#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 $n &CA soft voice whispers 'Lost but NEVER forgotten...'&D ~ | S #0 #SHOPS 35706 0 5 9 0 0 120 90 5 22 ; Ysmeldra the weapon vendor 35707 5 9 0 0 0 120 90 5 22 ; Bernard the item vendor 35708 0 0 0 0 0 120 90 5 22 ; Ernie the Tavern keep 35709 0 9 5 0 0 120 90 5 22 ; Gerrald the wise 35710 0 9 5 0 0 120 90 5 22 ; Dinel the blacksmith 0 #REPAIRS 0 #SPECIALS M 35712 spec_thief M 35713 spec_thief M 35714 spec_thief M 35715 spec_cast_mage S #$