#AREA Sos-kul~ Ssstra Sssar Derna~ ~ 0 0 0 #ROOMS #30750 West Gate of Sos-Kul~ A large gate made of wood and bamboo, bound together with vines, is set into the western wall of a giant pallisade that appears to enclose the entire area. A crudely constructed guard house stands to the north, while to the east, a simple, yet lively village opens up before you. To the left of the pallisade gate is a large @Gcrank@n made from a log. A narrow path runs along the side of the wooden pallisade just to the south. ~ *H ~ 301465665 1 7 0 D0 guard house door~ "guard house door" door~ 131 -1 30753 10 10 5 D1 'copper door' door'~ 'copper door' door'~ 0 -1 30751 10 10 5 D2 ~ ~ 0 -1 30814 10 10 5 D3 pallisade gate~ "pallisade gate" gate~ 195 -1 30752 10 10 5 E 1 west gate~ The gate made from the trunks of several trees, and is set with a rather clever counter-weight arrangement which closes it when the crank is released. ~ E crank~ This rusty old crank is connected to a frayed rope, which runs through a pulley, and opens the gate. It would seem that turning it might open the gate to the west. ~ A open~ gate~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n trys to move the gate, but fails miserabely. ~ E char~ You try and move the gate, but you just can't budge it. ~ ! 0 0 0 A turn~ crank~ if( is_open( room, west ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, west ); send_to_room( #rm, find_room( 30752 ) ); } ~ E rm~ The massive gate slowly opens. ~ E to_all~ The gate opens without a sound. ~ E to_room~ $n turns the crank. ~ E to_char~ You turn the crank. ~ E nothing~ Nothing happens. ~ ! 0 0 0 A release~ crank~ if( !is_open( room, west ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch, obj ); act_room( #to_all, ch, obj ); close( room, west ); send_to_room( #oth, find_room( 30752) ); } ~ E oth~ The gate slams shut, with a bang that echos off into the swamp. ~ E to_all~ The gate closes with a bang! ~ E to_room~ $n releases the crank. ~ E to_char~ You release the crank. ~ E nothing~ You push the lever, but nothing happens. ~ ! 0 0 0 A ~ ~ wait( 2 ); if( is_open( room, west ) ) { send_to_room( #rm, room ); send_to_room( #oth, find_room( 30752) ); close( room, west ); } continue; ~ E oth~ The gate slowly swings shut. ~ E rm~ The massive gate slowly closes as you enter. ~ ! 1 1 8 452 9 1509949540 3 0 -1 S #30751 Sos-Kul Road~ A path covered with crushed rock winds its way between two rows of huts that stand to the north and south. Judging from the simplicity and design of the small abodes, you get the impression that the road running between them is probably one of their greatest technicalogical achievements - and its not really much of a road! A hut, built better than most, stands to the south and has several weapons leaning against its side. An overgrown field of swamp grass lies to the north. ~ *H ~ 301465664 1 8 0 D1 ~ ~ 0 -1 30755 10 10 5 D2 ~ ~ 0 -1 30754 10 10 5 D3 ~ ~ 0 -1 30750 10 10 5 E weapons~ The weapons are all spears, of varying quality. ~ A 10 rikeralpha~ weapon spear~ mob = mob_in_room( 456, find_room( 30754 ) ); if( mob ) { if( is_fighting( mob ) ) end; obj_to_char( oload( 3005 ), ch ); act_notchar( #get, ch ); act_room( #keeper, ch ); send_to_room( #keep, find_room( 30754 ) ); transfer( mob, find_room( 30751 ) ); attack( mob, ch, 0d0, "bash" ); } ~ E get~ $n gets one of the spears leaning against the southern building. ~ E keep~ The weaponcrafter runs out the north door yelling something. ~ E keeper~ @bThe weaponcrafter comes running out yelling, '@GStop Thief!@b' ~ ! 0 0 0 A ~ ~ if( !char_in_room( ch, find_room( 30751 ) ) ) { if( mob_in_room( 456, find_room( 30751 ) ) ) transfer( mob, find_room( 30754 ) ); } ~ ! 2 0 0 -1 S #30752 West Gate of Sos-Kul~ The land around the swamps here is unusually dry and slightly elevated, providing a perfect place for the village which occupies it. Obviously well-maintained and upkept, the pallisade surrounding the village to the east stands out against the decay and rot of the swamp you see in other directions. A massive gate built from wood, bamboo, and thorny vines is set into the pallisade wall. The wall itself continues north and south. ~ *H ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30791 10 10 5 D1 pallisade gate~ "pallisade gate" gate~ 195 -1 30750 10 10 5 D2 ~ ~ 0 -1 30792 10 10 5 D3 ~ ~ 0 -1 31022 10 10 5 E gate 1 east~ The gate made from the trunks of several trees looks crude but carefully constructed and could stand up against things a lot bigger than you. ~ A knock bash bang tap~ gate 1 east~ if( !is_open( room, east ) ) { if( reputation( ch, Stahl ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, east ); send_to_room( #arr, find_room( 30750 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); ~ E already!~ How much more open do you want it? ~ E room~ You watch as the gate slowly opens. ~ E failed~ $n bangs on the gate. After a minute a guard appears and scowls at $m. You hear someone beyond shout "Go away, vermin ssscum!" ~ E fail~ The gate guard peers between the bars at you and hisses. You hear someone on the other side say "Go away, vermin ssscum!!!" ~ E arr~ You see a guard open the gate for someone on the outside. ~ E room~ $n bangs on the gate. After a minute a guard appears and looks $m over before going away again. ~ E char~ After a short time a guard appears on the other side of the gate and stares straight at you. After a moment, he hisses, turns away and the gate begins to open. ~ ! 0 0 0 A ~ ~ wait( 2 ); if( is_open( room, east ) ) { send_to_room( #rm, room ); send_to_room( #oth, find_room( 30750) ); close( room, east ); } continue; ~ E oth~ The gate slowly swings shut. ~ E rm~ The gate slowly closes as you exit Sos-kul. ~ ! 1 -1 2 -1 S #30753 Guard House~ Built from split logs, mud, and crude, rusty nails, this shack is very small. So small, in fact, that it barely has room enough to stand in. The only things within the ramshackle, wooden building are a few old, straw pallets. This wooden hut has several holes along its west and south walls, through which you can see a large pallisage and gate. A small door to the south is the only exit from this cramped guard house. ~ ~ 301465669 0 6 0 D2 guard house door~ "guard house door" door~ 131 -1 30750 10 10 5 E "straw pallet" pallet~ Yes, they do appear to be straw sleeping pallets. ~ 452 9 1509949540 3 0 452 9 1509949540 3 0 -1 S #30754 Weaponcrafter's Home~ Put together for pieces of straw and large dollops of mud, this small hut does little but provide basic shelter. The roof of the hut is sagging and looks like it leaks and the floor is a simple dirt floor. The west and east side walls of the hut have smooth, clay walls. A few murals, each depicting life in the swamp, have been painted upon the sun-baked white clay. A few axes and spears rest atop a makeshift wooden counter. They look fairly well-crafted and newly forged. ~ *H ~ 301469767 0 6 0 D0 ~ ~ 0 -1 30751 10 10 5 E grindstone~ This is a small, pedel-driven grindstone used to sharpen the stone and scale heads of axes and spears. It may also be used to repair damaged weapons. ~ 456 9 1509949540 3 0 3005 17 1509949540 -1 0 3006 17 1509949540 -1 0 3014 17 1509949540 -1 0 3000 17 1509949450 -1 0 3007 17 1509949515 -1 0 3008 17 1509949490 -1 0 3028 17 1509949540 -1 0 -1 S #30755 Sos-Kul Road~ A widening road, which is probably the only one Sos-kul sports, stretches from west to east here. The surface of the road is covered in crushed rock. Just off to the sides of the road stand two simple thatch and mud huts. The northern hut has a carved totem pole standing outside of it. The southern hut has a hide shield mounted to a stick standing beside it. ~ *H ~ 301465673 1 8 0 D0 ~ ~ 0 -1 30757 10 10 5 D1 ~ ~ 0 -1 30873 10 10 5 D2 ~ ~ 0 -1 30756 10 10 5 D3 ~ ~ 0 -1 30751 10 10 5 E structures~ Both of the structures are in very good repair, considering the general nature of the town. The one to the north is festooned with various pieces of equipment, while the one to the south has broken bits of armor hanging all over it. ~ E armor~ The are several pieces of cloth and hide armor, most of which are torn or broken. ~ E equipment~ Several pieces of old broken equipment lie in front of the building to the north. ~ -1 S #30756 Armorer's Hut~ The inside of this thatch and mud hut is in a state of total disarray. Unfinished or incomplete pieces of armor litter the dirt floor, as do several loose scales and strips of hide. A couple of simple wooden racks made from blackened stumps sit towards the back of the hut. A few pieces of finished armor rest atop the stumps. The hut has no door, just a doorway to the north. ~ *H ~ 335024199 0 6 0 D0 ~ ~ 0 -1 30755 10 10 5 573 9 1509949540 3 0 2180 17 1509949540 -1 0 2001 17 1509949540 -1 0 2021 17 1509949540 -1 0 2080 17 1509949540 -1 0 2041 17 1509949540 -1 0 514 17 1509949465 -1 0 2002 17 1509949465 -1 0 2022 17 1509949465 -1 0 2042 17 1509949465 -1 0 2081 17 1509949465 -1 0 2101 17 1509949465 -1 0 1109 17 1509949540 -1 0 -1 S #30757 Home of the Animal Speaker~ Though the outside of this hut is made of mud and thatch, the inside has been lined with cloth. A thick, green vine grows in abundance here, providing the room with natural ground cover. Peeking out from between the vines, you can see several pairs of eyes. Just outside of the hut, you can see a carved totem pole. Mounted to its back is a sign. ~ why set to safe? Has a specific aedit attack code for him, so I thought he was supposed to be killable. Oh well, I switched it back to safe and currently derailed the attack until this is resolved. -Talis *H ~ 301473863 0 6 0 D2 ~ ~ 0 -1 30755 10 10 5 D5 ground~ ~ 503 -1 30758 10 10 5 E sign~ Animals are our friends! ~ A ~ ~ end; act_room( #imm_note, ch ); mob = mob_in_room( 571, room ); if( !is_fighting( mob ) ) { act_room( #atta, ch ); attack( mob, ch, 0d0, "charge"); interpret( mob, "bash"); } continue; ~ E atta~ $n tries to attack one of the animals here. @bSpeaker to animals screams in rage and attacks $n.@n ~ E imm_note~ This used to be trigger attack. It was removed when the room was made safe. ~ ! 0 0 0 571 9 1509949540 3 0 572 9 1509949540 3 0 107 9 1509949540 3 0 -1 S #30758 Sos-Kul Pet Farm~ You are standing in a very spacious room. The floors and walls are all sulphurous smelling rock that glows a soft red. The heat here is nearly unbearable. While you can see several shackles and chains laying limp on the floor, more than you can count are already occupied by innumerable creatures. Yes, this is pet hell. ~ *H ~ 301473863 1 8 0 D4 ~ ~ 503 -1 30757 10 10 5 118 9 1509949540 3 0 1 9 1509949540 3 0 107 9 1509949540 3 0 196 9 1509949540 3 0 -1 S #30759 A Lizardman Abode~ This is a small, but comfortable hut, with a clean hard-packed clay floor, and sturdy walls. The occupant has definitely put some time into this place. The walls are smooth mud, painted elaborately with scenes of hunting and worship. There is some crude wooden furniture here, a table and a few chairs. In one corner is a pile of blankets and animal skins that functions as a bed. ~ *H ~ 301465669 0 6 0 D0 ~ ~ 0 -1 30873 10 10 5 -1 S #30760 Sos-Kul Road~ A road paved with crushed white rock curves gently, going east to west through the vilalge. An elaborate building build of stone stands to the north, just off the road. Outside its front, mounted atop two criss-crossed poles, are flowing banners of brightly dyed cloth. A narrow, dirt path branches off of the paved road and passes between some huts to the south. ~ *H ~ 301465673 1 8 0 D0 entrance to the home~ "entrance to the home" north entrance~ 131 -1 30761 10 10 5 D1 ~ ~ 0 -1 30763 10 10 5 D2 ~ ~ 0 -1 30809 10 10 5 D3 ~ ~ 0 -1 30873 10 10 5 E north structure building~ The building to the north is very elaborate for this village. The mud that composes the walls has been smoothed and dyed a brilliant red. ~ E building~ This building is by far in the best condition you have seen in this entire town. That, and the fact that there are two heads mounted on spikes convince you that someone important must live here. ~ E heads~ These two dead men must have commited a major crime, to rate a punishment like this. ~ -1 S #30761 Warleader's Home~ The ceiling and walls of this abode are built of thick, black stone, rather than mud or thatch like the rest of the village. The floor, though, is still made of dirt. Mounted to the walls are a cornucopia of weapons, banners, and hunting trophies. A wide door is set into the northern wall. An emblem of a strong and fierce lizardman is attached to its surface. To the south, through the open doorway, you can see a paved street. ~ *H ~ 301465669 0 6 0 D0 wide door~ wide door~ 407 452 30762 10 10 5 D2 outer entrance~ "outer entrance" south outer~ 131 -1 30760 10 10 5 E weapons~ Along the west wall stand the the spears and axes of all the previous warleaders of Sos-Kul. ~ E banners~ The banners are made from various animal hides, which have been dyed and stained. ~ E trophies~ Most of the trophies appear to be severed body parts from fallen enemies. ~ E walls~ You can't see the walls. There is too much stuff in the way! ~ A ~ 2~ if( random( 1, 6 ) < 2 ) { if( !has_obj( 452, mob_in_room( 476, room ) ) ) obj_to_char( oload( 452 ), mob_in_room( 476, room )); } ~ E busy~ The hunter tells you '@bThe Warleader is too busy to see anyone.@n' ~ E ok~ The hunter says '@bThe warmaster can see you now, but only for a moment.@n' ~ E badrep~ The hunter says roughly '@bWe do not want you here.@n' ~ ! 2 10 0 A ~ ~ close( room, north ); continue; ~ ! 3 2 4 A ~ ~ if( is_player( ch ) ) { if( is_open( room, north ) ) { if( done_quest( ch, 15 ) ) continue; else { mob = mob_in_room( 476, room ); act_tochar( #scr, ch, obj, mob ); act_notchar( #rscr, ch, obj, mob ); wait( 1 ); tell( mob, ch, #cant ); } } else continue; } else continue; ~ E cant~ I cannot let you into visit the warleader, not until you are ready. You must prove yourself to me first by completing a minor task. ~ E scr~ $N scrutinizes you, seemingly for the first time. ~ E rscr~ $N scrutinizes $n, seemingly for the first time. ~ ! 3 0 1 476 9 1509949540 3 0 452 9 1509949540 3 0 -1 S #30762 Warleader's Audience Chamber~ This stone room is an audience chamber, of sorts. Situated in the middle of the room is a polished stone seat carved into the shape of a rising skliss. In a semi-circle on either side of the elaborate chair are several smaller, wooden chairs. Rugs and tapestries woven from dried vines and grass hang from the walls. The only way out of this chamber is through a wide door to the south. ~ *H ~ 301465677 0 6 0 D2 wide door~ wide door~ 407 -1 30761 10 10 5 E chairs~ They are normal wooden chairs. Each one has a different tribe symbol, indicating that each tribe has one advisor to the warleader. ~ E throne~ This huge throne appears to have been carved from a single piece of basalt. It has no decorations at all, since something this impressive apparently doesn't need any. ~ A ~ 16~ send_to_room( "hiusdfdssdssds", room ); ~ ! 6 16 0 A open~ door 1 south~ open( room, south ); act_tochar( "Ok.", ch ); ~ ! 0 0 0 479 9 1509949540 3 0 415 17 1509949445 -2 0 -1 S #30763 Sos-Kul Road~ Sos-kul's only road continue's here, curving to the east and west. Its surface has been covered in tiny bits of white rock, giving it a regal, almost sophisticated look that seems out of place so deep in the swamps. The huts and tents which sprout up here and to the east are more like residences than places of business. To the distant east you can see a well. ~ *H ~ 301465665 1 8 0 D1 ~ ~ 0 -1 30765 10 10 5 D2 ~ ~ 0 -1 30764 10 10 5 D3 ~ ~ 0 -1 30760 10 10 5 -1 S #30764 A Lizardman's Home~ This simple tent is a perfect example of the unassuming lives the lizardmen live. The tent has been sewn from an amalgum of wild animal skins and the ground is jsut a dirt floor. The walls of the tent are decorated with scences of hunting and unusual rituals. Opening to the north, the tent's flaps have been permanently sewn open. ~ *H ~ 301465669 0 6 0 D0 ~ ~ 0 -1 30763 10 10 5 E scenes~ The paintings show lizardmen hunting fantastic creatures out of bad dreams and rituals of dance and disguise. ~ -1 S #30765 Sos-Kul Road~ The crushed white rock paving the surface of the road here is starting to were thin, as though this part of the village sees more traffic than the others. Continuing west to east, the road passes between two houses. While the house to the south is just a basic, lizardman tent dwelling, the abode to the north is different. The northern tent's outer surface is overgrown with dead vines. ~ *H ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30766 10 10 5 D1 ~ ~ 0 -1 30768 10 10 5 D2 ~ ~ 0 -1 30767 10 10 5 D3 ~ ~ 0 -1 30763 10 10 5 -1 S #30766 Abandoned House~ The interior of this tent is in a state of decay. The animal skins it has been sewn from have started to rot. This seems strange, because otherwise, the abode is much more sophisticated than what you might expect a lizardman to have. Within it are several pieces of well-crafted and finely polished pieces of furniture. A few of the pieces of furniture have been overturned though, as if some type of struggle took place here. The tent's falgs open out to the south, onto Sos-kul's only road. ~ *H ~ 301465677 0 6 0 D2 ~ ~ 0 -1 30765 10 10 5 -1 S #30767 A Lizardman's Home~ Though of simply design, this tent is quite functional and spacious. It has been fashioned together from strips of hide and animal skins. The ground is hard, packed earth that has been dusted clean. Clearly half the floor is covered in a layer of straw. In one corner of the tent, the straw is thicker and looks to have been used recently as a bed. ~ *H ~ 301465677 0 6 0 D0 ~ ~ 0 -1 30765 10 10 5 -1 S #30768 West Side of Sos-kul Square~ A large clearing, part of the village square, expands outward here. This appears to be the western edge of it. To the west, you can see the edge of a road paved with crushed bits of white rock. A short, stone well lies just to the east, in the center of the square. The entire clearing is hard packed earth that has been swept clean and kept free of weeds. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30815 10 10 5 D1 ~ ~ 0 -1 30769 10 10 5 D2 ~ ~ 0 -1 30816 10 10 5 D3 ~ ~ 0 -1 30765 10 10 5 -1 S #30769 Center of Sos-Kul Square~ A large clearing of hard-packed earth spreads outward in all directions, serving as a square or meeting area for the village. Directly in the middle of the square is a short stone @Gwell@n filled with murky water. Off to the west and east a ways, you can see the village's only road; its surface, paved in crushed white rock, has a near gleam to it. Standing a far distance to the north, you can see a shrine or temple built from white stone. ~ *well done by acodes. *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30772 10 10 5 D1 ~ ~ 0 -1 30770 10 10 5 D2 ~ ~ 0 -1 30771 10 10 5 D3 ~ ~ 0 -1 30768 10 10 5 A drink fill~ well cup bottle vial waterskin wineskin chalice bucket bowl keg~ if( !obj_in_room( 82, room ) ) act_tochar( #cant, ch ); else continue; ~ E cant~ Until the well's small bucket is raised, that might be quite difficult. ~ ! 0 0 0 A 1 look~ well~ if( !obj_in_room( 82, room ) ) act_tochar( #desc, ch ); else act_tochar( #des2, ch ); ~ E desc~ The well looks mildly deep and its murky waters are far below the surface. Built of stone, the short well has a wooden roof standing over it, along with a hoist for a bucket. Currently, the bucket is down in the well. ~ E des2~ The well looks mildly deep and its murky waters are far below the surface. Built of stone, the short well has a wooden roof standing over it, along with a hoist for a bucket. The bucket has been raised and rests on the edge of the well. ~ ! 0 0 0 A raise turn crank lower~ crank bucket well~ if( obj_in_room( 82, room ) ) { act_tochar( #lower, ch ); act_notchar( #rlower, ch ); junk_obj( obj_in_room( 82, room ), 1 ); } else { act_tochar( #raise, ch ); act_notchar( #rraise, ch ); obj_to_room( oload( 82 ), room ); } ~ E lower~ @gTurning the wooden crank, you lower the bucket down into the well. ~ E raise~ @gYou turn the wooden crank, raising the bucket out of the well.@n ~ E rraise~ @g$n turns the wooden crank, raising the bucket out of the well.@n ~ E rlower~ @g$n turns the wooden crank, raising the bucket out of the well.@n ~ ! 0 0 0 452 9 1509949540 3 0 -1 S #30770 Sos-Kul Square~ This is part of a large clearing of earthen ground that stretches to the north, west, and south, forming a meeting square for the village. At its center, directly to the west, you can see a short stone well. The ground slopes to the east and becomes a lot more moist and even muddy in several places. The boggy swamp has started reclaiming the paved white road to the east. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30818 10 10 5 D1 ~ ~ 0 -1 30778 10 10 5 D2 ~ ~ 0 -1 30819 10 10 5 D3 ~ ~ 0 -1 30769 10 10 5 -1 S #30771 South Side of Sos-Kul Square~ This large clearing of hard-packed earth has been carefully manicured and kept free of loose dirt. As it extends to the north if forms a large, central area, which the village probably uses as a meeting grounds. A roadway extends south from the square and leads towards a pallisade gate. Dirently to the north, at the center of the town square, you can see a short stone well. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30769 10 10 5 D1 ~ ~ 0 -1 30819 10 10 5 D2 ~ ~ 0 -1 30773 10 10 5 D3 ~ ~ 0 -1 30816 10 10 5 -1 S #30772 North Side of Sos-Kul Square~ This looks like the northern part of a vast clearing. There is a small, unpaved road leading north from the square, which has heavy ruts carved into its hard-packed, earthen surface. The road itself leads up to the doors of a shrine or temple built of white stone. A stone well, barely waist high to a halfling, stands at the square's center to the south. Other parts of the meeting grounds lies off to the west and east. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30775 10 10 5 D1 ~ ~ 0 -1 30818 10 10 5 D2 ~ ~ 0 -1 30769 10 10 5 D3 ~ ~ 0 -1 30815 10 10 5 572 9 1509949540 3 0 -1 S #30773 South Gate Road~ Weeds grow tall and wild around the edges of the road which extends south. A wide path branches off of the road here and heads west while a much smaller pathway leads east. To the north, you can see the village square. The road going south halts abruptly before a gate set at the edge of encroaching swampland. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30771 10 10 5 D1 ~ ~ 0 -1 30862 10 10 5 D2 ~ ~ 0 -1 30774 10 10 5 D3 ~ ~ 0 -1 30805 10 10 5 -1 S #30774 The South Gate~ A pallisade made of split logs forms a barrier around the village to the south, protecting it from harm. A large gate is set into its middle. A guard house rests up against the pallisade to the east, overlooking the gate. Beside the gate, set into the pallisade wall, is a heavy mechanism with a @Gcrank@n. Through small cracks between the logs, you can see the boggy swamp beyond. The village of Sos-Kul opens up before you to the north. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30773 10 10 5 D1 "guard house door" door~ "guard house door" door~ 1 -1 30788 10 10 5 D2 pallisade gate~ "pallisade gate" gate~ 195 -1 30789 10 10 5 E crank~ This rusty old crank is connected to a frayed rope, which runs through a pulley, and opens the gate. ~ A turn~ crank~ if( is_open( room, south ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, south ); } ~ E to_all~ The gate opens without a sound. ~ E to_room~ $n turns the crank. ~ E to_char~ You turn the crank. ~ E nothing~ Nothing happens. ~ ! 0 0 0 A release~ crank~ if( !is_open( room, south ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch, obj ); act_room( #to_all, ch, obj ); close( room, south ); } ~ E to_all~ The gate closes with a bang! ~ E to_room~ $n releases the crank. ~ E to_char~ You release the crank. ~ E nothing~ The crank hasn't been turned. ~ ! 0 0 0 A open~ gate~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n trys to move the gate, but fails miserabely. ~ E char~ You try and move the gate, but you just can't budge it. ~ ! 0 0 0 452 9 1509949540 3 0 -1 S #30775 The Path to the Holy Shrine~ A small path stretches north from the village square of hard-packed earth that lies to the south. Not a single weed, errant flower, or blade of grass clutters the small path. It has the look of being religiously tended to. The path is so well-traveled, though, that you cannot make out any tracks in the dusty trail. At the end of of the pathway, to the north, stands an open air temple built of white stone. ~ *H ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30776 10 10 5 D2 ~ ~ 0 -1 30772 10 10 5 -1 S #30776 The Holy Shrine of Sst'rasa~ This open stone temple is made from cut pieces of white stone. At its heart stands a groved block of basalt that is clearly an altar of some sort. Standing atop a pedestal of marble in an alcove to the eastern wall is a golden statue of a fierce lizardman. A faint glow surrounds the statue and shoots forth from the alcove, illuminates the temple. To the north, butressed up against the stone temple's open walls, stands a small hut made of mud and thatch. A well-traveled road leads south from the temple into the village square. ~ *H ~ 301465801 1 6 0 D0 stone door~ "stone door"~ 131 -1 30777 10 10 5 D2 ~ ~ 0 -1 30775 10 10 5 E slab~ This enormous basalt slab measures over seven feet long, by 4 feet wide. It is obviously used for sacrifices, as there are several grooves cut into it, to channel the blood of the victim to the statue set in the wall. ~ A disable~ statue~ if( obj_in_room( 390, room ) ) { if( race( ch ) == lizardman ) { if( find_stat( ch, piety ) > 100 ) { act_tochar( #sin, ch ); act_notchar( #almost, ch ); end; } } act_tochar( #whoops, ch ); act_notchar( #ouch, ch ); mob = mob_in_room( 449, room ); if( !mob ) mob = mload( 449, room ); attack( mob, ch, 0d0, "charge"); } continue; ~ E ouch~ @bWhen $n grabs the statue, there is a thunderclap as an avatar of Sst'rasa appears to destroy the one who desecrated his shrine. ~ E whoops~ @bWhen you grab the statue, the spear it wields pricks your hand. @R A single drop of blood falls to the ground, and as it hits, there is a clap of thunder, as a HUGE lizardman explodes into being from nowhere! ~ E almost~ $n starts to reach for the statue, but suddenly stops. ~ E sin~ You start to reach to take the statue, but realize how much of a sin that would be, and stop yourself. ~ ! 0 0 0 A disable~ ~ if( is_fighting( ch ) ) send_to_char( #char, ch ); else continue; ~ E flee~ You aren't fighting anyone. ~ E char~ The power of Sst'rasa prevents you from leaving. ~ ! 0 0 16 A disable~ statue~ send_to_char( #char, ch ); ~ E char~ You can't sacrifice Sst'rasa's statue to Sst'rasa. ~ ! 0 0 0 A ~ ~ if( mob_in_room( 449, room ) ) { if( !is_fighting( mob_in_room( 449, room ) ) ) { send_to_room( #vanish, room ); send_to_room( #flash, room ); junk_mob( mob_in_room( 449, room ) ); } } ~ E flash~ @b@YThere is a flash of lightning in the distance. ~ E vanish~ @bThe avatar raises his hands and cries out. Moments later, he is struck by a blinding bolt of lightning. When you can see again, all that remains is a cloud of smoke, and a charred circle on the ground. ~ ! 4 1000 0 390 17 1509949540 -2 0 -1 S #30777 Home of the Shaman~ This small thatch hut, which is being held together with a more than generous amount of mud, leads up against the walls of a white stone shrine to the south. The interior of this hut is fulled with animal skins, skulls, and bones. A variety of unusual, dried plants hang from the ceiling as well. At the back of the room rest several bamboo cages containing thin, cowering animals. The hut's floor is covered in straw; some of which has been piled up into a bed. ~ *H ~ 301469765 0 6 0 D2 stone door~ "stone door"~ 131 -1 30776 10 10 5 E cages~ These cages contain various small animals. They huddle in the back of their prisons, and shiver fearfully. ~ A ~ ~ send_to_room( #room, room ); ~ E room~ You hear a plop, and something sizzles in the back of the room. ~ ! 2 50 0 A ~ ~ send_to_room( #room, room ); ~ E room~ A small furry animal escapes from its cage, and almost makes it out of the room before the shaman catches it. ~ ! 2 50 0 489 9 1509949540 3 0 -1 S #30778 Sos-Kul Road~ The road continues to the east and west from here. On both sides of the road are rather poor looking houses. The ground is very soft here, and many of the footprints that have been left behind have filled with ground water. The ground continues to slope down to the east, becoming even wetter and more unstable. ~ *H ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30779 10 10 5 D1 ~ ~ 0 -1 30781 10 10 5 D2 ~ ~ 0 -1 30780 10 10 5 D3 ~ ~ 0 -1 30770 10 10 5 -1 S #30779 A Broken Down Hovel~ This house is little more than a collection of wooden planks and animal skins, which look like they might keep the rain out. There is a pile of damp straw in one corner that is obviously used for sleeping. Except for that, there is little else to the wooden shack. It has no door, but through its doorway to the south you can see the road. ~ *H ~ 335020101 0 6 0 D2 ~ ~ 0 -1 30778 10 10 5 D5 wooden trapdoor~ wooden trapdoor~ 431 62 30790 10 10 5 -1 S #30780 Orphan's Hut~ This simple mud and thatch hut has several holes in its ceiling. Puddles of water collect along the dirt floor from a recent rain. The hut has no door or barrier blocking its northern entrance. Piles of straw have been lumped together into makeshift pallets all along the back of the hut. A battered wooden chest that has no lid stands between two of the straw sleeping mats. ~ The orphans of the village live here. k *H ~ 335020101 0 6 0 D0 ~ ~ 0 -1 30778 10 10 5 E mats~ The small bags filled with swamp grasses serve as a sleeping mat for the orphans who live here. ~ 575 9 1509949540 3 0 575 9 1509949540 3 0 575 9 1509949540 3 0 575 9 1509949540 3 0 -1 S #30781 Sos-Kul Road~ Though a road stretches from the west to the east, as it progresses, it becomes less of a road. It starts out as being a road well-paved with bits of crushed white rock, but as it continues east, the road slants and most of the rock has been worn away. The further east the village creeps, the more wet the ground gets. Two decrepit abodes stand just off the road to the north and south. ~ *H ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30782 10 10 5 D1 ~ ~ 0 -1 30784 10 10 5 D2 ~ ~ 0 -1 30783 10 10 5 D3 ~ ~ 0 -1 30778 10 10 5 -1 S #30782 A Miserable Little Shanty~ This little shack looks like a nice, healthy gust of wind is all that it would take to send it into the hereafter. The ceiling has several holes in it and the ground is very moist. While the shack's bottom is lined with straw, it does little to absorb the dampness. A single, overturned chair is the shack's only piece of furniture. From the amount of mold growing upon the chair and straw, it is very likely that this place has been abandoned for quite some time. ~ *H ~ 335020101 0 6 0 D2 ~ ~ 0 -1 30781 10 10 5 -1 S #30783 Homely Home~ Though the outside of this abode is ramshackle and decrepit, the interior of this place has a comfortable elegance to it. There are several pieces of handmade furniture situated about the one-room house, as well as a small firepit and a large rock that functions as a table. in one corner of the home is a neat pile of soft straw. The owner of this home has made the most of the materials on hand in the swamp. ~ *H ~ 335020101 0 6 0 D0 ~ ~ 0 -1 30781 10 10 5 574 9 1509949540 3 0 -1 S #30784 Sos-Kul Road~ The road coursing like a river from the west to east ends here, in front a pallisade gate to the east. The ground is wet and boggy; the swamp is trying very hard to reclaim this part of the village it appears. A muddy path branches from the roads end and heads south. To the north is a run-down building. The door has been torn off its hinges and the place looks abandoned. ~ *H ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30849 10 10 5 D1 ~ ~ 0 -1 30785 10 10 5 D2 ~ ~ 0 -1 30846 10 10 5 D3 ~ ~ 0 -1 30781 10 10 5 -1 S #30785 The East Gate of Sos-Kul~ A pallisade of wood stands to the east, protecting the village from both predation and invasion. The ground is very wet and frothy. An old, small tent built of animal hides stands to the north, and to the west, the village opens before you. At the side of the gate, there is a wooden @Gcrank@n, which looks to open the gate. ~ *H ~ 301465665 1 8 0 D0 "guard house door" door~ "guard house door" door~ 1 -1 30786 10 10 5 D1 pallisade gate~ "pallisade gate" gate~ 195 -1 30787 10 10 5 D3 ~ ~ 0 -1 30784 10 10 5 E crank~ This rusty old crank is connected to a frayed rope, which runs through a pulley, and opens the gate. It would seem that turning it might make the gate open to the east. ~ A open~ gate~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n trys to move the gate, but fails miserabely. ~ E char~ You try and move the gate, but you just can't budge it. ~ ! 0 0 0 A turn~ crank~ if( is_open( room, east ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, east ); } ~ E to_all~ The gate opens without a sound. ~ E to_room~ $n strains at the crank, slowly opening the gate. ~ E to_char~ Using all your strength you turn the crank. ~ E nothing~ Nothing happens. ~ ! 0 0 0 A release~ crank~ if( !is_open( room, east ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch, obj ); act_room( #to_all, ch, obj ); close( room, east ); } ~ E to_all~ The gate closes with a bang! ~ E to_room~ $n releases the crank. ~ E to_char~ You release the crank. ~ E nothing~ You push the lever, but nothing happens. ~ ! 0 0 0 -1 S #30786 Hunter's Tent~ A single shaft of splintering wood supports this tent of sewn animal hide. The flaps of the tent have been tied open, leaving a clear southern view of the pallisade gate. On the floor of the tent, a strange pattern has been etched in the dirt. A few painted rocks and sticks lie within the etched pattern. ~ *H ~ 335020101 0 6 0 D2 "tent flap" flap~ "tent flap" flap~ 1 -1 30785 10 10 5 E pattern~ The pattern is three interlocking circles surrounded by a larger circle. Three colored rocks rest in the three circles. ~ E game~ The game is a pattern of three interlocking circles surrounded by a larger circle. Three colored rocks sit in the three inner circles. ~ 452 9 1509949540 3 0 452 9 1509949540 3 0 -1 S #30787 Outside the East Gate~ A tall wooden pallisade wraps around a village which lies to the west. You can see parts of it through the spaces between its logs. A large gate is set directly in the center of the pallisade walls here. Spreading outward to the east and south lies a vast lake. Several rocks clutter the ground. The rocks look like they were dug out someplace else and placed here to provide a standing surface off of the lake. ~ *H ~ 301465608 3 9 0 D0 ~ ~ 0 -1 31070 10 10 5 D1 ~ ~ 0 -1 31021 10 10 5 D2 ~ ~ 0 -1 31043 10 10 5 D3 pallisade gate~ "pallisade gate" gate~ 195 -1 30785 10 10 5 A knock bash bang tap~ gate 1 west~ if( !is_open( room, west ) ) { if( reputation( ch, Stahl ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, west ); send_to_room( #arr, find_room( 30785 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); ~ E already!~ How much more open do you want it? ~ E room~ You watch as the gate slowly opens. ~ E failed~ $n bangs on the gate. After a minute a guard appears and scowls at $m. You hear someone beyond shout "Go away, vermin ssscum!" ~ E fail~ The gate guard peers between the bars at you and hisses. You hear someone on the other side say "Go away, vermin ssscum!!!" ~ E arr~ You see a guard open the gate for someone on the outside. ~ E room~ $n bangs on the gate. After a minute a guard appears and looks $m over before going away again. ~ E char~ After a short time, a guard appears on the other side of the gate and stares straight at you. After a moment, he hisses, turns away and the gate begins to open. ~ ! 0 0 0 A ~ ~ act_tochar( #wade, ch ); act_notchar( #wader, ch ); continue; ~ E wader~ $n wades into the water to the north. ~ E wade~ You wade into the water to the north. ~ ! 3 0 1 A ~ ~ act_tochar( #wade, ch ); act_notchar( #wader, ch ); continue; ~ E wader~ $n wades into the water to the south. ~ E wade~ You wade into the water to the south. ~ ! 3 2 4 A ~ ~ act_tochar( #wade, ch ); act_notchar( #wader, ch ); continue; ~ E wader~ $n wades into the water to the east. ~ E wade~ You dive into the lake to the east. ~ ! 3 1 2 -1 S #30788 Guard House~ Built from split logs, mud, and crude, rusty nails, this shack is very small. So small, in fact, that it barely has room enough to stand in. The only things within the ramshackle, wooden building are a few old, straw pallets. This wooden hut has several holes along its west and south walls, through which you can see a large pallisage and gate. The guard house has no door; instead it lies open to the west. ~ The hunters need to hit harder..good armor soaks up 2d6+1 - S *H ~ 301465669 0 6 0 D3 "guard house door" door~ "guard house door" door~ 1 -1 30774 10 10 5 452 9 1509949540 3 0 452 9 1509949540 3 0 -1 S #30789 Outside the South Gate~ The south gate of Sos-Kul is not an impressive sight to behold. The moss-covered stakes of wood used to form the outer defenses of the village are partially decayed and look to be in a general state of disrepair. The gate itself looks to be the only part kept in good condition; it is made from hard wood reinforced with strong vines. Rising above the gate is a pair of watchtowers with several arrow slits at various angles. Several kinds of fungi climb up the wood, threatening to completely cover up the defense holes. Paths slink away from the gate in every other direction. ~ put rextras on all of the key words in here *H ~ 301465608 1 6 0 D0 pallisade gate~ "pallisade gate" gate~ 195 -1 30774 10 10 5 D1 ~ ~ 0 -1 30866 10 10 5 D2 ~ ~ 0 -1 31020 10 10 5 D3 ~ ~ 0 -1 30803 10 10 5 A knock bang bash tap~ gate 1 north~ if( !is_open( room, north ) ) { if( reputation( ch, Stahl ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, north ); send_to_room( #arr, find_room( 30774 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); ~ E already!~ How much more open do you want it? ~ E room~ You watch as the gate slowly opens. ~ E failed~ $n bangs on the gate. After a minute, a guard appears and scowls at $m. You hear someone beyond shout "Go away, vermin ssscum!" ~ E fail~ The gate guard peers between the bars at you and hisses. You hear someone on the other side say "Go away, vermin ssscum!!!" ~ E arr~ You see a guard open the gate for someone on the outside. ~ E room~ $n bangs on the gate. After a minute, a guard appears and looks $m over before going away again. ~ E char~ After a short time, a guard appears on the other side of the gate and stares straight at you. After a moment, he hisses, turns away and the gate begins to open. ~ ! 0 0 0 -1 S #30790 Beneath a Broken Down Hovel~ This small room looks completely different from the broken down hovel just above. The walls are cut from blocks of smooth, grey stone and the floor has been carefully tiled with tiny interlocking pentagonel ceramic pieces. In addition to the fine craftsmanship of the walls and floor, this room houses an array of elegant furniture. ~ *H ~ 335020101 0 9 0 D4 wooden trapdoor~ wooden trapdoor~ 431 62 30779 10 10 5 2184 9 1509949540 3 0 -1 S #30791 Outside the Walls of Sos-Kul~ You are on a path that follows the wall of Sos-Kul. The wall to your east is composed of some kind of large thorny vine. To the south, you can see a gate to the village, while the wall continues to the north. ~ vine/wall rextra - D (possibly duplicate for every other room or something?) ~ 301465608 1 6 0 D0 ~ ~ 0 -1 30828 10 10 5 D2 ~ ~ 0 -1 30752 10 10 5 D3 ~ ~ 0 -1 31087 10 10 5 -1 S #30792 Outside the walls of Sos-Kul~ You are following a strip of dry ground between the wall of the village and the swamp. To the east, is an impenetrable wall composed of large thorny vines, while the swamp continues everywhere else. ~ ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30752 10 10 5 D2 ~ ~ 0 -1 30793 10 10 5 D3 ~ ~ 0 -1 31086 10 10 5 -1 S #30793 Outside the walls of Sos-Kul~ The wall of thorns is looking a bit overgrown here. There are long vines creeping out over the path which continues to the north and south. To the south, you can see a large willow tree. ~ ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30792 10 10 5 D2 ~ ~ 0 -1 30794 10 10 5 -1 S #30794 Outside the Walls of Sos-Kul~ The vines here have grown so much that you have to fight through them to continue. You finally make it past, but not without gaining some large scratches. A path continues to the east and south around a large willow tree. There is also a small path leading off to the west through some tall, mishapen plants. ~ rextras on various things in room desc - D ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30793 10 10 5 D1 ~ ~ 0 -1 30795 10 10 5 D2 ~ ~ 0 -1 30825 10 10 5 D3 ~ ~ 0 -1 25518 10 10 5 A ~ ~ send_to_char( #char, ch ); act_notchar( #room, ch ); dam_message( ch, 1, "the sharp thorn" ); inflict( ch, mob, 1, "the sharp thorn" ); ~ E room~ $n winces in pain. ~ E char~ You feel a sharp pain in your side. ~ ! 1 -1 15 -1 S #30795 Outside the Walls of Sos-Kul~ The vines here are becoming overgrown and the wall is starting to encroach on the tree's space. The wall continues west and south, while to the southwest you can see a large willow tree. A pile of hemmed vines lies at your feet. ~ ~ 301465609 1 6 0 D2 ~ ~ 0 -1 30796 10 10 5 D3 ~ ~ 0 -1 30794 10 10 5 A ~ ~ if( mob_in_room( 540, room ) ) send_to_room( #prune, room ); ~ E prune~ The child hacks at a large vine and it falls at your feet. ~ ! 2 25 0 540 9 1509949540 3 0 -1 S #30796 Outside the Walls of Sos-Kul~ The thorny wall turns north here to avoid a large willow tree. To the east, the thorns continue to protect the village. A small path leads into the depths of the swamp to the south, crossing into a sandy path filled with bamboo plants. ~ ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30795 10 10 5 D1 ~ ~ 0 -1 30797 10 10 5 D2 ~ ~ 0 -1 25545 10 10 5 D3 ~ ~ 0 -1 30825 10 10 5 -1 S #30797 Outside the Walls of Sos-Kul~ The vines here are neatly trimmed, as if someone has been tending them. You catch movement in the vines and catch a glimpse of a snake slithering inside the mass of vines. The path you are walking on continues to the east and west. To the south, a forest of bamboo stands somewhat aloof. ~ snake rextra - D aedit kill snake or something to that affect - D ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30798 10 10 5 D3 ~ ~ 0 -1 30796 10 10 5 -1 S #30798 Outside the Walls of Sos-Kul~ The narrow path you have been following continues east and west. In the distance to the west, you see a large tree. The thorny vines which make up the wall of Sos-kul lies along the north edge of the path. To the south, a line of bamboo plants rise into the air. ~ ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30799 10 10 5 D3 ~ ~ 0 -1 30797 10 10 5 -1 S #30799 Outside the Walls of Sos-Kul~ You are following a narrow path around the vine walls of the village of Sos-Kul. The wall is to your north, while the swamp stretches out to the south, edged by a line of bamboo shoots. The path continues to the east and west along the wall. ~ ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30800 10 10 5 D3 ~ ~ 0 -1 30798 10 10 5 -1 S #30800 Outside the Walls of Sos-Kul~ The path is starting to get wetter to the east, where you can see it disappear under a thin layer of mud. To the east, you see the path Along the north side of the path, the wall of Sos-kul stretches to the east and west, while to the south, the swamp encroaches upon the path, ringed by several large clumps of bamboo. ~ ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30801 10 10 5 D3 ~ ~ 0 -1 30799 10 10 5 -1 S #30801 Outside the Walls of Sos-Kul~ The path you are following is being reclaimed by the swamp here. The ground is wet and muddy and makes slurping sounds as you wade through it. To the north is the wall of vines and to the south is the swamp. The path continues east and west. ~ aedit random SLURP! :) - D ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30802 10 10 5 D2 ~ ~ 0 -1 31140 10 10 5 D3 ~ ~ 0 -1 30800 10 10 5 -1 S #30802 Outside the Walls of Sos-Kul~ The path is starting to get wetter here, as opposed to the east. To the west, you see the path disappear under a thin layer of mud. The wall of thorns is to your north and to the south is the swamp. ~ ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30803 10 10 5 D3 ~ ~ 0 -1 30801 10 10 5 -1 S #30803 Outside the Walls of Sos-Kul~ You are following a narrow strip of dry ground between the wall of the village and the swamp. The path and wall seem to continue forever to the east and west. To the north is an impenetrable wall composed of large thorny vines, while to the south is the swamp. ~ ~ 301465609 1 6 0 D1 ~ ~ 0 -1 30789 10 10 5 D3 ~ ~ 0 -1 30802 10 10 5 -1 S #30804 Tight Path Through the Swamp~ Thick vines and thistle have been beaten down, and meshed into the ground providing some semblance of a path. Even while standing on the trampled vegetation your feet sink slightly into the swampy mud that these plants thrive in. The path is just larger then two horses walking abreast and appears to have been made in the not so distant past. The vines and plants thicken to the west, though the tight path you are on does continue in that direction, while to the east you break off onto the main trail around Sos-Kul. ~ ~ 301465600 1 6 0 D1 ~ ~ 0 -1 30831 10 10 5 D3 ~ ~ 0 -1 30823 10 10 5 E vines thistle vegetation plants~ Intertwined vines and thistle are meshed together creating the walls that surround this plowed path. The vegetation all appears to be quite healthy, thus the path you are on is in great danger of being overrun and consumed by the plants once again. ~ -1 S #30805 Wide Path at Boneshapers Hut~ The inhabitants of this village might think of this wide path as a street, but it is little more than a stretch of ground cleared of rock and grass. The road, which leads from north to south, passes between ramshackle huts and tents constructed from odds and ends. Directly to the south stands a fairly large hut whose exterior framework is composed of pale bones bleached white from the sun. Animal skins have been stretched tightly over the frame, turning the structure into a grisly style of tent. A pathway continues onward to the west and east as well. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30816 10 10 5 D1 ~ ~ 0 -1 30773 10 10 5 D2 ~ ~ 0 -1 30824 10 10 5 D3 ~ ~ 0 -1 30806 10 10 5 -1 S #30806 Wide Path~ The path looks to be well traveled, as it is hard packed and dusty. As it stretches to the west and east, the path gently like a lazing anaconda. Crude huts and tents stand on either side of the path. The entrance to one such abode stands open to the north. It is a small leather tent with a carved totem of hunted animals standing outside of it. ~ *H ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30805 10 10 5 D2 ~ ~ 0 -1 30820 10 10 5 D3 ~ ~ 0 -1 30807 10 10 5 A ~ ~ i = random( 1, 7 ); if( i < 2) act_tochar( #dust, ch ); wait(1); if( i < 2) interpret( ch, "sneeze"); ~ E dust~ The dust from the road gets in your nose. ~ ! 1 -1 10 452 9 1509949490 3 0 -1 S #30807 Wide Path~ A wide pathway meanders gently from east to west here, cutting a path between the back of a hut and an open field. The hut is a simple one, made of thatch and mud and has no entrance on this side. The field, on the other hand, is more remarkable. Jutting up out of the overgrown space of swampland stand the charred remains of some building. Vines and grasses as tall as a dwarf coil about the structure like pythons claiming a juicy mouse for their own. ~ *H ~ 301465664 1 9 0 D1 ~ ~ 0 -1 30806 10 10 5 D2 ~ ~ 0 -1 30821 10 10 5 D3 ~ ~ 0 -1 30808 10 10 5 -1 S #30808 Wide Path~ A wide dirt path runs roughly east-west here, between two rows of simple mud and thatch huts. A space just large enough to squeeze through lies bewteen two of the huts to the north. Directly to the south stands an unusual structure of living vines. There seems to be no way inside it from this vantage. The canopy of greenery is dome-shaped and at least twenty feet tall. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30809 10 10 5 D1 ~ ~ 0 -1 30807 10 10 5 D3 ~ ~ 0 -1 30810 10 10 5 E building south s so sou structure~ The building is set up against the outer wall, in fact it is a part of the outer wall. The vines that compose the outer wall have been woven into the shape of a large building. You think you see an entrance to the west. ~ -1 S #30809 Small Path Between Two Huts~ This pathway connects the paved gravel road to the north with a wide dirt path to the south. On either side of this narrow, connecting path stand tiny huts. The huts are built so close together that there is litle or no space between them. To the far south rises a domed structure composed of a canopy of green vines. ~ *H ~ 301465665 1 6 0 D0 ~ ~ 0 -1 30760 10 10 5 D2 ~ ~ 0 -1 30808 10 10 5 -1 S #30810 Path Before Living Building~ To the south is an entrance to the most amazing structure you have ever seen. It is a building with walls and roof of living vines. The vines are well tended and look as if they had been woven together as they grew to make the building. The path continues east and west. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30808 10 10 5 D2 ~ ~ 0 -1 30822 10 10 5 D3 ~ ~ 0 -1 30811 10 10 5 -1 S #30811 Wide Path~ The path widens out here, to form a small meeting place. There are benches along the south side of the path, centered around a small firepit. A few lizardmen are resting on the benches while cooking the meat of some animal over a small fire. A small foot path leads south to a sturdy looking stone hut. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30810 10 10 5 D2 ~ ~ 0 -1 30874 10 10 5 D3 ~ ~ 0 -1 30812 10 10 5 501 17 1509949540 -2 0 -1 S #30812 Wide Path~ The path flows between a mud hut to the north and a leather tent to the south. The path looks well used, as there are many footprints in the dust. To the west you can see a mass of vines that composes the outer wall, while the path continues to the east through a line of tents and huts. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30811 10 10 5 D2 ~ ~ 0 -1 30817 10 10 5 D3 ~ ~ 0 -1 30813 10 10 5 -1 S #30813 Bend in Path~ The path bends here since the outer wall does. The path becomes narrow to the north, while to the east it widens out and continues for quite a while. ~ [Cedric] crank "looks to open gate" ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30814 10 10 5 D1 ~ ~ 0 -1 30812 10 10 5 -1 S #30814 Narrow Path along the Wall~ You are following a narrow path that flows between the wall on the west and the weaponcrafter on the east. The thorny wall looks recently trimmed, as there is a large pile of cut off vines here. ~ ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30750 10 10 5 D2 ~ ~ 0 -1 30813 10 10 5 E pile vines~ You see a large pile of vines that have been cut off of the wall. You think you see something move inside the pile. ~ A move~ vines pile~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #snake, ch ); mob = mob_in_room( 210, room ); if( mob ) attack( mob, ch, 0d0, "bite" ); else mload( 210, room ); } ~ E snake~ You move the pile of vines to the side, exposing a snake. ~ ! 0 0 0 -1 S #30815 Northwest Corner of Sos-Kul Square~ This is the northwest corner of the village's square. The ground is nothing but hard-packed earth that has been swept clean of dirt and debris. The border of the square is formed by an empty field to the north, and by a small hut to the west. To the southeast stands a squat well of stone. ~ *H ~ 301465665 1 5 0 D1 ~ ~ 0 -1 30772 10 10 5 D2 ~ ~ 0 -1 30768 10 10 5 E west hut~ You see a small hut made from mud and straw. It looks relativly unmaintained. ~ -1 S #30816 Southwest Corner of Sos-Kul Square~ This is the southwest corner of the village square. To the northeast, you see the entire square of Sos-Kul, with a well in the center. The corner of the village square is defined by the hut to the west, and a path to the south. The path leading south is very wide and leads up to the threshold of a bone-white mud hut. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30768 10 10 5 D1 ~ ~ 0 -1 30771 10 10 5 D2 ~ ~ 0 -1 30805 10 10 5 -1 S #30817 Leatherworker's Tent~ The tent itself is constructed of an array of tanned skins of different and exotic kinds. The fur was left on the inside, leaving the outside smooth and waterproof. To one side hangs a great Gr'ulsk skin, fur glinting scarlet in the firelight which casts the rest of the tent into warm comfort. ~ they? You don't have to do them now, but i would hope to see new interesting items in these shops. Add them over time if you want? Feelers removed. -Kiian. ~ 335024199 1 6 0 D0 ~ ~ 0 -1 30812 10 10 5 569 9 1509949540 3 0 2123 17 1509949470 -1 0 2080 17 1509949470 -1 0 2001 17 1509949480 -1 0 6 17 1509949490 -1 0 20 17 1509949460 -1 0 2180 17 1509949470 -1 0 2021 17 1509949540 -1 0 2041 17 1509949540 -1 0 2101 17 1509949540 -1 0 -1 S #30818 Northeast Corner of Sos-Kul Square~ This looks to be the northeast most part of a large area of hard-packed dirt used as the village's meeting square. A stone bench sits on the ground, offering its stony comfort to passerbys. A dirt path extends from the village square and runs north while to the west and south lie other parts of the meeting grounds. Southwest of here, you can see a short, stone well. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30851 10 10 5 D2 ~ ~ 0 -1 30770 10 10 5 D3 ~ ~ 0 -1 30772 10 10 5 E bench~ A plain stone bench. ~ 508 9 1509949540 3 0 501 17 1509949540 -2 0 -1 S #30819 Southeast Corner of Sos-Kul Square~ This looks to be the southeast corner of Sos-Kul's meeting square. Its corner is defined by a lone orphan of a hut to the east and a field of mud too muddy and liquid to pass through to the south. The village looks wetter the further east you go. A short well constructed from grey stone stands directly in the center of the square, to the northwest. ~ *H ~ 301465665 1 9 0 D0 ~ ~ 0 -1 30770 10 10 5 D3 ~ ~ 0 -1 30771 10 10 5 A south | s~ ~ act_tochar( #mud, ch ); ~ E mud~ You decide against wading through the mud, as there is a dry path to the west that goes in the same direction. ~ ! 0 0 0 -1 S #30820 Huntmaster's tent~ This is where the people of the village come to barter for food caught by the hunters if they don't want to get their own. This is also where the hunters can come to drop off their kills for cleaning. ~ you need to add some "nice" and neat code in here for buying or trading food/else and for giving him dead animal corpses for him to "skin"/trade/barter for other corpses or to make skins (may want to use a cflag?) - D ~ 301469765 1 6 0 D0 ~ ~ 0 -1 30806 10 10 5 568 9 1509949540 3 0 437 17 1509949540 -1 0 -1 S #30821 Overgrown Field~ As you walk around, you sink in mud and ooze. You can see charred remains of a building that appears to have burnt down not too long ago. It is covered in places by tendrils of swamp plants, though, as the swamp has begun to reclaim territory here inside the walls. ~ ~ 301465664 2 9 0 D0 ~ ~ 0 -1 30807 10 10 5 -1 S #30822 Place of Visions~ The inside of the tent is covered with cloth, as if the vines grew around a large tent. In the center of the room is a small firepit, currently unlit. There is a flap to the east hanging in the exit to a smaller room. The surface of the tent has been painted with murals and writings depicting battles between men and fearsome creatures from the swamp, among other things. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 30810 10 10 5 D1 ~ ~ 0 -1 30827 10 10 5 E murals writings~ Upon looking closer you notice other details about the murals. The battles depicted are historic battles telling of the founding of the village. There are other murals telling of great hunts, and of the growing of the village wall. One mural catches your eye, it depicts a great disaster, buildings toppling, ground sinking back into the swamp, and the formation of the lake that almost engulfed the village. ~ A light~ 4 firepit pit~ act_tochar( #no, ch ); ~ E no~ You bend down to light the firepit and the master of visions comes over and stops you saying '@b@GThe pit must only be lit during a ceremony.@n' ~ ! 0 0 0 A 2 list sell~ ~ mob = mob_in_room( 579, room ); if( mob_in_room( 579, room ) ) tell( mob, ch, #no ); else continue; ~ E no~ I am not interested in buying or selling goods. ~ ! 0 0 0 579 9 1509949540 3 0 -1 S #30823 Tight Path Approaching a Towering Cliff~ A large, towering cliff can be seen sporadically through the vegetation that surrounds the beaten path that you are traipsing down. The cliff does not appear accessible currently due to the dense vegetation surrounding you, though it could possibley merge with the path further to the west. The vines and thistle that have been matted down into the spongy ground appear to be regaining their strength and once again beginning to overgrow this twisting path. ~ ~ 301465600 1 6 0 D1 ~ ~ 0 -1 30804 10 10 5 D3 ~ ~ 0 -1 30875 10 10 5 E vegetation vines plants~ Intertwined vines and thistle are meshed together creating the walls that surround this plowed path. The vegetation all appears to be quite healthy, thus the path you are on is in great danger of being overrun and consumed by the plants once again. ~ E cliff~ The cliff can only be seen in spots where the vegetation is slighty less sparse than the normal mesh. The cliff is not far away from your position, though it may as well be on the other side of the world, for it would take quite a feat to reach it from this spot. ~ -1 S #30824 Boneshaper's Hut~ This is the home of the boneshaper. He creates useful objects out of bones brought back by the hunters. He is evidently proud of his work, as there are many statues and other items carved from bone here. ~ how about writing mob descs that exceed one single line? ~ 301469767 1 5 0 D0 ~ ~ 0 -1 30805 10 10 5 567 9 1509949540 3 0 429 17 1509949490 -1 0 -1 S #30825 At Large Willow Tree~ The wall of thorns grows around this area, giving a large willow tree room to grow. The tree is very large and looks to be hundreds of years old. Branches hang overhead. Around the southern part of the tree, large bamboo shoots climb towards the sky. ~ branches/tree/willow rextras - D change "up" to climb tree? - D ~ 301465609 1 6 0 D0 ~ ~ 0 -1 30794 10 10 5 D1 ~ ~ 0 -1 30796 10 10 5 D4 ~ ~ 0 -1 30826 10 10 5 -1 S #30826 In the Willow Tree~ You are on a mass of branches in the willow tree. The tree is teeming with life. There are various kinds of animals up here. You are unable to see through the countless branches which hang down, but below, the ground seems dangerously far away. ~ ~ 301465609 1 6 0 D5 ~ ~ 0 -1 30825 10 10 5 420 9 1509949540 3 0 215 9 1509949540 3 0 -1 S #30827 Place of Visions~ This is a small alcove off of the main room. There is no roof here and you can see the sky. There is a much larger firepit as well as some benches set here, making it seem very peaceful. ~ ~ 301465665 1 6 0 D3 ~ ~ 0 -1 30822 10 10 5 A light | firepit fire pit~ ~ act_tochar( #no, ch ); ~ E no~ You bend down to light the firepit and the master of visions comes over and stops you saying '@b@GThis pit is only used for large ceremonies. If you wish to perform a ritual, use the firepit in the main room.@n' ~ ! 0 0 0 -1 S #30828 Outside the Walls of Sos-Kul~ You are walking down a narrow path that runs between the wall of Sos-Kul and the K'ssk swamp. The wall continues to the north, while to the south the path widens out. ~ ~ 301465608 1 6 0 D0 ~ ~ 0 -1 30829 10 10 5 D2 ~ ~ 0 -1 30791 10 10 5 -1 S #30829 Outside the Walls of Sos-Kul~ The path turns here to follow a curve in the outer wall. Suddenly, you notice that what you thought was vines growing over a wall of some kind is really just a woven tangle of vines. It seems that the vines themselves actually make up the wall of Sos-kul. ~ wall/vines rextra - D ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30830 10 10 5 D2 ~ ~ 0 -1 30828 10 10 5 -1 S #30830 Outside the Walls of Sos-Kul~ The path you are following continues along the wall surrounding Sos-kul. Opposite to the wall is K'ssk swamp. You are unable to see over or through the mass of vines which make up the wall surrounding Sos-kul. ~ ~ 301465608 1 6 0 D0 ~ ~ 0 -1 30831 10 10 5 D3 ~ ~ 0 -1 30829 10 10 5 -1 S #30831 Outside the Walls of Sos-Kul~ The swamp has cleared out to the north here allowing you your first glimpse of the tremendous cliff that rings the swamp valley to the north. A tight, twisting path has been plowed through the dense vegetation to the west. From a glimpse, it appears that the cut through the vines and weeds leads directly to a soaring cliff. To the south, Sos-kul stands like an island within the K'ssk swamp. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30832 10 10 5 D2 ~ ~ 0 -1 30830 10 10 5 D3 ~ ~ 0 -1 30804 10 10 5 -1 S #30832 Outside the Walls of Sos-Kul~ You are following a narrow path between the wall of Sos-Kul and the swamp. The swamp looks impenetrable, with all the vines hanging between the trees. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30833 10 10 5 D3 ~ ~ 0 -1 30831 10 10 5 -1 S #30833 Outside the Walls of Sos-Kul~ The path continues along between the swamp and the village wall. A little to the east, the wall turns north for some reason. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30834 10 10 5 D3 ~ ~ 0 -1 30832 10 10 5 218 9 1509949540 3 0 -1 S #30834 Outside the Walls of Sos-Kul~ The wall turns north here for some unknown reason. Maybe if you were on the other side of the wall you would know. Unfortunately, you are unable to peek a view through the vine wall which protects Sos-Kul from the encroaching swamp. ~ ~ 301465608 1 6 0 D0 ~ ~ 0 -1 30835 10 10 5 D3 ~ ~ 0 -1 30833 10 10 5 -1 S #30835 Outside the Walls of Sos-Kul~ The wall has become very straight to the east, running straight as an arrow for quite a distance. To the south, the path appears to wind its way between the wall and the swamp. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30836 10 10 5 D2 ~ ~ 0 -1 30834 10 10 5 -1 S #30836 Outside the Walls of Sos-Kul~ As you walk along, you notice that the swamp maintains a constant distance from the wall. It's almost as if someone or something keeps this path trimmed back. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30837 10 10 5 D3 ~ ~ 0 -1 30835 10 10 5 -1 S #30837 Outside the Walls of Sos-Kul~ The plants to the north are a little less dense here, allowing passage into the swamp. To the south, the wall with its intertwining vine branches is just as inpenetrable as ever. ~ [Lansharra] impenetrable [Lansharra] impenetrable north to raiders ~ 301465608 1 6 0 D0 ~ ~ 0 -1 31172 10 10 5 D1 ~ ~ 0 -1 30838 10 10 5 D3 ~ ~ 0 -1 30836 10 10 5 -1 S #30838 Outside the Walls of Sos-Kul~ The wall on the south is neatly trimmed and woven, but on the north side, the same type of thorny vines are quickly overtaking the rest of the plant life in the swamp. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30839 10 10 5 D3 ~ ~ 0 -1 30837 10 10 5 -1 S #30839 Outside the Walls of Sos-Kul~ The wall became extremely overgrown here at one point and managed to grow across the path. Now you are walking down a trampled path between two walls of neatly woven vines. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30840 10 10 5 D3 ~ ~ 0 -1 30838 10 10 5 -1 S #30840 Outside the Walls of Sos-Kul~ The vines that compose the wall have been neatly woven together here, almost like a basket. As a consequence, they grow into each other instead of out and over the path. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30841 10 10 5 D3 ~ ~ 0 -1 30839 10 10 5 -1 S #30841 Outside the Walls of Sos-Kul~ The wall has become very straight to the west, running straight as an arrow for quite a distance. It also bends to the south here, enclosing Sos-Kul within its enormous vine walls. The path trails along side the path in both directions. ~ ~ 301465608 1 6 0 D2 ~ ~ 0 -1 30842 10 10 5 D3 ~ ~ 0 -1 30840 10 10 5 -1 S #30842 Outside the Walls of Sos-Kul~ The wall turns north here, and seems to have thickened a bit. It is starting to look overgrown in areas, and could use a trim. You can barely see a small hole burrowing underneath the wall to the west. ~ be sure to fix the room down from here! - D whoever this belonged to, it really needed work. I touched it up just a bit to make it at least tollerable. -Talis ~ 301465608 1 6 0 D0 ~ ~ 0 -1 30841 10 10 5 D1 ~ ~ 0 -1 30843 10 10 5 D5 ~ ~ 234 -1 30845 10 10 5 E hole~ A small break in the wall where a little trickle of water snakes through the muck into the darkness beyond. If you aren't against squirming through the mire on the ground you could probably squirm through the hole. ~ A enter go crawl 2 squirm~ hole crack break~ act_tochar( #ch, ch ); act_notchar( #rm, ch ); transfer( ch, find_room( 30845 ) ); act_notchar( #arr, ch ); ~ E rm~ $n squeezes into the hole in the vines. ~ E ch~ You squeeze into the hole, gaining a few scratches in the process. ~ E arr~ $n comes crawling in from the hole under the wall. ~ ! 0 0 0 -1 S #30843 Outside the Walls of Sos-Kul~ This is a narrow path that follows the wall of the village. The swamp to your north looks dark and forbidding. You can hear the swamp life moving around in there, but you can't see anything but trees and vines. The path continues to the east and west. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 30844 10 10 5 D3 ~ ~ 0 -1 30842 10 10 5 -1 S #30844 Outside the Walls of Sos-Kul~ You are walking along a path that seems to follow the village wall of Sos-Kul. The wall continues to the east and west. In the distance to the east, you can see a mirror smooth lake. ~ ~ 301465608 1 6 0 D1 ~ ~ 0 -1 31085 10 10 5 D3 ~ ~ 0 -1 30843 10 10 5 -1 S #30845 In a Den Within The Wall of Sos-Kul~ You are in a small den that exists within the walls of Sos-Kul. Apparently, some large animal has taken up residence here. A small trickle of water runs straight through the middle of the den. A hole in the wall apears to be the only means of exit. ~ water, den rextras - D aedit drink water - D aedit cli up or up - D i put a rudimentary action here...you need to fix it - D ~ 301596684 1 4 0 D4 ~ ~ 234 -1 30842 10 10 5 E hole exit~ A narrow break in the wall low to the ground. To squeeze through it you would need to crawl through the muck that covers the floor. ~ A 2 squeeze 2 squirm crawl go~ 1 up hole out exit~ act_tochar( #climbing, ch ); act_notchar( #rclimbing, ch ); transfer( ch, find_room( 30842 ) ); act_notchar( #arr, ch ); ~ E climbing~ You squeeze back through the hole in the wall, thoroughly covering yourself in the muck and mire in the process. ~ E rclimbing~ $n squeezes back through the hole in the wall, getting $mself thoroughly covered in the muck and the mire in the process. ~ E arr~ $n, completed soiled in dripping mire, comes squirming out of a hole in the wall. ~ ! 0 0 0 15 9 1509949540 3 0 -1 S #30846 Muddy Path~ You are in a little muddy spot between the huts. There are mud huts in all directions except north. The huts are well made, and to the south the hut looks a little strange. Looking closer you see the outside of the hut is straw, held close to the underlying mud with an old net. ~ ~ 301465665 1 8 0 D0 ~ ~ 0 -1 30784 10 10 5 D1 ~ ~ 0 -1 30847 10 10 5 D2 ~ ~ 0 -1 30848 10 10 5 -1 S #30847 Fisherman's Home~ This is the home of one of the village fisherman. Fish are an important source of food for the village, so this man is highly regarded within the tribe. The fisherman is not here now, and must be out in the lake. ~ ~ 335020101 1 6 0 D3 ~ ~ 0 -1 30846 10 10 5 -1 S #30848 Netmaker's hut.~ This hut is very well made, with smoothed walls and a hard packed floor. There are a few nets of varying sizes here, used for fishing and trapping. The nets vary in size from small ones that could only catch a fish, to huge ones that could be strung through the swamp to catch passing animals. ~ ~ 335020101 1 6 0 D0 ~ ~ 0 -1 30846 10 10 5 589 9 1509949540 3 0 -1 S #30849 Run-down Building~ Though constructed from sheets of wood and logs split in half, this abode has the look of long being abandoned. Its only door has been torn off its hinges and hangs limply off the building's exterior just to the south. If there were ever any furniture within the building, it has long been carried off. The house has a definite slant to the north. There is an adjacent chamber to the north that appears to be partly flooded with water. ~ *H ~ 301465673 1 6 0 D0 ~ ~ 0 -1 30850 10 10 5 D2 ~ ~ 0 -1 30784 10 10 5 E trash~ Pieces of ripped paper and debris from the swamp that have blown in the open door. ~ E 1 north~ A plain wooden door.~ -1 S #30850 Abandoned house~ This is obviously the source of the smell in the house. Parts of corpses in various states of decay are scattered about the room. In the northen half of the room, the floor has fallen away to reveal a dark pool of water below. The pool surface is moving as if from a current, or perhaps something moving in it. ~ ~ 335020109 1 6 0 D2 door~ door~ 0 -1 30849 10 10 5 E floor~ The swamp has eaten away the floor supports and the northern section has fallen into a dark pool of water. ~ E pool~ The pool of water in the north half of the room roils as if a current pushes it, or something is moving about just below the surface. ~ E corpses~ Parts of some unrecognizable animals are scattered about showing LARGE teethmarks in them. ~ E 1 south~ A plain wooden door.~ A ~ ~ if( !is_fighting( ch ) ) { if( rflag( reset0, room ) ) { junk_mob( mob_in_room(607, room )); wait( 5 ); send_to_room( #critter, room ); mob = mload(607, room ); remove_rflag( reset0, room ); if( find_stat( ch, level ) < 90 ) attack( mob, ch, 4d4, "vicious bite"); end; } } ~ E critter~ A monstrous crocodile explodes from the pool!!! ~ ! 1 0 4 -1 S #30851 Dirt Path~ This path leads off to the east through a maze of huts and tents. There are tents inhabited by Lizardmen families along the path. The families share a cooking fire in a ring of rocks set up between the tents. ~ re-write [Rastralcaz] 2nd line Lizardmen -> Lizardman, I think. Depends on your preference in grammar I believe. ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30852 10 10 5 D2 ~ ~ 0 -1 30818 10 10 5 E fire~ A small cooking fire is burning in a protective ring of stones between the tents. A spit is set up for cooking over the fire. ~ E tents~ The tents along the path are the temporary structures common to the lizardmen. They are made of skins of the Sosstas, large animals that eat the swamp plants. Children play in and around the tents, and their parents go about the business of living. ~ -1 S #30852 Dirt Path~ The path bends to the north here. To the north the path goes further into low areas, becoming muddy and squishy underfoot. The town center is to the west and south along the path and there are tents along the path on the way there. ~ ~ 301465664 2 9 0 D0 ~ ~ 0 -1 30854 10 10 5 D3 ~ ~ 0 -1 30851 10 10 5 -1 S #30853 End of path~ The path comes to an end here, in the middle of nowhere. To the north, through the trees you can see the thorn wall. There are trees about you, thinly clumped in the soft muddy ground. ~ ~ 301465664 3 9 0 D1 ~ ~ 0 -1 30854 10 10 5 E trees~ The trees have dark, rough bark and gnarled branches. The needles are flattened and sharp and hurt when brushed up against. ~ 107 9 1509949540 3 0 -1 S #30854 Intersection Among Tents~ You have come to an intersection in the paths that wind through the tents in this part of town. There are few tents here, and the trees grow closer together. To the north you can just make out the village wall past the tents and trees. ~ tents? what tents? describe them perhaps, rather than have them pop out of nowhere. ~ 301465664 3 9 0 D1 ~ ~ 0 -1 30859 10 10 5 D2 ~ ~ 0 -1 30852 10 10 5 D3 ~ ~ 0 -1 30853 10 10 5 107 9 1509949540 3 0 -1 S #30859 Dirt trail~ There are no more tents here and no citizens pass by the area, as if something scares them away. The path continues east and west from here. To the south is a door that is an entrance to what might be a small hut. Small creatures flit from tree to tree just out of your vision. You feel like you are being watched. ~ ~ 301465664 3 9 0 D1 ~ ~ 0 -1 30860 10 10 5 D2 door~ door~ 131 -1 30861 10 10 5 D3 ~ ~ 0 -1 30854 10 10 5 -1 S #30860 Muddy Shore~ The path you have been following ends here at a pool of water. Across the water you see the outer village wall rising up through the pool. Not many people have set up tents around here, probably due to the moistness of the ground. ~ ~ 301465664 3 9 0 D3 ~ ~ 0 -1 30859 10 10 5 E wall~ Across the water you can see a thorny mass of plants grown together to form a wall. ~ E pool~ A pool of muddy water lies before you. It roils occasionally like something swim about under its surface. ~ A east e~ ~ send_to_char( #e, ch ); ~ E e~ You quickly get lost in the trackless trees. You wander for a few minutes under the dark branches as the trees seem to mock you. Suddenly, you stumble out of the trees onto the very same spot you left and count yourself lucky. ~ ! 0 0 0 -1 S #30861 A Small Hut~ This small hut is cluttered with junk, various odds and ends collected by an obvious packrat. A small table sits in the corner of the room with some strange device made of pulleys and strings on it. There is a sleeping pallet in another corner. The only exit is the door to the north. ~ It is hard to justify or imagine an old lizardman's hand attacks doing that much damage. *H *H ~ 301465665 0 6 0 D0 door~ door~ 131 -1 30859 10 10 5 E junk~ Peices of metal, wheels, pulleys, scraps of cloth and paper lay scattered on the floor and every possible flat surface. There is nothing that seems of value in the junk. ~ E table~ The table is a simple wooden table with some strange device on it. ~ E device~ The device is a framework with pulleys and gears and strings connecting them all. It is like nothing you've ever seen before, and has no obvious purpose. It appears to be very fragile. ~ A take get touch~ device~ send_to_room( #device, room ); ~ E device~ The device looks so precarious and fragile, you decide you better not touch it. ~ ! 0 0 0 A ~ ~ set_rflag( reset0, room ); continue; ~ ! 3 0 1 604 9 1509949540 3 0 -1 S #30862 Small Path~ A small path leads in from a road to the west and continues about its way to the east. A large patch of ground to the north looks very muddy. Piles of dirt have been dumped over part of the patch in an apparent attempt to make the muddy area drier. Rotten branches cover the small path, providing traction through the mud. ~ ~ 301465665 1 8 0 D1 ~ ~ 0 -1 30863 10 10 5 D3 ~ ~ 0 -1 30773 10 10 5 -1 S #30863 Small Path~ Cut branches pave a small path that stretches west to east here. They alone would prevent slippage in the mud, which looks quite deep. The path ends at the entrance to an old hut to the east, which leans to one side. To the west, in the distance, you can see the road which leads to the south gate. A muddy tend lies off the small path to the south. ~ *H ~ 301465673 1 8 0 D1 ~ ~ 0 -1 30864 10 10 5 D2 ~ ~ 0 -1 30865 10 10 5 D3 ~ ~ 0 -1 30862 10 10 5 452 9 1509949490 3 0 -1 S #30864 Small Hut~ This small mud hut has been built upon a single large rock. The only problem is, the rock appears to be sinking down into the muddy ground. Nevertheless, most of the hut's floor is dry and the ceiling looks quite well-built. A bolt of cloth made from woven hair rests in one corner of the hut and a small loom stands in another. Behind the loom is a short stool. Though the hut has no door, its only egress lies through its west wall. ~ *H ~ 335020101 1 6 0 D3 ~ ~ 0 -1 30863 10 10 5 A kill kil ki k~ old woman~ mob = mob_in_room( 607, room ); if( mob ) { act_tochar( #gesture, ch ); attack( mob, ch, 2d4, "bite"); wait( 5); mob = mob_in_room( 673, room ); if( mob ) attack( mob, ch, 2d4, "sharp claw"); } continue; ~ E gesture~ The old woman gestures and the crocodile leaps to attack you. ~ ! 0 0 0 673 9 1509949540 3 0 607 9 1509949540 3 0 -1 S #30865 Muddy Tent~ This animal hide tent has the look of being abandoned shortly after being pitched. The bottom of the tent has rotten way and is filled with mud. The only thing which is in good condition is a brass lantern, which hangs from the tent's one support pole. It looks as though the nearby lake rose in level and flooded the tent. A small pathway of mud and branches lies just to the north. ~ *H ~ 335020101 1 6 0 D0 ~ ~ 0 -1 30863 10 10 5 -1 S #30866 Muddy Path Along Village Wall~ This section of the wall is about five feet lower than the spot outside the gate to the west. The ground here is very muddy, as if it was recently flooded. The ground slopes down to the east, becoming even muddier. ~ ~ 301465608 1 9 0 D1 ~ ~ 0 -1 30867 10 10 5 D3 ~ ~ 0 -1 30789 10 10 5 -1 S #30867 Muddy Path Along Village Wall~ You are squishing through a trail of mud that squeezes between the village wall to the north, and the inpenetrable swamp to the south. The path looks like it widens out to the east. ~ ~ 301465608 1 9 0 D1 ~ ~ 0 -1 30868 10 10 5 D3 ~ ~ 0 -1 30866 10 10 5 -1 S #30868 Muddy Path Along Village Wall~ The path from the west widens out into a large plain of mud which continues to the northeast. Across the mud you can see the edge of a lake. There is tall grass growing in large clumps through the mud, looking very healthy. ~ ~ 301465608 1 9 0 D0 ~ ~ 0 -1 30869 10 10 5 D1 ~ ~ 0 -1 31052 10 10 5 D3 ~ ~ 0 -1 30867 10 10 5 E mud grass~ The grass is growing out of mounds in the mud, and reaches about 2 feet tall. ~ -1 S #30869 Muddy Path Along Village Wall~ The wall forms a corner here, hemming in this little patch of mud. You cringe at the smell of the mud as it wafts to your nose. Considering how deep the mud is, you would guess that the ground is just as muddy on the inside of the wall. ~ ~ 301465608 1 9 0 D1 ~ ~ 0 -1 31047 10 10 5 D2 ~ ~ 0 -1 30868 10 10 5 -1 S #30870 Overgrown Field~ Under Construction ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 30821 10 10 5 -1 S #30873 Sos-Kul Road~ Though not exactly straight, a wide road courses from west to east, like a meandering river. The surface of the road has been paved in mostly white, crushed rock. The road also appears to have a downward slope toward the east. An empty field of tall swamp grass grows thickly to the north. Just off of the paved road to the south stands a small mud hut. ~ *H ~ 301465665 1 9 0 D1 ~ ~ 0 -1 30760 10 10 5 D2 ~ ~ 0 -1 30759 10 10 5 D3 ~ ~ 0 -1 30755 10 10 5 -1 S #30874 Stone Storage Hut~ Slabs of cut stone lean against one another, creating a very sturdy and water-proof hut. A partition of stone devides the hut in two halves. A small window is cut into the partition, providing a way to conduct conversations or business with the stern lizardman behind it. A single stone bench rests on the hut's dirt floor. ~ *H *add banker ~ 335022149 0 5 0 D0 ~ ~ 0 -1 30811 10 10 5 E window hole wall~ Glancing through the window cut in the stone partition wall, you can see a lizardman on the otherside. Beyond him you can see piles of crates, barrels, bags and boxes. In one corner of the back room you can see a small table covered with clay tablets, presumably for record keeping purposes. ~ 1319 17 1509949540 -2 0 -1 S #30875 Tight Path Approaching a Towering Cliff~ The meandering path appears to be approaching a large cliff that can be occasionally seen through the dense vegetation. The vines and plants surrounding this path have begun to recapture the land that was taken away from them by whatever force plowed through here not so long ago. The path seems to widen as it approaches the cliffs to the west, and as it curves slightly to the east. ~ [Starshine] room size - really don't want horses here? thought by making the room smaller would make the rdes about the plants re-capturing the path make more sense. ~ 301465600 1 5 0 D1 ~ ~ 0 -1 30823 10 10 5 D3 ~ ~ 0 -1 30876 10 10 5 E cliff~ The cliff is nearly accessible through the tight mesh of vines that stands between you and the cliff. It seems to be quite clear that the path will lead to the base of the granite cliff. ~ E vegetation vines plants~ Intertwined vines and thistle are meshed together creating the walls that surround this plowed path. The vegetation all appears to be quite healthy, thus the path you are on is in great danger of being overrun and consumed by the plants once again. ~ -1 S #30876 Tight Path Alongside the Cliff Face~ The cliff walls now lie partially exposed through the dense vegetation that surrounds the path. A tight, curving path has been plowed through the vegetation, though the damaged vegetation now seems to be recovering and once again destroying the path alongside the cliffs. The path, just slightly larger then two horses walking abreast, continues to both the east and west. Soaring cliffs can be seen converging to the west, while the path disappears beneath shadows to the east. ~ ~ 301465600 1 6 0 D1 ~ ~ 0 -1 30875 10 10 5 D3 ~ ~ 0 -1 30877 10 10 5 E cliff wall~ The cliff is made mostly from what appears to be granite, thought streaks running through the rock hints at other minute amounts of minerals. Still partially blocked by the vines that line this path, the cliff does not appear to be anything other than a normal rock face. ~ E vegetation vines~ Intertwined vines and thistle are meshed together creating the walls that surround this plowed path. The vegetation all appears to be quite healthy, thus the path you are on is in great danger of being overrun and consumed by the plants once again. ~ -1 S #30877 Junction of Towering Cliffs~ You have come to the junction of two towering cliffs, barring your way in all directions, save a curving path to the east. A large horse drawn wagon sits at the foot of the cliffs, seemingly having come to rest due to a shattered wheel. The cliff to the north appears to have been damaged by some cataclysmic force, stress fractures covering the rocky heights in its entirety. Mysteriously though, the cliff face to the west does not have even a single noticeable blemish on its surface. The natural vegetation appears to be recovering from the damage of wagon wheels rolling over it, and in fact is now beginning to creep up and grow around the wagon itself. A deep crevice can be seen within the northern wall of the cliff, heading into darkness. ~ ~ 301465600 1 6 0 D1 ~ ~ 0 -1 30876 10 10 5 E crevice~ A tight, twisting crevice has been opened up in the cliff face to the north. The crevice appears to be large enough to traverse, though what lies beyond is not yet evident. ~ E vegetation vines plants~ Intertwined vines and thistle are meshed together creating the walls that surround this plowed path. The vegetation all appears to be quite healthy, thus the path you are on is in great danger of being overrun and consumed by the plants once again. ~ A enter~ door wagon~ act_tochar( #enter1, ch ); act_notchar( #enter2, ch ); transfer( ch, find_room( 67524 ) ); act_notchar( #arrival, ch ); ~ E enter1~ You step up and into the small living area of the wagon. ~ E enter2~ $n steps up and into the small living area of the wagon. ~ E arrival~ $n enters the room, having stepped through the small doorway. ~ ! 0 0 0 A enter~ crevice 1 northern cliff fracture~ act_tochar( #enter1, ch ); act_notchar( #enter2, ch ); wait( 2 ); transfer( ch, find_room( 67500 ) ); act_notchar( #arrival, ch ); ~ E enter1~ You crawl into the dark crevice in the cliff face and hope it is not a one-way trip. ~ E enter2~ $n crawls into the dark crevice in the cliff face. ~ E arrival~ Crawling forth on $s knees, $n emerges from the dark crevice. ~ ! 0 0 0 2983 17 1509949540 -2 0 -1 S #0