#FUSSAREA #AREADATA Version 1 Name Limbo~ Author RoD~ WeatherX 0 WeatherY 0 Ranges 0 60 0 60 Economy 0 33928447 ResetMsg A dim pulse of light filters through the swirling mists.~ ResetFreq 60 Flags noteleport~ #ENDAREADATA #MOBILE Vnum 1 Keywords Puff~ Short Puff~ Long Puff the Fractal Dragon is here, contemplating a higher reality. ~ Race dragon~ Class mage~ Position standing~ DefPos standing~ Specfun spec_breath_gas~ Gender female~ Actflags npc sentinel~ Affected detect_invis detect_hidden sanctuary infrared protect truesight~ Stats1 1000 50 20 -30 10000 1000 Stats2 5 10 30550 Stats3 4 10 200 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common elvish orcish trollese insectoid spiritual magical clan gnome~ Speaking common elvish orcish trollese insectoid spiritual magical clan gnome~ Immune sleep charm nonmagic magic paralysis~ Attacks claws~ Defenses parry dodge~ #MUDPROG Progtype rand_prog~ Arglist 50~ Comlist mpat 4 mppurge ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 5~ Comlist mpe To escape Limbo, type a command or say "return" ... ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 2 Keywords freddy imp~ Short A demon imp~ Long A demon imp hovers nearby...drooling constantly with a fiendish grin. ~ Desc This demon is clearly something that you don't want to mess with... It appears to be very agile, and very strong. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel~ Affected detect_invis detect_hidden~ Stats1 -1000 50 1 -300 10000 155000 Stats2 5 10 31550 Stats3 1 2 2 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #MUDPROG Progtype act_prog~ Arglist p disappears in a column of divine power.~ Comlist if inroom($i) == 6 mptransfer 0.$n 6 mpforce 0.$n look else mptransfer 0.$n 8 endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p has entered the game.~ Comlist if inroom($i) == 8 or isimmort($n) else if ishelled($n) == 0 mea 0.$n _yel Your time in hell has expired, and you have been released. if ispkill($n) mptransfer 0.$n 3001 else mptransfer 0.$n 21000 endif mpat 0.$n mpforce 0.$n look endif endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is incapacitated, and will die slowly soon if not aided.~ Comlist mprestore $n 1000 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is mortally wounded, and will die soon, if not aided.~ Comlist mprestore $n 1000 ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 1~ Comlist if isimmort($r) else if class($r) == vampire mpforce $r drink blood mprestore $r 100 endif endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is suffering from lack of blood!~ Comlist mpforce $n drink blood mprestore $n 500 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is DEAD!!~ Comlist if inroom($i) == 6 mptransfer 0.$n 6 else mptransfer 0.$n 8 endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p wields~ Comlist mprestore $n 500 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p wears~ Comlist mprestore $n 500 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p shivers and~ Comlist cast 'cure poison' $n mprestore $n 500 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p bashes against~ Comlist mprestore $n 500 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is starved~ Comlist mpoload 20 give mushroom $n mpforce $n eat mushroom mprestore $n 500 ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 3 Keywords supermob~ Short the supermob~ Long The supermob is here. He looks busy as hell. ~ Desc How clever he looks! ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc polyself secretive mobinvis prototype~ Affected invisible detect_invis detect_hidden hide truesight~ Stats1 -1000 56 1 -300 10000 155000 Stats2 5 10 31550 Stats3 1 2 2 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 25 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Immune blunt pierce slash sleep charm nonmagic paralysis~ Defenses parry dodge~ #MUDPROG Progtype rand_prog~ Arglist 10~ Comlist mpinvis 51 if ismobinvis($i) else mpinvis endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 4 Keywords fharlangan god traveler~ Short Fharlangan~ Long A man desiring nothing more than to be allowed to travel is here. ~ Desc The eternal wanderer is before you. His clothes are threadbare and his boots weathered, yet his eyes possess the light of youth. He goes throughout the world now always wandering, never tarrying. ~ Race god~ Class mage~ Position standing~ DefPos standing~ Gender male~ Actflags npc scavenger~ Affected detect_invis detect_hidden sanctuary infrared protect truesight~ Stats1 600 50 0 -200 150000 0 Stats2 100 50 3500 Stats3 4 10 14 Stats4 0 0 0 0 0 Attribs 25 20 20 18 17 13 25 Saves 0 0 0 0 0 Speaks common halfling~ Speaking common halfling~ Resist pierce slash~ Immune fire cold electricity sleep charm paralysis~ Suscept blunt~ Attacks punch kick trip harm fireball~ Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 3~ Comlist mpat 3 c heal , mumbles and runs his hands over his arms. ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 10~ Comlist wear all drop all.ball drop all.mushroom ~ #ENDPROG #MUDPROG Progtype fight_prog~ Arglist 15~ Comlist mpasound The nearby sound of a god doing battle can be heard clearly. mpe $I gathers his godly might into one blow and strikes out! mpe $I's blast of magic rips through the air! mpdamage $n 500 ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 5~ Comlist c teleport mpasound You feel the power of an immortal close by... mpe With a clap of thunder, Fharlangan strides out of a cloud of lightning. if level($r) == 2 mpadvance $r 3 mea $r You have been chosen by me to carry my word throughout the Realms! mer $r $I points an aged finger at $r, who suddenly looks different! c bless $n c refresh $n c 'heal' $n c sanc $n endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 5 Keywords undead animated corpse~ Short an animated corpse~ Long An animated corpse struggles with the horror of its undeath. ~ Desc Denied its rightful death, this animated corpse has been infused with the powerful energies of its master. It exists on the precipice between life and unlife, even as its physical body rots and decays under the strain of its tasks. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc~ Stats1 0 1 0 0 0 0 Stats2 10 0 2 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Bodyparts head arms legs~ Defenses dodge~ #ENDMOBILE #MOBILE Vnum 10 Keywords wolf~ Short a deadly wolf~ Long A deadly wolf prowls around you with a vengeance ~ Desc While this large beast circles you, you have a chance to see its large fangs and its sharp claws. The wolf's eyes are small, black and have the aura of a deadly intent. Its raggedy coat tells of a recent battle with something. ~ Race vampire~ Class vampire~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 2 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks bite claws~ #ENDMOBILE #MOBILE Vnum 11 Keywords mist~ Short mist~ Long A thick mist plays with your senses. ~ Desc Is it the fog you see? Or are your eyes playing deadly tricks on you. The mist swirls around you and then quickly disappears before you can blink. You suddenly find yourself overcome with an unknown power. ~ Race magical~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected sneak floating~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 2 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks blindness curse~ #ENDMOBILE #MOBILE Vnum 12 Keywords bat~ Short bat~ Long A bat hovers nearby with bloody fangs. ~ Desc As this bloodsucking creature flies past you, you notice the tiny black eyes that stare at your jugular vein. This little black bat has the intentions of drinking your blood until there is none left in your body. ~ Race bat~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected flying~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 2 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks bite claws~ #ENDMOBILE #MOBILE Vnum 13 Keywords hawk~ Short hawk~ Long A hawk watches you with predatory eyes from its perch. ~ Desc This proud creature stands upon its perch watching you with unblinking eyes. Any movement made by you could make it flare its wings in disapproval and open its beak to scream its intent. Its long beak open and before you know what has happened, it comes flying towards you. ~ Race avis~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected flying~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 2 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks claws~ #ENDMOBILE #MOBILE Vnum 14 Keywords black cat~ Short black cat~ Long A black cat has crossed your path with deadly intent. ~ Desc With a furry black coat, and big yellow eyes, this cat gracefully walks across your path, bringing you several years of bad luck. Its tail moves slowly to tell you that it is laughing at your misfortune. ~ Race cat~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected detect_invis~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 2 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks bite claws~ #ENDMOBILE #MOBILE Vnum 15 Keywords dove~ Short dove~ Long A beautiful dove sings a melancholy melody from its nest. ~ Desc With feathers the colour of soft grey and soft loving black eyes, this small delicate creature sings you a tune full of romance. The tune it sings comes from the small breast that rises and falls with every chorus it sings. You are at peace as you listen to this lovable creature. ~ Race avis~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected flying~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 1 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Attacks claws~ #ENDMOBILE #MOBILE Vnum 16 Keywords fish~ Short fish~ Long A fish blows large bubbles as it quickly swims past you. ~ Desc With fins, teeth and gills, this slippery little thing is hard to catch. It swims with a speed no beast, human or animal can compete with. It's tiny eyes, move with every breath. It blows several large bubbles as it quickly swims past you. ~ Race fish~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Affected aqua_breath~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 1 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #ENDMOBILE #MOBILE Vnum 17 Keywords avatar~ Short the avatar of %s~ Long The daunting and powerful avatar of %s occupies the ground here. ~ Desc The avatar of %s appears calm and cool, ready for whatever might come. ~ Race humanoid~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel noassist~ Stats1 0 1 0 0 0 0 Stats2 5 5 25 Stats3 5 5 26 Stats4 0 0 0 20 0 Attribs 25 25 25 25 25 25 25 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ Immune sleep~ #MUDPROG Progtype speech_prog~ Arglist depart~ Comlist bow , disappears in a puff of smoke. mpgoto 4 ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 5~ Comlist mpecho With its task complete, the avatar departs in a puff of smoke. mpgoto 4 ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho The spirit of the avatar rises skyward to be joined with its master, mpecho while its corporeal form falls lifelessly to the ground. ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 70 Keywords chateau jules host~ Short Jules~ Long The executive of the Chateau stands here, looking very pompous. ~ Race neanderthal~ Class warrior~ Position standing~ DefPos standing~ Gender male~ Actflags npc sentinel stayarea immortal noassist pacifist~ Affected detect_evil detect_invis detect_magic detect_hidden sanctuary~ Stats1 0 50 0 -300 0 0 Stats2 1 1 30000 Stats3 50 100 50 Stats4 0 0 5 60 60 Attribs 25 25 25 25 25 25 25 Saves -30 -30 -30 -30 -30 Speaks common elvish dwarven~ Speaking elvish dwarven~ Immune sleep charm paralysis~ Defenses parry dodge~ #MUDPROG Progtype speech_prog~ Arglist p i wish to dine~ Comlist if sex($n) == 1 say Well then, right this way monsieur. mpopenpassage 72 73 7 mea 0.$n $I escorts you into the dining room. mer 0.$n $I escorts $n into the dining room. mpforce $n nw mpclosepassage 72 7 mpat 73 say Ah, here is a table for two. mpat 73 say Enjoy your dinner, sir. else if sex($n) == 2 smile say Right this way madame $n. mpopenpassage 72 73 7 mea 0.$n $I escorts you into the dining room. mer 0.$n $I escorts $n into the dining room. mpforce $n nw mpclosepassage 72 7 mpat 73 say Ah, here is a table for two. mpat 73 say Enjoy your dinner madame. endif endif ~ #ENDPROG #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist if sex($n) == 1 say Ah, bonjour monsieur $n, welcome to the Chateau L'amour! wink say If you wish to dine, please speak up sir. endif if sex($n) == 2 say ooOOooOOooOOoo la la! Welcome madame $n! hand $n say If you wish to dine madame, just say so. endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 71 Keywords chateau pierre waiter~ Short Pierre~ Long A Chateau waiter stands here, looking very preoccupied. ~ Race halfling~ Class warrior~ Position standing~ DefPos standing~ Gender male~ Actflags npc sentinel stayarea immortal noassist pacifist~ Affected detect_evil detect_invis detect_magic detect_hidden sanctuary infrared floating~ Stats1 0 50 0 -300 0 0 Stats2 1 1 30000 Stats3 50 100 50 Stats4 0 0 5 60 60 Attribs 25 25 25 25 25 25 25 Saves -30 -30 -30 -30 -30 Speaks common halfling~ Speaking halfling~ Immune sleep charm paralysis~ Defenses parry dodge~ #MUDPROG Progtype speech_prog~ Arglist p I wish to go to the room~ Comlist if ispc($n) ooo say Ah yes, right this way. mpopenpassage 73 74 4 mpforce $n u mpclosepassage 73 4 mpat 74 say Enjoy! endif ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist p I will have the fillet mignon~ Comlist say Ah excellent! emote dashes to the kitchen and comes back holding plates. mpoload 70 give fillet-mignon-steak $n mpoload 71 give glass-sherry-wine $n say If you wish to go to your room after you've eaten, just say so. wink ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist waiter!~ Comlist if ispc($n) say Ah bonjour! welcome to the Chateau "Cabaret" say Our special this evening is fillet mignon... say If you want this delectable entree, just say so. smile endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 72 Keywords albatross~ Short An Albatross~ Long An Albatross lurkes in the darkness, here. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel~ Affected detect_invis detect_hidden sanctuary truesight~ Stats1 0 51 0 0 0 0 Stats2 500 0 30000 Stats3 100 0 1000 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #MUDPROG Progtype speech_prog~ Arglist p get mail~ Comlist mpe _yel The Albatross runs to the post office to fetch the mail. mpoload 21048 ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist p get paper~ Comlist mpe _yel The Albatross rushes quickly to fetch the paper. mpoload 31985 ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 80 Keywords guardian vampire~ Short a guardian vampire~ Long A vampire is here hiding his face from your light source. ~ Desc Before you stands a guardian vampire, looking quite evil to say the least. The hair on your arms is raised by its presence alone, and it seems to you that he appears too formidable to be a minor minion. ~ Race undead~ Class warrior~ Position standing~ DefPos standing~ Gender male~ Actflags npc sentinel aggressive~ Affected detect_invis detect_hidden~ Stats1 -1000 25 0 -4 0 105000 Stats2 1 1 385 Stats3 4 5 15 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ Bodyparts head arms legs hands feet ear eye~ Attacks drain curse~ #MUDPROG Progtype fight_prog~ Arglist 60~ Comlist if isnpc($n) , shrieks in rage and vanishes ... mpgoto 4 endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 89 Keywords Owl Hooters~ Short Hooters the Owl~ Long An owl with large wide eyes rests on his perch, hooting madly. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc~ Stats1 0 1 0 0 0 0 Stats2 10 10 30000 Stats3 40 40 1000 Stats4 0 0 4 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #ENDMOBILE #MOBILE Vnum 99 Keywords final mob~ Short a newly created final mob~ Long Some god abandoned a newly created final mob here. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #ENDMOBILE #OBJECT Vnum 2 Keywords coin gold~ Type money~ Short a gold coin~ Long One miserable gold coin.~ WFlags take~ Values 1 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 3 Keywords coins gold~ Type money~ Short %d gold coins~ Long A pile of gold coins.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 7 Keywords board of marks~ Type trash~ Short the Marks Board~ Long A large bullseye sits in the far corner, riddled with arrows.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 8 Keywords board vnum/area~ Type trash~ Short the Vnum/Area Board~ Long The Vnum/Area Board is hanging on the wall here.~ Flags prototype~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 9 Keywords board vnum~ Type trash~ Short the Vnum Board~ Long A small bulletin board sits atop a desk in the far corner.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 10 Keywords corpse~ Type corpse~ Short the corpse of %s~ Long The corpse of %s lies here.~ WFlags take~ Values 0 0 0 1 0 0 Stats 100 0 0 0 0 #ENDOBJECT #OBJECT Vnum 11 Keywords corpse~ Type corpse_pc~ Short the corpse of %s~ Long The corpse of %s is lying here.~ Values 0 0 0 1 0 0 Stats 100 0 0 0 0 #ENDOBJECT #OBJECT Vnum 12 Keywords head~ Type cook~ Short the decapitated head of %s~ Long The head of %s lies here, a vacant stare of shock on its face.~ Action %s gobble$q down $p with gusto... disgusting!~ WFlags take~ Values 10 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 13 Keywords heart~ Type cook~ Short the torn-out heart of %s~ Long The torn-out heart of %s lies here, no longer beating with life.~ Action %s savagely devour$q $p!~ WFlags take~ Values 16 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 14 Keywords arm~ Type cook~ Short the mangled arm of %s~ Long A writhing arm lies torn from the body of %s.~ Action %s chomp$q on $p.~ WFlags take~ Values 30 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 15 Keywords leg~ Type cook~ Short the dismembered leg of %s~ Long Still twitching as if to kick you, the leg of %s lies here.~ Action %s chomp$q on $p.~ WFlags take~ Values 40 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 16 Keywords guts~ Type cook~ Short the spilled guts of %s~ Long The disemboweled guts of %s swarm with maggots.~ Values 5 0 0 1 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 17 Keywords blood~ Type blood~ Short the spilled blood~ Long A pool of spilled blood lies here.~ Values 5 0 0 1 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 18 Keywords bloodstain~ Type bloodstain~ Short the bloodstain~ Long Blood stains the ground.~ Values 5 0 0 1 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 19 Keywords scraps remnants~ Type scraps~ Short the remnants of %s~ Long The remnants of %s are strewn about.~ WFlags take~ Values 5 0 0 1 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 20 Keywords a magic mushroom~ Type food~ Short a magic mushroom~ Long A magic mushroom appears to have been left here.~ Action %s enjoy$q $p.~ WFlags take~ Values 5 0 0 0 0 0 Stats 1 10 1 0 0 #ENDOBJECT #OBJECT Vnum 21 Keywords ball light~ Type light~ Short a ball of light~ Long A ball of light.~ Flags glow magic~ WFlags take~ Values 0 0 -1 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 22 Keywords mystical spring flowing~ Type fountain~ Short a mystical spring~ Long A mystical spring flows majestically from a glowing circle of blue.~ Flags magic~ Values 0 100 0 0 0 0 Stats 10 0 1 0 0 #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mpechoat $n You drink deeply from the flow of mystical water. mpechoar $n $n drinks deeply from the flow of mystical water. ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 23 Keywords skin~ Type treasure~ Short the skin of %s~ Long The skin of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 24 Keywords meat fresh slice~ Type cook~ Short a slice of raw meat from %s~ Long A slice of raw meat from %s lies lies on the ground.~ Flags organic~ WFlags take~ Values 15 0 0 0 0 0 Stats 2 0 0 0 0 #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mpechoat $n Your mouth waters in delight as you enjoy this fresh meat. mpechoaround $n $n chews contentedly, enjoying the flavor of the fresh meat. ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 25 Keywords shoppe bag shopping~ Type container~ Short a bag~ Long A shoppe bag lies discarded nearby.~ Flags groundrot~ WFlags take~ Values 50 0 0 0 0 0 Stats 2 20 2 0 0 #ENDOBJECT #OBJECT Vnum 26 Keywords blood pool spill bloodlet~ Type blood~ Short a quantity of let blood~ Long A pool of let blood glistens here.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 30 Keywords fire flame cloud~ Type fire~ Short a cloud of vaporous flame~ Long A cloud of vaporous flame blazes here, defying the elements.~ Flags magic~ Values 0 0 0 0 0 0 Stats 10 10 1 0 0 #ENDOBJECT #OBJECT Vnum 31 Keywords trap~ Type trap~ Short a trap~ Long You detect a trap.~ Values 0 0 0 0 0 0 Stats 100 10 1 0 0 #ENDOBJECT #OBJECT Vnum 32 Keywords portal whirling~ Type portal~ Short a whirling portal~ Long A whirling portal of energy turns slowly, beckoning to the unknown.~ Flags magic~ Values 0 0 0 0 0 0 Stats 100 10 1 0 0 #ENDOBJECT #OBJECT Vnum 33 Keywords black poison powder~ Type trash~ Short black poisoning powder~ Long A small amount of black poisoning powder sits in a small container on the ground.~ WFlags take hold~ Values 0 0 0 0 0 0 Stats 1 48000 4800 0 0 #ENDOBJECT #OBJECT Vnum 34 Keywords scroll scribing blank~ Type scroll~ Short a blank scroll~ Long A blank scroll lays here gathering dust.~ WFlags take hold~ Values 0 -1 -1 -1 0 0 Stats 2 10000 1000 0 0 Spells 'NONE' 'NONE' 'NONE' #ENDOBJECT #OBJECT Vnum 35 Keywords flask empty~ Type potion~ Short an empty flask~ Long An empty flask lays here gathering dust.~ WFlags take hold~ Values 1 -1 -1 -1 0 0 Stats 1 15000 1500 0 0 Spells 'NONE' 'NONE' 'NONE' #ENDOBJECT #OBJECT Vnum 36 Keywords parchment paper note~ Type paper~ Short a note~ Long A note has been discarded here.~ WFlags take hold~ Values 0 0 0 0 0 0 Stats 1 1500 150 0 0 #ENDOBJECT #OBJECT Vnum 37 Keywords quill pen~ Type pen~ Short a quill~ Long A feather dipped in ink lies here.~ WFlags take~ Values 15 15 0 0 0 0 Stats 2 2000 200 0 0 #ENDOBJECT #OBJECT Vnum 38 Keywords boots travel traveling~ Type armor~ Short weathered boots~ Long A pair of weathered traveling boots lie here.~ Flags glow hum magic antievil antineutral antivampire~ WFlags take feet~ Values 11 11 0 0 0 0 Stats 2 325400 32540 0 0 Affect -1 -1 5 19 0 Affect -1 -1 1 18 0 Affect -1 -1 100 14 0 Affect -1 -1 1 2 0 #ENDOBJECT #OBJECT Vnum 39 Keywords key gate~ Type key~ Short a gate key~ Long A largish key lies here.~ Flags metal~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 41 Keywords orb~ Type lever~ Short the orb~ Long A small orb tops a slender pedestal of glowing crystal.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey orb~ ExDesc Pulsing atop the crystal column, it seems as though it could be pushed to turn it ever so slightly. ~ #ENDEXDESC #MUDPROG Progtype push_prog~ Arglist 100~ Comlist mpechoat $n The instant your hand touches the orb, your surroundings change. mpechoat $n The sights and busy sounds of Darkhaven surround you... if ispkill($n) mptrans 0.$n 3009 else mptrans $n 21001 mpat 21001 mer 0.$n $n materializes in the center of the great rune. endif mpat 99 pull orb ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 42 Keywords orb~ Type staff~ Short a pulsing orb~ Long A pulsing orb lies here, probably lost.~ WFlags take hold~ Values 25 1 1 -1 0 0 Stats 1 1 0 0 0 Spells 'heal' #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mpecho $n blows sweet dragon's breath over you. ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 43 Keywords holy symbol faith~ Type armor~ Short a symbol of faith~ Long A holy symbol lies here, shining.~ Flags nolocate~ WFlags take hold~ Values 5 5 0 0 0 0 Stats 5 0 0 0 0 Affect -1 -1 2 4 0 #ENDOBJECT #OBJECT Vnum 44 Keywords chunk chunks brain brains~ Type food~ Short the splattered brains of %s~ Long Grey chunks of the brain of %s lie here attracting flies.~ Action %s savagely devour$q $p!~ WFlags take~ Values 16 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 45 Keywords hand~ Type cook~ Short the severed hand of %s~ Long The severed hand of %s clenches in a death spasm.~ Action %s savagely devour$q $p!~ WFlags take~ Values 12 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 46 Keywords foot~ Type cook~ Short the twisted foot of %s~ Long The foot of %s lies in a pool of coagulated blood.~ Action %s savagely devour$q $p!~ WFlags take~ Values 12 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 47 Keywords finger~ Type cook~ Short the wriggling finger of %s~ Long Ripped from the hand of %s, a finger lies wriggling here.~ Action %s savagely devour$q $p!~ WFlags take~ Values 5 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 48 Keywords ear~ Type cook~ Short the torn ear of %s~ Long The sliced-off ear of %s lies here, never again to hear battle.~ Action %s savagely devour$q $p!~ WFlags take~ Values 5 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 49 Keywords eye~ Type cook~ Short the gouged-out eye of %s~ Long A gouged-out eye forever envisions the gruesome death of %s.~ Action %s savagely devour$q $p!~ WFlags take~ Values 5 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 50 Keywords long-tongue~ Type cook~ Short the long tongue of %s~ Long Twisting as if to taste you, the writhing tongue of %s lies here.~ Action %s savagely devour$q $p!~ WFlags take~ Values 14 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 51 Keywords eyestalk~ Type cook~ Short the eyestalk of %s~ Long Visions of death fill your mind as you notice the eyestalks of %s.~ Action %s savagely devour$q $p!~ WFlags take~ Values 10 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 52 Keywords tentacle~ Type cook~ Short the slimy tentacle of %s~ Long A tentacle of %s thrashes wildly in a feeble attempt to regain life.~ Action %s savagely devour$q $p!~ WFlags take~ Values 25 0 0 0 0 0 Stats 4 0 0 0 0 #ENDOBJECT #OBJECT Vnum 53 Keywords fin~ Type trash~ Short the mutilated fin of %s~ Long The mutilated fin of %s lies here, smelling of rot and decay.~ WFlags take~ Values 0 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 54 Keywords wing~ Type trash~ Short the wing of %s~ Long The mangled wing of %s thrashes in final throes.~ Values 0 0 0 0 0 0 Stats 4 0 0 0 0 #ENDOBJECT #OBJECT Vnum 55 Keywords tail~ Type trash~ Short the thrashing tail of %s~ Long The tail of %s lies here in a heap of morbid decay.~ WFlags take~ Values 0 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 56 Keywords scale~ Type trash~ Short a scale from %s~ Long A scale from %s lies here, caked thickly in blood.~ WFlags take~ Values 0 0 0 0 0 0 Stats 3 0 0 0 0 #ENDOBJECT #OBJECT Vnum 57 Keywords tusk~ Type trash~ Short the broken tusk of %s~ Long The broken tusk of %s has dropped here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 58 Keywords horn~ Type trash~ Short the cracked horn of %s~ Long The cracked horn of %s lies dislodged here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 6 0 0 0 0 #ENDOBJECT #OBJECT Vnum 59 Keywords claw~ Type trash~ Short the severed claw of %s~ Long The severed claw of %s lies mangled here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 5 0 0 0 0 #ENDOBJECT #OBJECT Vnum 60 Keywords blood fountain~ Type blood~ Short a fountain of blood~ Long A fountain of fresh blood flows in the corner.~ Values 99999 99999 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 61 Keywords spring matrimony~ Type fountain~ Short the Spring of Matrimony~ Long A shimmering spring flows quietly through.~ Flags magic~ Values 30000 30000 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 62 Keywords ceremonial lever griffon~ Type lever~ Short A shiny white lever ~ Long A white lever is here for your transportation needs.~ Values 1 0 0 0 0 0 Stats 1000 0 0 0 0 #EXDESC ExDescKey lever ceremonial~ ExDesc Pull this lever for magical transportation to the wedding. Pull the lever to call your limousine. ~ #ENDEXDESC #EXDESC ExDescKey griffon lever~ ExDesc &w _____, _..-=-=-=-=-====--, _.'a / .-',___,..=--=--==-'` ( _ \ / //___/-=---=----' ` `\ / //---/--==----=-' ,-. | / \_//-_.'==-==---=' (.-.`\ | |'../-'=-=-=-=--' (' `\`\| //_|-\.`;--````-, _ \ | \_,_,_\.' \ .'_`\ `\ , , \ || `\\ \ / _.--\ \ '._.'/ / | / /`---' \ \ |`'---' \/ / /' \ ;-. \ __/ / __) \ ) `| ((='--;) (,___/(,_/ A Majestic Griffon awaits to transport you to the wedding of Mokshonian and Delphya. ~ #ENDEXDESC #MUDPROG Progtype use_prog~ Arglist 100~ Comlist if ispc($n) or isimmort($n) mea 0.$n A stretch white limousine pulls up and the chauffeur urges you in. mptrans 0.$n Harakiem mpat 0.$n mer $n arrives in a stretch white limousine. mpat 0.$n mer $n $n appears from a cloud of swirling mists. endif ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 63 Keywords extradimensional portal~ Type container~ Short an extradimensional portal~ Long Some wizard left an extradimensional portal laying here.~ Flags bless antithief antiwarrior anticleric antivampire~ WFlags take~ Values 500 0 0 0 0 0 Stats 4 1000 100 0 0 #ENDOBJECT #OBJECT Vnum 64 Keywords sigil~ Type light~ Short the sigil of %s~ Long The sigil of %s lies here, abandoned.~ WFlags take~ Values 200 0 -1 0 0 0 Stats 1 0 0 0 0 Affect -1 -1 20 13 0 Affect -1 -1 20 12 0 Affect -1 -1 20 14 0 Affect -1 -1 -20 17 0 #EXDESC ExDescKey sigil~ ExDesc A floating, opaque candle spreads the aura of a deity about the room. ~ #ENDEXDESC #MUDPROG Progtype wear_prog~ Arglist 100~ Comlist if favor($n) < 300 mpforce 0.$n remove sigil mea 0.$n Due to your low favor with your deity, you cannot brandish the sigil. endif ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 65 Keywords solomonic cross crucifix symbol~ Type armor~ Short a solomonic crucifix~ Long An elegant crucifix radiates a glow of warmth and piety.~ Flags glow hum bless antievil antineutral antimage antithief antivampire antidruid~ WFlags take hold~ Values 10 10 0 0 0 0 Stats 4 0 0 0 0 #ENDOBJECT #OBJECT Vnum 66 Keywords sign~ Type trash~ Short A Sign~ Long A sign providing you with information stands here.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey sign~ ExDesc If you feel the punishment you have received is unfair you may appeal to a higher level immortal by following the procedure in the Help Appeals file. If you do not follow this procedure your appeal may not be dealt with in a timely fashion. Frivolous appeals may not result in a reduction of sentence BUT an increase in time. Please read the following help files: help appeals and help the_panel. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 70 Keywords fillet mignon steak~ Type food~ Short a delicate fillet mignon~ Long A delicate fillet mignon lies here on a plate, still sizzling.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 50 5 0 0 #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mea 0.$n The delectable and juicy steak melts in your mouth... mer 0.$n As $n eats the delectable and juicy steak, it melts in $s mouth... ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 71 Keywords glass sherry wine~ Type drinkcon~ Short a fine glass of sherry~ Long A wine glass full of sherry drips here on the ground.~ WFlags take hold~ Values 6 6 2 0 0 0 Stats 1 250 25 0 0 #ENDOBJECT #OBJECT Vnum 72 Keywords honeymoon plaque sign~ Type furniture~ Short a honeymoon plaque~ Long A golden plaque gleams in the sunlight, crying out for your attention.~ Values 0 0 0 0 0 0 Stats 1500 0 0 0 0 #EXDESC ExDescKey honeymoon plaque sign~ ExDesc These few but illustrious rooms are dedicated to Haus and Moonbeam, on their wedding day, from Telemachus and the whole Imm gang, may it be a fruitful and eternal wedlock =) --Telemachus 12/15/97 ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 73 Keywords french lingerie lace~ Type armor~ Short French-lace lingerie~ Long Some white french-lace lingerie lies here, hmmmm.~ WFlags take body~ Values 12 12 0 0 0 0 Stats 1 500 50 0 0 #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mea 0.$n You put on the french-lace lingerie, OOoOoo la la! mer 0.$n $n puts on some french-lace lingerie, OOoOoo la la! ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 74 Keywords french boxers chateau~ Type armor~ Short French silk boxers~ Long Some french silk boxers lie here, from some type of chateau.~ WFlags take about~ Values 12 12 0 0 0 0 Stats 1 100 10 0 0 #MUDPROG Progtype use_prog~ Arglist 100~ Comlist mea 0.$n You slip into some french silk boxers. mer 0.$n $n slips into some french silk boxers. mpforce $n flex ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 75 Keywords french bed heart~ Type furniture~ Short a French heart-shaped bed~ Long A french heart-shaped bed is here, taking up most of the room.~ Values 0 0 0 0 0 0 Stats 5000 5000 500 0 0 #ENDOBJECT #OBJECT Vnum 80 Keywords feather~ Type trash~ Short a feather from %s~ Long A feather from %s floats about here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 81 Keywords forelegs~ Type trash~ Short the severed foreleg of %s~ Long The severed foreleg of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 82 Keywords paw~ Type trash~ Short %s's severed paw~ Long The severed paw of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 83 Keywords hoof~ Type trash~ Short the cloven hoof of %s~ Long The cloven hoof of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 2 0 0 0 0 #ENDOBJECT #OBJECT Vnum 84 Keywords beak~ Type trash~ Short the beak of %s~ Long The beak of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 85 Keywords sharpscale~ Type trash~ Short a sharp scale from %s~ Long A sharp scale from %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 86 Keywords haunch~ Type food~ Short the haunch of %s~ Long The great haunch of %s lies here.~ WFlags take~ Values 25 0 0 0 0 0 Stats 4 0 0 0 0 #ENDOBJECT #OBJECT Vnum 87 Keywords fang~ Type trash~ Short the fang of %s~ Long The fang of %s lies here.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 88 Keywords deck~ Type furniture~ Short A large deck chair~ Long A large deck chair lies here awaiting Mystaric.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 89 Keywords swirling tide pool~ Type fountain~ Short a Mystic tide pool~ Long A Mystic tide pool is here, the water swirling hypnotically.~ Values 0 9999 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 90 Keywords arena sign banner~ Type furniture~ Short a floating banner~ Long A big banner floats here. Read it.~ Flags glow~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey arena sign banner~ ExDesc Use the arena at your own risk. Equipment loss for _ANY_ reason will _NOT_ be reimbursed. Deadlies will be able to loot and be looted by other deadlies. Otherwise no looting is possible. To return to Darkhaven, say "return" in the center of the arena. You cannot leave if engaged in combat. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 98 Keywords A slice of wedding cake~ Type food~ Short A slice of wedding cake~ Long A slice of heavenly wedding cake sits on a garden table.~ Action %s look$q around suspiciously, then scarf$q down $p.~ WFlags take~ Values 40 0 0 0 0 0 Stats 2 75 7 0 0 #EXDESC ExDescKey angel food angelfood cake~ ExDesc This cake appears as if it might just float away...unless you eat it! ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 99 Keywords final object~ Type trash~ Short a newly created final object~ Long Some god dropped a newly created final object here.~ Flags prototype~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #ROOM Vnum 2 Name Limbo~ Sector city~ Flags nomob indoors safe norecall nosummon noastral~ Desc You float in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light which fades into the relative darkness around you without any trace of edge or shadow. ~ #EXIT Direction north~ ToRoom 21000 #ENDEXIT Reset M 0 1 1 2 Reset O 0 22 1 2 Reset O 0 60 1 2 #MUDPROG Progtype speech_prog~ Arglist p return~ Comlist if level($n) > 1 mptrans $n 21001 endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p has lost~ Comlist mpmset $n full 50 mpmset $n thirst 100 mprestore $n 2 ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist is~ Comlist mpmset $n full 50 mpmset $n thirst 100 mprestore $n 2 ~ #ENDPROG #ENDROOM #ROOM Vnum 3 Name Storage~ Sector city~ Flags death nomob private solitary nosummon noastral~ Desc This room is reserved for storage of polymorphed players. ~ #ENDROOM #ROOM Vnum 4 Name Deity purge room~ Sector city~ Flags nomob indoors nosummon noastral~ Desc This room handles the purging of unused deities. ~ #ENDROOM #ROOM Vnum 6 Name Hell~ Sector city~ Flags nomob indoors chaotic safe norecall logspeech nosummon noastral nosupplicate~ Desc As if picked up by the scruff of your neck by a mighty hand, you find yourself unceremoniously dumped at a strange gateway. Here is the place which will determine your fate. Whether you will be sent back to life as you once knew it, or proceed onto a far yet bleaker pathway. The time has come for you to plead your case and await judgement for the crimes that have been placed upon your head. Speak wisely and choose your words carefully, for your testimony will be written in the ledgers of the Gods, and will determine the path you will ultimately travel. ~ Reset O 0 22 1 6 Reset O 0 60 1 6 Reset M 0 2 2 6 #ENDROOM #ROOM Vnum 8 Name Hell~ Sector city~ Flags nomob indoors chaotic nomagic safe norecall logspeech nosummon noastral nosupplicate~ Desc As if picked up by the scruff of your neck by a mighty hand, you find yourself unceremoniously dumped at a strange gateway. Here is the place which will determine your fate. Whether you will be sent back to life as you once knew it, or proceed onto a far yet bleaker pathway. The time has come for you to plead your case and await judgement for the crimes that have been placed upon your head. Speak wisely and choose your words carefully, for your testimony will be written in the ledgers of the Gods, and will determine the path you will ultimately travel. L|J(_) ) | (") ( ,(. |`/ \- y (,`) )' (' | \ /\/ ) (. (' ),) | _W_ (,)' ). ~ Reset M 0 2 2 8 Reset O 0 22 1 8 Reset O 0 66 1 8 #MUDPROG Progtype death_prog~ Arglist 100~ Comlist if ispc($n) mptransfer $n 8 mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink water mpforce $n drink water mpforce $n drink water mpforce $n drink water mpforce $n drink water endif ~ #ENDPROG #ENDROOM #ROOM Vnum 9 Name Task Room~ Sector city~ Flags nomob nodrop nosummon noastral~ Desc Any mob here is probably performing tasks. Mess with it and I will kill your dog. -- Blodkai ~ #EXIT Direction down~ ToRoom 10300 Desc The Academy of Darkhaven ~ #ENDEXIT #EXIT Direction somewhere~ ToRoom 10300 Keywords VNUMS~ Flags hidden auto~ #ENDEXIT #ENDROOM #ROOM Vnum 10 Name Immortal Hall of Rules~ Sector city~ Flags nomob indoors nosummon noastral~ Desc Welcome to the immortal community of Realms of Despair! Being an immortal is not all the fun and games of being a mortal... It involves some responsibility, common sense, and some creative role- playing too. THE COMMANDMENTS ---------------- 1) Absolutely NO helping mortals out to an unfair advantage! This includes: - giving, selling or auctioning equipment to mortals - giving gold to mortals - assisting mortals in killing mobiles/monsters - giveaway hints and clues to locations... secret doors... etc. - corpse retrievals are up to your own descretion... use your best judgement. You are allowed to cast kindred strength and give detect invisible to mortals when doing CR's, if required. - if there is no one else to help a newbie get started, or a newbie loses their newbie equipment for some strange reason, you ARE permitted to give them a little assistance (levels 1-5 only). (Continued in room #11) ~ #ENDROOM #ROOM Vnum 11 Name Immortal Hall of Rules~ Sector city~ Flags nomob indoors nosummon noastral~ Desc 2) Switching into a mobile is a power given to you to make the game more interesting to mortals. Care must be taken to play the role of the mobile... don't act silly, or say "hey! it's me Joe!" And please avoid using the chat channels too much while switched. Be sure NOT to do anything to make the mobile harder or easier to kill and never reveal statistics of the mobile to any players... ie: hit points, gold, items carried, hitroll/damroll etc. 3) Set a good example for the mortals... You are there to keep an eye on things... moderate the chat channels, break up arguments, get rid of nuisance players... etc. Summon or transfer any "problem" players to room #6 (HELL). All conversation in that location will be LOGGED for review purposes... Don't warn the players about it... ;) 4) Keep an eye on other immortals. Report any problems to a higher god, or to me, Thoric. Send me email: Thoric@realms.game.org if need be. 5) We are all here to have fun. There are certain rules to ensure that players don't get out of hand, and ruin the game for everyone. There are also rules for you to make sure that you don't ruin the game for everyone either. Use your own common sense. If in question, ask a higher level god. Immortality is a privilage, not a right. ~ #ENDROOM #ROOM Vnum 12 Name Immortal Hall of Rules~ Sector city~ Flags nomob nosummon noastral~ Desc Immortal Guidelines and Promotion Criteria *Under no circumstances is an immortal to switch into a mob and remove its equipment. Such action will result in immediate recommendation for demotion. *Immortals are expected to monitor new players applying for authorization and authorize in a timely manner. *immortals are expected to enforce the rules of the mud, as well as comply with them. ~ #ENDROOM #ROOM Vnum 13 Name Immortal Hall of Rules~ Sector city~ Flags nomob nosummon noastral~ Desc Creator Guidelines and Promotion Criteria In addition to all the guidelines and requirements for immortals, the following areas will be reviewed when considering a creator for promotion to saint. *A creator is strongly recommended to build a unique area for incorporation into the mud. Although there is no set timeline for its completion, steady progress on the area is expected. *A creator is expected to demonstrate a willingness to offer constructive input into the operarion of the mud. *A creator is expected to demonstrate the ability to deal with problem situations without the assisttance of higher level immortals. **Promotions to saint are not taken lightly, creators must understand that the council will want to observe a potential candidtate for a period of time prior to making a recommendation. ~ #ENDROOM #ROOM Vnum 14 Name Mortal Hall of Rules~ Sector city~ Flags nomob indoors safe noastral teleport teleshowdesc~ Stats 250 15 0 Desc 1) No form of harassment or spamming will be tolerated. Spamming is repeatedly communicating to one or more players a message in a short duration of time. 2) The only form of player killing allowed is between two players whose names appear under the "Deadly Clans" section of the who list. Even in this case the parties must be withing 10 levels of each other. 3) Profanity and other lewd comments will not be tolerated. Please remain civil when communicating with others. 4) Do not attack or cast spells on any of the Darkhaven storekeepers. If it displays its wares when you type list it is a storekeeper. 5) When any rank of Immortal speaks with you answer their questions quickly and honestly. This will help to ensure things stay fair for all players and that any issues that arise are taken care of promptly. (Please be patient, you will be transported to the next room shortly) ~ #ENDROOM #ROOM Vnum 15 Name Mortal Hall of Rules~ Sector city~ Flags nomob indoors safe noastral teleport teleshowdesc~ Stats 250 21194 0 Desc 6) Player killing is decided the instant you cast any hostile spell or make any aggressive action against a player...actually killing the target means little. 7) Do not summon or lead any aggressive monsters to areas where the level range is lower then that of the monster's level. (See areas command for a listing of areas and their level range) 8) Multiplaying is allowed to those not listed in the "Deadly Clans" section of the who list. If any of your characters appears in this section of the who list do not bring any of your other charcters online. 9) Finally, if you have any problems with the game or players please feel free to contact any visible immortal logged on. If none are present do not take action yourself, rather post a note in the board room (south and west of the healers) or wait for an immortal to enter the game. You will be transported to the Temple of Darkhaven Shortly ~ #ENDROOM #ROOM Vnum 16 Name The Hall of Creation --- Overview~ Sector inside~ Flags nomob indoors noastral~ Desc Within these halls are the standard rules and guidelines of area building. To the aspiring creator, these rules should be followed as much as possible. THEME --- Before beginning your area, check to make sure no one is using your area theme in mind. Try to have a single idea in your area, rather than many smaller, conflicting ones. Since we are playing in the "Realms of Despair," the area should have a dark, occult feel to it. No items, mobs or rooms in the area should be futuristic or even close to modern day. MAZES --- The creation of mazes is encouraged, for it gives the player a mental challenge. However, the area council will not carefully go through it. It is up to the creator to pass through every room and make sure it works properly. AREA APPROVAL --- When your area is completed, go through it a couple times to make sure everything is as you want it. Upon doing so, post a note to the area council and they will get around to checking and authorizing it. ~ #EXIT Direction north~ ToRoom 17 Desc The Hall of Creation stretches northward. ~ #ENDEXIT #ENDROOM #ROOM Vnum 17 Name The Hall of Creation --- Rooms~ Sector inside~ Flags nomob indoors noastral~ Desc Here are the general rules to be followed when making your rooms. ROOM NAMES --- Standard names should have all important words capitalized and should end with no punctuation mark. Good example: Wandering the Dark Lands of Ered Mithik Bad example: Wandering The Dark Lands Of Ered Mithik. DESCRIPTIONS --- Skimpy 2-3 sentence room descriptions should be avoided as much as possible. The description should invoke a mental image of the room. Builders should try to avoid describing player actions and emotions in a description, as well as the presence and actions of a mobile in the room (use mobprograms for those). SECTORS --- All room sectors must be filled out. Note that the inside sector signifies that there is a roof over the player's head, while the city sector means there is none. All rooms with the inside sector must be accompanied by the indoors flag. FLAGS --- Room flags should be carefully thought out so you understand how the players will get to and fight in certain room, as well as how difficult it will be for them to retrieve their corpse. EXDESCS --- Exit descriptions should be filled in, especially ones that lead in/out of building and other places of import. An exdesc for a DT is absolutely necessary. ROOM PROGS --- Feel free to use room programs if needed. These can be used to confuse players or add mood. Depending on your creativity however, there are many things possible with room progs. (This is for level 54+) ~ #EXIT Direction north~ ToRoom 18 Desc The Hall of Creation continues to the north. ~ #ENDEXIT #EXIT Direction south~ ToRoom 16 Desc The Hall of Creation stretches southward. ~ #ENDEXIT #ENDROOM #ROOM Vnum 18 Name The Hall of Creation --- Mobiles (level 53+)~ Sector inside~ Flags nomob indoors noastral~ Desc Here are the general rules to be followed when making your mobs. MOB NAMES --- The short description of a mob is up to the builder, yet should never have any kind of ending punctuation. Also, don't capitalize words like 'of' or 'the'. NPC RACES, CLASSES AND BODYPARTS --- All new mobs should have these filled in. Although they do not affect anything at the moment, they will in the future. HITDIE --- The hitnumdie+hitsizedie+hitplus should be used to determine a mob's hp. Example: 2d5+10 means 12-20 hp. If you want to have a mob's hp always set to the same thing, put the hitnumdie and hitsizedie to 1 and set the hitplus to the hp desired. DAMDIE --- This is the amount of damage the mobile does with each non- wielding attack. It uses the same system as hitdie. NUMATTACKS --- This is the number of attacks the mobile can have each round, be sure to fill it in. LANGUAGES --- Make sure all your mobiles are speaking and can understand the proper languages. If you wish to ensure that all players will be able to understand it, have it speak common. MOB DESCS: All mobs should have a description upon looking at them. MOB RIS: Mobiles can have all kinds of resists, suscepts and immunities. However, if the mobile has an immunity to anything, it MUST have immune charm also. ~ #EXIT Direction north~ ToRoom 19 Desc The Hall of Creation stretches northward. ~ #ENDEXIT #EXIT Direction south~ ToRoom 17 #ENDEXIT #ENDROOM #ROOM Vnum 19 Name The Hall of Creation --- Mobiles and Objects (level 53+)~ Sector inside~ Flags nomob indoors noastral~ Desc Continuation of mobile guidelines and beginning of object rules. MOBILE DIFFICULTY --- Be sure that your mobiles are not a piece of cake for their equipment and also for leveling. High level mobs which do very little or no damage will not be accepted due to the lack of difficulty for levelling. MOBPROGS --- Mob programs are starting to become a standard thing on many mobiles. Feel free to use them in a number of ways. The mppractice and mpadvance commands should not be used without permission from the area council. (This is for level 54+) OBJECT NAMES --- The short description of an object should follow the same rules as a room name: no ending punctuation and capitalization of important words only. However, the builder may leave his words without capital letters at his discretion. Good examples: 'lifebane' 'the Ring of Wizardry' Bad example: 'The Devilish Blade Of Lore.' RIS AND AFFECTS --- RIS (Resistant, immune and susceptible) and spell affects can be placed on objects. Certain things will not be accepted however. Immunities and affect_santuary, _shockshield, _fireshield or _iceshield will not be approved. Susceptibilities are ok. Resists and other affects are ok also, but should be relatively rare. A list of items with affects or any RIS should be made and sent to the area council. ~ #EXIT Direction north~ ToRoom 20 #ENDEXIT #EXIT Direction south~ ToRoom 18 Desc The Hall of Creation continues south of here. ~ #ENDEXIT #ENDROOM #ROOM Vnum 20 Name The Hall of Creation --- Objects (level 53+)~ Sector inside~ Flags nomob indoors noastral~ Desc Continuation of object rules. OBJECT POWER --- Use your good judgement to decide how powerful your items should be. Try comparing the difficulty of reaching and killing your mobile to the difficulty of reaching and killing other mobs with similar equipment which are currently in the game. OBJECT PROGS --- Feel free to use object programs to enhance the theme of your objects. Obj progs that cast spells or aid the the player in any way should be listed for approval with the RIS and affects. (This is for level 54+) There are the general rules to be followed. Thank you for showing an interest in contributing to the Realms of Despair. ~ #EXIT Direction south~ ToRoom 19 #ENDEXIT #ENDROOM #ROOM Vnum 21 Name The Hall of Malkavians~ Sector inside~ Flags nomob indoors norecall~ Desc This is the clan for all those who should have been retired to the asylum. Nuts in every sense of the word, these are the true chaotic element to the game of clans. This clan is led by Bassam and worships the goddess Demora. ~ #ENDROOM #ROOM Vnum 22 Name Tidal Pool~ Sector inside~ Flags nomob indoors safe norecall nosummon noastral nosupplicate~ Desc Wading into this small body of water, you frolic in the cool water. The water here isn't quite as cold as that from the shore as it has collected here and has been warmed by the sun. The splish-splash of your footsteps sounds like a small snare drum being struck in the midst of an orchestra of large kettle drums. The waves crash against a rock nearby and sends the spray into your face and drenches your body. A large albatross sitting opposite you opens it's mouth to caw, but decides that it's pretty obvious what's so funny. Admonishing your wet clothes you strip them off slowly and leave them on a rock. Without a moment of hesitation you sit right down into the water....ker-plop. ~ Reset O 0 89 1 22 Reset O 0 88 1 22 Reset M 0 72 1 22 #ENDROOM #ROOM Vnum 23 Name The Hall of Doom~ Sector inside~ Flags indoors~ Desc This is the clan of mercenaries. Their services are open to the highest bidder, and their skill is legend. This clan is led by Lanfear and worships the goddess Caryn. ~ #EXIT Direction north~ ToRoom 22 #ENDEXIT #ENDROOM #ROOM Vnum 24 Name The Hall of Maidenstone~ Sector inside~ Flags indoors~ Desc The women of Maidenstone are a dangerous bunch. Their organization is above average, and most tend to underestimate them due to their female only stance. A clan of warrior women, these are some of the deadliest of the deadly. This clan is led by Min and worships the goddess Circe. ~ #EXIT Direction east~ ToRoom 25 #ENDEXIT #ENDROOM #ROOM Vnum 25 Name The Hall of Golconda~ Sector inside~ Flags indoors~ Desc The ancient Inconnu strive endlessly to attain Golconda, the personal perfection of knowledge, ability, and control over the bestial self of the vampire. The mastery of one aspect serves only to mark a beginning anew of the trek for perfection down new paths. Largely indifferent to joy or sorrow, pleasure or pain, and choosing to live in seclusion from the world they often despise, the Inconnu care little for their lesser brethren yet harbor no inherent desire to bring harm. Slow to anger, but formidable when aroused, their elder status and power affords them an uncommon respect. The Inconnu are led by Eric, and worship the god Blodkai. ~ #EXIT Direction west~ ToRoom 24 #ENDEXIT #ENDROOM #ROOM Vnum 26 Name The Hall of Terror~ Sector inside~ Flags indoors~ Desc This is the realm of Terror. As the hands of the gods, these are those who carry out the policy of the Immortals of the Realms. Their word is law, their power unimaginable, their job more than most would desire. Terror is led by Kandrin and worships all Immortals equally. ~ #EXIT Direction north~ ToRoom 18 #ENDEXIT #EXIT Direction south~ ToRoom 19 #ENDEXIT #ENDROOM #ROOM Vnum 27 Name The Darkblade of Evil~ Sector inside~ Flags nomob indoors safe~ Desc From time immemorial the cold shadow of clan Darkblade flowed silent and merciless over the whole of the Realms, vanquishing the strong, slaughtering the weak and subjugating the innocent. Fiercely loyal, highly knowledgeable and shunning of outsiders, Darkblade existed solely to kill and die for the greater glory of the clan. Yet where enemies alone failed, time, corruption and sloth succeeded in bringing the once-proud clan to the brink of destruction. It now attempts to begin anew with a fresh start and a clean slate, returning to the old ways and ideals that once made clan Darkblade the bane of the Realms. Darkblade is led by Monica, and worships the god Scarab. ~ #ENDROOM #ROOM Vnum 29 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction north~ ToRoom 30 #ENDEXIT #EXIT Direction east~ ToRoom 37 #ENDEXIT #EXIT Direction south~ ToRoom 36 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 30 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction east~ ToRoom 31 #ENDEXIT #EXIT Direction south~ ToRoom 29 #ENDEXIT #EXIT Direction down~ ToRoom 34 Flags climb~ #ENDEXIT #EXIT Direction southeast~ ToRoom 37 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 31 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction east~ ToRoom 32 #ENDEXIT #EXIT Direction south~ ToRoom 37 #ENDEXIT #EXIT Direction west~ ToRoom 30 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 32 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction south~ ToRoom 33 #ENDEXIT #EXIT Direction west~ ToRoom 31 #ENDEXIT #EXIT Direction down~ ToRoom 36 Flags climb~ #ENDEXIT #EXIT Direction southwest~ ToRoom 37 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 33 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction north~ ToRoom 32 #ENDEXIT #EXIT Direction south~ ToRoom 34 #ENDEXIT #EXIT Direction west~ ToRoom 37 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 34 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction north~ ToRoom 33 #ENDEXIT #EXIT Direction west~ ToRoom 35 #ENDEXIT #EXIT Direction up~ ToRoom 30 Flags climb~ #ENDEXIT #EXIT Direction northwest~ ToRoom 37 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 35 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction north~ ToRoom 37 #ENDEXIT #EXIT Direction east~ ToRoom 34 #ENDEXIT #EXIT Direction west~ ToRoom 36 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 36 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself on the Arena floor. The roar of the crowd above you is overwhelming, while around you ... your opponent awaits your coming. ~ #EXIT Direction north~ ToRoom 29 #ENDEXIT #EXIT Direction east~ ToRoom 35 #ENDEXIT #EXIT Direction up~ ToRoom 32 Flags climb~ #ENDEXIT #EXIT Direction northeast~ ToRoom 37 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 37 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You stand in the direct center of the Arena. Blood pools around your feet, and you almost slip in this morbid mess. The stench of death surrounds you, momentarily blocking from your mind the realization that you could be attacked from any conceivable direction. Spinning slowly about, you realize the poor tactical position you hold. ~ #EXIT Direction north~ ToRoom 31 #ENDEXIT #EXIT Direction east~ ToRoom 33 #ENDEXIT #EXIT Direction south~ ToRoom 35 #ENDEXIT #EXIT Direction west~ ToRoom 29 #ENDEXIT #EXIT Direction up~ ToRoom 39 Flags climb~ #ENDEXIT #EXIT Direction down~ ToRoom 38 Flags climb~ #ENDEXIT #EXIT Direction northeast~ ToRoom 32 #ENDEXIT #EXIT Direction northwest~ ToRoom 30 #ENDEXIT #EXIT Direction southeast~ ToRoom 34 #ENDEXIT #EXIT Direction southwest~ ToRoom 36 #ENDEXIT #MUDPROG Progtype speech_prog~ Arglist p return~ Comlist if isfight($n) else mptrans $n 21001 endif ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 38 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself beneath the floor of the great Arena. The crowd's roar above is overwhelming, while somewhere ahead ... your opponent awaits. ~ #EXIT Direction north~ ToRoom 40 #ENDEXIT #EXIT Direction up~ ToRoom 37 Flags climb~ #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 39 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You find yourself above the floor of the Arena. The roar of the crowd is overwhelming, while somewhere ahead of you ... your opponent awaits. ~ #EXIT Direction south~ ToRoom 40 #ENDEXIT #EXIT Direction down~ ToRoom 37 Flags climb~ #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 40 Name The Arena~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc You are somewhere above or below the arena floor. The sound of the crowd around you is overwhelming, while somewhere ... your opponent awaits. ~ #EXIT Direction north~ ToRoom 39 #ENDEXIT #EXIT Direction south~ ToRoom 38 #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 15~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpecho A deafening clamor of gleeful shouts rain down from above! mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. mpechoaround $n Tokens of favor from an appreciative crowd. ~ #ENDPROG #ENDROOM #ROOM Vnum 41 Name The Halls of Combat~ Sector city~ Flags indoors safe norecall nosummon noastral~ Desc You stand in a massive hallway before the great Arena. Cheers and jeers from the assembled throngs rise and fall through the corridors. Lounging around the hall with you are several other individuals awaiting their own chance at glory, honor, and spoils beyond the great doors. The Arena is dangerous, though, and battles are often to the death. Once you leave this room, there is no turning back..... If you have not fought in the Arena before, you should type "look rules". When ready, wait for the Immortal to assign you an exit. ~ #EXIT Direction up~ ToRoom 42 #ENDEXIT #EXIT Direction down~ ToRoom 43 #ENDEXIT #EXDESC ExDescKey rules~ ExDesc Arena Combat Rules %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 1) All duels between peaceful characters must be run by an immortal of Acolyte or higher. 2) All duels between deadly characters must be run by an immortal of Acolyte or higher. 2) Combat must be agreed upon by both parties. 3) Any looting must be agreed upon before-hand by both parties. (The overseeing immortal will enforce this) 4) Once you have entered your combatant room, there is no restarting. 5) Any rules on the fight must be stated clearly by both parties prior to the commencement of battle. 6) The decision of the immortal overseeing the duel is final. Any complaints should be directed to the Pkill Conclave; you should include who you dueled, who ran the duel, what occured, and why you have a problem. Logs are extremely helpful. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ~ #ENDEXDESC #MUDPROG Progtype speech_prog~ Arglist p I wish to go~ Comlist mptransfer $n 21000 mpat 21000 mpforce $n look ~ #ENDPROG #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if ispkill($n) or isnpc($n) mea $n You are not allowed here today! mptransfer $n 21000 mpat 21000 mpforce $n look else mea $n _red By entering the arena you abide to its terms and conditions. mea $n _red Disarming will result in helling, do not do it. mea $n _cya No one will be available to help you with your corpse. mea $n _cya If you do not accept these terms, just say 'I wish to go' mea $n _cya else whatever happens from here on in is your responsibility. mea $n _yel There will be no reimbursements from this event. endif ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 20~ Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves." ~ #ENDPROG #ENDROOM #ROOM Vnum 42 Name First Combatant's Chamber~ Sector city~ Flags indoors safe norecall nosummon noastral~ Desc You stand in a long hallway leading out into the Arena proper. About you are stacked all manner of weaponry and armor. Choose your armament properly, as it will be all that stands between you and death. ~ #EXIT Direction north~ ToRoom 30 #ENDEXIT #EXIT Direction east~ ToRoom 32 #ENDEXIT #EXIT Direction south~ ToRoom 34 #ENDEXIT #EXIT Direction west~ ToRoom 36 #ENDEXIT #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if isimmort($n) or isnpc($n) else mpecho A rousing chorus of cheers explodes in your ears! mpechoat $n You bow deeply to the dangerous crowd. mpechoaround $n $n bows deeply to the assembled throng. if class($n) == warrior mpforce $n yell Your blood will flow upon the cold stone! endif if class($n) == thief mpforce $n yell Soon will my blade find its mark! endif if class($n) == mage mpforce $n yell Now will the spellfire swell within and consume thee! endif if class($n) == druid mpforce $n yell Let the melee begin! endif if class($n) == ranger mpforce $n yell Let the melee begin! endif if class($n) == vampire mpforce $n yell Bring your damnable hunt! We shall see who survives! endif if class($n) == cleric mpforce $n yell Let the melee begin! endif endif ~ #ENDPROG #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if isimmort($n) or isnpc($n) else mpforce $n config -autoloot mpforce $n channel +yell mpechoat $n Do not alter your autoloot configuration until duel is complete. endif ~ #ENDPROG #ENDROOM #ROOM Vnum 43 Name Combatant's Chamber~ Sector city~ Flags indoors safe norecall nosummon noastral~ Desc You stand in a long hallway leading out into the Arena proper. About you are stacked all manner of weaponry and armor. Choose your armament properly, as it will be all that stands between you and death. ~ #EXIT Direction north~ ToRoom 31 #ENDEXIT #EXIT Direction east~ ToRoom 33 #ENDEXIT #EXIT Direction south~ ToRoom 35 #ENDEXIT #EXIT Direction west~ ToRoom 29 #ENDEXIT #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if isimmort($n) or isnpc($n) else mpecho A rousing chorus of cheers explodes in your ears! mpechoat $n You bow deeply to the dangerous crowd. mpechoaround $n $n bows deeply to the assembled throng. if class($n) == warrior mpforce $n yell Your blood will flow upon the cold stone! endif if class($n) == thief mpforce $n yell Soon will my blade find its mark! endif if class($n) == mage mpforce $n yell Now will the spellfire swell within and consume thee! endif if class($n) == druid mpforce $n yell Let the melee begin! endif if class($n) == ranger mpforce $n yell Let the melee begin! endif if class($n) == vampire mpforce $n yell Bring your damnable hunt! We shall see who survives! endif if class($n) == cleric mpforce $n yell Let the melee begin! endif endif ~ #ENDPROG #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if isimmort($n) or isnpc($n) else mpforce $n config -autoloot mpforce $n channel +yell mpechoat $n Do not alter your autoloot configuration until duel is complete. endif ~ #ENDPROG #ENDROOM #ROOM Vnum 44 Name The Shores of The Dragon Sea~ Sector water_swim~ Flags norecall noastral~ Desc You have come to these shores in an attempt to aid others, your very blood may soon cover this beach though. ~ #EXIT Direction northeast~ ToRoom 45 #ENDEXIT #ENDROOM #ROOM Vnum 45 Name The Path to Caermont~ Sector field~ Flags norecall noastral~ Desc The path you travel now is long and arduous, perhaps soon you will find a place to rest, or a battle to fight. ~ #EXIT Direction east~ ToRoom 46 #ENDEXIT #EXIT Direction south~ ToRoom 47 #ENDEXIT #EXIT Direction southeast~ ToRoom 65 #ENDEXIT #EXIT Direction southwest~ ToRoom 44 #ENDEXIT #ENDROOM #ROOM Vnum 46 Name The Gates of Caermont~ Sector field~ Flags norecall noastral~ Desc You stand before the battered walls of Caermont. The walls have withstood the assualts so far but how long this will last is unknown. ~ #EXIT Direction north~ ToRoom 48 Key 39 Keywords gates gate~ Flags isdoor closed nopassdoor~ #ENDEXIT #EXIT Direction south~ ToRoom 65 #ENDEXIT #EXIT Direction west~ ToRoom 45 #ENDEXIT #EXIT Direction southwest~ ToRoom 47 #ENDEXIT Reset D 0 46 0 1 #ENDROOM #ROOM Vnum 47 Name The Trail of Blood~ Sector field~ Flags norecall noastral~ Desc Most of the battles have been fought along this trail. The mud which makes up the trai is a deep red (almost brown) in color, and the stench of the dead pervades the area. ~ #EXIT Direction north~ ToRoom 45 #ENDEXIT #EXIT Direction east~ ToRoom 65 #ENDEXIT #EXIT Direction northeast~ ToRoom 46 #ENDEXIT #EXIT Direction southeast~ ToRoom 66 #ENDEXIT #ENDROOM #ROOM Vnum 48 Name The Courtyard of Caermont~ Sector field~ Flags norecall noastral~ Desc Men run around rebuilding walls, filling buckets, moving stores to and fro. This keep is under siege and it shows. With little doubt you think these people can not last much longer. ~ #EXIT Direction north~ ToRoom 50 #ENDEXIT #EXIT Direction east~ ToRoom 51 #ENDEXIT #EXIT Direction south~ ToRoom 46 Key 39 Keywords gates gate~ Flags isdoor closed nopassdoor~ #ENDEXIT #EXIT Direction west~ ToRoom 49 #ENDEXIT Reset D 0 48 2 1 #ENDROOM #ROOM Vnum 49 Name The Stables~ Sector inside~ Flags indoors norecall noastral~ Desc These stables are empty right now. All the mounts which were at one time stabled here have been either slain or captured. ~ #EXIT Direction east~ ToRoom 48 #ENDEXIT #ENDROOM #ROOM Vnum 50 Name Gardens of the Gods~ Sector forest~ Desc High in the hills of Darkhaven, you have found a mystical garden overlooking the busy valley below. The seascape is visible to your east, and a breeze blows gently over you. Each inch of the grounds has been painstakingly manicured by the local monks. Unique and colorful flowers adorn each inch of the garden. This place is used for the holiest of ceremonies as it is rumoured to have mystical qualities. Pale moonlight enshrouds the area in a veil of blue light. The Holy Cathedral's entrance looms just to the west... ~ #EXIT Direction west~ ToRoom 51 #ENDEXIT #EXIT Direction down~ ToRoom 52 #ENDEXIT Reset O 0 61 1 50 Reset O 0 98 1 50 #EXDESC ExDescKey stone~ ExDesc The stones are polished to perfection and placed neatly to provide a spectator area. ~ #ENDEXDESC #EXDESC ExDescKey flower flowers~ ExDesc The most exotic of flowers adorn each inch of the garden. Thousands of brilliant deep red roses, poppies, orchids and lilies. ~ #ENDEXDESC #ENDROOM #ROOM Vnum 51 Name The Holy Cathedral~ Sector inside~ Flags indoors noastral~ Desc The joyous music of the choir fills the room, masking the sounds of your footsteps as you step across the wooden floors polished to a brilliant shine within the cathedral. Finding your seat with the oak pews in this majestic room, your eyes bathe in the beauty of intricate paintings covering the large domed ceiling. At the front of the cathedral, a large crucifix is mounted just below the balcony where the choir performs their songs of praise. The harmonious sounds are accompanied by a large pipe organ built into the west wall. ~ #EXIT Direction east~ ToRoom 50 #ENDEXIT #EXDESC ExDescKey balcony~ ExDesc Glancing high above the crucifix behind the altar, you see a balcony filled with several angels singing joyously in praise for the event that is about to occur. ~ #ENDEXDESC #EXDESC ExDescKey organ~ ExDesc A large pipe organ stands along the east wall, filling the room with beautiful orchestral sounds spilling from the large pipes that extend completely to the ceiling. ~ #ENDEXDESC #EXDESC ExDescKey floor~ ExDesc The old wooden floors, carefully polished to a brilliant shine, show no wear despite the large numbers of footsteps that have made this same path. Your steps reverberate loudly throughout the cathedral. ~ #ENDEXDESC #EXDESC ExDescKey couple~ ExDesc /:""| .****, (\/) |:`66|_ @@@@@\ `, \/ C` _) aa`@@@\ \ \ ._| _ _ (_ ?@@| \ )_/ ( Y ) =' @@@@| | /`\8\ \ / \ (``/ | || |8| ___Y___ /^^\ | / || |8| {-@- -@-} /\::/|| | (\/) || |8| {_______} \ | ||| \ \/ || |-| ____)_(____ \| ||| \ (\/) :| |=: {-@- -@- -@-} |:|\\.:.:.::. \/ _____ ||_|,| {___________} |:| \ ':':':` { -@- } ))) |_______)___(______/((( \{ -@- } {_____} | {-@- -@- -@- -@- -@-} {_____} ~ #ENDEXDESC #MUDPROG Progtype speech_prog~ Arglist p prepare wedding~ Comlist if isimmort($n) mpat 21000 mpoload 62 mpat 3001 mpoload 62 endif ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist p I do~ Comlist mpe _whi Songs of rejoice fill the air as the choir lifts its voice in praise. ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is dying of thirst!~ Comlist mpoload 1699 mea 0.$n The waiter pours you a glass of water and returns to the back of mea 0.$n the cathedral. give water 0.$n mpforce 0.$n drink water ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p is starved~ Comlist mpoload 24854 mea 0.$n The caterer quietly brings you a piece of cake and retires to the mea 0.$n back of the cathedral. give cake 0.$n mpforce 0.$n eat cake ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist p Please be seated.~ Comlist if isimmort($n) mpforce all sit mpat 3001 mppurge lever mpat 21000 mppurge lever endif ~ #ENDPROG #ENDROOM #ROOM Vnum 52 Name The Reception Line~ Sector inside~ Desc Well wishers gather here to bid farewell to the newly married couples. There are rose petals strewn around the path. Just up from here is the mystical Garden of the Gods. ~ #EXIT Direction up~ ToRoom 50 #ENDEXIT #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if isimmort($n) else if ispkill($n) mptrans $n 3001 mpat 0.$n mpforce $n look else mptrans $n 21001 mpat 0.$n mpforce $n look endif endif ~ #ENDPROG #ENDROOM #ROOM Vnum 53 Name A hallway~ Sector inside~ Flags indoors norecall noastral~ Desc This hallway continues both north and east. ~ #EXIT Direction west~ ToRoom 56 Flags isdoor closed~ #ENDEXIT Reset D 0 53 3 1 #ENDROOM #ROOM Vnum 54 Name The Throne Room~ Sector inside~ Flags indoors norecall noastral~ Desc This is the throne room of the keep. Once ornate and lovely, it has fallen into disrepair now with the ongoing war. ~ #EXIT Direction east~ ToRoom 59 Flags isdoor closed~ #ENDEXIT #EXIT Direction west~ ToRoom 57 Flags isdoor closed~ #ENDEXIT Reset D 0 54 1 1 Reset D 0 54 3 1 #ENDROOM #ROOM Vnum 55 Name A hallway~ Sector inside~ Flags indoors norecall noastral~ Desc This hall continues both north and west. ~ #EXIT Direction north~ ToRoom 59 #ENDEXIT #EXIT Direction east~ ToRoom 67 Flags isdoor closed~ #ENDEXIT Reset D 0 55 1 1 #ENDROOM #ROOM Vnum 56 Name A small room~ Sector inside~ Flags indoors norecall noastral~ Desc This is a small bedroom. ~ #EXIT Direction east~ ToRoom 53 Flags isdoor closed~ #ENDEXIT Reset D 0 56 1 1 #ENDROOM #ROOM Vnum 57 Name A hallway~ Sector inside~ Flags indoors norecall noastral~ Desc This hall continues to the south and northeast. ~ #EXIT Direction east~ ToRoom 54 Flags isdoor closed~ #ENDEXIT #EXIT Direction south~ ToRoom 53 #ENDEXIT #EXIT Direction northeast~ ToRoom 58 #ENDEXIT Reset D 0 57 1 1 #ENDROOM #ROOM Vnum 58 Name Behind the Throne~ Sector inside~ Flags indoors norecall noastral~ Desc This small passage runs behind the throne room and allows for the courtiers to move about without drawing the notice of the court. ~ #EXIT Direction down~ ToRoom 60 Key 39 Keywords trapdoor~ Flags isdoor closed locked secret~ #ENDEXIT #EXIT Direction southeast~ ToRoom 59 #ENDEXIT #EXIT Direction southwest~ ToRoom 57 #ENDEXIT Reset D 0 58 5 2 #ENDROOM #ROOM Vnum 59 Name A hallway~ Sector inside~ Flags indoors norecall noastral~ Desc This hall continues to the south and northwest. ~ #EXIT Direction south~ ToRoom 55 #ENDEXIT #EXIT Direction west~ ToRoom 54 Flags isdoor closed~ #ENDEXIT #EXIT Direction northwest~ ToRoom 58 #ENDEXIT Reset D 0 59 3 1 #ENDROOM #ROOM Vnum 60 Name The Secret Passage~ Sector inside~ Flags dark indoors norecall nosummon~ Desc You are in a dank and dark tunnel. It was apparently made recently as tools still lie about in disarray. Where this might lead is unknown though. ~ #EXIT Direction south~ ToRoom 61 #ENDEXIT #EXIT Direction up~ ToRoom 58 Key 7 Flags isdoor closed locked pickproof~ #ENDEXIT Reset D 0 60 4 2 #ENDROOM #ROOM Vnum 61 Name The Secret Passage~ Sector inside~ Flags dark indoors norecall nosummon~ Desc This secret passage continues to the north and south. ~ #EXIT Direction north~ ToRoom 60 #ENDEXIT #EXIT Direction south~ ToRoom 62 #ENDEXIT #ENDROOM #ROOM Vnum 62 Name The Secret Passage~ Sector inside~ Flags dark indoors norecall nosummon~ Desc This secret passage continues to the north and south. ~ #EXIT Direction north~ ToRoom 61 #ENDEXIT #EXIT Direction south~ ToRoom 63 #ENDEXIT #ENDROOM #ROOM Vnum 63 Name The Secret Passage~ Sector inside~ Flags dark indoors norecall nosummon~ Desc This secret passage continues to the north and south. ~ #EXIT Direction north~ ToRoom 62 #ENDEXIT #EXIT Direction south~ ToRoom 64 #ENDEXIT #ENDROOM #ROOM Vnum 64 Name The Secret Passage~ Sector inside~ Flags dark indoors norecall nosummon~ Desc This passage continues to the north from here. ~ #EXIT Direction north~ ToRoom 63 #ENDEXIT #EXIT Direction up~ ToRoom 65 Flags isdoor closed~ #ENDEXIT #ENDROOM #ROOM Vnum 65 Name The Hill of Bones~ Sector hills~ Flags norecall nosummon~ Desc You stand atop a hill made of the bodies and corpses of the fallen. Broken limbs, mangled bodies, shattered weapons, and rusted armor all lie about here in a meangerie of destruction. This hill has seen more death in the last five years of war, than any other land has seen in over a century. ~ #EXIT Direction north~ ToRoom 46 #ENDEXIT #EXIT Direction south~ ToRoom 66 #ENDEXIT #EXIT Direction west~ ToRoom 47 #ENDEXIT #EXIT Direction down~ ToRoom 64 Keywords bones hole~ Flags isdoor closed secret~ #ENDEXIT #EXIT Direction northwest~ ToRoom 45 #ENDEXIT #EXIT Direction southeast~ ToRoom 68 #ENDEXIT #ENDROOM #ROOM Vnum 66 Name The Trail of Blood~ Sector field~ Flags norecall nosummon~ #EXIT Direction north~ ToRoom 65 #ENDEXIT #EXIT Direction east~ ToRoom 68 #ENDEXIT #EXIT Direction south~ ToRoom 70 #ENDEXIT #EXIT Direction northwest~ ToRoom 47 #ENDEXIT #ENDROOM #ROOM Vnum 67 Name A Small Room~ Sector city~ Flags nomob norecall nosummon~ Desc This is a small bedroom. ~ #EXIT Direction west~ ToRoom 55 Flags isdoor closed~ #ENDEXIT Reset D 0 67 3 1 #ENDROOM #ROOM Vnum 68 Name The Trail of Blood~ Sector field~ Flags norecall nosummon~ #EXIT Direction west~ ToRoom 66 #ENDEXIT #EXIT Direction northwest~ ToRoom 65 #ENDEXIT #EXIT Direction southeast~ ToRoom 69 #ENDEXIT #ENDROOM #ROOM Vnum 69 Name The Trail of Blood~ Sector field~ Flags norecall nosummon~ #EXIT Direction east~ ToRoom 71 #ENDEXIT #EXIT Direction northwest~ ToRoom 68 #ENDEXIT #ENDROOM #ROOM Vnum 70 Name An Exquisite Garden~ Sector city~ Flags tunnel safe nosummon noastral~ Stats 0 0 2 Desc Standing in a ravishing broad avenue within this garden, it is found to be lined with epicurean emerald trees, shrubbery, and groups of charming sculpture. Alas, this illustrious locale reminds you of the romanticizing Versailles. Coming here with one who belongs to your heart is definitely encouraged, as this social milieu relaxes your senses, setting the impeccable scene for a honeymoon of sorts. Secluded groves lie unmistakably to the east, many occupied by lovers flaunting and flirting with ecstasy. Nightfall has almost commenced, and the period to dine, dance, and check into a local chateau approaches. ~ #EXIT Direction north~ ToRoom 72 Desc The Chateau L'amour...ooOOooOOooOOoo la la! ~ #ENDEXIT #EXIT Direction east~ ToRoom 71 Desc An extravagant grove awaits two lovers... ~ #ENDEXIT Reset O 0 72 1 70 #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist mea 0.$n _lbl The ballad of chirping birds reverberates throughout your ears... ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 70~ Comlist mpe _lbl The ballad of chirping birds reverberates throughout your ears... ~ #ENDPROG #ENDROOM #ROOM Vnum 71 Name An Exalted Grove~ Sector hills~ Flags tunnel safe nosummon noastral~ Stats 0 0 2 Desc You sit in an attractive, but private grove, the renowned garden off in the distant background. Intricate and flamboyant furnishings of dazzling white marble encircle the grove, while love's innocent laughter in the air drifts into your ears, delivering much delight. The omnipotent god of passion has certainly paid many a visit here, to consolidate two into infinite rapture. ~ #EXIT Direction west~ ToRoom 70 Desc Back to the illustrious garden... ~ #ENDEXIT #ENDROOM #ROOM Vnum 72 Name Chateau L'amour~ Sector inside~ Flags indoors tunnel safe nosummon noastral~ Stats 0 0 2 Desc You stand in the lobby of the famed and renowned Chateau Lamour, the prime candidate for a honeymoon escapade. Several effulgent gold-plated dais layer on top of each other until finally reaching the dark chestnut counter. A slender and distinguished looking man with a thin moustache curled flawlessly, and a small monocle awaits your gesture. To the west a grand hall covered with enormous looking-glasses and kaleidoscopes brings much attention, while a symphony of fervent classical music fills your ears, bringing calmness and serenity to your soul. ~ #EXIT Direction south~ ToRoom 70 Desc Returning to the Garden... ~ #ENDEXIT Reset M 0 70 1 72 #EXDESC ExDescKey painting louis XIV~ ExDesc An antiquated oil painting of Louis XIV is mounted here in a frilled golden border--the word "pretentious" is scrawled into the bottom. ~ #ENDEXDESC #ENDROOM #ROOM Vnum 73 Name The Chateau "Cabaret" ~ Sector inside~ Flags indoors tunnel safe nosummon noastral~ Stats 0 0 2 Desc This room is dimly lit, with an atmosphere full of passion and merriment. The musical interlude filling your ears brings enchantment and rapture, as this is the perfect diner to eat with one you take affection to. The occasional clinking and clanging of dishes and soft clamoring from the kitchen assures you they are hard at work, preparing delectable entrees. Evidently the waiter must be called out to, as the people here are extremely occupied. ~ #EXIT Direction southwest~ ToRoom 72 #ENDEXIT Reset M 0 71 1 73 #MUDPROG Progtype rand_prog~ Arglist 60~ Comlist mpe _whi The candle at your table burns slowly, flickering slightly... ~ #ENDPROG #ENDROOM #ROOM Vnum 74 Name The L'amour Suite~ Sector inside~ Flags nomob indoors tunnel safe nosummon noastral~ Stats 0 0 2 Desc Ethereal furnishings and luxuriant carpets astound you upon entering this entourage, giving a very fervent and passionate sensation. The primary component being the abundant intricately designed heart-shaped bed, taking more than two thirds of the room up, as you notice some extremely arousing french-lace lingerie, as well as a pair of silk boxers laid out on it. The humming and effervescing sound of a sensual jacuzzi brings ecstasy to your senses, as this whole room is perfect for.....discussing your financial terms. ~ Reset O 0 75 1 74 #MUDPROG Progtype speech_prog~ Arglist return~ Comlist if ispc($n) mptrans $n 21001 endif ~ #ENDPROG #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if sex($n) == 2 mpforce $n rem all mpoload 73 mpat 74 drop lingerie mpforce $n get lingerie mpforce $n wear lingerie endif if sex($n) == 1 mpforce $n rem all mpoload 74 mpat 74 drop boxers mpforce $n get boxers mpforce $n wear boxers endif ~ #ENDPROG #ENDROOM #ROOM Vnum 75 Name The Swamp of Gore~ Sector forest~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 77 #ENDEXIT #EXIT Direction east~ ToRoom 74 #ENDEXIT #EXIT Direction south~ ToRoom 76 #ENDEXIT #EXIT Direction west~ ToRoom 74 #ENDEXIT #EXIT Direction northeast~ ToRoom 78 #ENDEXIT #EXIT Direction northwest~ ToRoom 72 #ENDEXIT #EXIT Direction southeast~ ToRoom 73 #ENDEXIT #EXIT Direction southwest~ ToRoom 73 #ENDEXIT #ENDROOM #ROOM Vnum 76 Name The Swamp of Gore~ Sector forest~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 75 #ENDEXIT #EXIT Direction east~ ToRoom 73 #ENDEXIT #EXIT Direction south~ ToRoom 77 #ENDEXIT #EXIT Direction west~ ToRoom 73 #ENDEXIT #EXIT Direction northeast~ ToRoom 74 #ENDEXIT #EXIT Direction northwest~ ToRoom 74 #ENDEXIT #EXIT Direction southeast~ ToRoom 72 #ENDEXIT #EXIT Direction southwest~ ToRoom 72 #ENDEXIT #ENDROOM #ROOM Vnum 77 Name The Swamp of Gore~ Sector forest~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 76 #ENDEXIT #EXIT Direction east~ ToRoom 72 #ENDEXIT #EXIT Direction south~ ToRoom 74 #ENDEXIT #EXIT Direction west~ ToRoom 72 #ENDEXIT #EXIT Direction northeast~ ToRoom 73 #ENDEXIT #EXIT Direction northwest~ ToRoom 73 #ENDEXIT #EXIT Direction southwest~ ToRoom 71 #ENDEXIT #ENDROOM #ROOM Vnum 78 Name The Road of Broken Bones~ Sector field~ Flags nomob norecall noastral~ #EXIT Direction northeast~ ToRoom 92 #ENDEXIT #EXIT Direction southwest~ ToRoom 75 #ENDEXIT #ENDROOM #ROOM Vnum 79 Name The Dusty Trail~ Sector field~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 71 #ENDEXIT #EXIT Direction southeast~ ToRoom 80 #ENDEXIT #ENDROOM #ROOM Vnum 80 Name The Dusty Trail~ Sector field~ Flags nomob norecall noastral~ #EXIT Direction east~ ToRoom 87 #ENDEXIT #EXIT Direction south~ ToRoom 81 #ENDEXIT #EXIT Direction west~ ToRoom 86 #ENDEXIT #EXIT Direction northwest~ ToRoom 79 #ENDEXIT #ENDROOM #ROOM Vnum 81 Name The Promontory~ Sector hills~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 80 #ENDEXIT #ENDROOM #ROOM Vnum 82 Name The Cliffs on the Sea~ Sector mountain~ Flags nomob norecall noastral~ #EXIT Direction up~ ToRoom 70 #ENDEXIT #ENDROOM #ROOM Vnum 83 Name Above the Sea~ Sector hills~ Flags nomob norecall nosummon noastral~ #EXIT Direction northwest~ ToRoom 70 #ENDEXIT #EXIT Direction southeast~ ToRoom 84 #ENDEXIT #ENDROOM #ROOM Vnum 84 Name Above the Sea~ Sector hills~ Flags nomob norecall noastral~ #EXIT Direction northwest~ ToRoom 83 #ENDEXIT #EXIT Direction southeast~ ToRoom 85 #ENDEXIT #ENDROOM #ROOM Vnum 85 Name Above the Sea~ Sector hills~ Flags nomob norecall noastral~ #EXIT Direction east~ ToRoom 86 #ENDEXIT #EXIT Direction northwest~ ToRoom 84 #ENDEXIT #ENDROOM #ROOM Vnum 86 Name Above the Sea~ Sector hills~ Flags nomob norecall nosummon noastral~ #EXIT Direction east~ ToRoom 80 #ENDEXIT #EXIT Direction west~ ToRoom 85 #ENDEXIT #ENDROOM #ROOM Vnum 87 Name The Sea Cliff~ Sector hills~ Flags nomob norecall noastral~ #EXIT Direction east~ ToRoom 88 #ENDEXIT #EXIT Direction west~ ToRoom 80 #ENDEXIT #ENDROOM #ROOM Vnum 88 Name The Mountain Foot~ Sector mountain~ Flags nomob norecall noastral~ #EXIT Direction west~ ToRoom 87 #ENDEXIT #EXIT Direction up~ ToRoom 90 #ENDEXIT #ENDROOM #ROOM Vnum 90 Name The Mesa~ Sector mountain~ Flags nomob norecall noastral~ #EXIT Direction north~ ToRoom 91 #ENDEXIT #EXIT Direction down~ ToRoom 88 #ENDEXIT #ENDROOM #ROOM Vnum 91 Name The Mesa~ Sector mountain~ Flags nomob norecall noastral nofloor~ #EXIT Direction south~ ToRoom 90 #ENDEXIT #EXIT Direction down~ ToRoom 78 #ENDEXIT #ENDROOM #ROOM Vnum 92 Name Before the Keep~ Sector city~ Flags nomob norecall noastral~ #EXIT Direction east~ ToRoom 93 Keywords gates gate portcullis~ Flags isdoor closed locked~ #ENDEXIT #EXIT Direction southwest~ ToRoom 78 #ENDEXIT Reset D 0 92 1 2 #ENDROOM #ROOM Vnum 93 Name The Inner Keep~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction north~ ToRoom 94 #ENDEXIT #EXIT Direction east~ ToRoom 96 #ENDEXIT #EXIT Direction south~ ToRoom 95 #ENDEXIT #EXIT Direction west~ ToRoom 92 Keywords gates gate portcullis~ Flags isdoor closed locked~ #ENDEXIT Reset D 0 93 3 2 #ENDROOM #ROOM Vnum 94 Name The Barracks~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction south~ ToRoom 93 #ENDEXIT #ENDROOM #ROOM Vnum 95 Name The Barracks~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction north~ ToRoom 93 #ENDEXIT #ENDROOM #ROOM Vnum 96 Name The Entry Hall~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction west~ ToRoom 93 #ENDEXIT #EXIT Direction up~ ToRoom 97 #ENDEXIT #ENDROOM #ROOM Vnum 97 Name Before the Throne~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction north~ ToRoom 98 #ENDEXIT #EXIT Direction down~ ToRoom 96 #ENDEXIT #ENDROOM #ROOM Vnum 98 Name The Throne Room~ Sector inside~ Flags dark nomob indoors norecall noastral~ #EXIT Direction south~ ToRoom 97 #ENDEXIT #EXIT Direction down~ ToRoom 99 #ENDEXIT #ENDROOM #ROOM Vnum 99 Name A Space in Time~ Sector inside~ Flags nomob indoors safe norecall nosummon noastral~ Desc As if awakening from an unsettlingly surreal dream, you find yourself in unfamiliar surroundings far from whence you came. As the torpor wears off and your eyes begin to refocus, you realize you have been brought here by the Gods to receive a message of relative import. Checking through your inventory, you look for some sign of indication to validate your purpose and assure you that the deconstruction of your mind has not yet been put into play. ~ Reset O 0 41 1 99 #MUDPROG Progtype act_prog~ Arglist p has entered~ Comlist if isimmort($n) mpe You may have a note in your inventory... else mpechoat $n You move closely to examine the orb before you... mpforce $n examine orb mpforce $n i endif ~ #ENDPROG #ENDROOM #ENDAREA