tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Denab-Knur~
Mange~
~

0 0
0
#ROOMS

#30263
Cavern Entrance ~
To the north, a large cave-in has collapsed the tunnel leading north. 

Huge mounds of boulders are stacked to the ceiling.  A large wooden

gate to the south completely seals this cavern off from what lays behind

it.  Piles of crushed rock litter the ground all around this portion of

the cavern.

~
[Merior] check to be sure this is limited only to karse... i don't know the answer

[Mange] This entrance is not connected to anything at the moment but is here for expansion purposes.

[Kiian] These rooms outside of the city are to deleted

[Kiian] and the gate closed until we havean area to open north of the

city.

~
301465672 11 6 0
D2
gate~
gate~
199 -1 30264 10 10 5
E
gate~
Adorned with an untold amount of human and elven skulls, the gate serves

as a warning to those of the unwanted races.  A few of the skulls still

have decomposing skin and hair hanging from them.

~
A
bash pound knock~
palisade gate~
if( is_open( room, south ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

if( race( ch ) == ogre ) {

    send_to_char( #char, ch );

    act_notchar( #to_all, ch );

    open( room, south );

    }

  else {

    send_to_char( #clan_char, ch );

    act_notchar( #clan_room, ch );

    }

  }

~
E
to_all~
An Ogre Guard appears and studies $n carefully.  Approving of $m, the

Guard gives the signal to open the gate.

~
E
clan_room~
An Ogre Guard looks out and scowls at $n.  The Ogre Guard says, "Get away

from here!!" 

~
E
clan_char~
An Ogre Guard looks you over and scowls.  The Ogre Guard says, "Get away

from here!!" 

~
E
char~
An Ogre Guard appears and studies you carefully.  Approving of you he

gives the signal to open the gate.  

~
E
to_room~
$n pounds hard on the Palisade gate.  

~
E
to_char~
You pound hard on the Palisade gate.  

~
E
nothing~
You attempt to pound on the palisade only to find it's already open.  

~
!
0 0 2
A
close~
gate palisade~
if( !is_open( room, south ) )

  send_to_char( #nothing, ch );

else

  send_to_char( #to_char, ch );

send_to_char( #to_room, ch );

close( room, south );

~
E
to_room~
$n closes the gate.

~
E
to_char~
You close the gate behind you.

~
E
nothing~
The palisade gate is already closed.

~
!
0 0 0
992 9 1509949540 3 0
992 9 1509949540 3 0
992 9 1509949540 3 0
992 9 1509949540 3 0
-1
S

#30264
Tunnel Entrance~
A monstrous gate seals the tunnel here, keepsing out wanderers and

foreigners.  A large bar across the two doors of the gate keeps it

securely shut.  The gate is constructed of huge oaken beams and steel

bands.  Beyond the gate the tunnel continues deeper into the mountain.

~
[Kira] A monstrous gate seals the tunnnel here, keepsing(?)

[Grimsza] "keepsing out wanderers" probably should say "keeping"

~
301465677 1 9 0
D0
gate~
gate~
199 -1 30263 10 10 5
D2
~
~
0 -1 30401 10 10 5
E
bar~
The bar in made of a fallen oak tree with large iron bands wrapped

around it.

~
E
gate~
Huge slabs of roughly cut oak are lashed together with large iron bands,

to form this gate.

~
A
lift~
beam bar~
if( is_open( room, north ) ) {

  send_to_char( #nothing, ch );

  end;

  }

if( find_stat( ch, str ) > 30 ) {

  act_tochar( #to_char, ch );

  act_notchar( #to_room, ch );

  wait( 1 ); 

  send_to_room( #to_all, room );

  open( room, north );

  }

else {

  act_tochar( #fail, ch );

  end;

  }

~
E
to_all~
With the oaken bar removed the Palisade gate swings open freely.  

~
E
to_room~
$n's muscles strain as the oaken bar is removed.  


~
E
to_char~
You use all your strength to lift the bar and place it on the ground.  

~
E
fail~
Using all of your strength you are still unable to move the oaken bar.

~
E
nothing~
As you look at the bar you notice it has already been removed from the

Palisade gate.  

~
!
0 0 0
A
bar~
gate~
if( !is_open( room, north ) )

send_to_char( #nothing, ch );

else

if( find_stat( ch, str ) < 17  )

send_to_char( #fail, ch );

 else

if( find_stat( ch, str ) > 17 )

send_to_char( #to_char, ch );

close( room, north );

~
E
to_all~
With the bar firmly back into place the gate is sealed once more.

~
E
to_room~
$n uses all his might to place the oaken bar back upon the door.

~
E
to_char~
Straining you manage to place the oaken bar upon the door.

~
E
fail~
You strain with all your might, yet you can't budge the oaken beam.

~
E
nothing~
The oaken bar has already been placed on the gate.

~
!
0 0 0
A
knock~
gate~
send_to_room( #closed, room );

~
E
closed~
The Ogre sentry says, 'Passage beyond this gate is prohibited at this

point in time.' 

~
!
0 0 0
341 9 1509949540 3 0
341 9 1509949540 3 0
341 9 1509949540 3 0
-1
S

#30265
Decaying Road~
Huge chunks of smashed stones litter the roadway and hinder travel.  The

wooden wall to the west has a few scratch marks and broken weapons

embedded deep into the logs.  On the eastern side of the road the stone

building has collapsed in upon itself and looks like a small land slide

where it tumbled into the street.

~
~
301465672 3 6 0
D0
~
~
0 -1 30268 10 10 5
D2
~
~
195 -1 30264 10 10 5
-1
S

#30266
Palisade Road~
transfer char to forest

~
~
301465672 3 6 0
D0
~
~
0 -1 30376 10 10 5
-1
S

#30268
Decaying Road~
The splintered logs of the wall have been sheared off here as if some

great force plowed through the wall with great strength.  There is still

much rubble choking the once paved road, that has decayed into large

chunks of rock.  Directly to the east is a make shift hovel that seems to

house the captain of the guard.  

~
~
301465672 3 6 0
D0
~
~
0 -1 30270 10 10 5
D1
~
~
0 -1 30269 10 10 5
D2
~
~
0 -1 30265 10 10 5
A
~
~
act_tochar( #enter, ch );

continue;

~
E
enter~
You enter the makeshift hovel.

~
!
3 0 2
342 9 1509949540 3 0
342 9 1509949540 3 0
-1
S

#30269
Wooden Lean-too~
Sheltered from the various elements this temporary shack has been erected

as a place for guards to report to and take a short reprieve from their

duties.  Large holes and gaps in the wooden structure allow a small

amount of the environment to seep through the walls.  

~
maybe a rain-ruined carpeting? or bearskin?

~
301465672 3 6 0
D3
~
~
0 -1 30268 10 10 5
-1
S

#30270
Decaying Road~
Large chunks of stone have been upturned in the street, causing a minor

traffic flow problem here.  The log wall lining the street seems to be

intact yet it's blackened and burnt as if by intense heat.  The

encroaching vegetation has begun to entwine itself around a few logs of

the wall.  

~
~
301465672 3 6 0
D0
~
~
0 -1 30271 10 10 5
D2
~
~
0 -1 30268 10 10 5
E
stone~
The once smooth stone slabs that were used to construct the road are now

cracked and misplaced.  They jut up out of the ground at odd angles and a

few of the stones are caked with coagulated blood.

~
E
log wall~
Constructed of huge oaken logs, the wall is a huge barrier meant to keep out enemies and wildlife.

~
-1
S

#30271
Decaying Road~
Littered with broken stones and rubble, this road continues along to the

north and south following the wooden barrier to the west.  Many vines

have begun to reclaim the logs of the wall for the surrounding swamps. 

Occasionally, you can see holes in the wall where the logs have begun to

rot and give way to nature.  To the east are the battered remains of

stone buildings, now collapsed in upon each other.

~
~
301465672 3 6 0
D0
~
~
0 -1 30276 10 10 5
D2
~
~
0 -1 30270 10 10 5
342 9 1509949540 3 0
-1
S

#30272
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30266 10 10 5
D2
~
~
0 -1 30273 10 10 5
-1
S

#30273
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30272 10 10 5
D2
~
~
0 -1 30274 10 10 5
-1
S

#30274
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30273 10 10 5
D2
~
~
0 -1 30275 10 10 5
-1
S

#30275
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30274 10 10 5
D1
~
~
0 -1 30279 10 10 5
-1
S

#30276
Decaying Road~
On this part of the road the log barrier seems to be completely intact,

except for the stray vine, here and there, climbing about the logs.  This

part of the road is slightly less littered with rubble.  A large wall to

the east is complete but slightly damaged.

~
~
301465672 3 6 0
D0
~
~
0 -1 30277 10 10 5
D2
~
~
0 -1 30271 10 10 5
E
wall~
The large wooden wall has many nicks and scratches cut deep into the

wooden beams that were used to construct the wall.

~
-1
S

#30277
Decaying Road~
Turning abruptly, the road follows the walls on both sides onward toward

the inner city.  The outer wall here has a large hole in it that has been

haphazardly patched to keep out wayward beasts and unwelcome races. 

Strewn with much rubble and stone blocks the road is difficult to

traverse.  The shear destructive power that was unleashed here must have

been incredible.  

~
~
301465672 3 6 0
D1
~
~
0 -1 30286 10 10 5
D2
~
~
0 -1 30276 10 10 5
E
large hole~
The large hole has been more chewed into the wood than torn from it. 

Large teeth marks cover the area around the hole as if something has been

trying to make it bigger.

~
342 9 1509949540 3 0
-1
S

#30279
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30280 10 10 5
D3
~
~
0 -1 30275 10 10 5
-1
S

#30280
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30281 10 10 5
D3
~
~
0 -1 30279 10 10 5
-1
S

#30281
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30282 10 10 5
D3
~
~
0 -1 30280 10 10 5
-1
S

#30282
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30283 10 10 5
D3
~
~
0 -1 30281 10 10 5
-1
S

#30283
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30284 10 10 5
D3
~
~
0 -1 30282 10 10 5
-1
S

#30284
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30285 10 10 5
D3
~
~
0 -1 30283 10 10 5
-1
S

#30285
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30287 10 10 5
D3
~
~
0 -1 30284 10 10 5
-1
S

#30286
Trampled Road~
Apparently, the battle raged through this part of the town and damaged

nearly nothing.  The stone wall to the south has been cracked and burnt,

while the wooden wall to the north has scorch marks but is otherwise

undamaged.  The road hasn't been damaged at all except for the usual wear

and tear that happens over years of use.  

~
~
301465672 3 6 0
D1
~
~
0 -1 30310 10 10 5
D3
~
~
0 -1 30277 10 10 5
-1
S

#30287
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30288 10 10 5
D3
~
~
0 -1 30285 10 10 5
-1
S

#30288
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30289 10 10 5
D3
~
~
0 -1 30287 10 10 5
-1
S

#30289
Palisade Road~
Under Construction.

~
~
301465672 3 6 0
D1
~
~
0 -1 30290 10 10 5
D3
~
~
0 -1 30288 10 10 5
-1
S

#30290
Begining of Graknor Way~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30291 10 10 5
D3
~
~
0 -1 30289 10 10 5
-1
S

#30291
Underground Path~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30292 10 10 5
D2
~
~
0 -1 30290 10 10 5
-1
S

#30292
Underground Path~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30293 10 10 5
D2
~
~
0 -1 30291 10 10 5
-1
S

#30293
Underground Path~
Under Construction.

~
~
301465672 3 6 0
D0
~
~
0 -1 30294 10 10 5
D2
~
~
0 -1 30292 10 10 5
-1
S

#30294
Underground Path~
Under Construction.

~
~
301465672 3 6 0
D2
~
~
0 -1 30293 10 10 5
-1
S

#30295
Crumbling Road~
Like the rest of the town this part of the street is in terrible

condition.  Piles of rubble lay everywhere, bloodstains upon some of the

stones show that some being lost its life defending this place. 

Immediately to the south is a HUGE pile of rubble that blocks any further

progress in that direction.  The wooden wall to the east is largely

untouched except for a few scrapes from weapons.  

~
west was 30296

~
301465672 3 6 0
D0
~
~
0 -1 30297 10 10 5
D2
~
~
0 -1 30376 10 10 5
A
~
~
act_notchar( #all, ch );

send_to_char( #closes, ch );

close( room, west );

continue;

~
E
closes~
A large ogre steps in behind you to stop others from following.

~
E
all~
As $n passes through the gate, an ogre moves in behind him to stop others

from following $m.

~
!
3 3 8
A
knock bang~
gate~
if( !is_open( room, west ) ) {

  send_to_room( #to_room, room );

  continue;

  }

else

  send_to_char( #char, ch );

~
E
char~
The gate is already open.

~
E
to_room~
An Ogre Sentry yells 'Wait your turn, scum!'

~
!
0 0 0
342 9 1509949540 3 0
341 9 1509949540 3 0
341 9 1509949540 3 0
341 9 1509949540 3 0
-1
S

#30296
Crumbling Gate~
Large stone slabs have been moved into the road here to make a gate of

sorts, so that entrance is limited to single file access.  Located near

the gate a large leather-bound drum hangs on the wall.  To the north and

south are small covered alcoves.

~
~
301465672 1 9 0
D0
~
~
0 -1 30403 10 10 5
D1
~
~
0 -1 28132 10 10 5
D2
~
~
0 -1 30404 10 10 5
D3
~
~
0 -1 30312 10 10 5
E
drum~
The large drum is constructed of taut skin stretched over a

wooden frame.

~
A
none~
~
if( char_in_room( ch, find_room( 30296 ) ) ) {

  wait( 2 );

  send_to_char( #to_char, ch );

  wait( 4 );

  if( char_in_room( ch, find_room( 30296 ) ) ) {

    send_to_char( #move, ch );

    wait( 5 );

    if( char_in_room( ch, find_room( 30296 ) ) ) {

      send_to_char( #hit, ch );

      dam_message( ch, 2d8+10, "The Ogre Guard's pummel" );

        inflict( ch, mob, 2d8+10, "Ogre" );

      send_to_char( #out, ch );

      act_notchar( #out1, ch );

      open( room, east );

       transfer( ch, find_room( 30312 ) );

      end;

      }

    }

  }

continue;

~
E
out1~
An Ogre Sentry shoves $n west into the decaying town.

~
E
out~
The Ogre Sentry roughly shoves you toward the middle of the town.

  

~
E
hit~
An Ogre Sentry pummels you with his club.

    

The Ogre Sentry says 'Get out!!'

  

  

~
E
move~
An Ogre Sentry tells you 'I said move, scumbag!'

~
E
to_char~
An Ogre Sentry tells you 'Move along, Citizen.'

~
!
1 3 10
A
~
~
act_tochar( #closes, ch );

close( room, east );

~
E
closes~
The gate slams shut.

~
!
1 -1 2
A
~
~
open( room, east );

continue;

~
!
3 0 10
A
bang strike hit beat smash~
drum~
if( rflag( reset0, room ) ) {

 send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

 act_area( #to_area, ch );

remove_rflag( reset0, room );

}

else

 send_to_char( #no, ch );

~
E
to_char~
You bang the drum sharply.

~
E
to_room~
The drum reverberates a low-pitched sound.

~
E
to_area~
The sounds of Ogrish war drums, echo through the air.

~
E
no~
An Ogre guard grabs your arm and says, 'I don't think so!'

~
!
0 0 0
341 9 1509949540 3 0
341 9 1509949540 3 0
-1
S

#30297
Crumbling Road~
Battered and broken, the buildings of the town lay in ruins.  Large

portions of stone have been crushed to dust and pounded into the ground

by the tread of hundreds of feet.  Some of the wooden wall has been

scorched from intense heat. 

~
~
301465672 3 6 0
D0
~
~
0 -1 30298 10 10 5
D2
~
~
0 -1 30295 10 10 5
-1
S

#30298
Crumbling Road~
Many piles of rubble line the road on both sides, it seems that a path

has been cleared through the rubble to ease walking.  The wooden wall has

been shredded into splinters by some gigantic beast.  It still provides

protection from the elements and assaulting forces.

~
~
301465672 3 6 0
D0
~
~
0 -1 30299 10 10 5
D2
~
~
0 -1 30297 10 10 5
E
rubble piles~
Piles of blood caked rubble have been piled along the path, in an attempt

to somewhat clear the way for travelers.

~
-1
S

#30299
Crumbling Road~
The fallen walls from the buildings to the west have been blasted into a

gravel-like consistency.  forming excellent traction on the road.  The

large wooden wall to the east has been reduced to charred wood and ash. 

Smalls piles of blood coated stone lay randomly along the side of the

road.

~
~
301465672 3 6 0
D0
~
~
0 -1 30300 10 10 5
D2
~
~
0 -1 30298 10 10 5
342 9 1509949540 3 0
-1
S

#30300
Crumbling Road~
It seems that the fighting here was vicious, battle scares line the road

along the walls and the old bloodstains upon the stone that nature hasn't

washed away yet.  The wooden wall is blackend and burnt, turned into

charcoal at some points, while the rubble on the inner side of the city

is sitting in mounds along the side of the road.  The broken stones of

the road jut up at odd angles making a precarious walking hazard.  

~
~
301465672 3 6 0
D0
~
~
0 -1 30301 10 10 5
D2
~
~
0 -1 30299 10 10 5
-1
S

#30301
Trampled Road~
The corner building to the southwest has been battered so much through

time, that it finally gave way and fell in upon itself.  Part of it's

remains have been strewn into the street and cracked the roadwork.  The

wooden beams of the wall surrounding the city have been sheared off here

about 8 feet above the ground.

~
~
301465672 3 6 0
D2
~
~
0 -1 30300 10 10 5
D3
~
~
0 -1 30302 10 10 5
-1
S

#30302
Trampled Road~
Seemingly destute of all civilized life, this degenerated town has fallen

on desperate times.  The streets are cluttered with rubble from decaying

buildings and battered machines of war.  Coagulated blood is spattered

ominously on much of the loose rubble and wood fragments.

~
~
301465672 3 6 0
D1
~
~
0 -1 30301 10 10 5
D3
~
~
0 -1 30303 10 10 5
-1
S

#30303
Trampled Road~
Scattered along the sides of this battered road are numerous bones

forgotten among the rubble of stone and wood.  Some of the remains still

have decaying flesh clinging to the bones.  Streaks of blood cover most

of the stone slabs that lay strewn about.

~
~
301465672 3 6 0
D1
~
~
0 -1 30302 10 10 5
D3
~
~
0 -1 30304 10 10 5
-1
S

#30304
Trampled Road~
Smashed to pieces, the surrounding walls have tumbled unceromoniously

into the street.  Fragments of bones can be seen trapped beneath the

fallen lumber and stone.  A few of the large chunks of stone seem to be

stained dark red in spots near the bones trapped beneath them.  The once

solid road is now a cratered disaster, a small cleared path leads through

the strewn rubble.

~
~
301465672 3 6 0
D1
~
~
0 -1 30303 10 10 5
D3
~
~
0 -1 30305 10 10 5
E
north~
To the north is a huge wooden wall, erected to keep out wandering animals

and enemies alike.  Beyond the wall is a vast expanse of swampland.

~
E
south~
To the south are the collapsed buildings of Denab-Knur.  It's buildings

have fallen in upon themselves blocking any exit in that direction.

~
342 9 1509949540 3 0
-1
S

#30305
Trampled Road~
Littered by broken pieces of war machines, this trampled road has seen

lots of traffic.  A beaten path leads between the broken stone and

fragments of wood.  Directly to the south are huge piles of stone that

tower nearly forty feet into the air.

~
~
301465672 3 6 0
D1
~
~
0 -1 30304 10 10 5
D3
~
~
0 -1 30306 10 10 5
-1
S

#30306
Trampled Road~
Blasted beyond recognition, this portion of the road has been pounded to

gravel and ash.  The large stone structures to the south seem to have

collapsed in on themselves . The wooden wall to the north has been

charred to the point that small pieces of charcoal constantly drift to

the roadside and are crushed by traffic.

~
~
301465672 3 6 0
D1
~
~
0 -1 30305 10 10 5
D3
~
~
0 -1 30307 10 10 5
-1
S

#30307
Trampled Road~
Squarely in the center of the road is a huge crater.  Scorch marks cover

the surrounding walls and edges of the pit.  It's seems that a large

explosion rocked this area during a large battle.  The wall

surrounding the town is blackened and scorched, where the blast tore into

it.  The stone walls of the buildings have been blasted to rubble and

choke any exit to the south.

~
~
301465672 3 6 0
D1
~
~
0 -1 30306 10 10 5
D3
~
~
0 -1 30308 10 10 5
E
crater~
The crater has been partially filled in.  At the moment it is about three

feet deep and ten feet across, bones and slabs of stone lie in it.

~
-1
S

#30308
Trampled Road~
Pounded to gravel, the flagstones of the road have finally given way to

the elements.  Remnants of the northern wooden wall are scattered about

the street.  Large charred boulders lie in the middle of the path.  The

town wall to the south has been craked and scorched and is obviously

beyond repair.

~
~
301465672 1 6 0
D1
~
~
0 -1 30307 10 10 5
D3
~
~
0 -1 30309 10 10 5
A
~
~
if( is_open( room, south ) )

  send_to_char(#to_char, ch );

if( !is_open( room, south ) )

 send_to_char(#to_stone, ch );

~
E
to_stone~
A large slab impedes your progress.

~
E
to_char~
~
!
0 0 0
342 9 1509949540 3 0
-1
S

#30309
Trampled Road~
The large stones that make up this road have been upturned here, as if

some great weight was set upon them.  The wooden poles of the wall are

canted out away from the city, forced there by some great bulk.  Scorch

marks are everywhere upon the road, wall and rubble.  Huge stone

fragments are all that is left of the buildings to the south.

~
~
301465672 3 6 0
D1
~
~
0 -1 30308 10 10 5
D3
~
~
0 -1 30310 10 10 5
-1
S

#30310
Trampled Road~
Enclosed from the north by the wooden wall and bordered on the south by

huge mounds of stone and shattered timber, the road continues to the east

and west.  Smashed cobble-stone and small ash drifts line the street. 

Some of the larger stones a covered with a crusty reddish brown substance

that looks much like coagulated blood.

~
~
301465672 3 6 0
D1
~
~
0 -1 30309 10 10 5
D3
~
~
0 -1 30286 10 10 5
-1
S

#30312
Inner Courtyard~
Just before the inner gate is the main part of the city, or what remains

of it.  Many of the towering buildings have been turned to large piles of

rubble that clog the streets.  Far to the west are a few buildings that

are still intact.  Looking down, the street shows signs of blood stains

that have seeped into the broken stone slabs.

~
~
301465664 1 9 0
D1
~
~
0 -1 30296 10 10 5
D3
~
~
0 -1 30378 10 10 5
E
blood stains~
Spattered and speckled across the stones of the landscape, blood has been

strewn about.  Some of the spatterings look to be in the shape of

someones head, where it splattered against the stonework.

~
342 9 1509949540 3 0
-1
S

#30313
Ruined Avenue~
Littering the once-paved street are many broken logs and broken stones. 

There seems to be a beaten path leading east and west through the rubble. 

Much of the rubble is stained a dark brown to black color and a few of

the wooden beams have large hack marks in them.

~
~
301465664 1 9 0
D1
~
~
0 -1 30378 10 10 5
D3
~
~
0 -1 30318 10 10 5
E
rubble~
From half-shattered logs to destroyed shingling, the rubble litters the

street, nearly covering its surface.

~
E
beams~
It appears that the beams were hacked down.

~
919 9 1509949540 3 0
-1
S

#30314
Dragoth Way~
Choked with fallen rubble, there is no way to continue south.  The

toppled buildings have fallen on the street and blocked and further

progress.  Many of the ruins are charred and burnt, the fire was so hot

it began to melt the stone.  Small rodent trails lead deeper into the

rubble but the paths are too small to follow.

~
north was 30313

~
301465672 1 6 0
227 8 1509949540 3 0
-1
S

#30316
Dragoth Way~
The road is littered with charred wood and broken fragments of rock. 

Large piles of rubble are stacked against a collapsed ruin on the eastern

side of the street.  An exit to the west leads to decrepit-looking bank.

~
~
301465664 1 9 0
D0
~
~
0 -1 30317 10 10 5
D2
~
~
0 -1 30370 10 10 5
D3
~
~
0 -1 30389 10 10 5
E
rubble e east~
The house has shattered, probably from a large catapult's continued

assault.

~
943 9 1509949540 3 0
342 9 1509949540 3 0
-1
S

#30317
Dragoth Way~
The walls lining the road here are crumbling apart and falling into the

road.  Looking into the ruins you can see large slabs of stone lying in

the area where a large building once stood.

~
[Olah] adding an acode here and in rooms to find dodge trainer

~
301465664 1 9 0
D0
~
~
0 -1 30320 10 10 5
D1
~
~
0 -1 30357 10 10 5
D2
~
~
0 -1 30316 10 10 5
D3
stone~
stone~
235 -1 30350 10 10 5
E
slabs stone~
Perhaps the remains of supporting pillars, the stones lies in disarray to

the west.

~
A
move open~
slabs stone~
if( is_open( room, west ) )

  act_tochar( #nada, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, west );

  }

~
E
nada~
The slabs of stone have already been moved aside.

~
E
open~
You move the slabs of stone aside and clear a passage to the west.

~
E
nopen~
$n moves the slabs of stone aside and clears a passage to the west.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You move the stone aside to reveal a passage west.

~
E
to_room~
$n moves the stone aside to reveal a passage west.

~
!
8 0 0
A
~
~
end;

~
E
to_char~
You see no way of closing it.

~
!
10 0 0
-1
S

#30318
Denab-Knur Square~
Shattered stone slabs and twisted wooden beams lean haphazardly against

each other.  Columns of smashed stone have fallen into the street making

the path difficult to tread upon.  Smatterings of blood and bone are

embedded into the few remaining walls that still stand.

~
~
301465664 1 9 0
D0
~
~
0 -1 30372 10 10 5
D1
~
~
0 -1 30313 10 10 5
D2
~
~
0 -1 30373 10 10 5
D3
~
~
0 -1 30319 10 10 5
342 9 1509949540 3 0
342 9 1509949540 3 0
943 9 1509949540 3 0
-1
S

#30319
Denab-Knur Square - Center, Well~
This square stands approximately in the center of this ruined town.  The

main intersection is littered with bones and skulls, a few small body

parts lay here and there, decomposing with time.  In the very center of

the square is a large broken-down @Gwell@n.  From this vantage point you can

see the mass destruction of the town.  

~
~
301465672 1 6 0
D0
~
~
0 -1 30370 10 10 5
D1
~
~
0 -1 30318 10 10 5
D2
~
~
0 -1 30323 10 10 5
D3
~
~
0 -1 30330 10 10 5
E
bones skulls body parts~
Most of the bones are half-smashed, and the few bits of skeletal remains

which still bear flesh appear burned.

~
E
well~
Shattered remains of stone are all that's left of this well.  Water

seeps from beneath the remaining stones and pools up in small holes in

the ground surrounding the pile of stones 

~
A
none~
~
wait( 1 );

if( random( 1, 10 ) > 8 )

send_to_area( #choke, room );

~
E
choke~
A large crashing sound echos through the town, followed by a choking

cloud of dust.

~
!
2 -1 15
82 17 1509949540 -2 0
986 9 1509949540 3 0
986 9 1509949540 3 0
-1
S

#30320
Dragoth Way~
All about you lie broken wood and crushed stone; while to the south the

way seems fairly clear, the rest of this area is not accessible.  The

broken road-stones jut up at odd angles making it difficult to walk

without slipping on the smooth surfaces.  To the west, a road continues

under the ruins.  To the north, a large stone slab has been erected

vertically, while to the east is a huge mound of collapsed stone.

~
~
301465664 1 9 0
D2
~
~
0 -1 30317 10 10 5
D3
~
~
0 -1 30406 10 10 5
E
e east mound stone~
The mass of stone and wood appears to be the remains of a large house.

~
919 9 1509949540 3 0
986 9 1509949540 3 0
-1
S

#30323
Denab-Knur Square~
Broken and battered down, the buildings here are the same as everywhere

else, destroyed.  Looking around you can see many of the same piles of

rubble you saw before just from a different vantage.  Much of the rubble

in the street has been here for some time, as the weather has begun to

wear on it.

~
~
301465664 1 9 0
D0
~
~
0 -1 30319 10 10 5
D1
~
~
0 -1 30373 10 10 5
D2
~
~
0 -1 30324 10 10 5
D3
~
~
0 -1 30374 10 10 5
-1
S

#30324
Dragoth Way~
Gigantic piles of rubble line the street to the east and west.  The road

continues on to the north and south, where the way is relatively clear. 

Far to the south you can see a huge pile of stone blocks blocking any

further progress in that direction.

~
~
301465664 1 9 0
D0
~
~
0 -1 30323 10 10 5
D2
~
~
0 -1 30375 10 10 5
342 9 1509949540 3 0
-1
S

#30330
Denab-Knur Square~
Blasted clear of wreckage, this part of the road is extremely clear as if

a large object moved through here.  Much of the rubble has been pushed to

the side of the road.  Huge piles of stone cover most of the area.

~
~
301465664 1 9 0
D0
~
~
0 -1 30371 10 10 5
D1
~
~
0 -1 30319 10 10 5
D2
~
~
0 -1 30374 10 10 5
D3
~
~
0 -1 30331 10 10 5
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at the Denab-Knur Square.

~
!
1 0 15
342 8 1509949540 3 0
-1
S

#30331
Ruined Avenue~
Shattered stone and smashed wooden beams line the street.  Huge blocks of

granite lay strewn about this section of the road and block any avenue of

travel to the north and south.  Off to the west a large temple rises

above the ruins.

~
~
301465664 1 9 0
D1
~
~
0 -1 30330 10 10 5
D3
~
~
0 -1 30377 10 10 5
E
boulder~
A large boulder sits here, missing all of the usual gruesome adornments

that are placed in many other places in the area.

~
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at the Ruined Way.

~
!
1 0 10
986 9 1509949540 3 0
986 9 1509949540 3 0
-1
S

#30332
Broken Road~
Broken stone slabs and burnt logs have been pushed to the side of the

street to make a thoroughfare.  The ground has been trampled into a

compact layer of dirt and it has many footprints in it.  A large building

towers over you to the east, while a smaller building is west of here.

~
~
301465664 1 9 0
D0
~
~
0 -1 30377 10 10 5
D2
~
~
0 -1 30333 10 10 5
D3
~
~
0 -1 30398 10 10 5
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at a Broken Road.

~
!
1 0 13
943 9 1509949540 3 0
342 9 1509949540 3 0
342 9 1509949540 3 0
-1
S

#30333
Broken Road~
This area of town is in considerably better shape than the rest of town

other than the road which has been broken into a gravel-like consistency. 

A large sand-covered open area, directly to the south, seems to be free

of rubble.  A large building towers over you directly to the east.

~
~
301465664 1 6 0
D0
~
~
0 -1 30332 10 10 5
D1
door~
door~
131 -1 30390 10 10 5
D2
~
~
0 -1 30339 10 10 5
E
building~
The large building to the east seems to be mostly intact.  It is

constructed of large stone slabs and huge pieces of timber that have been

melded together.  A small door allows acces to the building.

~
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at a Broken Road.

~
!
1 0 7
986 9 1509949540 3 0
-1
S

#30334
Arena of Honor~
The sand here has been recently disturbed as if someone went through some

intense training.  Here and there you see some chunks of sand that seem

to be a different color than the rest, looking closer you notice that

coagulated blood is what gives the sand its strange color.  

~
~
368574472 1 9 0
D2
~
~
0 -1 30335 10 10 5
D3
~
~
0 -1 30339 10 10 5
A
2 practice~
bash disarm fourth guard kick parry punch rescue second third sword club mace axe~
if( find_stat( ch, level ) > 10 ) {

  dam_message( ch, 8d8+10, "Dreglor's punch" );

  inflict( ch, mob, 8d8+10, "Dreglor" );

  continue;

  }

if( find_stat( ch, level ) > 5 ) {

  dam_message( ch, 5d6+5, "Dreglor's punch" );

  inflict( ch, mob, 5d6+5, "Dreglor" );

  continue;

  }

if( find_stat( ch, level ) > 1 ) {

  dam_message( ch, 2d8+3, "Dreglor's punch" );

  inflict( ch, mob, 2d8+3, "Dreglor" );

  continue;

  }

~
E
to_room~
Dreglor teaches $n the painful lessons of combat.

~
E
to_char~
Dreglor smites you with his club, while teaching you the finer things of

combat.  

~
!
0 0 0
-1
S

#30335
Arena of Honor~
Tall blood-spattered stone walls line the eastern and southern edges of

this sand filled area.  Most of the tan colored sand has formed large

clumps with some sort of black material.

~
~
368574472 1 9 0
D0
~
~
0 -1 30334 10 10 5
D3
~
~
0 -1 30336 10 10 5
-1
S

#30336
Arena of Honor~
Blood-stained stone walls line the southern edge of this sand-filled

area.  The thick sand on the ground is a tannish-green color with an

occasional blackish colored clump in it.  The sand has been severely torn

up in several places while others spots seem to be compressed.

~
~
368574472 1 9 0
D0
~
~
0 -1 30339 10 10 5
D1
~
~
0 -1 30335 10 10 5
D3
~
~
0 -1 30337 10 10 5
A
~
~
~
!
0 0 0
-1
S

#30337
Arena of Honor~
The southern and western stone walls have a myriad of blood stains

splattered among them.  Much of the sand on the ground has taken on a

blackish-brown color and formed large clumps.

~
~
368574536 1 9 0
D0
~
~
0 -1 30338 10 10 5
D1
~
~
0 -1 30336 10 10 5
-1
S

#30338
Arena of Honor~
The blood-soaked walls to the north and west line the edge of this sandy

area.  The tan colored sand has formed large clumps with the help of some

sticky black substance.  Some of the sand has been recently upturned

while other places look to have been undisturbed.

~
~
368574472 1 9 0
D1
~
~
0 -1 30339 10 10 5
D2
~
~
0 -1 30337 10 10 5
E
stretchers~
These crude stretchers are made of long wooden poles with stretched hide

strung between them.

~
-1
S

#30339
Arena of Honor~
The ground is covered with sand that has been compacted into an extremely

hard surface.  Much of the sand is in large clumps due to being stuck

together by pools of blood.  The walls lining the area are huge stone

slabs sticking vertically from the ground.

~
~
301465608 1 9 0
D0
~
~
0 -1 30333 10 10 5
D1
~
~
0 -1 30334 10 10 5
D2
~
~
0 -1 30336 10 10 5
D3
~
~
0 -1 30338 10 10 5
A
2 practice~
bash disarm fourth guard kick parry punch rescue second third sword dagger club mace axe~
if( find_stat( ch, level ) > 10 ) {

  dam_message( ch, 8d8+10, "Dreglor's punch" );

  inflict( ch, mob, 8d8+10, "Dreglor" );

  continue;

  }

if( find_stat( ch, level ) > 5 ) {

  dam_message( ch, 5d6+5, "Dreglor's punch" );

  inflict( ch, mob, 5d6+5, "Dreglor" );

  continue;

  }

if( find_stat( ch, level ) > 1 ) {

  dam_message( ch, 2d8+3, "Dreglor's punch" );

  inflict( ch, mob, 2d8+3, "Dreglor" );

  continue;

  }

else

continue;

~
E
to_room~
Dreglor teaches $n the painful lessons of combat.

~
E
to_char~
Dreglor smites you with his club, while teaching you the finer things of

combat.  

~
!
0 0 0
347 9 1509949540 3 0
-1
S

#30340
Stairway to the Temple~
Broken and cracked, the stairs stick up at odd angles in many places,

causing a safety hazard for those traversing the stairs.  The scorched

and blood-stained steps lead towards the temple.  Some vegetation has

taken root in the cracks increasing the amount of damage.

~
~
301465672 1 6 0
D1
~
~
0 -1 30379 10 10 5
D3
~
~
0 -1 30341 10 10 5
E
vegetation~
Twisted vines have grown up underneath the stone slabs and pushed their

way through cracks in the granite.

~
919 8 1509949540 3 0
-1
S

#30341
Temple~
Debris lines the base of the walls in this chamber.  The gray granite

walls are cracked and chipped in several places and blood stains spatter

them.  From the ceiling dangle many rotting heads and skulls.  The floor

is coated with a reddish-brown material that looks distinctly like

coagulated blood.

~
~
301466829 1 6 0
D0
~
~
0 -1 30382 10 10 5
D1
~
~
0 -1 30340 10 10 5
D2
~
~
0 -1 30383 10 10 5
D3
~
~
0 -1 30344 10 10 5
E
debris~
The debris consists mainly of trash, discarded pieces of rotting meat and

other unidentifiable items.  Whether the debris is blood-soaked rags or

forgotten pieces of rotting flesh, you can't tell.

~
E
walls~
The granite walls have a maze of web like cracks on them.  Small chunks

of stone are missing from more than one of the larger cracks.

~
E
floor~
The floor is covered with a fine layer of coagulated blood material.  In

some places the the blood has flaked off showing the dark gray granite

beneath.

~
-1
S

#30342
Granite Hallway~
The hallway leads north into another portion of the temple and south back

into the main portion.  Huge tapestries hang from the ceiling by crude

hooks pounded into the granite.

~
~
301465677 1 6 0
D0
~
~
0 -1 30380 10 10 5
D2
~
~
0 -1 30344 10 10 5
E
tapestries~
These large tapestries all depict a huge ogre standing amid a multitude

of human bodies.  He is wielding a large club that glows with a dark

light.  In the distance behind him is a large horde of ogres, all of them

howling victoriously.

~
E
hooks~
The crude iron hooks have been pounded into the stone walls cracking them

in a spiderweb like fashion.

~
-1
S

#30343
Sanctuary~
This is the sanctuary for the high shaman of the temple.  The room is

bare except for a few tapestries proclaiming the glory of Korthax. 

Littered about the floor are many parts of bone and rotting flesh that

have been carelessly discarded by the current denizens of this place.  

~
~
301465679 1 6 0
D3
~
~
0 -1 30380 10 10 5
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
425 9 1509949540 3 0
-1
S

#30344
Temple~
Postioned strategically about this portion of the temple are many spears

inset into the wall.  The cracked granite that was used to construct the

ceiling and floors have been polished somewhat.  The ground has been

strewn with bits of bone and rotted pieces of flesh.  A hallway leads to

the north and south while an exit leads to the west.

~
~
301465677 1 6 0
D0
~
~
0 -1 30342 10 10 5
D1
~
~
0 -1 30341 10 10 5
D2
~
~
0 -1 30345 10 10 5
D3
~
~
0 -1 30381 10 10 5
E
bone~
Cracked yellow pieces of decaying bones have been left here.

~
-1
S

#30345
Granite Hallway~
Littered with debris, this hallway seems to have never been cleaned of

the refuse.  Broken weapons, blocks of rubble and decaying pieces of

flesh are scattered about the hallway giving an unkempt look.  The

granite walls have been chipped and bashed.

~
~
301465677 1 6 0
D0
~
~
0 -1 30344 10 10 5
D2
~
~
0 -1 30346 10 10 5
E
weapons~
Shattered sword blades and smashed clubs lay broken and useless upon the

floor.

~
E
flesh~
The maggot infested piece of flesh seems to move of its own accord.

~
-1
S

#30346
Hallway of Pain~
Battered and crumbling, the walls here look as if they will collapse at

any time.  A small hole has been chipped into the southern wall but

unfortunately it doesn't go all the way through.  Much of the floor is

covered with bones and broken weapons.

~
~
301465677 1 6 0
D0
~
~
0 -1 30345 10 10 5
D1
~
~
0 -1 30347 10 10 5
E
bones~
Cracked and yellow with age these bones have been carelessly left here

for an untold amount of time.

~
E
weapons~
Cracked axe handles and rusted sword hilts are all that remain of weapons

left here.

~
E
hole~
The hole is about four feet deep and two feet across.  The hole does not

penetrate to the other side of the wall.

~
-1
S

#30347
Shaman's Cell~
This partially furnished room contains a pile of hay and a small pew. 

Lining the granite walls are tapestries.  Other than a small altar this

room seems to be empty.  Strewn about the floor are unidentifiable bones

and other pieces of garbage.

~
[Blorn] in the description of the tapestry the word brandishing is misspelled

[Aemeris] you can look tapestries, but not look tapestry, even though the desc is a tapestry.

[Aemeris] brandishing is spelled incorrectly

[Libanius] look tapestry. 'bransdishing' should be brandishing

~
301465677 1 6 0
D3
~
~
0 -1 30346 10 10 5
E
tapestries~
This tapestry depicts a huge ogre standing on a pile of dwarven bodies,

bransdishing a huge glowing club.  All throughout the background are what

appears to be ogres and goblins raiding a village of some sort.

~
E
bones~
Large cracked and yellow bones have been discarded here.

~
E
altar~
This small altar is made of some sort of dark wood.  Strange runes are

engraved into its surface.

~
E
hay~
The hay seems to be some sort of sleeping area.

~
-1
S

#30348
Gorklin's Slave Pit~
This crude auction house has been erected in one of the few buildings

left standing.  Many cages line the south wall filled with all sorts of

strange and exotic creatures.  The smell of dung and and rotting meat

permeates the room.  The only other feature of this room is a pile of hay

used for bedding.  

~
[Gribble] Groklin has scarsand red scabs ;)

[Mange] 1

~
301473863 1 6 0
D0
~
~
0 -1 30373 10 10 5
D5
cage~
cage~
407 -1 30349 10 10 5
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
312 9 1509949540 3 0
-1
S

#30349
Inside A Large Cage~
Under Construction.

~
~
301473868 1 6 0
D0
cage~
cage~
23 -1 30348 10 10 5
D4
~
~
407 -1 30348 10 10 5
115 9 1509949540 3 0
117 9 1509949540 3 0
119 9 1509949540 3 0
109 9 1509949540 3 0
-1
S

#30350
Among the Rubble~
Looking about the rubble you notice many large slabs of stone lying about. 

The rubble is charred and broken while some of it seems to be fairly

intact.  Large pieces of charred wood litter the area and congest it even

more.  Even the rocky ground is scorched by some unimaginable fire.  To

the east is a pile of rocks that lie in a crumbled heap.

~
[Olah] need to write acodes with new hidden door feature

[Olah] decided to just use old open functions to open doors

~
301465672 1 6 0
D1
slab~
slab~
235 -1 30317 10 10 5
D5
stone~
stone~
171 -1 30351 10 10 5
E
slab stone rubble ground~
A large stone slab laying on the ground has large groove marks in it.  It

looks light enough to be moved.

~
E
1 east pile rocks~
The rocks lying to the east rest in a pile that resembles an anthill. 

They have fallen from the pillars and walls of this ruined building.

~
A
move open~
1 down slab stone rubble~
if( is_open( room, down ) )

  act_tochar( #nada, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, down );

  }

~
E
nada~
The slab of stone on the ground has already been moved.

~
E
open~
You strain real hard and manage to move the slab of stone revealing a

passage down.

~
E
nopen~
$n strains real hard and manages to move the slab of stone to reveal a

passage down.

~
!
0 0 0
A
move~
1 east pile rocks~
if( is_open( room, east ) )

  act_tochar( #nada, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, east );

  }

~
E
nada~
The pile of rocks has already been moved.

~
E
open~
You move the pile of rocks and eventually clear a way eastward.

~
E
nopen~
$n moves the pile of rocks and clears a way eastward.

~
!
0 0 0
-1
S

#30351
Hidden Basement~
This abandoned cellar has been turned into a makeshift training area. 

Many have searched for this place but fewer have found it.  Lining the

walls are wine racks that have been struck by termites, they crumble to

the touch.  A large slab of stone rests on the ceiling.

~
~
301469761 0 6 0
D4
stone~
stone~
171 -1 30350 10 10 5
E
slab stone~
The stone is about five feet long and a few feet wide.  It looks pretty

heavy but movable.

~
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
A
move open~
slab stone 1 up~
if( is_open( room, up ) )

  act_tochar( #nada, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, up );

  }

~
E
nada~
The slab of stone has already been moved.

~
E
open~
You move the slab of stone to reveal a passage upward.

~
E
nopen~
$n moves the slab of stone to reveal a passage upward.

~
!
0 0 0
404 9 1509949540 3 0
-1
S

#30352
Tunnel Under the Ruins~
The surrounding buildings have collapsed in upon themselves over the

street, creating a tunnel.  Huge beams of timber dangle towards the ground

from the ceiling.  Large stone slabs line the side of the tunnel.  Large

stones and boulders have fallen creating small craters in the road.

~
~
301465664 1 9 0
D0
~
~
0 -1 30353 10 10 5
D2
Boulder~
Boulder~
0 -1 30377 10 10 5
943 8 1509949540 3 0
342 8 1509949540 3 0
-1
S

#30353
Tunnel under the Ruins~
This section of the road is covered by collapsed buildings leaning

against each other.  Huge timbers have fallen from the ruins and now

support most of the weight from the crumbling stone of the ceiling. 

Massive piles of rubble are collected along the west wall blocking any

passage into the ruins there.  The well-worn floor has been cleared of

most hazardous debris.

~
~
301465664 1 9 0
D0
~
~
0 -1 30354 10 10 5
D1
~
~
0 -1 30400 10 10 5
D2
~
~
0 -1 30352 10 10 5
919 8 1509949540 3 0
-1
S

#30354
Tunnel Under the Ruins~
In the middle of this tunnel is a huge granite slab that supports the

weight of the ceiling in this section of the road.  Small piles of

shattered wood and blasted rock has been collected in the gutters of this

road, providing a clear path to travel.

~
~
301465664 1 9 0
D0
~
~
0 -1 30401 10 10 5
D1
~
~
0 -1 30402 10 10 5
D2
~
~
0 -1 30353 10 10 5
944 9 1509949540 3 0
986 9 1509949540 3 0
-1
S

#30355
Laboratory~
Lining the walls of this small chamber are many shelves that are littered

with beakers and flasks.  The floor is cluttered with scraps of paper,

bone and any number of other unidentifiable items.  Although this room

has a cluttered appearence it seems there is some sort of placement

system here.  It seems odd that no dust has collected here and that the

walls are smooth as glass, yet they are obviously made of broken stone

and shattered wood.

~
Argorth is too similar a name to Argorth, probably best to change one.


Made this safe, else this guy is too much of an isolated target to pick off away from guards. 

Added indoors flag - please pay attention to them.

Kiian

~
301465678 1 6 0
D4
~
~
0 -1 30414 10 10 5
422 9 1509949540 3 0
1269 17 1509949540 -1 0
284 17 1509949540 -1 0
249 17 1509949465 -1 0
304 17 1509949540 -1 0
98 17 1509949540 -1 0
977 17 1509949540 -1 0
-1
S

#30356
Algorth's Newly-Acquired Arms~
Built between piles of rubble and covered by a makeshift roof, this room

has many racks and shelves for the implements of war.  Most of the items

come from other places, having been relieved from their former masters. 

The floor is littered with broken items, some may be weapons while others

are definitely not.  

~
[Merior] extra for racks/shelves, floor

[Merior] first sentence of algorth's description isnt a sentence.

~
335024199 1 5 0
D1
~
~
0 -1 30375 10 10 5
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
426 9 1509949540 3 0
3035 17 1509949490 -1 0
930 17 1509949490 -1 0
968 17 1509949450 -1 0
3001 17 1509949540 -1 0
3000 17 1509949540 -1 0
3002 17 1509949540 -1 0
3004 17 1509949455 -1 0
3032 17 1509949515 -1 0
3018 17 1509949490 -1 0
33 17 1509949490 -1 0
34 17 1509949515 -1 0
3005 17 1509949490 -1 0
3006 17 1509949490 -1 0
3007 17 1509949465 -1 0
3008 17 1509949465 -1 0
-1
S

#30357
Slaughterhouse~
Built beneath a pile of rubble, this slaughter house has become the

kitchen for the main cook.  Many corpses dangle from crude hooks attached

to various beams and stone slabs.  The gore and smell of blood permeate

this place from the continuous slaughtering of corpses to create food for

the masses.  

~
~
301469769 1 6 0
D1
~
~
0 -1 30411 10 10 5
D3
~
~
0 -1 30317 10 10 5
E
corpse~
Many of the corpses here look to be those of the demi-human races of the

realms.  Large chunks of flesh have been hacked away from them and it

seems that just a few have begun to rot.

~
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
427 9 1509949540 3 0
354 17 1509949540 -1 0
1221 17 1509949540 -1 0
1222 17 1509949540 -1 0
728 17 1509949540 -1 0
-1
S

#30358
Among the Rubble~
Hidden among this rubble are many of the resident scavengers.  There are

many piles of stone about the area where buildings toppled and crushed

innocents.  Blood stains streak some of the stones piled here and there. 

Winding in between the larger chunks of rubble, a small trail winds it's

way deeper into the depths of the destruction.

~
~
301465672 1 6 0
D0
rubble~
rubble~
41 -1 30308 10 10 5
D1
~
~
0 -1 30359 10 10 5
-1
S

#30359
Among the Rubble~
The field of broken stones and shattered wood stretches out before you. 

Small paths have been cleared between the larger piles of rubble to make

this field more accessible.  On and around the small paths are numerous

tracks of small rodent-like animals that scurry back and forth on their

daily routine.

~
~
301465672 1 6 0
D1
~
~
0 -1 30367 10 10 5
D2
~
~
0 -1 30360 10 10 5
D3
~
~
0 -1 30358 10 10 5
-1
S

#30360
Among the Rubble~
From the looks of the rubble these ruins may have once been some sort of

inn.  Broken chunks of table and rotted stools jutt out of the stone

blocks in strange directions.  Small animal trails lead out of the piles

of rubble into the twisting depths of the area.

~
~
301465672 1 6 0
D0
~
~
0 -1 30359 10 10 5
D1
~
~
0 -1 30361 10 10 5
-1
S

#30361
Among the Rubble~
Strange trails wander aimlessly about this area.  Many of them end

abruptly at large piles of stone slabs where the continue on into snall

cracks and crevices.

~
~
301465672 1 6 0
D0
~
~
0 -1 30367 10 10 5
D1
~
~
0 -1 30362 10 10 5
D3
~
~
0 -1 30360 10 10 5
-1
S

#30362
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D0
~
~
0 -1 30363 10 10 5
D3
~
~
0 -1 30361 10 10 5
-1
S

#30363
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D1
~
~
0 -1 30364 10 10 5
D2
~
~
0 -1 30362 10 10 5
D3
~
~
0 -1 30367 10 10 5
-1
S

#30364
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D1
~
~
0 -1 30365 10 10 5
D3
~
~
0 -1 30363 10 10 5
-1
S

#30365
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D1
~
~
0 -1 30369 10 10 5
D2
~
~
0 -1 30366 10 10 5
D3
~
~
0 -1 30364 10 10 5
-1
S

#30366
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D0
~
~
0 -1 30365 10 10 5
D1
~
~
0 -1 30368 10 10 5
-1
S

#30367
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D1
~
~
0 -1 30363 10 10 5
D2
~
~
0 -1 30361 10 10 5
D3
~
~
0 -1 30359 10 10 5
-1
S

#30368
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D0
~
~
0 -1 30369 10 10 5
D3
~
~
0 -1 30366 10 10 5
-1
S

#30369
Among the Rubble~
Under Construction.

~
~
301465672 1 6 0
D2
~
~
0 -1 30368 10 10 5
D3
~
~
0 -1 30365 10 10 5
-1
S

#30370
Denab-Knur Square~
Battered and torn, the massive stone slabs used as roadwork lay strewn

about this entire area.  Mounds of rubble and charred wood lay forgotten

where they fell to the ground.  The surrounding area looks like nothing

more than large mounds of burnt and blasted stone chunks.  A few of the

old buildings look as if they have been put to some use.

~
~
301465664 1 9 0
D0
~
~
0 -1 30316 10 10 5
D1
~
~
0 -1 30372 10 10 5
D2
~
~
0 -1 30319 10 10 5
D3
~
~
0 -1 30371 10 10 5
E
old buildings~
These broken down and partially destroyed buildings lean haphazardly over

the street.

~
-1
S

#30371
Denab-Knur Square - Northwest Corner~
Directly to the north is what appears to be a collapsed shop of some sort,

while to the west is an open shop.  Part of the northern collapse has

spilled into this part of the square, causing large mishapen beams of wood

and shattered stone to be strewn all about.  Many of the stones have

bloodstains on them.

~
~
301465664 1 9 0
D1
~
~
0 -1 30370 10 10 5
D2
~
~
0 -1 30330 10 10 5
D3
~
~
0 -1 30388 10 10 5
-1
S

#30372
Denab-Knur Square - Northeast Corner~
Huge piles of granite litter this corner of the square.  To the north a

ruined building lies in disrepair, while to the east is a large sign

hanging above an opening in a crumpled building.  Shattered pieces of

bone and wood are spread across the ground.

~
~
301465664 1 9 0
D0
~
~
0 -1 30385 10 10 5
D1
~
~
0 -1 30386 10 10 5
D2
~
~
0 -1 30318 10 10 5
D3
~
~
0 -1 30370 10 10 5
E
sign~
The large newly painted sign depicts a hand pulling a large flask from a

leather bag.

~
E
bone wood~
Both are littered about and have been apprently sat here for quite some

time.

~
-1
S

#30373
Denab-Knur Square - Southeast Corner~
In this corner of the square, the rubble and smashed wood is far less

prominent, although the signs of it still remain.  The doorway to the

south leads to Gorklin's Slave Pit while the one to the east leads to

Hraxlan's House of Linen.  Both entrances are formed from gaps in between

stone slabs.

~
~
301465664 1 9 0
D0
~
~
0 -1 30318 10 10 5
D1
~
~
0 -1 30384 10 10 5
D2
~
~
0 -1 30348 10 10 5
D3
~
~
0 -1 30323 10 10 5
-1
S

#30374
Denab-Knur Square - Southwest Corner~
In this corner of the square stands one of the largest structures left in

Denab-Knur, the Hanging Human Tavern.  A crude sign above the entrance

has decaying skulls hanging from it.  The tavern entrance is to the south

while the square stretches out to the north and east.  Crumbled rock and

charred wood litter the ground all around this area.

~
~
301465664 1 9 0
D0
~
~
0 -1 30330 10 10 5
D1
~
~
0 -1 30323 10 10 5
D2
~
~
0 -1 30387 10 10 5
E
sign~
The large decaying sign has a picture of a tankard and an axe engraved

into it.

~
E
skulls~
Yellow, cracked skulls swing in the wind below the crude sign.

~
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at the Denab-Knur Square.

~
!
1 0 7
-1
S

#30375
Dragoth Way~
Coming to an abrupt end at a huge pile of rubble in the middle of the

road, the road stops directly to the south of here.  To the west you can

see a large sign hanging above a crude opening and a battered shield

placed above an opening to the east.  All around are piles of burnt wood

and blasted stone.

~
~
301465664 1 9 0
D0
~
~
0 -1 30324 10 10 5
D1
~
~
0 -1 30397 10 10 5
D2
~
~
0 -1 30407 10 10 5
D3
~
~
0 -1 30356 10 10 5
E
sign~
The huge wooden sign has a crossed axe and club etched into its surface.

~
E
shield~
A large battered shield hangs of the entrance.

~
-1
S

#30376
Palisade Road~
Under Construction.

~
~
301465672 3 9 0
D0
~
~
0 -1 30295 10 10 5
D2
~
~
0 -1 30266 10 10 5
-1
S

#30377
Intersection of Ruined Avenue and Broken Road~
At this junction Ruined Way comes to an intersection with Broken Road. 

Continuing to the west Ruined Way leads to the temple, while a road leads

to the south.  The pavement at this intersection has been ground down

into an gravel-like consistency.  A small beaten path leads north into

what looks like a large tunnel.

~
~
301465664 1 9 0
D0
boulder~
boulder~
0 -1 30352 10 10 5
D1
~
~
0 -1 30331 10 10 5
D2
~
~
0 -1 30332 10 10 5
D3
~
~
0 -1 30379 10 10 5
A
~
~
send_to_room( #arrive, find_room( 30394 ) );

~
E
arrive~
Someone arrives at the Intersection of Ruined Way and Broken Road.

The @b@RTARGET@n area.

~
!
1 0 14
920 9 1509949540 3 0
342 9 1509949540 3 0
944 8 1509949540 3 0
-1
S

#30378
Ruined Avenue~
Smashed buildings line the street to the north and south, cutting off any

means of travel in those directions, while the road continues east and

west.  Crushed stone and charred fragments of wood cover the street.  A

small path leading down the center of the road has been packed down by

the travel of many feet.  In the distance to the west you can see a large

building rising above the rest of the ruins.

~
~
301465664 1 9 0
D1
~
~
0 -1 30312 10 10 5
D3
~
~
0 -1 30313 10 10 5
E
stone~
The stone has large score marks in it as well as a brownish crust.

~
944 9 1509949540 3 0
-1
S

#30379
Before the Temple~
Directly to the west is the temple.  Even from this point you can see the

gruesome trophies of war on display all around the entrance.  The road at

this point has been cleared of all debris and obstacles.  Back to the

east is the main portion of the town.

~
~
301465664 1 9 0
D0
~
~
0 -1 30399 10 10 5
D1
~
~
0 -1 30377 10 10 5
D3
~
~
0 -1 30340 10 10 5
-1
S

#30380
Granite Hallway~
The granite walls here are slightly cracked and chipped.  Small crevices

reach out from the walls and stretch along the floor.  The ceiling above

is also constructed of granite and it too has many cracks and crevices.

~
~
301465677 1 9 0
D1
~
~
0 -1 30343 10 10 5
D2
~
~
0 -1 30342 10 10 5
-1
S

#30381
Altar~
In this blood-stained room, a large altar has been placed.  Splattered

blood covers the walls and ceiling while dark pools of coagulated blood

dot the floor.  The large granite slabs of this room have been

painstakingly taken care of as there is no evidence of damage.

~
[Styx] altar..obsidion..should be obsidian ..unless its a unique rock

[Styx] on altar appearence should be appearance

~
301466829 1 9 0
D1
~
~
0 -1 30344 10 10 5
240 49 1509949540 -2 0
-1
S

#30382
Alcove~
Partially collapsed in upon themselves, the walls lean heavily upon one

another.  Large cracks run along the floor and walls.  The floor is

choked with discarded trash and other pieces of garbage.

~
~
301466829 1 3 0
D2
~
~
0 -1 30341 10 10 5
E
trash~
Discarded pieces of burnt wood, rotting fragments of meat and other

unidentifiable items litter the floor.

~
-1
S

#30383
Alcove~
Large piles of trash have been piled into this small alcove, taking up

most of the floor space.  In the center of the trash is a large area that

has been compacted into a bed of sorts.

~
~
301466829 1 5 0
D0
~
~
0 -1 30341 10 10 5
E
trash~
Formed of useless leather, discarded cloth and rotting bits of flesh, the

piles of trash lay littered about this room.

~
-1
S

#30384
Hraxlan's House of Linen~
Buried beneath tons of rock, this small gap in the rubble has been set up

as a place to trade hides.  Many tanned hides line the walls and ceiling

of this cave-like structure.  Bits and scraps of fur litter the floor. 

Many of the pelts and hides seem to be shedding.

~
~
335024199 1 5 0
D3
~
~
0 -1 30373 10 10 5
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
923 9 1509949540 3 0
-1
S

#30385
Ruined Shop~
Battered beyond repair, the remains of this shop lay strewn about in a

haphazard mess.  Huge wooden beams cling tenaciously to the ceiling they

once held up.  Shattered stone and pieces of rotten furniture are

scattered throughout the room.

~
~
301465668 1 5 0
D2
~
~
0 -1 30372 10 10 5
E
stone furniture~
The stone came possibly from one of the ruined walls, or perhaps was

catapulted into the city.  The furniture appears to be from the remains

of what was once a house.

~
-1
S

#30386
Sargoth's Scavenged Supplies~
In this small, nearly undamaged building, someone has set up a supply

shop.  The walls are lined with many different items that can be

purchased.  The floor of this shop is covered with a very fine layer of

sand.  Broken pieces of equipment and loose scraps of leather clutter the

floor and are massed around the base of the walls.

~
[Dargoth] fix action here

~
335024199 0 5 0
D3
~
~
0 -1 30372 10 10 5
E
walls~
Adventuring equipment, mostly disheveled and obviously second- or third-

hand.

~
E
floor~
The source of the sand is not clear, but apparenly the shop's owner main

concern is not with the tidiness of his shop.

~
924 9 1509949540 3 0
6 17 1509949540 -1 0
55 17 1509949540 -1 0
26 17 1509949540 -1 0
1999 17 1509949460 -1 0
2837 17 1509949445 -1 0
-1
S

#30387
The Hanging Human~
As you enter the tavern, you notice quite a few hanging corpses dangling

from the ceiling.  A few of the corpses look as if they have been here

for a long time while others seem freshly placed.  Dried pools of

coagulated blood litter the floor and add a kind of home-like atmosphere. 

Piles of rubble with a slab of stone balanced on the top provides for

some sort of furniture.

~
[Merior] damage for drunkard seems a bit low

~
335020101 1 5 0
D0
~
~
0 -1 30374 10 10 5
D3
~
~
0 -1 30390 10 10 5
E
corpses corpse~
Many of the corpses are those of humans and elves.  The corpses are in

various states of decomposition.

~
E
slab~
No description~
1216 17 1509949540 -2 0
1216 17 1509949540 -2 0
990 9 1509949540 3 0
990 9 1509949540 3 0
-1
S

#30388
Osglorn's Oddities~
Littered with knick-knacks and other strange objects, this room seems to

be extremely cluttered.  The small cavern-like room has been setup as

some sort of shop.  The cobble stone floor has coagulated blood and hair

scattered between the stones.

~
[Kiian] this needs more merchandise of a simple yet useful nature

[Shaddow] ki

~
301465666 1 9 0
D1
~
~
0 -1 30371 10 10 5
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
925 9 1509949540 3 0
1255 17 1509949540 -1 0
1256 17 1509949490 -1 0
-1
S

#30389
Decrepit Bank~
The western wall of this so called bank has hundreds of small slots

carved into the stone.  Along the northern and southern walls of the bank

are smaller cubbyholes, used for storing small items and gold.  In the

middle of this room is a large pit filled with all sorts of equipment and

items.  Other smaller holes are carved into the walls to the north, west

and south.  Between the front door, to the east, and the pit is a series

of wrought iron bars extending from floor to ceiling from the northern

wall to the southern wall.

~
[Merior] dont quite understand all the holes...

[Merior] would be nice if you could do something with the pit

[Mange] as soon as customizable bank messages are in you'll understand

~
301467751 1 5 0
D1
~
~
0 -1 30316 10 10 5
E
pit~
From this vantage, the pit seems to contain a large amount of equipment

and an equal amount of refuse.

~
E
holes~
The holes are to dark to see what they contain.

~
E
bars~
The thick iron bars keep unwanted individuals from pilfering through the

stored equipment.

~
1026 9 1509949540 3 0
1026 9 1509949540 3 0
-1
S

#30390
The Hanging Human~
Small unsturdy tables have been setup here.  Dangling from above are many

corpses from unidentified races.  Small spatterings of blood litter the

tabletops and floor.  Bits of fur and shattered bone litter the floor, as

well as a few small chunks of decaying flesh.  The walls of this portion

of the tavern consist of mis-matched lumber and stone slabs seemingly

held together by gravity alone.

~
~
335020101 1 5 0
D0
~
~
0 -1 30392 10 10 5
D1
~
~
0 -1 30387 10 10 5
D3
bolthole~
bolthole~
131 -1 30333 10 10 5
D4
~
~
0 -1 30393 10 10 5
E
bolthole~
The small wooden door is made of some hardwood with old rusted metal

bands holding it together.

~
E
corpse~
Gnome and dwarven corpses dangle from the ceiling over each table.  The

corpses seem to be fresh.

~
1216 17 1509949540 -2 0
990 9 1509949540 3 0
990 9 1509949540 3 0
-1
S

#30391
The Hanging Human~
Under Construction.

~
~
301465672 1 9 0
D0
~
~
0 -1 30387 10 10 5
-1
S

#30392
The Hanging Human - Bar~
Placed in this small portion of the building is the bar.  All about the

room are large wooden slabs lodged between the floor and ceiling.  A

large bar made of stone and wood dominates most of this room.  The floor

is constructed of large stone chunks fitted loosely together.  To the

south is the remainder of the bar.

~
[Merior] need to fix damage for barkeep... also magic resistance

[Merior] anything reset on barkeep including coins?

~
335024195 1 5 0
D2
~
~
0 -1 30390 10 10 5
E
wall~
The large wooden plank has many nails tapped into it as well as being

covered with strange trophies.

~
E
trophy trophies~
The trophies look to be scalps of fallen victims.

~
942 9 1509949540 3 0
761 17 1509949540 -1 1
23 17 1509949460 -1 0
990 9 1509949540 3 0
990 9 1509949540 3 0
990 9 1509949540 3 0
-1
S

#30393
The Hanging Human - Second Floor~
Crowded into this small room are two stairwells, one leading up and the

other down, as well as doors to the north and east.  The wood and stone

walls of this room are covered with bones and tanned hides of various

animals and races.  Dangling from the stone and wood ceiling are

many human skulls.  Some of the skulls are complete while others have

jagged clefts carved deep into them.

~
~
335020101 1 5 0
D0
~
~
0 -1 30396 10 10 5
D1
~
~
0 -1 30395 10 10 5
D4
~
~
0 -1 30394 10 10 5
D5
~
~
0 -1 30390 10 10 5
E
skull~
Many of the skulls are shattered and cracked while others are whole.  A

few of them have flesh dangling from the bone.

~
1216 17 1509949540 -2 0
990 9 1509949540 3 0
990 9 1509949540 3 0
-1
S

#30394
The Hanging Human - Rooftop~
From atop this building you can see the mass destruction of Denab-Knur. 

Huge mounds of caved in buildings dot the landscape as well as many fires

burning beneath the stone structures.  The roof itself is constructed of

a massive stone platform that has a few hairline cracks in it but no real

damage.  On the eastern edge of the rooftop are quite a few large gouge

marks in the stone.  A small sign has been carved into the floor of the

roof.

~
target is 30377

target rooms: 30333, 30332, 30377, 30331, 30330, 30374

look should also work for scan

~
301465672 1 9 0
D5
~
~
0 -1 30393 10 10 5
E
sign~
Spear Throwing.

   

The rack contains spears for Throwing.

Type: Look target to see if target area is populated.

Type: Throw spear once you have found a target.

~
A
throw~
spear~
if( has_obj( 1252, ch ) ) {

  junk_obj( has_obj( 1252, ch ), 1 );

  act_tochar( #throw, ch );

  act_notchar( #rthrow, ch );

  send_to_room( #incom, find_room( 30377 ) );

  if( players_room( find_room( 30377 ) ) > 0 ) {

    rch = rand_char( find_room( 30377 ) );

    i = random( 1, 10 );

    if( i == 1 ) {

      send_to_room( #miss, find_room( 30377 ) );

      act_tochar( #bummer, ch );

      act_notchar( #rbummer, ch );

      obj_to_room( oload( 1252 ), find_room( 30377 ) );

      }

    else {

      dam_message( rch, 1d10, "thrown spear" );

      inflict( rch, ch, 1d10, "a hurled spear" );

      act_tochar( #gothim, ch );

      act_notchar( #rgothim, ch );

      obj_to_room( oload( 1252 ), find_room( 30377 ) );

      }

    }

  else {

    act_tochar( #harmless, ch );

    act_notchar( #rharmless, ch );

    obj_to_room( oload( 1252 ), find_room( 30377 ) );

    }

  }

else

  act_tochar( #no, ch );

~
E
rharmless~
The spear falls harmlessly to the empty target area.

~
E
rgothim~
The spear impales someone in the target area.

~
E
rbummer~
The spear misses and falls harmlessly to the ground.

~
E
harmless~
Your spear falls harmlessly into the empty target area.

~
E
gothim~
Your launched spear impales someone in the target area.

~
E
bummer~
Your throw connects only with the ground.  You missed.

~
E
no~
You must have a crude wooden spear to throw.

~
E
miss~
Luckily the spear falls to the ground without causing any harm.

~
E
incom~
A crude wooden spear falls from the sky toward you!

~
E
rthrow~
$n heaves a crude wooden spear mercilessly through the air.

~
E
throw~
You heave a crude wooden spear mercilessly through the air.

~
!
0 0 0
A
sc scan l look~
target~
if( players_room( find_room( 30377 ) ) < 1 ) 

  act_tochar( #none, ch );

else

  act_tochar( #greenlight, ch );

~
E
greenlight~
There are characters in the target area.

~
E
none~
There are no characters in the target area.

~
!
0 0 0
1217 49 1509949540 -2 0
1252 81 1509949540 -2 0
1252 81 1509949540 -2 0
1252 81 1509949540 -2 0
1252 81 1509949515 -2 0
1252 81 1509949515 -2 0
1252 81 1509949490 -2 0
1252 81 1509949490 -2 0
1252 81 1509949465 -2 0
-1
S

#30395
The Hanging Human - Axe Room~
A large plank of wood has been set up on the east side of this room.  It

has many gouges and cuts along it surface, as well as a human corpse

nailed to it.  Looking around the room shows that there is no furniture

other than the plank and a small log that has three axes buried in it.

A small wooden sign is propped up against the log, below the set of axes.

~
~
301465672 1 5 0
D3
~
~
0 -1 30393 10 10 5
E
sign~
To test your skill at axe throwing type: Throw Axe.

~
E
corpse~
The corpse nailed to the board, looks to have seen better days.  Large

gouge marks and cuts cover the body from numerous throws of the axe.  The

corpse seems to be that of a human or elf but it's hard to tell with the

various slash marks covering it's body.

~
A
throw~
axe~
if( find_stat( ch, str ) > 16 ) {

  acode( room, 4 );

  end;

  }

if( find_stat( ch, str ) > 14 ) {

  acode( room, 3 );

  end;

  }

acode( room, 2 );

~
!
0 0 0
A
xxxxweak~
~
act_tochar( #play, ch );

act_notchar( #rplay, ch );

i = random( 1, 50 );

act_tochar( #first, ch );

act_notchar( #rfirst, ch );

if( i == 1 ) {

  act_tochar( #bull, ch );

  act_notchar( #rbull, ch );

  }

else {

  if( i < 6 ) {

    act_tochar( #ring1, ch );

    act_notchar( #rring1, ch );

    }

  else {

    if( i < 16 ) {

      act_tochar( #ring2, ch );

      act_notchar( #rring2, ch );

      }

    else {

      if( i < 31 ) {

        act_tochar( #ring3, ch );

        act_notchar( #rring3, ch );

        }

      else {

        act_tochar( #ring4, ch );

        act_notchar( #rring4, ch );

        }

      }

    }

  }

~
E
play~
You rip an axe from the oak log, sending splinters across the room, and

step back to the line.

~
E
rplay~
$n rips and axe from the oak log, sending splinters flying across the

room, and steps back to the line to throw.

~
E
first~
You heave the axe end over end.....

~
E
rfirst~
$n heaves the axe end over end.....

~
E
bull~
Your throw barely cleaves into the corpse's head!!  20 points!!

~
E
rbull~
$n's throw barely cleaves the corpse's head!!  20 points!!

~
E
ring1~
You throw lands meatily in the corpse's body!  10 points!

~
E
rring1~
$n's throw lands meatily in the corpse's body!  10 points!

~
E
ring2~
You throw finds the corpse's arm for 5 points.

~
E
rring2~
$n's throw finds the corpse's arm for 5 points.

~
E
ring3~
Your throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
rring3~
$n's throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
ring4~
Your throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
rring4~
$n's throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
second~
You rip out the second axe, step back to the line, and heave it end over

end.....

~
E
rsecond~
$n rips out the second axe, steps back to the line, and heaves it end

over end.....

~
E
third~
You rip out the third axe, step back to the line, and heave it end over

end.....

~
E
rthird~
$n rips out the third axe, steps back to the line, and heaves it end over

end.....

~
!
0 0 0
A
xxxxmed~
~
act_tochar( #play, ch );

act_notchar( #rplay, ch );

i = random( 1, 40 );

act_tochar( #first, ch );

act_notchar( #rfirst, ch );

if( i == 1 ) {

  act_tochar( #bull, ch );

  act_notchar( #rbull, ch );

  }

else {

  if( i < 6 ) {

    act_tochar( #ring1, ch );

    act_notchar( #rring1, ch );

    }

  else {

    if( i < 16 ) {

      act_tochar( #ring2, ch );

      act_notchar( #rring2, ch );

      }

    else {

      if( i < 31 ) {

        act_tochar( #ring3, ch );

        act_notchar( #rring3, ch );

        }

      else {

        act_tochar( #ring4, ch );

        act_notchar( #rring4, ch );

        }

      }

    }

  }

~
E
play~
You rip an axe from the oak log, sending splinters across the room, and

step back to the line.

~
E
rplay~
$n rips and axe from the oak log, sending splinters flying across the

room, and steps back to the line to throw.

~
E
first~
You heave the axe end over end.....

~
E
rfirst~
$n heaves the axe end over end.....

~
E
bull~
Your throw cleaves directly into the corpse's head!!  20 points!!

~
E
rbull~
$n's throw cleaves directly into the corpse's head!!  20 points!!

~
E
ring1~
You throw lands meatily in the corpse's body!  10 points!

~
E
rring1~
$n's throw lands meatily in the corpse's body!  10 points!

~
E
ring2~
You throw finds the corpse's arm for 5 points.

~
E
rring2~
$n's throw finds the corpse's arm for 5 points.

~
E
ring3~
Your throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
rring3~
$n's throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
ring4~
Your throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
rring4~
$n's throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
second~
You rip out the second axe, step back to the line, and heave it end over

end.....

~
E
rsecond~
$n rips out the second axe, steps back to the line, and heaves it end

over end.....

~
E
third~
You rip out the third axe, step back to the line, and heave it end over

end.....

~
E
rthird~
$n rips out the third axe, steps back to the line, and heaves it end over

end.....

~
!
0 0 0
A
xxxxstrong~
~
act_tochar( #play, ch );

act_notchar( #rplay, ch );

i = random( 1, 30 );

act_tochar( #first, ch );

act_notchar( #rfirst, ch );

if( i == 1 ) {

  act_tochar( #bull, ch );

  act_notchar( #rbull, ch );

  }

else {

  if( i < 6 ) {

    act_tochar( #ring1, ch );

    act_notchar( #rring1, ch );

    }

  else {

    if( i < 16 ) {

      act_tochar( #ring2, ch );

      act_notchar( #rring2, ch );

      }

    else {

      if( i < 31 ) {

        act_tochar( #ring3, ch );

        act_notchar( #rring3, ch );

        }

      else {

        act_tochar( #ring4, ch );

        act_notchar( #rring4, ch );

        }

      }

    }

  }

~
E
play~
You rip an axe from the oak log, sending splinters across the room, and

step back to the line.

~
E
rplay~
$n rips and axe from the oak log, sending splinters flying across the

room, and steps back to the line to throw.

~
E
first~
You heave the axe end over end.....

~
E
rfirst~
$n heaves the axe end over end.....

~
E
bull~
Your throw cleaves directly into the corpse's head!!  20 points!!

~
E
rbull~
$n's throw cleaves directly into the corpse's head!!  20 points!!

~
E
ring1~
You throw lands meatily in the corpse's body!  10 points!

~
E
rring1~
$n's throw lands meatily in the corpse's body!  10 points!

~
E
ring2~
You throw finds the corpse's arm for 5 points.

~
E
rring2~
$n's throw finds the corpse's arm for 5 points.

~
E
ring3~
Your throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
rring3~
$n's throw goes off course, ripping into the corpse's legs.  Only 3

points.

~
E
ring4~
Your throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
rring4~
$n's throw is a poor one, falling short of the target and barely catching

the corpse's feet for a measly 1 point.

~
E
second~
You rip out the second axe, step back to the line, and heave it end over

end.....

~
E
rsecond~
$n rips out the second axe, steps back to the line, and heaves it end

over end.....

~
E
third~
You rip out the third axe, step back to the line, and heave it end over

end.....

~
E
rthird~
$n rips out the third axe, steps back to the line, and heaves it end over

end.....

~
!
0 0 0
-1
S

#30396
The Hanging Human~
The ceiling of this barely lit room is made from stout timber that is

held together by large iron studs.  The walls to the north, east and west

are large stone tablets with crude carvings covering their surface.  The

smooth floor below is constructed of loosely fitted stone slabs.

~
~
301465672 1 5 0
D2
~
~
0 -1 30393 10 10 5
E
carvings~
The crude text seems to read 'Me et ef, me feal nt goud.'

~
E
stone slabs~
The smooth stone slabs have a small crack running in between them.

~
990 9 1509949540 3 0
990 9 1509949540 3 0
990 9 1509949540 3 0
1353 17 1509949540 -2 0
1145 17 1509949540 -2 0
-1
S

#30397
Armorer~
This small forge is tucked back into the ruins of some old house.  Large

blocks of stone are placed around the room like a counter.  Many forms of

armor line the walls and open areas of this workshop.

~
~
335020107 1 5 0
D3
~
~
0 -1 30375 10 10 5
E
forge~
The small forge is tucked into the corner and glows with a dull red light. 

The forge itself is made of stacks of granite bricks.

~
E
stone~
The huge granite stones are scored with a plethora of scratch marks and

scraps.

~
E
armor~
Various forms of armor line the walls.

~
A
order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 0 0
926 9 1509949540 3 0
2002 17 1509949515 -1 0
2022 17 1509949515 -1 0
2042 17 1509949515 -1 0
2081 17 1509949490 -1 0
2102 17 1509949515 -1 0
2124 17 1509949490 -1 0
2060 17 1509949465 -1 0
2062 17 1509949445 -1 0
2180 17 1509949540 -1 0
2122 17 1509949540 -1 0
2101 17 1509949540 -1 0
2080 17 1509949515 -1 0
2041 17 1509949540 -1 0
2021 17 1509949540 -1 0
2001 17 1509949540 -1 0
-1
S

#30398
Foyer~
Heavily adorned with gruesome trophies, the doorway to the west leads

into an office of some sort.  The ground here is free of debris and has

been swept clear of even the smallest rock.  A rocky overhang provides a

minimal amount of cover from the weather.  A small hole in the ceiling

near the southern wall provides access to a tiny room above.

~
~
301465664 1 9 0
D1
~
~
0 -1 30332 10 10 5
D3
~
~
0 -1 30409 10 10 5
D4
~
~
0 -1 30408 10 10 5
E
wall~
Small handholds have been carved into the wall.

~
929 9 1509949540 3 0
341 9 1509949540 3 0
341 9 1509949540 3 0
-1
S

#30399
Broken-Down Hovel~
The filth and squalor of this room is beyond imagination.  Piles of trash

and discarded meals litter the floor.  Strange spaces between the mounds

look as if something bedded down there for a rest.  Pieces of forgotten

pottery and shards of broken bones dominate the relatively clear areas of

the floor.  This poorly constructed room seems to be a new addition to

the town.

~
~
335020104 1 5 0
D2
~
~
0 -1 30379 10 10 5
E
pottery~
The smashed and broken pottery has been scorched and melted.

~
991 9 1509949540 3 0
991 9 1509949540 3 0
991 9 1509949540 3 0
991 9 1509949540 3 0
-1
S

#30400
Destroyed House~
Smashed timber and fallen slabs of stone are all that's left of this

house.  Huge chunks of stone litter the floor as well as chipped pieces

of bone and coagulated blood.  Somehow this house hasn't collapsed in upon

itself yet.

~
~
335020096 1 5 0
D3
~
~
0 -1 30353 10 10 5
E
stone~
The large chunks of stone seem to have once been part of the ceiling. 

~
-1
S

#30401
Near the Main Gate~
The tunnel turns to the north here and enters a natural tunnel.  The

tunnel also continues to the east and south allowing more access beneath

the ruins.  To the north you see a large wooden gate.

~
~
301465668 1 9 0
D0
~
~
0 -1 30264 10 10 5
D1
~
~
0 -1 30405 10 10 5
D2
~
~
0 -1 30354 10 10 5
E
gate~
An immense wooden gate looms to the north.

~
-1
S

#30402
Destroyed House~
The remains of this once splendorous house lay in disarray.  Large chunks

of granite lean against the wall and lie on the floor.  Most of the

finery that was left in the wreckage has been looted, but a few pieces of

fine furniture dot the room as well as some wallpaper hanging from pieces

of the walls.

~
down to mage

~
335020100 1 5 0
D3
~
~
0 -1 30354 10 10 5
D5
chunk granite trapdoor~
chunk granite trapdoor~
139 -1 30412 10 10 5
E
furniture~
Small chunks of crushed velvet furniture, discarded in this ruined home.

~
E
wallpaper~
Inlaid with gold and silver leafing, the remains of the wallpaper look

as though it was quite valuable.

~
E
chunk granite~
These large chunks of stone once provided flooring.  Although most are

jagged and rough, but one is neatly cut.

~
A
move push lift~
stone chunk granite~
show( ch, room, down );

interpret( ch, "open down" );

~
E
door~
As you try to move the stone, you notice that the cleanly-cut one is

actually a trapdoor.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You lift a block of granite revealing an entrance to the cellar of the

house.

~
E
to_room~
$n lifts a block of granite revealing an entrance to the cellar of the

house.

~
!
8 0 32
A
~
~
continue;

~
E
to_char~
You place a block of granite back into the floor.

~
E
to_room~
$n places a block of granite back into the floor.

~
!
10 0 32
-1
S

#30403
Guard Room~
Constructed of a few stone slabs leaning against each other and a wooden

board placedd over the top, this small guard post allows the guards to

get a temporary reprieve from inclement weather.  A small hole, placed at

ground level, has been carved into the north side of this small building

to allow for drainage.

~
~
301465672 1 5 0
D2
~
~
0 -1 30296 10 10 5
-1
S

#30404
Guard Room~
Constructed of a few stone slabs leaning against each other and a wooden

board placedd over the top, this small guard post allows the guards to

get a temporary reprieve from inclement weather.  A small hole, placed at

ground level, has been carved into the south side of this small building

to allow for drainage.

~
[Violet] placed has an extra d

~
301465672 1 5 0
D0
~
~
0 -1 30296 10 10 5
-1
S

#30405
Tunnel Beneath the Ruins~
Tunneling beneath the ruins, this road travels to the east and west.  The

huge timbers holding the stone ruins above seem to be cracked and some

look as though they are about to give way.  The natural stone floor has

been carved from the living rock of the ground by a now non-existant

stream.

~
~
301465668 1 9 0
D1
~
~
0 -1 30406 10 10 5
D3
~
~
0 -1 30401 10 10 5
A
falling rocks~
~
wait( 1 );

if( random( 1, 10 ) > 6 )

rand_char( room );

i = 3d5+3;

dam_message( ch, i, "a falling rock" );

inflict( ch, mob, i, "falling rocks" );

end;

~
!
1 0 10
986 9 1509949540 3 0
-1
S

#30406
Tunnel Among the Ruins~
The surrounding buildings have fallen in upon each other over the road

creating a make-shift tunnel.  Slabs of stones from the collapsed

buildings line the walls of this tunnel making the innards of the

buildings unaccessible.

~
~
301465668 1 9 0
D1
~
~
0 -1 30320 10 10 5
D3
~
~
0 -1 30405 10 10 5
342 8 1509949540 3 0
-1
S

#30407
Dead End of Dragoth Way~
Huge piles of rubble and smashed wood dominate the end of the road.  The

buildings to the east and west seem to have collapsed and cut off any

sort of exit in those directions.  Mounds of stone lay scattered about

the street with a few stones sprawled randomly about.

~
~
301465664 1 9 0
D0
~
~
0 -1 30375 10 10 5
E
mounds~
Huge granite stones have crashed in upon themselves and created a large

roadblock.

~
919 9 1509949540 3 0
-1
S

#30408
Servant's Quarters~
Cluttered with trash, this stone-floored room has wooden walls and

ceiling while a hole in the floor provides access.  Scattered around the

room are small furred objects of an unknown origin.

~
forest?  FOREST?  oops..fixed 

[Merior] how can one tell that this is a servant's quarters? any extras for objects.. what are they?

[Merior] first sentence is quite a mouthful

~
301465672 1 3 0
D5
~
~
0 -1 30398 10 10 5
-1
S

#30409
Sleeping Area~
Huge stone slabs make up the floors, walls and ceiling of this small

chamber.  Large tanned hides cover the walls and most of the floor,

providing a more hospitable environment.  Many gruesome trophies are

tacked to the walls and quite a few broken weapons lay strewn about among

the furs.

~
[Merior] extra for weapons?

[Merior] how can we tell this is a sleeping area?

~
301465672 1 9 0
D1
~
~
0 -1 30398 10 10 5
E
trophies~
Many dried and wrinkled scalps are pinned to the wall with large spikes.

~
-1
S

#30410
Dungeon~
Under Construction.

~
~
301465678 1 9 0
D4
~
~
151 -1 30402 10 10 5
-1
S

#30411
Meatlocker~
The cracks in this small stone chamber have all been sealed with some

sort of compound.  The floor is coated with a rusty-black material that

has formed into small stalagmites beneath large hooks in the ceiling.

~
~
301465673 0 5 0
D3
~
~
0 -1 30357 10 10 5
-1
S

#30412
Destroyed Cellar~
The remnants of this cellar lay strewn about the room.  Large chunks of

wood with round holes cut into them lay strewn and broken.  Heaps of

trash litter the room and is piled nearly to the ceiling in places.

~
This door wasn't named.  Ick, bad.

[Olah] added an acode here since players can be stuck down here due to

new hidden door feature 

~
335020100 1 9 0
D4
ceiling~
ceiling~
139 -1 30402 10 10 5
D5
~
~
0 -1 30413 10 10 5
E
ceiling heaps trash 1 up~
A bunch of garbage have been packed closely together, making it difficult

to see the ceiling to leave up.

~
A
move open~
trash heaps ceiling~
show( ch, room, up );

interpret( ch, "open up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You move aside the heaps of trash and open the ceiling.

~
E
to_room~
$n moves aside the heaps of trash and opens the ceiling.

~
!
8 0 0
A
~
~
continue;

~
E
to_char~
You close the ceiling above you.

~
E
to_room~
$n closes the ceiling above.

~
!
10 0 0
-1
S

#30413
Damp Tunnel~
Carved from the living stone, this tunnel leads deeper into the bowels of

the ground.  The rough stone walls are slick with moisture and seem to

glisten in the light.  The tunnel continues to the east and up.

~
~
335020100 1 6 0
D1
~
~
0 -1 30414 10 10 5
D4
~
~
0 -1 30412 10 10 5
-1
S

#30414
Damp Tunnel~
This portion of the tunnel curves downward once again.  The walls here

are more smooth than the other part of the tunnel and small rivulets of

water have cut grooves into the hard stone.  From this point the tunnel

leads west and down.

~
~
335020100 1 9 0
D3
~
~
0 -1 30413 10 10 5
D5
~
~
0 -1 30355 10 10 5
-1
S

#30415
Carved Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30416 10 10 5
D2
~
~
0 -1 30351 10 10 5
-1
S

#30416
Carved Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30417 10 10 5
D2
~
~
0 -1 30415 10 10 5
-1
S

#30417
Carved Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30418 10 10 5
D2
~
~
0 -1 30416 10 10 5
-1
S

#30418
Carved Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30419 10 10 5
D1
~
~
0 -1 30420 10 10 5
D2
~
~
0 -1 30417 10 10 5
-1
S

#30419
Limestone Tunnel~
Under Construction.

~
~
301469769 11 5 0
D2
~
~
0 -1 30418 10 10 5
-1
S

#30420
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D1
~
~
0 -1 30421 10 10 5
D3
~
~
0 -1 30418 10 10 5
-1
S

#30421
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30422 10 10 5
D3
~
~
0 -1 30420 10 10 5
-1
S

#30422
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D1
~
~
0 -1 30423 10 10 5
D2
~
~
0 -1 30421 10 10 5
-1
S

#30423
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30424 10 10 5
D3
~
~
0 -1 30422 10 10 5
-1
S

#30424
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D2
~
~
0 -1 30423 10 10 5
D4
~
~
0 -1 30425 10 10 5
-1
S

#30425
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D1
~
~
0 -1 30426 10 10 5
D5
~
~
0 -1 30424 10 10 5
-1
S

#30426
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D3
~
~
0 -1 30425 10 10 5
D4
~
~
0 -1 30427 10 10 5
-1
S

#30427
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D0
~
~
0 -1 30428 10 10 5
D5
~
~
0 -1 30426 10 10 5
-1
S

#30428
Natural Tunnel~
Under Construction.

~
~
301469769 11 5 0
D2
~
~
0 -1 30427 10 10 5
D4
~
~
0 -1 30429 10 10 5
-1
S

#30429
Great North Road~
Under Construction.

~
~
301469769 12 9 0
D5
~
~
0 -1 30428 10 10 5
-1
S

#0