#AREA Town of Medienne~ Ravyl~ ~ 0 0 0 #ROOMS #101 Before the Great Temple of Medienne~ Before you lies the Great Temple of Medienne. This is a truly awesome structure, having remained untouched by the years of constant fighting. Forty foot white marble pillars, flecked with silver, point the way to the inner sanctum within. The temple itself is the epitome of Greco-Roman architecture down to it's sculptured bronze door and fountain, the latter of which is shooting glittering drops of water high into the air. ~ ~ 335020871 0 9 0 D0 altar door~ altar door~ 131 -1 140 10 10 5 D2 ~ ~ 0 -1 102 10 10 5 E 1 north~ To the north you see the entrance to the Temple Sanctum. ~ E 1 south~ You see the beginning of North Temple Road. ~ E sculptures door 1 north~ The doors to the temple are sheathed in bronze and the pictures sculpted upon them depict a central point of peace and light, surrounded on all sides by leering faces, shadowy darkness, and along the bottom a huge dark figure of vague hoves, tentacles, and bat-shaped wings. ~ 1 17 1509949540 -2 0 2104 9 1509949540 3 0 -1 S #102 North Temple Road~ As you walk down this street you are constantly getting nudged and bumped by the many repair men working here. Although the town was nearly destroyed in the last recent battle, the people seem determined to rebuild things back to their recent grandeur. To the north you can see the temple, seeming untouched by damage, glistening in a few rays of sunlight poking through the clouds above. Two busy shops flank the street here, an armory shop to the west, and a weapons shop to the east. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 101 10 10 5 D1 ~ ~ 0 -1 131 10 10 5 D2 ~ ~ 0 -1 103 10 10 5 D3 ~ ~ 0 -1 130 10 10 5 E 1 north~ You see the magnificent Temple of Medienne. ~ E 1 east~ You see the newly built Weapon Shop. ~ E 1 south~ You see the street continue south. ~ E 1 west~ You see the ever busy Armor Shop. ~ 868 9 1509949540 3 0 -1 S #103 North Temple Road~ North Temple Road continues north and south here with various people hurrying by in both directions. None of them look at you as they pass, keeping their eyes afixed to the ground ahead. A jewelry shop to the west appears open, but still undergoing repairs. On the other side of the road is a busy food store, with not too long of a line to get in. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 102 10 10 5 D1 ~ ~ 0 -1 133 10 10 5 D2 ~ ~ 0 -1 104 10 10 5 D3 ~ ~ 0 -1 132 10 10 5 E 1 north~ You see a street. ~ E 1 east~ You see an open unfinished shop. ~ E 1 south~ You see an intersection. ~ E 1 west~ You see an open unfinished shop. ~ -1 S #104 Intersection of Temple and Medienne~ This is the intersection of North Temple Road and Medienne Avenue. The east-west running avenue was named after the town and leads past store fronts and eventually to the residential districts. There aren't many hawkers here, having retreated from the cold to be indoors, and the figures you do pass seem bundled up and wary of you, giving no greeting. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 103 10 10 5 D1 ~ ~ 0 -1 255 10 10 5 D2 ~ ~ 0 -1 105 10 10 5 D3 ~ ~ 0 -1 261 10 10 5 E 1 north~ You see North Temple Road continuing. ~ E 1 east~ You see Medienne Avenue continuing. ~ E 1 south~ You see North Temple Road continuing. ~ E 1 west~ You see Medienne Avenue continuing. ~ 868 9 1509949540 3 0 868 137 1509949540 3 0 -1 S #105 North Temple Road~ There is construction all along this street, with people removing the rubble from the collapsed building to the east. The building to the west seems undamaged an bustling with business. It seems a two-story affair with the basement being a tavern, and the main floor the owners dwelling. The cracked street of Temple Road continues north and south. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 104 10 10 5 D1 ~ ~ 0 -1 142 10 10 5 D2 ~ ~ 0 -1 106 10 10 5 D3 ~ ~ 0 -1 138 10 10 5 E 1 north~ You see an intersection. ~ E 1 east~ You see a structure in ruins.~ E 1 south~ You see North Temple Road continuing ~ E 1 west~ You see the Newly Rebuilt Tavern. ~ E east 142~ No description~ A ~ ~ send_to_char( #char, ch ); act_notchar( #room, ch ); continue; ~ E room~ $n walks down the stairs and heads into the tavern. ~ E char~ You walk down the steps and enter the tavern. ~ ! 3 3 8 1507 9 1509949540 3 0 1504 9 1509949540 3 0 -1 S #106 North Temple Road~ This cobbled road continues north, but to the south is what looks like a small sooty park at the central intersection of town. To the west is a newly finished shop. It is currently awaiting some brave souls to open a business here. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 105 10 10 5 D1 boarded up doorway~ ~ 0 -1 139 10 10 5 D2 ~ ~ 0 -1 107 10 10 5 D3 door~ door~ 17 2470 141 10 10 5 E 1 north~ You see the road continuing. ~ E 1 south~ You see the crossroads. ~ E 1 west~ You see a finished but empty store. ~ 868 9 1509949540 3 0 -1 S #107 Cross Roads of Medienne~ This is the central square of Medienne, which seems to have once been a kind of small park. It caught afire in the last battle, and the trees are now blackened skeletons and the bushes charred stumps. A soot-stained @efountain@n which once fed the various shrubs and flowers, serves now to only wash around the soot. The once great Main Street, now pretty much rubble, crosses Temple Road here. ~ ~ 301465675 1 9 0 D0 ~ ~ 0 -1 106 10 10 5 D1 ~ ~ 0 -1 251 10 10 5 D2 ~ ~ 0 -1 128 10 10 5 D3 ~ ~ 0 -1 250 10 10 5 E 1 north~ You see the beginning of North Temple Road. ~ E 1 east~ You see Main Street leading to the east gate. ~ E 1 south~ You see the slums of Medienne. ~ E 1 west~ You see Main Street leading to the west gate. ~ 1507 9 1509949540 3 0 1 17 1509949540 -2 0 868 9 1509949540 3 0 868 9 1509949540 3 0 868 137 1509949540 3 0 1508 9 1509949540 3 0 -1 S #108 West Gate of Medienne~ This huge set of stonemasonry towers guard Medienne's west gate. There is a series of gates leading to the world beyond, but first you have to pass through the guards that are keeping watch here. By the side of the gate is a large wooden @elever@n which would appear to open and close the portcullis. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 109 10 10 5 D3 portcullis~ portcullis~ 195 -1 172 10 10 5 E 1 east~ You see the beginning of Main Street. ~ E 1 west~ You see the inside of the Medienne gates. The portcullis is raised.~ A pull~ lever~ if( is_player( ch ) ) { if( is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, room ); open( room, west ); } } else act_tochar( #no, ch ); ~ E to_all~ The portcullis slowly opens with a grinding of gears. ~ E to_room~ $n pulls the lever. ~ E to_char~ You pull the lever. ~ E nothing~ Nothing happens. ~ E no~ You lack hands large enough to manipulate this lever. ~ ! 0 0 2 A push~ lever~ if( is_player( ch ) ) { if( !is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); close( room, west ); } } else act_tochar( #no, ch ); ~ E to_all~ The portcullis drops down with a loud crash. ~ E to_room~ $n pushes the lever. ~ E to_char~ You push the lever. ~ E nothing~ Nothing happens. ~ E no~ You lack hands large enough to grasp and push the lever. ~ ! 0 0 2 868 9 1509949540 3 0 868 9 1509949540 3 0 868 137 1509949540 3 0 -1 S #109 Intersection of Celemn and Main~ Main Street runs east and west, while Celemn Road runs north and south. To the north, there is rebuilding, children playing and hope, while to the south is gloom and ruined buildings, with tents cluttered around the dirty street. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 114 10 10 5 D1 ~ ~ 0 -1 249 10 10 5 D2 ~ ~ 0 -1 126 10 10 5 D3 ~ ~ 0 -1 108 10 10 5 E 1 north~ You see Celemn Road.~ E 1 east~ You see Main Street.~ E 1 south~ You see Celemn Road.~ E 1 west~ You see the West Gate of Medienne.~ -1 S #110 Main Street~ As you walk down Main Street the recent battle-damage is quite evident. To the north is the Leather Shop. The shop looks unstable but is open regardless of that. Business must be very good with all the fighting and all. ~ [Benbo] leather smith ~ 301465665 1 9 0 D0 ~ ~ 0 -1 143 10 10 5 D1 ~ ~ 0 -1 253 10 10 5 D3 ~ ~ 0 -1 252 10 10 5 E 1 north~ You see a run down Leather Shop.~ E 1 east~ You see the Crossroads.~ E 1 south~ You see the remains of the Bank~ E 1 west~ You see Main Street.~ E east~ You see Main Street. ~ 868 9 1509949540 3 0 -1 S #111 Main Street~ You are standing in the rubble of this once great street. To the north is the ruins of the Old Hotel of Medienne. The old familiar sign lies on the street reminding you of all the nights you have stayed there. To the south is the The Medienne Pet Shop, although in ruins, it still looks open. ~ ~ 301465665 1 6 0 D0 ~ ~ 0 -1 145 10 10 5 D1 ~ ~ 0 -1 252 10 10 5 D2 ~ ~ 0 -1 207 10 10 5 D3 ~ ~ 0 -1 251 10 10 5 E 1 north~ You see the ruins of the Old Inn.~ E 1 east~ You see Main Street.~ E 1 south~ You see the Pet Shop.~ E 1 west~ You see the Crossroads~ -1 S #112 Main Street~ This is the eastern end of Main Street, where Manor Road intersects Main Street. From this vantage point you can see the rest of Medienne and from the looks of things, no part of this city was spared the hardship of battle. From the north a spine chilling winds whips down Manor Road, and continues south. To the east of you, you spot the east gate of Medienne. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 123 10 10 5 D1 ~ ~ 0 -1 113 10 10 5 D2 ~ ~ 0 -1 124 10 10 5 D3 ~ ~ 0 -1 254 10 10 5 E 1 north~ You can see Manor Road.~ E 1 east~ You see the East Gate.~ E 1 south~ You see Manor Road.~ E 1 west~ You see Main Street.~ 1504 9 1509949540 3 0 -1 S #113 East Gate of Medienne~ The Towers have been hastily rebuilt after their recent destruction. No matter how much stone or plaster, it cannot cover all the scars left from the recent battle. Workers are here trying to erect the town gates. This is to keep the citizens safe from the dangers beyond. ~ ~ 301465673 1 9 0 D1 portcullis~ portcullis~ 195 -1 226 10 10 5 D3 ~ ~ 0 -1 112 10 10 5 E 1 west~ You see the beginning of Main Street~ E s south~ The gates of the tower to the south are made of heavy black wrought iron and look like they could withstand a tremendous amount of punishment. Set in the center is an emblem of a silver fist trimmed in red. ~ A pull~ lever~ if( is_player( ch ) ) { if( is_open( room, east ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, room ); open( room, east ); } } else act_tochar( #no, ch ); ~ E to_all~ The portcullis slowly opens with a grinding of gears. ~ E to_room~ $n pulls the lever. ~ E to_char~ You pull the lever. ~ E nothing~ Nothing happens. ~ E no~ You lack hands large enough to pull the lever. ~ ! 0 0 2 A push~ lever~ if( is_player( ch ) ) { if( !is_open( room, east ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); close( room, east ); } } else act_tochar( #no, ch ); ~ E to_all~ The portcullis drops down with a loud crash. ~ E to_room~ $n pushes the lever. ~ E to_char~ You push the lever. ~ E nothing~ Nothing happens. ~ E no~ You lack hands large enough to manipulate that lever. ~ ! 0 0 2 868 9 1509949540 3 0 868 9 1509949540 3 0 868 137 1509949540 3 0 -1 S #114 Celemn Road~ This is the residential area of Medienne, there are people here fixing what used to be their homes. To the east is a humble home, while to the west it looks like someone turned their home into some kind of business. There is a sign above the door. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 115 10 10 5 D1 door~ door~ 391 -1 156 10 10 5 D2 ~ ~ 0 -1 109 10 10 5 D3 door~ door~ 1 -1 155 10 10 5 E 1 north~ You see Celemn Road.~ E 1 east~ You see a peasant's home.~ E 1 south~ You see Main Street~ E 1 west~ It looks like someones home, but the front door is open and people come and go every once in a while. ~ E sign~ The sign is very weathered and looks old. Trying to read it, you think it says 'marital arts'. Maybe it's a counseling classes? ~ -1 S #115 Celemn Road~ As you stand here looking, you watch the people of this once mighty town rebuilding their homes. You are a little taken back by the anger and distrust in their eyes. Something must be happening around here that you don't yet know about. To the north you see an intersection. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 116 10 10 5 D1 door~ door~ 391 -1 158 10 10 5 D2 ~ ~ 0 -1 114 10 10 5 D3 door~ door~ 391 -1 157 10 10 5 E 1 north~ You see an intersection.~ E 1 east~ You see a meager dwelling.~ E 1 south~ You see Celemn Road.~ E 1 west~ You see a squalor dwelling.~ -1 S #116 Intersection of Celemn and Medienne~ A cold wind blows down from the north as you stand in this intersection. Two sun-bleached signs on a corner state the names Celemn Road and Medienne Avenue. To the north you see more homes, but to the east you can see the outline of some shops. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 117 10 10 5 D1 ~ ~ 0 -1 262 10 10 5 D2 ~ ~ 0 -1 115 10 10 5 D3 ~ ~ 0 -1 159 10 10 5 E 1 north~ You see Celemn Road.~ E 1 east~ You see Medienne Avenue.~ E 1 south~ You see Celemn Road~ E 1 west~ You see a dark alley.~ 868 9 1509949540 3 0 1508 9 1509949540 3 0 -1 S #117 North End of Celemn Road~ You are at the end of Celemn Road, surrounded by houses. They look complete but are being heavily fortified in case another assault from the outside world ensues. The houses to the east and west look like they have just been completed. To the south is an intersection. ~ ~ 301465665 1 9 0 D0 door~ door~ 391 62 161 10 10 5 D1 door~ door~ 391 62 162 10 10 5 D2 ~ ~ 0 -1 116 10 10 5 D3 door~ door~ 391 62 160 10 10 5 E 1 north~ You see a Citizen's House.~ E 1 east~ You see a Citizen's House.~ E 1 south~ You see an intersection.~ E 1 west~ You see a Citizen's House.~ 1504 9 1509949540 3 0 -1 S #118 Medienne Avenue~ The road is well built to serve the business district and the passing of loaded wagons. You are in the outskirts of the business district, with more shop fronts to the east. To the north, a sign creaking in the wind proclaims a bakery and a warm haven from the cold, while to the south a stubby tower-like structure proclaims itself a a shop of magic. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 134 10 10 5 D1 ~ ~ 0 -1 119 10 10 5 D2 ~ ~ 0 -1 136 10 10 5 D3 ~ ~ 0 -1 256 10 10 5 E 1 north~ You see the bakery.~ E 1 east~ You see an intersection.~ E 1 south~ You see an empty store.~ E 1 west~ You see an intersection.~ -1 S #119 Medienne Avenue~ This street is in the finishing stages of reconstruction, and there are workmen painting the shops here. To the south is the Town's trading post, where almost anything can be found. To the north is a shop specializing in luxuries. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 135 10 10 5 D1 ~ ~ 0 -1 259 10 10 5 D2 ~ ~ 0 -1 137 10 10 5 D3 ~ ~ 0 -1 118 10 10 5 E 1 north~ You see a Luxuries Shop.~ E 1 east~ You see Manor Road.~ E 1 south~ You see the Town Trading Post.~ E 1 west~ You see an intersection.~ -1 S #120 North End of Manor Road~ You are at the end of Manor Road. The houses in this area are the nicest you've seen with many appearing newly built. The Manor House at the end of the street to the north, is especially nice and richly designed. ~ ~ 301465665 1 9 0 D0 door~ door~ 131 -1 164 10 10 5 D2 ~ ~ 0 -1 121 10 10 5 D3 door~ door~ 391 -1 163 10 10 5 E 1 north~ You see a Lord's House ~ E 1 east~ You see a rich merchant's house. ~ E 1 south~ You see Manor Road. ~ E 1 west~ You see a rich merchant's house. ~ 1508 9 1509949540 3 0 -1 S #121 Intersection of Manor and Medienne~ This street looks untouched by the devastation, but upon closer inspection there are still scars. A cold wind blows from the north as you look down the streets, Medienne Ave heading west and Manor Road north and south. A nice-looking house rises to the east behind a large gate. A prominent-looking @b@Rsign@n is posted on the gate. ~ action written so gate closes automaticall ~ 301465665 1 9 0 D0 ~ ~ 0 -1 120 10 10 5 D1 large iron gate~ ~ 131 -1 214 10 10 5 D2 ~ ~ 0 -1 122 10 10 5 D3 ~ ~ 0 -1 260 10 10 5 E 1 north~ You see Manor Road. ~ E 1 south~ You see Manor Road. ~ E 1 west~ You see Medienne Avenue. ~ E 1 east house sign~ You look at the large sign on the east wall outside the manor. It reads, in large block letters, @b"BEWARE OF DOG! NO TRESSPASSING!" ~ A ~ ~ if( !is_player( ch ) ) continue; if( is_open( room, east ) ) { act_room( #swing, ch ); close( room, east ); } continue; ~ E swing~ The gate to the east swings shut with a low thud. ~ ! 3 -1 13 868 9 1509949540 3 0 868 9 1509949540 3 0 -1 S #122 Manor Road~ You are standing on Manor Road surrounded by newly completed houses, built primarily for defense. The citizens have learned a valuable lesson from the ever present threat of conflict. A cold wind gusts from the north sending chills up your spine. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 121 10 10 5 D2 ~ ~ 0 -1 123 10 10 5 D3 door~ door~ 391 -1 167 10 10 5 E 1 north~ You see Manor Road. ~ E 1 east~ You see a merchant's home. ~ E 1 south~ You see Manor Road ~ E 1 west~ You see a merchants home. ~ 1508 9 1509949540 3 0 -1 S #123 Manor Road~ The citizens are still repairing their homes here after the most recent battle. They have come to know that on this frontier, war and strife are a part of life, and they persevere and try once again to rebuild their lives. The few that you pass, give you wide berth. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 122 10 10 5 D1 door~ door~ 391 -1 170 10 10 5 D2 ~ ~ 0 -1 112 10 10 5 E 1 north~ You see Manor Road.~ E 1 east~ You see an unfinished home.~ E 1 south~ You see Main Street.~ E 1 west~ You see a wooden shell of a house. ~ -1 S #124 Manor Road~ You step into this dark street and you can feel something staring at you. There is a desolate feeling on the street. There is a foul smelling odor originating from the south. You see the ruins of once nice homes, now housing the poor and homeless of Medienne. Directly to the east, a huge, apparently windowless dark grey tower looms over the eastern gate of Medienne. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 112 10 10 5 D2 ~ ~ 0 -1 125 10 10 5 E 1 north~ You see Main Street.~ E 1 south~ You see Manor Road.~ 1721 9 1509949520 3 0 -1 S #125 The Medienne Town Dump~ As you walk down this street, you nearly trip on the piles of junk that has been accumulating. It looks like the citizens have used this street as a dump, piling all the rubble from the rebuilding. To the south, east and west, it seems the street has been blocked off on purpose. You can see a quickly erected wall in between the piles of trash. Something evil must lurk there. ~ west used to connect to the dump, 45301 ~ 301465665 1 9 0 D0 ~ ~ 0 -1 124 10 10 5 E 1 north~ You see the slums of Manor Road.~ 246 17 1509949540 -2 0 -1 S #126 Celemn Road~ From the architecture of the ruins, you conclude that these once were the houses of nobles. These once great houses now house Medienne's destitute population. The place seems dead, even the people walking around seem to have no vigor. As if that wasn't enough, they seem worried and nervous about something, and give you a wide berth. ~ ~ 301465665 1 6 0 D0 ~ ~ 0 -1 109 10 10 5 D2 ~ ~ 0 -1 127 10 10 5 D3 door~ door~ 391 -1 153 10 10 5 E 1 north~ You see Main Street.~ E 1 east~ You see a house in ruins.~ E 1 south~ You see Celemn Road.~ E 1 west~ You see the ruins of a once great house.~ -1 S #127 Celemn Road~ The road here is filled with dips and potholes. These are the slums plain and simple. There is litter cluttering the street along with rubble from the last battle. To either side stand tents, their pieces of cloth or animal skin is positioned to keep the occupants out of rain. To the south the town wall towers over the end of the street. ~ used to link to 1750 [Darkon] The tent *says* it is open, but I can't enter it. ~ 301465665 1 9 0 D0 ~ ~ 0 -1 126 10 10 5 D1 tent~ tent~ 1 -1 152 10 10 5 D3 tent~ tent~ 1 -1 151 10 10 5 E 1 north~ You see Celemn Road.~ E 1 east~ You see a tent house.~ E 1 west~ You see a tent house.~ -1 S #128 South Temple Road~ This is the seedier part of town. Although this is a large street, there is very little light here, and it looks more like an alley. To the west is The Rusty Nail, a bar for those looking for danger. While across the street is a small shop that deals in strange things like reagents, parts of creatures, rare potions, etc. Temple Road intersects Main to the north and continues south here. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 107 10 10 5 D1 door~ door~ 1 -1 148 10 10 5 D2 ~ ~ 0 -1 129 10 10 5 D3 ~ ~ 0 -1 147 10 10 5 E 1 north~ You see the Crossroads.~ E 1 east~ You see an Alchemist Shop.~ E 1 south~ You see South Temple Road.~ E 1 west~ You see the Rusty Nail.~ A ~ ~ room = find_room( 147 ); mob = mob_in_room( 310, room ); if( mob ) { send_to_room( #all, room ); junk_mob( mob ); } continue; ~ E all~ Feral feels reinforcements may be arriving and jumps back out of combat, and spins out through the doorway before you can give chase. ~ ! 3 3 8 1504 9 1509949540 3 0 -1 S #129 South Temple Road~ There is a gate blocking the street to the south. Its iron bars are covered in magic scrawlings and runes. Looking around, you think sarcastically that they have done a great job. This street is in bad condition and no rebuilding is taking place. Old buildings stand to either side. ~ ~ 301465665 1 9 0 D0 ~ ~ 0 -1 128 10 10 5 D1 door~ door~ 131 -1 150 10 10 5 D3 door~ door~ 391 -1 149 10 10 5 E 1 north~ You see South Temple Road.~ E 1 east~ You see an old dark building. A dim light comes from the open door.~ E 1 west~ You see a rundown building with unrepaired damage.~ E 4 gates 1 south scrawlings runes~ The marks and runes on the gates look like primitive wards of evil. Whatever is beyond is wanted kept out. The gates seem welded shut and you see no easy way to climb them. ~ E 1 west~ The building on the western side of the street, stands dark and lonely. Windows broken and dark, with apparent unrepaired fire damage. ~ E building buildings~ Look in the direction, so i know which one you mean. ~ E 1 east~ The building looks old and rundown. You do catch a dim light in one of the lower windows, and a faded and now unreadable sign hangs out front. ~ 868 9 1509949540 3 0 -1 S #130 The Armory~ You are standing in a huge armor shop. Shelves are filled with almost every type of armor known, and some you have never seen before. By the sound of the armorer's money bag, business has been good. There is a big sign here. (better read it). ~ ~ 335024199 0 5 0 D1 ~ ~ 0 -1 102 10 10 5 E 1 east~ You see North Temple Road. ~ E sign~ The sign actually looks like a really large shield. The sign reads: Buy - Buy something from the store. List - Shows the store's inventory. Value - The shopkeeper will tell you how much your armor is worth. Sell - Sells your armor. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 1004 9 1509949540 3 0 2062 17 1509949515 -1 0 2061 17 1509949540 -1 0 2002 17 1509949540 -1 0 2022 17 1509949540 -1 0 2042 17 1509949540 -1 0 2102 17 1509949540 -1 0 2125 17 1509949540 -1 0 2181 17 1509949540 -1 0 186 17 1509949515 -1 0 980 17 1509949490 -1 0 1077 17 1509949515 -1 0 2003 17 1509949515 -1 0 2103 17 1509949490 -1 0 2182 17 1509949515 -1 0 -1 S #131 The Weapon Shop~ The newly finished Weapons Shop is bustling with customers looking to arm themselves, to defend their homes. The cabinets are bare, and there is a very limited stock on hand. Above a rack of high quality spears hangs a sign. ~ ~ 335024199 0 5 0 D3 ~ ~ 0 -1 102 10 10 5 E 1 west~ You see the North Temple Road.~ E sign~ The sign reads: Buy - Buy something from the store. List - Shows the store's inventory. Value - The shopkeeper will tell you how much your weapon is worth. Sell - Sells your weapon. Custom - Shows the customs made here. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 970 9 1509949540 3 0 33 17 1509949540 -1 0 34 17 1509949515 -1 0 255 17 1509949441 -1 0 3004 17 1509949490 -1 0 3000 17 1509949540 -1 0 3002 17 1509949540 -1 0 3001 17 1509949540 -1 0 1087 17 1509949441 -1 0 3028 17 1509949540 -1 0 3029 17 1509949490 -1 0 1043 17 1509949540 -1 0 3104 17 1509949490 -1 0 3032 17 1509949540 -1 0 3005 17 1509949540 -1 0 3006 17 1509949515 -1 0 3007 17 1509949490 -1 0 3008 17 1509949465 -1 0 3014 17 1509949540 -1 0 3023 17 1509949465 -1 0 3034 17 1509949540 -1 0 3035 17 1509949465 -1 0 3033 17 1509949445 -1 0 -1 S #132 The Jewelry Shop~ This plush shop is practically empty, it seems like there is not a big demand for jewelry now. There are cases of very expensive jewelry and raw uncut gems. There is a jewel encrusted sign here waiting to be read. ~ ~ 335024199 0 5 0 D1 ~ ~ 0 -1 103 10 10 5 E 1 east~ You see North Temple Road.~ E sign~ The sign has little sample of every precious gem known to man The sign reads: Buy - Buy a wonderful piece of jewelry from the store. List - Shows the store's current selection. Value - The shopkeeper will tell you how much you treasure is worth. Sell - Sells you item. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 1005 9 1509949540 3 0 3004 17 1509949540 16 0 31 17 1509949470 -1 0 32 17 1509949490 -1 0 105 17 1509949470 -1 0 -1 S #133 The Grocery Shop~ This shop has all the items a brave adventurer may need. There are shelves of food, bags and various light sources. This huge store is busy with people buying the necessities of survival. There is a big sign nailed to the counter here. ~ ~ 335024199 0 5 0 D3 ~ ~ 0 -1 103 10 10 5 E 1 west~ You see North Temple Road.~ E sign~ The sign reads: Buy - Buy something from the store. List - Shows the store's inventory. Value - The shopkeeper will tell you how much your item is worth. Sell - Sells your item to the Grocer. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 1002 9 1509949540 3 0 4 17 1509949540 -1 0 26 17 1509949540 -1 0 25 17 1509949490 -1 0 55 17 1509949470 -1 0 28 17 1509949540 -1 0 3004 17 1509949540 16 0 948 17 1509949540 -1 0 1460 17 1509949540 -1 0 -1 S #134 The Bakery~ You walk inside and all overcome by the aromas. Sweet pastries and soft warm bread make you stomach rumble. There is flour all over the floor, and a glass case in the corner shows the products of a busy baker's work. Above the case is a sign almost covered by flour. ~ ~ 335024199 0 5 0 D2 ~ ~ 0 -1 118 10 10 5 E 1 south~ You see Medienne Avenue.~ E sign~ The sign is barely readable due to the floral covering it. The sign reads: Buy - Buy's a delicious confection from the store. List - Shows the store's selection. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 1001 9 1509949540 3 0 28 17 1509949540 -1 0 29 17 1509949540 -1 0 30 17 1509949540 -1 0 3004 17 1509949540 16 0 743 17 1509949540 -1 0 1460 17 1509949540 -1 0 -1 S #135 The Medienne Luxury Shop~ This is nicest shop you have ever seen, superbly crafted cups and glass are displayed in crystal cases. There are items here from all the realms. The excessive gold leaf plating on the walls and all these priceless trinkets make the store seem gaudy. There is a sign here (looks important better read it.) ~ make a rosewood chair and maybe a table for this guy. maybe a candalabra or vase. [Tulip] how about having chet give some info on this sceptre thingy when asked. [Risca] When you sell multiple things it says: You sells to Chet ~ 301469767 0 5 0 D2 ~ ~ 0 -1 119 10 10 5 E 1 south~ You see Medienne Avenue.~ E sign~ The sign reads: If you Break it you Buy It! Buy - Buy something from the expensive inventory. List - Shows the store's exotic inventory. Value - The shopkeeper will tell you how much your trash is worth. Sell - Sells your treasure to Chet. Wedding bands: are custom made to fit only the person who customs the item. ~ 1007 9 1509949540 3 0 3004 17 1509949540 16 0 40 17 1509949465 -1 0 1186 17 1509949450 -1 0 1411 17 1509949470 -1 0 -1 S #136 The Medienne Magic Shop~ The store is more like a fortress with thick granite walls and metal bars over the windows. Strange things clutter every space of the room, with little tags describing their function, many of which you don't understand. The magical energy is almost tangible causing the hairs on the backs of your arms and neck to rise, and somewhere in a corner is a persistent humming sound. There is a sign on the back wall. ~ [Kysa] In mpcode for scroll quest, Krasnog mispelled because when he says I see you no longer have sheaf. ~ 335024199 0 5 0 D0 ~ ~ 0 -1 118 10 10 5 D2 copper door~ copper door~ 407 -1 168 10 10 5 E 1 north~ You see Medienne Avenue.~ E sign~ The sign seems to hover just off the back wall, and in dull glowing letters in an appropriately archaic script. The sign reads: Buy - Buys a piece of magic from the store. List - Shows the store's selection. Value - The shopkeeper will tell you how much your magical item is worth. Sell - Sells your magical item. ~ E s south copper door~ A solid door of copper covered with etched symbols of arcane nature. There is no lock, but where you'd expect one there is instead a half-spherical indentation surrounded by small etched symbols. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 120 9 1509949540 3 0 1020 17 1509949540 -1 0 285 17 1509949460 -1 0 1025 17 1509949515 -1 0 882 17 1509949480 -1 0 871 17 1509949480 -1 0 -1 S #137 The Medienne Trading Post~ This place looks more like a junkyard than a trading post. There a piles of various cloths and trinkets that won't fit in the overstuffed shelves. Although most of items look worthless, you can see a couple of greater value. There is a sign here leaning against an old pile of books. ~ ~ 335024199 0 5 0 D0 ~ ~ 0 -1 119 10 10 5 E 1 north~ You see Medienne Avenue.~ E sign~ The sign looks rather old and is falling to pieces. The sign reads: Buy - Buy from the store. List - Shows the store's inventory. Value - The shopkeeper will tell you how much ____ is worth. Sell - Sells you it. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 1008 9 1509949540 3 0 25 17 1509949540 -1 0 27 17 1509949540 -1 0 4 17 1509949540 -1 0 229 17 1509949540 -1 0 230 17 1509949540 -1 0 229 17 1509949540 -1 0 55 17 1509949540 -1 0 874 17 1509949465 -1 0 330 17 1509949540 -1 0 6 17 1509949490 -1 0 948 17 1509949490 -1 0 949 17 1509949465 -1 0 20 17 1509949465 -1 0 552 17 1509949465 -1 0 -1 S #138 The Cracked Crown~ This cozy, dark, smokey tavern is devoted to the adventurer and traveler. Here they can order large meals to fill their stomachs, or they can just sit back and lift tankards of rare ale, and the locals know this as the best place to hear the latest news and tales from the lands beyond their secluded horizon. In the center of the room is a blazing fire in a circular stone hearth, the heat determined to drive the cold and damp from your bones. There is a sign posted above the bar here. ~ ~ 335024199 0 5 0 D1 ~ ~ 0 -1 105 10 10 5 E 1 east~ You see North Temple Road.~ E sign~ The sign is a quaint one with drab and faded colors. The sign reads: Buy - Buy a meal or drink from the innkeeper. List - Shows the menu. ~ E hearth fireplace~ Placed directly in the center of the room to allow maximum diffusion of light and warmth, the hearth adds a certain charm to the atmosphere here. Large, river-tumbled stones have been used to form the base of the hearth. The blazing fire crackles and pops as it consumes the wood. ~ A ~ ~ if( doing_quest( ch, 2 ) ) send_to_char( #char, ch ); end; ~ E char~ Walking in, you overhear some towns people arguing about what they should do about the recent kidnappings. As you enter, they stop talking and all seem to be looking at you now. ~ E ~ I heard Egrham over in Pennan had an interesting visitor the other day. Some gnome babbling on and on about a desert. ~ ! 1 3 2 A ask~ kidnappings problem 7 wererats missing~ send_to_char( #char, ch ); act_notchar( #room, ch ); if( !done_quest( ch, 2 ) ) send_to_room( #all, room ); else send_to_char( #done!, ch ); ~ E done!~ They look confused and one says, 'But you have already defeated those vile Wererats. No one, in fact, has seen one since.' ~ E all~ One patron says, 'We could sure use your help. You should talk to the Lord who may have more information. He can be found in his mansion in the Northeast part of town'. ~ E room~ $n asks the towns people about the recent kidnappings. ~ E char~ You ask them about the recent kidnappings. ~ ! 0 0 0 A ~ ~ if( random( 0, 10 ) > 3 ) send_to_room( #to_room, room ); else send_to_room( #none, room ); ~ E none~ somebody whispers about "those damnable goblins at it again, I hear they are giving the dwarves a real scare..." ~ E to_room~ An old woman in the corner say 'They live in the cellar of my once beautiful house. Nasty evil creatures made themselves right at home.' ~ ! 2 10 0 A ~ ~ i = random( 1, 10 ); if( i == 1 ) send_to_room( #pennan, room ); if( i == 2 ) send_to_room( #swamp, room ); if( i == 3 ) send_to_room( #hillpennan, room ); if( i == 4 ) send_to_room( #thieves, room ); if( i == 5 ) act_room( #mercs, ch ); if( i == 6 ) act_room( #hobs, ch ); if( i == 7 ) act_room( #khada, ch ); if( i == 8 ) act_room( #cullin, ch ); if( i == 9 ) act_room( #book, ch ); if( i == 10 ) act_room( #gnome, ch ); ~ E khada~ "Yeah, I been to the Dwarf City...Kha-Da...it's north of here, in the mountains..." ~ E hobs~ You hear someone grumble about a band of huge goblins west of Pennan, and their raids which have closed off what little traffic still flowed between Chiiron and Narak. ~ E mercs~ "...Heard the mercs were in the hills west of Pennan. Yeah, my brother fought against them some, he works for the guard..." ~ E thieves~ "...damn thieves robbed me in the Forest o' Medienne...yeah, southern part, that's where they prowl about sometimes, they must have a lair nearby somewhere..." ~ E hillpennan~ "...wonder what ever happened to that temple in the hills above the Rua valley? Hmm...oh well..." ~ E swamp~ You overhear two patrons talking about Sos-kul - apparently, someone has cleared a path through the swamps. ~ E pennan~ You overhear two men talking about Pennan - apparently, a place somewhere near Chiiron. ~ E book~ Did you hear about that gent came in t'other day? I hear tell he's writin a book and the Cracked Crown is gonna be in it. 'e said it was called the Taverns of the Realm, 'e did. ~ E cullin~ You catch a snippet of conversation between two patrons, "...and then I seen him coming down the street and so's I say hi." "Then what happened?" "That's the funny thing. He just nods like he knows what's what and I swear it sounded like mumbled my name under his breath. Is it even possible he's gettin' smarter or something?" ~ E gnome~ I hear Egrham had a strange visitor over in Pennan the other day. Seems this gnome kept on babbling about a desert or some such thing. ~ ! 2 75 0 A sit touch get go enter take steal~ fire hearth~ act_tochar( #idiot, ch ); act_notchar( #ridiot, ch ); do_spell( burning hands, ch ); interpret( ch, "hop" ); acode( room, 6 ); interpret( ch, "hop" ); acode( room, 6 ); interpret( ch, "hop" ); acode( room, 6 ); ~ E idiot~ As you lean against the hearth you quickly come in contact with the blazing fire. ~ E ridiot~ $n leans against the hearth and into the blazing fire burning $mself. ~ ! 0 0 0 A ~ ~ i = 1d6; if( i == 1 ) interpret( ch; "yell ouch!" ); if( i == 2 ) interpret( ch; "say aaaaaugh! That burns!" ); if( i == 3 ) interpret( ch; "say Ow! Get me some water, QUICK!" ); if( i == 4 ) interpret( ch; "say Ow, I'm gonna feel that one in the morning!" ); if( i > 5 ) interpret( ch; "say ow ow ow ow ow" ); ~ ! 0 0 0 1009 9 1509949540 3 0 24 17 1509949540 -1 1 5 17 1509949540 -1 3 23 17 1509949540 -1 1 66 17 1509949540 -1 0 1585 17 1509949540 -1 0 1584 17 1509949540 -1 0 1523 9 1509949540 3 0 309 9 1509949540 3 0 114 17 1509949540 -1 1 24 17 1509949490 -1 1 2619 17 1509949540 -2 0 -1 S #139 Rob's Fine Confections~ A finely crafted wooden counter with a white-marble top separates you from the back of the store. Behind the counter, a huge copper bowl sits next to a massive marble table. Pink and white striped wallpaper covers the walls above the lightly stained pine wainscotting. The floor is covered in a sparkling white tile. The smell of various sweet goods wafts through the air. A small sign rests on the counter. ~ up is 265 [Caer] You give candy-maker Rob to a platinum coin. [Caer] Neat trick. :) ~ 335024239 0 8 0 D3 ~ ~ 0 -1 106 10 10 5 D4 trap door~ ~ 75 -1 265 10 10 5 E counter wooden~ The counter is beautifully crafted from a fine-grained pine. It appears to be stained slightly with a yellow stain, and has been sanded smooth. A thick slab of marble sits atop it. ~ E bowl~ The huge copper bowl is over three feet in diameter. It shines with a deep polish, except for the bottom which is somewhat blackened by flame. ~ E marble table~ The thick marble tabletop is over six feet long and four feet wide. Thick wooden legs support its weight, and several metal scrapers and knives sit atop it. ~ E sign small~ The sign reads: We deal only in platinum. Please use exact change. ~ A list~ ~ act_tochar( #list, ch ); ~ E list~ Item Cost Level Number Condition ---- ---- ----- ------ --------- A box of candies 1000 1 500 @bexcellent@n ~ ! 0 0 0 A buy~ candies candy box~ interpret( ch, "give platinum candy" ); ~ ! 0 0 0 A custom~ ~ act_tochar( #request, ch ); ~ E request~ Rob says, "I don't make candies by request, just what you see on the list." ~ ! 0 0 0 A ~ ~ send_to_room( #smell, room ); ~ E smell~ The sweet smell of cooking chocolate permeates the shop. ~ ! 2 50 0 1861 9 1509949540 3 0 -1 S #140 Temple of Medienne - Altar of the Gods~ You are in a great hall that has been dedicated to the gods. There are statues in alcoves at intervals down the great hall, and at the end, to the north, rises a great altar of silver. Upon entering the hall, you can sense some divine presence here. ~ safe altar ~ 335020487 0 5 0 D2 altar door~ altar door~ 131 -1 101 10 10 5 D5 ~ ~ 0 -1 264 10 10 5 E 1 south~ You see the Temple of Medienne. ~ E statues alcoves~ The statues are of various famous gods in forms popularly help by belief. Each is very beautifully done and even the evil gods are honored here, for what is one without the other? Places of power such as this are honored by both sides of the spectrum, and to break this, will bring you hardship from many directions. ~ E silver altar~ The altar serves more as a point of focus for the eye, than anything physical purpose. It can be used to sacrifice to one of the gods, but that is mainly done in personal places of power. ~ E jar feather~ Towards the back of the temple, within an alcove, is a little glass jar. Within the jar is a pure white feather that looks like an angel's plumage. ~ A ~ ~ if( !cflag( 61, ch ) ) { if( !is_player( ch ) ) end; if( find_stat( ch, level ) > 5 ) { if( !has_quest( ch, 2 ) ) { if( mob_in_room( 1520, room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); } } } } else acode( room, 3 ); ~ E room~ Brother Thomas goes over and speaks with $n. ~ E char~ Brother Thomas makes his way over to you and says, 'You're an adventurer aren't you? Citizens of Medienne have been disappearing lately. Kidnappings maybe, but the Lord is looking for someone like you, who might be able to help. Richard should be at his mansion at the NE corner of town, if you are interested.' ~ ! 1 0 4 A sacrifice~ eye~ junk_obj( obj, 1 ); if( !has_quest( ch, 2 ) ) send_to_char( #noquest, ch ); else { if( done_quest( ch, 2 ) ) send_to_char( #already, ch ); else { send_to_char( #char, ch ); act_notchar( #room, ch ); act_area( #area, ch ); send_to_char( #char.2, ch ); update_quest( ch, 2 ); } } ~ E noquest~ You sacrifice the eye at the altar. ~ E area~ The sky suddenly darkens and you see clouds, strobing with internal discharges, gathering over the temple area on the north side of town. The soundwave soon follows and rocks you on your feet. A hush follows and you look up to see the clouds dispersing. ~ E room~ $n places a large, dark, oval gem on the altar and kneels to pray. Looking at the gem, you feel drawn to the reddish iris in it's depths. Your vision blurs and then clears, and you get the impression you must have daydreamed a bit. You vaguely remember thunder or something, and with a jump you realize the gem is no longer on the altar and you don't remember anyone taking it. ~ E already~ Yeah yeah, thunder and lighting and all that, but you've already completed the quest! ~ E char.2~ Your vision clears and the eye is gone. You are distracted by the sense of a conflict going on somewhere, but then the light seems normal again, and the temple feels as it always has been. ~ E char~ You begin the prayer before the altar, the eye resting on its top. Suddenly you feel a heavy presence fill the temple around you, and you open your eyes. The light outside seems darker than you remember. Hazily you think you hear thunder somewhere, as you come to know, a larger attention turned your way: a hostile attention. But through this, you finish the prayer. ~ ! 0 0 0 A ~ ~ if( cflag( 61, ch ) ) { act_tochar( #go_away, ch ); act_notchar( #thief, ch ); wait( 1 ); if( !is_open( room, south ) ) open( room, south ); transfer( ch, find_room( 101 ) ); act_notchar( #tossed_out, ch ); wait( 200 ); remove_cflag( 61, ch ); } continue; ~ E go_away~ One of the brothers says "@CI remember you, your the thief we kicked out of here not so long ago. Be on your way, thief@n". So saying, he gets the help of several brothers to push you back out the door. ~ E thief~ One of the brothers confronts $n as $e enters the front door stating loudly, "@CI remember you, your the thief we kicked out of here not so long ago. Be on your way, thief@n". Several brothers rush over to escort $n back out onto the streets. ~ E tossed_out~ $n lands roughly on the street as he is tossed out of the Medienne temple by several guards. ~ ! 1 0 36 1520 9 1509949540 3 0 -1 S #141 An Abandoned Store~ This rundown old shop is host only to the various mice and rats that nest in its old wooden walls. An old counter stands along the northern wall, but everything else that was not bolted to the floor seems to have been taken, either by the previous owner or looters. Dust and debris covers the floor. ~ ~ 335020109 0 5 0 D1 door~ door~ 17 2470 106 10 10 5 E 1 east~ You see North Temple Road. ~ E sign freshly paint~ Welcome to the Merachant Guild's Trading Post Please feel free to browse the display cases when we are not here to serve you. If you look in each display case, we hope you'll find something you can use. We also buy items of interest to our other customers. Store Policies: The customer is mostly right. Cash only, no credit or trade-ins. Please verify an item's condition. All items sold "as is". As a courtesy to our other patrons, please no eating, drinking, or spamming of spells. Please help us keep our store clean. No littering. All sales are final. KEEP HANDS IN PLAIN SIGHT AT ALL TIMES: Any attempts to reach into our containers or your containers will trigger the store's security system (Magic Traps of Medienne). Shoplifters will be burned at the stake. ~ E mirror~ You see yourself standing among the cases and items of the store. ~ -1 S #142 Medienne Smithy~ The pounding of the anvil stops as you enter, and you see that this store, which was previously unused, has been converted into a smithy, with livery stables to the east. ~ ~ 335024199 0 8 0 D1 ~ ~ 577 -1 241 10 10 5 D3 ~ ~ 0 -1 105 10 10 5 E 1 west~ You see North Temple Road.~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 615 9 1509949540 3 0 546 17 1509949465 -1 0 571 17 1509949450 -1 0 568 17 1509949515 -1 0 582 17 1509949540 -1 0 -1 S #143 The Leather Shop~ This shop is totally devoted to leather. There are thousands of leather items scattered throughout the whole store. If it isn't here the smith could probably make it. As you browse the wide selection you notice a sign posted on the wall. ~ ~ 335024199 0 5 0 D2 ~ ~ 0 -1 110 10 10 5 E 1 south~ You see Main Street.~ E sign~ The sign like everything else in the store is made from Leather. The sign reads: Buy - Buy something from the store. List - Shows the store's inventory. Value - The shopkeeper will tell you how much you item is worth. Sell - Sells you item. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 9 9 1509949540 3 0 2080 17 1509949540 -1 0 2042 17 1509949540 -1 0 2022 17 1509949540 -1 0 2002 17 1509949540 -1 0 2001 17 1509949540 -1 0 2041 17 1509949540 -1 0 2021 17 1509949540 -1 0 2081 17 100 -1 0 1109 17 1509949540 -1 0 -1 S #144 The Old Bank~ You are standing in the middle of the Imperial Bank of Medienne. The floors are old and scuffed and the room has a very musty smell. In front of you is a large counter, with bars extending from it to the ceiling. On the far end of the counter is a small locked gate leading to the back room. ~ ~ 335022181 0 5 0 D0 ~ ~ 0 -1 259 10 10 5 D2 gate~ gate~ 407 62 205 10 10 5 E 1 north~ You see Main Street.~ 868 137 1509949540 3 0 -1 S #145 The Old Inn~ Once a great gathering spot for adventurers, this inn now lies in near-ruins. Looters have stripped the artwork from the walls, leaving darker square patches on the patterned paper. The hearth is full of old grey ash and odd sticks of wood, probably furniture that was burned to keep the beleaguered citizens warm. ~ [Caer] Add action to ignite torches from fireplace? [Kwee] ask sage demons returns a blank line...and then a while later he gives his spiel too fast. [Kwee] not that i'm going to the Black Wastes soon. ~ 301465605 0 8 0 D2 ~ ~ 0 -1 111 10 10 5 E 1 south~ You see Main Street.~ -1 S #146 Small Chamber~ The walls of this small tunnel are formed of finely cut, well layed blocks of granite stone. A thick layer of dust covers both the walls and the floors indicating that this passage is seldom, if ever, used. The tunnel istelf curves here terminating to the west in a solid, steel-bound oak door and leading off into a stairwell to the south. ~ ~ 301596676 1 9 0 D2 ~ ~ 0 -1 154 10 10 5 D3 steel-banded door~ steel-banded door~ 391 6004 13505 10 10 5 E 1 west door~ The door is made of strong oak planks bound in steel bands. Oddly, it shows no sign of woodrot, not even dust coats it, though it has obviously been here quite a long time by the look of the undisturbed dust on the floor around it. Someone went to a lot of trouble to keep it secure, further evidenced by the heavy iron lock set in the clasp to keep it shut. ~ E 1 south~ The tunnel terminates at the base of a spiral stairway leading up into darkness. ~ -1 S #147 The Rusty Nail~ This is a dark dangerous tavern, filled with the lower filth of society. It is here where the really brave adventurer comes. There are endless kegs of ale and other fine spirits. There is also an endless group of people waiting to slit your throat when you least expect it. The room itself is poorly lit and smells like it hasn't been cleaned in years. ~ Feral action (#1) disabled - Feral will be reset elsewhere, outside the city. Players will need to actively adventure to meet him, rather than mixing area with town. Kiian. [Aemeris] ogre traitor! calling guards on fellow dark races! [Foeg S'sap] Bad ogre barkeep! Never show your face in Voaleth again! ~ 335024199 0 5 0 D1 ~ ~ 0 -1 128 10 10 5 D3 door~ door~ 391 -1 225 10 10 5 E 1 east~ You see South Temple Road.~ E sign~ The sigh has a drawing of two daggers coming to a point.i The Sign read: Buy - Buy something or leave. List - Shows what you can buy. ~ A ~ ~ i = random( 1, 10 ); if( rflag( reset0, room ) ) { if( !mob_in_room( 310, room ) ) { ch = rand_player( room ); if( find_stat( ch, level ) > 14 ) { if( i > 1 ) { remove_rflag( reset0, room ); end; } act_tochar( #char, ch ); act_notchar( #room, ch ); remove_rflag( reset0, room ); mob = mload( 310, room ); i = dice( 3, 50 ); dam_message( ch, i, "Feral's assassination attempt" ); inflict( ch, mob, i, "Assassinated by Feral" ); } } } ~ E room~ @BYou see a figure step out of the shadows behind $n, right before $n screams out in pain and stumbles. ~ E char~ @BYou feel shock as a blade cuts into you from behind. ~ ! 0 100 0 A ~ ~ send_to_room( #m1, room ); ~ E m1~ You overhear someone talking at another table. Voice, "Yeah, but ya know they neer did find out what happened to the Black Blade up theer in the Dragonspires..." Another voice, "Tis true, but yee all know that must be sittin a prize of one of those great beasts. Now suddup bout them, afor you bring one down on yeerself." ~ ! 2 0 0 1012 9 1509949540 3 0 23 17 1509949540 -1 0 24 17 1509949540 -1 1 114 17 1509949540 -1 18 -1 S #148 The Alchemist Shop~ There is nothing but glass in this shop, glass jars, bottles line shelf after shelf here. Inside these containers are everything imaginable, like raw dragon's toenails to newt eyes. The air is heavy with the smell of preserving fluid. There is a sign here. ~ ~ 335024199 0 5 0 D3 door~ door~ 1 0 128 10 10 5 E 1 west~ You see South Temple Road.~ E sign~ The sign reads: Buy - Buy a potion from the shop. List - Shows the store's inventory. Value - The shopkeeper will tell you how much your potion is worth. Sell - Sells your potion. ~ 100 9 1509949540 3 0 79 17 1509949540 -1 0 78 17 1509949540 -1 0 37 17 1509949540 -1 0 21 17 1509949540 -1 0 284 17 1509949520 -1 0 81 17 1509949540 -1 0 425 17 1509949540 -1 0 249 17 1509949490 -1 0 872 17 1509949540 -1 0 873 17 1509949490 -1 0 977 17 1509949490 -1 0 78 17 1509949540 -1 0 1182 17 1509949540 -1 0 246 17 1509949465 -1 0 1194 17 1509949465 -1 0 1269 17 1509949540 -1 0 1301 17 1509949490 -1 0 189 17 1509949465 -1 0 210 17 1509949465 -1 0 1410 17 1509949465 -1 0 206 17 1509949465 -1 0 479 17 1509949465 -1 0 474 17 1509949540 -1 0 98 17 1509949540 -1 0 -1 S #149 The Empty Building~ This structure is looks like a combination home and office. There is an old cot here and a splintered desk. This room looks like it may be a hideout of some sort, since the windows are covered by a cloak and the room has no light source. ~ ~ 335020100 0 5 0 D1 door~ door~ 391 0 129 10 10 5 E 1 east~ You see South Temple Road.~ -1 S #150 A Small Jewelry Shop~ This building looks like a shop, but without any real structure. The items here are odd, being things like, silver plates, jewelry, strange tools, nice lamps and the like. Upon closer examination many of the items look slightly used and randomly placed. The windows are barred and painted black and look secure but almost as if the occupants are hiding. ~ [Lansharra] when shopkeeper's not around, should be shopkeeper - one word ~ 335024199 0 5 0 D3 door~ door~ 131 0 129 10 10 5 E 1 west~ You see South Temple Road.~ 1011 11 1509975090 3 0 128 18 1509959680 -1 0 891 18 1509950720 -1 0 -1 S #151 The Tent House~ This is a very sad looking house. The walls are being held together by strips of cloth and twigs. A wool blanket is the only thing being used as a roof. There is nothing of any value here except for a pot or pan used to cook the families meager supper. ~ [Samantha] loosing should be losing ~ 335020101 0 5 0 D1 flap~ flap~ 1 -1 127 10 10 5 E 1 east~ You see Celemn Road.~ 1511 9 1509949480 3 0 -1 S #152 Some Tent Houses~ These ruins are simply a collection of cloth, it looks like many families have made their home here under a canopy of cotton. There are various people working on making these primitive structure survive the next wind. You feel a twinge of pity looking at the poor citizens. ~ ~ 335020101 0 5 0 D3 flap~ flap~ 1 -1 127 10 10 5 E 1 west~ You see Celemn Road.~ 328 9 1509949540 3 0 -1 S #153 A Citizen's Humble Home~ This hovel is a single room designed to sleep a family of four. The is a old blackened stove used to provide heat and someplace to cook in the south-western corner. It looks like these people make barely enough money to get by. But there hopes have not faded a bit, and the great care and pride they take in the home shows. This room has a homely feel to it. ~ ~ 335020100 0 5 0 D1 door~ door~ 391 -1 126 10 10 5 E 1 east~ You see Celemn Road.~ -1 S #154 Tight Staircase~ The walls of this small tunnel are formed of finely cut, well layed blocks of granite stone. A thick layer of dust covers both the walls and the floors indicating that this passage is seldom, if ever, used. The tunnel istelf curves here terminating to the west in a solid, steel-bound oak door and leading off into a stairwell to teh south. ~ ~ 301596676 1 9 0 D0 ~ ~ 0 -1 146 10 10 5 D4 trapdoor~ trapdoor~ 407 6004 168 10 10 5 -1 S #155 Strange Citizen's Home~ It looks like someone lives here, but the main room has been cleared and a springy mat covers the whole floor. The furniture and stuff is a bit hard. He seems to listen carefully to what the other man says. ~ [Quivilin] the mans app says hes in black... but if u look at him hes in white :) ~ 335020101 0 5 0 D1 door~ door~ 1 -1 114 10 10 5 E 1 east~ You see Celemn Road.~ 324 9 1509949540 3 0 -1 S #156 Candelit Library~ Looking about the room you notice that every available flat space has something on it. Stepping around the tables and trash you make your way to the back of the room and notice a trapdoor near the south eastern wall. ~ [Khisanth] I am still working on this mob and this room description. Thanks! ~ 335020101 0 5 0 D3 door~ door~ 391 -1 114 10 10 5 D5 trapdoor~ trapdoor~ 131 -1 224 10 10 5 E 1 west~ You see Celemn Road.~ E 1 west door~ The door is of simple construct, and leads to the street outside. ~ A 1 look~ smile~ if( mob_in_room( 254, room ) ) send_to_char( #char, ch ); ~ E char~ Upon closer inspection, you notice her teeth are far from perfect. In fact her mouth seems to be a rotting cesspool. ~ ! 0 0 0 254 9 1509949540 3 0 -1 S #157 Citizen's Home~ This building looks as if the owner's haven't been here in weeks. There is an inch of dust covering everything. From the various animal skins around, the owner of this house looks like a good hunter. There is a rotten smell originating from a 3-week old meal. Ewwwww! ~ ~ 335020100 0 5 0 D1 door~ door~ 391 -1 115 10 10 5 E 1 east~ You see Celemn Road.~ 1508 9 1509949540 3 0 -1 S #158 Citizen's Home~ This looks exactly like your home that you grew up in, or reminds you of it anyway. The cozy little hearth casts a pink glow on the comfortable old furniture. As you watch the fire, pleasant memories creep into your mind, of the carefree days of old. ~ ~ 335020101 0 7 0 D3 door~ door~ 391 -1 115 10 10 5 1508 8 1509949475 3 0 1502 8 1509949440 3 0 -1 S #159 A Dark Alley~ This alley is covered in garbage, it has been used by those people too lazy to walk down the street and use the dump. In one area, a pile of trash has been turned into a primitive bed, and looks like someone has made a home here. A rusted grate allows drainage to the sewers below. ~ ~ 301465665 1 8 0 D1 ~ ~ 0 -1 116 10 10 5 D5 rusted grate~ "rusted grate" grate~ 131 -1 13500 10 10 5 E 1 east~ You see an intersection.~ E grate d down~ A large rusted and hinged grate lies at the end of the alley here. A foul stench rises from it bringing the smell of sewers. Looking down, you can only see darkness. ~ 360 9 1509949540 3 0 -1 S #160 A Well Off Citizen's Home~ Although this home is only one room, the decor is rather nice. Tapestries hang on the wall to be the boast of their owner. The curtains blocking the glass windows are a pale orange and their gold linings sparkle in the light. The owner seems to be flaunting his good fortune in the faces of all those who are around. ~ ~ 335020101 0 5 0 D1 door~ door~ 391 -1 117 10 10 5 E 1 east~ You see the North End of Celemn Road.~ A set~ ~ i = dice( 1, 3 ); if( i == 3 ) act_tochar( "A", ch ); if( i == 2 ) act_tochar( "B", ch ); if( i == 1 ) act_tochar( "C", ch ); ~ ! 0 0 0 -1 S #161 Elegant Home~ The owner of this small, well-furnished home obviously capitalized on the strife that consumed the land but a short time ago. The maple furniture smells like it was just varnished and has that peculiar look of something that has seen little or no use. In fact, the whole house looks that way. A large oak door in the east wall leads elsewhere in the house. ~ ~ 335020101 0 8 0 D1 large oak door~ large oak door~ 407 -1 266 10 10 5 D2 door~ door~ 391 62 117 10 10 5 E 1 south~ You see the North End of Celemn Road.~ A open~ 1 east large oak door~ if( find_stat( ch, level ) > 59 ) { if( !is_open( room, east ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); mob = mob_in_room( 2059, find_room( 85 ) ); do_spell( conflagration, mob, ch ); } else continue; } else act_tochar( #tingle, ch ); ~ E open~ @RA gigantic spout of flame envelops you as you try to open the door.@n ~ E ropen~ @RA gigantic spout of flame envelops $n as $e tries opening the door.@n ~ E tingle~ A tingle creeps down your hand as you reach out to open the door. Quickly, you retract your hand, having though better about it. ~ ! 0 0 0 A inspect~ 1 east door large oak~ if( rflag( reset0, room ) ) { if( find_skill( ch, inspect ) > random( 2, 10 ) ) act_tochar( #trap1, ch ); else act_tochar( #none, ch ); } else act_tochar( #already, ch ); ~ E trap~ No description ~ E trap1~ Upon the door, you detect an intense magical trap. Only an extremely powerful counterspell is likely to disable it. ~ E none~ You find nothing unusual. ~ E already~ The magical trap upon the door has already been dispelled. ~ ! 0 0 0 A 1 look~ 1 east large oaken door~ act_tochar( #desc, ch ); if( rflag( reset0, room ) ) if( find_skill( ch, detect invisible ) > 7 ) act_tochar( #magic, ch ); else act_tochar( #something, ch ); ~ E desc~ A large oak door set in an oak frame is set into the eastern wall. Upon the door and around its frame are a series of carefully carved runes. ~ E magic~ @GWith your keen spell skills, you notice that there is an intense magical trap placed upon the door.@n ~ E something~ There is something not quite right about the large oak door. Perhaps someone should inspect it? ~ ! 0 0 0 A disarm dispel untrap~ 1 east door large oak trap magic~ if( !rflag( reset0, room ) ) { act_tochar( #already, ch ); end; } if( class( ch ) == mage ) { if( has_obj( 2582, ch ) ) { junk_obj( has_obj( 2582, ch ), 1 ); remove_rflag( reset0, room ); act_tochar( #read, ch ); act_notchar( #rread, ch ); wait( 1 ); act_tochar( #point, ch ); act_notchar( #rpoint, ch ); wait( 2 ); act_room( #glow, ch ); wait( 1 ); act_room( #open, ch ); open( room, east ); } else { act_tochar( #too, ch ); end; } } if( find_stat( ch, level ) > 59 ) { if( find_skill( ch, untrap ) > 6 ) { if( has_obj( 2582, ch ) ) { remove_rflag( reset0, room ); junk_obj( has_obj( 2582, ch ), 1 ); act_tochar( #hide, ch ); act_notchar( #rhide, ch ); wait( 2 ); act_tochar( #fizzle, ch ); act_notchar( #rfizzle, ch ); wait( 1 ); act_room( #open, ch ); open( room, east ); } else act_tochar( #too, ch ); } else acode( room, 1 ); } else act_tochar( #low, ch ); ~ E already~ The trap upon the large oak door has already been dispelled. ~ E read~ Using your arcane knowledge, you read through the tome of dispel magic. ~ E rread~ $n reads through an old tome. ~ E point~ @CYou point towards the magical trap on the door.@n ~ E rpoint~ @C$n points towards the magical trap on the door.@n ~ E glow~ The large oak door glows with a violet nimbus. ~ E open~ The large oak door sudden swings open. ~ E too~ The trap on the door is much too complex to dispel by yourself. You're going to need a magic artifact of some type. ~ E hide~ Not knowing what else to do with it, you hide behind the tome of dispel magic while fiddling with the trap. ~ E rhide~ $n hides behind a large tome while trying to disarm the magic trap upon the door. ~ E fizzle~ You hear a fizzling sound as you disarm the trap! ~ E rfizzle~ You hear a fizzling sound as $n disarms the trap! ~ E low~ Something tells you that you shouldn't attempt to disarm the trap yet. You aren't experienced enough. ~ ! 0 0 0 A 1 east~ ~ if( is_open( room, east ) ) continue; else act_tochar( #cant, ch ); ~ E cant~ The large oak door is closed. ~ ! 0 0 0 1514 9 1509949540 3 0 -1 S #162 A Well Off Citizen's Home~ This comfortable house looks cluttered from all the papers scattered about. Whoever the owner is, is often busy. The whole room seems to revolve around a teak desk in its center. It is from here all business is conducted. Books clutter the floor filled with various scribbling. ~ [Seltha] there's a desk and you can't look at it.... [Seltha] and books you can't read ~ 335020101 0 5 0 D3 door~ door~ 391 -1 117 10 10 5 E 1 west~ You see the North End of Celemn Road.~ -1 S #163 A Merchant's Luxurious House~ You are standing in the main room, with marble floor and walls covered with paintings and tapestries. The owner has spared no expense to make this their personal heaven. Everything in this house look professionally done. Thinking of some of the other places you've seen in town, you think the owner needs a little lesson in spreading the wealth. ~ ~ 335020037 0 8 0 D1 door~ door~ 391 -1 120 10 10 5 D4 ~ ~ 0 -1 212 10 10 5 E 1 east~ You see the North End Of Manor Road.~ 1514 9 1509949540 3 0 -1 S #164 The Lord's Mansion~ The owner of this house would be a man of quiet understatement. There are suits of armor lining the walls and there is much evidence of being a frontier town, the trophies on the walls look recent and the armor looks more functional than decorative. The whole room exudes a quiet air of status while not being too flashy. At one end of the room hanging in the middle of the wall is the stuffed head of the largest black bear you have ever seen. ~ ~ 335020101 0 8 0 D2 door~ door~ 131 -1 120 10 10 5 E 1 south~ You see the North End Of Manor Road.~ E bear~ The bear is an old grey whiskered black bear. In its' day it must have stood eight or nine feet just at the shoulder let alone standing up on its' hind legs. The taxidermist has given the bear a fearsome, teeth baring snarl. You are very glad that you have never run into this bear in the forest. ~ A test~ ~ i = 0; loop( i < 5 ) { send_to_char( "hi", ch ); i = random( 0, 5 ); } ~ ! 0 0 0 1522 9 1509949540 3 0 2203 17 1509949490 13 0 2066 17 1509949540 11 0 2105 17 1509949515 9 0 2124 17 1509949540 8 0 164 17 1509949540 16 0 619 17 1509949490 5 0 635 17 1509949490 7 0 634 17 1509949490 10 0 2187 17 1509949490 15 0 2187 17 1509949490 14 0 909 17 1509949450 -1 0 929 17 1509949450 -1 0 -1 S #165 City Guard Headquarters~ The headquarters of the city guard is a sturdy building built of grey granite blocks. Inside, there is very little in the way of decoration, being very utilitarian in style. There are a few desks and file cabinets along the walls, and a solid iron door to the north. ~ [Fyli] you mean a solid iron door to the north? ~ 301465669 0 6 0 D0 iron door~ iron door~ 147 166 210 10 10 5 D2 ~ ~ 1 -1 256 10 10 5 E 1 west~ You see the North End Of Manor Road.~ E desks cabinets~ Just full of papers. Lists of names, memos, reminders to look out for particular individuals, descriptions, that sort of stuff. ~ E 1 e iron door~ The door is of solid dark iron. There are wards engraved on it's surface. The few you can recognize are wards of protection and nulls. ~ 1521 9 1509949540 3 0 868 137 1509949540 3 0 868 9 1509949540 3 0 -1 S #166 Mansion Main Room~ The main room is tastifully done with somber colors and varnished woods. There are murals along the walls depicting great battles of men and dragons. Various weapons are mounted and by the condition of the weapons, it seems they have gotten plenty of use. ~ ~ 335020037 0 8 0 D1 ~ ~ 0 -1 219 10 10 5 D3 door~ door~ 407 -1 214 10 10 5 D4 ~ ~ 0 -1 220 10 10 5 E weapons~ There are many different styles of weapons on display here, axes, maces, hammers, swords and daggers. All of the weapons have seen much use. Perhaps, one of them is still useful. ~ E swords~ You see long swords, great claymores, elven swords, short swords, of all types and kinds. Many are probably normal and not worth your time, but one catches your eyes. A bastard sword of black metal. ~ A none~ none~ mob = mob_in_room( 264, room ); if( rflag( status0, room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); dam_message( ch, 200, "The bolt" ); inflict( ch, mob, 200, "a crossbow bolt" ); obj_to_room( oload( 3003 ), room ); remove_rflag( status0, room ); } else send_to_char( #gone, ch ); ~ E gone~ The real Black Blade seems to have been stolen. The owner has put a fake in it's place, well bolted to the wall. ~ E room~ With a TWANG! a crossbow bolt flies out of a side wall and slams into $n. ~ E char~ A steel tipped crossbow bolt flies out of a side wall and slams into you. The impact lifts you off the floor and slams you into the wall, causing you to drop the sword. ~ ! 0 0 0 A ~ ~ act_room( #all, ch ); junk_mob( mob_in_room( 264, room ) ); junk_mob( mob_in_room( 1516, room ) ); transfer_all( room, find_room( 211 ) ); ~ E all~ @bSomeone must have seen you and tipped off the city guard, because they show up @Rin force@n and catch you! You are swiftly taken out at sword point, and led to the City Guard Headquarters, were they lock you up. ~ ! 2 100 0 1516 9 1509949490 3 0 -1 S #167 A Merchant's Residence~ You are standing in a very nice house. There are brightly colored objects everywhere. The merchant here has a passion for collecting colorful objects. ~ ~ 335020101 0 8 0 D1 door~ door~ 391 -1 122 10 10 5 E 1 east~ You see Manor Road~ -1 S #168 Workroom~ You are in what appears to be a cramped workroom. The place is packed full of arcane tools, books, and other magic paraphernalia. A large table dominates the center of the room, and you are unable to see a clear space upon it's surface. You find two exits, one a copper door in the north wall, and the other is a trapdoor in the southeast corner. ~ ~ 301465601 1 9 0 D0 copper door~ copper door~ 407 111 136 10 10 5 D5 ~ ~ 407 -1 154 10 10 5 E 1 down~ A trapdoor of oak bound in steel. A large lock holds it shut.~ E 1 north copper door~ A solid door of copper covered with etched symbols of arcane nature. There is no lock, but where you'd expect one there is instead a half-spherical indentation surrounded by small etched symbols. ~ 1085 49 1509949540 -2 0 893 81 1509949445 -2 0 983 81 1509949445 -2 0 416 81 1509949445 -2 0 1054 81 1509949450 -2 0 1140 81 1509949450 -2 0 100 81 1509949441 -2 0 -1 S #170 A Merchant's Residence~ This stone block house is rather cold as you enter, and you get the impression that you should not be here. The walls are covered in mystical writing's beyond your comprehension. There are only a few pieces of furniture here, but they are of the highest quality. ~ ~ 301465669 0 8 0 D3 door~ door~ 391 -1 123 10 10 5 E 1 west~ You see Manor Road~ -1 S #172 Outside the West Gate of Medienne~ You are standing outside the West Gate of Medienne. This huge stone archway leads to what looks like a trail or road winding its way toward the Northern Sea. Looking at the battle scarred walls makes you think of all the sieges the city has withstood and survived. ~ ~ 301465609 1 6 0 D0 ~ ~ 0 -1 21048 10 10 5 D1 portcullis~ portcullis east~ 195 -1 108 10 10 5 D3 ~ ~ 0 -1 21075 10 10 5 E 1 east~ You stand outside Medienne's west gate. The portcullis is raised.~ A knock bash bang pound~ portcullis gate 1 east~ if( is_player( ch ) ) { if( !is_open( room, east ) ) { if( reputation( ch, Secomber ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, east ); send_to_room( #arr, find_room( 108 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); } else act_tochar( #no, ch ); ~ E already!~ How much more open do you want it? ~ E room~ You hear gears grinding as the portcullis slowly goes up. ~ E failed~ $n bangs on the portcullis. After a minute a guard appears and scowls at $m. You hear someone beyond shout "Go away, earth scum!" ~ E fail~ The gate guard peers between the bars at you and scowls. You hear someone on the other side say "Go Away, earth scum!!!" ~ E arr~ You see a guard open the portcullis for someone on the outside. ~ E room~ $n bangs on the portcullis. After a minute a guard appears and looks $m over before going away again. ~ E char~ After a short time a guard appears on the other side of the portcullis and glares at you. With a grunt he turns away and the portcullis begins to creak up to the sound of grinding gearwork. ~ E no~ A guard looks over the wall, scans the ground for sight of a person, shakes his head in confusion and disapears behind the wall again. ~ ! 0 0 2 A ~ ~ wait( 1 ); if( !is_open( room, east ) ) end; close( room, east ); send_to_room( #close, room ); send_to_room( #close, find_room( 108 ) ); ~ E close~ The portcullis slowly closes. ~ ! 1 3 2 A close~ portcullis gate 1 east~ if( is_player( ch ) ) { if( is_open( room, east ) ) { act_tochar( #signal, ch ); act_notchar( #rsignal, ch ); wait( 1 ); act_room( #closing, ch ); close( room, east ); send_to_room( #closes, find_room( 108 ) ); } else act_tochar( #is_closed, ch ); } else act_tochar( #what, ch ); ~ E signal~ You call to a guard to close the portcullis. One looks over, nods, and disapears from view. ~ E rsignal~ $n calls out to a guard to close the portcullis. ~ E closing~ The portcullis comes down with a loud CLANG! ~ E closes~ A guard arrives, closes the portcullis then continues on his patrol. ~ E is_closed~ A guard looks over the wall at you, motions to the already closed portcullis then shakes his head wonderingly as he disapears back over the wall. ~ E what~ A guard looks over the wall and, seeing no people about, disapears back behind the wall. ~ ! 0 0 2 -1 S #173 Entry Hall~ You are standing in a small quant hall with very modest furnishings. Small tapestries adorn the wall in an effort to relieve the coldness of this tower. ~ ~ 301465601 1 6 0 D2 ~ ~ 0 -1 174 10 10 5 -1 S #174 Main Hall~ You are standing in a magnificant hall. The black marble floor and the fine tapestries make this hall awe inspiring. The blandness of the Entry hall is an egima compared to this room. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 173 10 10 5 D2 ~ ~ 0 -1 175 10 10 5 -1 S #175 Main Hall~ Here the main hall splits into four directions and this place seems to be the focal point for all of them. The black marble floors have be scuffed by a multitude of people walking on it. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 174 10 10 5 D1 ~ ~ 0 -1 179 10 10 5 D2 ~ ~ 0 -1 176 10 10 5 D3 ~ ~ 0 -1 177 10 10 5 -1 S #176 Study~ This small study is devoted to works of fiction. Volume of legends and lore fill the bookcases that surrounds the Study's walls. The book tell of meancing creature and fabulous items. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 175 10 10 5 D1 bookcase~ bookcase~ 139 -1 181 10 10 5 D2 ~ ~ 0 -1 180 10 10 5 1514 9 1509949535 3 0 -1 S #177 Dining Room~ A large oak table is the center piece of this room. It has twenty chairs around its rounded edge. Fine silverware and dishs add a touch of elegance to the room. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 175 10 10 5 D2 ~ ~ 0 -1 178 10 10 5 -1 S #178 Kitchen~ The kitchen actually looks like it hasn't been used in years. Inches of dust cover the scattered pots and pans. No fire is going to cook anything in fact it would appear noone has eaten in a while. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 177 10 10 5 D3 ~ ~ 0 -1 203 10 10 5 1514 9 1509949540 3 0 -1 S #179 Parlor~ This is a fine room to relax in. Three different, comfortable couches beckon you to take short nap on them. There are small table with lots of port and wine. ~ ~ 301465601 1 6 0 D3 ~ ~ 0 -1 175 10 10 5 1514 9 1509949470 3 0 -1 S #180 Stair Well~ This stairwell is made from fine oak and the sculpted banister show the tales of mighty warriors and powerful wizards. There stair lead up to the second floor, where further mystery awaits. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 176 10 10 5 D4 ~ ~ 0 -1 192 10 10 5 -1 S #181 A Hidden Stair Well~ ~ ~ 301465601 1 6 0 D3 bookcase~ bookcase~ 139 -1 176 10 10 5 D4 ~ ~ 0 -1 182 10 10 5 -1 S #182 A Hidden Stair Well~ Empty space. ~ ~ 301465601 1 6 0 D4 ~ ~ 0 -1 183 10 10 5 D5 ~ ~ 0 -1 181 10 10 5 -1 S #183 A Hidden Stair Well~ Here the stairs just end and there seems to be no hope in continuing onward. You can barley make out the steps from were you just came from. ~ ~ 301465601 1 6 0 D4 trapdoor~ trapdoor~ 131 -1 184 10 10 5 D5 ~ ~ 0 -1 182 10 10 5 -1 S #184 A Small Hallway~ Empty space. ~ ~ 301465601 1 6 0 D3 ~ ~ 0 -1 185 10 10 5 D5 trapdoor~ trapdoor~ 131 -1 183 10 10 5 -1 S #185 A Small Hallway~ Empty space. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 184 10 10 5 D2 door~ door~ 131 -1 204 10 10 5 D3 door~ door~ 131 -1 186 10 10 5 -1 S #186 The Master Bedroom~ Empty space. ~ ~ 301465601 1 6 0 D1 door~ door~ 131 -1 185 10 10 5 -1 S #187 A Mage's Labratory~ Empty space. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 204 10 10 5 D2 door large iron~ door large iron~ 147 -1 188 10 10 5 -1 S #188 Hall of Mirrors~ Empty space. ~ ~ 301465601 1 6 0 D0 door large iron~ door large iron~ 147 -1 187 10 10 5 D2 ~ ~ 0 -1 189 10 10 5 -1 S #189 Hall of Mirrors~ Empty space. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 188 10 10 5 D2 ~ ~ 0 -1 190 10 10 5 -1 S #190 Hall of Mirrors~ Empty space. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 189 10 10 5 D2 ~ ~ 0 -1 191 10 10 5 -1 S #191 Hall of Mirrors~ Empty space. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 190 10 10 5 -1 S #192 Stair Well~ The stairs open up a small hallway heading north. A small red carpet follows the hallway and looks worn from use. The dimly lit corridor seems rather spooky. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 195 10 10 5 D5 ~ ~ 0 -1 180 10 10 5 -1 S #193 Hallway~ The Hallway ends here and so does the red carpet. A rather elaborate door is set in the wall to the north. Two smaller rooms are to the east and west and noise can be heard from both directions. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 196 10 10 5 D1 ~ ~ 0 -1 202 10 10 5 D2 ~ ~ 0 -1 194 10 10 5 D3 ~ ~ 0 -1 201 10 10 5 -1 S #194 Hallway~ You are standing in the middle of a dimly lit hallway. A rather worn red carpet extends to the north and south of you. There are two small rooms to the east and west of you. Soft sounds can be heard from there. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 193 10 10 5 D1 ~ ~ 0 -1 200 10 10 5 D2 ~ ~ 0 -1 195 10 10 5 D3 ~ ~ 0 -1 199 10 10 5 -1 S #195 Hallway~ This place looks rather well kept, but the furnishings look in disrepair. You can tell that the pictures on the walls once would have costed a great deal, but have faded over many years. The Hallway continues north. ~ ~ 301465601 1 6 0 D0 ~ ~ 0 -1 194 10 10 5 D1 ~ ~ 0 -1 198 10 10 5 D2 ~ ~ 0 -1 192 10 10 5 D3 ~ ~ 0 -1 197 10 10 5 -1 S #196 The Master Bedroom~ This room is devoted to the master of the tower. Valuable antiques clutter the room as if their owner didn't realize what they were worth. Or maybe the owner didn't care. ~ ~ 301465601 1 6 0 D2 ~ ~ 0 -1 193 10 10 5 1514 9 1509949540 3 0 -1 S #197 The Guest's Quarters~ The tidy room looks rather comfortable. New sheets have been placed on the large brass framed bed. There is not a speck of dust on any part of the furniture in this room. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 195 10 10 5 -1 S #198 The Guest's Quarters~ This place looks comfortable and no expense was spared to give the guests a feeling of luxury. The place looks tidy and fresh linens adorn a four-poster bead. ~ ~ 301465601 1 6 0 D3 ~ ~ 0 -1 195 10 10 5 -1 S #199 The Bedroom~ This is just a small bedroom. There is nothing fancy here at all, the furniture looks cheap and hardly used. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 194 10 10 5 -1 S #200 The Bedroom~ This small room looks as if its owners have not returned in a while. The bed is made and everything looks in place. Small tables and chairs are neatly arranged in the center of the room, for no apparent purpose. ~ ~ 301465601 1 6 0 D3 ~ ~ 0 -1 194 10 10 5 -1 S #201 Servant's Quarters~ Lots of small bunks and tables clutter the room. It would appear that all the servant of the tower live here. The room seems cramped with all this furniture. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 193 10 10 5 1514 9 1509949540 3 0 1514 9 1509949540 3 0 -1 S #202 Servant's Quarters~ More bed and tables clutter are cluttered in this room. Even though the room is clean and picked up, the sheer number of furnishing makes the room seem littered. ~ ~ 301465601 1 6 0 D3 ~ ~ 0 -1 193 10 10 5 1514 9 1509949515 3 0 -1 S #203 Pantry~ WOW!! The pantry is filled with food. Lots and lots of food.. Looking more closely at it much of the food looks like it was used for a fungas experiment. ~ ~ 301465601 1 6 0 D1 ~ ~ 0 -1 178 10 10 5 1514 9 1509949505 3 0 -1 S #204 A Mages's Labratory~ Empty space. ~ ~ 301465601 1 6 0 D0 door~ door~ 131 -1 185 10 10 5 D2 ~ ~ 0 -1 187 10 10 5 -1 S #205 The Old Bank~ You are standing behind the bars of the bank. The area is very tidy with a small stool standing in the middle of the room. There is a vault to the south. There is a sign on the wall. ~ ~ 335022085 0 5 0 D0 gate~ gate~ 407 62 144 10 10 5 D1 ~ ~ 0 -1 206 10 10 5 E sign~ Absolutely no one is allowed in this area without prior permission from Stan. Signed Stan ~ 104 9 1509949540 3 0 224 17 1509949445 -1 0 106 9 1509949540 3 0 106 9 1509949540 3 0 -1 S #206 The Vault~ You are standing in a large vault. Shelves and drawers line the walls and money is stacked everywhere. A large desk and chair sit in the middle of the room. The echo in the room is incredibly loud. ~ ~ 335020053 0 5 0 D3 ~ ~ 0 -1 205 10 10 5 105 9 1509949540 3 0 106 9 1509949540 3 0 -1 S #207 The Medienne Pet Shop~ As you enter the shop, your nose picks up the smell of animal sweat. The floor has balls of hair here and there, a feather floats from the ceiling and lands on your shoulder. Coming from the back room you here the yelp of a puppy, a vicious growl and a soft meow. In front of you is a long counter with a small gate which leads to the backroom and your new pet. ~ ~ 335028231 0 5 0 D0 ~ ~ 0 -1 111 10 10 5 D4 cage~ cage~ 471 -1 208 10 10 5 E 1 north~ You see Main street.~ E sign~ The sign has little drawing of puppy's and kittens playing. The sign reads: Buy - Buy's a faithful pet. List - Shows the what the store has in stock. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 108 9 1509949540 3 0 -1 S #208 Pet Shop Unlimited~ You are standing in a very spacious room. There is no floor, but fluffy clouds everywhere. There are small pens here and there containing every creature imaginable. Yes, this is pet heaven. ~ ~ 301473797 1 9 0 D5 ~ ~ 471 -1 207 10 10 5 109 9 1509949540 3 0 115 9 1509949540 3 0 110 9 1509949540 3 0 116 9 1509949540 3 0 117 9 1509949540 3 0 114 9 1509949540 3 0 -1 S #210 In Jail Pit~ A short narrow corridor leads to a small a circular room. In the center of the floor is a circular iron portal. Next to it, in a pile, is an iron-link ladder with one end bolted to the floor. There is one simple chair near the wall here, and looking at the walls you see they are engraved with runes of magic. There is an iron door down the short corridor, west. ~ ~ 301465693 0 6 0 D2 iron door~ iron door~ 147 166 165 10 10 5 D5 iron portal~ iron portal~ 407 166 211 10 10 5 E 1 west iron door~ The door is of solid dark iron. There are wards engraved on it's surface. The few you can recognize are wards of protection and nulls. ~ E 1 down portal~ The portal in the center of the floor is of the same dark iron as the door to the west. It has wards upon it's surface like that door, also. ~ E ladder~ The purpose of the ladder seems to be to throw down through the portal in the floor. It is of simple iron chain links, sturdy and lasting. ~ E chair~ A simple rude construct. It serves a guard when on the extremely boring duty here. ~ E runes walls~ The wards and runes on the two doors and walls all look much the same. Some kind of nullifying magic and wards of protections. ~ -1 S #211 In Jail Pit~ The prison system here is harsh and to the point. You stand on the floor of a circular pit about 10' in diameter. The walls and floor are smooth iron, with the walls rising 40' to the ceiling, where you can see a circular dark iron portal inset. There are no furnishings here, and only a tiny hole in the center of the floor. ~ ~ 301465727 0 6 0 D4 iron portal~ "iron portal" iron portal~ 407 166 210 10 10 5 E 1 up portal~ The portal far up is the only way out. ~ E hole~ The hole is small and circular, about the side of your palm. It's purpose seems to be that of a toilet. ~ E light~ There is always a dim glow in this pit room. It seems to come from all directions. ~ A ~ ~ ch = rand_player( find_room( 211 ) ); act_tochar( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 165 ) ); act_notchar( #arr, ch ); ~ E room~ The portal above opens and a chain ladder is dropped down through the shafting light. A voice booms down, @G"Ok, your time is up!"@n $n scrambles madly up the ladder. ~ E char~ The portal above opens and a chain ladder is dropped down through the shafting light. A voice booms down, @G"Ok, $n, your time is up, get out!"@n And you do so...eagerly. ~ E arr~ $n is escorted into the room by a burly-looking guard. ~ ! 2 100 0 A ~ ~ send_to_room( #all, room ); obj_to_room( oload( 4 ), room ); obj_to_room( oload( 4 ), room ); obj_to_room( oload( 55 ), room ); ~ E all~ The portal opens above. With nothing said, a few items drop down through the shafting light to land on the ground near you. The portal clangs shut and you hear it locking again. ~ ! 2 20 0 A ~ ~ if( obj_in_room( 4, room ) ) { send_to_room( #all, room ); junk_obj( obj_in_room( 4, room ) ); } if( obj_in_room( 4, room ) ) junk_obj( obj_in_room( 4, room ) ); if( obj_in_room( 55, room ) ) { send_to_room( #all2, room ); junk_obj( obj_in_room( 55, room ) ); } ~ E all2~ Another rat, goes scampering by, heading for the hole, dragging your waterskin! Damn, too late! ~ E all~ You look over just in time to see a rat disappearing in the hole, dragging your iron ration! ~ ! 2 30 0 A ~ ~ send_to_char( #char, rand_player( room ) ); ~ E char~ You look over to see a rat head looking out of the hole. When it sees you turn, it disappears. ~ ! 2 50 0 -1 S #212 Top of the Stair~ You stand at the top of a stair, looking down the red carpet to the main room below. To the west is a door to the master bedroom. ~ ~ 301465605 0 5 0 D3 door~ door~ 131 -1 213 10 10 5 D5 ~ ~ 0 -1 163 10 10 5 -1 S #213 Main Bedroom~ Walking into the room quietly, you find the merchant sleeping here in a huge bed of pillows and silks. A bedside table holds an ewer and bowl of water. There is a large painting on the south wall and a great window looking west out over the city. ~ ~ 301465604 0 6 0 D1 door~ door~ 131 -1 212 10 10 5 E table ewer bowl~ Just a delicately crafted bedside table, with an ewer and bowl on top. The bowl is filled with plain water. Probably used to wash with. ~ E 1 west window~ It is quite a nice view. There are bars on the outside though. ~ E painting~ The painting is of beautiful mist covered valley, with the sun glinting off a castle in the distance. The picture sits a bit off the wall. ~ A ~ ~ if( mob_in_room( 1518, room ) ) send_to_room( #all, room ); ~ E all~ The merchant snorts loudly, grumbles, and rolls over. ~ ! 2 100 0 A push move slide~ painting~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n goes over to the painting, and after examining it a moment, slides it aside. ~ E char~ You find that the painting slides to the side, revealing a safe behind it. ~ ! 0 0 0 A ~ ~ junk_mob( mob_in_room( 1518, room ) ); send_to_room( #all, room ); transfer_all( room, find_room( 211 ) ); ~ E all~ Someone must have seen you and tipped off the city guard, because they show up _in force_ and catch you! You are swiftly taken out at sword point, and led to the City Guard Headquarters, were they lock you up. ~ ! 0 80 0 169 17 1509949540 -2 0 1518 9 1509949540 3 0 -1 S #214 Mansion Yard~ You stand in the yard of a mansion with strong curves and sturdy architecture. It is two-storied, with dark-stone blocks as a lower foundation, and deeply stained walls and roof of pine and oak. The main door to the east is a beautiful construction of thick bronzewood. The yard encloses the mansion to the north and south. ~ no_mob ~ 301465672 1 9 0 D0 ~ ~ 0 -1 215 10 10 5 D1 bronzewood door~ ~ 407 -1 166 10 10 5 D2 ~ ~ 0 -1 217 10 10 5 D3 large iron gate~ ~ 131 -1 121 10 10 5 E 1 west~ A gate in a partially-rusted iron fence that runs around the mansion.~ E 1 east bronzewood door~ The door is a great bronzewood affair with a picture engraved upon it's surface. The picture depicts a sylvan setting with a nymph and unicorn twisting around it. Whoever set the lock in, knew what he was doing. It is of the best quality, and unpickable. ~ -1 S #215 Mansion's Yard~ You stand in a mansion's yard, enclosed by an iron fence. The mansion is of sturdy architecture with strong lines and curves. It is two-storied, with dark-stone blocks as a lower foundation, and deeply stained oak and pine as walls and roof. The yard buffers the mansion to the east and south. ~ ~ 301465664 1 9 0 D1 ~ ~ 0 -1 216 10 10 5 D2 ~ ~ 0 -1 214 10 10 5 -1 S #216 Mansion's North Yard~ You stand in a mansion's yard, enclosed by an iron fence that ends short of the city wall to the east. The mansion is of sturdy architecture with strong lines and curves. It is two-storied, with dark-stone blocks as a lower foundation, and deeply stained oak and pine as walls and roof. A large window is here on the south side, looking out over the yard and city to the north and west. The ward runs along the mansion west. ~ ~ 301465664 1 9 0 D3 ~ ~ 0 -1 215 10 10 5 E 1 south window~ The window is not the kind that opens. Breaking it would be a sure way to bring the town guard running. ~ -1 S #217 Mansion's Yard~ You stand in a mansion's yard, enclosed by an iron fence. The mansion is of sturdy architecture with strong lines and curves. It is two-storied, with dark-stone blocks as a lower foundation, and deeply stained oak and pine as walls and roof. The yard buffers the mansion to the east and south. ~ ~ 301465664 1 9 0 D0 ~ ~ 0 -1 214 10 10 5 D1 ~ ~ 0 -1 218 10 10 5 -1 S #218 Mansion's South Yard~ You stand in a mansion's yard, enclosed by an iron fence that ends short of the city wall to the east. The mansion is of sturdy architecture with strong lines and curves. It is two-storied, with dark-stone blocks as a lower foundation, and deeply stained oak and pine as walls and roof. A window here shows the kitchen inside. The ward runs along the mansion west. ~ [Hollie] if is open rbeak window might not should work. ~ 301465664 1 9 0 D3 ~ ~ 0 -1 217 10 10 5 E window~ It looks slightly open... ~ A 2 pick~ window~ if( !rflag( reset0, room ) ) { send_to_char( #already, ch ); end; } if( find_skill( ch, pick lock ) > random( 2, 8 ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); remove_rflag( reset0, room ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } ~ E already~ The lock has already been picked. ~ E failed~ $n tries to unlock the window, but seems to lack the skill and starts to make too much noise, before you stop $m. ~ E fail~ You try a few things, but start making too much noise, and have to stop. You just don't have enough skill for this. ~ E room~ $n uses two pieces of wire, slipped through the frame, to unhinge the lock on the inside. ~ E char~ Using some wire, you unlock the window. ~ ! 0 0 0 A 2 open~ window~ if( !rflag( reset1, room ) ) { send_to_char( #already, ch ); end; } if( rflag( reset0, room ) ) send_to_char( #locked, ch ); else { send_to_char( #char, ch ); act_notchar( #room, ch ); remove_rflag( reset1, room ); } ~ E already~ The window is already open. ~ E room~ $n opens the window. ~ E char~ You open the window. ~ E locked~ The window is locked. ~ ! 0 0 0 A 2 close shut~ window~ if( rflag( reset1, room ) ) send_to_char( #nothing, ch ); else { send_to_char( #char, ch ); act_notchar( #room, ch ); set_rflag( reset1, room ); } ~ E room~ $n closes the window. ~ E char~ You close the window. ~ E nothing~ It's already closed. ~ ! 0 0 0 A enter~ window~ if( !rflag( reset1, room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 219 ) ); act_notchar( #arr, ch ); } else send_to_char( #fail, ch ); ~ E fail~ The window is closed. ~ E arr~ $n comes climbing through the window. ~ E room~ $n climbs through the window. ~ E char~ You climb through the window. ~ ! 0 0 0 A break~ window~ send_to_char( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 211 ) ); ~ E room~ $n breaks the window, causing a lot of noise. About the time $e wiggling through the window, the guards show up. At sword-point $e is led away, and quickly thrown in jail. ~ E char~ You're not a very good thief, and make a lot of noise. The guards show up as you're wiggling through the window. At sword-point you are led away, and quickly thrown in jail. ~ ! 0 0 0 A 2 unlock~ window~ if( rflag( reset0, room ) ) send_to_char( #char, ch ); else send_to_char( #already, ch ); ~ E already~ The window is already unlocked. ~ E char~ With what? A key? ~ ! 0 0 0 264 9 1509949540 3 0 -1 S #219 Kitchen~ The kitchen is simple and functional. The counters are tiled, and the floor is a checker-work of red and black stone. The west side has been set up where you eat and the east is mainly the kitchen area. A short hall to the west leads to the rest of the house. And there is a window here. ~ ~ 301465605 0 5 0 D3 ~ ~ 0 -1 166 10 10 5 E window~ It looks like you could climb out of it. ~ A 2 climb exit~ window~ send_to_char( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 218 ) ); act_notchar( #arr, ch ); ~ E arr~ $n comes climbing out the window. It closes silently behind them. ~ E room~ $n opens the window and climbs out. ~ E char~ You clamber through the window. ~ ! 0 0 0 264 9 1509949540 3 0 -1 S #220 A Wealthy Merchant's Residence~ You stand at the top of the stair leading down the the main room of the mansion. Pictures line the walls and there is a door to the north. The hall continues east. ~ ~ 301465605 0 5 0 D0 door~ door~ 131 -1 221 10 10 5 D1 ~ ~ 0 -1 222 10 10 5 D5 ~ ~ 0 -1 166 10 10 5 E pictures walls~ The pictures depict scenes of a knight in silver and browns, doing various heroic things. Even killing a dragon in one. It seems the owner of this house was or still is an adventurer. His wealth came from battle... ~ -1 S #221 Cozy Study~ This is a comfortable study of rich browns and deeply stained woods. The carpet is wood-brown and thick, giving your steps a spring. A large desk sits before a bay window to the north, and bookcases full of tomes and books line the walls. ~ ~ 301465605 0 6 0 D2 door~ door~ 131 -1 220 10 10 5 A ~ ~ ch = rand_player( room ); if( find_skill( ch, sneak ) > dice( 2, 6 ) ) end; act_room( #all, ch ); junk_mob( mob_in_room( 254, room ) ); junk_mob( mob_in_room( 255, room ) ); junk_mob( mob_in_room( 1516, room ) ); transfer_all( room, find_room( 211 ) ); ~ E all~ @b@WSomeone must have seen you and tipped off the city guard, because they show up @Rin force@n and catch you! You are swiftly taken out at sword point, and led to the City Guard Headquarters, were they lock you up. ~ ! 2 900 0 96 49 1509949540 -2 0 255 9 1509949540 3 0 -1 S #222 Hallway~ You stand in a hallway, with stained wood walls, and a brown carpet. Along the walls, pictures are hung. ~ [Dalthas] when you look at painting, hoard of orcs should be 'horde' ~ 301465605 0 5 0 D1 door~ door~ 0 -1 223 10 10 5 D3 ~ ~ 0 -1 220 10 10 5 E pictures walls~ The pictures are done around a knight-like person who's herald colors are silver and brown. The pictures show various scenes of him doing great deeds, and in one he is shown helping defend the walls of Medienne against a hoard of orcs...an army. ~ -1 S #223 Master Bedroom~ This huge bedroom has been furnished from the best shops in Medienne. A large four poster bed occupies the majority of the room while along the wall is a cabana of exquiste quality. At the foot of the bed is an ornate, iron bound chest. The floor of the room has been covered in a plush, tan colored carpet. ~ ~ 301465605 0 5 0 D3 door~ door~ 0 -1 222 10 10 5 E cabana~ The cabana is along the wall and is obviously quite expensive. ~ E bed~ This large bed has been fashioned from the iron wood trees that are common to the local forest. Drapping down from the tops of the posts is a lite, off-white gauze that dangles nearly to the floor. ~ A ~ ~ if( find_skill( ch, sneak ) > random( 2, 6 ) ) end; act_room( #all, ch ); junk_mob( mob_in_room( 277, room ) ); junk_mob( mob_in_room( 264, room ) ); junk_mob( mob_in_room( 1516, room ) ); transfer_all( room, find_room( 211 ) ); ~ E all~ @bSomeone must have seen you and tipped off the city guard, because they show up @Rin force@n and catch you! You are swiftly taken out at sword point, and led to the City Guard Headquarters, where they lock you up. ~ ! 1 -1 8 277 9 1509949540 3 0 1049 17 1509949540 -2 0 -1 S #224 Laboratory~ The basement of the house has been turned into some sort of weird laboratory. There are many small items on the tables that you don't recognize, but they could be used for torture or information gathering. ~ ~ 301465669 0 7 0 D4 trapdoor~ trapdoor~ 131 -1 156 10 10 5 259 9 1509949540 3 0 -1 S #225 Rusty Nail's Back Room~ This is the storeroom of the Rusty Nail. Garth has a few barrels of ale and such here, but nothing of real value. ~ [Terek] Rusty Nail's Back Room ~ 301469700 0 6 0 D1 door~ door~ 391 -1 147 10 10 5 -1 S #226 Outside the East Gate of Medienne~ You are standing outside the East Gate of Medienne. This huge stone archway leads to what looks like a trail or road winding its way toward rolling hills and the Medienne forest. Looking at the battle scarred walls makes you think of all the sieges the city has withstood and survived. To the east, you can see a small trail which branches to the north, following the wall of the city. ~ south is 45500/near medienne ~ 301465601 1 9 0 D1 ~ ~ 0 -1 227 10 10 5 D2 secret door~ secret door~ 479 -1 51081 10 10 5 D3 portcullis~ portcullis~ 195 -1 113 10 10 5 A knock bash bang pound~ portcullis gate 1 west~ if( is_player( ch ) ) { if( !is_open( room, west ) ) { if( reputation( ch, Secomber ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, west ); send_to_room( #arr, find_room( 113 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); } else act_tochar( #no, ch ); ~ E already!~ How much more open do you want it? ~ E failed~ $n bangs on the portcullis. After a minute a guard appears and scowls at $m. You hear someone beyond shout "Go away, earth scum!" ~ E fail~ The gate guard peers between the bars at you and scowls. You hear someone on the other side say "Go Away, earth scum!!!" ~ E arr~ You see a guard open the portcullis for someone on the outside. ~ E room~ $n bangs on the portcullis. After a minute a guard appears and looks $m over before going away again. ~ E char~ After a short time a guard appears on the other side of the portcullis and glares at you. With a grunt he turns away and the portcullis begins to creak up to the sound of grinding gearwork. ~ E no~ A guard looks out over the wall, shakes his head, and disapears back behind the wall. ~ ! 0 0 2 A ~ ~ wait( 1 ); if( !is_open( room, west ) ) end; close( room, west ); send_to_room( #close, room ); send_to_room( #close, find_room( 113 ) ); ~ E close~ The portcullis slowly closes. ~ ! 1 1 8 A 1 look~ gate house~ send_to_char( #gate, ch ); ~ E gate~ This small fortress seems out of place at the edge of the forest. A large gate stands before you with a lever to the side. ~ ! 0 -1 0 A unlock~ secret~ if( is_open( room, south ) ) { act_tochar( #dork, ch ); end; } if( has_obj( 2512, ch ) ) { act_tochar( #unlock, ch ); act_notchar( #runlock, ch ); act_room( #open, ch ); open( room, south ); send_to_room( #ropen, find_room( 51081 ) ); wait( 3 ); send_to_room( #close, room ); send_to_room( #rclose, find_room( 51081 ) ); close( room, south ); } else act_tochar( #nope, ch ); ~ E unlock~ You unlock the secret door. ~ E runlock~ $n unlocks the secret door. ~ E open~ A section of wall opens soundlessly inward. ~ E nope~ You lack the key - perhaps try picking it? ~ E close~ A section of the southern wall slides closed. ~ E ropen~ A section of wall opens soundlessly inward. ~ E rclose~ A section of the northern wall swings shut. ~ E dork~ It's already open. ~ ! 0 0 0 A close~ portcullis gate 1 west~ if( is_player( ch ) ) { if( is_open( room, west ) ) { act_tochar( #signal, ch ); act_notchar( #rsignal, ch ); wait( 1 ); act_room( #closing, ch ); close( room, west ); send_to_room( #closes, find_room( 113 ) ); } else act_room( #already_closed, ch ); } else act_tochar( #no, ch ); ~ E signal~ You call out to a guard to close the portcullis. One peers over the wall, nods, and disapears behind the wall again. ~ E rsignal~ $n calls out to a guard to come close the portcullis. ~ E closing~ The portcullis comes down with a loud CLANG! ~ E closes~ A guard arrives, pushes the lever closing the portcullis, and continues on his patrol. ~ E already_closed~ A guard looks over the wall at you, motions to the already closed portcullis, and leaves shaking his head in wonder. ~ E no~ A guard looks over the wall, glances at you, and leaves shaking his head in confusion. ~ ! 0 0 2 -1 S #227 Near Medienne~ You are standing near the gates of what appears to be a large city. To the east, a trail extends away towards a large forest and rolling hills. From here, the horizon is truly a beautiful sight. To the north, a small trail makes its way along the wall of the city. All along the road are impenetrable bushes. ~ ~ 301465601 1 9 0 D0 ~ ~ 0 -1 3615 10 10 5 D1 ~ ~ 0 -1 3616 10 10 5 D3 ~ ~ 0 -1 226 10 10 5 -1 S #228 Medienne Bridge~ You are standing on a large wooden bridge. Below you, a rushing river flows from the north. The view from this bridge is quite sedating. Rolling hills and green forests dot the landscape to the north, south and east. Far to the northwest, the stone walls of a large city rise to the sky. The west trail appears to wind its way towards the city gates. ~ what is below here? . An unfinished river, I believe. It snakes its way south from thsi point. ~ 301465601 1 9 0 D1 ~ ~ 0 -1 229 10 10 5 D3 ~ ~ 0 -1 3621 10 10 5 E bridge~ The bridge upon which you are standing is constructed of large wooden beams. They look to be driven deep into the river bed and despite age and weather the bridge looks very sturdy. ~ A ~ ~ send_to_char( #char, ch ); continue; ~ E char~ You cross over the bridge spanning the rushing river, and continue east. ~ ! 3 1 2 A ~ ~ send_to_char( #char, ch ); continue; ~ E char~ You cross over the bridge spanning the rushing river, and continue west. ~ ! 3 0 8 A leaving east~ ~ if( !is_player( ch ) ) continue; else if( mob_in_room( 4000, room ) ) { act_tochar( #char, ch ); act_notchar( #room, ch ); } else continue; ~ E char~ Your attempts to move in that direction are blocked by the hulking troll which stands on the bridge. ~ E room~ $n attempts to move past the troll, but is easily stopped by his hulking frame. ~ ! 0 0 0 A leaving west~ ~ if( !is_player( ch ) ) continue; else if( mob_in_room( 4000, room ) ) { act_tochar( #char, ch ); act_notchar( #room, ch ); } else continue; ~ E char~ Your attempts to move in that direction are blocked by the hulking troll which stands on the bridge. ~ E room~ $n attempts to move past the troll, but is easily stopped by his hulking frame. ~ ! 0 0 0 4000 9 1509949540 3 0 -1 S #229 Narrow Path~ A well worn path parallels a rushing river that flows east and west. Tall grass grows in thick patches on both sides of the path. The westward trail leads to a small bridge which provides passage over another river. To the east, the path climbs its way over a grassy hill. To the south, a small trail follows the edge of the river which flows south. ~ You are traversing a well worn path which parallels a rushing river to the east and west. To the west, the trail passes over a small bridge leading to a large city. To the east, the path climbs its way over a grassy hill. To the south, a small trail follows the edge of the river which flows south. You see a sign posted here. ~ 301465608 4 9 0 D1 ~ ~ 0 -1 230 10 10 5 D2 ~ ~ 0 -1 234 10 10 5 D3 ~ ~ 0 -1 228 10 10 5 755 9 1509949540 3 0 -1 S #230 Narrow Path~ Tall wild grass and a few pine trees partially obstruct the north side of the trail which leads to a narrow river that flows eastward. Rocks and sand cover the floor of the river, occasionally visited by a snagged branch or a passing fish. The river accompanies the trail to the east and west. A small hill gradually climbs in height to the south. ~ Walking along the river which flows from east to west, along the north side of the trail, you attempt to peer into its blue depths. Rocks and sand cover the floor of the river, occasionally visited by a snagged branch or a passing fish. The river accompanies the trail which also continues to the east and west. ~ 301465600 4 9 0 D0 ~ ~ 0 -1 529 10 10 5 D1 ~ ~ 0 -1 231 10 10 5 D2 ~ ~ 0 -1 243 10 10 5 D3 ~ ~ 0 -1 229 10 10 5 324 17 1509949540 -2 0 -1 S #231 Narrow Path~ You are walking along a path which winds its way up and down the hills which dot the landscape. To the west, the path follows the flow of the river. To the east, the path skirts the base of a large hill. Beyond the river, the Medienne forest creeps in from the north. ~ ~ 301465601 4 9 0 D0 ~ ~ 0 -1 530 10 10 5 D1 ~ ~ 0 -1 232 10 10 5 D2 ~ ~ 0 -1 244 10 10 5 D3 ~ ~ 0 -1 230 10 10 5 755 9 1509949540 3 0 324 17 1509949540 -2 0 -1 S #232 Narrow Path~ You are walking along a path which travels east and west between grass covered hills and a river, bordered closely by the Medienne forest to the north. The occasional call of wild animals rips through the air. All in all, the sounds of nature create a somewhat pleasant trip along the path. ~ ~ 301465609 4 9 0 D0 ~ ~ 0 -1 531 10 10 5 D1 ~ ~ 0 -1 233 10 10 5 D2 ~ ~ 0 -1 245 10 10 5 D3 ~ ~ 0 -1 231 10 10 5 324 17 1509949540 -2 0 -1 S #233 Narrow Path~ The path you are traveling on curves its way around a hill and continues to the south and west. Unable to see over the hills which surround you, you hope that whoever made this path knew where they were going. To the north and east, the rushing river prevents you from venturing into the Medienne forest which seems to lie just out of reach. ~ ~ 301465601 4 9 0 D0 ~ ~ 0 -1 532 10 10 5 D2 ~ ~ 0 -1 23126 10 10 5 D3 ~ ~ 0 -1 232 10 10 5 473 9 1509949540 3 0 324 17 1509949540 -2 0 -1 S #234 Small Trail - Along a Riverbank~ Walking along the river, you skirt the hills which lie to the east. Tall grass grows all around you and up to the edge of the river. To the north, you can see a bridge which crosses over the river to the west. To the south, the path continues along side the river. ~ ~ 301465601 4 9 0 D0 ~ ~ 0 -1 229 10 10 5 D1 ~ ~ 0 -1 243 10 10 5 D2 ~ ~ 0 -1 235 10 10 5 587 17 1509949540 -2 0 -1 S #235 Riverbank Trail~ Although you can't reach the river to the west through the tall grass, you can hear it soft murmurings as it roars past, heading south. Rolling hills dot the landscape to the east where you can see an occasional wild animal feeding on the tall grass. A narrow path winds its way to the north and east. ~ Perhaps the river needs a proper name - if you could check along its length and report back to me I would appreciate - Kiian ~ 301465601 4 9 0 D0 ~ ~ 0 -1 234 10 10 5 D1 ~ ~ 0 -1 236 10 10 5 755 9 1509949540 3 0 -1 S #236 Riverbank Trail~ The trail crowds the grassy hills to the east, trying not to be washed away by the invading river. A small eddy forms in the elbow of the bend. The sounds of the river and wildlife around you creates a peaceful place to pause and enjoy the scenery. The trail extends to the south and west. ~ A small patch of land has been cleared where the river curves to the east ever so slightly on its journeys south. A small eddy forms in the elbow of the bend. The sounds of the river and wildlife around you creates a peaceful place to pause and enjoy the scenery. The trail extends to the south and west. . first sentence run on ~ 301465601 4 9 0 D0 ~ ~ 0 -1 243 10 10 5 D1 ~ ~ 0 -1 248 10 10 5 D2 ~ ~ 0 -1 237 10 10 5 D3 ~ ~ 0 -1 235 10 10 5 -1 S #237 Small Trail~ The uneven dirt trail carves into the soil exposing the roots of trees and grass alike. Thick tall grass interwoven with small pine trees clog the riverbank, leaving access to the rushing river difficult. Grassy hills rise to the eastern sky. The trail continues north and east. ~ Walking along the river which flows along to the west, you feel a moment of elation as you pick a piece of grass and begin to gnaw on it. To the north, you can see a slight clearing in the tall grass. To the east, the trail continues to skirt the hills which rise and fall like the tides of the sea. Birds flit overhead. . birds no giving actions in an rdesc is a no-no and i add these now as further reminders to *whomever* will work here that they need to be changed ~ 301465609 4 9 0 D0 ~ ~ 0 -1 236 10 10 5 D1 ~ ~ 0 -1 238 10 10 5 -1 S #238 Small Trail~ To the north and east, the landscape stretches out in waves of hills and tall grass. To the south and west, the river rushes by on its secret missions, picking up in intensity. The trail winds its way to the south and west, keeping in stride with the mad river. ~ ~ 301465601 4 9 0 D0 ~ ~ 0 -1 248 10 10 5 D1 ~ ~ 0 -1 247 10 10 5 D2 ~ ~ 0 -1 239 10 10 5 D3 ~ ~ 0 -1 237 10 10 5 473 9 1509949540 3 0 -1 S #239 Small Trail~ Straining to see over the tall grass which lies between you and the river, you can just barely make out the dark waters as they rush by you in a mad frenzy. The trail which edges the river extends to the north and east curving around a hill which hedges the path. ~ ~ 301465601 4 9 0 D0 ~ ~ 0 -1 238 10 10 5 D1 ~ ~ 0 -1 240 10 10 5 78 17 1509949465 -2 0 -1 S #240 Small Trail~ Walking on a small trail which continues to the east and west, you are calmed by the sound of the river as it laps up against the shore where the tall grass greets it. To the east, you can see a well-used path with which this trail connects between several hills. ~ ~ 301465609 4 9 0 D0 ~ ~ 0 -1 247 10 10 5 D1 ~ ~ 0 -1 23123 10 10 5 D3 ~ ~ 0 -1 239 10 10 5 -1 S #241 Medienne Livery Stables~ The livery stables only seems to be holding a few horses, though it has a much larger capacity. A stablehand approaches to see if you require any assistance. A hitching post and trough have been placed in the center of the room offering a safe place to store personal pets. ~ ~ 335028295 0 8 0 D3 ~ ~ 577 -1 142 10 10 5 E door~ The doors to the stables are normally left open, but can be closed to help keep the horses inside. ~ A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 A get take~ hay~ if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { if( random( 1, 10 ) < 8 ) { send_to_char( #none, ch ); act_notchar( #none2, ch ); remove_rflag( reset0, room ); } else { obj_to_char( oload( 1599 ), ch ); send_to_char( #ch, ch ); act_notchar( #ch2, ch ); remove_rflaG( reset0, room ); } } else { send_to_char( #none, ch ); act_notchar( #none2, ch ); } ~ E none~ You can not seem to take any of the hay. ~ E none2~ $n tries to get some of the hay, but fails. ~ E ch~ You manage to grab a bale of hay. ~ E ch2~ You see $n grab a bale of hay. ~ ! 0 0 0 678 9 1509949540 3 0 -1 S #242 Medienne Stables holding area~ Medienne stables holding area - don't cross the white line. ~ ~ 335020033 0 9 0 119 9 1509949490 3 0 647 9 1509949505 3 0 646 9 1509949480 3 0 645 9 1509949465 3 0 623 9 1509949455 3 0 975 9 1509949540 3 0 -1 S #243 Clearing Atop a Small Hill~ Two hills merge to form a small flat clearing. Tall grass covers most of the two hills, though near the center of the clearing the grass has been trampled around a hole in the ground. The two hills climb in elevation and merge with a larger series of hills to the east. The slopes to the north and west decline gently into tall grass and trees that border a narrow path. ~ action for the hole? ~ 301465600 5 9 0 D0 ~ ~ 0 -1 230 10 10 5 D1 ~ ~ 0 -1 244 10 10 5 D2 ~ ~ 0 -1 236 10 10 5 D3 ~ ~ 0 -1 234 10 10 5 E hole~ A large hole containing ashes has been dug into the ground. ~ -1 S #244 Small Hilltop~ This small hilltop is dwarfed by the hills stretching south and west. Covered with grass and sparse trees, the hilltop provides a good view of a small clearing nestled in the hills to the west. A narrow path forks to the south and east just northwest of the clearing. As the path passes to the north, a river can be seen flowing to the east. ~ ~ 301465600 5 9 0 D0 ~ ~ 0 -1 231 10 10 5 D1 ~ ~ 0 -1 245 10 10 5 D2 ~ ~ 0 -1 248 10 10 5 D3 ~ ~ 0 -1 243 10 10 5 -1 S #245 Rolling Hills~ The gentle rolling hills allow for a good view of the surrounding area. A narrow path north of the hills runs from the west to the east and eventually curves around the eastern inclines before continuing south. Bordering the path, tall grass and trees struggle to obscure a rushing river. The hills join together further south as they climb to a high hilltop. ~ need a better room name... ~ 301465601 5 9 0 D0 ~ ~ 0 -1 232 10 10 5 D1 ~ ~ 0 -1 23126 10 10 5 D2 ~ ~ 0 -1 246 10 10 5 D3 ~ ~ 0 -1 244 10 10 5 -1 S #246 Hilltop~ Surrounded by convoluted hillsides below, this grassy hill is the highest in elevation for miles. The short grass does little to hide well established game trails. An occasional animal track can be spotted on the narrow dirt trails. To the east, a narrow trail snakes through the valleys. The north and west hold a set of smaller hills. Dropping off quickly, a steep hillside lies to the south. ~ I'll make this one more descriptive later. I want to see what happens to the east. ~ 301465600 5 9 0 D0 ~ ~ 0 -1 245 10 10 5 D1 ~ ~ 0 -1 23125 10 10 5 D2 ~ ~ 0 -1 247 10 10 5 D3 ~ ~ 0 -1 248 10 10 5 -1 S #247 Steep Hillside~ The hillside rises at impossible angles in places, yet small game trails through tall grass indicate that it has been climbed in the past. Where wind and erosion have attacked the incline, rock outcroppings threaten to send boulders onto the pathways that border the hill on all sides except the north. ~ ~ 301465600 5 9 0 D0 ~ ~ 0 -1 246 10 10 5 D1 ~ ~ 0 -1 23124 10 10 5 D2 ~ ~ 0 -1 240 10 10 5 D3 ~ ~ 0 -1 238 10 10 5 -1 S #248 Grassy Hills~ Large grassy hills stretch from the north around to the east. Small game trails spiral across the hills. The largest hill in view lies to the east. The southwest holds a small narrow path which hugs the hillside to avoid a rushing river. The hills gradually decline to the north. ~ ~ 301465600 5 9 0 D0 ~ ~ 0 -1 244 10 10 5 D1 ~ ~ 0 -1 246 10 10 5 D2 ~ ~ 0 -1 238 10 10 5 D3 ~ ~ 0 -1 236 10 10 5 755 9 1509949540 3 0 -1 S #249 Main Street~ A half dozen small shabby tents huddle up against the sides of the road. In front of one of them is a rusty iron pot that has been hung over a heap of glowing red coals. ~ ~ 301465601 1 9 0 D1 ~ ~ 0 -1 250 10 10 5 D3 ~ ~ 0 -1 109 10 10 5 E rusty iron pot~ Only a spoonful of liquid remains in the bottom of the pot. A few of the flakes of rust are floating in the mixture, dyeing it an orange brown color. ~ E coals glowing red heap~ The fire has long since died down. The embers glow and flicker with each passing breeze. Only a few pieces of unburnt wood remain at the edges of the heap. ~ -1 S #250 Main Street~ The town fountain can be heard bubbling to the east. To the west, in the distance, stands the large west gate. Most of the burnable wreckage has been salvaged by the citizens long ago for firewood. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 107 10 10 5 D3 ~ ~ 0 -1 249 10 10 5 -1 S #251 Main Street~ A faint bubbling can be heard coming from the west. More shop fronts can be seen on the road continuing to the east. You can see a few guards milling about looking for signs of trouble in both directions. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 111 10 10 5 D3 ~ ~ 0 -1 107 10 10 5 -1 S #252 Main Street~ Splinters of wood are scattered in the road. The walls to the north and south are badly damaged. One of the planks in the northern wall is broken in half, it appears that someone was thrown up against it with great force, creating a crater in its surface. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 110 10 10 5 D3 ~ ~ 0 -1 111 10 10 5 E northern planks crater~ A crack has formed where an armored being slammed into the wall here. The board is splintering and crumbling all over the ground. ~ -1 S #253 Main Street~ The road continues both to the east and the west from here. The surface of the southern wall has been marred by a vandal, it appears to be a sort of script that has been carved into the wood with a sharp object. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 254 10 10 5 D3 ~ ~ 0 -1 110 10 10 5 E script marr surface wood plank wall~ Taking a closer look, you can make out quite a few of the letters that were hastily hacked into the wood. They read: @I@I@RD e yo st nki n um ns a d ta e he el es wit ou!!!@n ~ 1988 9 1509949540 3 0 -1 S #254 Main Street~ A chilling breeze brushes past you, as it makes its way through town. Squinting, you can see the now tiny west gate of Medienne. More road can be seen to the east and west. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 112 10 10 5 D3 ~ ~ 0 -1 253 10 10 5 E west 111~ No description~ -1 S #255 Medienne Avenue~ The intersection of North Temple Road and Medienne Avenue is visible to the west. The faint scent of baking bread is coming from the east, making it difficult to think about anything but a huge piece of mulberry pie. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 256 10 10 5 D3 ~ ~ 0 -1 104 10 10 5 -1 S #256 Medienne Avenue~ The wafting scent of baked goods grows stronger here and even more so to the east. For the most part, the citizens have been very busy in picking up the rubble and clearing the street. Only one overturned cart remains in a splintered heap near the western wall. To the north lies the city guard headquarters. ~ ~ 301465665 1 9 0 D0 ~ ~ 1 -1 165 10 10 5 D1 ~ ~ 0 -1 118 10 10 5 D3 ~ ~ 0 -1 255 10 10 5 E splintered heap overturned cart~ Little of this cart is in salvageable condition. Its side boards are cracked and its back axle is broken in two uneven pieces. Only one of its front wheels is spinning properly. ~ -1 S #258 Medienne Avenue~ More shops are visible to the west. The road is in better condition here. Since there are less potholes, traveling here is much easier since one does not need to be on the constant look out for craters filled with muddy water. ~ ~ 301465601 1 9 0 -1 S #259 Medienne Avenue~ To the south stands the only bank of Medienne. Its facade is weatherbeaten and nondescript. Even though the exterior is old and worn, the institution still appears operational and quite busy. To the north is a rundown old inn. The door has been nailed shut, and covered with various old boards. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 260 10 10 5 D2 ~ ~ 0 -1 144 10 10 5 D3 ~ ~ 0 -1 119 10 10 5 -1 S #260 Medienne Avenue~ A nice-looking house sits behind a large gate to the east. Even though the road appears to stretch for quite a ways west, a moderately busy intersection can be seen a few blocks away. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 121 10 10 5 D3 ~ ~ 0 -1 259 10 10 5 -1 S #261 Medienne Avenue~ The intersection of Medienne and North Temple road can be seen to the east. While to the west, Medienne Avenue continues. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 104 10 10 5 D3 ~ ~ 0 -1 262 10 10 5 -1 S #262 Medienne Avenue~ To the west is the intersection of Celemn and Medienne Avenues. Continuing to the east, North Temple Road can be seen. A small brown cloth sack has been dropped on the ground here, partially buried in the dust and pebbles that pave the road. ~ ~ 301465665 1 9 0 D1 ~ ~ 0 -1 261 10 10 5 D3 ~ ~ 0 -1 116 10 10 5 E bag cloth brown ~ A large hole has been slashed into the soft felt fabric of this sack. Whatever that was contained with in it has been looted long ago. ~ -1 S #263 The Old Bank~ Under Construction. ~ ~ 335022085 0 9 0 -1 S #264 Temple of Medienne - Vault of Knowledge~ A high, vaulted ceiling is held aloft by many simple large columns. Between the columns, the stone walls have been inset with niches that hold hundreds of scrolls and books in various conditions. Short shelves run in organized rows throughout the room, interspersed with small benches and podiums for reading purposes. Tall candelabras spaced evenly about the room provide ample light to see by. ~ [Malissin] candelabras candelbras ~ 335020111 0 9 0 D4 ~ ~ 0 -1 140 10 10 5 E ceiling~ The vaulted ceiling is formed as two arching coridors bisect each other. ~ E columns~ The columns are simple in construction, owing more to function than aesthetic value. Each is made from large granite blocks cut into cylinders and carefully stacked to form the sturdy columns that hold the roof, and consequently the temple overhead, from caving in and killing you. ~ E niches walls~ The stone walls, carved from very plain looking granite, have had niches hollowed out so scrolls and books can be stored in them. The niches are only a foot or so deep, but vary in height. Many are only a foot or so tall, providing shelf space for books. Others are four or five feet tall providing space for such oddities as a large stone tablet or a small column of marble inscribed with runes. ~ E stone tablet~ The large stone tablet is cracked in several places and looks to have been carefully reconstructed. A few small chinks are missing, but the text on it appears wholely legible. The tablet nearly fills the entire four foot wide by five foot tall niche. ~ E marble inscribed runes~ The marble column is thin, measuring only ten inches wide, and appears to be ornamental more than functional. Though it stands just over four feet tall, it supports nothing above it. The strange runes that spiral down its otherwise smooth surface are sharp and angular with triangular indentations at the terminating lines of every stroke. The script isn't in any language that you know of, though it does sort of bear a resemblance to dwarven, if only marginally. ~ E scrolls books~ You see crisp new scrolls and books along with older, deteriorating ones. Glancing through them they seem to be in no particular order than you understand and it would take quite a while to search the entire vault for a particular subject. Perhaps you could just browse for something interesting, otherwise you would have to search for an item by name. ~ E candelabras~ Tall metal poles securely planted into the rock of the ground, each stands just over six feet tall crowned with five candles to provide light for the vault. The metal is simple, wrought iron though someone must have once thought to brighten the place by painting the iron white. Bits of white paint have begun to flake off in recent years revealing the cold, dark iron beneath. ~ E shelves~ Even the shelves are carved from blocks of granite and have niches cut into them to store scrolls and books. Whoever constructed this place intended for it to last and was apparently none too worried about aesthetics. ~ E benches~ Simple wooden benches large enough for just a single person. Presumably they are intended to provide surcease from standing while one reads a lengthy literary work. ~ E podiums~ Almost more like a small table than a podium, these are intended as a place to rest literary works while also providing you with a place to set down the one you are perusing. The various podiums stand at different heights making it possible for any of the races to find one to work at. ~ E journal~ After much searching, you spy what you think may be the journal you've been told about, sitting on a high shelf. ~ A read~ tablet~ if( find_skill( ch, humanic ) > 7 ) { act_tochar( #text, ch ); end; } if( find_skill( ch, humanic ) < 3 ) act_tochar( #huh, ch ); else act_tochar( #almost, ch ); ~ E text~ The text is an archaic form and is difficult to translate but you manage to do it with much perseverence. @MWhen the last light of the setting sun strikes the fallen tower on the eve' of winter's end then shall darkness rise again and foe shall fall on friend. Where darkness walks incarnate form in her footfalls blood will lie and when she stops and speaks her mind all around shall fall and die. For twenty days the dawn won't rise while darkness spreads her vile cloak For twenty nights will cities burn in consuming fires and hazy smoke. On the final day one will come, the shining knight armed with light and if she fails the world will walk in eternal night. @n ~ E huh~ You peruse the stone and come to a singular conclusion. Its much easier to speak human than it is to read it. Perhaps it would help if you learned the language better first before you tried again. ~ E almost~ Looking over it you can make out only a little of it. It seems to be stating something about day and night, and maybe the end of winter? Or perhaps it means summer. There seems to be something about a horse with a sword of silver or something, but you aren't positive about that either. Perhaps if you delved deeper into study of the language it would make more sense to you. ~ ! 0 0 0 A get take lift pull yank steal~ candelabras candelabrum~ act_tochar( #no, ch ); ~ E no~ You try to pull it free from the ground only to find it has been secured quite well. Several brothers rush over to prevent you from doing any more damage by continuing in your futile efforts. ~ ! 0 0 0 A ~ ~ act_notchar( #leaving1, ch ); interpret( ch, "up" ); if( !is_open( find_room( 140 ), south ) ) { open( find_room( 140 ), south ); send_to_room( #open, find_room( 140 ) ); } act_notchar( #leaving2, ch ); interpret( ch, "south" ); set_cflag( 61, ch ); wait( 300 ); remove_cflag( 61, ch ); ~ E no~ You reach for the tablet and receive a mild electrical shock the moment your hand crosses the plane of the niche. Alerted of your actions by the electric crackle of the lightning, several brothers rush over and escort you from the vault and the temple. ~ E open~ One of the brethren opens the door of the temple. ~ E leaving1~ Several of the brethren escort $n up the stairs after $e attempts to steal something. ~ E leaving2~ Several brothers escort $n to the front door and summarily oust $m into the street followed by a decleration of "@Cand stay out you lousy thief!@n" ~ ! 0 0 0 A get take lift pull steal~ tablet~ act_tochar( #no, ch ); wait( 2 ); acode( room, 3 ); ~ E no~ You reach for the tablet and receive a mild electrical shock the moment your hand crosses the plane of the niche. Alerted of your actions by the electric crackle of the lightning, several brothers rush over and escort you from the vault and the temple. ~ ! 0 0 0 A get take lift pull steal~ column marble~ act_tochar( #no, ch ); wait( 2 ); acode( room, 3 ); ~ E no~ You try to lift the white column only to find that it is much heavier than it looks. By the time you get a better grip on the marble column several of the brothers have rushed over to escort you from the premesis. ~ ! 0 0 0 A browse~ ~ if( rflag( reset0, room ) ) { i = random( 1, 12 ); if( i == 1 ) act_tochar( #glyph, ch ); if( i == 2 ) act_tochar( #map, ch ); if( i == 3 ) act_tochar( #goblin, ch ); if( i == 4 ) act_tochar( #sorrow, ch ); if( i == 5 ) act_tochar( #lag, ch ); if( i == 6 ) act_tochar( #bugbear, ch ); if( i == 7 ) act_tochar( #bugbears2, ch ); if( i > 7 ) act_tochar( #boring, ch ); if( random( 1, 3 ) == 1 ) remove_rflag( reset0, room ); } else act_tochar( #boring, ch ); ~ E glyph~ In an old tome with nearly faded ink you make out a passage that sounds at least somewhat interesting. "... ancient ruins, no sign of its creators. We found a tablet of dark stone inscribed with glyphs. We have translated some of the... very much like a tree, we know is carathan, which has something to do with the ... the last glyph looking something like a crescent moon impaled on a trident, which is linked to the word chardalai for some unknown reason. Beyond that we ca...." The rest is too faded to make out. ~ E map~ In one book, containing mostly boring summaries of trade tallies and income and expenditures for some unnamed merchant you find a picture. It is extremely well done, and looks to be a quite accurate view of a city from an aerial view. A stylized compass drawn in one corner shows that you view it from roughly he south side. On the top right corner of the page you can make out an ornate mansion with large yard around it. At the top center you can make out something that looks like some sort of shrine or temple, nestled at the end of a road lined with merchant carts. You can also make out a rather ornate fountain at the intersection of what appears to be the town's two main roads. At the bottom of the map, in elegant script, is a single word: Medienne. ~ E goblin~ After a brief search you come across a small booklet in hand scrawled script containing the humorous yet highly effective exploits of a goblin mage. It seems he began writing this account when he was only a small goblin toadie, yet managed to learn quite a few spells, including blink. Despite his obvious lack of good writing skills, and the excessive number of dubious stains upon the pages, you do find several highly sophisticated diagrams that appear to have something to do with magical theory and application. ~ E sorrow~ In the journal of a traveling bard you find the sorrowful tale of a man he knew in Chiiron. The bard accounts how a man and woman had fallen in love, only to have their true love sundered by the dire actions of a witch who also loved the man. It is only a brief account and the bard seems to have been more intersted in the fact that the man lived in or near a settlement by the name of Chiiron and that he still seeks the help of noble adventurers. Scrawled in the margin, in red ink is a notation in another hand, presumably this library's curator, stating: @RAquired copy of bard's story in full under the title of Tad's Tales of Woe.@n ~ E lag~ You find a piece of paper that doesn't belong being used as a bookmark in an ancient tome. The writing on it seems to be hastily scrawled notes about a castle located somewhere south of Medienne. The notes are somewhat illegible, but you can make out some of them: Formerly human... overrun by faerie folk when human king was gone... .......... a dryad ... Castle Lag .......... ... out east gate, south past river, ... west .... ... into the castle itself... vast wealth and powerful items.... ~ E boring~ After what seems like hours of browsing and finding nothing of interest, you are forced to take a break lest you lose your mind. Perhaps if you came back later, rested and refreshed you could browse some more and perhaps find something interesting. ~ E bugbear~ You find a slim book stuffed behind several others. Though its tiny print is illegible, you can make out several diagrams and pictures in it. One picture shows a three-eyed bugbear, stirring a heavy cauldron. A second illustration depicts a sundial composed of nine stones and a pillar of stone, with the shadow if the pillar being cast over the seventh stone. Finally, in this last picture, you can see a bat's tongue being added to a mixture of slime and spider eyes. ~ E bugbears2~ Written on a scrap of paper stuffed as a bookmark in one of the books, you find the following phrase: "When the shadow of seven of nine tells the time, pray to its contents." ~ ! 0 0 0 A search~ Tad's Tads "Tad's Tales of Woe"~ i = 0; loop( all_in_room ) { if( has_obj( 1570, rch ) ) i = 1; } if( obj_in_room( 1570, room ) ) i = 1; if( i == 1 ) { act_tochar( #out, ch ); end; } obj_to_char( oload( 1570 ), ch ); act_notchar( #found, ch ); act_tochar( #get_book, ch ); ~ E out~ After an exhausting search you do not find the book. It appears someone else has already removed it from the library. ~ E found~ $n pulls a book from a niche. ~ E get_book~ You find a copy and pull it from its niche. ~ E search~ You search for a while, but don't find any books by that name. ~ ! 0 0 0 A steal take ~ candles~ if( rflag( reset2, room ) ) { if( find_skill( ch, steal ) > random( 3, 5 ) ) { act_tochar( #steal, ch ); obj_to_char( oload( 802 ), ch ); if( random( 1, 10 ) > 8 ) remove_rflag( reset2, room ); } else { act_tochar( #caught, ch ); junk_obj( has_obj( 802, ch ) ); wait( 2 ); acode( room, 3 ); } } else act_tochar( #not_now, ch ); ~ E steal~ You manage to steal a candle without anyone noticing. ~ E not_now~ The light level is dropping considerably due to the number of candles that have been swiped by you or other thieves. The brothers have noticed the drop in ambient light level as well and are becoming too suspicious. ~ E caught~ Busted! Looks like one of the brothers caught you trying to swipe a candle and he calls over others to help him relieve you of your ill-gotten goods and escort you from the premesis. ~ ! 0 0 0 A ~ ~ act_room( #replace, ch ); ~ E replace~ A brother moves silently about the room replacing expended candles in the candelabras. ~ ! 2 30 0 A search~ Taverns "Taverns of the Realm"~ i = 0; loop( all_in_room ) { if( has_obj( 1586, rch ) ) i = 1; } if( obj_in_room( 1586, room ) ) i = 1; if( i == 1 ) { act_tochar( #out, ch ); end; } obj_to_char( oload( 1586 ), ch ); act_notchar( #found, ch ); act_tochar( #get_book, ch ); ~ E out~ After an exhausting search you do not find the book. It appears someone else has already removed it from the library. ~ E found~ $n pulls a book from a niche. ~ E get_book~ You find a copy and pull it from its niche. ~ E search~ You search for a while, but don't find any books by that name. ~ ! 0 0 0 A get take lift pull retrieve~ journal diary~ i = 0; loop( all_in_room ) { if( has_obj( 2509, rch ) ) i = 1; } if( obj_in_room( 2509, room ) ) i = 1; if( i == 1 ) { act_tochar( #out, ch ); end; } obj_to_char( oload( 2509 ), ch ); act_notchar( #found, ch ); act_tochar( #get_book, ch ); ~ E out~ The journal you thought you saw doesn't seem to be on the shelves now. ~ E found~ $n reaches up and pulls an old journal from the shelves. ~ E get_book~ You reach up and pull the old book from the shelves. ~ ! 0 0 0 -1 S #265 Candyshop - Backroom~ Sacks of cocoa beans, sugars and nuts lie in stacks along the walls. The ceiling is rather low, and cobwebs hang in the corners. The wooden floor is bare, and covered in dust and scuff marks. A small trap door leads down. ~ [Fenlyn] Umm. this is a bug. ;) ~ 335020097 0 9 0 D5 trap door~ ~ 75 -1 139 10 10 5 -1 S #266 Private Study~ The walls of this room are lined from ceiling to floor with books and tapestries. Though it has no windows, the room is extremely bright. Aside from a long stone table and a plush, stuffed chair behind it, there is no other furniture in the small, cozy study. Set into the west wall is a large, oak door with strange sigils carved both on and around it. ~ ~ 335020037 0 9 0 D3 large oak door~ large oak door~ 407 -1 161 10 10 5 E tapestries~ Sewn from various types of fabrics, the tapestries hanging from the walls and ceiling are very old. Each one depicts a different scene, though most of each tapestry is faded beyond recognition. You can, however, still see the artistry of a type of weather on each one - be it a cyclone, hail storm, or a tidal wave. ~ E long stone table~ Cut from a single block of grey granite, the stone table looks extremely heavy. Engraved into its surface are a series of runes that look to be of a protective nature. Atop the table rests an extremely large tome. Two mage globes hover just above its surface, providing light. ~ E mage gloves~ Seeming mage of glass, two spheres hover above the stone table. Though one is red in color and one white, each provides light for the chamber. ~ E large oak door strange glyphs~ Fashioned from a very large and thick oak tree, the door and frame to the west appear very sturdy. A cyclops could probably smash into it and affect if but slightly. The glyphs burned into the surface of the door and frame look to be protective runes of some sort. ~ E stuff plush chair~ Situated behind the long stone table is a fairly large chair. Made of wood and cotton and stuffed to make it more forgiving, one could pass many hours of study in the chair without a worry to comfort. ~ A 1 look~ old book tome~ if( mob_in_room( 2132, room ) ) { mob = mob_in_room( 2132, room ); act_tochar( #no,ch, obj, mob ); } ~ E no~ As you try to read the tome, $N gets in your way. All you can see from here is that it is a treatise on weather. ~ ! 0 0 0 A open~ 1 west door large oak~ act_tochar( "You open the large oak door to the west.", ch ); act_notchar( "$n opens the large oak door to the west.", ch ); open( room, west ); ~ ! 0 0 0 2132 9 1509949540 3 0 -1 S #0