#AREA The House of Jhessail~ Galen~ ~ 0 0 2 #ROOMS #63000 The Porch of a Large Townhouse~ You are on the front porch of a large townhouse. Steps lead north off of the porch and back to the dirt path. The front door of the townhouse lies to the south, and the latticework encloses the rest of the front porch. A typical porch swing has been secured to the left side of the porch, and moves slightly even without a breeze. Small planters, filled with daisies and tulips, sit along the porch. ~ [Merior] to a dirt path [Merior] knocker action [Merior] where does key repop? ~ 335020033 0 5 0 D0 ~ ~ 0 -1 1052 10 10 5 D2 front door~ front door~ 407 2503 63001 10 10 5 E front porch~ The porch is made out of wooden planks that have been nailed down to a frame. The white paint on the wood is now old and peeling. ~ E latticework~ The latticework is made of small strips of wood overlaying each other at an angle. The walls of the porch are formed by the latticework, closing it in yet still allowing an open feeling. Like the porch it also has a covering of old, white paint which is peeling. Looking outwards you can see a small yard. ~ E swing~ This old porch swing moves slightly, even without a breeze. Two old, rusty chains squeak as the swing is moved. Like the rest of the porch, it has a covering of old, white paint. ~ E planters daisies tulips~ There are four small planters on the porch, two on each side of the door. There is a mixture of daisies and tulips growing in each. Due to the lack of direct sunlight they are not doing well however, and dead leaves lie around each planter. ~ E front door~ This door is made out of thick, rigged planks of ironwood and banded together with what looks like adamantite. It looks to have cost a fortune to make. Embedded in the door is a large steel knocker, shaped in the face of bull with the ring going through its nose. ~ A sit~ swing~ act_tochar( #swing, ch ); act_notchar( #swing_r, ch ); ~ E swing~ You sit on the porch swing and push with your feet, causing it to sway back and forth gently. ~ E swing_r~ $n sits on the porch swing and swings back and forth for a while. ~ ! 0 0 0 -1 S #63001 A Small Foyer~ The air in this small room has a slight chill. The walls are covered in an expensive-looking wallpaper, and two small oil lamps have been mounted on the wall. The light from the two lamps is more than sufficient to brighten this room. The floor is totally covered by a thick, dark rug. To the east there is a small door, the front door is to the north, and you can see part of another room to the south. ~ This room is an entirely different room. ~ 335020037 0 5 0 D0 front door~ front door~ 407 2503 63000 10 10 5 D1 small door~ small door~ 131 -1 63002 6 10 5 D2 ~ ~ 0 -1 63003 10 10 5 E front door~ This door is made out of thick, rigid ironwood planks bound with adamantite. Two holes are placed in the door, they are about the right height for a human to look through. Oddly, you need a key to unlock and lock the door from this side as well as outside. ~ E wallpaper~ Upon this wallpaper is an intricate design of black, red, and gold lines. The sections have been matched up perfectly and reflect the light from the lamps very well. ~ E oil lamps~ These two oil lamps produce ample light for this room, even turned down as low as they are. Looking closely you see the reservoirs are almost full with a dark red oil. ~ E thick dark rug~ The rug on the floor appears to be made out of wool that has been dyed a dark red in the middle, upon which is woven a dragon's head inside of a circle. ~ E small~ This small door is made out of a single piece of fine Vaasa oak. A brass door knob is also evident. ~ A look~ holes hole~ if( is_open( find_room( 63001 ), north ) ) { act_tochar( #isopen, ch ); end; } act_tochar( #look, ch ); act_notchar( #look_r, ch ); mload( 1951, find_room( 63000 ) ); mob = mob_in_room( 1951, find_room( 63000 ) ); do_spell( eagle eye, ch, mob ); junk_mob( mob ); ~ E isopen~ It's pretty hard to look through the holes when the door is open. ~ E look~ You look through the holes in the door. ~ E look_r~ $n looks through the holes in the door. ~ ! 0 0 0 -1 S #63002 A Small Cloak Room~ Pegs and shelves line the walls of this small room. On the floor, set against the walls, are various pairs of boots. Hanging from the pegs and stuffed onto the shelves are various overgarments. A musty smell permeates the room, coming from the few damp garments. ~ [Merior] add garment to extra [Merior] i dont think ghosts should have a bash attack - particulary one that doesnt bash [Merior] lower marmor ~ 335020036 0 5 0 D3 small door~ small door~ 131 -1 63001 6 10 5 E pegs shelves~ A long row of pegs has been placed along the east wall, and shelves have been placed along the wall above the pegs. ~ E boots~ Different pairs of boots are lined up against the wall here. They are different sizes and of different styles. Most of the boots appear to be very old. The leather is worn and scuffed, and very stiff. ~ E overgarments~ Overgarments of various sizes and materials are hanging from the pegs here. Most of these cloaks, capes, and slickers are old and suffering from dry rot. Very few look like they would last more than a few hours out of this cloak room. ~ A search take~ boots~ act_tochar( #boots, ch ); act_notchar( #boots_r, ch ); ~ E boots~ You rummage through the boots but don't find any your size. ~ E boots_r~ $n rummages through the boots. ~ ! 0 0 0 A search take~ overgarments garments~ act_tochar( #stuff, ch ); act_notchar( #stuff_r, ch ); ~ E stuff~ You rummage through the garments but don't find any in useable condition. ~ E stuff_r~ $n rummages through the garments. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63003 A Large Living Room~ The air in this room has a definite chill to it. A small chandelier hangs from the ceiling, providing illumination for the entire room. Thick rugs cover the floor here, cushioning your steps. The walls and ceiling in this room have been painted a light blue color, causing the furniture to clash with it somewhat. ~ [Merior] couches dont rest at the center [Merior] furniture colors dont clash with light blue ~ 335020037 0 5 0 D0 ~ ~ 0 -1 63001 10 10 5 D1 ~ ~ 0 -1 63005 10 10 5 D3 ~ ~ 0 -1 63004 10 10 5 E couches~ The two couches are solid black in color, and appear to be made of velvet. ~ E small table~ This table is made of rosewood, and contrasts nicely with the couches. Its top is clear of any clutter, though covered with a fine layer of dust. ~ E chandelier~ The chandelier hanging from the ceiling is made of the finest crystal Long candles set into holders in the chandelier adequately light the room. ~ E thick rugs~ The rugs on the floor all have a black dragon's head centered on an unbelievably pure white background. Each rug is made of the finest combed wool. ~ 2711 17 1509949540 -2 0 2711 17 1509949540 -2 0 2309 17 1509949540 -2 0 -1 S #63004 A Small Stairwell~ This small room contains a large, wooden staircase. Secured to the west wall, the staircase rises to the second floor of this townhouse. Hanging from the second floor ceiling high above your head is an exquisite gold chandelier. A large, full-length mirror is mounted on the north wall. Despite the rugs on the floor, this room still has a distinct chilliness to it. ~ [Merior] this shouldnt still be called a townhouse - we arent in a town ~ 335020037 0 5 0 D1 ~ ~ 0 -1 63003 10 10 5 D4 ~ ~ 0 -1 63015 10 10 5 E large wooden staircase~ This large staircase appears to be made out of mahogany that has been stained a dark brown. A long, narrow rug has been placed on the stairs. ~ E gold chandelier~ This large chandelier appears to be made out of gold, from what you can see from here. The large white candles in the holders provide plenty of light for this room. ~ E mirror~ This large mirror shows your reflection in it. Beautiful, eh? ~ -1 S #63005 A Formal Dining Room~ A massive table dominates the center of this room. Along the table are eight large, comfortable-looking chairs. Despite the size of the table, the room is large enough for the chairs to be pulled out and used. The floor is bare wood, and polished to a high sheen. Candelabras are mounted on the walls, and black candles burn brightly in them. Various dishes and a vase sit upon the table. The walls are painted a deep burgundy here, matching nicely with the floor. ~ ~ 335020037 0 5 0 D2 ~ ~ 585 -1 63006 10 10 5 D3 ~ ~ 0 -1 63003 10 10 5 E massive table chairs~ This massive table is made out of some unidentifiable wood. There are eight place settings set out, one at each chair, and a vase of wilted flowers in the center. A fine coat of dust covers everything. ~ E floor bare wood~ This hardwood floor has been polished to such a high sheen that you can almost see your reflection in it. There is not a single rub or scratch mark on it. ~ E candelabras black candles~ These candelabras are made of stunning, flawless, white marble. The black candles that are burning produce a hot, blue flame. ~ A ~ ~ act_room( #sounds, ch ); ~ E sounds~ ~ ! 2 0 0 A get~ candle~ if( !rflag( reset0, room ) ) { act_tochar( #snap, ch ); act_notchar( #snap_r, ch ); end; } remove_rflag( reset0, room ); if( random( 1, 3 ) == 1 ) { act_tochar( #get, ch ); act_notchar( #get_r, ch ); obj_to_char( oload( 1282 ), ch ); end; } act_tochar( #snap, ch ); act_notchar( #snap_r, ch ); ~ E snap~ You try to get a candle but can't free one, and anymore pressure might snap it in half! ~ E snap_r~ $n tries to get a candle, but stops for some reason. ~ E get~ You get a black candle, after applying enough pressure to remove it from the candelabra. ~ E get_r~ $n gets a candle from a candelabra. ~ ! 0 0 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 466 17 1509949540 -2 0 -1 S #63006 An Emaculate Kitchen~ The air here is very chilly and dry. Against the south wall is a large marble sink, filled with some liquid. Cabinets and drawers line the east wall, and are extremely clean except for a small layer of dust. A large china cabinet stands against the west wall, with a cutting board next to it. The floor here is some type of ceramic tile, white in color. A large window to the south allows a glimpse at the backyard of this house, small though it may be. ~ [Merior] south action is buggy How is it buggy? Seems to work all right to myself and Rue. ~ 335020037 0 5 0 D0 ~ ~ 585 -1 63005 10 10 5 D2 back door~ back door~ 131 -1 63025 10 10 5 D3 ~ ~ 585 -1 63007 10 10 5 E large marble sink water~ This large sink is made out of medium grade white marble; there are quite a few black and grey streaks running through out the marble. A large pipe is hooked up to the back of it and comes in from the south wall, while another pipe hooked to the bottom leaves out the south wall. ~ E cabinets drawers~ These cabinets and drawers appear to be made of pine, and covered with a coat of white paint. However, for its age, the paint is in remarkably good shape. A thin layer of dust covers all of the cabinets and drawers. ~ E large china~ This cabinet is made out of beautiful redwood with a nice polish. Opening the glass doors reveals a stunning collection of costly china. ~ E cutting board~ This is the first item you have seen that is not totally clean; there is a large red stain in the middle of this cutting board. In the middle of ths stain a large cleaver sticks out of the board. ~ E cleaver~ This is a standard metal-bladed, wooden-handled meat cleaver. ~ E floor ceramic tile~ The tiles are laid out in a diamond shape, growing from one tile in the middle. The tiles are ceramic and colored a brilliant white. ~ E window backyard~ The window is a wooden-framed, single-paned sort common to this city. Glancing through it you see a patch of green grass, a single oak tree, and some bushes. ~ A search~ cabinets drawers~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); end; } if( is_open( room, south ) ) remove_rflag( status1, room ); remove_rflag( status0, room ); close( room, south ); close( room, west ); close( room, north ); remove_rflag( reset0, room ); act_tochar( #full, ch ); act_notchar( #full, ch ); wait( 2 ); act_room( #one, ch ); wait( 2 ); act_room( #two, ch ); wait( 1 ); loop( all_in_room ) { if( is_player( rch ) ) { i = 10d10+50; dam_message( rch, i, "the deadly assault" ); inflict( rch, mob, i, "animated kitchen utensils" ); if( random( 1, 5 ) == 1 ) { act_tochar( #pull, ch ); act_notchar( #pull_r, ch ); obj_to_char( oload( 1592 ), ch ); } } } set_rflag( status0, room ); if( !rflag( status1, room ) ) { set_rflag( status1, room ); open( room, south ); } open( room, north ); open( room, west ); ~ E empty~ You look through the cabinets and drawers but don't find anything useful. ~ E empty_r~ $n looks through the cabinets and drawers. ~ E full~ While looking through the cabinets and drawers a swarm of glowing knives, spoons, forks, and other utensils fly out! ~ E full_r~ As $n starts to search the cabinets and drawers a cloud of glowing utensils shoot forth! ~ E pull~ You grimace and pull a knife left by the swarm of animated utensils from your wounds. ~ E pull_r~ $n grimaces and pulls a knife from their wounds, ouch. ~ E one~ The mass of kitchen implements collect into two groups, one at each exit from the room. Their density keeps you from leaving the room, as they start to spin inwards, towards you! ~ E two~ After getting into position the utensils fly fowards and strike! ~ ! 0 0 0 A get~ cleaver~ act_tochar( #strain, ch ); act_notchar( #strain_r, ch ); ~ E strain~ You pull as hard as you can but the cleaver won't come free. ~ E strain_r~ $n strains until $s face turns bright red, but can not free the cleaver. ~ ! 0 0 0 A fill~ sink~ if( rflag( status0, room ) ) { act_tochar( #fill, ch ); act_notchar( #fill_r, ch ); obj_to_room( oload( 2779 ), room ); remove_rflag( status0, room ); end; } act_tochar( #isfull, ch ); ~ E fill~ You place a plug in the sink, turn a handle, and water quickly fills the sink. Once full, you shut off the flow of water. ~ E fill_r~ $n places the plug in the bottom of the sink, turns a handle, and water quickly fills the sink up. $e then shuts off the flow of water. ~ E isfull~ The sink is already full. ~ ! 0 0 0 A drain~ sink~ if( !rflag( status0, room ) ) { act_tochar( #drain, ch ); act_notchar( #drain_r, ch ); junk_obj( obj_in_room( 2779, room ) ); set_rflag( status0, room ); end; } act_tochar( #empty, ch ); ~ E drain~ Pulling the chain attatched to the top of the sink and the plug, you remove the plug from the hole in the bottom of the sink. In a matter of seconds all of the water is gone from the sink. ~ E drain_r~ $n pulls a chain attatched to the sink and plug, removing the plug from the hole in the bottom of the sink. In a matter of seconds the sink is empty. ~ E empty~ The sink is already empty. ~ ! 0 0 0 A open~ door s so sou sout south~ if( rflag( status0, room ) ) { if( !is_open( room, south ) ) { open( room, south ); act_tochar( #open, ch ); act_notchar( #open_r, ch ); end; } act_tochar( #already, ch ); end; } act_tochar( #nope, ch ); ~ E open~ You open the back door to the south. ~ E open_r~ $n opens the back door to the south. ~ E nope~ Various animate knifes, forks, spoons, and other utensils are blocking that exit. ~ E already~ It's already open. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63007 A Small, Dank Storage Room~ This room is filthy. The corners contain immense cobwebs, and the dust is very thick here. Boxes line the south wall, while sacks of food are stacked against the north wall. The west wall has a small hole in it, going as far back into the wall as you can see. The floor here is constructed out of uneven wooden planks. The paint covering the walls is a dark beige in color but was probably once pure white. The air in this room is extremely cold. ~ Planks are older because the vampires crypts were here for like 100 years, and they are part of the first structure to exist here. Just a little flavor. ~ 335020036 0 5 0 D1 ~ ~ 585 -1 63006 10 10 5 D3 wall~ wall~ 479 -1 63008 10 10 5 E boxes~ Markings cover the boxes, denoting food and perishables. ~ E sacks~ Spoiled and rotten grain fills all of the sacks you look at. Feeling around in the sacks reveals odd, hard lumps. ~ E floor planks~ These planks look like they were carved by hand from a pine tree. From the condition they are in you would guess they are also much older than the rest of the house. ~ A search~ sacks~ act_tochar( #search, ch ); act_notchar( #search_r, ch ); ~ E search~ You search through the sacks and find nothing but rotted grain. ~ E search_r~ $n searchs through the sacks. ~ ! 0 0 0 A search~ boxes~ act_tochar( #boxes, ch ); act_notchar( #boxes_r, ch ); ~ E boxes~ You search through the boxes, finding nothing but mold and rotten food. ~ E boxes_r~ $n searches through the boxes. ~ ! 0 0 0 A hit~ hole wall~ if( !is_open( room, west ) ) { act_tochar( #hit, ch ); act_notchar( #hit_r, ch ); i = 1d10; dam_message( ch, i, "the solid wall" ); inflict( ch, mob, i, "slamming into a wall" ); } act_tochar( #no, ch ); ~ E hit~ You slam your fist into the wall causing a few small cracks to appear, but you can tell they aren't that deep. Perhaps more force needs to be applied, like that found in a @Rball of fire@n. ~ E hit_r~ $n slams $s fist into the wall, but nothing happens. ~ E no~ You don't see that here. ~ ! 0 0 0 A cast~ fireball wall~ if( is_open( room, west ) ) { act_tochar( #open, ch ); end; } if( has_obj( 79, ch ) ) { if( find_skill( ch, fireball ) > 7) { modify_mana( ch, -40 ); act_tochar( #one, ch ); act_notchar( #one_r, ch ); wait( 1 ); act_tochar( #two, ch ); act_notchar( #two_r, ch ); wait( 1 ); act_room( #three, ch ); wait( 1 ); open( room, west ); act_tochar( #done, ch ); act_notchar( #done_r, ch ); junk_obj( has_obj( 79, ch ), 1 ); end; } if( find_skill( ch, fireball ) < 8) { modify_mana( ch, -40 ); act_tochar( #one, ch ); act_notchar( #one_r, ch ); wait( 1 ); act_tochar( #two, ch ); act_notchar( #two_r, ch ); wait( 1 ); act_room( #three, ch ); wait( 1 ); act_tochar( #fail, ch ); act_notchar( #fail_r, ch ); junk_obj( has_obj( 79, ch ), 1 ); end; } } act_tochar( #need, ch ); ~ E open~ The wall is no longer there, how do you plan to destroy it twice? ~ E one~ You incant a mystical phrase. ~ E one_r~ $n incants a mystical phrase. ~ E two~ Smoke pours from your hands as you rub them together. ~ E two_r~ Smoke pours from $n's hands as $e rubs them together. ~ E three~ A small piece of flint bursts into flames. ~ E done~ +++ You cast fireball. +++ The raging fireball slams into the west wall, causing it to shatter like cheap crystal! ~ E done_r~ $n casts fireball. $s raging fireball slams into the west wall, causing it to shatter like cheap crystal! ~ E need~ You need a piece of flint to cast 'fireball'. ~ E fail~ +++ You cast fireball. +++ You watch as your fireball slams into the wall and disappears, barely scorching it. Pathetic. ~ E fail_r~ $n casts fireball. $n's raging fireball slams into the wall and disappears, barely scorching it. Pathetic. ~ ! 0 0 0 A look~ cracks~ if( !is_open( room, west ) ) { act_tochar( #cracks, ch ); end; } act_tochar( #no, ch ); ~ E cracks~ There are many cracks radiating outwards from the hole, and they appear to go quite deep into the wall. Perhaps a very forceful hit will shatter the wall. ~ E no~ You don't see that here. ~ ! 0 0 0 A look~ hole w we wes west~ if( !is_open( room, west ) ) { act_tochar( #hole, ch ); end; } act_tochar( #open, ch ); ~ E hole~ A constant, chilling breeze pours out of the hole. Looking into the hole reveals nothing but the inside of a stone pipe as far as you can see. Small cracks radiate outwards from the hole, as if it was added after the wall was built and structural damage resulted from it's addition. ~ E open~ You don't see that here. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63008 Hidden Room~ This small room is nothing more than the head of stairs. The stone wall that once formed a barrier between this room and the room to the east lies shattered on the floor. Coming up from the stairwell is a strong, cold breeze. The walls and floor here are made of a dark, black stone. ~ No, the wall won't be shattered at reset, however, it's part of the area and players will see it correctly the first time, after that I figure they should understand. Also, how can I make an action to rewrite the rdesc based on status flags. ~ 335020037 0 5 0 D1 wall~ wall~ 479 -1 63007 10 10 5 D5 ~ ~ 0 -1 63009 10 10 5 E walls floor dark black stone~ The walls and floor here are constructed of an odd, black stone. The stone is extremely cold to touch, almost painfully so. ~ A cast~ fireball wall~ if( is_open( room, east ) ) { act_tochar( #open, ch ); end; } if( has_obj( 79, ch ) ) { if( find_skill( ch, fireball ) > 7) { modify_mana( ch, -40 ); act_tochar( #one, ch ); act_notchar( #one_r, ch ); wait( 1 ); act_tochar( #two, ch ); act_notchar( #two_r, ch ); wait( 1 ); act_room( #three, ch ); wait( 1 ); open( room, east ); act_tochar( #done, ch ); act_notchar( #done_r, ch ); junk_obj( has_obj( 79, ch ), 1 ); end; } if( find_skill( ch, fireball ) < 8) { modify_mana( ch, -40 ); act_tochar( #one, ch ); act_notchar( #one_r, ch ); wait( 1 ); act_tochar( #two, ch ); act_notchar( #two_r, ch ); wait( 1 ); act_room( #three, ch ); wait( 1 ); act_tochar( #fail, ch ); act_notchar( #fail_r, ch ); junk_obj( has_obj( 79, ch ), 1 ); end; } } act_tochar( #need, ch ); ~ E open~ The wall is no longer there, how do you plan to destroy it twice? ~ E one~ You incant a mystical phrase. ~ E one_r~ $n incants a mystical phrase. ~ E two~ Smoke pours from your hands as you rub them together. ~ E two_r~ Smoke pours from $n's hands as $e rubs them together. ~ E three~ A small piece of flint bursts into flames. ~ E done~ +++ You cast fireball. +++ The raging fireball slams into the west wall, causing it to shatter like cheap crystal! ~ E done_r~ $n casts fireball. $s raging fireball slams into the west wall, causing it to shatter like cheap crystal! ~ E fail~ +++ You cast fireball. +++ You watch as your fireball slams into the wall and disappears, barely scorching it. Pathetic. ~ E fail_r~ $n casts fireball. $n's raging fireball slams into the wall and disappears, barely scorching it. Pathetic. ~ E need~ You need a piece of flint to cast 'fireball'. ~ ! 0 0 0 A hit~ hole wall~ if( !is_open( room, east ) ) { act_tochar( #hit, ch ); act_notchar( #hit_r, ch ); i = 1d10; dam_message( ch, i, "the solid wall" ); inflict( ch, mob, i, "slamming into a wall" ); end; } act_tochar( #no, ch ); ~ E hit~ You slam your fist into the wall causing a few small cracks to appear, but you can tell they aren't that deep. Perhaps more force needs to be applied, like that found in a @Rball of fire@n. ~ E hit_r~ $n slams $s fist into the wall, but nothing happens. ~ E no~ There is no wall to the east, so how are you going to hit it? ~ ! 0 0 0 A look~ cracks~ if( !is_open( room, east ) ) { act_tochar( #cracks, ch ); end; } act_tochar( #open, ch ); ~ E cracks~ There are many cracks radiating outwards from the hole, and they appear to go quite deep into the wall. Perhaps a very forceful hit will shatter the wall. ~ E open~ You don't see that here. ~ ! 0 0 0 A look~ hole e ea eas east~ if( !is_open( room, east ) ) { act_tochar( #closed, ch ); end; } act_tochar( #open, ch ); ~ E closed~ A constant, chilling breeze moves through the hole. Looking into the hole reveals nothing but the inside of a stone pipe as far as you can see. Small cracks radiate outwards from the hole, as if it was added after the wall was built and structural damage resulted from it's addition. ~ E open~ You see a storage room to the east, with rubble between here and there. ~ ! 0 0 0 -1 S #63009 Cellar Stairwell~ Stone stairs descend from above, ending here. There is a hallway to the east. The walls and floor here are made of a dark, black stone. A brisk breeze blows in from the east, and up the stairs. Cold seems to emanate from the very stone itself. There is not a trace of dust anywhere. The walls, floor, and ceiling are slightly damp. ~ ~ 335151108 0 5 0 D1 ~ ~ 0 -1 63010 10 10 5 D4 ~ ~ 0 -1 63008 10 10 5 E stone walls~ Upon closer examination of the stone, you find it to be perfectly flat and smooth. It is slightly damp to the touch. A coldness seems to emanate from the very stone, or it could just be your imagination. ~ -1 S #63010 Dark Hallway in the Cellar~ This hallway is very dark, and very cold. You can see your breath whenever you exhale. The hallway leads off to the north and the west. In the gloom and shadow to the west the base of a staircase can barely be seen. All of the surfaces around you are made of some sort of dark, black stone. A strong, cold breeze blows from the north, sending a chill down your spine. ~ ~ 335151108 0 5 0 D0 ~ ~ 0 -1 63011 10 10 5 D3 ~ ~ 0 -1 63009 10 10 5 E walls stone~ Upon closer examination of the stone, you find it to be perfectly flat and smooth. It is slightly damp to the touch. A coldness seems to emanate from the very stone, or it could just be your imagination. ~ A ~ ~ act_tochar( #frost, ch ); act_notchar( #frost_r, ch ); ~ E frost~ You watch as your breath frosts in front of your face. ~ E frost_r~ $n's breath frosts in front of $s face. ~ ! 2 150 0 2798 49 1509949540 -2 0 66 81 1509949490 -2 0 -1 S #63011 By a Well at the Center of the Cellar~ This large room is made of a dark, black stone. The air here is very cold, and you can feel a strong breeze shooting out of the small well in the middle of the room. A hallway leads off to the south, and there is one door in each of the other walls. To the west is a silver door, east is a gold door, and north is an electrum door. There isn't a single trace of moisture in the air here. You can barely see rusted, iron sconces in each corner of this room. ~ The well is just blowing air out and you can't see water when you look at it, so why would someone try to drink from it? The pockets are extradimensonial space or something, like a bag of holding. Meaning they don't have to exist within the confines of a room on this plane of existance. Or something. The roses can be gotten by planting something in the back yard, near the oak tree. Haven't worked the particulars of this out just yet. 33.333...% chance they summon help. If you got jumped wouldn't you yell all the time? Three kinds of roses only ham things up I think, one is enough. Stuff is already to complex, heh. The well is the source for the cold wind that that the vampires use as a defense sort of. Just something to add to the atmosphere, didn't you ever see that House movie? :) ~ 335151108 0 5 0 D0 electrum door~ electrum door~ 131 -1 63014 10 10 5 D1 gold door~ gold door~ 131 -1 63013 10 10 5 D2 ~ ~ 0 -1 63010 10 10 5 D3 silver door~ silver door~ 131 -1 63012 10 10 5 E dark black stone~ Upon closer examination of the stone, you find it to be perfectly flat and smooth. It is slightly damp to the touch. A coldness seems to emanate from the very stone, or it could just be your imagination. ~ E well~ The well is nearly three feet wide, and goes down farther than you see. A fiercely cold wind blows out from the well, making it physically painful to actually look down into the well. ~ E rusted iron sconces~ All four of these sconces look extremely old; the rust has almost eaten through the metal completely. Unlit torches sit in each sconce. ~ E silver west~ This door is made of solid silver. There are many beautiful and mystical runes on the door, which seem to move in the corner of your eye. In the middle of the door is an odd indentation, shaped like a flower. ~ E gold east~ Light shines off of the solid gold door to the east. An engraving showing a large, stocky man kneeling over a corpse has been dug into the gold. In the middle of the door is an indentation which seems to be flower-shaped. ~ E north electrum~ The door to the north is made of the purest electrum. You can feel a strong force emanating from the metal of the door. Rubies have been inlaid into the door to form a large, glittering red circle. Inside the circle is the image of a human male, his skin inlaid with ivory, his eyes with emeralds, and his hair with obsidian. In the center of the man's torso is an indentation that is flower-shaped. ~ E indentation~ This indentation is shaped like a long stemed rose. Perhaps if you have one you could @Wattatch@n it to the proper door. ~ A attach~ silver~ if( has_obj( 2756, ch ) ) { if( rflag( status0, room ) ) { act_tochar( #place, ch ); act_notchar( #place_r, ch ); remove_rflag( status0, room ); junk_obj( has_obj( 2756, ch ), 1 ); acode( room, 4 ); end; } act_tochar( #full, ch ); end; } act_tochar( #no, ch ); ~ E place~ You place a @Wsilver rose@n into the indentation in the silver door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E place_r~ $n places a @Wsilver rose@n into the indentation in the silver door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E full~ There is already a rose in the indentation, how many do you think you can shove in there? ~ E no~ You don't have anything that will fit in the indentation. ~ ! 0 0 0 A attach~ gold~ if( has_obj( 2756, ch ) ) { if( rflag( status1, room ) ) { act_tochar( #place, ch ); act_notchar( #place_r, ch ); remove_rflag( status1, room ); junk_obj( has_obj( 2756, ch ), 1 ); acode( room, 5 ); end; } act_tochar( #full, ch ); end; } act_tochar( #no, ch ); ~ E place~ You place a @Wsilver rose@n into the indentation in the gold door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E place_r~ $n places a @Wsilver rose@n into the indentation in the gold door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E full~ There is already a rose in the indentation, how many do you think you can shove in there? ~ E no~ You don't have anything that will fit in the indentation. ~ ! 0 0 0 A attach~ electrum~ if( has_obj( 2756, ch ) ) { if( rflag( status2, room ) ) { act_tochar( #place, ch ); act_notchar( #place_r, ch ); remove_rflag( status2, room ); junk_obj( has_obj( 2756, ch ), 1 ); end; } act_tochar( #full, ch ); end; } act_tochar( #no, ch ); ~ E place~ You place a @Wsilver rose@n into the indentation in the electrum door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E place_r~ $n places a @Wsilver rose@n into the indentation in the electrum door. Slowly the rose starts to melt into the door, and there is a bright flash of pure white light from inside the room! ~ E full~ There is already a rose in the indentation, how many do you think you can shove in there? ~ E no~ You don't have anything that will fit in the indentation. ~ ! 0 0 0 A int1~ ~ wait( 100 ); set_rflag( status0, room ); act_room( #time, ch ); ~ E time~ Before your eyes the rose embedded in the @Wsilver door@n fades out of existance, perhaps the evil in this place destroyed it. ~ ! 0 0 0 A int2~ ~ wait( 100 ); set_rflag( status1, room ); act_room( #time, ch ); ~ E time~ Before your eyes the rose embedded in the @Ygold door@n fades out of existance, perhaps the evil in this place destroyed it. ~ ! 0 0 0 A int3~ ~ wait( 100 ); set_rflag( status2, room ); act_room( #time, ch ); ~ E time~ Before your eyes the rose embedded in the @Welectrum door@n fades out of existance, perhaps the evil in this place destroyed it. ~ ! 0 0 0 -1 S #63012 A Formal Burial Crypt~ This large room is quite clearly a formal burial crypt. In the middle of the room is a large, solid black coffin. The walls are the same dark, black stone as the rest of the area, but has been covered with many aged and fading tapestries. Candelabras stand in each corner, the candles in them lit and burning without producing smoke. An exquisite silver door adorns the east wall. ~ [Merior] why are people buried in the house? This part of the "house" is much older than the house. This is a crypt that has been around for alot longer than the house, and will be around alot longer. House is just camoflauge sort of. ~ 335151109 0 5 0 D1 silver door~ silver door~ 131 -1 63011 10 10 5 E coffin~ This large black coffin is made of flawless obsidian. The lid has a raised sculpture of a lovely woman on it. Her long hair falls softly around her slightly round face and down onto her shoulders. Her hands are clasped together in the middle of her chest. The lid to the coffin has no hinges but could probably be slid open by a rather strong person. ~ E tapestries tapestry~ Some of these tapestries appear to be hundreds of years old. They each depict different scenes, though they all have the same theme. In each tapestry someone is being kissed by a stunning human female. A small amount of faded red can be seen around her lips, making it appear as if her lips were stained by blood. ~ E candelabras~ Each of these four candelabras holds three candles. A dark red flame burns on each candle; however no smoke is given off nor does the candle seem to be shrinking at all. ~ 1821 9 1509949540 3 0 -1 S #63013 A Cluttered Burial Crypt~ This room reeks of death. A dozen or so corpses and skeletons have been thrown against the east wall, leaving red-brown splotches where they hit. In the middle of the room is a huge black-steel coffin. There is a sculpture of a man on the lid of it. You can see many small insects crawling over the corpses, adding to the gruesome scene before you. A huge axe has been secured to the north wall, its blade encrusted with dried blood. A large gold door lies to the west. ~ [Merior] existence - acode ? use assist group if he's calling friends (accidently deleted) ? ~ 335151108 0 5 0 D3 gold door~ gold door~ 131 -1 63011 10 10 5 E corpses skeletons~ These appear to be some of the missing townsfolk from Medienne. Each corpse has a two-pronged bite mark on it and the skeletons all have their necks snapped. The smell emanating from this pile of death is horrible. ~ E black steel coffin~ This coffin is made of solid steel that has been turned black through some unknown process. The lid shows the image of a powerful man. His face is cruel and he has a hooked nose. The rest of his body is quite muscular though. The muscles of the image seem to ripple with great force. His hands are clasped upon his chest. ~ E huge axe blade~ This axe seems to be made out of solid adamantite. The blood on the blade could be centuries old, it is almost black with age. Mithril bands secured into the rock wall hold the axe in place, and your best efforts can't even budge it. ~ A search~ corpses skeletons~ act_tochar( #search, ch ); act_notchar( #search_r, ch ); ~ E search~ You rummage through the pile of corpses and skeletons, finding nothing but rot and a very offensive odor. ~ E search_r~ $n rummages through the pile of corpses and skeletons. ~ ! 0 0 0 1809 9 1509949540 3 0 -1 S #63014 A Gold-Gilded Crypt~ Gold gilding covers everything you can see, excluding a huge sarcophagus in the middle of the room and the electrum door in the south wall. Extremely old, but well-preserved paintings line the walls. The shine of the gilding prevents you from seeing anything that might be beneath it. A solid electrum door is embedded into the south wall, with a strange picture made out of enlaid gems. ~ ~ 335151108 0 5 0 D2 electrum door~ electrum door~ 131 -1 63011 10 10 5 E sarcophagus~ This huge sarcophagus appears to be made of solid electrum. You have never seen such a mass of this rare metal in one place. An inlaid illustration of a wiry human male covers the lid. ~ E paintings old~ Various shades of the gold gilding covering these paintings allow you to discern the image beneath. Depicted in various scenes are a stunning human female and two human males. The pictures are partially covered with dust but otherwise appear to be in fine condition. ~ E electrum~ The door to the south is made of the purest electrum. You can feel a strong force emanating from the metal of the door. Rubies have been inlaid into the door to form a large, glittering red circle. Inside the circle is the image of a human male, his skin inlaid with ivory, his eyes with emeralds, and his hair with obsidian. ~ 1803 9 1509949540 3 0 -1 S #63015 A Stairwell~ Leading down to the lower floor is a large wooden staircase. Attached to the top of the railing posts on each side of the staircase are elegant oil lamps. A large tapestry has been hung on the west wall, contrasting nicely with the off-white color of the walls. The floor is made of wooden planking. East is a hallway leading to the rest of this floor. On the north wall is a large oil painting of a woman. ~ [Merior] how did a new painting get in this old, abandoned place? ~ 335020037 0 5 0 D1 ~ ~ 0 -1 63016 10 10 5 D5 ~ ~ 0 -1 63004 10 10 5 E staircase~ A large staircase made of mahogany descends down to the first floor. A narrow rug has been placed on the stairs, probably to help protect them. ~ E oil lamps~ These two lamps are very ornate, the glass crystal clear. Small bolts secure them to the top of the stairwell posts. Each lamp burns with a clean, blue-yellow flame. ~ E tapestry~ The likeness of a middle-aged man is woven into this tapestry. He has dark grey hair combed back off of his forehead, a sharp nose, and thin unsmiling lips. His face seems very pale, and the skin very tight and drawn. The background is a dark red color. ~ E painting~ Protrayed in this painting is a lovely young girl. She has blond tresses down to her shoulders, large blue eyes, a button nose, and a ruby red lips. The painting appears to be very new. ~ -1 S #63016 A Long, Dimly-Lit Hallway~ A large bookcase has been placed against the east wall of this section of the hallway. Covering the entire length of this hallway is a large rug. Wooden floors show along the edges of the rug. Various pictures and knickknacks are hung on the walls here, which are painted a beige color. The air here is a nice moderate temperature. ~ ~ 335020037 0 5 0 D0 ~ ~ 0 -1 63017 10 10 5 D2 ~ ~ 0 -1 63018 10 10 5 D3 ~ ~ 0 -1 63015 10 10 5 E bookcase~ This large bookcase is made out of some sort of unidentifiable wood. Glancing through the titles on the shelves you see many fairy tales, along with some books on metallurgy and other scientific works. ~ E rug~ This large rug is made out of the finest Pennan wool. It has been dyed dark blue, with a black dragon's head in the middle. ~ E pictures knickknacks~ Hanging on various parts of both walls are pictures, wreaths, and various other knickknacks. None of them appear to have any value. ~ -1 S #63017 A Hallway Before a Window~ A narrow rug covers part of the floor here, and extends down the hallway to the south. The bare floor around the rug seems to be constructed out of a local variety of wood. A window on the north wall is edged on the sides by curtains, and looks out over the front porch and yard of this house. Doorways to the west and east lead to different rooms in the house. Illumination from the window allows you to see all the dust in the air. The chill in the air is quite noticeable, and almost causes goosebumps. ~ ~ 335020037 0 5 0 D1 wooden door~ wooden door~ 131 -1 63020 10 10 5 D2 ~ ~ 0 -1 63016 10 10 5 D3 bathroom door~ bathroom door~ 131 -1 63019 10 10 5 E rug~ This large rug is made out of the finest Pennan wool. It has been dyed dark blue, with a black dragon's head in the middle. ~ E floor~ Despite studying the floor closely you still can't recognize the wood that it is made of. ~ E window~ Glancing out the window, you see the top of the front porch and the front yard. A ways off to the north-west you can see another house, this one looks to be in great disrepair though. ~ E curtains~ These curtains are made out of regular cotton cloth that has been dyed a beautiful red color. They are held back from the window by little cloth ties. ~ E bathroom~ This door is made out of pine and has been painted an off-white color. ~ -1 S #63018 Hallway~ You are in the southern end of the hallway. A small window in the south wall looks out onto the back yard and a dense forest. There are solid looking wooden doors, trimmed in brass, to the west and east. The doors are both made out of walnut, and stained a dark brown. The rug on the floor runs the length of the hallway. A fine layer of dust covers everything, and can be seen floating in the air. ~ ~ 335020037 0 5 0 D0 ~ ~ 0 -1 63016 10 10 5 D1 wooden door~ wooden door~ 131 -1 63022 10 10 5 D3 small, wooden door~ small wooden door~ 131 -1 63021 10 10 5 E window~ This small window is made of a single pane of glass in a wooden frame. Looking through the window you see the small backyard of this house, and the dense forest that surrounds it. ~ E rug~ This large rug is made out of the finest Pennan wool. It has been dyed dark blue, with a black dragon's head in the middle. ~ A ~ ~ act_tochar( #dust, ch ); act_notchar( #dust_r, ch ); interpret( ch, "sneeze" ); ~ E dust~ All the dust present in the air tickles your nose, causing you to sneeze! ~ E dust_r~ You see $n's face wrinkle up as $e sneezes! ~ ! 2 0 0 -1 S #63019 A Small, Cluttered Bathroom~ Cold diamond-shaped tile covers the floor. Against the west wall is a bench with a hole cut into it, above which hangs a small mirror. A table sits against the south wall. Upon the table is a bowl and a pitcher. The walls here are covered in a wallpaper with a rose pattern on it. A small cabinet hangs on the north wall, and through the doorway to the east you can see a hallway. ~ [Merior] full_r tourniquet [Merior] vary the mobs some - less servants, have something different ~ 335020037 0 5 0 D1 bathroom door~ bathroom door~ 131 -1 63017 10 10 5 E bench~ The purpose of this bench is quite obvious. However, it seems to be very clean. A thin layer of dust even covers it. ~ E mirror~ This small, dusty mirror has a metal edging around it. The means by which it is attached to the wall are undetectable, however a nail is the most probable. Looking in it you see yourself, scary. ~ E table bowl pitcher~ This small table holds a marble bowl and pitcher of the finest quality. Both the bowl and pitcher are empty however, and there is a thin layer of dust on them. ~ E cabinet~ This small cabinet is made out of a lovely stained rosewood. ~ E door~ This door is made out of pine and has been painted an off-white color. ~ A search~ cabinet~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); end; } remove_rflag( reset0, room ); if( random( 1, 2 ) == 1 ) { act_tochar( #full, ch ); act_notchar( #full_r, ch ); obj_to_char( oload( 230 ), ch ); end; } act_tochar( #empty, ch ); act_notchar( #empty, ch ); ~ E empty~ You rummage through the cabinet, but nothing useful can be found. ~ E empty_r~ $n rummages through the small cabinet. ~ E full~ You rummage through the cabinet and find... a tourniquet. ~ E full_r~ $n rummages through the cabinet and gets a trouniquet from it. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63020 Bedroom~ In the middle of this room is a large bed with no headboard. Pushed against the north wall is a large dresser made of a beautiful wood. Against the east wall rests a wooden desk, complete with chair. What you can see of the floor here is made out of some unknown sort of hardwood, polished to a high sheen. A doorway in the west wall leads to the hallway. ~ [Merior] dont tell us what searching does in an extra [Merior] though your acode works - it could use different logic and be prettier ;) ~ 335020037 0 5 0 D3 wooden door~ wooden door~ 131 -1 63017 10 10 5 E bed~ This bed has no headboard at all. Cotton sheets and a wool comforter cover the mattress, which is secured in a wooden frame. ~ E dresser~ This dresser is made of an expensive-looking wood. Various dressing items sit atop it. ~ E desk chair~ The desk before you is made of a nice-looking wood you do not recognize, as is the chair. On top of the desk is a large blotter and other writing materials. Searching the drawers reveals more writing implements and paper. ~ A search~ dresser~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); end; } remove_rflag( reset0, room ); if( random( 1, 3 ) == 1 ) { act_tochar( #full, ch ); act_notchar( #full_r, ch ); obj_to_char( oload( 831 ), ch ); end; } act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); ~ E empty~ You search through the dresser drawers and nothing except useless junk. ~ E empty_r~ $n searchs through the dresser drawers. ~ E full~ You search through the dresser drawers, and in the last drawer, you find a wool cap! ~ E full_r~ $n searches through the dresser drawers and finds a wool cap in the last one. ~ ! 0 0 0 A search~ desk~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); end; } remove_rflag( reset0, room ); if( random( 1, 25 ) == 1 ) { act_tochar( #full, ch ); act_notchar( #full_r, ch ); obj_to_char( oload( 1015 ), ch ); end; } act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); ~ E empty~ You dig through the desk, however you can't find anything useful. There is just some feather quills, vials of ink, and a few scraps of parchment in the various drawers. ~ E empty_r~ $n looks through the desks contents. ~ E full~ You rummage through the desks contents and find a scroll buried under a batch of feather quill pens. ~ E full_r~ $n rummages through the desks contents and pulls out a scroll. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63021 A Large Closet~ This moderately sized room is full of every single useless thing you can imagine, some of it very old. Boxes are neatly stacked against the walls, in contrast to the sloppiness elsewhere in the room. The boxes are of many different sizes and shapes, ranging from cigar boxes to something that might hold a large goat. A door on the east wall leads out to the hallway. ~ [Merior] why would a box hold a goat? odd thing to use to peg the size [Merior] a lot ~ 335020036 0 5 0 D1 small, wood door~ small wood door~ 131 -1 63018 10 10 5 E boxes~ These boxes range from very old to very new, and are full of useless trinkets such as fake jewelry, bits and pieces of cloth and metal, and other odd items. ~ E piles~ These piles are just mounds about five feet high that are made up of junk. Shards of glass and ceramics, bits and pieces of metal, fragments of cloth, and alot of other stuff. ~ A search~ boxes~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); end; } remove_rflag( reset0, room ); if( random( 1, 3 ) == 1 ) { act_tochar( #full, ch ); act_notchar( #full_r, ch ); obj_to_char( oload( 2236 ), ch ); end; } act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); ~ E empty~ You search the boxes but don't find anything besides obvious trash. ~ E empty_r~ $n searches through the boxes, tossing aside many pieces of trash. ~ E full~ You search through the boxes, finding a clump of tattered cloth. ~ E full_r~ $n searches through the boxes, pulling out a clump of tattered cloth. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63022 The Master Bedroom~ A huge bed has been shoved against the east wall, the headboard flush against it. Two dressers sit side by side against the south wall. They appear to be made out of brass. There is a doorway in the north wall that leads to another, smaller adjoining room. A doorway is also present in the west wall. Two night tables frame the bed, on each is a small oil lamp. The walls here are covered in a dark green wallpaper with gold lines on it. A coating of dust covers all of the furniture in this room. A small compartment made of steel is embedded in the east wall, about four feet above the ground. ~ [Merior] dont tell us what is in the dresser unless it is open [Merior] how can we tell north is a smaller room if door is closed [Merior] container was buggy and deleted [Rue] erased resets for stuff in container ~ 335020037 0 5 0 D0 bathroom door~ bathroom door~ 131 -1 63023 10 10 5 D3 wooden door~ wooden door~ 131 -1 63018 10 10 5 E bed~ The mattress fits snugly into a wooden frame and is covered by cotton sheets and a wool blanket. ~ E dressers~ These dressers seem to be made out of solid brass. They have been polished so they shine like gold. Glancing through them you find various garments that are too small or too large to fit you. ~ E night tables oil lamp~ These small wooden tables each hold a glass oil lamp, which are currently empty and unlit. ~ A search~ mattress bed~ act_tochar( #empty, ch ); act_notchar( #empty_r, ch ); ~ E empty~ You search all around and in the bed and mattress, revealing a small steel compartment set in the bed frame. ~ E empty_r~ $n searchs all about the bed and mattress. ~ ! 0 0 0 1827 9 1509949540 3 0 -1 S #63023 Master Bathroom~ This small room is covered in dust. Underneath the dust you can see a small bench with a wooden stall around it, composed of two pieces of wood place on either side of the bench. A table has been placed against the north wall. Hanging on the east wall is a full-length mirror. On the table are various grooming items, including a brush, hand mirror, and comb. The air in this room has an odd chill to it, to the south is a doorway leading into a bedroom. ~ [Merior] fix mirror extra [Merior] when so many rooms have an odd chill, they arent odd any more [Merior] random low success on getting brush, comb, etc would be fun ~ 335020037 0 5 0 D2 bathroom door~ bathroom door~ 131 -1 63022 10 10 5 E dust~ Everything is covered in a thin layer of dust here, very odd. ~ E bench wooden stall~ There is a hole in the bench and its purpose is quite obvious. The stall surrounding the bench is probably there to provide the occupant some privacy. ~ E full length mirror~ ** make it so you look into the mirror and see a random person in the room ** ~ 1827 9 1509949540 3 0 -1 S #63024 Small Dimensonial Pocket of Hellfire~ Hot, very hot. You see an unbelievable inferno blazing all around you. Your equipment is smoldering, and your exposed flesh is almost burning. This room seems to be your own mini-hell, or perhaps the home of the pit fiend. You can find no exit at all, as you are surrounded by flames and coals everywhere you look. Oddly enough, there is no smoke that you can detect. Who knows how long you are trapped in here? ~ This is a dimensional pocket of hell that players can be sent to by the pit fiend. fixed by Talis and Rue on 2-5-98 *bow* *worship* ~ 335151141 9 9 0 A ~ ~ room = find_room( 63024 ); act_room( #pray, ch ); acode( room, 2 ); ~ E pray~ You had better start @Cpraying@n to your god for salvation! ~ ! 0 0 0 A ~ ~ room = find_room( 63024 ); if( num_in_room( room ) > 0 ) { loop( all_in_room ) { i = 1d10+10; inflict( rch, mob, i, "hellfire" ); dam_message( rch, i, "the blazing hellfire" ); } acode( room, 3 ); end; } ~ ! 0 0 0 A ~ ~ room = find_room( 63024 ); wait( 1 ); acode( room, 2 ); ~ ! 0 0 0 A pray~ ~ if( !is_resting( ch ) ) { interpret( ch, "rest" ); act_tochar( #one, ch ); act_notchar( #one_r, ch ); wait( 2 ); act_tochar( #two, ch ); act_notchar( #two_r, ch ); wait( 2 ); act_room( #answer, ch ); wait( 2 ); act_tochar( #flight, ch ); wait( 1 ); interpret( ch, "stand" ); transfer( ch, find_room( 63011 ) ); } act_tochar( #no, ch ); ~ E one~ You kneel down and begin to pray to your god. ~ E one_r~ $n kneels down and begins to murmur softly. ~ E two~ Chanting over and over softly, you feel your mind sore aloft. ~ E two_r~ $n's eyes close as $e goes into a trance. ~ E answer~ You think you hear someone say, 'It's ok my child, you shall live...' ~ E flight~ You feel your body join your mind in ascention... ~ E no~ You are already praying! ~ ! 0 0 0 -1 S #63025 A Small Backyard~ This small yard is full of plant life. A huge, old oak tree grows up, the lower branches keeping you from seeing the top. A thick mat of grass covers the ground, all the way to the dense woods that surround the yard. A few small, green bushes have been planted randomly in the yard. The house to the north has a back door that is readly accesible. ~ ~ 335020037 0 9 0 D0 back door~ back door~ 131 -1 63006 10 10 5 E tall oak tree~ This oak tree is easily over fifty years old, as it soars into the sky at least forty feet. Thick, broad branches grow out from all over the tree, starting about fifteen feet up the trunk. It looks rather impossible to climb. ~ E bushes~ These bushes are normal, berriless bushes. The deep green of their leaves shows they are in a healthy state. Three bushes are planted in the yard total, in no real pattern. ~ A climb~ tree~ act_tochar( #dumb, ch ); act_notchar( #dumb_r, ch ); i = 2d25+50; dam_message( ch, i, "the painful fall" ); inflict( ch, mob, i, "a painful fall" ); ~ E dumb~ You try to climb the tree, make it about ten feet up the trunk, and fall back down. Hard. ~ E dumb_r~ $n tries to climb the tree, makes it almost ten feet up, then falls down to the ground. Hard. ~ ! 0 0 0 A plant bury~ bloody heart~ if( has_obj( 2841, ch ) ) { if( rflag( reset0, room ) ) { act_tochar( #plant, ch ); act_notchar( #plant_r, ch ); wait( 2 ); act_room( #then, ch ); wait( 2 ); act_room( #next, ch ); wait( 2 ); act_room( #finally, ch ); obj_to_room( oload( 2842 ), room ); junk_obj( has_obj( 2841, ch ), 1 ); end; } act_tochar( #nope, ch ); } act_tochar( #not, ch ); ~ E plant~ You dig a hole, place the bloody heart into it, and cover the heart with dirt. Slowly the dirt around and above the heart starts to pulse with a dark black light. ~ E plant_r~ $n digs a hole, places the bloody heart into it, and covers the heart with dirt. Slowly the dirt around and above the heart starts to pulse with a dark black light. ~ E then~ As the dark black light pulses it is slowly fadding to a blueish color. ~ E next~ The blueish pulsing light fades into a dull white, then bright white light! ~ E finally~ Suddenly, the bright white flashes, blinding you temporarely. When you can see again a rose bush of the finest silver now sits where the heart was buried. ~ E not~ You don't have that. ~ E nope~ Even before you start digging you know this area has already been sapped of it's power and needs time to regenerate, so planting the heart would be pointless. ~ ! 0 0 0 -1 S #0