6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#AREA        Accura City~



#VERSION     11
#AUTHOR      Ivor~
#DERIVATIVES ~
#COLOR       5
#HTOWN       ~
#DESC        ~

#RANGES
75 92 65 100
$

#SPELLLIMIT 0
#RESETMSG ~

#FLAGS
0

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 3200600 0 0 0 -1

#CLANNAME (null)~

#INFLUENCE 0

#MOBILES
#35701
Matron Mole~
The Mole Matron~
The Matron of the moles sits here in her nest
~
Guarding her younglings with ferocious looks around the room making  
sure all in her nest and the room within her nest is sitting meet
her demands.  This mole appears to be the largest of all within these
caves.  Being very large, and very aggressive towards any that would
dare enter her lair.
~
1
Clanname none~
0
0
131107 4194432 0 C
90 0 0 0d0+9500 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 35 524291
> all_greet_prog 100~
if ispc($n)
  if istagged($n, bloody)
    mpechoat $n &cThe matron mole goes into a frenzy smelling the blood of her young.&D
    mptag $n Bloodier 1
  endif
endif
~
> fight_prog 50~
if istagged($n, bloodier)
   mpechoat $n &c The matron mole rears up smashing you in the face with all her might
   mpdamage $n 500
endif
~
> death_prog 100~
if quest(courbin) == 2
   mpquest $n courbin 3
   mpechoat $n &cYou have a feeling you should go see Mayor Courbin!
endif
~
|
#35702
Patron Mole~
The Mole Patron~
The Patron of the moles wanders around guarding this area
~
The Patron mole wanders around between both rooms of their nest protecting
the young, as well as the Matron of this lair.  Doing his best to deal with
any intruders that would violate the rest of the Matron, and the young.
~
1
Clanname none~
0
0
33 4194432 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 35 3
#35703
Mole Younglings ~
A young mole~
A Mole Youngling wanders around within the nest
~
The younglings of the moles seem to mainly wander around within
their nest eating what food is brought to them by their father
who is the only one to go out for food.
~
1
Clanname none~
0
0
131075 0 0 C
45 0 0 0d0+1600 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 35 3
> death_prog 100~
mptag $n bloody 1
~
|
#35704
youngling Mole~
A young mole~
A Mole Youngling wanders around within the nest
~
The younglings of the moles seem to mainly wander around within
their nest eating what food is brought to them by their father
who is the only one to go out for food.
~
1
Clanname none~
0
0
131075 0 0 C
45 0 0 0d0+1600 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 35 3
> death_prog 100~
mptag $n bloody 1
~
|
#35705
Juvenile Mole ~
A Juvenile Mole ~
Juvenile Mole rat wanders around looking for food 
~
The older members of the mole structure is normally sent out to find
their own home, and begin to make their own families.  However, it 
seems some of the not so young have been having a trouble finding
their way into a new home.  So they wander the tunnels attacking
anything that comes into their path.
~
1
Clanname none~
0
0
33 0 0 C
80 0 0 0d0+7200 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 35 3
> death_prog 100~
mptag $n bloody 1
if quest(courbin) == 1
  mpquest $n courbin 2
endif
~
|
#35706
Ysmeldra vendor~
Ysmeldra the weapon vendor~
Ysmeldra Wanders around her shop cleaning as she goes
~
Being rather short does not take any of the power this woman appears
to have within herself.  The way she holds, and practices with the
weapons she sells shows that on many occasions that her talent has
been put to the test, and she has come out the victor.
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 177 3
> speech_prog thieves~
mppause 5
mpechoat $n &CYsmeldra says 'Thieves!!, We have had some problems with
mpechoat $n &Cthieves lately. I've heard rumors that their hide out is
mpechoat $n &Cin the western part of the city.'&D
~
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 bronze
mpat 4 drop 50000 copper
~
|
#35707
Bernard item~
Bernard the item vendor~
Bernard stands in the corner of his shop
~
Bernard stands only average height. He does not seem to have any special
marks, or anything that would make him stand out.  That is until you
look into his eyes and see an intelligence that is unmeasured by anyone
in his field of dealing with special items.
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 177 3
> speech_prog thieves~
mppause 5
mpechoat $n &CBernard says 'I have seen some strange folk around lately.'&D
mppause 5
mpechoat $n &CBernard says 'I believe their hide out can be found towards
mpechoat $n &Cthe northen part of the town.'&D
~
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 copper
mpat 4 drop 50000 bronze
~
|
#35708
Ernie Tavern keep~
Ernie the Tavern keep~
Ernie the tavern keep stands here washing mugs
~
Ernie stands with an aura of knowledge that only years as a tavern
keep could give you.  From hearing so many tales over the years of
the travelers that come and go within this tavern Ernie has learnt
many special talents as a result.
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 177 3
#35709
Gerrald~
Gerrald the wise~
Gerrald the wise stands here watching over his shop.
~
Gerald appears to be missing an eye, plus he is also missing a few
pieces of his hands, and feet.  It would appear his meddling in the
arts of magic have left him scared, and battered.  His very shop appears
to have not escaped damage as holes, and  a black film cover the shop
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 13 0 0 0 177 3
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 bronze
mpat 4 drop 50000 copper
~
|
#35710
Dinel blacksmith~
Dinel the blacksmith~
Dinel is here working on her anvil.
~
Sweat pours off the woman as she works her anvil making different
things.  She makes weapon's for the weapon shop to sell. She makes
armor that she herself sells.  
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 177 3
> speech_prog thieves~
mppause 5
mpechoat $n &CDinel says 'Well, yes I have seen some thieves
mpechoat $n &Caround here.  We have been over run. Some are to scared
mpechoat $n &Cto say much.'&D
mppause 3
mpechoat $n &CDinel says 'However a few of us are brave enough to
mpechoat $n &Cspeak up.  I think somewhere on the western part of
mpechoat $n &Cthis town you can find their hide out.'&D
~
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 bronze
mpat 4 drop 50000 copper
~
|
#35711
Harold ~
Harold the stable master~
Harold wanders around here looking after his animals
~
Harold sits within his stables sitting upon a stack of hay.  Looking
almost miserable because of not many animals within his stable.  His
once thriving business has become almost nothing.
~
1
Clanname none~
0
0
131075 4194304 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 13 0 0 0 177 3
#35712
thief~
a thief~
A thief searches around here for valuables.
~
Hunkered down low to the groun trying to avoid unwanted attention
this guy is covered from head to toe in black to help blend into the
shadows better.  As he walks even then he stays as close to the groun
as possible.
~
1
Clanname none~
0
0
1 4292608 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 13 0 0 0 177 3
> death_prog 100~
if quest(thieves) == 1
  mpquest $n thieves 2
  mpechoat $n &CA thief says 'My death will be avenged!'
  mpechoat $n &CA thief Yells 'Avenge me my sisters!'
  mpechoat $n &CA voice is heard 'I shall avenge you my brother!'&D
  mptag $n thief 1
endif
~
|
#35713
Assassin~
an assassin~
An assassin wanders around looking for any that would anger her.
~
This woman wears close as dark as is possible.  It is easily determined
that stealth is the one thing this woman has, and uses to her advantage
in all circumstances.  Nothing else is seen about her except that infact
this is a woman.
~
1
Clanname none~
0
0
1 4292738 0 C
85 0 0 0d0+8500 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 13 0 0 0 177 3
> all_greet_prog 100~
if ispc($n)
  if cansee($n)
    if istagged($n, thief)
      mpechoat $n &CAn assassin says 'You will die by my hands!'&D
      bs $n
    endif
  endif 
endif
~
> death_prog 100 ~
if quest(thieves) == 2
  mpquest $n thieves 3
endif
~
|
#35714
assassin Runald~
Runald the assassin~
Runald the assassin stands proudly here
~
Runald stands with all the confidence he has earned from pilfering the
wealth of this town.  He stands with his own idea of what is right and
wrong.  Wearing the finest clothing available everything he wears is
made of the finest silk other peoples money can buy.
~
1
Clanname none~
0
0
1 373391490 0 C
92 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 0 0 0 0 177 3
> all_greet_prog 100~
if ispc($n)
  if istagged($n, thief)
    mpechoat $n &CRunald the Assassin says 'You shall die for attacking my guild!'&D
    bs $n
  endif
endif
~
> death_prog 100~
if quest(thieves) == 4
  mpechoat $n &c Return to Mayor Courbin!
  mpquest $n thieves 5
endif
~
|
#35715
Mayor Courbin~
Mayor Courbin~
Mayor Courbin appears to be very busy at his desk
~
Appearing to be an older man. Most likely in his late years and
having not much time left courbin gives off a radiance of good, and
just deeds.  It can be told by his manor that as his years have gone 
by.  His power as not weakened as his age would suggest.
~
1
Clanname none~
0
0
131075 369098880 1000 C
90 0 0 0d0+9500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 0 0 0 0 177 11
> all_greet_prog 100~
if ispc($n)
  if quest(courbin) < 1
    mppause 3
    mpechoat $n &cMayor Courbin looks at you over his pile of papers.&D
    mppause 10
    mpechoat $n &CMayor Courbin says, 'What do I owe to your intrusion?'&D
    mppause 10
    mpechoat $n &CMayor Courbin says, 'Well, since you're here, will you help me?'
    mppause 10
    mpechoat $n &cType &CSAY YES &cto accept.&D
  endif
endif
if quest(courbin) == 3
  mppause 3
  mpechoat $n &CMayor Courbin says, 'Welcome back $n, I take it you took care of our problem?'&D
  mppause 3
  mpechoat $n &CMayor Courbin says, 'Well...since you were able to destroy those vermin,
  mpechoat $n &Cperhaps you will be able to assist me on yet another issue i have?'&D
  mppause 3
  mpechoat $n &cType &CSAY ISSUE &cto accept.&D
endif
if quest(thieves) == 3
  mppause 3
  mpechoat $n &CMayor Courbin says, 'Well, I am extremely pleased. There is but one other
  mpechoat $n &Ctask I need to ask of you.  $n, this one is difficult at best.&D
  mppause 10
  mpechoat $n &CMayor Courbin says, 'The leader of these thugs within our walls
  mpechoat $n &Cis still at loose.  I need you to go and speak to some of of our
  mpechoat $n &Ctown folk. I am sure someone has to know something.'&D
  mppause 5
  mpechoat $n &cMayor Courbin looks a little worried
  mpechoat $n &CMayor Courbin says, 'I hate to think that one of our own is at
  mpechoat $n &Cthe heart of our problems...but it seems to be the only answer.'&D
  mppause 5
  mpechoat $n &cType &CSAY PROBLEM &cto accept.&D
endif
if quest(thieves) == 5
  mppause 5
  mpechoat $n &CMayor Courbin says, 'Wow, thank you my friend.  You have done 
  mpechoat $n &Cso much to help this town.  We are in your debt.  Please take 
  mpechoat $n &Cthis as payment for all that you've done.'&D
  mpoload 35704
  give accura $n
  mpechoat $n &cMayor Courbin manages to smile for the first time in years.&D
  mpquest $n thieves 6
endif
~
> speech_prog p yes~
if quest(courbin) < 1
  mppause 5
  mpechoat $n &CMayor Courbin says, 'To the north, a cavern has appeared out of nowhere!'&D
  mppause 3
  mpechoat $n &CMayor Courbin says, 'Your job will be to destroy the inhabitants.'&D
  mppause 3
  mpechoat $n &CMayor Courbin says, 'Once this task has been completed, return to me.'&D
  mpquest $n courbin 1
  mpechoat $n &cMayor Courbin seems to think for a moment...&D
  mppause 3
  mpechoat $n &CMayor Courbin then says, 'I may have more work for you afterwards...'&D
endif
~
> speech_prog p ISSUE~
if quest(courbin) == 3
  mppause 5
  mpechoat $n &CMayor Courbin says, 'Please, we have been overrun with
  mpechoat $n &Ca guild of thieves.  I need you to root out some of the
  mpechoat $n &Cproblems.  Try finding a thief somewhere here in town,
  mpechoat $n &Cand see what they know.  When you're done, come back and
  mpechoat $n &Cwe'll discuss the issue further.'&D
  mppause 5
  mpquest $n courbin 4
  mpechoat $n &cType &CSAY THIEVES &cto accept.&D
endif
~
> speech_prog p problem~
if quest(thieves) == 3
  mppause 5
  mpechoat $n &CMayor Courbin says '$n, this is likely the most dangerous
  mpechoat $n &Cmission I can send you on.  Many of my own guards have
  mpechoat $n &Cgone missing trying to solve this.'&D
  mppause 5
  mpechoat $n &CMayor Courbin says, 'Please see if you can find the leader
  mpechoat $n &Cof these thieves, and free our town from them!'&D
  mpquest $n thieves 4
endif
~
> speech_prog p thieves~
if quest(courbin) == 4
  mppause 5
  mpechoat $n &CMayor Courbin says, 'We have been overrun by thieves $n.'&D
  mppause 3
  mpechoat $n &CMayor Courbin says, 'See what you can find out from some of
  mpechoat $n &Cthe town folk.  Maybe someone will be able help.'&D
  mppause 5
  mpquest $n thieves 1
endif
~
|
#35750
last mob~
a newly created last mob~
Some god abandoned a newly created last mob here.
~
~
1
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#0


#OBJECTS
#35701
pool water~
pool water~
A small pool of water formed from the running water through here~
~
25 262144 0
0 0 0 0 0 0 0
1 20 2
4
0
0
0
0
0
S 0 0
#35702
golden dagger~
a golden dagger~
A dagger lays here glinting of gold~
~
5 524291 8193
0 40 80 6 2 75 0
1 122 17
1
0
0
0
0
0
S 0 0
E
look~
The dagger has a long serrated blade.  The handle glints a golden
color as it is examined closer.  The handle has a beautiful flawless
diamond set within it.  With a ruby inlay around it.
~
E
examine~
The dagger has a long serrated blade.  The handle glints a golden
color as it is examined closer.  The handle has a beautiful flawless
diamond set within it.  With a ruby inlay around it.
~
A
18 10
A
19 10
A
13 50
A
12 50
A
1 1
#35703
skeletal key~
a skeletal key~
A small skeletal key lies here~
~
18 524288 16385
0 0 0 0 0 0 0
1 816 81
4
0
0
0
0
0
S 0 0
#35704
accura crest ring~
an Accura crested ring~
A ring with the crest of the accura town rests here~
~
9 524291 3
60 60 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 77 0
A
13 50
A
12 50
A
18 5
A
19 5
#35705
heavy crossbow~
a heavy crossbow~
A heavy crossbow has been left here.~
~
56 0 262145
12 1 4 8 6 1 0
10 863 86
4
1
0
0
0
0
S 0 0
#35706
iron bolt~
an iron bolt~
An iron bolt has been left here.~
~
57 0 16385
10 14 24 6 0 10 0
1 49 4
4
1
0
0
0
0
S 0 0
#35750
children statue~
Children statue~
Three children adorn this statue in various poses of playing~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
E
statue~
The three children adorning the top of this statue seem to be playing
some kind of kids game.  They look to be jumping up and down and it
almost looks as though the statue is actually spinning with them atop
it.  A small teddy bear is seen in the hands of the second smallest 
child on top of the statue.  The words "Lost but NEVER forgotten" adorn
this statue in many places...
~
#0


#ROOMS
#35701
Cave Entrance~
~
The entrance of this cave is a rather large hole in the ground.  The
trees surrounding the entrance seem to have been pushed aside almost
as if something large had walked into the cave, and needed the extra 
room.  As the cave is examined a little closer it is noticed that 
possibly something might have created this hole.
~
1 4 1
D2
~
~
0 -1 35746
D5
~
~
0 -1 35710
S
#35702
Walking in the Tunnels~
~
Marks litter the surface of this floor going in as many directions as
there are exits out of this room.  The ceiling, as well as the walls
are smooth to the touch as if carved purposefully.
~
1 1 0
D0
~
~
0 -1 35703
D1
~
~
0 -1 35706
R M 0 35705 14 35702
S
#35703
Tunnels Everywhere~
~
The tunnels in this room travel at a slightly downward direction as
if the creator was purposefully heading in a downward direction. The
walls like most of the rest in this place are smooth to the touch.
~
1 1 0
D0
~
~
0 -1 35704
D1
~
~
0 -1 35707
D2
~
~
0 -1 35702
R M 0 35705 14 35703
S
#35704
Dusty Bones~
~
Bones are seen against the westward walls of this room.  Many different
bones sit here of animals that are in piles, and seem to be mixed together.
Rather small claws are seen mixed within the piles of bones.
~
1 1 0
D0
~
~
0 -1 35705
D1
~
~
0 -1 35708
D2
~
~
0 -1 35703
R M 0 35705 14 35704
S
#35705
Streaming Along~
~
The stream of water continues to follow along the back side of this 
room as it has in the previous room, However in this room it disappears
through a small crack at the base of the wall.  Claw marks also seem
to disappear into this strange crack.
~
1 1 0
D1
~
~
0 -1 35709
D2
~
~
0 -1 35704
D3
~
wall~
2049 -1 35743
R M 0 35705 14 35705
R D 0 35705 3 0
S
#35706
Traversing the Tunnels~
~
The walls of this room just as the others have been cleanly carved 
and has left no rough stones.  Large marks on the floor appear to
perhaps be equally large claw marks.  The direction of travel is 
undeterminable because of the various sets of tracks.
~
1 1 0
D0
~
~
0 -1 35707
D1
~
~
0 -1 35710
D3
~
~
0 -1 35702
R M 0 35705 14 35706
S
#35707
Tunnels Continue~
~
This room is seemingly like the others in this place including the walls
being smooth, and the claw marks on the floor going in many different
directions all at one time.  However, This tunnel seems to be heading
more of an upward direction then downward.
~
1 1 0
D0
~
~
0 -1 35708
D1
~
~
0 -1 35711
D2
~
~
0 -1 35706
D3
~
~
0 -1 35703
R M 0 35705 14 35707
S
#35708
Claws in the Tunnels~
~
In the middle of this room appears to be small claws.. These claws look
more like a rodent type of claw then anything else.  Just larger variety 
then a common garden rat.  Dust has also seemed to settle upon these.
~
1 1 0
D0
~
~
0 -1 35709
D1
~
~
0 -1 35712
D2
~
~
0 -1 35707
D3
~
~
0 -1 35704
R M 0 35705 14 35708
S
#35709
Along the Stream~
~
The stream of water seems to be following along the northern wall.  The
claw marks and smooth walls follow close to the water, however never 
touching the water directly.
~
1 1 0
D1
~
~
0 -1 35713
D2
~
~
0 -1 35708
D3
~
~
0 -1 35705
R M 0 35705 14 35709
S
#35710
Within the Cavern~
~
The hole that started at ground level seems to have multiplied since 
then.  There seems to be multiple exits all of which are just as large
as the entrance to this area.  Each direction seems just as the entrance
that it was somehow created.
~
1 1 0
D0
~
~
0 -1 35711
D1
~
~
0 -1 35714
D3
~
~
0 -1 35706
D4
~
~
0 -1 35701
R M 0 35705 14 35710
S
#35711
Caverns Abound~
~
Smooth walls in circle this entire room.  The tunnels themselves
seem to be heading in a downward direction with the claw marks as well.
Dust seems to have settled upon the floor in here however.
~
1 1 0
D0
~
~
0 -1 35712
D1
~
~
0 -1 35715
D2
~
~
0 -1 35710
D3
~
~
0 -1 35707
R M 0 35705 14 35711
S
#35712
Caverns of Dust~
~
The walls, ceiling, and floor of this room are covered with a lot
of dust.  Even some small amount of trash of some kind.  The trash
has been here long enough to partly decay and have nothing really left
to give an idea what it once was.
~
1 1 0
D0
~
~
0 -1 35713
D1
~
~
0 -1 35716
D2
~
~
0 -1 35711
D3
~
~
0 -1 35708
R M 0 35705 14 35712
S
#35713
Water Abounds~
~
This room appears to have a small amount of water that has run down
the wall and formed into a small pool of water.  The water itself appears
to be drinkable and not stagnate.  Claw marks seem to almost avoid this
pool.
~
1 1 0
D1
~
~
0 -1 35717
D2
~
~
0 -1 35712
D3
~
~
0 -1 35709
R M 0 35705 14 35713
R O 0 35701 1 35713
S
#35714
Traveling the Tunnel~
~
This room like others also seems to have completely smooth walls
seemingly made by something, or someone.  The marks on this floor
as well as the others seen also seem to be going in as many ways
as their happens to be exits.
~
1 1 0
D0
~
~
0 -1 35715
D1
~
~
0 -1 35718
D3
~
~
0 -1 35710
S
#35715
Dusty Caverns~
~
This tunnel goes in multiple directions with the claws following 
in the same general directions.  Dust seems to have taken hold
of this room completely covering it. Making even the deep claw marks
almost hidden.
~
1 1 0
D0
~
~
0 -1 35716
D1
~
~
0 -1 35719
D2
~
~
0 -1 35714
D3
~
~
0 -1 35711
S
#35716
Dusty Tunnels~
~
This room appears to have been modified so some extent.  At a quick 
guess it appears to not have been as much as others but the walls are
smoother then others while at the same time still rough.
~
1 1 0
D0
~
~
0 -1 35717
D1
~
~
0 -1 35720
D2
~
~
0 -1 35715
D3
~
~
0 -1 35712
S
#35717
Dust Meets Water~
~
The northern wall of this room appear to have never been touched by
anything other then water and erosion.  Dust has settled everywhere
else but the areas where the droplets of water are forming from a source
of water that is unknown.
~
1 1 0
D1
~
~
0 -1 35721
D2
~
~
0 -1 35716
D3
~
~
0 -1 35713
S
#35718
Walking in the Caverns~
~
This room unlike others seen up till this point seems to have less
smooth walls.  It also has less marks on the floor then the other
rooms as well.  The marks seen here also seem to be going one way.
~
1 1 0
D0
~
~
0 -1 35719
D3
~
~
0 -1 35714
S
#35719
Caverns and Tunnels~
~
The dust in this room seems to have collected in a larger amount
then in the other rooms preceding it.  The marks upon the floor
are even less visible, and the walls them selves appear to be less 
smooth then previous rooms as well.
~
1 1 0
D0
~
~
0 -1 35720
D2
~
~
0 -1 35718
D3
~
~
0 -1 35715
S
#35720
Lost in the Tunnels~
~
All the directions from this room appear to be the same in looks
as well as the claw marks all look the same.  Dust has settled upon
every surface of this room including the rather rough stones of the 
walls.  
~
1 1 0
D0
~
~
0 -1 35721
D2
~
~
0 -1 35719
D3
~
~
0 -1 35716
R M 0 35705 14 35720
S
#35721
Dust Settles~
~
The dust has settled in this room in a more profound manner then in
any of the rooms seen previously to this one.  The claw marks it would
seem start here.  The wall to the north appears to have never been touched
by any that that has modified this place thus far.
~
1 1 0
D2
~
~
0 -1 35720
D3
~
~
0 -1 35717
R M 0 35705 14 35721
S
#35722
Meeting of Rainbow Lane and Green street~
~
The rainbow color on the stones upon this small street seems to meet
the walls of the city and stop.  To the north a different color is 
seen upon the street signifying a different street then the one 
traveled upon now.
~
1 4 1
D0
~
~
0 -1 35723
D1
~
~
0 -1 35726
R M 0 35712 4 35722
S
#35723
Green Street~
~
This street travels north from the Rainbow way.  Off off to the right
is the town tavern.  The cobbled street in this part seems to be a 
little more worse for wear as many patrons come, and go from the tavern.
~
1 4 1
D0
~
~
0 -1 35724
D1
~
~
0 -1 35727
D2
~
~
0 -1 35722
S
#35724
Green Street~
~
The cobble stones of this part of the street appear to have animal
track upon them.  The tracks that are seen would seem to be mainly
from horses the horseshoes cutting deep into the stones.
~
1 4 1
D0
~
~
0 -1 35725
D1
~
~
0 -1 35728
D2
~
~
0 -1 35723
S
#35725
Connection of Green Street and Yellow Alley~
~
The corner here appears to connect Green street, and Yellow alley.  This
corner appears to be a little more darker then others perhaps having a 
better chance of hiding less then ethical behavior. 
~
1 4 1
D1
~
~
0 -1 35729
D2
~
~
0 -1 35724
D5
~
door~
2055 35703 35747
R M 0 35712 4 35725
R D 0 35725 5 2
S
#35726
Meeting of Golden Avenue and Rainbow Lane~
~
The road known as Rainbow Lane continues onwards to the west.  It
would seem most of the roads in this town do not interject as much 
as one would think would happen within a town.  The rainbow color
continues to the west.

~
1 4 1
D0
~
~
0 -1 35727
D1
~
~
0 -1 35730
D3
~
~
0 -1 35722
S
#35727
Accura tavern~
~
The tavern seems to be full of many different types of wines, and
other stronger types of alcohol.  The tavern keep stands in what 
is a giant box.  This box allows the serving of many different 
customers at once.
~
1 4 0
D0
~
~
0 -1 35728
D1
~
~
0 -1 35731
D2
~
~
0 -1 35726
D3
~
~
0 -1 35723
R M 0 35708 1 35727
S
#35728
Stables~
~
The stables seem to be emptier then others of the same type.  The
stable master sits upon a brick of hay in the middle of his stables
almost looking bored.  A few horses can be seen in the back.
~
1 4 0
D0
~
~
0 -1 35729
D1
~
~
0 -1 35732
D2
~
~
0 -1 35727
D3
~
~
0 -1 35724
R M 0 35711 1 35728
S
#35729
Yellow Alley~
~
This part of the Yellow avenue appears to not be used often.  The
road upon which is walked is almost entirely made of dirt, and not
many tracks are seen.  A strange shrub is spotted to the north which
appears to have strangely grown upon the path itself.
~
1 4 1
D0
~
shrub~
2051 -1 35750
D1
~
~
0 -1 35733
D2
~
~
0 -1 35728
D3
~
~
0 -1 35725
R D 0 35729 0 1
S
#35730
Rainbow Lane~
~
&CThe road itself appears to have a strange coloring upon the bricks that
being a rainbow type color to allow those that look to know which road
they are upon.
~
1 4 1
D0
~
~
0 -1 35731
D1
~
~
0 -1 35734
D2
~
~
0 -1 35742
D3
~
~
0 -1 35726
R M 0 35713 2 35730
  R E 0 35702 1 16
  R G 0 35703 1
S
#35731
Item Shop~
~
This shop appears to be filled with many many different types of
items that would be of use to anyone that could possibly get them. In
the corner of this room stands the gentleman of which owns, and operates 
this shop. Waiting for customers to buy his items.
~
1 4 0
D0
~
~
0 -1 35732
D1
~
~
0 -1 35735
D2
~
~
0 -1 35730
D3
~
~
0 -1 35727
R M 0 35707 1 35731
S
#35732
Blacksmith~
~
Swords, armor, and a few strange objects line the walls within this
room.  The blacksmith is in the middle of the room appearing to be
working on some kind of armor, or perhaps a weapon.
~
1 4 0
D0
~
~
0 -1 35733
D1
~
~
0 -1 35736
D2
~
~
0 -1 35731
D3
~
~
0 -1 35728
R M 0 35710 1 35732
S
#35733
Yellow Alley~
~
A heat is felt coming from the south of this room.  This part of the
avenue appears to be made of cobble stone.  Black scorch marks appear 
on the road itself.  The shapes look like a sword, and a piece of armor.
~
1 4 1
D1
~
~
0 -1 35737
D2
~
~
0 -1 35732
D3
~
~
0 -1 35729
R M 0 35713 2 35733
  R E 0 35702 1 16
  R G 0 35703 1
  R G 0 35705 1
  R G 0 35706 1
S
#35734
Eastern Rainbow Lane~
~
&CTraveling towards the eastern side of the city this road seems to
have less of a colorful stones then can be seen in previous rooms.  The
color while there just seems to be less pronounced then before.
~
1 4 1
D0
~
~
0 -1 35735
D1
~
~
0 -1 35738
D3
~
~
0 -1 35730
S
#35735
Weapon Shop~
~
&CThis room is full of weapons of all types. Many of them are noticed to 
be just displays used to show what types of weapons are around within the 
realms. A few of them appear to be real and for sale. Near the center of 
the room a rather attractive looking woman stands waiting to take orders 
for any of the weapons she has for sale. 
~
1 4 0
D0
~
~
0 -1 35736
D1
~
~
0 -1 35739
D2
~
~
0 -1 35734
D3
~
~
0 -1 35731
R M 0 35706 1 35735
S
#35736
Magic Shop~
~
Magic items of a wide variety appear to be everywhere within this shop
most of the items seen however do not have a price sticker so one can
surmise that those items are of special value to this shopkeep.
~
1 4 0
D0
~
~
0 -1 35737
D1
~
~
0 -1 35740
D2
~
~
0 -1 35735
D3
~
~
0 -1 35732
R M 0 35709 1 35736
S
#35737
Yellow Alley~
~
The dirt road travels to the west, and east.  The wall just to the 
north of this spot appears to be covered in a strange black film.
There is also strange black spots upon the ground of this road leading
into the south being the magic shop.
~
1 4 1
D1
~
~
0 -1 35741
D2
~
~
0 -1 35736
D3
~
~
0 -1 35733
S
#35738
Meeting of Rainbow Lane and Red Road~
~
The colorful road known as Rainbow Lane ends at the very bottom
of this wall, However movement on top of the battlement can be seen
slightly over head.  Movement can also be heard echoing slightly 
around the walls here.
~
1 4 1
D0
~
~
0 -1 35739
D3
~
~
0 -1 35734
R M 0 35712 4 35738
S
#35739
Red Road~
~
The cobblestone and red dirt path travel north, and south.  To the
west lies the weapon shop.  The wall of this spot seems to be well
created, and well maintained.  A door is spotted just barely with
in the wall.  Once it is spotted to the east it looks well built.
~
1 4 1
D0
~
~
0 -1 35740
D1
~
~
3 -1 35748
D2
~
~
0 -1 35738
D3
~
~
0 -1 35735
R D 0 35739 1 1
S
#35740
Red Road~
~
This road appears to be only half covered with cobblestone.  It is
also covered partly in a rich red dirt.  The dust in this part of town
is almost unbearable with its density.  The rock wall to the side
of this room appears to have black marks upon it.
~
1 4 1
D0
~
~
0 -1 35741
D2
~
~
0 -1 35739
D3
~
~
0 -1 35736
R M 0 35712 4 35740
S
#35741
Meeting of Yellow Alley and Red Road~
~
The Road with the Red color meets up with the one with a yellow stripe. In
the distance a forest can be seen just outside of the gate of the city. 
Yellow Road continues on to the west of the city.
~
1 4 1
D0
~
~
0 -1 35746
D2
~
~
0 -1 35740
D3
~
~
0 -1 35737
S
#35742
Town Portcullis~
~
The entrance of this town is governed by a rather large stone wall
with a portcullis settled in between the entrance and the first
roads of the town.  Guards are seen upon the very battlements of
this area patrolling the walls. 
~
1 0 1
D0
~
~
0 -1 35730
D2
~
~
0 -1 35745
S
#35743
Beginning of the Den~
~
Bones of various sizes liter the ground at the base of the walls on all 
sides. bits and pieces of cloth are seen in different places within this 
smaller room. Claw marks also litter the ground in all places. 
~
1 0 0
D0
~
~
0 -1 35744
D1
~
wall~
2049 -1 35705
R M 0 35702 1 35743
R D 0 35743 1 0
S
#35744
Matrons Nest~
~
In the middle of the room sits a rather large nest made of bones, 
and cloth of differing types.  animal bones, and humanoid bones
as well as cloth of different colors.  This room appears to
be much larger then the previous one.
~
1 0 0
D2
~
~
0 -1 35743
R M 0 35701 1 35744
R M 0 35703 3 35744
R M 0 35704 1 35744
R M 0 35703 3 35744
R M 0 35703 3 35744
S
#35745
Town Gate~
~
The entrance of this town is governed by a rather large stone wall
with a portcullis settled in between the entrance and the first
roads of the town.  Guards are seen upon the very battlements of
this area patrolling the walls. 
~
1 4 1
D0
~
~
0 -1 35742
D8
~
~
0 -1 35601
S
#35746
Cavern in the distance~
~
The forest surrounds this place quite well almost completely hiding it
from normal view at a distance.  Any farther back and this might have
been completely missed.  Just ahead is a cavern that is partially hidden
by the forest itself almost as if it was trying to keep everyone out.
~
1 0 1
D0
~
~
0 -1 35701
D2
~
~
0 -1 35741
S
#35747
Leaders room~
~
Piles of gold, and art.  As well as many other valuables are seen 
all along the walls of this room.  The most remarkable is a statue
in the very center of this room made of a man that appears to be 
telling a story.  The statue is made of gold with rubies for eyes
~
1 4 0
D4
~
door~
2055 35703 35725
R M 0 35714 1 35747
  R E 0 35702 1 16
  R E 0 35702 1 18
R D 0 35747 4 2
S
#35748
House Entrance~
~
This room appears to be well decorated including a very comfortable
looking couch in the middle of the room sitting just on top of a 
rather large, and expensive looking rug.  a small table stands 
just in front of the large couch.
~
1 0 0
D2
~
~
0 -1 35749
D3
~
~
3 -1 35739
R D 0 35748 3 1
S
#35749
Courbin's Chambers~
~
Standing near the back of this remarkably large room is a rather large
desk to go with the size of the room.  Sitting behind this desk is
the mayor of Accura.  Piles and piles of papers litter the top of this
desk, and also part of the floor having long run over the over sized
desk.  The mayor seems to only barely notice an intrusion of his peace.
~
1 134217728 0
D0
~
~
0 -1 35748
R M 0 35715 1 35749
S
#35750
Lost but never forgotten ~
~
Trees tall as the eye can see cover the grounds within this room.  Roses
of all shapes and colors are also very visible at the roots of the trees
blending in perfectly with the trees.  A play house sits unused in the middle
of all the growth.  Ivy having almost completely covered the never used play
house covers almost the entire thing.  Toys litter the floor of the playhouse
never having the pleasure of being used
~
1 4 23
D2
~
shrub~
2051 -1 35729
R O 0 35750 1 35750
R D 0 35750 2 1
> rand_prog 50~
mpechoat $n &CA soft voice gently whispers "Cause your presence still...'
mppause 3
mpechoat $n &CA soft voice whispers 'lingers here. And it wont leave me alone...'
mppause 3
mpechoat $n &CA soft voice whispers 'These wounds wont seem to heal...the pain is just to real...'
mppause 3
mpechoat $n &CA soft voice whispers 'There is just to much time will not erase...'
mppause 10
mpechoat $n &CA soft voice whispers 'Lost but NEVER forgotten...'&D
~
|
S
#0


#SHOPS
 35706    0  5  9  0  0   120  90         5 22    ; Ysmeldra the weapon vendor
 35707    5  9  0  0  0   120  90         5 22    ; Bernard the item vendor
 35708    0  0  0  0  0   120  90         5 22    ; Ernie the Tavern keep
 35709    0  9  5  0  0   120  90         5 22    ; Gerrald the wise
 35710    0  9  5  0  0   120  90         5 22    ; Dinel the blacksmith
0


#REPAIRS
0


#SPECIALS
M  35712 spec_thief
M  35713 spec_thief
M  35714 spec_thief
M  35715 spec_cast_mage
S


#$