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

0 0
0
#ROOMS

#63500
Main Hall of Brithbarad~
This large, dark mud building seems to serve as a massive temple.  Altars

covered in skulls and feathers line the walls, with a large slab of

slate prominent in the center of the room.  The slate is covered in dried

blood and charred bones.  A curtain hangs in the doorway to the north,

while a row of beads lines the doorway to the south.  Down a few crude

steps to the east you can see a gravel path, while out an open doorway to

the west a dark ring of trees can be seen.  A stout spiral staircase of

iron leads up to the second floor.

~
~
301470797 0 5 0
D0
heavy curtain~
heavy curtain~
131 -1 63503 10 10 5
D1
~
~
0 -1 63505 10 10 5
D2
curtain of beads~
~
0 -1 63502 10 10 5
D3
~
~
0 -1 63501 10 10 5
D4
~
~
0 -1 63504 10 10 5
E
altars skulls feathers~
Each altar is built of thick basalt blocks stacked to form a small

covered arch.  One is covered in a colorful array of feathers and small

bones tied together with small strips of leather.  Another has many

skulls of animals and humanoids displayed on it.  Wax candles burn in the

altars, spilling melted wax over the dark stones.

~
E
slate dried blood charred~
The large block of slate is apparently used for some bloody sacrifices.

~
E
curtain~
A thick black curtain hands in the doorway to the north.  The fabric is

heavy and covered with ash and dust.

~
A
~
~
continue;

~
E
to_char~
@GYou $t out the doorway and down the small set of stairs.@n

~
E
to-room~
@G$n $t out through the west doorway and down the stairs.@n 

~
!
3 0 8
A
~
~
act_tochar( #beads, ch );

act_notchar( #rmbeads, ch );

send_to_room( #otherbeads, find_room( 63502 ) );

continue;

~
E
beads~
@GYou push the beads aside.@n

~
E
rmbeads~
@G$n pushes the beads aside with a soft clatter.@n

~
E
otherbeads~
@GThe beads to the north jangle and part.@n

~
!
3 0 4
A
~
~
continue;

~
E
to_char~
@GYou $t up the iron starcaise.@n

~
E
to_room~
@G$n $t up the iron staircase.@n

~
!
3 0 16
A
op open o~
north n curtain no~
if( is_open( find_room( 63500 ), north ) ) {

  act_tochar( #itsopen, ch );

  end;

  }

act_tochar( #clip, ch );

act_notchar( #rmclip, ch );

open( room, north );

end;

~
E
itsopen~
@GIt's already open.@n

~
E
clip~
@GYou clip the curtain to the side of the doorway.@n

~
E
rmclip~
@G$n clips the curtain to the side of the doorway.@n

~
!
0 0 0
1724 9 1509949540 3 0
-1
S

#63501
Dark Grove~
Tall and twisted pine trees crowd together in this dark grove.  The thick

canopy of intertwined branches blocks the sky above, making the area cool. 

Through the close-set trees you can make out the thick and heavy shale

wall of the the fort rising up into the sky.  To the east the slate and

mud walls of a large building rise, and a small set of steps leads up and

into an open doorway.

~
~
301465667 3 9 0
D1
~
~
0 -1 63500 10 10 5
E
trees~
The pine trees are quite tall and healthy despite the layer of soot that

blackens their bark and needles.  The lower branches have been clipped

away creating an open space under the canopy.  To the south the slate and

mud walls of a large building rise, and a small set of steps leads up and

into an open doorway.

~
E
raven~
You stare up at the trees for a long time, but cannot see the raven.

~
E
fort wall~
The thick shale wall rises high above you just to the west of the copse

of trees.

~
A
~
~
send_to_room( #caw, room );

~
E
caw~
@GFrom somewhere up in the trees you hear the shrill caw of a raven.@n

~
!
2 50 0
A
~
~
continue;

~
E
to_char~
@GYou climb up the stairs and head through the doorway.@n

~
E
to_room~
@G$n climbs the steps and heads through the doorway.@n

~
!
3 0 2
2397 17 1509949540 -2 0
1719 41 1509949540 3 0
1720 73 1509949540 3 0
-1
S

#63502
Dark and Smelly Room~
The dusty slate walls of this room are covered in skins and masks.

Various drying items hang in bunches from the rafters: feathers, leather

strips and drying herbs.  A thin counter separates you from the back of

the store which has even more clutter.  You notice a small sand-filled

bowl against the wall, incense sticks burning and giving off a scent that

assaults your senses.  A row of beads covers the doorway to the north.

~
berry 70% --> 100 until pick fixed

[Vilnus] When you ask him about shadow demons, the last word is 'chief'...should be 'cheap' i assume

~
301469765 0 5 0
D0
curtain of beads~
~
0 -1 63500 10 10 5
E
skins~
Skins of many types of animals hang as decoration on the walls.  They are

nailed into place with thick, square-headed nails, and reek of incense.

~
E
masks~
Grotesque and fearsome masks with distended and warped features hang as

displays on the wall.  Many have horns and hideously grinning mouths

filled with sharp teeth.  A small sign can be seen next to the masks.

~
E
sign~
Tacked on the wall is a small sign written on a stained piece of dried

leather:

Me makes masks.

Ask and me tell you what me custom.

~
E
feathers herbs strips leather bunches~
They hang from the ceiling in bunches, tied with frayed twine.  Some look

fresher than others, but most are covered with dust and soot.

~
E
sand bowl incense~
The stone bowl is filled with sand and ashes from previously burned

incense sticks.  Many burnt out sticks fill the bowl, their charred

remains sticking upright in the sand.

~
A
~
~
act_tochar( #beads, ch );

act_notchar( #rmbeads, ch );

send_to_room( #otherbeads, find_room( 63500 ) );

continue;

~
E
beads~
You push the beads aside.

~
E
rmbeads~
$n pushes the beads aside with a soft clatter.

~
E
otherbeads~
The beads to your south jangle and part.

~
!
3 0 1
1725 9 1509949540 3 0
78 17 1509949540 -1 0
37 17 1509949540 -1 0
221 17 1509949540 -1 0
258 17 1509949540 -1 0
243 17 1509949540 -1 0
246 17 1509949455 -1 0
280 17 1509949460 -1 0
304 17 1509949460 -1 0
79 17 1509949515 -1 0
206 17 1509949460 -1 0
977 17 1509949475 -1 0
474 17 1509949540 -1 0
1182 17 1509949540 -1 0
1269 17 1509949505 -1 0
872 17 1509949490 -1 0
1018 17 1509949465 -1 0
1020 17 1509949460 -1 0
98 17 1509949540 -1 0
1194 17 1509949540 -1 0
1025 17 1509949450 -1 0
249 17 1509949465 -1 0
479 17 1509949455 -1 0
2294 17 1509949445 -1 0
-1
S

#63503
A Dark and Cluttered Room~
Workbenches covered with half completed projects and small tools fill

this room.  The everpresent soot has been collecting on some of them for

some time.  Small drawers and vats filled with noxious liquids and

powders are spread about behind the counter.  A curtain hangs in a

doorway to the south.

~
[Merior] mana item customed by thief makes no sense..  nor why plat coins

are part of the custom 

he is also a jeweler, and if you look around, many jewelers custom items

that are +mana and the coins are made into the band 

~
301469765 0 9 0
D2
heavy curtain~
heavy curtain~
131 -1 63500 10 10 5
E
tools~
Small etching tools and small pots of sticky oils and colored pigments

cover much of the top of the workbench.  Tiny hammers, pliers and bundles

of wire are thrown haphazardly about the work surface.

~
E
liquids powders~
Stinking pots and bowls of powders and liquids dot every available

horizontal surface.  Many are covered in soot and dust, and from of

others molds grow.

~
E
curtain~
A thick and heavy black curatain acts as a buffer between this room and

the one to the south.

~
A
op open o ope~
beads south so s~
if( is_open( find_room( 63503 ), south ) ) {

  act_tochar( #itsopen, ch );

  end;

  }

act_tochar( #clip, ch );

act_notchar( #rmclip, ch );

open( room, south );

end;

~
E
itsopen~
It's already open.

~
E
clip~
You clip the curtain to the side of the doorway.

~
E
rmclip~
$n clips the curtain to the side of the doorway.

~
!
0 0 0
1726 9 1509949540 3 0
127 17 1509949540 -1 0
128 17 1509949540 -1 0
891 17 1509949540 -1 0
3044 17 1509949540 -1 0
-1
S

#63504
Warleader's Chamber~
The dark mud and slate walls of the room are covered with grisly trophies

of conquest.  The worn and warped wooden floor is covered with dark

stains and scattered bits of hay.  A spiraling iron staircase leads down. 

Heavy pine beams support the ceiling, and cobwebs and dust are collecting

in the corners.  A worn shield is mounted on sturdy brackets on the wall

behind the desk.

~
~
301465677 0 5 0
D5
~
~
0 -1 63500 10 10 5
E
grisly trophies~
Mounted and stuffed animal heads line the walls.  Dented armor, and what

appears to be flayed humanoid skins are nailed to the walls also.

~
E
iron spiraling staircase~
The black iron staircase spirals down to the lower level.

~
E
beams~
These thick beams of ancient pine trees support the heavy slate roof.

~
E
shield~
This massive and scarred shield has a scene of a black tower rising from

a sickly yellow background.  Hovering above the dark tower is a deep red,

unblinking eye.  The mounting brackets hold the shield securely in place.

~
A
~
~
continue;

~
E
to_char~
@GYou $t down the iron staircase.@n

~
E
rmdown~
@G$n $t down the iron staircase.@n

~
!
3 0 32
2380 49 1509949540 -2 0
1639 81 1509949540 -2 0
1323 9 1509949540 3 0
-1
S

#63505
Bend in Gravel Way~
The gravel path makes a sharp turn to the south and east here.  To the

west, a large black mud and slate structure looms overhead, a full two

stories high and looking very official and important.  The path squeezes

between two buildings to the south, while to the east, Gravel Way winds

alongside several huts and hovels.  A squat mud building blocks movement

to the north.

~
~
301465665 1 9 0
D1
~
~
0 -1 63506 10 10 5
D2
~
~
0 -1 63507 10 10 5
D3
~
~
0 -1 63500 10 10 5
E
black mud~
The thick shale and mud walls of the two-storied building rise high above

you to the west.  The black-mud covered shale seems to oppress everything

around it, overshadowing and outmassing everything else.

~
E
shale~
The thick shale walls of the building to the east appear quite sturdy. 

No decoration of any sort adorns the walls, and only a thick layer of

soot and dust covers the stones.

~
E
black mud slate~
This towering edifice seems to loom over the path.  The walls are made of

shale and plastered with a thick black mud.  There appear to be no

windows, but a large open doorway is to the west of you.

~
E
squat mud~
Thick mud walls make up what you can see of the structure to the north.

It appears connected to the building off to the northeast.

~
-1
S

#63506
North Gravel Way~
The gravel path leads east and west.  To the north, a large mud-brick

structure leans dangerously, melting slowly into the ground.  The mud

building to the north has an open doorway.  The massive walls of a large

shale building rise to the south, and you see the east tower to the

southeast.

~
~
301465665 1 9 0
D0
~
~
0 -1 63508 10 10 5
D1
~
~
0 -1 63510 10 10 5
D3
~
~
0 -1 63505 10 10 5
E
mud-brick structure~
The thick mud-brick walls of this building show signs of age and

weathering.  The mud is cracked and chipped.  and the whole building

appears to list to the east.

~
E
shale massive~
The tall shale building is quite large and stout.  Its walls appear thick

and sturdy.  It has no windows or doors that you can see from this side.

~
E
tower~
You can barely see the top of the east tower from here.  You can see the

thick-bodied crossbowman that man the tower moving about.

~
-1
S

#63507
West Gravel Way~
The gravel path slinks between the walls of two buildings, a smaller

shale one to the east, and a larger black mud one to the west.  The

black mud structure seems to be one of no small importance, a full two

stories tall and apparently the largest building in the whole fort.

~
~
301465665 1 9 0
D0
~
~
0 -1 63505 10 10 5
D2
~
~
0 -1 63515 10 10 5
E
shale~
The thick shale walls of the building to the east appear quite sturdy.

No decoration of any sort adorns the walls, and only a thick layer of

soot and dust covers the stones.

~
E
mud-brick black mud~
The thick shale and mud walls of the two-storied building rise high above

you to the west.  The black-mud covered shale seems to oppress everything

around it, overshadowing and outmassing everything else.

~
-1
S

#63508
Grunt Hovel~
Stained cots are lined up against the east wall of this dank and smelly

mud room.  A horrible stench comes from the west, ostensibly from the

from the room next door to the west.  Straw is thrown about in heaps on

the floor to keep down dust and soak up moisture.  To the south a large

opening in the wall leads out onto the gravel path.

~
~
301465669 0 5 0
D2
~
~
0 -1 63506 10 10 5
D3
~
~
0 -1 63509 10 10 5
E
cots~
Stained cots made of a heavy canvas stretched over wooden poles are

scattered about the room.  The cots look sturdy and dirty.

~
E
straw~
There is nothing special about the straw thrown about the floor.

~
A
search~
cots~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the various cots, but find nothing.@n

~
E
rmsearch~
@G$n searches the cots, but finds nothing.@n

~
!
0 0 0
1425 41 1509949540 3 0
1078 73 1509949540 3 0
1078 73 1509949540 3 0
1078 73 1509949540 3 0
1078 73 1509949540 3 0
-1
S

#63509
Latrine - Grunt Hovel~
A large hole in the dirt floor releases a stench that makes you nearly

vomit.  Straw is littered about the floor to help soak up dampness, and

the walls are covered with cobwebs and soot, as well as some

indecipherable scribblings.  A doorway leads east towards more bearable

surroundings.

~
~
301465669 0 5 0
D1
~
~
0 -1 63508 10 10 5
E
hole~
The large hole is about a foot in diameter, but is dark and deep.  The

ground around the hole is stained and damp.  It looks like some lime has

been dumped into the pit by the powder sprinkled around it.

~
E
scribblings~
Indecipherable scribblings are carved into the mud wall.  It looks like

it was probably just some graffiti.

~
A
enter climb~
hole down~
act_tochar( #laugh, ch );

~
E
laugh~
@GYour desire to live convinces you to rethink that action.@n

~
!
0 0 0
A
~
~
wait( 1 );

act_tochar( #gag, ch );

~
E
gag~
@GThe strong smell from the pit nearly makes you gag, but you manage to

control yourself.@n 

~
!
1 0 2
919 137 1509949540 3 0
-1
S

#63510
North Gravel Way~
The gravel pathway heads east and west, winding its way between the dirty

buildings.  To the north, a wooden hut has been built from warped planks,

with a sign hanging from its eave.  A thick black-mud building squats to

the south, black smoke belching from a chimney and obscuring the sky.

~
no.mob to prevent stupid stableboys from wandering

~
301465673 1 9 0
D0
~
~
0 -1 63511 10 10 5
D1
~
~
0 -1 63512 10 10 5
D3
~
~
0 -1 63506 10 10 5
E
sign~
An old board with letters burned into it reads:

Klars Gudes

~
E
wooden hut~
This large structure is built entirely of wood.  The craftsmanship is

poor, as loose boards hang from bent nails attest to.  It has no door,

and looking inside reveals a cramped and cluttered space.

~
E
mud squat black~
The squat mud-building is quite large and stout.  Its thick mud walls are

warm, and have no windows that you can see.  A thick plume of black smoke

pours from the chimney into the sky.  and sturdy.  It has no windows or

doors that you can see from this side.

~
A
~
~
send_to_room( #creak, room );

~
E
creak~
@GThe wooden sign creaks and squeaks in the wind.@n

~
!
2 75 0
-1
S

#63511
Trader's Hut~
You have never seen such a cluttered mess.  Broken items lay scattered in

heaps, and items swing from hooks on the ceiling.  It is difficult to

move around in here without tripping on something or banging your head.

A scarred counter separates you from the back of the shop.  Gravel Way

runs by the shop to the south.

~
~
301469765 0 9 0
D2
~
~
0 -1 63510 10 10 5
E
broken items~
You see nothing special about the broken and rusted items scattered

about the store.

~
E
counter scarred~
A thick counter crafted from pine separates you from the back of the

store.  The top of the counter shows scars of many weapons and burns

marks.

~
1727 137 1509949540 3 0
6 17 1509949540 -1 0
79 17 1509949540 -1 0
330 17 1509949515 -1 0
949 17 1509949465 -1 0
1639 17 1509949540 -1 0
26 17 1509949540 -1 0
116 17 1509949455 -1 0
598 17 1509949470 -1 0
1460 17 1509949540 -1 0
1924 17 1509949445 -1 0
874 17 1509949465 -1 0
1391 17 1509949520 -1 0
-1
S

#63512
End of Gravel Way~
The ground is a mixture of thick mud and loose gravel.  Hay has been

tossed about in a failed attempt to make the footing more favorable.  A

large stable looms to the north, the sounds of horses mixing with the

loud shouts of the orcs of the fort.  The gravel path leads west towards

more buildings.  The tall shale wall of the fort blocks movement to the

east.

~
~
301465665 1 9 0
D0
~
~
0 -1 63513 10 10 5
D3
~
~
0 -1 63510 10 10 5
E
stable~
The stable is a large building built out of old pine boards.  The pine is

weathered and grey, with old rusty nails sticking out from loose boards. 

Inside appears to be a large open space, enough room for many horses.

~
E
hay~
Worn and muddy strands of hay lay scattered about.  Nothing special as

far as you can tell.

~
78 17 1509949442 -2 0
-1
S

#63513
Brithbarad Stables~
Hay bales have been set up to act as a counter along the west wall, while

stalls for the horses are lined against the east wall.  Large wooden

rafters crisscross above your head, and various horse-related equipment

hangs from most of them.  Along the wall behind the counter, horseshoes

have been nailed to the wall in a seemingly random pattern.  A large open

gateway leads south and out of the stable.

~
[Phule] good actions w/ ghrote and da stablehand

~
301473861 1 7 0
D2
~
~
0 -1 63512 10 10 5
D5
~
~
487 -1 63514 10 10 5
E
counter bales~
The pile of hay bales acts as a counter for the stablemaster.

~
E
stalls~
The dark stalls are filled with many horses.  The doors are shut, making

it difficult to see anything but the horses feet.

~
E
equipment~
Old and worn tack and harness hangs from the rafters.  They appear usable

still, but are so far above you that they are out of reach.

~
1731 9 1509949540 3 0
1732 9 1509949540 3 0
1732 9 1509949540 3 0
-1
S

#63514
horsehold~
Under Construction.

~
~
301473861 0 7 0
D4
~
~
487 -1 63513 10 10 5
645 9 1509949450 3 0
623 9 1509949450 3 0
965 9 1509949460 3 0
975 9 1509949490 3 0
-1
S

#63515
Bend in Gravel Way~
The gravelled walk turns sharply here, heading north and east.  Just to

the east you can see a well with a bucket.  Loud cursing and clanging

sounds can be heard from the squat building to the south as it belches

forth the smell of hay and horse.  A medium sized shale-walled building

stands to the west, imposing its dark facade on the street.  A small

wooden sign is bolted to the buildings wall.

~
no.mob to prevent drunks from wandering

~
301465673 1 9 0
D0
~
~
0 -1 63507 10 10 5
D1
~
~
0 -1 63520 10 10 5
D2
~
~
0 -1 63518 10 10 5
D3
~
~
0 -1 63516 10 10 5
E
wooden sign~
A worn wooden sign peeks from beneath thick layers of soot.  The sign

simply has a picture of a mug of beer on it.

~
-1
S

#63516
Drunken Orc Bar~
A long bar made of old pine planks runs from the north wall about halfway

through the noisy room.  Smoke and soot fill the air, along with the

sounds of drunken orcs.  Strong smells of cheap beer and sweaty orcs waft

by, assaulting your senses.  A curtain of wooden beads hangs in the

southern doorway.  An open doorway leads outside to the east.  The shale

walls of the bar have collected a thick layer of soot and dust.

~
custom drink :)_

~
301469765 0 5 0
D1
~
~
0 -1 63515 10 10 5
D2
curtain of beads~
~
0 -1 63517 10 10 5
E
bar pine~
The long bar is made of crude pine planks that are covered with knots and

splinters.

~
E
beads~
A curtain of wooden beads hangs in the doorway to the south.  The

multicolored glass-beads are of different sizes and clatter when somebody

walks through them.

~
A
~
~
i = random( 1,50 );

if( i < 4 ) {

  send_to_room( #creak, room );

  end;

  }

~
E
creak~
@GThe worn wooden floor creaks and groans as it settles.@n

~
!
1 0 6
A
~
~
if( mob_in_room( 1447, find_room( 63516 ) ) ) {

send_to_room( #clean, room );

  end;

  }

~
E
clean~
@GThe bartender spits a green gob onto the bartop and wipes it with his

dirty rag.@n

~
!
2 50 0
A
~
~
send_to_room( #otherbeads, find_room( 63517 ) );

continue;

~
E
to_char~
@GYou push the beads aside.@n

~
E
to_room~
@G$n pushes the beads aside with a soft clatter.@n

~
E
otherbeads~
@GThe beads to the north jangle and part.@n

~
!
3 0 4
A
~
~
if( mob_in_room( 1447, find_room( 63516 ) ) ) {

  send_to_room( #mug, room );

  end;

  }

~
E
mug~
The barkeep wipes a mug 'clean' and places it on a shelf behind the bar.

~
!
2 25 0
1733 9 1509949540 3 0
1447 9 1509949540 3 0
761 17 1509949540 -1 3
24 17 1509949540 -1 4
23 17 1509949540 -1 8
-1
S

#63517
Smokey Back Room~
A thick smoke wafts through the air in this dark back room.  The smell in

the air is sweet, masking the barely detectable scent of orc sweat.

Guttering and dirty lensed lanterns are mounted in the corners of the

room, and a small raised stage protrudes from the west wall.  The floor

is bare dirt, and the patrons stand watching the show.

~
These commands set off her slap:

bonk drool french hug rub scratch snuggle squeeze

twiddle jump sniff tickle comb massage nibble

nuzzle poke slap spank taunt cry

dance kiss lick pat purr tackle touch whap

[Phule] add quest for eel-skin dress for beauty

~
301465669 0 5 0
D0
curtain of beads~
~
0 -1 63516 10 10 5
E
stage~
The stage is raised about a foot off the ground and allows you to view

the entertainment better.

~
E
lanterns~
Other than the grime covering them, there is nothing remarkable about the

lanterns.

~
A
~
~
if( mob_in_room( 1074, find_room( 63517 ) ) ) {

  send_to_room( #dance, room );

  end;

  }

~
E
dance~
@GDancing with the accompaniment of small finger-cymbals the orc beauty

mesmerizes the crowd.@n

~
!
2 50 0
A
~
~
if( mob_in_room( 1074, find_room( 63517 ) ) ) {

  send_to_room( #dance, room );

  end;

  }

~
E
dance~
@GWith a stinging slap the orc beauty rebuffs the unwanted advances of a

drunken patron!@n

~
!
2 50 0
A
~
~
send_to_room( #otherbeads, find_room( 63516 ) );

continue;

~
E
to_char~
@GYou push the beads aside and walk through.@n

~
E
to_room~
@G$n pushes the wooden beads aside with a soft clatter.@n

~
E
otherbeads~
@GThe beads to the south jangle and are pushed aside.@n

~
!
3 0 1
A
~
~
i = 1d4;

if( i == 3 ) {

  if( mob_in_room( 1074, find_room( 63517 ) ) ) {

    act_tochar( #dance, ch );

    end;

    }

  }

~
E
dance~
@GThe voluptuous orc beauty winks at you as you enter.@n

~
!
1 0 1
A
twiddle jump sniff tickle comb massage nibble bonk drool french hug rub scratch snuggle squeeze nuzzle poke slap spank taunt cry dance kiss lick pat purr tackle touch whap~
orc beauty dancer voluptuous~
if( mob_in_room( 1074, find_room( 63517 ) ) ) {

  act_tochar( #slap, ch );

  act_notchar( #rmslap, ch );

  i = 2d10+30;

  dam_message( ch, i, "the stinging slap" );

  inflict( ch, ch, i, "the stinging slap" );

  }

end;

~
E
slap~
@YThe orc dancer skillfully avoids you and slaps you away!@n 

~
E
rmslap~
@YThe orc beauty rejects $n's advances with a stinging slap!@n

~
!
0 0 0
1074 9 1509949540 3 0
1733 9 1509949540 3 0
1733 137 1509949540 3 0
1733 137 1509949540 3 0
-1
S

#63518
Smelly Pet Shop~
Large cages fill the back of this building, and the stench of the captive

animals is strong.  Loud barks, howls and bird-calls fill the air.  A

small doorway leads north, toward Gravel Way.  Large whips, traps and

cages hang from the ceiling.

~
~
301473861 0 5 0
D0
~
~
0 -1 63515 10 10 5
D5
cage door~
cage door~
227 -1 63519 10 10 5
E
cages ~
The cages are dark and covered with dirty blankets.  It is difficult to

see anything in them, but you can tell something is moving inside each

cages.

~
E
whips traps~
All sorts of whips and old traps hang from the walls and ceiling.  From

their look, you can guess that they have all seen lots of use.

~
A
~
~
send_to_room( #bark, room );

~
E
bark~
@GYou hear the loud barking of a dog coming from the back.@n

~
!
2 50 0
A
~
~
send_to_room( #screech, room );

~
E
screech~
@GAn ear-piercing screech comes from one of the dark cages in back.@n 

~
!
2 50 0
1446 9 1509949540 3 0
-1
S

#63519
Bhujja's Pet Shop Hold~
Inside the cages you find it dark and dank.  The smell of animals is

overwhelming!

~
~
301473856 3 9 0
D4
~
~
227 -1 63518 10 10 5
1091 9 1509949540 3 0
115 9 1509949540 3 0
114 9 1509949540 3 0
117 9 1509949540 3 0
-1
S

#63520
Gravel Way - By a Stinking Well~
A small basalt well sits in the center of the muddy pathway.  Gravel has

been spread all about in an attempt to make the ground more passable.  To

the east and west, the gravel pathway continues, while to the north a

large open-doored building sits.  A crooked large-scale hovel stands to

the south.

~
~
301465665 1 9 0
D0
~
~
0 -1 63521 10 10 5
D1
~
~
0 -1 63523 10 10 5
D2
~
~
0 -1 63522 10 10 5
D3
~
~
0 -1 63515 10 10 5
A
~
~
if( random( 1,20 ) > 18 )

send_to_room( #flies, room );

~
E
flies~
@GFlies buzz noisily around your head before disappearing into the clots

of smoke.@n 

~
!
1 0 10
1891 17 1509949540 -2 0
-1
S

#63521
Bank of Brithbarad~
Crude iron bars separate you from the teller here.  The massive walls are

oppressive, and give you the feeling that they may collapse on you at any

moment.  The dark walls are devoid of any decoration, unless you consider

soot and dust as such.  To the south is Gravel Way.  A most disagreeable

stench wafts in from that direction.

~
Orc guard sneers and makes fun of goblins sometimes

leave ideas for more insults so I can mix them up in the future

~
301467749 0 5 0
D2
~
~
0 -1 63520 10 10 5
E
bars~
Thick, black iron bars are set deep into the wall, keeping you from

accessing the back of the bank.

~
A
~
~
if( race( ch ) == goblin ) {

  if( random( 1,10 ) > 8 ) {

    wait( 1 );

    act_tochar( #snot, ch );

    act_notchar( #rmsnot, ch );

    }

  }

if( race( ch ) == troll ) {

  if( random( 1,10 ) > 8 ) {

    wait( 1 );

    act_tochar( #troll, ch );

    act_notchar( #rmtroll, ch );

    }

  }

~
E
snot~
The orc guard points at you and laughs, "What we got here?!  A pile of me

snot? Har har!"

~
E
rmsnot~
The orc guard points at $n and says, "What we got here?!  A pile of me 

snot?! Har Har!"

~
E
stinky~
One of the orc guards looks around sniffing the air, "Somebody make

stinky?!  It reek!" He looks at you and says, "Oh, it only gobbin." 

~
E
rmstinky~
One of the orc guards looks around sniffing the air, "Somebody make

stinky?!  It reek!" He looks at $n and says,

"Oh, it only gobbin."

~
E
troll~
@GOne of the guards looks at you and says, "No cause trouble troll!  We

not like troublemakers here!" @n 

~
E
rmtroll~
@GOne of the orc guards looks at $n and says, "No cause trouble troll! 

We not like troublemakers here!"@n 

~
!
1 0 4
1425 9 1509949540 3 0
1425 9 1509949540 3 0
-1
S

#63522
Brithbarad Mess Hall~
Long tables with large benches sit in rows in this stinking service area. 

Straw is strewn in heaps about the floor and flies swarm through the

sooty air.  A large counter with trays of food is set against the western

wall.  The only exit is north, out the open doorway which leads onto

Gravel Way.

~
[Phule] custom food could be cool

~
301465669 0 9 0
D0
~
~
0 -1 63520 10 10 5
E
counter~
A crudely constructed counter sits against the western wall, its sooty

bricks collecting dust.  Trays filled with cafeteria food cover the

counter.

~
1406 9 1509949540 3 0
1890 17 1509949500 -1 0
1892 17 1509949460 -1 0
4 17 1509949490 -1 0
1449 17 1509949500 -1 0
-1
S

#63523
Gravel Way~
The gravel pathway winds through the muck, and clouds of soot blur your

vision.  Two large buildings made of black adobe bricks straddle the

path, which leads east and west.  To the north you can hear the ringing

of metal on metal, and shouting.  To the east, a long parade ground

stretches toward the gates of the city.  A foul smell drifts in from the

west.

~
~
301465665 1 9 0
D0
~
~
0 -1 63525 10 10 5
D1
~
~
0 -1 63526 10 10 5
D2
~
~
0 -1 63524 10 10 5
D3
~
~
0 -1 63520 10 10 5
-1
S

#63524
Weaponsmith's Shop~
You are greeted by a blast of heat as you enter this low building.  The

air is thick with soot from the forge, and your ears ring from the

clanging of hammers.  Everything in here is covered in black soot. 

Sparks and steam fly as the weaponsmith pulls heated metals from the

forge and works them.  The open doorway to the north leads onto Gravel

Way.

~
~
301465669 0 5 0
D0
~
~
0 -1 63523 10 10 5
E
forge~
You find it difficult to look at the intense flames from the forge.

~
1445 137 1509949540 3 0
133 17 1509949450 -1 0
1093 17 1509949470 -1 0
3007 17 1509949515 -1 0
92 17 1509949505 -1 0
1060 17 1509949505 -1 0
1249 17 1509949490 -1 0
3014 17 1509949505 -1 0
-1
S

#63525
Thol's Armor Shop~
A huge forge burning black coal burns with intense heat in this squalid

building.  Broken pieces of armor lay scattered about, and hang from pegs

on the wall.  This place is loud, hot and humid, and seems to be a major

source of the black soot which covers nearly everything in the city.  The

open doorway to the south leads onto Gravel Way.  A trapdoor leads down

into an ash-filled pit.

~
~
301469765 0 5 0
D2
~
~
0 -1 63523 10 10 5
D5
~
~
0 -1 63535 10 10 5
E
furnace~
The intense light from the furnace makes it hard to see much.

~
A
~
~
i = random( 1, 2 );

if( i == 1 )

  send_to_room( #spark, room );

if( i == 2 )

  send_to_room( #soot, room );

~
E
spark~
@YSparks fly as somebody hammers a red-hot piece of iron.@n

~
E
soot~
@GA black loud of soot from the furnace chokes your lungs.@n

~
!
2 50 0
A
~
~
continue;

~
E
to_char~
@GYou lower yourself $d the trapdoor.@n

~
E
to_room~
@G$n slowly lowers $mself $d the trapdoor.@n 

~
!
3 0 32
A
custom~
vest fish-scale fish scale ~
act_tochar( #measure, ch );

act_notchar( #rmmeasure, ch );

act_tochar( #measure2, ch );

act_tochar( #measure3, ch );

continue;

~
E
measure~
Thol pulls out a dirty piece of cord and begins taking your measurements.

~
E
rmmeasure~
Thol measures $n before starting work on the fish-scale vest.

~
E
measure2~
His hot breath stings your skin as he gets uncomfortably close, his thick

hands pulling the cord tightly about your neck.  Your breath becomes

labored and your heart begins to race before he releases the cord 

and scribbles down some numbers on a small chalkboard.


~
E
measure3~
The next step is much easier, as Thol quickly measures your waist and

chest while nodding to himself.


~
!
0 0 0
A
close~
down trapdoor d~
act_tochar( #no, ch );

~
E
no~
@GThol snarls at you, making you re-think that course of action.@n

~
!
0 0 0
1426 9 1509949540 3 0
2043 17 1509949470 -1 0
2023 17 1509949470 -1 0
2005 17 1509949470 -1 0
980 17 1509949490 -1 0
2182 17 1509949490 -1 0
2003 17 1509949490 -1 0
186 17 1509949490 -1 0
1077 17 1509949490 -1 0
2103 17 1509949490 -1 0
-1
S

#63526
Parade Ground~
The soot-filled air hangs heavily over the gravel field.  The heavy feet

of countless orc grunts have pounded the gravel deep into the mud, almost

paving this area.  Two small wooden buildings, perhaps barracks, flank

the grounds, one to the north and another to the south of here.  The

gravel pathway leads to the west.  To the east, a massive pair of solid

pine gates interrupt the thick shale walls.  A heavy crank is set into

the ground, attached to a long, thick chain looped over a pulley.  Beside

the crank is mounted a heavy lever.

~
~
301465665 1 9 0
D0
~
~
0 -1 63527 10 10 5
D1
inner gate~
inner gates~
195 -1 63531 10 10 5
D2
~
~
0 -1 63529 10 10 5
D3
~
~
0 -1 63523 10 10 5
E
lever~
The lever releases a large counterweight which pulls the gates closed in

a crash.

~
E
crank~
The thick crank is attached to a massive pine pole that supports the gate. 

It looks like if you turn it, it might open the gate.

~
A
turn~
crank~
if( is_open( room, east ) )

  act_tochar( #already, ch );

else {

  act_tochar( #turn, ch );

  act_notchar( #rturn, ch );

  send_to_room( #opens, room );

  open( room, east );

  send_to_room( #ropens, find_room( 63531 ) );

  }

~
E
already~
The gate is already open!!

~
E
turn~
Straining with all your muscles, you turn the massive crank.

~
E
rturn~
$n strains, turning the massive crank next to the gates.

~
E
ropens~
The massive inner gates to the west swing open.

~
E
opens~
The massive inner gates to the east swing open.

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( room, east ) ) {

  close( room, east );

  send_to_room( #closes, room );

  send_to_room( #rcloses, find_room( 63531 ) );

  }

~
E
closes~
The massive inner gates to the east swing shut.

~
E
rcloses~
The massive inner gates to the west swing shut.

~
!
1 0 2
A
pull~
lever~
if( is_open( room, east ) ) {

  send_to_room( #closes, room );

  close( room, east );

  send_to_room( #closes, find_room( 63531 ) );

  end;

  }

act_tochar( #already, ch );

~
E
already~
The gate is already closed, so nothing happens.

~
E
closes~
The gate slams shut with a crash!

~
!
0 0 0
1425 9 1509949540 3 0
-1
S

#63527
North Barracks~
Ten worn and dirty sleeping cots are scattered about the room.  The hard

packed dirt floor is covered in straw, keeping down the dust.  The wooden

slats that make up the walls are scarred and covered in soot.  A large

open doorway leads south, while an open trapdoor leads up a short set of

stairs.

~
~
301465669 0 5 0
D2
~
~
0 -1 63526 10 10 5
D4
~
~
0 -1 63528 10 10 5
E
cot~
The large cots are big enough for an orc.  They are built out of a thick

deerskin stretched over thick wooden poles.

~
A
search~
cots~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the cots, but don't find anything.@n

~
E
rmsearch~
@G$n searches the cots but finds nothing.@n

~
!
0 0 0
1078 41 1509949540 3 0
1078 73 1509949540 3 0
1746 9 1509949540 3 0
1746 9 1509949540 3 0
-1
S

#63528
Second Floor North Barracks~
The second floor is even more squalid than the first.  Thick piles of

straw cover the wooden floor, and the stench from below is magnified by

the heat in here.  The air is almost unbreathable, the thick and musty

smell of stale sweat almost drips from the walls.  Ten cots are lined

along the wooden walls of the room.

~
~
301465669 0 5 0
D5
~
~
0 -1 63527 10 10 5
E
cots~
The large cots are big enough for an orc.  They are built out of a thick

deerskin stretched over thick wooden poles.

~
A
search~
cots~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou rummage around and underneath the cots, but don't find anything.@n

~
E
rmsearch~
@G$n rummages about the cots, but comes up empty handed.@n

~
!
0 0 0
1078 41 1509949540 3 0
1078 73 1509949540 3 0
1746 9 1509949540 3 0
1746 9 1509949540 3 0
-1
S

#63529
South Barracks~
Straw is strewn about the floor here, and ten worn sleeping cots are

scattered about.  The air is thick and musty, smelling of orc sweat.  The

ceiling is not that high, reaching just over eight feet tall, and a small

wooden staircase leads up.  The doorway to the north leads outside.

~
~
301465669 0 5 0
D0
~
~
0 -1 63526 10 10 5
D4
~
~
0 -1 63530 10 10 5
A
search~
cots beds~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the cots but find nothing of interest.@n

~
E
rmsearch~
@G$n searches the cots, but comes up empty handed.@n

~
!
0 0 0
1078 41 1509949540 3 0
1078 73 1509949540 3 0
1746 41 1509949540 3 0
1746 73 1509949540 3 0
-1
S

#63530
Barracks~
Ten dingy cots are spread haphazardly round the room.  Warped boards make

up the floor, walls and ceiling of this room.  An open trapdoor leads

down to the first floor, and a good amount of straw is spread about the

floor.  The air is stale, baked by the pounding sun during the day, and

trapped by the poor ventilation of the room.

~
~
301465669 0 5 0
D5
~
~
0 -1 63529 10 10 5
E
cots~
The cots are made of deerskin stretched over thick wooden poles.  They

are sturdy enough to hold the weight of an orc.

~
1078 41 1509949540 3 0
1078 73 1509949540 3 0
1746 41 1509949540 3 0
1746 73 1509949540 3 0
-1
S

#63531
Between the Gates~
Gravel is spread about here to aid in walking on the muddy ground.  To

the east and west massive gates built from stripped pine trees are set

into the shale walls.  A tower rises high above you to the north, and a

large iron door provides entrance to it.  This area is obviously intended

to trap those storming the outpost.  A large crank is fixed near the east

gate, with a thick chain looping high over a pulley and attached to the

top of the gate.  There is also a heavy lever beside the crank, most

likely a release which closes the gates in rapid fashion.

~
~
301465665 3 9 0
D0
heavy iron door~
heavy iron door~
407 -1 63532 10 10 5
D1
outer gate~
outer gates~
65 -1 63534 10 10 5
D3
inner gate~
inner gates~
195 -1 63526 10 10 5
E
massive gates pine~
Each set of gates consists of two (roughly) equally-sized halves, which

swing open and shut on great iron hinges.  They are operated by a complex

system of pulleys and counterweights, a marvel of engineering.

~
E
lever~
The lever releases a large counterweight which pulls the gates closed

with a crash.

~
A
knock bang pound~
n north iron portcullis tower~
act_tochar( #bang, ch );

act_notchar( #rbang, ch );

if( is_open( room, east ) )

  act_tochar( #mutter, ch );

else {

  i = reputation( ch, azak );

  if( i > -49 ) {

    act_tochar( #yup, ch );

    open( room, east );

    send_to_room( #opens, room );

    send_to_room( #ropens, find_room( 63534 ) );

    }

  else {

    mob = mob_in_room( 1398, find_room( 63533 ) );

    if( mob ) {

      act_tochar( #pepper, ch );

      i = 2d10+10;

      dam_message( ch, i, "the volley of crossbow bolts" );

      inflict( ch, mob, i, "death by crossbow" );

      }

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

      act_tochar( #big, ch );

      mload( 1425, room );

      mload( 1398, room );

      }

    else

      act_tochar( #laugh, ch );

    mload( 1078, room );

    mob = mload( 1078, room );

    attack_weapon( mob, ch, 3d4+4, "heavy backhand" );

    interpret( mob, "bash" );

    }

  }

~
E
non_mil~
A large, gruff orc peers at you through a peephole.  "Military personell

ONLY." 

~
E
bang~
You pound loudly on the tower's iron door.

~
E
rbang~
$n pounds loudly on the iron door to the north.

~
E
mutter~
An orc grunt squints at you from behind the tower door.  @b"NAR!! the

outer gate is open already."@n With that he mutters off.

~
E
opens~
The massive outer gates to the east swing open.

~
E
ropens~
The massive outer gates of Brithbarad swing open.

~
E
yup~
An orc grunt squints at you from inside the tower, then begins turning a

massive crank.

~
E
pepper~
You are peppered by a volley of crossbows from the tower!!

~
E
laugh~
You hear laughter and orcish profanity from the tower.  A pair of orc

grunts show up to deal with you.

~
E
big~
The heavy clomp of booted feet approahces as the powerful orcs of

Brithbarad prepare to deal with your intrusion.

~
!
0 0 0
A
turn~
crank~
if( is_open( room, east ) )

  act_tochar( #already, ch );

else {

  i = find_stat( ch, str );

  if( i > 18 ) {

    act_tochar( #turn, ch );

    open( room, east );

    send_to_room( #room, room );

    send_to_room( #rroom, find_room( 63534 ) );

    }

  else

    act_tochar( #else, ch );

  }

~
E
already~
The east gate is already open.

~
E
turn~
Muscles straining, you turn the crank.

~
E
rroom~
The massive gate of stripped pine to the west is slowly raised from within.

~
E
room~
The massive gate of stripped pine to the east slowly raises.

~
E
else~
You try your strength at the crank, but cannot seem to budge it.

Maybe you should knock on the tower door to the north.

~
!
0 0 0
A
knock bang pound~
w west inner gate~
if( is_open( room, west ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #bang, ch );

act_notchar( #rbang, ch );

j = 1;

i = reputation( ch, azak );

if( i < 0 )

  j = 0;

if( i < -50 )

  j = 3;

if( i > 200 )

  j = 2;

if( j == 2 ) {

  act_tochar( #friend, ch );

  send_to_room( #opens, room );

  send_to_room( #ropens, find_room( 63526 ) );

  open( room, west );

  }

if( j == 1 ) {

  act_tochar( #care, ch );

  send_to_room( #opens, room );

  send_to_room( #ropens, find_room( 63526 ) );

  open( room, west );

  }

if( j == 0 ) {

  act_tochar( #away, ch );

  if( !is_open( room, east ) ) {

    open( room, east );

    send_to_room( #east, room );

    send_to_room( #reast, find_room( 63534 ) );

    }

  }

if( j == 3 ) {

  act_tochar( #death, ch );

  if( is_open( room, east ) ) {

    close( room, east );

    send_to_room( #slam, room );

    send_to_room( #rslam, find_room( 63534 ) );

    send_to_room( #grunts, room );

    mload( 1078, room );

    mload( 1078, room );

    }

  }

~
E
already~
The inner gate is already open!!

~
E
bang~
You bang as loud as you can on the solid pine of the inner gates.

~
E
rbang~
$n bangs loudly on the inner gates.

~
E
friend~
An orc grunt squints at you from the guard tower.  @b"Mes can see yous is

orc-friend.  Yous go inside."@n 

~
E
opens~
The massive inner gates of solid pine to the west swing open.

~
E
ropens~
The massive inner gates of solid pine to the east swing open.

~
E
care~
An orc grunt squints at you from the guard tower.  @b"Mes can see yous is

not orc-friend, but yous not orc-enemy neithers.  Yous can gos inside,

but watch yer step!!"@n 

~
E
away~
An orc grunt squints at you from the guard tower.  @b"Mes can see yous is

not orc-friend!!  Yous GO AWAY!!"@n 

~
E
east~
The massive outer gates to the east swing open.

~
E
reast~
The massive outer gates to the west swing open.

~
E
slam~
The massive gates to the east swing shut with a crash.

~
E
rslam~
The massive outer gates to the west swing shut with a crash.

~
E
death~
An orc grunt squints at you from the guard tower.  @b"Yous is orc-ENEMY!! 

Now yous DIE!!"@n 

~
E
grunts~
@RA pair of orc grunts arrive, grinning evilly.@n

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( room, west ) ) {

  close( room, west );

  send_to_room( #closes, room );

  send_to_room( #rcloses, find_room( 63526 ) );

  }

~
E
closes~
The massive inner gates to the west swing shut.

~
E
rcloses~
The massive inner gates to the east swing shut.

~
!
1 0 8
A
~
~
i = reputation( ch, azak );

if( i < -49 ) {

  if( is_open( room, west ) ) {

    close( room, west );

    send_to_room( #closes, room );

    send_to_room( #rcloses, find_room( 63526 ) );

    }

  }

~
E
closes~
The massive inner gates to the west swing shut.

~
E
rcloses~
The massive inner gates to the east swing closed.

~
!
1 0 2
A
pull~
lever~
if( !is_open( room, east ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  close( room, east );

  send_to_room( #closes, find_room( 63534 ) );

  }

~
E
already~
The gate is already closed.

~
E
pull~
You pull the heavy lever, and the outer gates swing shut with a crash.

~
E
rpull~
$n pulls the heavy lever, and the outer gates swing shut with a crash.

~
E
closes~
The outer gate of Brithbarad swings shut with a crash.

~
!
0 0 0
A
knock~
~
act_tochar( #knock, ch );

~
E
knock~
Specify what you knock on.

~
!
0 0 0
A
~
~
send_to_room( "The orc crossbowmen in the watchtower glare down at you.", room );

loop( all_in_room ) {

  i = reputation( rch, azak );

  if( i < -50 ) {

    act_tochar( "The crossbowmen fire a volley at you!", rch );

    act_notchar( "The crossbowmen fire a volley at $n!", rch );

    j = 4d3+12;

    dam_message( rch, j, "The volley of quarrels" );

    inflict( rch, rch, j, "orc crossbowmen" );

    }

  }

~
!
2 5000 0
-1
S

#63532
Base of the Tower~
The dust covered shale walls rise high above your head.  Through the

cobwebs and hazy air, you can see a wooden roof high above your head.  A

heavy iron gate provides exit south, while a trapdoor high above your

head allows exit to the roof.  The floor is hard packed dirt; the

imprints of many heavily booted feet cover its surface.  A rickety wooden

ladder leads up towards the trapdoor.

~
~
301465669 0 5 0
D2
heavy iron door~
heavy iron door~
407 -1 63531 10 10 5
D4
~
~
0 -1 63533 10 10 5
E
ladder~
Although it appears rickety, the ladder is quite sturdy when you examine

it closer.

~
A
~
~
continue;

~
E
to_char~
@GThe ladder creaks as you $t $d.@n

~
E
to_room~
@GThe ladder creaks as $n $t $d.@n

~
!
3 0 16
1425 137 1509949540 3 0
1425 137 1509949540 3 0
1078 137 1509949540 3 0
1078 137 1509949540 3 0
-1
S

#63533
Roof of the Tower ~
Rough cut pine planks make the floor here, and creak as you walk.  A

trapdoor leads down.  The crenelated walls come about to chest height of

the orc warriors, providing them wonderful protection from below.  The

air is choked by black soot coming from down below and to the west.  A

glowing torchiere of iron contains a fire that illuminates the area. 

Looking out from the walls you can see the Black Hills and the open

plains below.

~
~
301465665 0 5 0
D5
~
~
0 -1 63532 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou lower yourself into the trapdoor and begin climbing $d.@n 

~
E
to_room~
@G$n lowers $mself into the trapdoor and begins climbing $d.@n

~
!
3 0 32
1398 9 1509949540 3 0
1398 9 1509949540 3 0
1398 9 1509949540 3 0
1398 9 1509949540 3 0
-1
S

#63534
At the Gates~
Looming to the west of you are the impressive gates of the orc outpost,

Brithbarad.  To the immediate north of the gates rises a tall tower built

of stacked shale, and guards can be seen scanning the countryside for

interlopers.  The muddy ground is covered in gravel, and crunches beneath

your feet.  A dark cloud of soot hangs in the air, making breathing

difficult.  To the north and south, the tall grass of the Western Plains

approach the walls of the city.

~
no.mob

[Phule] DURN IT FOR THE LAST TIME OUTER GATES DO NOT RESET CLOSED

~
301465609 12 9 0
D0
~
~
0 -1 54503 10 10 5
D1
~
~
0 -1 39098 10 10 5
D2
~
~
0 -1 54504 10 10 5
D3
massive gate~
outer gates~
65 -1 63531 10 10 5
E
gates~
Made of massive stripped pines, the gates look very sturdy.

~
E
tower guards~
From the watchpost at the top of the tower, a view of the surrounding

hills can be seen.  A few orcs stand watching you, cradling large

crossbows.

~
A
knock pound bang~
outer gates west w~
if( is_open( room, west ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #pound, ch );

act_notchar( #rpound, ch );

i = reputation( ch, azak );

if( i > 0 ) {

  send_to_room( #opens, room );

  send_to_room( #ropens, find_room( 63531 ) );

  open( room, west );

  }

else {

  mob = mob_in_room( 1398, find_room( 63533 ) );

  if( mob ) {

    act_tochar( #yell, ch );

    act_tochar( #pepper, ch );

    i = 2d10+10;

    dam_message( ch, i, "the volley of crossbow bolts" );

    inflict( ch, mob, i, "death by crossbow" );

    }

  else

    act_tochar( #away, ch );

  }

~
E
already~
The outer gates are already open!

~
E
pound~
You pound heavily on the outer gates.

~
E
rpound~
$n pounds heavily on the outer gates.

~
E
opens~
The massive outer gates swing open.

~
E
ropens~
The massive outer gates to the east swing open.

~
E
pepper~
You are peppered by a volley of crossbows from the tower!!

~
E
away~
You hear laughter and orcish profanities from the guard tower.  The gates

do not open.

~
E
yell~
You hear a guttural laugh as the orcs in the tower yell, "Go away fool!"

~
!
0 0 0
A
~
~
act_tochar( #inside, ch );

continue;

~
E
inside~
You step inside the outer gates.

~
!
3 0 8
-1
S

#63535
South End of the Armor Pit~
The air is filled with choking ash, and the clanging sounds of metal on

metal surround you incessantly.  A small ladder leads up and out of the

pit.  A large forge, glowing with coals dominates the large chamber to

the north.  The dirt floor is covered in ash and scrap metal.

~
plates/links Anar

made this nomob.... keep grunts out

~
301469773 0 5 0
D0
~
~
0 -1 63539 10 10 5
D1
~
~
0 -1 63537 10 10 5
D3
~
~
0 -1 63536 10 10 5
D4
~
~
0 -1 63525 10 10 5
A
~
~
continue;

~
E
to_char~
@YYou skirt close by the hot forge as you $t $d@n.

~
E
to_room~
@Y$n skirts by the hot forge as he $t north.@n

~
!
3 0 1
A
~
~
continue;

~
E
to_char~
@GYou walk to the ladder and begin to climb $d.@n

~
E
to_room~
@G$n climbs $d the ladder.@n

~
!
3 0 16
1430 9 1509949540 3 0
-1
S

#63536
Southwest Corner of the Armor Pit~
The dirt floor soaks up the heat and throws it back to you in a choking

wave.  A large anvil used in the making of armor sits on the floor.  To

the west you see a ladder leading up and out of the pit.  To the

northeast is a blasting forge sending out waves of heat.

~
arm

~
301469765 0 5 0
D0
~
~
0 -1 63540 10 10 5
D1
~
~
0 -1 63535 10 10 5
2504 17 1509949540 -2 0
1769 9 1509949540 3 0
-1
S

#63537
Southeast Corner of the Armor Pit~
The large furnace belches forth sparks and heat that makes it quite hot

and smothering here, despite the distance from the forge.  The blackened

dirt of the floor is hardpacked and covered in scraps of metal.  To the

west you see a small ladder that leads out of the pit.

~
rivit man

~
301469765 0 5 0
D0
~
~
0 -1 63538 10 10 5
D3
~
~
0 -1 63535 10 10 5
2504 17 1509949540 -2 0
1764 9 1509949540 3 0
-1
S

#63538
Northeast End of the Armor Pit~
This dark corner of the pit is filled with metal forms and a large anvil.

Several half-built helms rest on pegs on the brick wall to the east.  To

the southwest the forge rages, sparks and smoke belching from it in great

gouts.  A small table with several different hammers sits against the

north wall.

~
add ask for helm

~
301469765 0 5 0
D2
~
~
0 -1 63537 10 10 5
D3
~
~
0 -1 63539 10 10 5
E
hammers table~
On a well-worn wooden table several different types of hammers rest.  The

hammers are almost exclusively ball-peen hammers of various weights.

~
E
helms~
The unfinished helms are in varying states of completion.  There are

several empty pegs along the wall, as well as those that the helms hang

on.

~
2504 17 1509949540 -2 0
1765 9 1509949540 3 0
-1
S

#63539
North End of the Armor Pit~
The heat from the central forge burns your lungs and the smoke obscures

your vision.  Heavy wooden poles support chains from which hang thick

metal sheets.  A thick anvil provides a space to curve the metal plates

into armor.

~
leggings

~
301469765 0 5 0
D0
~
~
0 -1 63541 10 10 5
D1
~
~
0 -1 63538 10 10 5
D2
~
~
0 -1 63535 10 10 5
D3
~
~
0 -1 63540 10 10 5
E
poles~
Thick wooden poles provide support for the heavy plates that this

armorer pounds into the curved plates that make up armor.

~
A
~
~
continue;

~
E
to_char~
@YYou skirt by the hot forge as you $t $d.@n

~
E
to_room~
@Y$n skirts past the hot forge as $e $t $d.@n

~
!
3 0 4
2504 17 1509949540 -2 0
1766 9 1509949540 3 0
-1
S

#63540
Northwest Corner of the Armor Pit~
Waves of heat pour from the forge to the southeast, making the air

shimmer in front of your eyes.  Thick spools of wire rest on a table

here, material to be made into chain links.  A heavy anvil provides space

for the links to be hammered together.  The floor is littered with bent

and damaged links.

~
chest protection

~
301469765 0 5 0
D1
~
~
0 -1 63539 10 10 5
D2
~
~
0 -1 63536 10 10 5
2504 17 1509949540 -2 0
1768 9 1509949540 3 0
-1
S

#63541
Back of the Armor Pit~
Set into a large alcove, this area is filled with armorsmithing materials.

Large sheets of metal sit stacked against the wall, while a large anvil

commands attention in the center of the room.  A smaller forge is set

against the west wall, glowing with a deep heat that assaults you.

~
WILL make orc custom armor

~
301465669 0 5 0
D2
~
~
0 -1 63539 10 10 5
E
forge~
This smaller forge has been set up for the smith to form ingots into

plates.  The glowing anthracite and coal put out incredible heat, as well

as a thick black smoke.

~
E
plates~
Thick iron, bronze and steel plates sit against the wall.

~
2504 17 1509949540 -2 0
1770 9 1509949540 3 0
-1
S

#0