out is the word, \"Ninja\" next to a\n picture of a scroll.\n"; ToRoom 6746; }, @(<dir> south) { ToRoom 6739; }, @(<dir> west) { Desc "A picture of a dinosaur seems to want to leap at you from out of the\n wall, the image is beneath a sign declaring \"Jurassic Park\"\n"; ToRoom 6747; } ]; }; Room { Vnum 6746; Name "An Empty Room"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6745; } ]; }; Room { Vnum 6747; Name "Before the Gates"; Desc "Before you stand two enormously large gates, the size of the gates tells\n you one of two things, big things go through these gates OR (and this scares\n you) big things have to be kept behind the gates.\n"; Flags (underground safe fall); Sector (forest); Exit [ @(<dir> east) { ToRoom 6745; } ]; Resets { # the enormous gates to room. O 6708; }; }; Room { Vnum 6748; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6742; }, @(<dir> east) { Desc "There is a short passage here:\n \"When warriors of great might reach a power unsurpassed in this realm,\n they come here to begin their initiation into something far greater than\n anything they ever imagined. On the Run for Destiny, if they can survive,\n they will discover power that will make them supremely potent, here is where\n they finally prove themselves.\"\n"; ToRoom 6749; }, @(<dir> south) { ToRoom 6754; }, @(<dir> west) { Desc "A picture shows two small, furry animals beating at each other with\n wooden swords. The sign reads \"Redwall\".\n"; ToRoom 6750; } ]; }; Room { Vnum 6749; Name "Destiny's Choice"; Desc "Are you ready for the most complete test of your skills ever?\n Enter the portal to find out if you are worthy.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6748; } ]; Resets { # a portal to room. O 6702; }; }; Room { Vnum 6750; Name "A Dark Treehouse"; Desc "You stand in the hollowed out centre of a tree. Once a home for a family\n of small animals, now it is left empty and a thick layer of dust covers\n everything. A crude wooden table bears a decaying set of crockery and you\n can see a note nailed above the fireplace.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6748; } ]; ExDesc { Keyword "note fireplace"; Text "The note is written in a childish hand, it seems to have been pinned here\n a while ago, the letters are fading and the paper is yellowing.\n It says:\n To whoever may read this note, I am dying and cannot keep up my quest\n I beseech you to take my sword and continue my quest, as I could not\n complete it in my lifetime.\n"; }; Resets { # the sword of Luke the Warrior to room. O 6703; }; }; Room { Vnum 6751; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6757; }, @(<dir> east) { Desc "The sign here bears a plain symbol, looking much like a dragon's fang,\n and a warning about the dangers of the blight.\n"; ToRoom 6752; }, @(<dir> south) { ToRoom 6745; }, @(<dir> west) { Desc "The sign advertises a sports store, showing various balls and implements\n of sport.\n"; ToRoom 6753; } ]; }; Room { Vnum 6752; Name "A Cold Stone Storeroom"; Desc "You stand in a dark storeroom filled with strange implements of all\n imaginable (and unimaginable) shapes and sizes. There seems to be no order\n to the clutter, but you can see signs that someone has recently rearranged\n some of the items. A few blank spaces in the dust show some pieces have\n been taken. You notice footprints in the dust leading to a large doorframe\n made from twisting red stone.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6751; } ]; Resets { # a ter'angreal to room. O 6706; }; }; Room { Vnum 6753; Name "A Deserted Sports Store"; Desc "You are in a vast empty storeroom with a bare concrete floor. You notice\n a few things lying about and you can guess that this was some type of\n sporting shop.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6751; } ]; Resets { # an exercise bike to room. O 6707; }; }; Room { Vnum 6754; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6748; }, @(<dir> east) { Desc "The sign simply says \"Faerie Hollow\".\n"; ToRoom 6755; }, @(<dir> south) { ToRoom 6757; }, @(<dir> west) { Desc "This shows an ant-like creature, standing on 4 legs and holding the\n other like razor sharp claws.\n"; ToRoom 6756; } ]; }; Room { Vnum 6755; Name "A Wooden Bridge Among the Trees"; Desc "You stand on a wooden bridge that swings between two trees. To the north\n you see bustling movement as the citizens of the faerie town go about their\n business.\n"; Flags (underground safe fall); Sector (forest); Exit [ @(<dir> north) { ToRoom 5318; }, @(<dir> west) { ToRoom 6754; } ]; }; Room { Vnum 6756; Name "A Dark Tunnel"; Desc "You are in a tunnel which looks like it has been hollowed out by some\n form of enormous ant-like creature. A thin layer of a sticky substance\n covers the walls and you notice a faint scratching noise in the distance.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6754; } ]; Resets { # a portal to risk to room. O 6704; }; }; Room { Vnum 6757; Name "The Hall of Portals"; Desc "A long stone hallway stretches into the distance, on each side as far as\n you can see there is a closed door. The steely grey light cast on\n everything comes from an unknown source and it lights the hall with an eerie\n feel.\n"; Flags (no_mob underground safe fall); Exit [ @(<dir> north) { ToRoom 6754; }, @(<dir> east) { Desc "An enamelled plaque bearing a coat of arms declares that this leads to the\n great city of Zoth.\n"; ToRoom 6758; }, @(<dir> south) { ToRoom 6751; }, @(<dir> west) { Desc "\"Shoe Shiners Transdimensional Cobbling Service\"\n The sign is made from pale leather and written in black shoe polish.\n"; ToRoom 6759; } ]; }; Room { Vnum 6758; Name "A Grand Entryway"; Desc "This is a simply stupendous room, a stained glass ceiling spreads\n multicoloured light on marble floors and great marble pillars. Standards of\n the families of kings hang at strategic points, their bright colours and\n glittering gold edging giving an air of festivity to the room.\n"; Flags (underground safe fall); Exit [ @(<dir> west) { ToRoom 6757; } ]; Resets { # a great portal to room. O 6705; }; }; Room { Vnum 6759; Name "A Shoe Shop"; Desc "You stand in an abandoned shoe shop, most of the stock has been tipped\n out of boxes and you stand up to your waist in dusty shoes, moccasins, high\n heels, brogues, loafers, boots, winklepickers and sandshoes.\n"; Flags (underground safe fall); Exit [ @(<dir> east) { ToRoom 6757; } ]; }; eof