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

Area {
Name	"The Temple of &mFyreStorm&x";
Plane	"Immortal";
Builders	"Fyrestorm";
Repop	"A shiver runs down your spine as you hear a low chanting come from nearby.&n\n";
LVnum	4600;
UVnum	4699;
Security	5;
Recall	700;
Economy	62487;
};


Help {
Name	"FYRESTORM";
Text	"To join the ranks of the druids that are dedicated to Fyrestorm,\n
the god of nature, you must search out his temple. It is located\n
somewhere in the realm of daleken. Once located you must pray to\n
his statue located there in. This will put you in his religion,\n
if you aren't in a religion already that is, and give you the power\n
to call forth his sword, known as the 'bane of fyrestorm', to help\n
you fight for the good of the world.\n\n
See help 'bane of fyrestorm', for information on how to call the\n
                              sword once you are in his religion.\n";
};
Help {
Name	"BANE FYRESTORM 'BANE OF FYRESTORM'";
Text	"Syntax: holypower 'bane of fyrestorm'\n\n
This spell used by those in the religion dedicated to fyrestorm\n
will create a sword to help you fight for the good of the world.\n
It is a powerful weapon that will increase in power as you do.\n
BUT, be warned that the weapon will disappear after a period of\n
time (this could even be during a fight).\n\n
See help fyrestorm, to find out how to join his religion.\n";
};




Mobile {
Vnum	4600;
Name	"great white shark";
Short	"a great white shark";
Long	"A large shark swims around here, looking for food.\n";
Desc	"As you look at the shark you see its mouth open wide, and its blood\n
stained teeth flash your way.\n";
Level	45;
Align	-1000;
Act	(npc stay_area);
Affected	(detect-invis detect-hidden infrared sneak);
Race	(Fish);
Specfun	"spec_fido";
};
Mobile {
Vnum	4601;
Name	"giant mud crab";
Short	"a giant mud crab";
Long	"A giant crab is here, half buried in the mud.\n";
Desc	"All you can see is two huge, no make that FUCKING HUGE claws pointed in\n
your direction.\n";
Level	50;
Act	(npc sentinel stay_area buried);
Affected	(detect-invis detect-hidden infrared haste breathing);
Race	(Animal);
Parts	(torso head eyes left-arm right-arm);
};
Mobile {
Vnum	4602;
Name	"school %a fish";
Short	"a school of %a fish";
Long	"A large school of %a fish&x are swimming about here.\n";
Desc	"There seems to be thousands of fish swimming around in a tightly packed\n
group here.\n";
Level	40;
Act	(npc stay_area wimpy assist);
Affected	(detect-invis detect-hidden infrared breathing);
Race	(Fish);
};
Mobile {
Vnum	4603;
Name	"large bat";
Short	"a large bat";
Long	"There is a large creature hanging upside down from a branch here.\n";
Desc	"You try to look at the bat, but it has its wings wrapped around it, so\n
you can't see.\n";
Level	40;
Act	(npc sentinel stay_area);
Affected	(blind detect-invis detect-hidden infrared breathing);
Parts	(torso head right-arm left-hand right-hand right-fingers right-leg tail horns lungs);
Specfun	"spec_cast_ghost";
};
Mobile {
Vnum	4604;
Name	"black panther";
Short	"&Ka black panther&x";
Long	"A large &Kblack cat&x stalks quietly through the forest here.\n";
Desc	"The black panther licks his lips as he jumps at you.\n";
Level	45;
Act	(npc stay_area);
Affected	(detect-invis detect-hidden infrared breathing);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	4605;
Name	"venus fly trap";
Short	"a venus fly trap";
Long	"A small plant is here, eating bugs?\n";
Desc	"Everytime a bug goes near this plant it snaps closed and opens a few\n
minutes later after it has digested it.  You pray to god that this plant\n
doesn't come in any larger sizes.\n";
Level	38;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden infrared breathing);
Race	(Plant);
Specfun	"spec_fido";
};
Mobile {
Vnum	4606;
Name	"druid";
Short	"the druid";
Long	"A druid stands here, chanting a prayer to Fyrestorm.\n";
Desc	"The druid is clad in a long, but plain, brown robe, and has an amulet and\n
staff.  She is mumbling something, but it is too quiet for you to hear.\n";
Level	45;
Align	1000;
Act	(npc stay_area);
Affected	(infrared breathing);
Sex	(female);
MudProg	{
Type	(act_prog);
Args	"10";
Comlist	"emote starts chanting 'ie ai es u domina'\n
emote slams her staff into her head &Y*BANG*&x\n
emote starts chanting 'do mo ai ies reqiuem'\n
emote slams her staff into her head &Y*BANG*&x\n";
};
};
Mobile {
Vnum	4607;
Name	"%a snake";
Short	"a %a snake";
Long	"A long %a snake&x, slithers through the plants here.\n";
Desc	"This is one VERY long snake.  You are not sure if it is poisonous but try\n
to keep your distance anyway.\n";
Level	42;
Align	-1000;
Act	(npc stay_area);
Affected	(detect-invis detect-hidden infrared breathing);
Parts	(eyes left-hand right-hand);
Specfun	"spec_poison";
};
Mobile {
Vnum	4608;
Name	"bug insect";
Short	"a small bug";
Long	"A small bug scutters across the ground here.\n";
Desc	"A bug, quick squish it!\n";
Level	35;
Act	(npc stay_area wimpy);
Affected	(infrared mind-mist warp-flesh breathing);
Race	(Insect);
};
Mobile {
Vnum	4609;
Name	"spider";
Short	"a spider";
Long	"A small eight legged creature is here, swinging from a web.\n";
Desc	"This spider is quite small, but has extremely long fangs, which glisten\n
in the light.\n";
Level	40;
Align	-1000;
Act	(npc stay_area);
Affected	(detect-invis detect-hidden infrared breathing);
Race	(Animal);
Specfun	"spec_spider";
};
Mobile {
Vnum	4610;
Name	"sex slave";
Short	"the sex slave";
Long	"A Sex Slave is chained up here, against the wall, waiting for FyreStorm.\n";
Desc	"This so called slave, is chained up here waiting for Fyrestorm.  The look\n
in her eyes is not that of fear, or terror, but that of desire.  As you look\n
at her, you think you see the look of a woman in love.  She just has the\n
chains a formality.  You truly believe that if the chains were removed, she\n
would still stay here anyway.\n";
Level	45;
Align	1000;
Act	(npc stay_area);
Affected	(infrared breathing);
Sex	(female);
};
Mobile {
Vnum	4611;
Name	"Fyrestorm crystal statue";
Short	"Fyrestorm's &Bc&Wr&By&Ws&Bt&Wa&Bl&x statue";
Long	"A large &Bc&Wr&By&Ws&Bt&Wa&Bl&x statue stands here.\n";
Desc	"You have found the &Bc&Wr&By&Ws&Bt&Wa&Bl&x statue of Fyrestorm.  This\n
statue has the great power of recruiting mortals into the religion of\n
fyrestorm.  <read help fyrestorm first> then, just stand before the statue\n
and say \"recruit me\", and as long as you are not already in a religion, and\n
you have the same ideals as he does <ie.  The same alignment> then you will\n
be recruited.\n";
Level	42;
Align	1000;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden infrared breathing);
Sex	(male);
Race	(God);
Parts	(torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
Specfun	"spec_religion_recruit";
MudProg	{
Type	(act_prog);
Args	"100";
Comlist	"tell $n You have just broken the sanctity of Fyrestorm's temple\n
tell $n For this you will pay dearly\n
cast 'mind mist' $n\n
cast 'continuous effect' $n harm\n
cast 'delayed effect' $n death\n
goto 4640\n";
};
};


Object {
Vnum	4600;
Name	"bane fyrestorms crystal sword";
Short	"fyrestorm's &Bc&Wr&By&Ws&Bt&Wa&Bl&x sword";
Long	"A &Bc&Wr&By&Ws&Bt&Wa&Bl&x broad sword is here, glowing strangly.";
Action	"&yYou feel the desire to save the world.&x\n";
Level	0;
Weight	10;
Type	(weapon);
Wear	(take wield);
Extra	(glow magic runed);
Material	(crystal);
Values	[(faerie fire), 0, 0, (<weapon> hit)];
Affect	{
Name	(permanent spell);
Location	(<skill> bark skin);
};
ExDesc	{
Keyword	"sword";
Text	"As you twist the sword you see a pattern reflecting in the light...\n\n
                      ####\n
                    ###  ###\n
                   ###    ###\n
                    ###  ###\n
                      ####\n
                       ##\n
                 ##############\n
                 ##    ##    ##\n
                 ## ######## ##\n
                 ## ## ## ## ##\n
                  # ## ## ## #\n
                     # ## #\n
                       ##\n
                     ######\n
                      ####\n
                       ##\n";
};
};
Object {
Vnum	4601;
Name	"crystal shackle";
Short	"a &Bc&Wr&By&Ws&Bt&Wa&Bl&x shackle";
Long	"A small &Bc&Wr&By&Ws&Bt&Wa&Bl&x shackle lies here.";
Action	"&yYou find it hard to move.&x\n";
Level	0;
Weight	10;
Type	(armour);
Wear	(take ankle);
Extra	(runed);
Material	(crystal);
Values	[0, -1, 0, 0];
Affect	{
Name	(snare);
Location	(move);
Modifier	-500;
Bits	(hold);
};
};
Object {
Vnum	4602;
Name	"fountain";
Short	"a cracked &Kg&wr&Ka&wn&Ki&wt&Ke&x fountain";
Long	"A cracked &Kg&wr&Ka&wn&Ki&wt&Ke&x fountain stands here.";
Level	0;
Weight	100;
Type	(fountain);
Extra	(runed);
Material	(eternium);
Values	[0, 0, (<liquid> water), 0];
ExDesc	{
Keyword	"fountain";
Text	"You see a crack in the fountain that might just be large enough to go 'down'\n
into.\n";
};
};
Object {
Vnum	4603;
Name	"brown druids robes";
Short	"flowing brown robes";
Long	"There is a small pile of brown crumpled material here.";
Action	"&yYou feel the power that comes from nature flow through you.&x&n\n";
Level	0;
Weight	5;
Type	(armour);
Wear	(take body);
Material	(eternium);
Values	[0, 30, 0, 0];
Affect	{
Location	(constitution);
Modifier	2;
};
};
Object {
Vnum	4604;
Name	"charred blackened druids staff";
Short	"a &Kcharred blackened&x staff";
Long	"A &Kcharred blackened&x staff lies on the ground here.";
Action	"&yYou feel the power that comes from nature flow through you.&x&n\n";
Level	0;
Weight	4;
Type	(staff);
Wear	(take hold);
Extra	(magic);
Material	(wood);
Values	[50, 10, 10, (fireball)];
};
Object {
Vnum	4605;
Name	"crystal druids amulet";
Short	"an engraved &Bc&Wr&By&Ws&Bt&Wa&Bl&x amulet";
Long	"A small piece of &Bc&Wr&By&Ws&Bt&Wa&Bl&x lies here, with a pattern engraved into it.";
Action	"&yYou feel Fyrestorms power invigorate you.&x\n";
Level	0;
Weight	2;
Type	(key);
Wear	(take neck);
Extra	(magic no-id);
Material	(crystal);
Values	[0, 30, 0, 0];
Affect	{
Location	(ac);
Modifier	-20;
};
Affect	{
Location	(constitution);
Modifier	1;
};
ExDesc	{
Keyword	"pattern";
Text	"As you twist the amulet you see a pattern reflecting in the light...\n\n
                      ####\n
                    ###  ###\n
                   ###    ###\n
                    ###  ###\n
                      ####\n
                       ##\n
                 ##############\n
                 ##    ##    ##\n
                 ## ######## ##\n
                 ## ## ## ## ##\n
                  # ## ## ## #\n
                     # ## #\n
                       ##\n
                     ######\n
                      ####\n
                       ##\n\n";
};
};
Object {
Vnum	4606;
Name	"crystal throne";
Short	"a &Bc&Wr&By&Ws&Bt&Wa&Bl&x throne";
Long	"Fyrestorm's &Bc&Wr&By&Ws&Bt&Wa&Bl&x throne stands here.";
Action	"&BFyreStorm's statue tells you 'how the fuck did you get this? please tell an imm.'&x&n\n";
Level	0;
Weight	100;
Type	(furniture);
Extra	(magic no-id);
Material	(crystal);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
ExDesc	{
Keyword	"throne";
Text	"As you look at fyrestorm's throne you see a pattern that is carved into the\n
back rest, reflecting in the light...\n\n
                      ####\n
                    ###  ###\n
                   ###    ###\n
                    ###  ###\n
                      ####\n
                       ##\n
                 ##############\n
                 ##    ##    ##\n
                 ## ######## ##\n
                 ## ## ## ## ##\n
                  # ## ## ## #\n
                     # ## #\n
                       ##\n
                     ######\n
                      ####\n
                       ##\n\n";
};
};
Object {
Vnum	4607;
Name	"white lace bra";
Short	"&Wa white lace bra&x";
Long	"A pile of &Wwhite lace&x lies here.";
Level	0;
Weight	4;
Type	(armour);
Wear	(take shoulders);
Extra	(magic);
Material	(eternium);
Values	[0, 30, 0, 0];
};
Object {
Vnum	4608;
Name	"white lace garter belt";
Short	"&Wa white lace garter belt&x";
Long	"A pile of &Wwhite lace&x lies here.";
Level	0;
Weight	4;
Type	(armour);
Wear	(take body);
Extra	(magic);
Material	(eternium);
Values	[0, 30, 0, 0];
};
Object {
Vnum	4609;
Name	"white lace gstring g-string";
Short	"&Wa white lace g-string&x";
Long	"A pile of &Wwhite lace&x lies here.";
Level	0;
Weight	4;
Type	(armour);
Wear	(take waist);
Extra	(magic);
Material	(eternium);
Values	[0, 30, 0, 0];
};
Object {
Vnum	4610;
Name	"white lace stockings";
Short	"&Wa pair of white lace stockings&x";
Long	"A pile of &Wwhite lace&x lies here.";
Level	0;
Weight	4;
Type	(armour);
Wear	(take legs);
Extra	(magic);
Material	(eternium);
Values	[0, 30, 0, 0];
};
Object {
Vnum	4611;
Name	"white shoes";
Short	"&Wa pair of white high heel shoes&x";
Long	"A pair of &Wwhite shoes&x lies here.";
Level	0;
Weight	4;
Type	(armour);
Wear	(take feet);
Extra	(magic);
Material	(leather);
Values	[0, 30, 0, 0];
};


Room {
Vnum	4600;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	700;
}, @(<dir> west) {
ToRoom	4601;
} ];
Resets	{
# Randomise exits east.
  R 0 "east";
};
};
Room {
Vnum	4601;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	4600;
}, @(<dir> west) {
ToRoom	4602;
} ];
Resets	{
# Randomise exits east.
  R 0 "east";
};
};
Room {
Vnum	4602;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	4601;
}, @(<dir> south) {
ToRoom	4603;
}, @(<dir> west) {
ToRoom	4604;
} ];
Resets	{
# Randomise exits north.
  R 0 "north";
};
};
Room {
Vnum	4603;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	4602;
}, @(<dir> east) {
ToRoom	4605;
} ];
Resets	{
# Randomise exits north.
  R 0 "north";
};
};
Room {
Vnum	4604;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> south) {
ToRoom	4602;
} ];
};
Room {
Vnum	4605;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	4603;
}, @(<dir> west) {
ToRoom	4606;
} ];
Resets	{
# Randomise exits east.
  R 0 "east";
};
};
Room {
Vnum	4606;
Name	"Wandering through the clouds";
Desc	"You are wandering around through a section of fluffy white clouds.  It is\n
very nice, but at the same time quite disorienting.\n";
Flags	(private);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	4607;
}, @(<dir> west) {
ToRoom	4605;
} ];
Resets	{
# Randomise exits east.
  R 0 "east";
};
};
Room {
Vnum	4607;
Name	"Coming out of the clouds";
Desc	"You have managed to walk through the maze of clouds, and now find\n
yourself standing before a large forest.  It is the strangest thing you have\n
ever seen.  You can't understand how this large forest has managed to\n
survive here all this time without anyone knowing about it.\n";
Flags	(no_mob private);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	4608;
}, @(<dir> west) {
ToRoom	4606;
} ];
};
Room {
Vnum	4608;
Name	"In a Large Dense Forest";
Desc	"You are wandering around through a large dense forest.  It is filled with\n
all manner of strange creatures.  You see bugs, snakes, spiders, weird\n
plants, and even a few things you can't describe.  It is the strangest place\n
you have ever seen.  There doesn't seem to be any exits, yet as you move the\n
forest seems to reshape to let you pass.  It is a makes you a little\n
nauseous.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4616;
Flags	(hidden);
}, @(<dir> east) {
ToRoom	4615;
Flags	(hidden);
}, @(<dir> south) {
ToRoom	4607;
Flags	(hidden);
}, @(<dir> west) {
ToRoom	4609;
Flags	(hidden);
} ];
Resets	{
# a small bug to room.
  M 4608 5;
};
};
Room {
Vnum	4609;
Name	"In a Large Dense Forest";
Desc	"The Forest Seems jam packed with all manner of life.  Even the plants and\n
trees seem to have a mind of there own.  The path that they make as you move\n
seems to be leading you somewhere, you just have no idea where that is.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4610;
Flags	(hidden);
}, @(<dir> east) {
ToRoom	4608;
Flags	(hidden);
} ];
Resets	{
# a black panther to room.
  M 4604 1;
};
};
Room {
Vnum	4610;
Name	"In a Large Dense Forest";
Desc	"The Path Seems to be moving again, leading you in a different direction.\n
As you move past a large tree, you here a mumbled noise come from the\n
east...  You wonder what is over there?\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4611;
Flags	(hidden);
}, @(<dir> south) {
ToRoom	4609;
Flags	(hidden);
} ];
Resets	{
# a small bug to room.
  M 4608 5;
# a %a snake to room.
  M 4607 4;
};
};
Room {
Vnum	4611;
Name	"In a Large Dense Forest";
Desc	"The forest suddenly twists, and the path seems to head off in a different\n
direction.  You catch a glimpse of a stone building to your south east as\n
the trees move past each other.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	4612;
Flags	(hidden);
}, @(<dir> south) {
ToRoom	4610;
Flags	(hidden);
} ];
Resets	{
# a venus fly trap to room.
  M 4605 1;
};
};
Room {
Vnum	4612;
Name	"In a Large Dense Forest";
Desc	"This forest makes you sick the way it keeps moving around you.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	4613;
Flags	(hidden);
}, @(<dir> west) {
ToRoom	4611;
Flags	(hidden);
} ];
};
Room {
Vnum	4613;
Name	"In a Large Dense Forest";
Desc	"You have reached another turning point in the forest.  But at this point\n
you see a large tree, that you could possibly climb.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	4614;
Flags	(hidden);
}, @(<dir> west) {
ToRoom	4612;
Flags	(hidden);
}, @(<dir> up) {
ToRoom	4638;
} ];
Resets	{
# a small bug to room.
  M 4608 5;
};
};
Room {
Vnum	4614;
Name	"In a Large Dense Forest";
Desc	"You have this terrible feeling that you are being watched, but all you\n
can see is bugs, and snakes.  Its place is eerie.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4613;
Flags	(hidden);
}, @(<dir> south) {
ToRoom	4615;
Flags	(hidden);
} ];
Resets	{
# a %a snake to room.
  M 4607 4;
};
};
Room {
Vnum	4615;
Name	"In a Large Dense Forest";
Desc	"As you move in the forest, the trees move around you, sometimes makeing a\n
path in the direction you are heading in, others making you walk in the\n
direction they want you to walk in.  You feel strange.\n";
Flags	(private forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4614;
Flags	(hidden);
}, @(<dir> west) {
ToRoom	4608;
Flags	(hidden);
} ];
};
Room {
Vnum	4616;
Name	"Standing Before an Over Grown Temple";
Desc	"You stand before a giant set of stairs.  They are the main enterance to\n
an overgrown stone temple.  You wonder what it could be doing out here in\n
what seems to be the middle of nowhere.\n";
Flags	(no_mob private);
Sector	(field);
Exit	[  @(<dir> south) {
ToRoom	4608;
}, @(<dir> up) {
ToRoom	4617;
} ];
Resets	{
# a %a snake to room.
  M 4607 4;
};
};
Room {
Vnum	4617;
Name	"On The Grand Stairs Of The Over Grown Temple";
Desc	"You stand at the top of the great stair case.  Before you is a large\n
room, that is the temple itself.  You hear noises comming from inside.\n
Below you, you see noting but forest.\n";
Flags	(no_mob private);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	4618;
Flags	(door closed);
}, @(<dir> down) {
ToRoom	4616;
} ];
};
Room {
Vnum	4618;
Name	"Entering the Over Grown Temple";
Desc	"You are in the southern section of the temple.  Looking around you see\n
nothing, no furniture, no decorations, it is just bare.  The only exception\n
is a large, but broken, fountain in the center of the room.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	4626;
}, @(<dir> east) {
ToRoom	4625;
}, @(<dir> south) {
ToRoom	4617;
Flags	(door closed);
}, @(<dir> west) {
ToRoom	4619;
} ];
};
Room {
Vnum	4619;
Name	"Inside the Over Grown Temple";
Desc	"You are in the south west corner of the temple.  There are cob webs all\n
over the celing, and the floor is covered in dust.  If anyone lives in a\n
place like this, they must be grots.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	4620;
}, @(<dir> east) {
ToRoom	4618;
} ];
Resets	{
# the druid to room.
  M 4606 4;
#	equip a charred blackened staff rhold.
  E 4604 ("rhold");
#	equip flowing brown robes body.
  E 4603 ("body");
#	equip an engraved crystal amulet neck1.
  E 4605 ("neck1");
};
};
Room {
Vnum	4620;
Name	"Inside the Over Grown Temple";
Desc	"You stand in the western part of the temple.  There is really nothing\n
here, you are still trying to figure out why the temple was even built in\n
the first place.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	4621;
}, @(<dir> east) {
ToRoom	4626;
}, @(<dir> south) {
ToRoom	4619;
} ];
};
Room {
Vnum	4621;
Name	"Inside the Over Grown Temple";
Desc	"You are in the north western part of the temple.  There is no way that\n
the people who built this temple would still be here, otherwise it wouldn't\n
be in this run down state.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
ToRoom	4622;
}, @(<dir> south) {
ToRoom	4620;
} ];
Resets	{
# the druid to room.
  M 4606 4;
#	equip a charred blackened staff rhold.
  E 4604 ("rhold");
#	equip flowing brown robes body.
  E 4603 ("body");
#	equip an engraved crystal amulet neck1.
  E 4605 ("neck1");
};
};
Room {
Vnum	4622;
Name	"Inside the Over Grown Temple";
Desc	"You are in the northern part of the temple.  Just to your south is a huge\n
broken fountain.  To your east you see a beam of light.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
ToRoom	4623;
}, @(<dir> south) {
ToRoom	4626;
}, @(<dir> west) {
ToRoom	4621;
} ];
Resets	{
# a small bug to room.
  M 4608 5;
};
};
Room {
Vnum	4623;
Name	"Inside the Over Grown Temple";
Desc	"You stand in the north eastern corner of the temple.  This part of the\n
temple is a little different from the rest, as it has a huge hole in the\n
roof, that has allowed a few vines and bugs to start invading the building\n
in a few more years this entire place might be totally grown over.\n";
Flags	(indoors);
Exit	[  @(<dir> south) {
ToRoom	4624;
}, @(<dir> west) {
ToRoom	4622;
} ];
Resets	{
# a %a snake to room.
  M 4607 4;
};
};
Room {
Vnum	4624;
Name	"Inside the Over Grown Temple";
Desc	"You are in the eastern section of the temple.  There is a large broken\n
fountain off to your west that has you intrigued.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	4623;
}, @(<dir> south) {
ToRoom	4625;
}, @(<dir> west) {
ToRoom	4626;
} ];
Resets	{
# the druid to room.
  M 4606 4;
#	equip a charred blackened staff rhold.
  E 4604 ("rhold");
#	equip flowing brown robes body.
  E 4603 ("body");
#	equip an engraved crystal amulet neck1.
  E 4605 ("neck1");
};
};
Room {
Vnum	4625;
Name	"Inside the Over Grown Temple";
Desc	"You are in the south west corner of the temple.  You wonder who could\n
have built this huge temple, as you see no signs of people living here.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	4624;
}, @(<dir> west) {
ToRoom	4618;
} ];
Resets	{
# a small bug to room.
  M 4608 5;
};
};
Room {
Vnum	4626;
Name	"Inside the Over Grown Temple";
Desc	"The large fountain that stands here is the only thing that seems to be\n
left inside this temple.  It is a pitty that is is broken, you see that it\n
once was a magnificant fountain.  You see something on the fountain that\n
requires further investigation.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	4622;
}, @(<dir> east) {
ToRoom	4624;
}, @(<dir> south) {
ToRoom	4618;
}, @(<dir> west) {
ToRoom	4620;
}, @(<dir> down) {
ToRoom	4627;
Flags	(hidden);
} ];
Resets	{
# a cracked granite fountain to room.
  O 4602;
};
};
Room {
Vnum	4627;
Name	"Inside the Broken Fountain";
Desc	"You have climbed down into the broken fountain.  The walls are a little\n
slippery, you would have to be able to fly to stay here for long, as there\n
is nothing else to grab onto.\n";
Flags	(dark no_mob fall);
Exit	[  @(<dir> up) {
ToRoom	4626;
}, @(<dir> down) {
ToRoom	4628;
} ];
};
Room {
Vnum	4628;
Name	"The Surface of the Underground Lake";
Desc	"You are at the surface of an underground lake.  This is where all the\n
water for that fountain came from.\n";
Flags	(dark no_mob fall);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	4629;
}, @(<dir> west) {
ToRoom	4630;
}, @(<dir> up) {
ToRoom	4627;
} ];
};
Room {
Vnum	4629;
Name	"The Surface of the Underground Lake";
Desc	"You have swam into a dead end.  As you are underground and in water, you\n
find it hard to work out where you are heading.  And apparently this was not\n
the right way to go.\n";
Flags	(dark no_mob fall);
Sector	(water);
Exit	[  @(<dir> south) {
ToRoom	4628;
} ];
};
Room {
Vnum	4630;
Name	"The Surface of the Underground Lake";
Desc	"This is a dead end.  As you relax your eyes, you notice that there is no\n
way out of the lake, you might have to go down under the surface to see if\n
the water goes anywhere.\n";
Flags	(dark no_mob fall);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	4628;
}, @(<dir> down) {
ToRoom	4631;
} ];
};
Room {
Vnum	4631;
Name	"Below the Surface of the Underground Lake";
Desc	"You have dived below the surface of the lake.  There is not much down\n
here, and the problem of being underground makes it pretty dark.\n";
Flags	(dark);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	4632;
}, @(<dir> up) {
ToRoom	4632;
} ];
Resets	{
# a school of %a fish to room.
  M 4602 5;
# a school of %a fish to room.
  M 4602 5;
};
};
Room {
Vnum	4632;
Name	"Below the Surface of the Underground Lake";
Desc	"You have swam into another dead end, mabe if you swim a little deeper you\n
might be able to get somewhere.\n";
Flags	(dark);
Sector	(underwater);
Exit	[  @(<dir> west) {
ToRoom	4631;
}, @(<dir> down) {
ToRoom	4633;
} ];
Resets	{
# a great white shark to room.
  M 4600 1;
# a school of %a fish to room.
  M 4602 5;
};
};
Room {
Vnum	4633;
Name	"Below the Surface of the Underground Lake";
Desc	"You have reached the bottom of the lake, but there is however a slight\n
current running south.  Maybe that leads to a way out.\n";
Flags	(dark);
Sector	(underwater);
Exit	[  @(<dir> south) {
ToRoom	4634;
}, @(<dir> up) {
ToRoom	4632;
} ];
Resets	{
# a school of %a fish to room.
  M 4602 5;
};
};
Room {
Vnum	4634;
Name	"Below the Surface of the Underground Lake";
Desc	"You can definatly feel the pull of the water now, it is running east from\n
here, and the noise that is is making suggest that you have definatly found\n
an exit for the water.\n";
Flags	(dark);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	4633;
}, @(<dir> west) {
ToRoom	4635;
} ];
Resets	{
# a school of %a fish to room.
  M 4602 5;
};
};
Room {
Vnum	4635;
Name	"Below the Surface of the Underground Lake";
Desc	"You were right, the water does run out of the lake from here.  The only\n
problem is that the hole is a little to small for you to pass through.  You\n
are going to have to find somewhere else to go.  As you look around you see\n
flashing lights directly above you.\n";
Flags	(dark);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	4634;
}, @(<dir> up) {
ToRoom	4636;
} ];
Resets	{
# a giant mud crab to room.
  M 4601 1;
};
};
Room {
Vnum	4636;
Name	"A Air Filled Cave in the Underground Lake";
Desc	"You have found a large cave.  Half the floor is missing, allowing access\n
to the undergound lake.  To your north you see a large statue, and some\n
people standing around it.  You wonder what they are doing all the way down\n
here undergound, and also how they got here.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> north) {
ToRoom	4637;
}, @(<dir> down) {
ToRoom	4635;
} ];
};
Room {
Vnum	4637;
Name	"Standing Before A Large Crystal Statue";
Desc	"As you move closer you realise that this is the statue of FyreStorm, the\n
god of nature.  And the people are his druids, sworn to protect the world\n
from people who wish its harm.  This would be a good place to pray if you\n
too were sworn to his service.\n";
Flags	(safe no_portal);
Exit	[  @(<dir> east) {
Key	4605;
ToRoom	4639;
Flags	(door closed locked bashproof pickproof passproof hidden);
}, @(<dir> south) {
ToRoom	4636;
} ];
Resets	{
# the druid to room.
  M 4606 4;
#	equip a charred blackened staff rhold.
  E 4604 ("rhold");
#	equip flowing brown robes body.
  E 4603 ("body");
#	equip an engraved crystal amulet neck1.
  E 4605 ("neck1");
# Fyrestorm's crystal statue to room.
  M 4611 1;
#	equip fyrestorm's crystal sword rwielded.
  E 4600 ("rwielded");
#	equip an engraved crystal amulet neck1.
  E 4605 ("neck1");
};
};
Room {
Vnum	4638;
Name	"High in the Tree Tops";
Desc	"You are climbing high up in the trees.  From here you can see a large\n
stone building off to the south west.  You wonder what it is for, and wonder\n
if you should go and have a look.\n";
Flags	(no_mob fall);
Sector	(forest);
Exit	[  @(<dir> down) {
ToRoom	4613;
} ];
Resets	{
# a large bat to room.
  M 4603 1;
};
};
Room {
Vnum	4639;
Name	"The Throne Room";
Desc	"This is Fyrestorm's throne room.  It is a private room that most\n
mortal's, even those that serve him, never get to see.  It is filled with\n
all the things that please him.  It has plants and flowers to make it look\n
better.  It has a large crystal throne in the center of the room, and\n
shackles on the wall for who knows what.\n";
Flags	(safe no_portal);
Exit	[  @(<dir> west) {
Key	4605;
ToRoom	4637;
Flags	(door closed locked bashproof pickproof passproof hidden);
} ];
Resets	{
# the sex slave to room.
  M 4610 1;
#	equip a white lace bra shoulders.
  E 4607 ("shoulders");
#	equip a white lace garter belt body.
  E 4608 ("body");
#	equip a white lace g-string waist.
  E 4609 ("waist");
#	equip a pair of white lace stockings legs.
  E 4610 ("legs");
#	equip a pair of white high heel shoes feet.
  E 4611 ("feet");
#	equip a crystal shackle lankle.
  E 4601 ("lankle");
#	equip a crystal shackle rankle.
  E 4601 ("rankle");
# a crystal throne to room.
  O 4606;
};
};
Room {
Vnum	4640;
Name	"Mob Drop Off Room";
Desc	"This room is just a place for the statue to drop his things when he dies,\n
so you don't get any of it when you kill him.\n";
Flags	(no_mob no_portal);
Sector	(space);
};



eof