#AREA Ruined Mansion~ Merior~ Ruined Mansion~ 5 0 0 #ROOMS #41750 In the Mansion~ You stand in the deep shadows of a large, bare entry-way into a grand old mansion. You can see outlines on the wall where large paintings once hung, and battered sconces hang from the walls showing where torches once lit the room. The light cannot reach the high ceiling, and you wonder just what you can't see up there in the shadows. You can just barely make out exits to the east, south, and west; it's impossible to see what's ahead to the north. ~ ~ 335020101 0 5 0 D0 ~ ~ 0 -1 41758 10 10 5 D1 ~ ~ 0 -1 41752 10 10 5 D2 wooden door~ 'wooden door' door~ 131 -1 40582 10 10 5 D3 ~ ~ 0 -1 41751 10 10 5 D4 ~ ~ 0 -1 41755 10 10 5 A none~ none~ ~ E to_char~ As you open the door, it creaks. ~ E to_room~ The door creaks as $n opens it. ~ ! 8 2 0 A search~ ~ act_tochar( #search, ch ); ~ E search~ @GYou cannot see what lies ahead in any direction.@n ~ ! 0 0 0 896 9 1509949540 3 0 2524 9 1509949540 3 0 -1 S #41751 In the Mansion~ The room is dominated by the remains of a large, mahagony table, with fragments of at least a dozen massive chairs. On the walls are shreds of a tapestry that once cost a king's ransom. The owner of this house must have had significant finances to have owned such furniture. Now his mansion is but a large eyesore. ~ ~ 335020036 0 5 0 D0 ~ ~ 0 -1 41756 10 10 5 D1 ~ ~ 0 -1 41750 10 10 5 E tapestry~ A large, hand-woven tapestry hangs on the wall in shreds. One corner depicts a brave knight in armor mounting a warhorse. Another remaining portion of the tapestry shows the same knight in battle. ~ E mahogany large~ A large, mahagony table lies on the floor in several pieces. Ornate carving decorates the remaining legs. ~ A get take move~ mahogany table~ act_tochar( #search, ch ); ~ E search~ @GThe table would require several strong ogres to move it.@n ~ ! 0 0 0 896 9 1509949540 3 0 -1 S #41752 In the Mansion~ This large room was once distinguished by large glass windows surrounded by ornamental curtains. Now, tattered shreds of linen remain outlining board-covered apertures, and bits of glass litter the floor. Scattered piles of wood are strewn about the floor, perhaps representing what was once fine furniture. There is no sign of exactly what caused this total devastation, but it clearly must have been a vast horde of something. ~ [Rue] r ~ 335020036 0 5 0 D0 ~ ~ 0 -1 41753 10 10 5 D3 ~ ~ 0 -1 41750 10 10 5 E curtains~ The curtains are now shreds of linen, with many colors of thread running through them. Once they may have had pictures of many mythical animals woven into them; now only a few body parts remain. ~ E wood~ Several large piles of wood lay strewn about on the floor. These piles are not neat, ordered ones made intentionally, but look rather as if a giant creature had flattened out a wooden structure about the size of a bench. ~ A search~ furniture broken piles wood~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou search through the shattered remnants of the furniture, but find nothing.@n ~ E rmsearch~ @G$n searches the piles of broken furniture.@n ~ ! 0 0 0 -1 S #41753 In the Mansion~ This small room looks like it might have once been the cozy gathering place for the family. The small fireplace could easily have provided warmth to the room; large windows now broken would have provided light on even the darkest of days. A small rocking horse sits in the corner, overlooked by the destroyers, and quietly rocks itself in mourning. ~ ~ 335020036 0 5 0 D2 ~ ~ 0 -1 41752 10 10 5 D3 ~ ~ 0 -1 41758 10 10 5 E rocking horse~ A small, wooden rocking horse rocks back and forth, disturbing the stillness. It has a dark brown mane, and is painted a chestnut brown. ~ E fireplace~ A small fireplace of dark red brick lies against the east wall of the house. The grate is filled with cold ashes, making the room seem even colder than the rest of the house. ~ E windows~ Large south-facing windows lie glassless and open, letting the air and elements into the room. Ranging gardens, now bare and dying, lie directly within view. ~ A touch push move~ rocking horse~ obj = obj_in_room( 1184, room ); if( !obj ) continue; else { act_tochar( #chup, ch ); act_notchar( #rup, ch ); } ~ E rup~ As $n touches the rocking horse, it begins to sadly rock. ~ E chup~ As you touch the rocking horse, it begins to sadly rock. ~ ! 0 0 0 A ride sit~ rocking horse~ obj = obj_in_room( 1184, room ); if( !obj ) continue; else { act_tochar( #chup, ch ); act_notchar( #rup, ch ); } ~ E chup~ As you start to mount the beast, you realize that you are far too large and would break it. ~ E rup~ $n starts to mount the horse, then stops. ~ ! 0 0 0 897 9 1509949540 3 0 1184 17 1509949540 -2 0 -1 S #41754 West Wing~ The western wall of the hallway is dominated by a large, jagged hole. Something, or someone, very strong must have been in a desperate hurry to have made such a crater. ~ ~ 335020036 0 5 0 D0 ~ ~ 0 -1 41759 10 10 5 D1 ~ ~ 0 -1 41755 10 10 5 D2 ~ ~ 0 -1 41760 10 10 5 E hole west crater~ The rough edges of the hole trace the outline of a humanoid body. The lack of rubble on the floor makes it likely that someone pushed their way out in a moment of panic. ~ A touch push move~ corpse~ obj = obj_in_room( 419, room ); if( !obj ) continue; else { act_tochar( #chup, ch ); act_notchar( #rup, ch ); junk_obj( obj ); mob = mload( 898, room ); attack_weapon( mob, ch, 1d4, "bloody fist" ); } ~ E rup~ As $n disturbs the corpse, the orc rises to fight. ~ E chup~ Having disturbed its corpse, the orc rises to fight you. ~ E nocorpse~ You don't see one here. ~ ! 0 0 0 A enter~ hole~ send_to_char( #enter, ch ); ~ E enter~ That doesn't seem to be something you can enter. ~ ! 0 0 0 A enter~ hole~ act_tochar( #search, ch ); ~ E search~ @GBefore you enter the hole you have the foresight to look out of it and see that you would fall out of the building. Using what little brainpower you have, you decide against it.@n ~ ! 0 0 0 419 17 1509949540 -2 0 -1 S #41755 Upstairs Hall~ A large hallway runs along the entire length of the mansion in an east-west direction. Several blackened shapes appear in both directions. It is impossible to tell whether these are doors or large creatures waiting to greet you. Small stairs lead upward into the attic. ~ ~ 335020044 0 5 0 D1 ~ ~ 0 -1 41764 10 10 5 D3 ~ ~ 0 -1 41754 10 10 5 D4 ~ ~ 0 -1 41761 10 10 5 D5 ~ ~ 0 -1 41750 10 10 5 -1 S #41756 In the Mansion~ The turning spit in the fireplace, coupled with assorted pots and pans still hanging from the wall, indicates that this dark spot was once the kitchen. In one corner is an orc-sized corpse still holding a pewter mug in one hand. The floors are covered with broken plates and glasses, as well as partially chewed bones from surprisingly human-sized animals. On the floor you can just barely make out the shape of a door leading down. ~ [Rue] r ~ 335020036 0 5 0 D1 ~ ~ 0 -1 41758 10 10 5 D2 ~ ~ 0 -1 41751 10 10 5 D5 trap door~ 'trap door' door down~ 131 -1 41757 10 10 5 E fireplace~ The large fireplace is made of large, mismatched stones. A spit lies across the cold ashes, piercing several bare carcasses of some type of large bird. ~ E door~ The outline of a trapdoor with a worn handle can be seen in the corner of the room. ~ E carcass bird~ The bare carcasses of several chickens are still stuck on the turning spit over the fireplace. It appears that the invaders pulled off the wings and legs, but left the remainder of the meat to rot. ~ E corpse~ An orc-sized corpse, still wearing colorful rags, is propped in the corner of the room. He holds a pewter mug in one hand, and a chicken leg in the other. Death appears to have taken him quite peacefully as he gorged himself on the kitchen's bounty. ~ A take get~ mug cup~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou try and pry the mug from the corpse, but the hand is frozen in a death-grip around it.@n ~ E rmsearch~ @G$n tries unsuccessfully to pry the mug from the hand of the corpse.@n ~ ! 0 0 0 A get take~ carcasses birds~ act_tochar( #search, ch ); ~ E search~ @GThe rotting birds are firmly embedded on the spit, you cannot take them off.@n ~ ! 0 0 0 A search~ bones plates glasses broken~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou search through the junk on the floor, but find nothing of value.@n ~ E rmsearch~ @G$n searches through the trash on the floor.@n ~ ! 0 0 0 A search~ corpse orc~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou quickly search the dead body, but find nothing aside from the mug in its hands.@n ~ E rmsearch~ @G$n searches the corpse.@n ~ ! 0 0 0 907 9 1509949540 3 0 -1 S #41757 Larder~ With a whiff of the air, it is easy to determine that this portion of the cellar was once used for storing fruits and vegetables, as well as meat. Several large crates are piled in one corner, and have previously been opened and inspected. Nothing of value appears to remain. ~ [Rue] r ~ 335020036 0 5 0 D4 trap door~ 'trap door' door up~ 131 -1 41756 10 10 5 E crates~ Several large crates of rotting food lie scattered about the kitchen. What might have once been the cook's supply of vegetables is now a pile of goo covered with grubs and strange-looking insects. ~ A search~ crates~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou rifle quickly through the crates, but find nothing of value.@n ~ E rmsearch~ @G$n searches the crates quickly.@n ~ ! 0 0 0 907 9 1509949540 3 0 907 9 1509949540 3 0 2524 9 1509949540 3 0 -1 S #41758 In the Mansion~ The original purpose of this room is not at all easy to determine. Splintered bits of wood indicate that there was once a significant amount of furniture here, but little decoration. The large number of papers scattered about on the floor, along with mud-stained ledgers make it likely that business was once conducted in this room. A single painting once hung on the dark wall, and has left a dark outline. The wood in one corner of the room looks a little different from the rest of the bare planks. ~ the dark wood is a trap door leading down [Lence] ghost [Lence] ghost [Lence] ghost ~ 335020036 0 5 0 D1 ~ ~ 0 -1 41753 10 10 5 D2 ~ ~ 0 -1 41750 10 10 5 D3 ~ ~ 0 -1 41756 10 10 5 D5 trap door~ 'trap door' door down~ 131 -1 41767 10 10 5 E wall painting~ You see the outline of a painting that once hung on the wall. The wall is darker where the painting once was. ~ E floor wood~ The wood in the northeast corner of the floor is just a little bit darker than the rest. Upon closer examination, it appears that it might be concealing a door. ~ E ledger paper~ The ledgers and papers contain accounting information regarding bank accounts of Chiiron's leading citizens. Several names and account balances are circled, as if the possessor of this papers wished to highlight them for future use. ~ 900 9 1509949540 3 0 -1 S #41759 Upstairs Room~ If the ruined furniture is any indication as to its use, this small room was once a child's room. The headless, naked doll, and broken, tiny teacups indicate that this was once a young girl's room. Nothing else identifiable remains intact. ~ ~ 335020032 0 5 0 D2 ~ ~ 0 -1 41754 10 10 5 E doll~ A large doll wearing a blue dress lies in a heap on the floor. Several feet away is the blond-haired head of the doll. ~ 897 9 1509949540 3 0 -1 S #41760 Upstairs Room~ This once might have been called the blue room, for everything remaining here is painted a soft light blue. Of course, the blue doesn't quite match the splotches of a dark, reddish-brown that mar the walls and ceiling. Most of a bed remains here, though its furnishings are ripped to shreds. ~ ~ 335020032 0 5 0 D0 ~ ~ 0 -1 41754 10 10 5 E walls ceiling~ The walls and ceiling are painted in a shade of blue much like the sky after a bright sunrise. Large dark, reddish-brown splotches apppear randomly about them, almost as if a painter took a giant paintbrush filled with paint and splattered it about. ~ E splotches~ The large blobs of reddish-brown look just like dried blood. For something to have made such a large puddle of the stuff, the whole animal must have been ripped apart in a single pull. ~ A touch examine search~ bed~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #chup, ch ); act_notchar( #rup, ch ); mob = mload( 1, room ); attack_weapon( mob, ch, 1d4, "forked tongue" ); } else act_tochar( #notin, ch ); ~ E notin~ There is nothing under the bed. ~ E rup~ Suddenly a snake rises to attack $n! ~ E chup~ Suddenly a snake rises up to attack you! ~ ! 0 0 0 1201 17 1509949540 -2 0 -1 S #41761 Attic~ A tiny window built in the attic wall provides a view of a miniscule bit of the sky. It must not have been built for viewing, but rather to simply admit just a tiny bit of light for those accessing this room. ~ ~ 335020036 0 4 0 D1 ~ ~ 0 -1 41762 10 10 5 D3 ~ ~ 0 -1 41763 10 10 5 D5 ~ ~ 0 -1 41755 10 10 5 A open~ window~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GThe tiny window refuses to open.@n ~ E rmsearch~ @G$n tries unsuccesfully to open the window.@n ~ ! 0 0 0 896 9 1509949540 3 0 2524 9 1509949540 3 0 -1 S #41762 Attic~ The attic continues here from the west. This portion contains many crates, though their contents are no longer recognizeable. Whoever ransacked this house appears to have done a very thorough job up here. ~ ~ 335020036 0 4 0 D3 ~ ~ 0 -1 41761 10 10 5 E crates~ Several large wooden crates have been hacked open, and their contents strewn about the room. It is difficult to tell what any of them might once have contained, for all of the pieces seem to have been hacked into little, tiny pieces. ~ A open touch push move~ crate box~ mob = mob_in_room( 913, room ); if( !mob ) continue; act_tochar( #chup, ch ); act_notchar( #rup, ch ); attack( mob, ch, 2d4, "right plank" ); ~ E rup~ A crate suddenly comes to life and attacks $n! ~ E chup~ A crate suddenly comes to life and attacks you! ~ ! 0 0 0 A 1 look~ wooden box~ mob = mob_in_room( 913, room ); if( !mob ) continue; send_to_char( #look, ch ); ~ E look~ A large, wooden box hides quietly in the corner. It seems almost to be watching your every move, as if waiting to pounce. ~ ! 0 0 22 896 9 1509949540 3 0 59 9 1509949540 3 0 59 9 1509949540 3 0 913 9 1509949540 3 0 -1 S #41763 Attic~ A small window in the west wall of the attic provides a view of the ground of the mansion. This portion of the attic contains old records from the master of the house, records which may give a clue as to the cause of the destruction of his home. ~ ~ 335020036 0 4 0 D1 ~ ~ 0 -1 41761 10 10 5 E records box papers~ The handwriting on the browned papers is almost illegible. The signature on one of the slips of paper can just be read: Elias Frobund, Banker ~ A open~ small window~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GThe tiny window refuses to open.@n ~ E rmsearch~ @G$n tries to open the window with no success.@n ~ ! 0 0 0 896 9 1509949540 3 0 896 9 1509949540 3 0 59 9 1509949540 3 0 -1 S #41764 Upstairs Hall~ The eastern portion of the hallway is quite bare, and its only features are the remains of doors to the north and south. If the owner spent money on decorating here, all such signs are gone. ~ ~ 335020036 0 5 0 D0 ~ ~ 1 -1 41765 10 10 5 D2 ~ ~ 1 -1 41766 10 10 5 D3 ~ ~ 0 -1 41755 10 10 5 906 9 1509949540 3 0 -1 S #41765 Upstairs Room~ A large bed, with broken canopy and shredded curtains, stands against the north wall. A fireplace, surrounded by colored tile, shows the owner's desire to follow current fashions. Now, however, there is nothing remaining to be proud of - or any sign of anyone who would care. ~ [Rue] r ~ 335020032 0 5 0 D2 ~ ~ 1 -1 41764 10 10 5 E bed~ A large heap of wood and cloth stands against the north wall of the room. It is just possible to recognize that this mound was once a large bed, with curtain canopy of rich red velvet. ~ E fireplace~ A large fireplace, surrounded by burgundy and gold tiles, stands in contrast to the surrounding shambles. ~ E tile~ Each tile contains a tiny painting depicting scenes of country gardens. Flowers, trees, birds, and other types of life found in a typical garden cover the colored tiles. One of the tiles appears to be loose. ~ A search~ fireplace~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou search the fireplace, but find nothing of value.@n ~ E rmsearch~ @G$n searches the fireplace.@n ~ ! 0 0 0 A ~ ~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou search the bed, but find northing of value.@n ~ E rmsearch~ @G$n searches the bed.@n ~ ! 0 0 0 896 9 1509949540 3 0 759 49 100 -2 0 1066 81 1509949455 -2 0 1067 80 1509949490 -2 0 983 81 1509949445 -2 0 -1 S #41766 Upstairs Room~ An empty crib stands in one corner of the room; standing next to it are the remnants of a bookcase with hand-painted picture books still sitting on the shelves. It seems that who- (or what-) ever destroyed this place wasn't interested in fine literature. Bits of dolls and hand-carved soldiers are scattered about, abandoned by their owners. ~ [Rue] r ~ 335020032 0 5 0 D0 ~ ~ 1 -1 41764 10 10 5 E books bookcase~ Most of a bookcase stands along the wall. In it are several lovely books covered with a thick layer of dust. ~ E crib~ The empty crib must once have been quite grand. Elaborate hand-carvings all around the rails show fine workmanship, and must have cost the buyer a pretty copper. ~ A search examine~ books bookcase~ if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { i = random( 1, 20 ); if( i == 1 ) { send_to_char( #yes_char, ch ); act_notchar( #yes_room, ch ); obj_to_char( oload( 1003 ), ch ); } if( i == 2 ) { act_tochar( #scroll1, ch ); act_notchar( #scroll2, ch ); obj_to_char( oload( 1000 ), ch ); } else { send_to_char( #no_char, ch ); act_notchar( #no_room, ch ); } remove_rflag( reset0, room ); } else { send_to_char( #no_char, ch ); act_notchar( #no_room, ch ); remove_rflag( reset0, room ); } ~ E yes_room~ $n rummages through the books finding a tattered scroll! ~ E yes_char~ You rummage through the books finding a tattered scroll! ~ E no_room~ $n rummages through the books but finds nothing of interest. ~ E no_char~ You rummage through the books finding nothing of interest. ~ E scroll1~ You search through the pile and find some type of scroll! ~ E scroll2~ $n searches through the pile and seems to find something! ~ ! 0 0 0 A take get~ books picturebooks~ act_tochar( #search, ch ); ~ E search~ @GAll the books are molded and stuck together, there is nothing worthwhile to take.@n ~ ! 0 0 0 A search~ crib~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou rummage around in the crib, but find nothing inside.@n ~ E rmsearch~ @G$n searches the crib.@n ~ ! 0 0 0 2524 9 1509949540 3 0 -1 S #41767 Cellar~ This cold, dank place seems to have been overlooked by the invaders, since it seems to have been bypassed during the ransacking of the rest of the house. Several intact boxes of papers lie on the ground, but this is not the place the owner stored his gold or jewels. You can hear rustling sounds coming from behind the boxes, and suspect that not quite everything here is dead. ~ the box contains the key to the safe remember to set repair levels, cost, durabilities on items didnt for these new ones since they were containers that don't move.. and a key ~ 335020032 0 5 0 D4 trapdoor~ 'trapdoor' door up~ 131 -1 41758 10 10 5 E papers~ The box of papers contains more bank statements pertaining to the Chiiron bank. These differ from those found elsewhere in that all of these citizens are now deceased, and died under mysterious circumstances. ~ 896 9 1509949540 3 0 896 9 1509949540 3 0 1126 49 1509949540 -2 0 1129 81 1509949465 -2 0 983 80 1509949515 -2 0 2524 9 1509949540 3 0 210 17 1509949490 -2 0 -1 S #0