mirror of
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128 bits! --Rumble
This commit is contained in:
@@ -3,7 +3,7 @@ The Void~
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You don't think that you are not floating in nothing. You can see
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a strange portal located above you.
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~
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0 d 1
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0 8 0 0 0 0
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D4
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~
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~
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@@ -16,7 +16,7 @@ Limbo~
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matter, surrounded by swirling glowing light, which fades into the relative
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darkness around you without any trace of edges or shadow.
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~
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0 d 1
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0 8 0 0 0 0
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D5
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A strange portal in the floor is the only exit.
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~
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@@ -44,7 +44,7 @@ patience, and the ability to take constructive criticism.
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and they will advance you to begin your training.
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~
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0 de 0
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0 24 0 0 0 0
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S
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#3
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The Builder Academy~
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@@ -57,7 +57,7 @@ can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
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Test this out, @RHELP DISCLAIMER@n.
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -73,7 +73,7 @@ the east. TBA is constantly striving to improve upon the training process so
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please use the typo and idea commands liberally. For example: idea you need
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more cow bell in the zone. Typo in help telnet teh = the.
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~
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0 de 0
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D0
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~
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~
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@@ -100,7 +100,7 @@ HELP REPORT
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HELP LEVEL
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HELP ADVERTISING@n
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -131,7 +131,7 @@ HELP PREREQUISITE
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HELP BALANCE
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HELP BREATHE@n
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -164,7 +164,7 @@ HELP D-DESC
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HELP MEDIT-L-DESC
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HELP TEXT-EDITOR@n
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -191,7 +191,7 @@ Notice how each important line has an associated help topic. To learn more
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||||
about it just see the appropriate help file. If this is your first experience
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with redit read ALL the help files. @RHELP STYLISTICS@n
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -220,7 +220,7 @@ Notice how each important line has an associated help topic. To learn more
|
||||
about it just see the appropriate help file. If this is your first experience
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||||
with oedit read ALL the help files.
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||||
~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -245,7 +245,7 @@ killing. Medit can be used by typing "medit <VNUM>".
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Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
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when you edit a mobile. Each line has its own help topic you should also read.
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -278,7 +278,7 @@ time a zone is reset, the server executes all the commands in order from
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beginning to end. All zones are reset when the server first boots, and
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periodically reset again while the game is running.
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~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -302,7 +302,7 @@ you will see when you edit a shop. Notice how each important line has an
|
||||
associated help topic. To learn more about it just see the appropriate help
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||||
file. If this is your first experience with sedit read ALL the help files.
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||||
~
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0 d 0
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0 8 0 0 0 0
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D1
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~
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~
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@@ -325,7 +325,7 @@ Do not attempt to use trigedit until you complete your trial vnum and are
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assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work
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on you otherwise.
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~
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0 d 0
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0 8 0 0 0 0
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D0
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~
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~
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@@ -360,7 +360,7 @@ with this zone, and the help of others, you can do this.
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@RHELP ALIGNMENT@n
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@RHELP BIAS@n
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~
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0 d 0
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D1
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~
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~
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@@ -385,7 +385,7 @@ in the past: Please mudmail me any good links to add.
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HELP OFFLINE
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HELP HCONTROL@n
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~
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0 d 0
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D1
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~
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~
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@@ -420,7 +420,7 @@ entries on every command!!! Do not worry too much about redit, oedit, medit,
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zedit, sedit, and trigedit. We will get to those later. Know how to use all
|
||||
the commands available to you.
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~
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0 d 0
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0 8 0 0 0 0
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D0
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~
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~
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@@ -443,7 +443,7 @@ much, download the free version. You can see an in-depth list of clients under:
|
||||
@RHELP VIRTUAL-NUMBERS@n
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@RHELP TERMINOLOGY@n
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||||
~
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0 d 0
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0 8 0 0 0 0
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D2
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~
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~
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@@ -457,7 +457,7 @@ See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
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@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
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~
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0 de 0
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0 24 0 0 0 0
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D0
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~
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~
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@@ -475,7 +475,7 @@ S
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A Quest Room~
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In this room you may be able to finish the Mob Quest Tutorial.
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~
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0 d 0
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0 8 0 0 0 0
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D3
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~
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~
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@@ -489,7 +489,7 @@ Including triggers 4, 5, 7, 8.
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||||
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To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
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~
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0 de 0
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0 24 0 0 0 0
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D0
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The tutorial hallway continues.
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~
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@@ -510,7 +510,7 @@ player_can_breathe_water and prevent a player from entering a certain room
|
||||
unless they have this variable set. To see what variables are set on a player
|
||||
simply stat that player. @RSTAT SELF@n.
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~
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0 de 0
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0 24 0 0 0 0
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D0
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~
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~
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@@ -529,7 +529,7 @@ Quest Variables Example~
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||||
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
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see what they do.
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~
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0 d 0
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D3
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~
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~
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@@ -546,7 +546,7 @@ for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
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||||
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@RGOTO 14@n to access the next hallway.
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~
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0 d 0
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D2
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~
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~
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||||
@@ -558,21 +558,60 @@ Rumble's Room~
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||||
while the mark of the mature man is that he wants to live humbly for one.
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--Wilhelm Stekel
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||||
~
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||||
0 d 0
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0 8 0 0 0 0
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E
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Catcher Rye~
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||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
@@ -605,58 +644,19 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
||||
may I wave.
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
S
|
||||
T 1200
|
||||
@@ -671,7 +671,7 @@ you watch the images taking shape in the turbulent liquid. Your mouth becomes
|
||||
dry as you see yourself in the watery panorama ... And time stands still for
|
||||
just one moment ... As you see your future in the depths ...
|
||||
~
|
||||
0 dj 0
|
||||
0 520 0 0 0 0
|
||||
S
|
||||
#88
|
||||
Advertising Room~
|
||||
@@ -683,7 +683,7 @@ MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ w
|
||||
your email address. Posts may be deleted if done poorly or if the MUD is no
|
||||
longer online.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
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||||
S
|
||||
#89
|
||||
The Prison Cell Corridor~
|
||||
@@ -691,7 +691,7 @@ The Prison Cell Corridor~
|
||||
Along the Northern wall are steel doors spaced a few feet apart while the
|
||||
southern wall is of cynder block construction.
|
||||
~
|
||||
0 0 0
|
||||
0 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -712,7 +712,7 @@ the shower head has been removed and cemented a drain still exists in the floor.
|
||||
Unintelligle voices can be heard whispering through the piping in the drain
|
||||
below.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
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||||
D2
|
||||
~
|
||||
~
|
||||
@@ -729,7 +729,7 @@ Aristotle's Prison Cell~
|
||||
pungent waste bucket. The old shower head is still sticking out of the wall
|
||||
with a steel door opposite.
|
||||
~
|
||||
0 d 0
|
||||
0 8 0 0 0 0
|
||||
E
|
||||
shower head cap~
|
||||
The metal shower head has a plastic variable setting cap complete with a
|
||||
@@ -745,7 +745,7 @@ Plato's Prison Cell~
|
||||
light bulb above flickers randomly as if it is about to burn out. The
|
||||
alternating bright and pitch black environment makes the eyes ache.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
@@ -755,7 +755,7 @@ Friedrich Nietzsche's Prison Cell~
|
||||
cell. The silence is broken only by the occasional footsteps in the corridor
|
||||
outside or a fellow prisoner tapping on the cell wall.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
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S
|
||||
T 171
|
||||
T 172
|
||||
@@ -765,7 +765,7 @@ Socrates' Prison Cell~
|
||||
in the plywood ceiling is out of reach. The only break in the block walls is a
|
||||
steel door that is closed and locked.
|
||||
~
|
||||
0 d 0
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S
|
||||
T 172
|
||||
#95
|
||||
@@ -774,7 +774,7 @@ Confucius' Prison Cell~
|
||||
and another in the floor has been cemented over. They must have once been a
|
||||
shower head and a drain before this stall was converted into a prison cell.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
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||||
S
|
||||
T 171
|
||||
T 172
|
||||
@@ -784,7 +784,7 @@ James Stockdale's Prison Cell~
|
||||
has various words and designs scratched into the dirt. The ceiling consists of
|
||||
a single sheet of unpainted plywood.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
@@ -794,7 +794,7 @@ A Prison Cell~
|
||||
cell complete with iron shackles. A single steel door that is closed and locked
|
||||
is the only exit. The walls are constructed of unpainted cinder blocks.
|
||||
~
|
||||
0 d 0
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||||
0 8 0 0 0 0
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||||
D2
|
||||
~
|
||||
lock~
|
||||
@@ -824,7 +824,7 @@ Respectfully,
|
||||
|
||||
Rumble
|
||||
~
|
||||
0 d 0
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||||
D0
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||||
~
|
||||
~
|
||||
@@ -840,20 +840,20 @@ TBA Cafe 99~
|
||||
a pew and have a nice drink! If you want to have a social chat or lurk in order
|
||||
to help newer builders, this is the place to be!
|
||||
~
|
||||
0 de 0
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||||
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||||
D2
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~
|
||||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -6,7 +6,7 @@ both up and down. Small rooms adjoin this chamber in all four cardinal
|
||||
directions. It is here mortals come to stay informed and discuss their
|
||||
adventures.
|
||||
~
|
||||
1 cde 0
|
||||
1 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -82,7 +82,7 @@ walls. Large windows reach from the floor to the ceiling, giving an excellent
|
||||
view of the city and countryside beyond. An altar stands in the middle of the
|
||||
room with a statue on each side.
|
||||
~
|
||||
1 e 0
|
||||
1 16 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -92,19 +92,19 @@ D5
|
||||
~
|
||||
0 0 100
|
||||
E
|
||||
statue~
|
||||
As you examine the statues more closely you realize they must resemble the
|
||||
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
|
||||
and Rumble. They both radiate a strength and power that resembles the solid
|
||||
white marble they were crafted from.
|
||||
~
|
||||
E
|
||||
altar~
|
||||
The altar is made from black granite and has been carved into a small basin
|
||||
with a high back. Almost as if it was meant to be some sort of seat.
|
||||
Inscriptions in some foreign tongue are written on every square inch of the
|
||||
altar. You wonder what they must say and who could have written it.
|
||||
~
|
||||
E
|
||||
statue~
|
||||
As you examine the statues more closely you realize they must resemble the
|
||||
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
|
||||
and Rumble. They both radiate a strength and power that resembles the solid
|
||||
white marble they were crafted from.
|
||||
~
|
||||
S
|
||||
T 158
|
||||
T 163
|
||||
@@ -116,7 +116,7 @@ to become masters of their discipline. The walls are covered in a white see-
|
||||
through cloth giving you the impression of being inside of a tent rather than
|
||||
in a room. The room glows brightly, though you cannot tell from what source.
|
||||
~
|
||||
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|
||||
1 24 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -131,7 +131,7 @@ is in need. A large rectangular table with thirteen chairs surrounding it
|
||||
fills the center of the room. A large pane window overhead admits a glowing
|
||||
aura that fills the room with serenity.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -153,7 +153,7 @@ your mystical arts. For those who have trained hard enough they shall receive
|
||||
assistance in their pursuit of knowledge and power. Others will find peace in
|
||||
this void and never be able to return.
|
||||
~
|
||||
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|
||||
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|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -173,7 +173,7 @@ most reverred of all the classes as they are the most powerful. But that power
|
||||
has a price. Only five Magi have survived. Five decorative cushions are
|
||||
placed in a circle in the middle of the room.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -197,7 +197,7 @@ more than a few feet in any direction. It reminds you of looking at a mirage.
|
||||
You can only see it if you glance to one side, it disappears as soon as you try
|
||||
to look straight at it. Stone stairs lead down into the city wall.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -219,7 +219,7 @@ battling skills. Racks of weapons line two of the four walls. The room is
|
||||
filled with a smoky haze from four brass lanterns suspended from the ceiling.
|
||||
The room smells of sweat and blood.
|
||||
~
|
||||
1 de 0
|
||||
1 24 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -234,23 +234,23 @@ city in case of an attack. The room is a mess with maps piled high and
|
||||
scattered haphazardly wherever there is room. This is where the defense of the
|
||||
city is run from.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 142
|
||||
E
|
||||
table~
|
||||
The table is made out of cherry. It is worn from years of use. The glass
|
||||
top allows for an excellent view of the map protected within.
|
||||
~
|
||||
E
|
||||
map~
|
||||
The map is a geographic representation of Sanctus. Not even really a map,
|
||||
more of a scaled model. The walls and buildings of the city are raised higher
|
||||
than the rest of the map to give it a third dimension. Small soldiers are
|
||||
scattered around the top of the table to help the War Master place his men.
|
||||
|
||||
~
|
||||
E
|
||||
table~
|
||||
The table is made out of cherry. It is worn from years of use. The glass
|
||||
top allows for an excellent view of the map protected within.
|
||||
~
|
||||
S
|
||||
#109
|
||||
@@ -261,7 +261,7 @@ that plays tricks on the eyes. A few of the shadows may actually be people,
|
||||
hidden easily in the darkness Those who have chosen the discipline of thievery
|
||||
can learn invaluable skills here to further their training and wealth.
|
||||
~
|
||||
1 de 0
|
||||
1 24 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -275,7 +275,7 @@ internal affairs of the city. They control the trade and finances of the city.
|
||||
Many disagree with this concept but none can disagree with the results.
|
||||
Thieves are masters when it comes to politics.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -289,7 +289,7 @@ Temple of Sanctus rises above you to the southeast. It's single spire reaching
|
||||
up into the sky higher than any other building in the realm. A stone stairwell
|
||||
leads down to the inner city.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -304,7 +304,7 @@ and a strange smell. Few people know, or want to know, what lies beyond the
|
||||
city walls and the safety of the dome. A stone stairwell leads down to the
|
||||
inner city.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -318,7 +318,7 @@ small room is decorated with paintings of famous quests and the exulted hereos
|
||||
that have become common names throughout the realm. It is said that completing
|
||||
a quest is a prerequisite towards immortality.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -341,7 +341,7 @@ as the sentinels grow weary from their standing their posts hour after hour.
|
||||
The city to the east looks tranquil and safe. You can not see much to the west
|
||||
past the shimmering dome.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -363,7 +363,7 @@ to fight. The city has never fallen to this day. To the north you see the
|
||||
barracks, to the south the Hall of Clerics. A stone stairwell leads
|
||||
down to the inner city.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -378,24 +378,24 @@ yourself to flee the second you think a portal may be falling apart. The
|
||||
charred silhouette of what once must have been a man is blasted into one of the
|
||||
walls.
|
||||
~
|
||||
1 e 0
|
||||
1 16 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 100
|
||||
E
|
||||
hole~
|
||||
You can look out over the inner wall to the western side of Sanctus. The
|
||||
smell of charred human remains and smoldering plaster makes your eyes water so
|
||||
it is difficult to see much else through the tiny hole.
|
||||
~
|
||||
E
|
||||
man silhouette~
|
||||
The distinct outline of a human body that must have taken the brunt of the
|
||||
blast when the portal imploded. You wonder what or who it might have been.
|
||||
You can still see pieces of cloth and bone buried deeply into the wall inside
|
||||
the shadow of the unlucky man.
|
||||
~
|
||||
E
|
||||
hole~
|
||||
You can look out over the inner wall to the western side of Sanctus. The
|
||||
smell of charred human remains and smoldering plaster makes your eyes water so
|
||||
it is difficult to see much else through the tiny hole.
|
||||
~
|
||||
S
|
||||
#117
|
||||
Travelling Room~
|
||||
@@ -405,7 +405,7 @@ are said to be able to create portals through their arcane arts. But many die
|
||||
in the process. The skill is as of yet unmastered. It is rumored that the
|
||||
evil Drakkar has achieved this mastery, but none have ever witnessed it.
|
||||
~
|
||||
1 de 0
|
||||
1 24 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -419,7 +419,7 @@ of the Magi. The Temple of Sanctus rises from the center of the city to the
|
||||
west. All looks well from this perspective. You cannot see beyond the city
|
||||
walls.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -434,7 +434,7 @@ have already died. The War Master is planning for the worst, and preparing the
|
||||
army for battle. The guards stir restlessly below you. A stone stairwell
|
||||
leads down to the gate.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -457,7 +457,7 @@ still eratic and uncontrollabe so anyone who uses them does so at their own
|
||||
risk. The flickering of the portal casts eerie shadows along the white walls.
|
||||
This must be the only room in the temple that has an uneasy feeling about it.
|
||||
~
|
||||
1 de 0
|
||||
1 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -470,7 +470,7 @@ To the west you can see the Hall of Clerics. To the south the Tower of the
|
||||
High Council of Clerics glows pristinely white. The town seems peaceful and
|
||||
untroubled by the turmoils outside the walls.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -491,7 +491,7 @@ protecting dome that ensures your safety. To the south the black stone of the
|
||||
Tower of the Magi glistens serenely. To the east you can see the Mansion of
|
||||
the Magi in all its extravagance.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -513,7 +513,7 @@ Apprentices rush in and out grabbing what they need to aid the wounded. Robes
|
||||
of fine wool hang on pegs in the back of the closet. They look like the same
|
||||
robes the apprentices wear.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -526,25 +526,25 @@ ceiling, and walls are all bright white and almost painful to look at. A bed,
|
||||
table, desk, and a small personal shrine are the only furniture in the room.
|
||||
Even the highest priest is not allowed the luxuries that they deserve.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 129
|
||||
E
|
||||
table desk chair~
|
||||
The table, desk, and chair are made from solid oak of the highest quality.
|
||||
A thin goose down mattress and pillow are the only comfortable looking items in
|
||||
the room. The desk is bare and all the drawers are empty. It is as if no one
|
||||
even lives here.
|
||||
~
|
||||
E
|
||||
shrine~
|
||||
A beutiful shrine. It has two white marble figures facing each other with a
|
||||
painting of the city below them. The two figures seem to be looking down at
|
||||
the city with looks of worry and hopelessness. An unlit candle and mirror lay
|
||||
on the floor beside the small shrine.
|
||||
~
|
||||
E
|
||||
table desk chair~
|
||||
The table, desk, and chair are made from solid oak of the highest quality.
|
||||
A thin goose down mattress and pillow are the only comfortable looking items in
|
||||
the room. The desk is bare and all the drawers are empty. It is as if no one
|
||||
even lives here.
|
||||
~
|
||||
S
|
||||
#125
|
||||
Plane of the Magi~
|
||||
@@ -554,7 +554,7 @@ anything in three dimensions. The floor, ceiling, and sky all are the same
|
||||
bleak grey color. It is in the Magi come to test their mystical arts. It is
|
||||
not a good place to get lost in.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -588,7 +588,7 @@ landmark. A person could easily get lost in this nothingness. It is this
|
||||
nothingness that helps the Magi hone their abilities before unleashing them
|
||||
into the real world.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -622,7 +622,7 @@ adventurers aid can be sought, but for a price. Apprentices gowned in white
|
||||
robes bring water and fresh bandages to the experienced healers who aid the
|
||||
wounded.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -636,7 +636,7 @@ eventually restore order to the world that Drakkar had so horribly imbalanced.
|
||||
With time the High Council believes they can restore order. With the help of
|
||||
the gods this may be possible.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -669,7 +669,7 @@ completed. It was made from a combination of magic and manpower. The white
|
||||
alabaster stone is said to still have some magical residue that benefits those
|
||||
who come here to seek aid.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -702,7 +702,7 @@ this is where the sick and wounded are put up for the night. Even the
|
||||
apprentices sometimes stay here when they are too tired to go home after a hard
|
||||
days work. The room is empty now, the healers must have done their jobs well.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -716,7 +716,7 @@ for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by
|
||||
the gods to sustain the protective dome. As long as the orb is safely in place
|
||||
and a Magi is present to sustain it the dome will remain.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -730,7 +730,7 @@ collapse and chaos would rule. The Magi have been given the honor of it placed
|
||||
within these halls. The orb is rumoured to have been created by the Gods
|
||||
Rumble and Ferret. But, no one knows for sure.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -764,7 +764,7 @@ required for the world to exist. The Orb is the last balance left in the
|
||||
realm. If it were to be taken all hope would be lost. Without it the city
|
||||
would quickly be overrun by Drakkar and his followers.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -798,7 +798,7 @@ pedestal sits in the center of the room surrounded by statues of every Magi to
|
||||
ever live. It is up to them to protect the Orb from any who wish to steal or
|
||||
cause harm to it.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -811,20 +811,16 @@ are the only inhabitants. All of them are made out of wood and are polished to
|
||||
a glossy shine. A single window looks out over the Southern Gate. To live a
|
||||
life as a Cleric is to life a life without desire and need.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 128
|
||||
E
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
~
|
||||
E
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
~
|
||||
E
|
||||
desk~
|
||||
@@ -834,10 +830,14 @@ centered on the top of the desk. The desk has three drawers. All of them are
|
||||
empty.
|
||||
~
|
||||
E
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
|
||||
E
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
~
|
||||
S
|
||||
#136
|
||||
@@ -848,7 +848,7 @@ actually clerics and they are working over cauldrons of liquids that could not
|
||||
possibly be food. At least it does not smell like food. This must be where
|
||||
they make their healing elixirs, salves, and potions.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -861,7 +861,7 @@ spells line all three walls. Everything from potions to pills and everything
|
||||
in between. Some of the jars contain strange beasts soaking in a strange
|
||||
liquid. The smell of dust and strange herbs permeates the room.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -875,7 +875,7 @@ Most never make it. The Magi of the Purple and Grey robes has never been
|
||||
achieved. The actual testing to be a Magi remains a mystery as only the Magi
|
||||
themselves have witnessed it.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -889,7 +889,7 @@ of the High Council and the Tower of the Magi. All three structures are
|
||||
impressive works of architecture and magic combined. To the south the dome
|
||||
rises above you blocking all view to the chaotic world beyond.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -910,7 +910,7 @@ guarded diligently. These gates are normally locked at night to ensure the
|
||||
safety of the city. Only the east and west gates remain open all day. The
|
||||
luminescent dome encompassing the city can be seen just to the north.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -935,7 +935,7 @@ of warfare. Not only does this include brute force and the taking up of arms,
|
||||
but also the cunning art of tactics that can decide the outcome of any battle.
|
||||
A stairwell in the back of the room leads to the training room upstairs.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -953,7 +953,7 @@ this local tavern. Excessive drinking is looked down upon by all in Sanctus,
|
||||
but the occasional drink never hurt anyone. Unless they were stupid enough to
|
||||
go walking through the Thieves Quarter after a few too many.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -973,7 +973,7 @@ that treat his "employees" unfairly. The Inn appears to be well kept.
|
||||
Further to the north you can see a winding staircase and a plethra of adjoining
|
||||
rooms.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -987,7 +987,7 @@ someone honing a fine blade can be heard in the background. Some of the finest
|
||||
weapons in the realm are made right here under the supervision of Shiro, the
|
||||
master wesponsmith.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1003,7 +1003,7 @@ But, Sarge would never complain. He has spent his life hammering metal into
|
||||
weapons of mass destruction or armor of superior quality. It is rumoured that
|
||||
has never been given a task that he could not complete.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1017,7 +1017,7 @@ your west and no sound escapes the building to the east. The North Way splits
|
||||
the city of Sanctus into two Quarters. The thieves quarter in the east and the
|
||||
Warriors Quarter to the west.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1035,7 +1035,7 @@ equipment. It is often normal to purchase clothing with small tears and blood
|
||||
stains in the small of their backs, but no one ever asks questions given the
|
||||
excellent prices.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1048,7 +1048,7 @@ that can afford them. The prices are fair and the service is excellent. The
|
||||
place is rather deserted and only a few customers are chatting idly in the
|
||||
back.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1061,7 +1061,7 @@ The assortment of leather goods is very extensive and they are well made.
|
||||
Anyone needing some armor but does not want to give up alot of movement and
|
||||
flexibility need only come here.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1075,7 +1075,7 @@ here since as soon as you are inebriated you will be relieved of any gold you
|
||||
may be carrying. The bar seems to sell alot more than just drinks as large
|
||||
shelves walls hung with equipment fill the place.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1093,7 +1093,7 @@ one goes by without his permission. The room is shabby with little furniture.
|
||||
Just a table and a few wooden chairs. A few expensive tapestries look out of
|
||||
place hanging on the walls.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1110,7 +1110,7 @@ lead a life of service to protect the city. They are all over worked and under
|
||||
paid. But they serve their terms with pride. You stand in the northwest
|
||||
corner of the barracks.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1127,7 +1127,7 @@ where the army bases it's operations from. Everything they need is located
|
||||
within this building. Adjoining rooms are to the west and south. The warriors
|
||||
avenue is just to the east.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
@@ -1148,7 +1148,7 @@ the north and the army barracks are in the building to the west. Various
|
||||
stores lie further along Warriors Avenue to the east. There is a fair amount
|
||||
of people, mostly soldiers, going about their daily lives.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1173,7 +1173,7 @@ relieve themselves of their worries. The cobblestone street is clean and well
|
||||
maintained. The buildings around you are made of wood and some are several
|
||||
stories tall.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1198,7 +1198,7 @@ structures in Sanctus, excluding of course the temple. Many travellers go
|
||||
there to relax and unwind. Several small houses are to the south along this
|
||||
road while the northern half seems to consist mostly of shops.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1223,7 +1223,7 @@ hear someone working a grindstone to the north, most likely the weaponsmith.
|
||||
A small house to the south is shadowed by the tower of Sanctus in the middle of
|
||||
the city.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1248,7 +1248,7 @@ towns Smithy. The street continues east and west with a small house to the
|
||||
south. Townspeople walk the streets going about their business. You are just
|
||||
another adventurer to them.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1274,7 +1274,7 @@ in shadows and mystery. Not a single sound escapes from that section of the
|
||||
city. You are standing on the North Way which runs from the North Gate down to
|
||||
the Temple of Sanctus.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1300,7 +1300,7 @@ for the economic policies of the city and do a very good job. Of course they
|
||||
are so worried about keeping one another from stealing from the city that they
|
||||
don't dare do it themselves.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1325,7 +1325,7 @@ you to hold your gold very tightly while in this quarter of the city. The
|
||||
thieves may run the cities finances fairly, but they could care less about a
|
||||
single adventurer.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1350,7 +1350,7 @@ hides. Must be the towns leather shop. Tall buildings to the south must be
|
||||
the houses of the locals. Probably shouldn't go wandering around, this place
|
||||
is full of thieves as it is and you may be mistaken for one.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1375,7 +1375,7 @@ The local bar for the thieves. The town used to have only one bar until the
|
||||
warriors and thieves got into a huge braul and ended up burning the place to
|
||||
the ground. A few citizens walk past staring at you curiously.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1400,7 +1400,7 @@ above you to the east. Thieves Avenue makes a turn here to the south or west.
|
||||
You are now in the northeastern corner of the city, in the heart of the Thieves
|
||||
Quarter. Better keep an eye on your purse.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1426,7 +1426,7 @@ get disoreientated and lost. This is where the city keeps the majority of it's
|
||||
supplies. Kind of an oxymoron that the thieves of the city handle the
|
||||
finances.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1447,7 +1447,7 @@ your height with rows inbetween that barely allow you to walk through. Hard to
|
||||
believe anyone could find their way out of this place, let alone know where to
|
||||
find anything.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1464,7 +1464,7 @@ the city has fought in. Sanctus has never fallen. Various weapons and suits
|
||||
of armor are all bolted to the floor and walls. A small doorway leads into the
|
||||
bunk room to the east. The hall continues north and south.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1485,7 +1485,7 @@ sleeps. Some people are already in their racks since a watch must be stood
|
||||
twenty four hours a day. You here someone grumbling in their sleep about how
|
||||
they always get stuck with the midwatch.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1506,7 +1506,7 @@ A well-travelled road continues north and south. You are in the Warriors
|
||||
Quarter where the army of Sanctus bases it's operations. Several recruits rush
|
||||
past on assignment.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1523,7 +1523,7 @@ roaring fire. The house is cluttered with the usual things that makes a house
|
||||
look lived in. You could be happy spending the rest of your life living in a
|
||||
house like this.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1536,7 +1536,7 @@ sends you immediately back out the door. This room should not even be
|
||||
considered a home. You can barely even stand up the ceiling is so low and
|
||||
cracks in the walls let you see outside.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1549,7 +1549,7 @@ are polished to a shine and the floor is made out of some strange type of
|
||||
cement. Cushioned chairs surround a table set for dinner with expensive dishes
|
||||
and silverware.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1562,7 +1562,7 @@ baking oven and a few piles of straw are the only things in the room. This
|
||||
must be the poorest house in the entire city, how could anyone live like this.
|
||||
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1575,7 +1575,7 @@ Road is packed solid from years of traffic from people, wagons, and horses. A
|
||||
small amount of dust is kicked up by every footstep. Directly to the south you
|
||||
can see the Temple.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1592,7 +1592,7 @@ cover the entire floor. A candelabra sits in the middle of a polished oak
|
||||
table. A four post bed can be seen in the back of the house. Nothing like
|
||||
living the good life.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1605,7 +1605,7 @@ this house. Small mattresses lay on the floor in the back of the room. Not
|
||||
much hope for privacy in this house. A few dolls are having a tea party in one
|
||||
corner.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1618,7 +1618,7 @@ trespassing, I'm sure no one will mind. The house is very compact. The
|
||||
kitchen and bedrooms are not seperated by any walls. This must be a house for
|
||||
the poor.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1630,7 +1630,7 @@ A Clean House~
|
||||
Well maintained it seems. Not everyone is rich enough to afford a housekeeper,
|
||||
but these folks must be. You can hear a baby crying, sounds hungry.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1643,7 +1643,7 @@ to the west. The entrance looks to be a ways further north in the heart of the
|
||||
Thieve's Quarter. South you can see another intersection and the northest
|
||||
corner of the inner wall.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1660,7 +1660,7 @@ You can hear a few workers in the distance pushing the large crates over the
|
||||
dusty floor. A large box and tackle swings back and forth on a strangel pulley
|
||||
system above you.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1677,7 +1677,7 @@ nailed shut, some even wrapped in chains and padlocked. Enough stores to last
|
||||
the city for a year must be packed away in this place. Everything is
|
||||
surpringly clean and well maintained.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1694,7 +1694,7 @@ hear people talking behind the doors, but cannot discern what they are saying.
|
||||
The army of Sanctus is very well disciplined and your presence may not be
|
||||
exactly appreciated. They do not take kindly to strangers.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1715,7 +1715,7 @@ together in this confined room. The racks are stacked four high with only a
|
||||
foot or two of space for someone to sit up. The mattresses are only about an
|
||||
inch thick and look very uncomfortable.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1736,7 +1736,7 @@ alley crosses the city east to west behind the homes of the local citizens.
|
||||
The alley is very narrow and dark as the inner city wall follows it on the
|
||||
southern side. Warriors Avenue continues north and south.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1757,7 +1757,7 @@ are waiting to be cleaned up by the street sweeper. An alley cat hisses at you
|
||||
and then bolts as you trespass on its territory. This alley does not look safe
|
||||
and you wonder whether or not you will be running into some thugs.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1774,7 +1774,7 @@ and the rattling of armor can be heard from the guards patrolling the top of
|
||||
the wall. The alley is even darker here and a person could easily hide in the
|
||||
shadows.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1791,7 +1791,7 @@ but all are bolted, locked, or nailed shut. This is definitely not the most
|
||||
friendly section of the city. An alley cat bolts past you as a large pile of
|
||||
garbage almost collapses on it.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1808,7 +1808,7 @@ The sound of creaking wagons and the pound of horse hooves on the dirt road
|
||||
become trapped between the inner city wall and the houses within the alley
|
||||
making strange echoing sounds that are very distracting.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1825,7 +1825,7 @@ seem to be surprisingly empty for some reason. You notice shadowy alleys to
|
||||
the east and west along the inner city wall. To the south is the Northern Gate
|
||||
to the inner city.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1850,7 +1850,7 @@ bother cleaning this place up. The sound of a fight can be heard further to
|
||||
the east within the alley. This is definitely the most dangerous section of
|
||||
Sanctus.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1867,7 +1867,7 @@ that dispute was settled one way or the other. The inner city wall to the
|
||||
south keeps the alley eternally in shadows, no matter the time of day or night.
|
||||
Houses to the north have their back doors shut and locked.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1884,7 +1884,7 @@ garbage pile a few feet away. A mangy mutt trots past you and starts licking
|
||||
up the pool of blood. You should keep moving unless you want to draw attention
|
||||
to yourself.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1901,7 +1901,7 @@ light. The wall looks to be made from stone blocks and some sort of filler.
|
||||
You can't tell how thick it is, but judging from the height you would guess at
|
||||
least half as wide as it is tall.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1918,7 +1918,7 @@ You are at the northeast corner of the inner city wall. On top of the wall you
|
||||
can see some type of post where the guards watch for any trouble. A large
|
||||
building to the east must be some sort of warehouse.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1939,7 +1939,7 @@ They are closed, barred, and locked with a padlock the size of your head. No
|
||||
one gets in or out without that key. An aisle to load and unload wagons runs
|
||||
to the east.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1961,7 +1961,7 @@ unpleasant smell. Three wagons fill the center of the room. All look empty.
|
||||
A clump of mushrooms grows in the middle of the manure. They look ripe for
|
||||
picking.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1989,7 +1989,7 @@ the upkeep of armor and weapons. A grindstone is in one corner. In another
|
||||
baskets of arrows are being sorted. A recruit is polishing some armor and a
|
||||
large sack of equipment looks like it is ready to be taken to the Smithy.
|
||||
~
|
||||
1 0 0
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2010,7 +2010,7 @@ before they go on their next watch. The food does not look very appetizing,
|
||||
but it serves it's purpose. The army has had financial problems since it's
|
||||
inception.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
~
|
||||
~
|
||||
@@ -2031,7 +2031,7 @@ booming voice that echoes off the buildings and walls around you. The clank of
|
||||
armor and weapons is all about you as guards change watches and work on their
|
||||
equipment.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -33,7 +33,7 @@ Welcome to the world of:
|
||||
@b||
|
||||
@b\/
|
||||
~
|
||||
103 0 0
|
||||
103 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -45,7 +45,7 @@ Transportation Rooms~
|
||||
and ceiling. Two sets of stairs sit in the middle of the room, one goes up, the
|
||||
other down.
|
||||
~
|
||||
103 cde 0
|
||||
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|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -62,7 +62,7 @@ and floor. But there is one difference, in the middle of the room sits a
|
||||
teleporter, this device is giving off a strange light, hums constantly. A sign
|
||||
is nailed onto the wall.
|
||||
~
|
||||
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|
||||
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|
||||
D5
|
||||
~
|
||||
<NONE>~
|
||||
@@ -74,7 +74,7 @@ Namek Teleporter~
|
||||
and floor. But there is one difference, in the middle of the room sits a
|
||||
teleporter, this device is giving off a strange light, hums constantly.
|
||||
~
|
||||
103 cde 0
|
||||
103 28 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -86,7 +86,7 @@ Kami's Lookout~
|
||||
person is kneeling here tending to a well kempt flower garden whistling happily.
|
||||
Another person stands here, a tall green man with pointy ears.
|
||||
~
|
||||
103 ce 1
|
||||
103 20 0 0 0 0
|
||||
S
|
||||
#10305
|
||||
Start of Planet Namek~
|
||||
@@ -96,7 +96,7 @@ are also here, and many green people are walking around working here. Some
|
||||
tending to the gardens, others training their skills. But one thing is certain,
|
||||
all of them look male.
|
||||
~
|
||||
103 0 1
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -113,7 +113,7 @@ Base of Korins Tower~
|
||||
allowing the sun in. Towards the east is a dirt path in which you cannot see
|
||||
the end of.
|
||||
~
|
||||
103 e 3
|
||||
103 16 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -125,7 +125,7 @@ Forest path~
|
||||
air. @gTrees limit you to this single path, sounds come from the woods and area
|
||||
ahead.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -141,7 +141,7 @@ Forest Intersection~
|
||||
towards the north is another small clearing. A large gaping hole is in the
|
||||
middle of the ground here.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -165,7 +165,7 @@ Gokus' House~
|
||||
This is a cleared out space in the forest. @gThe house seems to make everything
|
||||
feel good again, as if it has some magical feeling to it.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -177,7 +177,7 @@ A Dark Hole~
|
||||
surrounding you. @gThe walls are sleek, it seems that if one were to fall into
|
||||
this hole, they would not be able to escape easily.
|
||||
~
|
||||
103 a 3
|
||||
103 1 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -193,7 +193,7 @@ The Base of the Dark Hole~
|
||||
and then, strange plants grow all over the walls here. @gIt is dark, almost so
|
||||
dark it makes it hard to see, the only light comes from above you.
|
||||
~
|
||||
103 a 3
|
||||
103 1 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -205,7 +205,7 @@ A Forest Path~
|
||||
air. @gThe trees still cover the area around the path, just limiting you to
|
||||
this one spot.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -221,7 +221,7 @@ The end of the Forest~
|
||||
still inhabbit this area, and the smell of death is still strong, but not as
|
||||
strong as it used to be.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -239,7 +239,7 @@ like it has been through many storms. Off to the east you see a small island
|
||||
with an even smaller house, to the south is a large dome building marked with a
|
||||
large black CC.
|
||||
~
|
||||
103 c 2
|
||||
103 4 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -263,7 +263,7 @@ The Entrance to Capsul Corp~
|
||||
To the south is a large entrance to the building marked with a CC. This dome
|
||||
shaped building seems a lot bigger than it did before.
|
||||
~
|
||||
103 0 2
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -281,7 +281,7 @@ says that her name is Matilda. Lots of chairs cover the wall of the room, it is
|
||||
clear that this is no ordinary place.
|
||||
@n
|
||||
~
|
||||
103 de 0
|
||||
103 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -298,7 +298,7 @@ about, and the smell of death lingers in the air. @qThe walls have a reddish
|
||||
liquid like substance splattered on them, making it kind of an uncomfortable
|
||||
room.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -323,7 +323,7 @@ with some strange type of materal. The sounds of fighting echo around you.
|
||||
@gThis room also has a random blood splatter, but the splatter here seems to be
|
||||
more consistent then in the other room.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -336,7 +336,7 @@ Vegetas Atire~
|
||||
part of the building. @gLarge brass statues cover the walls, and even more
|
||||
strange is the fact that not a single one seems to be touching the ground.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -348,7 +348,7 @@ Teleportation Room~
|
||||
planet. @gOne difference is that the teleportation unit seems to be more
|
||||
technilogically advanced here, but it is hard to tell.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -369,7 +369,7 @@ lies amongst the sand here and there, and small birds chirp in the forest.
|
||||
This place seems to be perfect to just relax and take a break from the everyday
|
||||
life. @n
|
||||
~
|
||||
103 ce 2
|
||||
103 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -392,7 +392,7 @@ destructive human hand,@n @Bthe trees to the northwest are to thick to see
|
||||
through much less walk through. This also seems to be a perfect place to relax
|
||||
from the troubles of everyday. @n
|
||||
~
|
||||
103 ce 3
|
||||
103 20 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -428,7 +428,7 @@ Heiach@B |
|
||||
@B(____________________________________________________________________________)
|
||||
@n
|
||||
~
|
||||
103 cde 0
|
||||
103 28 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -440,7 +440,7 @@ Soaring Over the Ocean~
|
||||
abundant here then they were on the beach and this does place is not as soothing
|
||||
either. @n
|
||||
~
|
||||
103 0 8
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -456,7 +456,7 @@ Soaring Over the Ocean~
|
||||
abundant here then they were on the beach and this does place is not as soothing
|
||||
either. @n
|
||||
~
|
||||
103 0 8
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -472,7 +472,7 @@ Soaring Over the Ocean~
|
||||
abundant here then they were on the beach and this does place is not as soothing
|
||||
either. @n
|
||||
~
|
||||
103 0 8
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -488,7 +488,7 @@ Soaring Over the Ocean~
|
||||
But the salt still lingers in the air and the Seaguls fly overhead. @n @gThe
|
||||
sun seems to be harsher here then it is any other part of the ocean.
|
||||
~
|
||||
103 0 8
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -504,7 +504,7 @@ In Shallow Water~
|
||||
a house with 'KAMI' in large red letters. A bald old man sits out front looking
|
||||
at a dirty magazine. @n
|
||||
~
|
||||
103 0 8
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -520,7 +520,7 @@ Infront of Kami House~
|
||||
white facial hair and large sunglasses. He wears a turtle shell on his back.
|
||||
@gWaves wash gentle up onto the shore, and a gentle breeze blows here.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -536,7 +536,7 @@ Kami House~
|
||||
are an off white, and a large couch in the center of the room. Off to the north
|
||||
seems to be the kitchin, and south is back to the shore.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -552,7 +552,7 @@ Kami Houses Kitchen~
|
||||
and whistling. This room looks like the other but has a large table in the
|
||||
center of it, and counters around the edge.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -569,7 +569,7 @@ noticably low.
|
||||
There is a set stairs here leading up. @gA light glows through a crack in the
|
||||
door at the top of the stairs.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -585,7 +585,7 @@ Roshis' Room~
|
||||
are covering the floor and you can barely make out the wood under them. @gThe
|
||||
windows lie open, letting the gentle breeze into the room.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -597,7 +597,7 @@ A Small Hall~
|
||||
other areas of the building, it is a sleek marble and it has been freshly
|
||||
shined. The hall continues to the south.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -613,7 +613,7 @@ A Small Hall~
|
||||
other areas of the building, it is a sleek marble and it has been freshly
|
||||
shined. The hall continues to the south.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -630,7 +630,7 @@ other areas of the building, it is a sleek marble and it has been freshly
|
||||
shined. The hall is now over, if you go west, there seems to be someone there.
|
||||
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -647,7 +647,7 @@ with a rug here and there, a nice chandelier hangs from the ceiling, and the
|
||||
walls are covered in a nice flowered wallpaper. A table only large enough for
|
||||
three sits here, and three chairs are placed comfortably around it.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -664,7 +664,7 @@ couch, and a huge plasma TV on the wall. Pictures of Vegeta, Bulma, and Truncks
|
||||
hang from the wall. A faint whistling comes from the west, adding to the
|
||||
homely feeling.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -681,7 +681,7 @@ another TV like the one in the Living room, but this one has a game system
|
||||
connected to it, and a young child with purple hair sits here playing it while
|
||||
whistling.
|
||||
~
|
||||
103 cde 0
|
||||
103 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -698,7 +698,7 @@ the arch you are able to see a magnificent lush garden, anything you could
|
||||
possibly think of resides in this place, in the its center is a huge oak tree,
|
||||
it provides shade for anyone who sits under it.
|
||||
~
|
||||
103 e 3
|
||||
103 16 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -714,7 +714,7 @@ A Garden Path~
|
||||
types of plants you have never seen before. Large rocks seperate plant rows,
|
||||
acting as stepping stones for someone to walk through.
|
||||
~
|
||||
103 e 0
|
||||
103 16 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -732,7 +732,7 @@ area, the sun cannot get through the leaves of this tree, it seems to have been
|
||||
placed here on purpose, a magical feeling is coming from the tree, it makes
|
||||
your body tingle.
|
||||
~
|
||||
103 e 3
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -748,7 +748,7 @@ A Garden Path~
|
||||
types of plants you have never seen before. Large rocks seperate plant rows,
|
||||
acting as stepping stones for someone to walk through.
|
||||
~
|
||||
103 e 0
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -764,7 +764,7 @@ A Garden Path~
|
||||
types of plants you have never seen before. Large rocks seperate plant rows,
|
||||
acting as stepping stones for someone to walk through.
|
||||
~
|
||||
103 e 0
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -781,7 +781,7 @@ here as they did on the path, the only exit is to the south. @gThe smell of
|
||||
roses
|
||||
lingers about here, making it a warm relaxing place.
|
||||
~
|
||||
103 e 0
|
||||
103 16 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -794,7 +794,7 @@ here are tall with a little fluff of leaves and branches at the very top.
|
||||
There are also very few people in this village, and there are less children in
|
||||
this village, it seems to be a farming village.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -811,7 +811,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
|
||||
also very few people in this village, and there are less children in this
|
||||
village, it seems to be a farming village.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -828,7 +828,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
|
||||
also very few people in this village, and there are less children in this
|
||||
village, it seems to be a farming village.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -845,7 +845,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
|
||||
also very few people in this village, and there are less children in this
|
||||
village, it seems to be a farming village.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -862,7 +862,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
|
||||
also very few people in this village, and there are less children in this
|
||||
village, it seems to be a farming village.
|
||||
~
|
||||
103 e 1
|
||||
103 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -879,7 +879,7 @@ road seems to lead off to a tall mountain. The trees here are even more scarce
|
||||
then in the village, on the side of the road, there are many large boulders on
|
||||
the side of the road.
|
||||
~
|
||||
103 ce 2
|
||||
103 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -896,7 +896,7 @@ taller and taller. You wonder what the significance of the mountain could be.
|
||||
The boulders still line the road and there are less and less trees, the ground
|
||||
seems to be harder here as well.
|
||||
~
|
||||
103 ce 2
|
||||
103 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -912,7 +912,7 @@ Namek Road~
|
||||
barely see the top of it, and yet there is a tree here and there, and the
|
||||
boulders are still on the side of the road.
|
||||
~
|
||||
103 ce 2
|
||||
103 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -929,7 +929,7 @@ mountain seems to just go straight up for a ways, it seems unclimbable, for it
|
||||
is just like one jagged cylindrcal piller. It seems you are able to fy to the
|
||||
top though.
|
||||
~
|
||||
103 ce 0
|
||||
103 20 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -945,7 +945,7 @@ Flying Up the Mountain~
|
||||
still far away, it might be easier to go back down. @gIt seems to be getting a
|
||||
little warmer the further you go up.
|
||||
~
|
||||
103 c 8
|
||||
103 4 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -962,7 +962,7 @@ Flying Up the Mountain~
|
||||
this height, cawing and fluttering about. @gIt seems to be getting a little
|
||||
warmer the further you go up.
|
||||
~
|
||||
103 c 8
|
||||
103 4 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -979,7 +979,7 @@ Flying Up the Mountain~
|
||||
but is not fully visible yet, it is still a little bit away. @gIt seems to be
|
||||
getting a little warmer the further you go up.
|
||||
~
|
||||
103 c 8
|
||||
103 4 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -996,7 +996,7 @@ Flying at the Top of the Mountain~
|
||||
the sun pounds down on you. Towards the north is a large house, with a strange
|
||||
picture on the side.
|
||||
~
|
||||
103 c 8
|
||||
103 4 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1013,7 +1013,7 @@ Infront of the Elders House~
|
||||
large horns protruding off of the top of it. Above the door is a large round
|
||||
glass window. The sun shines down warming the area.
|
||||
~
|
||||
103 0 0
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1030,7 +1030,7 @@ platform towards the back that will take you up to see him. @gThe walls are
|
||||
bare here, nothing but a few cobwebs here and there, but it seems to be kept
|
||||
rather neat.
|
||||
~
|
||||
103 de 0
|
||||
103 24 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1047,7 +1047,7 @@ you saw outside. In the back center of the room is the Elder. He is huge,
|
||||
quite possibly the largest namek you have ever seen. He sits in a huge white
|
||||
chair with a Dragon Ball atop it.
|
||||
~
|
||||
103 de 0
|
||||
103 24 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -1060,7 +1060,7 @@ On either side of the gate are two large Dragons, both look so real it is eerie.
|
||||
The sound of voices comes from the other side of the gate, it seems there is a
|
||||
town there.
|
||||
~
|
||||
103 c 3
|
||||
103 4 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1077,7 +1077,7 @@ A Dirt Path~
|
||||
and it feels like it too. @gNo creatures or people seem to come here anymore,
|
||||
it is just one deserted road.
|
||||
~
|
||||
103 c 3
|
||||
103 4 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1093,7 +1093,7 @@ A Dirt Path~
|
||||
and it feels like it too. @gNo creatures or people seem to come here anymore,
|
||||
it is just one deserted road.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1109,7 +1109,7 @@ A Dirt Path~
|
||||
and it feels like it too. @gNo creatures or people seem to come here anymore,
|
||||
it is just one deserted road.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1125,7 +1125,7 @@ A Dirt Path~
|
||||
a large lake that seems to fill a large area. @gNo creatures or people seem to
|
||||
come here anymore, it is just one deserted road.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1142,7 +1142,7 @@ strange smell to it, kind of sweet in nature yet powerful. No creatures are
|
||||
here, not even a bird.
|
||||
@n
|
||||
~
|
||||
103 c 3
|
||||
103 4 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1160,7 +1160,7 @@ cannot see in here because the tree cover is so thick the light cannot penetrate
|
||||
it. The air here smells stagnant and cold. Sounds fill the area, making it
|
||||
impossible to think.
|
||||
~
|
||||
103 a 3
|
||||
103 1 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1176,7 +1176,7 @@ A Small Clearing~
|
||||
cylindricle rock lies in the center of this area, it seems to be the cause of
|
||||
the clearing.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1193,7 +1193,7 @@ path are thick, causing the area to be dark. Sounds emit from this area,
|
||||
causing
|
||||
an eerie feeling.
|
||||
~
|
||||
103 a 3
|
||||
103 1 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1209,7 +1209,7 @@ A Large Clearing~
|
||||
The grass grows freely and stands about waist high on either side of a short
|
||||
dirt path leading to a large dark cave.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1225,7 +1225,7 @@ Opening to a Large Cave~
|
||||
from its sides, and many types of mushrooms grow here as well. The inside of
|
||||
the cave looks dark and moist, it seems to not have been entered in years.
|
||||
~
|
||||
103 c 0
|
||||
103 4 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1245,7 +1245,7 @@ Entering The Cave~
|
||||
torch presides on the wall here makeing only a little visible, further into the
|
||||
cave you cannot see though.
|
||||
~
|
||||
103 i 0
|
||||
103 256 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1261,7 +1261,7 @@ Dark Cave~
|
||||
and then, it also begins to get slimier, causing your feet to slip. @gIt seems
|
||||
rare that anyone would ever enter such a dark dank place.
|
||||
~
|
||||
103 ai 0
|
||||
103 257 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1277,7 +1277,7 @@ Caves Intersection~
|
||||
originate from this room, the light seems to come from the north where a large
|
||||
ball of light can be seen.
|
||||
~
|
||||
103 i 0
|
||||
103 256 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1297,7 +1297,7 @@ A Brightly Lit Cavern~
|
||||
warm. A small orb lies in the middle of the cavern giving off a strange amount
|
||||
of light.
|
||||
~
|
||||
103 i 0
|
||||
103 256 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1310,7 +1310,7 @@ Leaveing Dark Cave~
|
||||
back into the cave making it easier to see. @gThe sound of rabbits comes from
|
||||
the outside, and the smell of flowers fills your nostrils.
|
||||
~
|
||||
103 i 0
|
||||
103 256 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1326,7 +1326,7 @@ Dark Caves Exit~
|
||||
outside. The fresh air seems to come as a shock seeing as how there was none
|
||||
inside the cave.
|
||||
~
|
||||
103 i 0
|
||||
103 256 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1342,7 +1342,7 @@ A Flower Field~
|
||||
throught the flowers yet it seems the there is a path to the south leading you
|
||||
away from the flowers.
|
||||
~
|
||||
103 0 2
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1358,7 +1358,7 @@ Path To the Villa~
|
||||
perfectly round, and they glow beautifully. The path goes south towards a small
|
||||
Villa.
|
||||
~
|
||||
103 0 1
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1374,7 +1374,7 @@ Infront of the Villa~
|
||||
door is slightly ajar, the path you stand on has the same circular golden stones
|
||||
as to the north.
|
||||
~
|
||||
103 0 1
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1390,7 +1390,7 @@ Center of the Building~
|
||||
and a wooden floor that looks to have been freshly polished. @gAlthough the
|
||||
room is kept neat, it seems that no one has lived here for quite some time.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1413,7 +1413,7 @@ Piccolo's Bedroom~
|
||||
@gThis is a small room, with a bed only large enough for one person, there is
|
||||
a small mat in the center of the room, it looks to be used for meditation.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1425,7 +1425,7 @@ The Villas Kitchen~
|
||||
in the center of the room, one chair is off to the corner of the room. This
|
||||
room seems to be well kempt.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1441,7 +1441,7 @@ A Dimly Lit Room~
|
||||
distorted by the outline of your body in the doorframe. In the center of the
|
||||
room is a hole only large enough for one person to fit in at a time.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1457,7 +1457,7 @@ A Rusty Ladder~
|
||||
break at any time. @gThe ladder creeks under the strain you are putting on it,
|
||||
flecks of rust fall to the ground as well.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -1473,7 +1473,7 @@ Bottom of the Ladder~
|
||||
ceiling, casting shadows on the walls from the boxes that cover this area.
|
||||
@gThe exit to the south seems clear, but it also seems to be very small.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1489,7 +1489,7 @@ A Small Hallway~
|
||||
nothing lining the walls here, and if there were it would make it impossible to
|
||||
travel. To the east is a room that seems to be full of junk.
|
||||
~
|
||||
103 d 0
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1505,7 +1505,7 @@ Storage Room~
|
||||
with items. There seems to be no walking space in this area, but you can see
|
||||
clearly with the light hanging from the ceiling.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1517,7 +1517,7 @@ A Ruined Room~
|
||||
Rubble lies all over the ground here, and the stone that is actually standing
|
||||
has large scorch marks on it.
|
||||
~
|
||||
103 l 0
|
||||
103 2048 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1534,7 +1534,7 @@ the other room, but an exit to the east can still be seen. @gIt is hard to see
|
||||
what is happening in there, but sounds of gears and electricity come from the
|
||||
room to the east.
|
||||
~
|
||||
103 dl 0
|
||||
103 2056 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1550,7 +1550,7 @@ Teleportation Room~
|
||||
walls are made of wood. A large circular object sits in the middle of the room,
|
||||
glowing and humming.
|
||||
~
|
||||
103 dlm 0
|
||||
103 6152 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1562,7 +1562,7 @@ Going To the Cave~
|
||||
here, it is a calm serene place, and the smell of apples lingers in the air all
|
||||
around you.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1578,7 +1578,7 @@ An Apple Orchard~
|
||||
it is stronger here then it would be anywhere else. Apple Trees grow wildly
|
||||
here, and there is no other tree to be seen.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1594,7 +1594,7 @@ End of an Apple Orchard~
|
||||
it is stronger here then it would be anywhere else. Apple Trees grow wildly
|
||||
here, and there is no other tree to be seen. To the north is a lot of brush.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1610,7 +1610,7 @@ Start of the Brush~
|
||||
seems to be a path leading straight through it, the sounds of people come from
|
||||
the other side of the brush.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1626,7 +1626,7 @@ Path Through the Brush~
|
||||
walking, the brush on both sides of you looks to be dangerious. @g It looks as
|
||||
if there are multiple animals caught in the brush on both sides.
|
||||
~
|
||||
103 0 3
|
||||
103 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1642,7 +1642,7 @@ A Dangerous Path~
|
||||
seems as though it has grown there over the years, and it grows here as well,
|
||||
but not as much, for it seems to have been trodden down by people.
|
||||
~
|
||||
103 0 2
|
||||
103 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1658,7 +1658,7 @@ Journeys End Inn~
|
||||
the door shows you that this place has been closed for many years. The windows
|
||||
are broken, and a few are just missing.
|
||||
~
|
||||
103 0 1
|
||||
103 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
||||
@@ -20,7 +20,7 @@ Taylor's Zone Description Room~
|
||||
Link N from 10463
|
||||
@n
|
||||
~
|
||||
104 0 0
|
||||
104 0 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -38,7 +38,7 @@ break through the trees, but is unsuccessful. The morning dew still sits on the
|
||||
forest floor, adding the this serene setting, the trees creep up towards the
|
||||
sky, large branches sticking out of its trunk, blocking the sky from view.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -68,7 +68,7 @@ seem to hold onto their spirits, these trees seem to be gentle, but at the same
|
||||
time they seem to be sinister, their branches seem to lash out and try to catch
|
||||
you in their grasp.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -84,7 +84,7 @@ place. Some large branches cover this place, and multiple animal tracks are
|
||||
imprinted into the ground here. Towards the top of the trees, the scratching of
|
||||
little squirrels feet bounces off the trees surrounding this place.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -107,7 +107,7 @@ shines in from the trees around you, not letting in a lot of light though. The
|
||||
rustling of leaves comes to your ears in the area around you, adding to the
|
||||
feeling of being uncomfortable.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -127,7 +127,7 @@ were no trees overhead, this is not like the other parts of the forest, it is
|
||||
mostly clear, and it seems to have been forced to be this way. The wind
|
||||
whistles through here, rustling leaves and moving branches all around.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -145,7 +145,7 @@ is sleek, and it has a few blood stains every now and then. For as closed in as
|
||||
this area is, it gives off a good amount of light, enough to illuminate your
|
||||
path.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -164,7 +164,7 @@ trees swaying branches. A small stream flows gently into the forest. Small
|
||||
fish can be seen in the stream, bolting up and down the stream, distorting the
|
||||
image af the pebbles. The grass is soft and the color is perfect. @n
|
||||
~
|
||||
104 e 2
|
||||
104 16 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -179,7 +179,7 @@ or a rope. Large plastic bottles cover the ground, and some foam coolers every
|
||||
now and then. A piece of broken wood lies in a large brush pile, it seems to be
|
||||
connected to the brush.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -198,7 +198,7 @@ sits at the back of the room where the items are and a Elven man sits behind it.
|
||||
Light flows in through a small window on the side of the room, it seems to have
|
||||
no glass so it a small breeze comes in through it. @n
|
||||
~
|
||||
104 cd 3
|
||||
104 12 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -217,7 +217,7 @@ to just rest. The air is fresh, and the sounds of animals also fills your ears.
|
||||
Tall grass grows all around the lake, and large boulders are also here. It is
|
||||
mysterious how they got here, air also has a moist smell in it.
|
||||
~
|
||||
104 ce 3
|
||||
104 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -235,7 +235,7 @@ To the north is another forest, dark shadows cover it's entrance. Even larger
|
||||
skeletons cover the ground, some human, and some are unknown. A cold feeling
|
||||
emits from the forest, adding an uncomfortable feeling to this area. @n
|
||||
~
|
||||
104 ce 3
|
||||
104 20 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -262,7 +262,7 @@ emit from the house, and a horrid smell also comes from the house. An old
|
||||
rusted well sits in front of the house, it seems to have been protected from the
|
||||
tree by the house.
|
||||
~
|
||||
104 c 3
|
||||
104 4 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -277,7 +277,7 @@ gate. At the top of the gate is some weird insigne, this is also on either side
|
||||
of the gate. At the gates entrance the wooden platform stops and the ground
|
||||
turns to rock.
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -295,7 +295,7 @@ to the north the road continues, and it also continues to the south. Noise
|
||||
emits from people walking around on this road, they seem to be in a hurry, and
|
||||
don't want to talk to anyone.
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -318,7 +318,7 @@ house are made of pine wood, each step has been carefully cut, and carefully put
|
||||
in to its place. The door stands open, letting in the fresh air from the
|
||||
outside. @n
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -337,7 +337,7 @@ cover the wall towards the back. Some large swords are placed neatly in a
|
||||
little case, also hanging on the wall. A large round oak table sits in the
|
||||
center of the room, with one lone chair sitting at it. @n
|
||||
~
|
||||
104 d 1
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -356,7 +356,7 @@ now and then. A sign is stuck into the ground on the side of the road, it seems
|
||||
to be a direction sign. A warm feeling seems to be coming from all around you.
|
||||
It seems to be coming from the towns people.
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -374,7 +374,7 @@ others tall. But every person seems to be Elven. A warm feeling comes from the
|
||||
area around you. The people seem to be giving this feeling off. The cobble
|
||||
stone road is freshly polished and looks to be brand new.
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -393,7 +393,7 @@ inside of it it has very few maps. But there are many sheets of parchment. A
|
||||
very beautiful young looking elf sits behind the glass desk, making what seems
|
||||
to be a map. @n
|
||||
~
|
||||
104 cde 1
|
||||
104 28 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -407,7 +407,7 @@ lies to the west, it seems to be gaining a lot of attention. A small breeze
|
||||
blows through this part of town. Another sign has been placed neatly on the
|
||||
wall beside the buildings opening. @n
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -427,7 +427,7 @@ and it turns out to be coming from a small cobble stone fire place off in the
|
||||
other corner of the room. Each stone has been placed on this fireplace with
|
||||
extreme care. @n
|
||||
~
|
||||
104 d 1
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -446,7 +446,7 @@ the room. Lining the walls is a small assortment of armour, it seems that this
|
||||
shop has just opened. Although there is not much armour, it seems to be
|
||||
extremely expensive. @n
|
||||
~
|
||||
104 d 1
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -465,7 +465,7 @@ A large golden statue of some old looking elf is in front of this house.
|
||||
Beautiful pine steps are leading up to his house, and the door is nowhere to be
|
||||
seen, it seems it has been taken off. @n
|
||||
~
|
||||
104 0 1
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -487,7 +487,7 @@ center of the room. Heat emits from another well built looking cobble stone
|
||||
fireplace. High in the rafter you notice another red glowing orb. This orb
|
||||
adds another reddish tint, but the color is darker. @n
|
||||
~
|
||||
104 cde 1
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -505,7 +505,7 @@ their mail. There are loads of bags with mail in them, he seems to be send mail
|
||||
for a small fee though. The floor is also littered with paper, but this paper
|
||||
is blank.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -519,7 +519,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -537,7 +537,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -555,7 +555,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -573,7 +573,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -591,7 +591,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -612,7 +612,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -626,7 +626,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -644,7 +644,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -665,7 +665,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -679,7 +679,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -700,7 +700,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -713,7 +713,7 @@ Human skeletons litter the floor, and multiple animal skeletons also fill this
|
||||
place. The ceiling is not perfect here, and the walls are cover in scratches,
|
||||
and the ceiling is cover in blood and scratches.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -739,7 +739,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -756,7 +756,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -770,7 +770,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -787,7 +787,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -801,7 +801,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -819,7 +819,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -844,7 +844,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
|
||||
this place. The ceiling is not perfect here, and the walls are cover in
|
||||
scratches, and the ceiling is cover in blood and scratches.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -858,7 +858,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -880,7 +880,7 @@ large marble stone. The walls floor and ceiling are all smooth. The light
|
||||
seems to bouce off the walls, a slight noise comes from the top of this room,
|
||||
and a small white orb hovers in the air there.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -893,7 +893,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
|
||||
this place. The ceiling is not perfect here, and the walls are cover in
|
||||
scratches, and the ceiling is cover in blood and scratches.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -918,7 +918,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -931,7 +931,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -944,7 +944,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -958,7 +958,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -976,7 +976,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -994,7 +994,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1016,7 +1016,7 @@ marble stone. There are many scratches on the ground and they seem to have been
|
||||
made by something in-human. The ceiling is made of the same marble, but this is
|
||||
smoother, and only enough light is here to allow sight.
|
||||
~
|
||||
104 cde 0
|
||||
104 28 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1033,7 +1033,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
|
||||
this place. The ceiling is not perfect here, and the walls are cover in
|
||||
scratches, and the ceiling is cover in blood and scratches.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1051,7 +1051,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
|
||||
this place. The ceiling is not perfect here, and the walls are cover in
|
||||
scratches, and the ceiling is cover in blood and scratches.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1072,7 +1072,7 @@ red marble. The floor has many different stains all over it, and the walls have
|
||||
some of the same stains. The ceiling seems to be unscathed, it has the same
|
||||
smooth texture it has had the whole time.
|
||||
~
|
||||
104 d 0
|
||||
104 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1110,7 +1110,7 @@ Taylors Immortal Resting Chamber~
|
||||
| | |
|
||||
|___________|
|
||||
~
|
||||
104 cdeh 0
|
||||
104 156 0 0 0 0
|
||||
S
|
||||
#10459
|
||||
A New Zone Description Room~
|
||||
@@ -1148,7 +1148,7 @@ A New Zone Description Room~
|
||||
@W.''\ /'. .' \__.`)@y |- .'|@W .''\ /'. .' \__.`_
|
||||
@W '. ` |' @y `\-/@W( \@n
|
||||
~
|
||||
104 ch 8
|
||||
104 132 0 0 0 0
|
||||
S
|
||||
#10460
|
||||
Path Through the Forest~
|
||||
@@ -1156,7 +1156,7 @@ Path Through the Forest~
|
||||
The earth is compact and the no shuberry grows near this place. The sky above
|
||||
can be seen, but it looks as if the sky fades into the trees ahead. @n
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1173,7 +1173,7 @@ straight path. The brush looks like it is growing away from the road, as if
|
||||
some sort of magic is causing it to retreat. The Sky is not able to be seen,
|
||||
and the sounds of the forest have become silent now.
|
||||
~
|
||||
104 0 3
|
||||
104 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1190,7 +1190,7 @@ straight path. The brush looks like it is growing away from the road, as if
|
||||
some sort of magic is causing it to retreat. The Sky is not able to be seen,
|
||||
and the sounds of the forest have become silent now. @n
|
||||
~
|
||||
104 0 0
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1209,11 +1209,11 @@ reside over this particular intersection, but oddly enough so does the presence
|
||||
of life. The darkness engulfs the northern exit while the life fills the
|
||||
surrounding area.
|
||||
~
|
||||
104 0 0
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20901
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1227,7 +1227,7 @@ for months. Large tools scatter the desk off in the corner, and many piles of
|
||||
papers with writing on them scatter this desk as well. The ceiling above is
|
||||
nothing but a thick looking glass with bars filling in for support.
|
||||
~
|
||||
104 cn 1
|
||||
104 8196 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1252,7 +1252,7 @@ opposite the fireplace, letting in a little light through the linen curtains.
|
||||
A large squishy looking armchair sits in the middle of the room only a few feet
|
||||
from the fireplace. @n
|
||||
~
|
||||
104 de 0
|
||||
104 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
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@@ -4,7 +4,7 @@ The Meeting Room Of The Gods~
|
||||
middle of the room, lit by some unseen light source. There are many chairs
|
||||
around the table, all empty. The Immortal Board Room is to the north.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D0
|
||||
The Immortal Board Room can be seen to the north.
|
||||
~
|
||||
@@ -18,7 +18,7 @@ small precious stones on it. When a God comes to rent his belongings,
|
||||
his essence is stored in the stones. The Immortal Board Room is to
|
||||
the south.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D2
|
||||
The Immortal Board Room can be seen to the south.
|
||||
~
|
||||
@@ -30,7 +30,7 @@ The Ice Box Of The Gods~
|
||||
The Ice Box is for little boys and girls that cannot play nice. Be good
|
||||
and maybe someone will come and get you.
|
||||
~
|
||||
12 defhk 0
|
||||
12 1208 0 0 0 0
|
||||
S
|
||||
#1203
|
||||
The Gods' Mortal Board Room~
|
||||
@@ -38,7 +38,7 @@ The Gods' Mortal Board Room~
|
||||
room. Any God can easily post and read messages from the mortal board room
|
||||
without being seen by any mortals. The Immortal Board Room is to the west.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D3
|
||||
The Immortal Board Room can be seen to the west.
|
||||
~
|
||||
@@ -53,7 +53,7 @@ east and the meeting room for the gods is to the south. To the north is the
|
||||
Gods' Inn and to the west is a post office for Gods. In the northeast corner
|
||||
you spot a small staircase leading upwards.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D0
|
||||
The Gods' Inn can be seen just to the north.
|
||||
~
|
||||
@@ -96,7 +96,7 @@ it is not as slow. Even the Postal service knows not to anger the Gods.
|
||||
Piles of junk mail line the walls. I guess even Gods get on mailing lists.
|
||||
The Immortal Board Room is to the east.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D1
|
||||
The Immortal Board Room is just to the east.
|
||||
~
|
||||
@@ -108,7 +108,7 @@ The Social Gathering Room~
|
||||
This elegantly decorated room has one simple purpose. To socialize with
|
||||
everyone else around in one central location.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D5
|
||||
The Immortal Board Room is just down through the floor. Funny how you
|
||||
didn't notice that exit before isn't it?
|
||||
@@ -122,7 +122,7 @@ The Immortal Board Hall~
|
||||
immortals. You can enter the hall of builders to the north, to the south are
|
||||
the halls of justice, while to the west you can find the immortal board room.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -142,7 +142,7 @@ The Builders' Board Room~
|
||||
if you need a refresher. TBA zone should be able to teach anyone, no matter how
|
||||
new, the basics of building.
|
||||
~
|
||||
12 d 0
|
||||
12 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -154,7 +154,7 @@ The Immortals' Mortal Board Room~
|
||||
Any God can easily post and read messages from the mortal board room without
|
||||
being seen by any mortals. The Immortal Board Hall is to the west.
|
||||
~
|
||||
12 0 0
|
||||
12 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -167,7 +167,7 @@ north. Statues of Karileena the goddess of Honour and Justice, are lining the
|
||||
walls. You realize this is where the exalted gods meet to discuss what course of
|
||||
action to take against offenders in the realms.
|
||||
~
|
||||
12 d 9
|
||||
12 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
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@@ -4,6 +4,6 @@ The Builder Academy~
|
||||
The Builder Academy zone has been moved: @RGOTO 3@n
|
||||
|
||||
~
|
||||
13 d 0
|
||||
13 8 0 0 0 0
|
||||
S
|
||||
$~
|
||||
|
||||
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@@ -2,6 +2,6 @@
|
||||
test~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
14 0 0
|
||||
14 0 0 0 0 0
|
||||
S
|
||||
$~
|
||||
|
||||
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1484
lib/world/wld/15.wld
1484
lib/world/wld/15.wld
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3498
lib/world/wld/16.wld
3498
lib/world/wld/16.wld
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3574
lib/world/wld/17.wld
3574
lib/world/wld/17.wld
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3372
lib/world/wld/18.wld
3372
lib/world/wld/18.wld
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@@ -25,11 +25,15 @@ East takes you through the other zones I have built here.
|
||||
Down takes you to the starting room of this zone.
|
||||
|
||||
~
|
||||
19 dj 0
|
||||
19 520 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2700
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -119,7 +123,7 @@ and the general decay of time. It appears as though there were indeed paths
|
||||
here long ago, but water has saturated the ground, leaving nothing but
|
||||
featureless mud.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The ground seems to slope downwards in this direction, making it look
|
||||
potentially difficult or impossible to get back up.
|
||||
@@ -162,7 +166,7 @@ Squelching Ground~
|
||||
slightest weight leaves deep imprints that quickly well back up with sloshing
|
||||
mud and the few sickly bits of plant life that grow here.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The ground dips suddenly, substantial flooding and algae rendering it very
|
||||
slippery indeed.
|
||||
@@ -190,7 +194,7 @@ and casting the boggy ground in shadow. The air is cooler here, the stone
|
||||
itself emitting an almost unnatural chill in contrast to the warmth of the
|
||||
surroundings.
|
||||
~
|
||||
19 a 2
|
||||
19 1 0 0 0 0
|
||||
D1
|
||||
The ground seems flatter and more stable toward this direction, an upright
|
||||
wooden stick breaking the smoothness of the horizon.
|
||||
@@ -224,7 +228,7 @@ Drowned Land~
|
||||
heat of some underground current. Large blisters swell from the ground, popping
|
||||
with a hiss and releasing hot, swirling steam into the foggy air.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
It looks as though a large log has sunk into the area to the north, making it
|
||||
at least stable to walk on.
|
||||
@@ -252,7 +256,7 @@ giving the impression that this place has not recovered from some ancient
|
||||
battle. Glimpses of metal can be seen half-buried in the ground, the armour and
|
||||
weapons of some long-decayed army.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A darkness and chill seem to emanate from this direction, a great rock
|
||||
breaking the horizon far to the north.
|
||||
@@ -285,7 +289,7 @@ The rust has leached into the water, discolouring it deep red and filling the
|
||||
air with the overwhelming stench of decay and the sickly metallic scent of
|
||||
blood.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A rhythmic blast of heat comes from this direction, cloudy steam obscuring
|
||||
the view of what lies beyond.
|
||||
@@ -325,7 +329,7 @@ Slippery Slope~
|
||||
Sloping steeply down from the south, thin rivulets of water trickle their way
|
||||
lazily down, accumulating in a watery pool at the base.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
The way south looks too steep and too slippery to even begin trying to climb.
|
||||
|
||||
@@ -352,7 +356,7 @@ Scattered Rocks~
|
||||
treacherous path for walking. Thin layers of slime glisten on the sharp rocks,
|
||||
along with various other old and unidentifiable stains.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
More scattered broken rocks can be seen trailing off to the north, water
|
||||
deepening steadily around them.
|
||||
@@ -399,7 +403,7 @@ soil it nevertheless is so large that it almost completely blocks further
|
||||
advancement. Tiny fungi sprinkle the rotting wood and surrounding mud, products
|
||||
of its continuing decomposition.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D1
|
||||
Little stony peaks rise from the slippery mud here, providing a somewhat
|
||||
stable, albeit dangerous footpath.
|
||||
@@ -427,7 +431,7 @@ now it is just a watery bog, its high sloping sides sodden with slime from
|
||||
rotting vegetation and the wild overgrowth of algae and desperate creeping swamp
|
||||
vines.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The way to the north grows darker and deeper, a strange ominous feeling
|
||||
hanging over the area like an invisible shadow.
|
||||
@@ -448,7 +452,7 @@ Dark Waters~
|
||||
of scum that floats everywhere. Insects dart quickly here and there, apparantly
|
||||
fleeing from the more ominous shadows that slide just beneath the surface.
|
||||
~
|
||||
19 c 2
|
||||
19 4 0 0 0 0
|
||||
D2
|
||||
The way south looks very slippery indeed, difficult to climb out of but not
|
||||
impossible.
|
||||
@@ -476,7 +480,7 @@ stirred by some unseen current. Strange things surface with the movement,
|
||||
glimpses of shiny metal and splintered bone are all that mark this place as the
|
||||
grave it has become.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The vast splayed roots of a giant tree stand upturned in the air, blocking
|
||||
any view of what lies beyond.
|
||||
@@ -510,7 +514,7 @@ as though this tree died years ago. Dark streaks marr the wood, evidence
|
||||
perhaps of long past lightning storms, or the use of powerful magic in this
|
||||
area.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
This giant tree's trunk continues on into the north, sloping slightly
|
||||
downward as it becomes increasingly submerged in the mud.
|
||||
@@ -544,7 +548,7 @@ Scorched Trunk~
|
||||
huge reaching branches hold it from complete submersion. Black unnatural burn
|
||||
marks weave their way like rotting vines all along the ancient bark.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Huge splaying branches reach out in every direction, preventing further
|
||||
advancement.
|
||||
@@ -583,7 +587,7 @@ Stony Path~
|
||||
into the air as it laps around this small trail of island rocks, the only path
|
||||
through this watery part of the swamp.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
The trail of jagged rocks continues to the south, the stones becoming
|
||||
suddenly larger and less natural as though broken off from some designed
|
||||
@@ -610,7 +614,7 @@ Puddle of Algae~
|
||||
water. Plant life of various kinds tangle and intertwine into each other
|
||||
beneath the water, making it very easy to become caught.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D1
|
||||
The bleak surface of the dark water is broken here and there with the peak of
|
||||
a jagged rock, leading off further to the east.
|
||||
@@ -632,7 +636,7 @@ hole leading into darkness beneath, as though some hollow tree has become buried
|
||||
just below the surface, the sound of thick mud dripping within a concealed space
|
||||
below.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Thin, mossy trees wave wearily, blocking any further view of what lies to the
|
||||
north.
|
||||
@@ -674,7 +678,7 @@ place even more miserable. The floor slants slightly downward to the north, and
|
||||
each movement makes it dip a little more as if the swamp were threatening to
|
||||
consume it whole.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
The long hollow trunk of the tree continues, nothing but the smell of rotting
|
||||
wood and thick mud giving any clues as to what lies beyond the darkness.
|
||||
@@ -696,7 +700,7 @@ as to give the place a smothering claustrophobic feel. Little worms and maggots
|
||||
wriggle their way through the fungating bark, making the enclosure seem to crawl
|
||||
revoltingly.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
The trunk dips even lower, creaking sounds and the smell of mouldy damp
|
||||
wafting from the darkness ahead.
|
||||
@@ -723,7 +727,7 @@ from a large hole in the ceiling. It seems as though extra weight in this part
|
||||
of the submerged tree would sink it very quickly, the wood moaning and groaning
|
||||
at any extra burden.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D2
|
||||
The wood enclosure seems to slope vaguely upwards, trickling mud running in
|
||||
rivulets from the south and gathering in a small puddle here.
|
||||
@@ -745,7 +749,7 @@ creak and groan, swamp moss spreading slowly as if to consume them. Thin
|
||||
grasses lean pathetically against the lanky trunks, almost like weary children
|
||||
clinging to their mothers.
|
||||
~
|
||||
19 c 3
|
||||
19 4 0 0 0 0
|
||||
D0
|
||||
A large gathering of trees can be seen extending to the north, a small gap
|
||||
opening the way.
|
||||
@@ -784,7 +788,7 @@ A Broken Bridge~
|
||||
almost natural mosaic walkway through the watery slime. No river runs through
|
||||
here though the presence of this ancient bridge indicates that once there did.
|
||||
~
|
||||
19 c 2
|
||||
19 4 0 0 0 0
|
||||
D1
|
||||
The sloping curve of a buried tree can be seen, rising like another small
|
||||
wooden bridge out of the watery ground.
|
||||
@@ -805,7 +809,7 @@ Sunken Road~
|
||||
no naturally formed path and an indication that long ago these grounds saw dry
|
||||
land, though now the smooth road is pitted with fungus and shelled creatures.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The ground slopes downward, jagged rocks standing like little islands amongst
|
||||
the murky waters.
|
||||
@@ -839,7 +843,7 @@ Peak of the Rock~
|
||||
been a spectacular view if not for the waves of heat that cause the air to
|
||||
shimmer and swim, making everything seem eerily unreal.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -857,7 +861,7 @@ crevices and jagged stones that break the surface. To the east and the west,
|
||||
large cavernous mouths protrude, though the hollows within appear to be
|
||||
underwater.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A sunken path leads treacherously to the north, looking as though it was
|
||||
originally a continuation of the same path that extends to the south.
|
||||
@@ -889,7 +893,7 @@ Flooded Cave~
|
||||
be seen is slick with swamp slime and mosses, the odd glittering piece of armour
|
||||
shining like stars from the inky depths below.
|
||||
~
|
||||
19 acd 9
|
||||
19 13 0 0 0 0
|
||||
D3
|
||||
Open air breathes gently from the west, natural light rippling vaguely on the
|
||||
surface of the breaking waters.
|
||||
@@ -915,7 +919,7 @@ Underwater Enclosure~
|
||||
swirling about and creating the apparant illusion of dark shadows and shapes
|
||||
swimming cautiously about.
|
||||
~
|
||||
19 acd 9
|
||||
19 13 0 0 0 0
|
||||
D1
|
||||
Murky water and spiked rocks travel in a vague north to south path just
|
||||
outside the enclosure.
|
||||
@@ -930,7 +934,7 @@ of slate and chunks of stone mixing with the wreckage to create an unstable
|
||||
surface for walking on, the slick overgrowth of plant life making it even more
|
||||
treacherous.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
The path continues wet and treacherous to the north, smooth paved surfaces
|
||||
crumbled into broken pieces of stone and grit.
|
||||
@@ -958,7 +962,7 @@ inch or two of sloshing muck. The great stone walls have been excavated
|
||||
roughly, leaving sharp spikes and serrated areas that look almost deliberately
|
||||
made.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
The dark depths of the cavern don't reveal much visually, but the sound of
|
||||
running water can be heard more intensely.
|
||||
@@ -985,7 +989,7 @@ torches that have been placed in the natural cavernous cracks and crevices.
|
||||
Dark green moss carpets the floor, squishing loudly with saturated water when
|
||||
stepped on.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D0
|
||||
The ground continues somewhat smoother to the north, dark cool stone curving
|
||||
around to form the continuing wall.
|
||||
@@ -1006,7 +1010,7 @@ visible within and large flickering shadows creeping through the gaps of them.
|
||||
The rest of the cavern has been rather deliberately smoothed from the look of
|
||||
it, as if to make a somewhat grander impression.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
Tall bamboo gates stand here, a rough rope wrapped around them and attached
|
||||
with what looks like a wooden padlock.
|
||||
@@ -1033,7 +1037,7 @@ trickling water. Dribbling noisily along the projecting rocks, the sound echoes
|
||||
as if a large stream gushed through this place, the sounds of rushing water
|
||||
amplifying along the stone walls and floor.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D2
|
||||
A subtle scent of fresh air wafts from the south, the sound of birds and
|
||||
outside wild life echoing in what appears to be the entrance to this cave.
|
||||
@@ -1056,7 +1060,7 @@ humanoid skulls. At the far north end, several swords have been tied together
|
||||
and bent to form a crude jewelled throne. To the south, two large bamboo gates
|
||||
stand, guardians to the way out.
|
||||
~
|
||||
19 cd 0
|
||||
19 12 0 0 0 0
|
||||
D2
|
||||
Tall bamboo gates stand here, a rough rope wrapped around them and attached
|
||||
with what looks like a wooden padlock.
|
||||
@@ -1087,7 +1091,7 @@ sand so that everything beneath the surface is cloudy. Only the feel of laid
|
||||
stone and grit indicates the path that lies here, a slight mist hovering over
|
||||
the surface of the muggy water.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A small enclosure can be seen to the north, tiny wisps of smoke escaping into
|
||||
the air.
|
||||
@@ -1114,7 +1118,7 @@ Dripping Cave~
|
||||
more miserable. Thin layers of green slime coat the walls, and a few organic
|
||||
encrustations higher up show that at one time water flooded this cave.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D3
|
||||
Slight wisps of mist swirl just inside from the gaping entrance to the west,
|
||||
the sound of lazily trickling water coming from outside.
|
||||
@@ -1131,7 +1135,7 @@ Wisps of smoke and glowing embers cling to life as the recently used campfire
|
||||
slowly dies away. Various cooking utensils and simple clay pots lie soiled and
|
||||
strewn about.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
Muddy, grimey water swirls lazily away, stirring up the gravelly ground as it
|
||||
trickles noisily.
|
||||
@@ -1164,7 +1168,7 @@ Grassy Hole~
|
||||
lengths and echoing slightly as they hit rock surface below. A deep black hole
|
||||
gapes widely in the ground, concealed perfectly until almost falling into it.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Copious amounts of smoke fill the air thickly, staining the ground and plant
|
||||
life darkly black and blocking any further view.
|
||||
@@ -1193,7 +1197,7 @@ of dripping and trickling water all around. The stoney chill of the surrounding
|
||||
rock seems to pierce through everything, feeling almost supernatural in its
|
||||
strength.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D0
|
||||
Bright light shines from the larger cavern to the north, sending flickering
|
||||
shadows all around and the choking smell of smoke.
|
||||
@@ -1214,7 +1218,7 @@ Firelit Cavern~
|
||||
escaping through a small hole. Dancing light casts flickering shadows all about
|
||||
the room, piles of dried bracken and wood nearby to keep the fire fueled.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D0
|
||||
A smallish, moss-covered cavern yawns widely to the north, the wafting smoke
|
||||
making it difficult to see much else.
|
||||
@@ -1248,7 +1252,7 @@ the floor here. Gentle heat wafts from the room to the south, filling the place
|
||||
with shimmering warm air. Several large eggs lie nestled here and there,
|
||||
partially covered with the grasses.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D2
|
||||
Bright flickering fire sends shadows dancing all around, a curtain of smoke
|
||||
veiling anything that lies beyond.
|
||||
@@ -1264,7 +1268,7 @@ gate to prevent the young ones from wandering out. Little bits of meat are left
|
||||
rotting about the floor, and bits of broken egg-shell are scattered about, the
|
||||
few intact eggs rocking gently as though about to hatch.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D3
|
||||
Bright flickering fire sends shadows dancing all around, a curtain of smoke
|
||||
ve iling anything that lies beyond.
|
||||
@@ -1280,7 +1284,7 @@ in from the east, slowly cooking smaller pieces that hang from hooks in the
|
||||
ceiling. In the corner, large leaves cover what appears to be the half
|
||||
butchered corpse of some unidentifiable animal.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D1
|
||||
Bright flickering fire sends shadows dancing all around, a curtain of smoke
|
||||
ve iling anything that lies beyond.
|
||||
@@ -1296,7 +1300,7 @@ abandoned path. From a large crack in the ground, dark smoke billows slowly up
|
||||
into the sky, shrouding the place in darkness and creating the claustrophobic
|
||||
feeling of being unable to breathe.
|
||||
~
|
||||
19 a 2
|
||||
19 1 0 0 0 0
|
||||
D0
|
||||
The water runs deeper to the north, shimmering fog wafting restlessly and
|
||||
clouding any further view.
|
||||
@@ -1331,7 +1335,7 @@ giving easily beneath and sending clouds of darkness up into the water. Broken
|
||||
stalks litter the bottom, and deep footprints can be seen imprinted in the
|
||||
watery ground, indicating that this way is well travelled.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Deep waters and eerie blue mists swirl silently around, both almost purposely
|
||||
hiding the way from view.
|
||||
@@ -1359,7 +1363,7 @@ clouding everything so that only ghosts and shadows can be seen moving about in
|
||||
the periphery of vision. The air is hot and stifling, but the cloudy moisture
|
||||
leaves a bone-chilling cold on every surface.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Some sort of entrance can be seen through the brush, a black stair descending
|
||||
into darkness.
|
||||
@@ -1392,7 +1396,7 @@ Eerie Wetlands~
|
||||
die away as the bluish haze around this place swirls ever thicker. The water
|
||||
slides easily, thick algae blocking any view as to what lies beneath.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
A well travelled way lies to the south, broken reeds and muddy footprints
|
||||
left as recent evidence.
|
||||
@@ -1419,7 +1423,7 @@ Absolute Darkness~
|
||||
life swirling about. The blackness seems all-encompassing, nothing visible in
|
||||
any direction, just the slimey touch of unseen creatures brushing past.
|
||||
~
|
||||
19 acd 9
|
||||
19 13 0 0 0 0
|
||||
D4
|
||||
Faint shafts of natural light penetrate the darkness, the stalks of gently
|
||||
swaying reeds only just visible through the murkiness.
|
||||
@@ -1434,7 +1438,7 @@ teleporting it to room 1911 as part of the trigger. ;) And then I added some
|
||||
more words at the end of this descrip because the error in zcheck was bugging me
|
||||
:P
|
||||
~
|
||||
19 deh 0
|
||||
19 152 0 0 0 0
|
||||
S
|
||||
T 1994
|
||||
#1949
|
||||
@@ -1443,7 +1447,7 @@ Endless Marshlands~
|
||||
shadows potentially only the product of imagination. Almost untouched, the
|
||||
quiet water and still reeds can be seen for miles.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D1
|
||||
Chilly air breezes from the west, damp and clinging miserably to everything
|
||||
like a cold sweat.
|
||||
@@ -1470,7 +1474,7 @@ Endless Marshlands~
|
||||
here. Desperate creeping plant life, hovering insects and scummy algae-infested
|
||||
water appears to be all there is.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A vast and confusing landscape stretches to the north, heavy fog making it
|
||||
difficult to see any straight path through.
|
||||
@@ -1497,7 +1501,7 @@ Crumbling Oak~
|
||||
Sharp spokes of wood stick up like a thorny crown where the higher parts of the
|
||||
tree have snapped away, presumably buried deep within the surrounding mud.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D3
|
||||
Tall, thin trees weave hypnotically in the wind, the croaks and chirps of
|
||||
various wildlife filling the air.
|
||||
@@ -1511,7 +1515,7 @@ Endless Marshlands~
|
||||
wearily back and forth, and almost eternally around in the swirling mists
|
||||
everything seems to look exactly the same.
|
||||
~
|
||||
19 c 2
|
||||
19 4 0 0 0 0
|
||||
D1
|
||||
A vast and confusing landscape stretches to the east, heavy fog making it
|
||||
difficult to see any straight path through.
|
||||
@@ -1538,7 +1542,7 @@ Endless Marshlands~
|
||||
wearily back and forth, and almost eternally around in the swirling mists
|
||||
everything seems to look exactly the same.
|
||||
~
|
||||
19 c 2
|
||||
19 4 0 0 0 0
|
||||
D0
|
||||
A vast and confusing landscape stretches to the north, heavy fog making it
|
||||
difficult to see any straight path through.
|
||||
@@ -1565,7 +1569,7 @@ Air-Filled Cavern~
|
||||
this place is above ground, although swirling mud and grasses can be seen
|
||||
dancing in the water just around the opening.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D4
|
||||
Dark swirling waters block most of the upper cavern from sight, minimal light
|
||||
penetrates the surface, bits of floating debris making it hard to see what lies
|
||||
@@ -1581,7 +1585,7 @@ odd green shoot of a struggling youngster colouring the gloominess, and the
|
||||
scent of new plant life freshening the air, even as fungi consume the rotting
|
||||
elders.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D1
|
||||
Swaying branches trail leisurely over the murky waters, the sounds of
|
||||
rustling and crow's screeching carrying on the air.
|
||||
@@ -1609,7 +1613,7 @@ slimy swamp algae covering them with slick green ooze. Spindly desperate
|
||||
branches grasp blindly at the air like the skeletal fingers of some long buried
|
||||
giant.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Thick, brittle treetrunks continue on and around to the north, the sounds of
|
||||
wildlife crunching through the leaves.
|
||||
@@ -1631,7 +1635,7 @@ mournful screeching of crows can be heard from the swaying branches above.
|
||||
Most of the trees here are dead, only one or two trailing green leaves into the
|
||||
watery surroundings.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A vast array of dried branches forms a canopy overhead, a mighty tree
|
||||
standing proudly to the north, even as it decays.
|
||||
@@ -1652,7 +1656,7 @@ Circle of Trees~
|
||||
creating a skeletal leaf-less canopy. The persistant creep of swamp vines and
|
||||
moss coats nearly the entire trunk, as though the bog were trying to reclaim it.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Tangled tree roots stretch out to the north, creeping through the treacherous
|
||||
mud as though grasping for safety.
|
||||
@@ -1674,7 +1678,7 @@ surrounding trees acting as footholds. It seems as though the brittle wood
|
||||
moans gently, complaining at the cruelty of the wind, restless breezes scurrying
|
||||
here and there as though being chased.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
A line of trees continues around, curving as if to form a large circle that
|
||||
shrouds the outside from view.
|
||||
@@ -1694,7 +1698,7 @@ Drowned Path~
|
||||
pool. Dirt and grit settle slowly at the bottom, covering partially what appear
|
||||
to be the carefully set slate tiles of an ancient road running north and south.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A small junction lies ahead, this path meeting with a larger west-to-east
|
||||
trail.
|
||||
@@ -1727,7 +1731,7 @@ Circle of Trees~
|
||||
they seem to be well-tended. Leaning in on each other, their green waving
|
||||
branches seem to rustle uncomfortably, whispering quietly with each other.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A greenish film of water and slime coats a long-neglected path to the north.
|
||||
~
|
||||
@@ -1753,7 +1757,7 @@ Circle of Trees~
|
||||
trunks. The beautiful crimson leaves of a black gum tree seem almost to light
|
||||
the area as a burning fire illuminates night.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
Younger saplings grow to the north, slender green branches and fresh budding
|
||||
leaves adding a sense of freshness to the atmosphere.
|
||||
@@ -1776,7 +1780,7 @@ enclosed within the trunks of the surrounding trees. A smoking fire lingers
|
||||
here, some burned carcass giving off the smell of cooked flesh. Before the
|
||||
altar, a large metal grid is embedded into the ground.
|
||||
~
|
||||
19 0 3
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
A small water-logged path leads northward, flanked on either side by closely
|
||||
hovering trees.
|
||||
@@ -1797,7 +1801,7 @@ Drizzling Path~
|
||||
make up this old path, creeping algae and swamp slime give it a carpeted look,
|
||||
tinting both the stone and the water slightly green.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1819,7 +1823,7 @@ surface of these dark waters. Small fish dart nervously about, hiding instantly
|
||||
at the sight of any shadow, and bulrushes sway gently, spreading ripples
|
||||
throughout the pool.
|
||||
~
|
||||
19 c 6
|
||||
19 4 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1836,7 +1840,7 @@ Bend in an Ancient Path~
|
||||
coated slightly with the glassy sheen of an inch or two of clear running water,
|
||||
the carefully laid mosaic stones and coloured glass can clearly be seen.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1861,7 +1865,7 @@ Place of Meeting~
|
||||
rocks are placed strategically all around the center as if making up some sort
|
||||
of seating. Beside the fire, a crude wooden platform has been erected.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1883,7 +1887,7 @@ spider's cocoon. Only the commands who, tell and goto should work in this room
|
||||
for any players under level 33. Oh the command wriggle also works, but only to
|
||||
make the object cocoon visibly wriggle to anyone in room 1993.
|
||||
~
|
||||
19 dh 0
|
||||
19 136 0 0 0 0
|
||||
S
|
||||
T 1921
|
||||
#1969
|
||||
@@ -1892,7 +1896,7 @@ Wooden Shelter~
|
||||
shelter. Several reeds and grasses have been used to patch up the gaps, and the
|
||||
whole structure has been coated with a layer of mud.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1906,7 +1910,7 @@ stone floor feeling slightly warm to the touch. Bundles of hollow reeds have
|
||||
been used to create small tables, upon which dried grasses and leaves are heaped
|
||||
like bedding.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1920,7 +1924,7 @@ ceiling grid. A large sacrificial slab stands in the center of the room,
|
||||
covered with gruesome stains. Various metal instruments hang from the walls,
|
||||
along with the well-used chains of past unfortunate prisoners here.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -1933,7 +1937,7 @@ to display images of royalty and wealth. Gold and silver glint here and there
|
||||
like stars in the dark clay walls, and a large cushioned chair sits against the
|
||||
eastern wall.
|
||||
~
|
||||
19 cd 0
|
||||
19 12 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1952,7 +1956,7 @@ animal skulls. Small piles of teeth and claws sprinkle the perimeter of the
|
||||
floor, and it can only be assumed that these trophies are all that remain of
|
||||
past enemies.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1969,7 +1973,7 @@ armour that lie here. Miscellaneous scavenged shields and pieces of equipment
|
||||
lie scattered around in varying states of decay or repair. A few finer pieces
|
||||
hang along the wall, ready for use.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1986,7 +1990,7 @@ embedded into the actual structure of the room and dangling as decorations from
|
||||
the wall. Some useless trinkets and pieces of bent metal are also scattered
|
||||
around amongst the treasure, collected apparantly only for their shiny surfaces.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1999,7 +2003,7 @@ palace of Lost Ajhuutal. Creeping swamp plants and mosses glow slightly where
|
||||
they touch the black stone, almost pulsing as though they were the living veins
|
||||
of the structure itself.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -2016,7 +2020,7 @@ stirs here. Beads of moisture condense on the cool black stone of the walls,
|
||||
rivulets of water gathering and trickling like sweat in the suffocating
|
||||
humidity.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2037,7 +2041,7 @@ struggle. Broken pieces of the floor lie gathering dust and large dark stains
|
||||
have corroded the passage as though splashed with acid or burnt by some powerful
|
||||
magic.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2058,7 +2062,7 @@ metallic and unmistakeable stench of congealing blood. New stains freshly cover
|
||||
the old, years of lost struggles painted about the room with all that remains of
|
||||
the unfortunate victims.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2079,7 +2083,7 @@ crystallised webbing. The decaying skull of a humanoid can also be spotted here
|
||||
and there through the drifting strands of cottony thread, apparantly the trophy
|
||||
of a past conquest.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2100,7 +2104,7 @@ carvings have been intricately woven into the cold, dripping stone walls, most
|
||||
depicting various battles including the capture of the mighty leviathan and the
|
||||
destruction of Fallorain's army.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2121,7 +2125,7 @@ this room are frost or the intricate webbings of spiders. A great stone altar
|
||||
stands here, steps making it possible to actually stand upon it. To the north,
|
||||
a great black gate stands, barring the way further into the palace.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -2135,7 +2139,7 @@ Palace of Lost Ajhuutal~
|
||||
along the walls as rows of torches light the room with flickering firelight,
|
||||
cold stone and slate paving the chilly corridor.
|
||||
~
|
||||
19 cdeh 0
|
||||
19 156 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2154,7 +2158,7 @@ Palace of Lost Ajhuutal~
|
||||
seeming to whisper words as it sighs along the jagged crooks and crevices in the
|
||||
cavernous wall, wisps of silk glistening as they stir.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2175,7 +2179,7 @@ Palace of Lost Ahjuutal~
|
||||
tall black columns supporting the increasingly high ceiling and every surface
|
||||
sparkling with tiny dark jewels as though starlit.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2197,7 +2201,7 @@ strands. The taste for luxury is further evidenced here by the use of many
|
||||
hundred mandora spider furs to cover the substantial floor with lush velvety
|
||||
carpeting.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2218,7 +2222,7 @@ humid. Slight viscuous moisture coats the floors and walls alike, making the
|
||||
naturally dark surroundings glimmer in places as though tiny eyes twinkled in
|
||||
and out of existance.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2238,7 +2242,7 @@ Palace of Lost Ahjuutal~
|
||||
cavernous walls, both runes and some unfathomable language darken the place
|
||||
further with the lingering and heady presence of evil magic.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2261,7 +2265,7 @@ Functional and ornamental swords alike hang proudly displayed upon the walls,
|
||||
with central glass cases containing elegant two-handed blades as well as
|
||||
jewelled maces.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2276,7 +2280,7 @@ and pieces of parchment as well as large bound books that lie almost unseen
|
||||
beneath layers of dust. At the northern end, a large fire crackles quietly,
|
||||
giving off copious amounts of sickly smelling smoke.
|
||||
~
|
||||
19 dh 0
|
||||
19 136 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2290,7 +2294,7 @@ from a red hot fireplace casts the dingy room in shadows, intermittently
|
||||
illuminating a selection of terrifying metal instruments that decorate the
|
||||
stained walls.
|
||||
~
|
||||
19 d 0
|
||||
19 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2302,7 +2306,7 @@ Sticky Passage~
|
||||
glistening as it oozes down the walls, collecting in slippery puddles and
|
||||
droplets on the dark floor that sparkle almost like stars.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2323,7 +2327,7 @@ eerie wallpaper. A slight rustling echoes all throughout this dreary cavern,
|
||||
and on closer inspection thousands of tiny spiders can be seen scuttling across
|
||||
the ceiling and drifting on webbed strands through the musty air.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2338,7 +2342,7 @@ meats and herbs hang, slightly swaying from the ceiling. The unmistakeable
|
||||
smell of aging cheese fills the air along with the pungently sweet scent of
|
||||
ripening fruits.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2353,7 +2357,7 @@ Sparkling jewels and gems of many colours glitter from assorted piles like
|
||||
bundles of freshly picked flowers, left scattered around the many ornamental
|
||||
chests as though for casual decoration.
|
||||
~
|
||||
19 dh 0
|
||||
19 136 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2368,7 +2372,7 @@ alike being woven into regal pieces adorned with gems. Elaborate helmets and
|
||||
visors stand encased within crystal columns, and glittering shields shine from
|
||||
the walls like moonlight.
|
||||
~
|
||||
19 adh 0
|
||||
19 137 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2384,7 +2388,7 @@ rendered the structure alive. Even the beautiful maroon carpet has been utterly
|
||||
spoiled, ugly patches of old and drying blood left almost proudly displayed,
|
||||
tainting the air with a sickly metallic scent.
|
||||
~
|
||||
19 acd 0
|
||||
19 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -2398,7 +2402,7 @@ nets and cruel-looking traps litter the area, and an unbearable smell of rotting
|
||||
food and waste fills the room. Spider-spun cocoons lie freely about the floor
|
||||
or attached to the wall, some opened whereas others seem almost to writhe.
|
||||
~
|
||||
19 ad 0
|
||||
19 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2411,7 +2415,7 @@ drifting away to join the wandering mist that swirls forlornly about. Tall
|
||||
withered grasses whisper amongst themselves as they bend, almost seeming to
|
||||
deliberately make way for passage.
|
||||
~
|
||||
19 0 2
|
||||
19 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
@@ -6,7 +6,7 @@ that maybe you shouldn't have come here. However, things in the west change
|
||||
dramatically. You can hear the shouts of soldiers in training. The road
|
||||
continues to the north and south.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -64,7 +64,7 @@ made from sturdy timber with a set of wide double doors that appear to open
|
||||
outwards. Wagon tracks lead right up to the warehouse. This must be where
|
||||
traders come to unload their supplies.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -81,7 +81,7 @@ are to the south and east. The financial holdings of the city are said to be
|
||||
hidden somewhere within this building. Of course only a fool would try to
|
||||
steal from a bunch of thieves.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -103,7 +103,7 @@ Mattresses that are shredded to pieces by rats and mice line one wall. A small
|
||||
washbasin, stool and bench are the only other luxuries these overworked brutes
|
||||
own.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -124,7 +124,7 @@ This is where the lieutenants of the army relay their plans to the sargeants to
|
||||
carry them out. You can work your way between the benches to the south, east,
|
||||
or north.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -145,7 +145,7 @@ to polish the kitchen. A small scullery filled with messy pots gives the room
|
||||
a charred smell. Large ovens line the east wall and are cold for the time
|
||||
being.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -166,7 +166,7 @@ through the Warriors Quarter. Very few people are around, but plenty of
|
||||
soldiers rush about. You wonder why anyone would sign up for the army after
|
||||
all the stories you've heard.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -182,7 +182,7 @@ The Northern Temple Circle~
|
||||
towering over you, shimmering in the light. The road continues to the south
|
||||
and east. A stairwell leads up onto the top of the inner city wall.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -203,7 +203,7 @@ east. It looks like it leads into the temple. The smell of some sort of vile
|
||||
concoction emanates from a building to the south. You think you can hear
|
||||
someone chanting within.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -224,7 +224,7 @@ into the temple of Sanctus. The road continues to the east and west. A small
|
||||
building to the south has boxes and envelopes stacked on both sides of the
|
||||
entrance. You can hear someone cursing within.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -245,7 +245,7 @@ wonderful Temple of Sanctus. To the east and west is a road that looks to wind
|
||||
around the temple. To the north you can't see anything but open road.
|
||||
Everything around is silent, making you feel all alone.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -270,7 +270,7 @@ into the temple of Sanctus. The road continues to the east and west. To the
|
||||
south is a building with barred windows and a reinforced door that currently
|
||||
stands open. A sign above the door informs you that it is the Bank of Sanctus.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -292,7 +292,7 @@ sound of running water to the south and the squeak of a water pump can only
|
||||
mean one thing. It must be the infamous Sanctus Water Hole run by none other
|
||||
than Hazel herself.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -313,7 +313,7 @@ intersection just up ahead. A set of stone stairs leads up into the
|
||||
northeastern lookout tower of the inner city wall. From there guards can
|
||||
oversee the entire Thieves Quarter.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -334,7 +334,7 @@ if they might be able to swindle some of your gold. Most look at you with
|
||||
disappointment as everyone knows few adventurers are rich these days. The
|
||||
avenue follows along the inner city wall to the north and south.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -352,7 +352,7 @@ in a mansion, not a warehouse. Several benches line the walls. It almost
|
||||
looks like some type of waiting room the thieves use to impress would be
|
||||
traders.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -369,7 +369,7 @@ pump with fresh running water are kept in this room. Too bad none of the
|
||||
workers seem to have ever touched any of them. Leave it to the thieves to hire
|
||||
workers to do any manual labor.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -386,7 +386,7 @@ It's structure, ranking system, history, and future developments are all taught
|
||||
to the recruits who usually fall asleep during the lectures, until they are
|
||||
taken outside to be "woken up. "
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -407,7 +407,7 @@ and winning wars few people realize that recruits go through some educational
|
||||
training as well. They are taught the basics of reading and writing and
|
||||
strategy to help them become better fighters and better citizens.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -428,7 +428,7 @@ have taken years to construct it. The inner city wall to your east is made of
|
||||
the same material. That must have been one of the many foul jobs given to new
|
||||
recruits.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -445,7 +445,7 @@ Sanctus. The tall reinforced western wall rises above you. Few people roam
|
||||
the streets and the area has a very peaceful feeling. The sound of muttering
|
||||
voices seems to be coming from within or on top of the wall to your west.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -462,7 +462,7 @@ you work your way to the counter. Several kettles are boiling over woodless
|
||||
fires that put off no smoke. The yellow fog overflows the top of one of the
|
||||
kettles, giving the room an awful aroma.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -474,7 +474,7 @@ Post Office~
|
||||
postal service of Sanctus is heavily overworked it seems. Somewhere amidst the
|
||||
piles of mail you hear someone snoring. Maybe not overworked, just lazy.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -487,7 +487,7 @@ candles surround you in a blanket of light. You can hear a soft humming noise
|
||||
coming from within the depths of the temple. Maybe it would be worth your time
|
||||
to go have a look.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -504,7 +504,7 @@ tediously counting a few thousand coins spread out on the table before him.
|
||||
This bank is well known for the security it enforces to ensure safe storage of
|
||||
the cities gold.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -517,7 +517,7 @@ large water pump behind her drips slowly into a bucket set below to catch the
|
||||
water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel.
|
||||
She loves her water.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -530,7 +530,7 @@ clanking can be heard as some guards must be making their rounds on top of the
|
||||
wall. This road winds around the Temple of Sanctus allowing you to enter from
|
||||
either the north or south.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -547,7 +547,7 @@ obvious reasons and most people are too wary of their gold to chance an
|
||||
encounter with a pickpocket. A large warehouse to the east and the inner city
|
||||
wall to the west guides the avenue to the north or south.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -564,7 +564,7 @@ the board. A bunch of chairs and benches are arranged in rows facing the
|
||||
board. Looks like someone is preparing for a meeting. Maybe you can sit in
|
||||
and learn a few things.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -585,7 +585,7 @@ haphazardly all over it. The type of writing that only the person who made it
|
||||
can really comprehend what it means. This must be where some of the planning
|
||||
for the city takes place.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -606,7 +606,7 @@ army. Many sleepless nights have always been spent in this room during small
|
||||
skirmishes that almost break out into an all out war. Chairs line the walls
|
||||
and a large table fills the center of the room.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -618,7 +618,7 @@ The Latrine~
|
||||
couple of pots lie on the floor and a bucket of water sits on the table. Very
|
||||
rudimentary, but functional, which seems to be the unsung motto of the army.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -631,7 +631,7 @@ Warriors Quarter and Clerics Quarters meet. The Western Road runs from the
|
||||
temple to the west gate. Very few people are about, mostly just soldiers on
|
||||
patrol.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -648,7 +648,7 @@ of Sanctus can only be entered from the north or south. A small shed of some
|
||||
sort has been erected to the east. It was recently made from wood and appears
|
||||
to have been constructed in a hurry.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -669,7 +669,7 @@ buoyant vests. An old salty sailor sits in the back carving out what must be a
|
||||
canoe from a huge oak. He looks about as tough as they come. You can't help
|
||||
but look for a parrot and peg leg.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -682,7 +682,7 @@ donate to those who are less fortunate. Racks and shelves line the walls to
|
||||
supply ample storage for those who wish to donate. Be a good citizen and leave
|
||||
something for the poor.
|
||||
~
|
||||
2 cd 1
|
||||
2 12 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -700,7 +700,7 @@ fountain! Maybe you could get a drink there. The floor at your feet is made
|
||||
from marble, and looks flawless. A lot of time and effort must have been put
|
||||
into this temple.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -725,7 +725,7 @@ white marble rise up to the ceiling which looks to be pure hammered gold.
|
||||
Several cushions and benches line the walls to allow a place for people to wait
|
||||
before the daily services.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -742,7 +742,7 @@ Everything a person could imagine. All used to make some of the finest clothes
|
||||
in the realm. Every type of clothing can be found here. What you don't see,
|
||||
Carla can make.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -755,7 +755,7 @@ venture out into the city. The Tower of Sanctus shines brightly, it's white
|
||||
marble reflecting all light that strikes it. The Tower is rumoured to be a
|
||||
combination of magic and perfect architecture.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -776,7 +776,7 @@ any light that shines at it, the smooth white walls seem almost magical. To
|
||||
the south the avenue reaches an intersection. The meeting of the Thieves
|
||||
Quarter and the Magi's Quarter.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -793,7 +793,7 @@ expect in a bank, not in a warehouse. The vault looks impossible to pick and
|
||||
considering who made it you bet only the person with the key could ever get
|
||||
into it. A large ornate rug covers the floor.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -806,7 +806,7 @@ of coin counting apparatus. Unfortunately, no money has been left out. Even
|
||||
under the tables and in the corners. The room is very clean and organized just
|
||||
right. If you moved something I bet people would know.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -819,7 +819,7 @@ kept open, the tall wooden beams are reinforced with metal bars. Guards can be
|
||||
heard above you, lookouts to warn in the case of an attack. The town looks
|
||||
very safe and secure from here.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -844,7 +844,7 @@ you can see the Warriors Barracks and to the south the Hall of Clerics. The
|
||||
road consists of hard packed dirt with a few ruts from wagons. The hustle and
|
||||
bustle of the city can be heard all around you.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -861,7 +861,7 @@ the army to the north while a smaller building to the south appears to be part
|
||||
of the clerics quarter. The temple rises above you to the east. You could
|
||||
leave the protection of the city and go west through the gate.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -878,7 +878,7 @@ Temple is where people go to pray to the gods, they are guaranteed safety
|
||||
within certain rooms of the temple. A safe haven is very rare in the realm
|
||||
these days. That is why Sanctus was created.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -903,7 +903,7 @@ The inner wall appears to be about twenty feet in thickness. No one could ever
|
||||
batter down this wall. Looking up you see a portculis built into the wall.
|
||||
You wonder what would happen if it were to suddenly let go and crush you.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -920,7 +920,7 @@ Sanctus to the western gate and beyond the protection of the dome. Few people
|
||||
travel beyond the dome because they fear the gateways between worlds may open
|
||||
at anytime. Only brave adventurers dare travel far beyond the city walls.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -945,7 +945,7 @@ contact with the gods or each other. The board is monitored and any questions
|
||||
should be promptly answered. If the board is not the place to solve your
|
||||
problems simply go to the post office and mail a god.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -958,7 +958,7 @@ own reflection perfectly. Not a single marr or scratch on it's flawless
|
||||
surface. The echo of people walking inside the temple can be heard, though not
|
||||
pinpointed.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -983,7 +983,7 @@ where Rumble and Ferret began restoring order to the world. Many tales abound
|
||||
about this fabled temple and its founders. Most are just that, tales, but many
|
||||
hold truths beyond what even the storytellers realize.
|
||||
~
|
||||
2 de 1
|
||||
2 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1014,7 +1014,7 @@ can be seen to the north. The sound of running water can be heard to the west.
|
||||
To the south you see people in prayer, while to the east you see a small room
|
||||
with several people gossiping.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1039,7 +1039,7 @@ This board is used for no other reason than to socialize with one and another.
|
||||
Various boards can be found throughout the realm. This one can be viewed by
|
||||
anyone.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1052,7 +1052,7 @@ travelling for those wishing to visit the temple from the farmlands. The
|
||||
farmlands are known to be one of the most stable regions outside the protection
|
||||
of the dome.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1077,7 +1077,7 @@ is so thick that no matter the time of day shadows still lurk everywhere under
|
||||
here. A portculis is built into the ceiling above you. Must be the controls
|
||||
for it are on top of it.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1094,7 +1094,7 @@ of Sanctus. North lies the Thieves Quarter while to the South you can enter
|
||||
the Magi's Quarter. This road bustles with activity as people go about their
|
||||
daily lives.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1119,7 +1119,7 @@ Thieves Quarter and their warehouse. South is the Magi's Mansion and the
|
||||
Magi's Quarter. To the east you can exit the city through the Eastern Gate.
|
||||
The infamous Temple of Sanctus can be seen rising from the center of the city.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1136,7 +1136,7 @@ entire city spreads out before you to the west. The safety of the city is
|
||||
preferred by almost everyone. But, some people choose to live outside the east
|
||||
gate where there are very few troubles or mishaps.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1153,7 +1153,7 @@ the residential district. This area is known for it's relative safety. Very
|
||||
few problems arise from beyond the east gate. The city of Sanctus lies to the
|
||||
west. To the east you can see the remains of an old gatheouse.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1171,7 +1171,7 @@ chairs a writing pad, inkpen and ink blotter. This is where the high
|
||||
councillors spend their nights. They live a life without possession or
|
||||
desires.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1184,7 +1184,7 @@ in small pots lining the walls. A large wooden box crafted like a chair with a
|
||||
hole cut in the top must be the only bathroom in the entire Hall of Clerics.
|
||||
You can hear something moving around below you.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1197,7 +1197,7 @@ Warriors Quarter, go east into the Temple of Sanctus or west to the western
|
||||
gate. A large building and the inner city wall on each side of this north
|
||||
south street leaves little room for walking.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1214,7 +1214,7 @@ town folk. Everything, well almost everything, can be found within these walls
|
||||
to support the town. A woman lugging a sack full of groceries arrives from the
|
||||
east.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1235,7 +1235,7 @@ and vegetable stands line both walls. This shop seems to carry everything,
|
||||
except bread and meat. Must be the Baker, Butcher, and Grocer have an
|
||||
understanding.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1248,7 +1248,7 @@ on. Several candles line the walls. Large murals dominate the wall and
|
||||
ceiling above a small altar. Those who are feeling pious may come here to give
|
||||
thanks to their gods.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1265,7 +1265,7 @@ unusually quiet. It appears people are in prayer inside. The center of the
|
||||
Temple lies to the north. The white marble floor, walls, and ceilings of the
|
||||
temple are spotless.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1290,7 +1290,7 @@ walls, filling the alter and even hanging from the ceiling by chandeliers.
|
||||
The candles are scented, leaving a faint aroma of spring flowers. Cushions of
|
||||
various colors cover the floor in precise rows.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1307,7 +1307,7 @@ Furrier is trying to blanket the disgusting smell from the tanning process.
|
||||
This guy can make almost anything from a good fur hide. He is very skilled and
|
||||
his prices are not too outrageous.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1320,7 +1320,7 @@ You are just inside the market center of Sanctus. The stores have all taken up
|
||||
shop surrounding the Temple. They originally were afraid the outer city could
|
||||
be overrun, but now they are just too lazy to move.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1342,7 +1342,7 @@ Eastern Road or head further north into the Thieves Quarter. This Quarter of
|
||||
the city is very well maintained, decorative streetlamps line both sides of the
|
||||
wide street.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1359,7 +1359,7 @@ Green, and one Yellow. The closets are filled with robes and small sandals,
|
||||
all of the same three colors. You have trespassed on three of the five orders
|
||||
of the Master Magi.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1372,7 +1372,7 @@ northern walls. Filled with robes of Red and Black. The floor is covered in a
|
||||
thick maroon run that cushions your every step. The Master Magi must live in
|
||||
this room. Better not be caught trespassing.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1386,7 +1386,7 @@ and cushions allow comfortable places to relax and peruse the many novels.
|
||||
Light from lanterns hanging overhead fills the room as if it was broad
|
||||
daylight.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1407,7 +1407,7 @@ overweight cooks are sampling their favorite dishes as they prepare for the
|
||||
next meal. They look at you just daring you to try and take some of their food
|
||||
that they spent hours preparing.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1428,7 +1428,7 @@ audience with any who request it. To the east the inner city wall look about
|
||||
as impenetrable as any wall you have ever seen. Clerics Avenue continues north
|
||||
and south.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1445,7 +1445,7 @@ displayed in one window depicts several precious gems and minerals. The Temple
|
||||
Circle continues north and south. The cobblestone streets are bordered by the
|
||||
inner city wall to the west and various stores and shops to the east.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1466,7 +1466,7 @@ some steel bars. Must be the jeweler has had problems with thieves. Several
|
||||
nuggets of strang minerals are display on shelves all around you. Lucky is the
|
||||
individual who can find some of these valuable items to sell.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1479,7 +1479,7 @@ Everything from rabbit, to cow, to... That one looks an awful lot like a cat.
|
||||
Any meat you may need, this guy sells it. Blood covers the counter and the
|
||||
small cutting area behind it.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1492,7 +1492,7 @@ The white marble walls have been polished smooth. A small road to the south
|
||||
leads to the Cleric's and Magi's quarters of the city. The scent of flowers
|
||||
soothes you.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1509,7 +1509,7 @@ woman behind the counter is pounding relentlessly on a stubborn hunk of dough.
|
||||
Those arms on her remind you of the smithy. Various baked goods fill the
|
||||
entire room. Baked fresh daily of course.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1522,7 +1522,7 @@ buckets around the store. The items look second hand, but they would all serve
|
||||
their purpose. A few other customers wander the store. They can't seem to
|
||||
find what they are looking for either.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1535,7 +1535,7 @@ mining equipment. The cobblestone road is blocked to the east by the inner
|
||||
city wall and several stores crowd against the Temple of Sanctus to the west.
|
||||
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1556,7 +1556,7 @@ they must be magical in nature since no oil you've ever seen burns that color.
|
||||
The beautiful cobblestone road meanders north and south. The Magi Mansion to
|
||||
the east looks glorious.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1573,7 +1573,7 @@ the hundreds of volumes of books it holds. These are the chronicles of the
|
||||
Magi. Within them they hold the secrets of their mystical art. A large sign
|
||||
above the bookshelf warns anyone from attempting to touch the books.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1594,7 +1594,7 @@ silverware and spotless wine glasses all fill the majestic table. Enough for
|
||||
seven settings. Two of the place settings are turned upside down. Servants
|
||||
rush about their work around you.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1615,7 +1615,7 @@ problems. The High Council will then vote and decide on a way to settle the
|
||||
matter. Their word is final and none ever disobey them. They are respected
|
||||
for their intelligence and wisdom.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1632,7 +1632,7 @@ other. The Hall is the only form of justice within the city besides the army.
|
||||
Everyone respects the High Council for their devotion and wisdom towards what
|
||||
is right.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1650,7 +1650,7 @@ least three times your height and you can not tell how thick it must be. You
|
||||
hear the sound of clanking armor and idle chat as guards on the wall above you
|
||||
make their rounds.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1667,7 +1667,7 @@ and west inner city walls merge here. A set of stone stairs lead up into a
|
||||
small lookout post above you. The street turns here, wrapping around the
|
||||
Temple of Sanctus.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1688,7 +1688,7 @@ wall of the inner city. Small shops line the road to your north. The Tower of
|
||||
Sanctus, with it's single tall spire reaching to the heavens, looks
|
||||
magnificient. A style of workmanshi that has never been surpassed.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1705,7 +1705,7 @@ swaying above the door in the breeze depicts a hunk of meat crosse with a
|
||||
butcher's axe. You can see an intersection just to the east where you can exit
|
||||
the inner city or enter the Temple.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1725,7 +1725,7 @@ The Southern Temple Circle Intersection~
|
||||
You may also travel along the Temple Circle east and west. To the south you
|
||||
can exit the inner city and work your way into the Magi's or Cleric's Quarters.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1750,7 +1750,7 @@ stomach rumble. To the west you can see an intersection that can lead into the
|
||||
Temple to the north or exit the inner city to the south. The inner city wall
|
||||
stretches east and west alon the Temple Circle.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1771,7 +1771,7 @@ wall of the inner city. Small shops line the road to your north. The Tower of
|
||||
Sanctus, with it's single tall spire reaching to the heavens, looks
|
||||
magnificient. A style of workmanshi that has never been surpassed.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1789,7 +1789,7 @@ good business and the overall wealth of the city seems to be geared mostly to
|
||||
the middle class. Only a few have achieved poverty or great wealth within the
|
||||
city.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1811,7 +1811,7 @@ powerful within the city and have begun living the life that shows it. Unlike
|
||||
the Clerics who do not believe in worldly possessions the Magi surround
|
||||
themselves with it.
|
||||
~
|
||||
2 0 1
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1828,7 +1828,7 @@ ceiling. It depicts a battle with the Master Magi obliterating hundreds of
|
||||
demons by calling down lightning and hurling fireballs. The demons look
|
||||
vaguely familiar, like something you remember from a dream.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1845,7 +1845,7 @@ where the servants and students sleep and, from the looks of the table and what
|
||||
is on it, gamble. The table is full of chips and various headed die. A deck
|
||||
of cards lies in the center of the table waiting to be dealt.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1862,7 +1862,7 @@ south. The citizens of Sanctus come here to settle disputes by seeking the
|
||||
guidance of the High Council. The High Council has come to be the law of the
|
||||
land here.
|
||||
~
|
||||
2 d 1
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
3872
lib/world/wld/20.wld
3872
lib/world/wld/20.wld
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -5,7 +5,7 @@ away. You wonder how this tower still stands after all these years. High
|
||||
above in the tower a light flashes. Do you dare enter? Words are chiseled
|
||||
into a tablet beside the entrance.
|
||||
~
|
||||
22 0 0
|
||||
22 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -36,7 +36,7 @@ A Dark Hallway~
|
||||
drawings and symbols carved into the stone walls. A sudden gust of wind
|
||||
carries the smell of rotting flesh to you.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -54,7 +54,7 @@ remains of what might have been paintings and tapestries cover the floor.
|
||||
The stench grows worse the deeper you enter, maybe you should turn back
|
||||
now.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -72,7 +72,7 @@ passageway top to bottom. If only you could understand them. The dark hallway
|
||||
curves to the east and south. The walls made from mortar and stone crumble at
|
||||
the touch and are covered in dust and grime.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -88,7 +88,7 @@ A Dark Hallway~
|
||||
maggot ridden half-eaten corpse. Strange, you only see human footprints
|
||||
encircling it.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -104,7 +104,7 @@ A Dark Hallway~
|
||||
and confused. You think it might be the horrible stench or maybe it's the
|
||||
intracate carvings that seem to draw your eye.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -120,7 +120,7 @@ A Dark Hallway~
|
||||
around them. The smell is almost unbearable and you hardly even notice
|
||||
the symbols and carvings anymore.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -141,7 +141,7 @@ higher you go. You feel the walls starting to close in on you. You
|
||||
wonder whether or not it's a good idea to continue. Another hallway leads
|
||||
to the south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -161,7 +161,7 @@ A Dark Hallway~
|
||||
rats having a feast on the unfortunate victim. Far off in the distance
|
||||
you hear screams. A passage also leads to the south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -183,7 +183,7 @@ symbols don't seem to be carved, but scratched or clawed into the stone.
|
||||
Chunks of flesh and fingernails can be seen in the scratches, all oozing with
|
||||
blood.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -203,7 +203,7 @@ A Dark Hallway~
|
||||
climbing to the top of this tower. The screams stop with an unnatural
|
||||
abruptness.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -219,7 +219,7 @@ A Dark Hallway~
|
||||
you hear screams, but a different voice this time. A hot breeze carries with
|
||||
it the smell of smoke and something even more unpleasant.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -235,7 +235,7 @@ A Dark Hallway~
|
||||
leg as you walk by. One swift kick and it's head goes rolling away, but
|
||||
the hand still reaches for you.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -252,7 +252,7 @@ tortured. That or they have simply gone mad. The walls, floor, and ceiling
|
||||
seem to be getting closer together. The darkness seems to deepen and cloak
|
||||
everything in shadows.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -268,7 +268,7 @@ A Dark Hallway~
|
||||
wall. Looking out you can see a city far below. A fog has set in about the
|
||||
tower and the shrouds the city enough so you cannot name it.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -284,7 +284,7 @@ Stairs~
|
||||
louder in that direction. The stone and mortar walls are damp and small
|
||||
trickles of water run down from somewhere above.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -300,7 +300,7 @@ Hidden Room~
|
||||
Unlike the rest of this decrepit tower this room is in excellent shape
|
||||
and looks to be used as a study with books lining the walls.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
@@ -312,7 +312,7 @@ Hidden Room~
|
||||
books and other assorted items. The smell of rot and decay is not evident
|
||||
here. Instead, everything is covered in a fine layer of powdery dust.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
@@ -324,7 +324,7 @@ Red Hallway~
|
||||
nauseating and your eyes water from the acrid smoke. You become disorientated
|
||||
and can barely see any exits through the smoke.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -341,7 +341,7 @@ Red Hallway~
|
||||
The passage seems to glow a strange reddish color further to the west. The red
|
||||
glow is scattered by the smoke and seems to pulse with a life of its own.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -358,7 +358,7 @@ Red Hallway~
|
||||
noises to the south or you can walk through the smoke to the west. An eerie
|
||||
red glow is barely visible through the heavy smoke.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -375,7 +375,7 @@ Red Hallway~
|
||||
touch and you feel a hot draft pushing you to the north. You can continue
|
||||
into the heat to the south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -391,7 +391,7 @@ A Green Hallway~
|
||||
like you're being watched. Will you go up to the south or down to the east.
|
||||
Either way the hall looks dangerous.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -407,7 +407,7 @@ A Green Hallway~
|
||||
Hallway continues east or west. Movement in your periphery makes you look for
|
||||
something that is no longer there.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -424,7 +424,7 @@ to pulse with a life of their own. The green fungus on the walls glows a
|
||||
strange lime-green color. The smell of fresh cut flowers seems ironic in a
|
||||
place like this.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -440,7 +440,7 @@ A Red Hallway~
|
||||
north or go back south and flee this area. The heat is still bareable, but is
|
||||
getting even worse.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -456,7 +456,7 @@ Stairs~
|
||||
lead up to the next level of the tower. The exit to the east is the source of
|
||||
the hot breeze and also an eerie red glow.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -473,7 +473,7 @@ live here. You see a massive pile of bones against the wall. The bones appear
|
||||
to be humanoid, but are scorched and scattered apart so it is difficult to
|
||||
tell.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -495,7 +495,7 @@ south or you can flee from the heat to the north. A flickering glow that must
|
||||
come from an open flame somewhere further down the hall causes shadows to dance
|
||||
along the stone and mortar walls.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -511,7 +511,7 @@ A Green Hallway~
|
||||
clearly see your surroundings. The passage climbs to the south or heads
|
||||
back down to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -526,7 +526,7 @@ A Dead End~
|
||||
The algae and fungus is extremely thick in this area. You keep thinking you
|
||||
see movement out of the corner of your eye. You can only return to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -538,7 +538,7 @@ Stairs~
|
||||
out the stone walls, floor, and ceiling. A stone staircase leads up to the
|
||||
second level of the tower.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -554,7 +554,7 @@ A Green Hallway~
|
||||
exit west but you can't see where it leads. The slime of algea, fungus, and
|
||||
various other forms of mold make travel difficult and treacherous.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -574,7 +574,7 @@ A Red Hallway~
|
||||
the north the heat and flames seem to intensify. A cooler breeze to the east
|
||||
beckons you.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -590,7 +590,7 @@ A Red Hallway~
|
||||
breathe. The red glow of what must be fire comes from the west. Back east
|
||||
awaits a cooler and safer haven.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -606,7 +606,7 @@ A Red Hallway~
|
||||
also leave to the east. The strange fire does not seem to have any fuel and
|
||||
burns an even stranger blue green flame.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -622,7 +622,7 @@ A Red Hallway~
|
||||
since standing still would probably get you burned. The heat continues
|
||||
from the west or you can get away from it to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -638,7 +638,7 @@ A Green Hallway~
|
||||
up to the east or head back to the north. The sound of running water echoes
|
||||
off the walls.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -654,7 +654,7 @@ A Green Hallway~
|
||||
them seem to twitch or move slightly. You can continue up to the east
|
||||
or go down to the west.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -671,7 +671,7 @@ unnerving. The story behind this tower and its inhabitants is still a mystery.
|
||||
It will take a thorough search to root out the evil that caused this pitiful
|
||||
downfall.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -687,7 +687,7 @@ A Green Hallway~
|
||||
feel out of place with all of these undead creatures. The climb
|
||||
continues to the north or you can head down to the west.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -703,7 +703,7 @@ Bloody Stairs~
|
||||
hear screams and groans of pain coming from the south. Paintings line the
|
||||
stairwell, depicting scenes of a great battle with undead foes.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -719,7 +719,7 @@ Bloody Hallway~
|
||||
from both east and west or you can flee to the north and south. The once fine
|
||||
adornments to the hallway have all been torn down and shredded.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -743,7 +743,7 @@ Bloody Hallway~
|
||||
hot irons laid into it. Various tools lay everywhere that make you cringe
|
||||
just thinking about their purpose.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -755,7 +755,7 @@ Bloody Hallway~
|
||||
dead or at least unconscious. Who could do such things? You hear a
|
||||
death cry to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -771,7 +771,7 @@ Bloody Hallway~
|
||||
are stacked everywhere continuing to the east and west. The smell of death
|
||||
fills this part of the hallway.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -796,7 +796,7 @@ laid negligently on the floor. You should leave back south. But, something
|
||||
compels you to stay and see the atrocities performed on the helpless souls
|
||||
within.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -808,7 +808,7 @@ Waiting Room~
|
||||
look broken and death lingers in their eyes. They look beyond hope and may as
|
||||
well already be dead.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -820,7 +820,7 @@ Torture Chamber~
|
||||
choice is to head back south. Various body parts, intestines, and other
|
||||
unidentifiable body parts lay neatly at the prisoners feet.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -832,7 +832,7 @@ Bloody Hallway~
|
||||
north or the bodies continue to the west. A once fine oaken table has been
|
||||
hacked to pieces and scattered about the room.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -848,7 +848,7 @@ Empty Hallway~
|
||||
for what must have been years. You can exit north towards the screams or
|
||||
south into the abandoned hallway.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -865,7 +865,7 @@ hallway. The ladder is sloped at a very slight angle and looks sturdy enough
|
||||
to hold one person at a time. The steel steps are extremely rusted, but very
|
||||
thick and wide.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -882,7 +882,7 @@ still look strong. An empty hallway to the south is the only other exit.
|
||||
Several paintings on the wall show the tower in its golden days. It has fallen
|
||||
a long ways since then.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -898,7 +898,7 @@ Stairs~
|
||||
make it difficult to see very far ahead. An exit to the east opens into an
|
||||
empty hallway.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -914,7 +914,7 @@ Empty Hallway~
|
||||
feel like someone is watching you. The hallway continues east and west
|
||||
or you can go north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -934,7 +934,7 @@ Empty Hallway~
|
||||
in ages. You can exit north towards the screams or follow the passage east or
|
||||
west.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -954,7 +954,7 @@ Empty Hallway~
|
||||
walk, leaving a clear marking of your passage. A few other traces of passage
|
||||
are marked by the scattered dust.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -970,7 +970,7 @@ Empty Hallway~
|
||||
Your clothes have developed a fine layer of the dust and your throat, nose, and
|
||||
lungs seem filled with a chalky film.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -991,7 +991,7 @@ and fall apart when you put any sizeable force upon them. They seem
|
||||
treacherous, but passable. An empty hallway to the west looks far more
|
||||
inviting.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1007,7 +1007,7 @@ A Dark Hallway~
|
||||
light. You think it continues to the east and south. The sound of echoing
|
||||
footsteps can be heard in the distance.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1023,7 +1023,7 @@ A Dark Hallway~
|
||||
and inventoried. The hall continues south and west. You notice a small window
|
||||
in the east wall that looks out into a clouded valley.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1039,7 +1039,7 @@ A Lighted Hallway~
|
||||
the south. Strange how this hallway seems so clean compared to the rest of the
|
||||
tower. Maybe some life does exist within these walls.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1056,7 +1056,7 @@ can go south. The floor, walls, and ceilings are freshly cleaned. Not a speck
|
||||
of dust can be seen anywhere. A pristine white glow is reflected on every
|
||||
surface from an overhead lamp.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1072,7 +1072,7 @@ A Dark Hallway~
|
||||
neatly against both walls. The hall continues north and south. A small
|
||||
collapse in one of the walls shows nothing but darkness on the other side.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1087,7 +1087,7 @@ A Dark Hallway~
|
||||
More bodies are stacked here neatly. They each have a tag on their toe with
|
||||
a number written on it for identification. The hall continues north and south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1103,7 +1103,7 @@ A Lighted Hallway~
|
||||
the south seems very refreshing and out of place. Paintings along the wall
|
||||
display a gathering, most likely a feast, within the tower centuries ago.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1119,7 +1119,7 @@ A Lighted Hallway~
|
||||
who in their right mind would live here? The hallway continues north and
|
||||
south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1136,7 +1136,7 @@ An entire section of the wall is missing and opens into a hidden inner wall of
|
||||
the tower. Their is neither a floor nor ceiling within, just a long drop to
|
||||
whatever lay below.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1152,7 +1152,7 @@ A Long Ramp~
|
||||
several corpses in it off to one side. A hallway is to the north. The
|
||||
barrow's front wheel is broken, making it unuseable.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1169,7 +1169,7 @@ comes down from somewhere above. To the north is a hallway. The stairs are
|
||||
carved out of what appears to be granite and are still in excellent condition
|
||||
compared to the rest of the tower.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1186,7 +1186,7 @@ hallway. An old wooden ladder leads down into the darkness. The remains of a
|
||||
stairway can be seen below. The ladder must have been a substitute after a
|
||||
recent collapse of the stairs.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1202,7 +1202,7 @@ A Hall of Corpses~
|
||||
The walls here are paneled with what used to be polished pine boards. Now they
|
||||
are warped and rotting, along with the rest of the tower.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1218,7 +1218,7 @@ A Hall of Corpses~
|
||||
west. Several of the corpses occasionally twitch or try to rise. They seem to
|
||||
be transitioning from death to undeath.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1235,7 +1235,7 @@ The hall continues south or east. The feeling of unseen eyes comes from every
|
||||
direction. The wooden paneling in this part of the tower has collapsed leaving
|
||||
dozens of possible unseen hideouts. The hall continues south or east.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1251,7 +1251,7 @@ A Cold Hallway~
|
||||
could also go west but that sounds like such a pretty voice. You seem to have
|
||||
heard stories about a tantalizing voice like this, but who cares.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1267,7 +1267,7 @@ Ramp~
|
||||
bodies litter the floor and the hall to the north. The wooden ramp sags
|
||||
slightly as you walk over it.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1283,7 +1283,7 @@ A Hall of Corpses~
|
||||
trail of blood where someone must have used a wheelbarrow to move the
|
||||
corpses. The tracks lead north, higher into the tower.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1299,7 +1299,7 @@ A Cold Hallway~
|
||||
frost. The unnatural chill in this area is unnerving. The hallway continues
|
||||
north and south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1315,7 +1315,7 @@ Ladder~
|
||||
balance and fall as you climb two rungs at a time. Who cares where else
|
||||
you can go, just go up to that beautiful voice.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1331,7 +1331,7 @@ Ramp~
|
||||
is to the north. The ramp is about ready to collapse. The sagging wood creaks
|
||||
with the slightest pressure.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1347,7 +1347,7 @@ Staircase~
|
||||
the north. The wooden panels covering the stone walls has completely
|
||||
collapsed.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1363,7 +1363,7 @@ Hall of Rebirth~
|
||||
either drunk or incompetent. The tracks veer back and forth running into the
|
||||
walls in several places.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1380,7 +1380,7 @@ negligently to mix with the rest of the corpses that lay everywhere. You
|
||||
hear moaning and chanting to the south. You can't see past the bodies to
|
||||
the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1400,7 +1400,7 @@ A Hallway~
|
||||
changes pitch to sorrow and grief. You charge on hardly even noticing
|
||||
another room to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1419,7 +1419,7 @@ A Hallway~
|
||||
The singing is coming from the west. How beautiful, it must be a damsel in
|
||||
distress, trapped in this tower against her will. She must be awaiting rescue.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1435,7 +1435,7 @@ Hall of Rebirth~
|
||||
strange words and making wild gestures. A corpse suddenly rises at his
|
||||
command. You should flee to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1448,7 +1448,7 @@ you. You kneel behind her and tell her your name and that you will rescue
|
||||
her. But then she turns towards you and you see the ugliest face to ever
|
||||
plague a human body.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1460,7 +1460,7 @@ Spiral Staircase~
|
||||
that strange flickering light. You can go up to investigate or return
|
||||
south.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1476,7 +1476,7 @@ A Collapsing Room~
|
||||
the east where the entire wall and half the floor has fallen to the ground
|
||||
below. This room is the highest in the tower that still remains.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1489,7 +1489,7 @@ flickering from the wind blowing in through a gaping hole in the east
|
||||
wall. A coffin lays in the middle of the room. You hear a fluttering of
|
||||
wings to the east.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
@@ -1501,7 +1501,7 @@ Rumbles Dungeon~
|
||||
your head. There is no turning back now. The hall continues east and west.
|
||||
A large cell fills the entire room just to the north.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1517,7 +1517,7 @@ Rumbles Dungeon~
|
||||
heavily guarded and looks to be impossible to escape from. What kind of
|
||||
prisoner could need this much protection.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1533,7 +1533,7 @@ Rumbles Dungeon~
|
||||
This safe haven seems strangely peaceful, yet an evil presence can be detected
|
||||
through the cell to the east.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1549,7 +1549,7 @@ Rumbles Dungeon~
|
||||
mortar and stone freshly laid. The passage is clean and well kept. Guards
|
||||
patrol these halls constantly.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1565,7 +1565,7 @@ Rumbles Dungeon~
|
||||
impossible to open. The door glows with a faint aura. There is also a
|
||||
sign here with crossed lightning bolts above it.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1592,7 +1592,7 @@ Rumbles Dungeon~
|
||||
strange glow seems to be coming from within it. Some form of magical
|
||||
enchantment maybe. The walls are heavily reinforced and recently erected.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1608,7 +1608,7 @@ Rumbles Dungeon~
|
||||
to be the only other structure in this hidden basement and must contain someone
|
||||
of great importance to be so heavily guarded.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1624,7 +1624,7 @@ Rumbles Dungeon~
|
||||
or something to break through those impenetrable walls. The guards are heavily
|
||||
armored and look well trained.
|
||||
~
|
||||
22 d 0
|
||||
22 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1640,7 +1640,7 @@ Dungeon Cell~
|
||||
protection to hold those with special powers within. It looks impenetrable.
|
||||
The perfect prison for the worst type of prisoner.
|
||||
~
|
||||
22 dh 0
|
||||
22 136 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
|
||||
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@@ -1,478 +1,478 @@
|
||||
#24800
|
||||
Gbetz's Zone Description Room ~
|
||||
The Elven Woods by Gbetz
|
||||
This is a new area, complete with shops, an elven forest, a reception area, and
|
||||
guilds... It can be used in place of the major town or as another one.
|
||||
Please enjoy,
|
||||
Gbetz@gargamel.asms.state.k12.al.us
|
||||
Builder : Gbetz
|
||||
Zone : 248 Elven Woods
|
||||
Began :
|
||||
Player Level : 15-17
|
||||
Rooms : 29
|
||||
Mobs : 10
|
||||
Objects : 23
|
||||
Shops : 5
|
||||
Links : 01s
|
||||
~
|
||||
248 j 0
|
||||
S
|
||||
#24801
|
||||
Entrance to the Elven Forest~
|
||||
Trees tower above you blocking the majority of light with their expanse
|
||||
canopies. A large steel reinforced wooden gate is set into a wall of wood logs
|
||||
just to the north.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24802
|
||||
Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. You feel
|
||||
yourself observed by someone. To the east you see a wooden door in a large
|
||||
tree, and to the west you see a rope hanging down from a tree.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24801
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24806
|
||||
S
|
||||
#24803
|
||||
A Guard Room~
|
||||
In the north-east corner of this dimly lit room stands a large round stone
|
||||
table. To the east and west you can see doors. The sound of footseps can be
|
||||
heard in the distance.
|
||||
~
|
||||
248 d 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24804
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24804
|
||||
A Guard Chief's Bedroom~
|
||||
This room is apparantly the chief of the elven guards bedroom. Decorations
|
||||
and awards line the walls. In a corner stands a large bed and there is a door
|
||||
to the west.
|
||||
~
|
||||
248 d 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24805
|
||||
A Cellar~
|
||||
The damp earthen cellar is relatively cool. Shelves line all the walls.
|
||||
Filled, almost to the point of collapse, with various dried foods and storage
|
||||
containers.
|
||||
~
|
||||
248 ad 3
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24806
|
||||
On the Platform~
|
||||
You are standing on a wooden platform above the beginning of the elven
|
||||
forest. From here, above the tree tops, the town of Thewston is visible in the
|
||||
distance.
|
||||
~
|
||||
248 c 5
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24807
|
||||
A Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. The forest
|
||||
is in good condition and looks well kept. No dead branches or brush is visible
|
||||
between the trees.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24808
|
||||
A Path Crossing~
|
||||
The path splits up into four here, one in every direction. In the middle of
|
||||
the crossing stands a gigantic stone obelisk with some runes engraved into it.
|
||||
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
E
|
||||
runes obelisk stone~
|
||||
If you had been an old elven sage you might have known what the runes told,
|
||||
but you are not, so this means nothing to you....
|
||||
~
|
||||
S
|
||||
#24809
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path is doors. Over the eastern door is a sign
|
||||
telling you this must be the weapon shop, and over the western door is a
|
||||
similar sign telling you it's the armoury.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24810
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24811
|
||||
S
|
||||
#24810
|
||||
The Elven Armoury~
|
||||
On the walls of this large room are fine elven armours hanging. A few other
|
||||
odds and ends lay about that are required for the bending and pounding of the
|
||||
armour.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24811
|
||||
The Elven Weaponry~
|
||||
On the counter and upon the walls hang fine weapons of elven quality. In
|
||||
the back you can hear the roar of the furnace and the pumping of the billows.
|
||||
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24812
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the magic shop of the elven village, and over the
|
||||
western door is a similar sign telling you it's Quintors fine shop. To the
|
||||
north the path continues.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24814
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24813
|
||||
S
|
||||
#24813
|
||||
Quintor's Fine Shop~
|
||||
In this fine room you can see all kinds of equipment. Everything from bags
|
||||
to torches can bee seen on the shelves. The items are of a fair quality and
|
||||
reasonably priced.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24814
|
||||
The Elven Magic Shop~
|
||||
As you enter this store you feel a sensation in your stomach. There is
|
||||
something wrong here or is it just the powers of all magic in here? All around
|
||||
this room you see objects of different shapes and sizes.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24815
|
||||
The End of the Path~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the tavern of the village, and to the north you see a
|
||||
large house, about two stores high.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24816
|
||||
The Tavern of Hope~
|
||||
You are standing in the bar of the Tavern. The bar is set against the
|
||||
northern wall, old elven writings, carvings and symbols cover its top. A
|
||||
fireplace is built into the eastern wall, and through the door in the western
|
||||
wall you se the fine path. This place really makes you feel at home.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24890
|
||||
S
|
||||
#24817
|
||||
Inside a Fine House~
|
||||
A large staircase leads into a foyer in front of the house. At the top of
|
||||
the stairs two doors lead to the east or west into the house. The house is
|
||||
well kept.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24819
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24818
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24818
|
||||
A Guard Room~
|
||||
A table with chairs scattered about fills the center of the room. Along the
|
||||
walls are several sets of beds. Items are scattered about the table and the
|
||||
room is a mess.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24819
|
||||
The Trophy Room of the Elven King~
|
||||
The walls are covered in trophies, tapestries, paintings, and other various
|
||||
gifts the King has acquired during his long life. All are exquisitely made and
|
||||
in good taste.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24820
|
||||
The Grand Stairway~
|
||||
The stairs are wooden with a carpet running down the center. The carpet is
|
||||
plush, almost like a moss which its color resembles. The house seems to be
|
||||
another extension of the forest.
|
||||
~
|
||||
248 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24821
|
||||
The Upper Floor of the House~
|
||||
The corridor is lined on both sides by doors. Everything is made of wood.
|
||||
From the floor to the ceiling it is all well polished. Small wooden stands
|
||||
break are scattered about the hall holding various flowers in vases.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24823
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24824
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24822
|
||||
The Corridor~
|
||||
You are standing in a corridor with wooden floor and ceiling. Door are
|
||||
placed in the north and south walls. Further to the east the corridor ends at
|
||||
a window overlooking the forest.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24826
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24825
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24823
|
||||
The Library~
|
||||
Book shelves line the walls of this room. In the center of the room is a
|
||||
large desk and some chairs. The shelves are filled with books bound in leather
|
||||
and scrolls stacked high.
|
||||
~
|
||||
248 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24824
|
||||
The Living Room~
|
||||
A set of large padded chairs face a roaring fireplace that fills the room
|
||||
with its radiant heat. The wooden logs in the fire crack and sputter as the
|
||||
flames consume them.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24825
|
||||
Falling ~
|
||||
That was a mistake. You are not a bird. You fall to the ground and splat!
|
||||
Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your
|
||||
remains will soften the fall for the next victim.
|
||||
~
|
||||
248 cj 0
|
||||
S
|
||||
T 24800
|
||||
#24826
|
||||
The Guards Bedroom~
|
||||
This looks like an ordinary bed room with about twenty beds in it. There
|
||||
are no other exits than the one to the south. The beds look uncomfortable and
|
||||
unkept.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24827
|
||||
The Training Room~
|
||||
The middle of the room is filled with a rack of training equipment.
|
||||
Everything from padding to wooden weapons. The floor is wooden with sawdust to
|
||||
help clean up any accidents.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24890
|
||||
The Reception of the Tavern of Hope~
|
||||
A staircase leads down to the entrance hall. A conspicous sign hangs over
|
||||
the counter. All the noise and excitement seems to be coming from the entrance
|
||||
hall.
|
||||
~
|
||||
248 cd 0
|
||||
D5
|
||||
You see the Tavern of Hope.
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
E
|
||||
sign~
|
||||
Rooms are expensive but good! You may:
|
||||
|
||||
Offer - get an offer on a room - Time is in real life days.
|
||||
Rent - Rent a room (saves your stuff, and quits the game),
|
||||
minimum charge is one day.
|
||||
|
||||
|
||||
MY WAY OR THE HIGHWAY
|
||||
PAY YOUR RENT!
|
||||
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
|
||||
~
|
||||
S
|
||||
$~
|
||||
#24800
|
||||
Gbetz's Zone Description Room ~
|
||||
The Elven Woods by Gbetz
|
||||
This is a new area, complete with shops, an elven forest, a reception area, and
|
||||
guilds... It can be used in place of the major town or as another one.
|
||||
Please enjoy,
|
||||
Gbetz@gargamel.asms.state.k12.al.us
|
||||
Builder : Gbetz
|
||||
Zone : 248 Elven Woods
|
||||
Began :
|
||||
Player Level : 15-17
|
||||
Rooms : 29
|
||||
Mobs : 10
|
||||
Objects : 23
|
||||
Shops : 5
|
||||
Links : 01s
|
||||
~
|
||||
248 512 0 0 0 0
|
||||
S
|
||||
#24801
|
||||
Entrance to the Elven Forest~
|
||||
Trees tower above you blocking the majority of light with their expanse
|
||||
canopies. A large steel reinforced wooden gate is set into a wall of wood logs
|
||||
just to the north.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24802
|
||||
Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. You feel
|
||||
yourself observed by someone. To the east you see a wooden door in a large
|
||||
tree, and to the west you see a rope hanging down from a tree.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24801
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24806
|
||||
S
|
||||
#24803
|
||||
A Guard Room~
|
||||
In the north-east corner of this dimly lit room stands a large round stone
|
||||
table. To the east and west you can see doors. The sound of footseps can be
|
||||
heard in the distance.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24804
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24804
|
||||
A Guard Chief's Bedroom~
|
||||
This room is apparantly the chief of the elven guards bedroom. Decorations
|
||||
and awards line the walls. In a corner stands a large bed and there is a door
|
||||
to the west.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24805
|
||||
A Cellar~
|
||||
The damp earthen cellar is relatively cool. Shelves line all the walls.
|
||||
Filled, almost to the point of collapse, with various dried foods and storage
|
||||
containers.
|
||||
~
|
||||
248 9 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24806
|
||||
On the Platform~
|
||||
You are standing on a wooden platform above the beginning of the elven
|
||||
forest. From here, above the tree tops, the town of Thewston is visible in the
|
||||
distance.
|
||||
~
|
||||
248 4 0 0 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24807
|
||||
A Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. The forest
|
||||
is in good condition and looks well kept. No dead branches or brush is visible
|
||||
between the trees.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24808
|
||||
A Path Crossing~
|
||||
The path splits up into four here, one in every direction. In the middle of
|
||||
the crossing stands a gigantic stone obelisk with some runes engraved into it.
|
||||
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
E
|
||||
runes obelisk stone~
|
||||
If you had been an old elven sage you might have known what the runes told,
|
||||
but you are not, so this means nothing to you....
|
||||
~
|
||||
S
|
||||
#24809
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path is doors. Over the eastern door is a sign
|
||||
telling you this must be the weapon shop, and over the western door is a
|
||||
similar sign telling you it's the armoury.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24810
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24811
|
||||
S
|
||||
#24810
|
||||
The Elven Armoury~
|
||||
On the walls of this large room are fine elven armours hanging. A few other
|
||||
odds and ends lay about that are required for the bending and pounding of the
|
||||
armour.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24811
|
||||
The Elven Weaponry~
|
||||
On the counter and upon the walls hang fine weapons of elven quality. In
|
||||
the back you can hear the roar of the furnace and the pumping of the billows.
|
||||
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24812
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the magic shop of the elven village, and over the
|
||||
western door is a similar sign telling you it's Quintors fine shop. To the
|
||||
north the path continues.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24814
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24813
|
||||
S
|
||||
#24813
|
||||
Quintor's Fine Shop~
|
||||
In this fine room you can see all kinds of equipment. Everything from bags
|
||||
to torches can bee seen on the shelves. The items are of a fair quality and
|
||||
reasonably priced.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24814
|
||||
The Elven Magic Shop~
|
||||
As you enter this store you feel a sensation in your stomach. There is
|
||||
something wrong here or is it just the powers of all magic in here? All around
|
||||
this room you see objects of different shapes and sizes.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24815
|
||||
The End of the Path~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the tavern of the village, and to the north you see a
|
||||
large house, about two stores high.
|
||||
~
|
||||
248 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24816
|
||||
The Tavern of Hope~
|
||||
You are standing in the bar of the Tavern. The bar is set against the
|
||||
northern wall, old elven writings, carvings and symbols cover its top. A
|
||||
fireplace is built into the eastern wall, and through the door in the western
|
||||
wall you se the fine path. This place really makes you feel at home.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24890
|
||||
S
|
||||
#24817
|
||||
Inside a Fine House~
|
||||
A large staircase leads into a foyer in front of the house. At the top of
|
||||
the stairs two doors lead to the east or west into the house. The house is
|
||||
well kept.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24819
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24818
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24818
|
||||
A Guard Room~
|
||||
A table with chairs scattered about fills the center of the room. Along the
|
||||
walls are several sets of beds. Items are scattered about the table and the
|
||||
room is a mess.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24819
|
||||
The Trophy Room of the Elven King~
|
||||
The walls are covered in trophies, tapestries, paintings, and other various
|
||||
gifts the King has acquired during his long life. All are exquisitely made and
|
||||
in good taste.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24820
|
||||
The Grand Stairway~
|
||||
The stairs are wooden with a carpet running down the center. The carpet is
|
||||
plush, almost like a moss which its color resembles. The house seems to be
|
||||
another extension of the forest.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24821
|
||||
The Upper Floor of the House~
|
||||
The corridor is lined on both sides by doors. Everything is made of wood.
|
||||
From the floor to the ceiling it is all well polished. Small wooden stands
|
||||
break are scattered about the hall holding various flowers in vases.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24823
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24824
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24822
|
||||
The Corridor~
|
||||
You are standing in a corridor with wooden floor and ceiling. Door are
|
||||
placed in the north and south walls. Further to the east the corridor ends at
|
||||
a window overlooking the forest.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24826
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24825
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24823
|
||||
The Library~
|
||||
Book shelves line the walls of this room. In the center of the room is a
|
||||
large desk and some chairs. The shelves are filled with books bound in leather
|
||||
and scrolls stacked high.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24824
|
||||
The Living Room~
|
||||
A set of large padded chairs face a roaring fireplace that fills the room
|
||||
with its radiant heat. The wooden logs in the fire crack and sputter as the
|
||||
flames consume them.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24825
|
||||
Falling ~
|
||||
That was a mistake. You are not a bird. You fall to the ground and splat!
|
||||
Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your
|
||||
remains will soften the fall for the next victim.
|
||||
~
|
||||
248 516 0 0 0 0
|
||||
S
|
||||
T 24800
|
||||
#24826
|
||||
The Guards Bedroom~
|
||||
This looks like an ordinary bed room with about twenty beds in it. There
|
||||
are no other exits than the one to the south. The beds look uncomfortable and
|
||||
unkept.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24827
|
||||
The Training Room~
|
||||
The middle of the room is filled with a rack of training equipment.
|
||||
Everything from padding to wooden weapons. The floor is wooden with sawdust to
|
||||
help clean up any accidents.
|
||||
~
|
||||
248 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24890
|
||||
The Reception of the Tavern of Hope~
|
||||
A staircase leads down to the entrance hall. A conspicous sign hangs over
|
||||
the counter. All the noise and excitement seems to be coming from the entrance
|
||||
hall.
|
||||
~
|
||||
248 12 0 0 0 0
|
||||
D5
|
||||
You see the Tavern of Hope.
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
E
|
||||
sign~
|
||||
Rooms are expensive but good! You may:
|
||||
|
||||
Offer - get an offer on a room - Time is in real life days.
|
||||
Rent - Rent a room (saves your stuff, and quits the game),
|
||||
minimum charge is one day.
|
||||
|
||||
|
||||
MY WAY OR THE HIGHWAY
|
||||
PAY YOUR RENT!
|
||||
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -1,458 +1,458 @@
|
||||
#24900
|
||||
Jedi Zone Description Room~
|
||||
Builder : G.Threepwood
|
||||
Zone : 249 Jedi Clan House
|
||||
Began :
|
||||
Player Level :
|
||||
Rooms : 20
|
||||
Mobs : 1
|
||||
Objects : 2
|
||||
Links :
|
||||
~
|
||||
249 0 0
|
||||
S
|
||||
#24901
|
||||
The Entrance of JEDI CLAN house~
|
||||
You have just entered in JEDI clan general headquarters.
|
||||
Suddenly you realize that a different atmosphere surrounds you...
|
||||
You have a strange feeling, you feel the FORCE getting stronger in you.
|
||||
You see a sign. To the north, you find the JEDI clan atrium.
|
||||
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see a central room, an atrium, that way.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
sign~
|
||||
+-----------------------------------------+
|
||||
| This area was create by G.Threepwood |
|
||||
| for NIRVANA mud. |
|
||||
+-----------------------------------------+
|
||||
~
|
||||
S
|
||||
#24902
|
||||
The Atrium~
|
||||
You see a great room with a wide opening in the ceiling, light
|
||||
floods the room. Huge marble pillars rise on either side of you and hold
|
||||
the ceiling. In the middle of the room you note a beautiful circular table
|
||||
made of marble. You perceive that the Jedi member come to here to expose
|
||||
their ideas. The walls are white with some inscriptions in it. You also
|
||||
see a Code of Laws where can be read the JEDI's rules. To the east you
|
||||
see the Library, to the west the Treasury.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see the Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D1
|
||||
You see the path to the Library.
|
||||
~
|
||||
~
|
||||
0 0 24903
|
||||
D2
|
||||
You see the Entrance of JEDI clan house.
|
||||
~
|
||||
~
|
||||
0 0 24901
|
||||
D3
|
||||
You see the Treasury.
|
||||
~
|
||||
~
|
||||
0 0 24904
|
||||
E
|
||||
inscription wall~
|
||||
May the Force be with you.
|
||||
~
|
||||
E
|
||||
code laws~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
S
|
||||
#24903
|
||||
The Library~
|
||||
You are standing in a large room with many bookcases. The shelves have
|
||||
a great deal of books, scrolls, papyrus and notes. The room is lighted by
|
||||
many candeladra, which makes this room very clear. You also perceive some
|
||||
desks and a bench where a scribe works hard. Here the JEDI members exercise
|
||||
their mental faculty. To the west you see the atrium.
|
||||
~
|
||||
249 dfg 0
|
||||
D3
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
note~
|
||||
Scribere scribendo, dicendo dicere disces.
|
||||
~
|
||||
S
|
||||
#24904
|
||||
The Treasury~
|
||||
You are in a relatively small room. There are some benches and desks.
|
||||
You see a big bin that seems to be impossible to open. Here is protected
|
||||
the gold and the values of the JEDI members.
|
||||
To the east you get to the Atrium.
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
S
|
||||
#24905
|
||||
The Common Hall~
|
||||
You in a simple room with some pictures on the wall and on the floor.
|
||||
There is a big stair made of old good oak just in front of you.
|
||||
Where does it lead?, you inquire yourself.
|
||||
To the south you get to the Atrium.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
D2
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
D4
|
||||
You hear some voices and noises from there.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24906
|
||||
The High Members Hall~
|
||||
You are in the middle of a well ardornated room. Many pictures were
|
||||
drawn on the walls. Undoubtly, holy pictures. You note the existence of
|
||||
three rooms adjacents to this one. You see a yellow glow coming from the
|
||||
west room. What is there?
|
||||
~
|
||||
249 deg 0
|
||||
D0
|
||||
You see the Threepwood's Office.
|
||||
~
|
||||
~
|
||||
0 0 24919
|
||||
D1
|
||||
You see the Sneaky's Room.
|
||||
~
|
||||
~
|
||||
0 0 24918
|
||||
D2
|
||||
You see the Common Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D3
|
||||
You see the Kirian's Laboratory.
|
||||
~
|
||||
~
|
||||
0 0 24917
|
||||
S
|
||||
#24907
|
||||
The Upper Floor~
|
||||
You are in the upstairs. You are positive that here you will find many
|
||||
interesting things. The Force runs faster in your soul. You note a
|
||||
imposing statue of an Old Jedi situated in front of you.
|
||||
To down you reach the downstairs, to the east there is a corridor,
|
||||
to the west you see the training center.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see nothing important.
|
||||
~
|
||||
statue old jedi~
|
||||
1 0 24911
|
||||
D1
|
||||
You see a long corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
D3
|
||||
You see the Upper Hall.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D5
|
||||
You see the downstaris.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
S
|
||||
#24908
|
||||
The Corridor~
|
||||
You get to a wide corridor that becomes narrower as you walk through it.
|
||||
The Force is more powerful in you. You note that to the east the room become
|
||||
dark. There are paintings hanged on the wall. The light comes from a very
|
||||
small hole in the ceiling.
|
||||
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
D3
|
||||
You see the the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24909
|
||||
The Tunnel~
|
||||
You find yourself in a narrow dark tunnel. The light is really poor here.
|
||||
The inscriptions and the pictures on the walls are almost invisible.
|
||||
Althrough you are in this strange ambient, you get the impression that you
|
||||
have been here before... How odd!
|
||||
~
|
||||
249 adgi 0
|
||||
D1
|
||||
You see the Holy Chamber.
|
||||
~
|
||||
holy~
|
||||
0 0 24910
|
||||
D3
|
||||
You see the corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
E
|
||||
holy~
|
||||
You note that the force is stronger in the Holy Chamber.
|
||||
~
|
||||
S
|
||||
#24910
|
||||
The Holy Chamber~
|
||||
You are in a mystical atmosphere here. Your soul is in real peace and
|
||||
you feel better than never before. The wall, the floor, everything is very
|
||||
clear and white. You see a great pedestal and some candeladra. There is a
|
||||
beautiful holy altar with a great ark on it. A Jedi Member get here to rise
|
||||
his spiritual status. You understand that religion is taken serious by
|
||||
the JEDI. A Jedi have his inicialization here during the Holy Ritual.
|
||||
~
|
||||
249 deg 0
|
||||
D3
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
E
|
||||
rules~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
E
|
||||
ark~
|
||||
It is so bright that you cannot perceive its details.
|
||||
~
|
||||
S
|
||||
#24911
|
||||
The JEDI's Donation Room~
|
||||
You see a large room with many things on it. There are on the ceiling
|
||||
some unknow, at least for you, hanging objects. The floor is covered with
|
||||
a white painting, with many symbols. Holy symbols? Here you find equipments
|
||||
and weapons that were donated by other members of the clan.
|
||||
~
|
||||
249 dg 0
|
||||
D2
|
||||
You see the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24912
|
||||
The Tablinum~
|
||||
The Upper Floor continues. But the walls become stronger. You almost
|
||||
feel in jail. There is on the floor a big soft carpet ornated this many
|
||||
geometric figures, you feel like stepping in a cloud. The walls are covered
|
||||
with a special paint.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see a big wall, seems to be indestructible.
|
||||
~
|
||||
wall paint~
|
||||
1 0 24913
|
||||
D1
|
||||
The Hall continues that way.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
D2
|
||||
You see the restaurant.
|
||||
~
|
||||
~
|
||||
0 0 24914
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24913
|
||||
The Store~
|
||||
You are in small room but it is full of things. There are many shelves
|
||||
filled with all sorts of boxes. You see many containers, crates and sacks
|
||||
everywhere. The Jedi members' equipment can be left here save from disasters.
|
||||
Cool!!
|
||||
~
|
||||
249 0 0
|
||||
D2
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24914
|
||||
The Restaurant~
|
||||
You are in a very spacious room. The smell is very rich. You note that
|
||||
very tasteful food is being made here. A incredible sort of bread is here.
|
||||
Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks
|
||||
being sold here. This remembers you you are thirsty.
|
||||
~
|
||||
249 0 0
|
||||
D0
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24915
|
||||
The Trainning Center~
|
||||
The Jedi knight's legacy is the knowlegment. Here the Jedi passes their
|
||||
fighting experience to youngers. You hear some shouts and noises
|
||||
from the west. To the east you see the Upper Floor, and to the west
|
||||
the Jedi Arena.
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the Upper foor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D3
|
||||
Wow! The Arena.
|
||||
~
|
||||
~
|
||||
0 0 24916
|
||||
S
|
||||
#24916
|
||||
The Jedi Arena~
|
||||
You see a very large circular area where fighters and gladiators
|
||||
exercise their physicals habilities. The ground is covered with sand,
|
||||
compacted sand. Outside the this area, there is a sitting in which
|
||||
people watch the trainment of the members.
|
||||
~
|
||||
249 0 0
|
||||
D1
|
||||
You see the trainnig center.
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24917
|
||||
Kirian's Laboratory~
|
||||
You are standing in a simple adorned room, but you note your
|
||||
fine accomplishment. The walls and the floor are very smooth. In
|
||||
the middle of room you see two large marble tables. On the first many
|
||||
books of science an mystical arts. On the second, a collection of
|
||||
magic objects. On the corner you see a small desk with some scrolls.
|
||||
A floating magic light illumines the room. Surrounded by this magic
|
||||
atmosphere you realize that the FORCE is strong here.
|
||||
~
|
||||
249 cdegj 0
|
||||
D1
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24918
|
||||
Sneaky's Room~
|
||||
Sneaky's room description must be setted here!!
|
||||
~
|
||||
249 cdegj 0
|
||||
D3
|
||||
You see the High Member Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24919
|
||||
Threepwood's Office~
|
||||
You entered in dark room. Shadows are everywhere. The shadows seem
|
||||
to move. You have the true impression that you are being beholded. You become
|
||||
nervous when you see an incredible collection of daggers. A bookcase holds
|
||||
many books of secret arts. You also perceive a big desk on where is found
|
||||
a lot of papers and a spot of blood... What!!!! You feel something touching
|
||||
your back. You turn around, and see nothing. Although the lack of
|
||||
illumination you can positively realize holy inscriptions written on the
|
||||
walls.
|
||||
~
|
||||
249 cdegj 0
|
||||
D2
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
E
|
||||
blood~
|
||||
My God!! This blood is still warm!!
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
Qui spernit consilium, spernit auxilium.
|
||||
~
|
||||
E
|
||||
collection~
|
||||
You have never seen so many daggers. And how sharp!! Ouch!
|
||||
~
|
||||
E
|
||||
wall~
|
||||
Unum castigabis, centum emendabis.
|
||||
~
|
||||
S
|
||||
$~
|
||||
#24900
|
||||
Jedi Zone Description Room~
|
||||
Builder : G.Threepwood
|
||||
Zone : 249 Jedi Clan House
|
||||
Began :
|
||||
Player Level :
|
||||
Rooms : 20
|
||||
Mobs : 1
|
||||
Objects : 2
|
||||
Links :
|
||||
~
|
||||
249 0 0 0 0 0
|
||||
S
|
||||
#24901
|
||||
The Entrance of JEDI CLAN house~
|
||||
You have just entered in JEDI clan general headquarters.
|
||||
Suddenly you realize that a different atmosphere surrounds you...
|
||||
You have a strange feeling, you feel the FORCE getting stronger in you.
|
||||
You see a sign. To the north, you find the JEDI clan atrium.
|
||||
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D0
|
||||
You see a central room, an atrium, that way.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
sign~
|
||||
+-----------------------------------------+
|
||||
| This area was create by G.Threepwood |
|
||||
| for NIRVANA mud. |
|
||||
+-----------------------------------------+
|
||||
~
|
||||
S
|
||||
#24902
|
||||
The Atrium~
|
||||
You see a great room with a wide opening in the ceiling, light
|
||||
floods the room. Huge marble pillars rise on either side of you and hold
|
||||
the ceiling. In the middle of the room you note a beautiful circular table
|
||||
made of marble. You perceive that the Jedi member come to here to expose
|
||||
their ideas. The walls are white with some inscriptions in it. You also
|
||||
see a Code of Laws where can be read the JEDI's rules. To the east you
|
||||
see the Library, to the west the Treasury.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D0
|
||||
You see the Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D1
|
||||
You see the path to the Library.
|
||||
~
|
||||
~
|
||||
0 0 24903
|
||||
D2
|
||||
You see the Entrance of JEDI clan house.
|
||||
~
|
||||
~
|
||||
0 0 24901
|
||||
D3
|
||||
You see the Treasury.
|
||||
~
|
||||
~
|
||||
0 0 24904
|
||||
E
|
||||
code laws~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
E
|
||||
inscription wall~
|
||||
May the Force be with you.
|
||||
~
|
||||
S
|
||||
#24903
|
||||
The Library~
|
||||
You are standing in a large room with many bookcases. The shelves have
|
||||
a great deal of books, scrolls, papyrus and notes. The room is lighted by
|
||||
many candeladra, which makes this room very clear. You also perceive some
|
||||
desks and a bench where a scribe works hard. Here the JEDI members exercise
|
||||
their mental faculty. To the west you see the atrium.
|
||||
~
|
||||
249 104 0 0 0 0
|
||||
D3
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
note~
|
||||
Scribere scribendo, dicendo dicere disces.
|
||||
~
|
||||
S
|
||||
#24904
|
||||
The Treasury~
|
||||
You are in a relatively small room. There are some benches and desks.
|
||||
You see a big bin that seems to be impossible to open. Here is protected
|
||||
the gold and the values of the JEDI members.
|
||||
To the east you get to the Atrium.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D1
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
S
|
||||
#24905
|
||||
The Common Hall~
|
||||
You in a simple room with some pictures on the wall and on the floor.
|
||||
There is a big stair made of old good oak just in front of you.
|
||||
Where does it lead?, you inquire yourself.
|
||||
To the south you get to the Atrium.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D0
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
D2
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
D4
|
||||
You hear some voices and noises from there.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24906
|
||||
The High Members Hall~
|
||||
You are in the middle of a well ardornated room. Many pictures were
|
||||
drawn on the walls. Undoubtly, holy pictures. You note the existence of
|
||||
three rooms adjacents to this one. You see a yellow glow coming from the
|
||||
west room. What is there?
|
||||
~
|
||||
249 88 0 0 0 0
|
||||
D0
|
||||
You see the Threepwood's Office.
|
||||
~
|
||||
~
|
||||
0 0 24919
|
||||
D1
|
||||
You see the Sneaky's Room.
|
||||
~
|
||||
~
|
||||
0 0 24918
|
||||
D2
|
||||
You see the Common Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D3
|
||||
You see the Kirian's Laboratory.
|
||||
~
|
||||
~
|
||||
0 0 24917
|
||||
S
|
||||
#24907
|
||||
The Upper Floor~
|
||||
You are in the upstairs. You are positive that here you will find many
|
||||
interesting things. The Force runs faster in your soul. You note a
|
||||
imposing statue of an Old Jedi situated in front of you.
|
||||
To down you reach the downstairs, to the east there is a corridor,
|
||||
to the west you see the training center.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D0
|
||||
You see nothing important.
|
||||
~
|
||||
statue old jedi~
|
||||
1 0 24911
|
||||
D1
|
||||
You see a long corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
D3
|
||||
You see the Upper Hall.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D5
|
||||
You see the downstaris.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
S
|
||||
#24908
|
||||
The Corridor~
|
||||
You get to a wide corridor that becomes narrower as you walk through it.
|
||||
The Force is more powerful in you. You note that to the east the room become
|
||||
dark. There are paintings hanged on the wall. The light comes from a very
|
||||
small hole in the ceiling.
|
||||
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D1
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
D3
|
||||
You see the the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24909
|
||||
The Tunnel~
|
||||
You find yourself in a narrow dark tunnel. The light is really poor here.
|
||||
The inscriptions and the pictures on the walls are almost invisible.
|
||||
Althrough you are in this strange ambient, you get the impression that you
|
||||
have been here before... How odd!
|
||||
~
|
||||
249 329 0 0 0 0
|
||||
D1
|
||||
You see the Holy Chamber.
|
||||
~
|
||||
holy~
|
||||
0 0 24910
|
||||
D3
|
||||
You see the corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
E
|
||||
holy~
|
||||
You note that the force is stronger in the Holy Chamber.
|
||||
~
|
||||
S
|
||||
#24910
|
||||
The Holy Chamber~
|
||||
You are in a mystical atmosphere here. Your soul is in real peace and
|
||||
you feel better than never before. The wall, the floor, everything is very
|
||||
clear and white. You see a great pedestal and some candeladra. There is a
|
||||
beautiful holy altar with a great ark on it. A Jedi Member get here to rise
|
||||
his spiritual status. You understand that religion is taken serious by
|
||||
the JEDI. A Jedi have his inicialization here during the Holy Ritual.
|
||||
~
|
||||
249 88 0 0 0 0
|
||||
D3
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
E
|
||||
ark~
|
||||
It is so bright that you cannot perceive its details.
|
||||
~
|
||||
E
|
||||
rules~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
S
|
||||
#24911
|
||||
The JEDI's Donation Room~
|
||||
You see a large room with many things on it. There are on the ceiling
|
||||
some unknow, at least for you, hanging objects. The floor is covered with
|
||||
a white painting, with many symbols. Holy symbols? Here you find equipments
|
||||
and weapons that were donated by other members of the clan.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D2
|
||||
You see the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24912
|
||||
The Tablinum~
|
||||
The Upper Floor continues. But the walls become stronger. You almost
|
||||
feel in jail. There is on the floor a big soft carpet ornated this many
|
||||
geometric figures, you feel like stepping in a cloud. The walls are covered
|
||||
with a special paint.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D0
|
||||
You see a big wall, seems to be indestructible.
|
||||
~
|
||||
wall paint~
|
||||
1 0 24913
|
||||
D1
|
||||
The Hall continues that way.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
D2
|
||||
You see the restaurant.
|
||||
~
|
||||
~
|
||||
0 0 24914
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24913
|
||||
The Store~
|
||||
You are in small room but it is full of things. There are many shelves
|
||||
filled with all sorts of boxes. You see many containers, crates and sacks
|
||||
everywhere. The Jedi members' equipment can be left here save from disasters.
|
||||
Cool!!
|
||||
~
|
||||
249 0 0 0 0 0
|
||||
D2
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24914
|
||||
The Restaurant~
|
||||
You are in a very spacious room. The smell is very rich. You note that
|
||||
very tasteful food is being made here. A incredible sort of bread is here.
|
||||
Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks
|
||||
being sold here. This remembers you you are thirsty.
|
||||
~
|
||||
249 0 0 0 0 0
|
||||
D0
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24915
|
||||
The Trainning Center~
|
||||
The Jedi knight's legacy is the knowlegment. Here the Jedi passes their
|
||||
fighting experience to youngers. You hear some shouts and noises
|
||||
from the west. To the east you see the Upper Floor, and to the west
|
||||
the Jedi Arena.
|
||||
~
|
||||
249 72 0 0 0 0
|
||||
D1
|
||||
You see the Upper foor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D3
|
||||
Wow! The Arena.
|
||||
~
|
||||
~
|
||||
0 0 24916
|
||||
S
|
||||
#24916
|
||||
The Jedi Arena~
|
||||
You see a very large circular area where fighters and gladiators
|
||||
exercise their physicals habilities. The ground is covered with sand,
|
||||
compacted sand. Outside the this area, there is a sitting in which
|
||||
people watch the trainment of the members.
|
||||
~
|
||||
249 0 0 0 0 0
|
||||
D1
|
||||
You see the trainnig center.
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24917
|
||||
Kirian's Laboratory~
|
||||
You are standing in a simple adorned room, but you note your
|
||||
fine accomplishment. The walls and the floor are very smooth. In
|
||||
the middle of room you see two large marble tables. On the first many
|
||||
books of science an mystical arts. On the second, a collection of
|
||||
magic objects. On the corner you see a small desk with some scrolls.
|
||||
A floating magic light illumines the room. Surrounded by this magic
|
||||
atmosphere you realize that the FORCE is strong here.
|
||||
~
|
||||
249 604 0 0 0 0
|
||||
D1
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24918
|
||||
Sneaky's Room~
|
||||
Sneaky's room description must be setted here!!
|
||||
~
|
||||
249 604 0 0 0 0
|
||||
D3
|
||||
You see the High Member Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24919
|
||||
Threepwood's Office~
|
||||
You entered in dark room. Shadows are everywhere. The shadows seem
|
||||
to move. You have the true impression that you are being beholded. You become
|
||||
nervous when you see an incredible collection of daggers. A bookcase holds
|
||||
many books of secret arts. You also perceive a big desk on where is found
|
||||
a lot of papers and a spot of blood... What!!!! You feel something touching
|
||||
your back. You turn around, and see nothing. Although the lack of
|
||||
illumination you can positively realize holy inscriptions written on the
|
||||
walls.
|
||||
~
|
||||
249 604 0 0 0 0
|
||||
D2
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
E
|
||||
wall~
|
||||
Unum castigabis, centum emendabis.
|
||||
~
|
||||
E
|
||||
collection~
|
||||
You have never seen so many daggers. And how sharp!! Ouch!
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
Qui spernit consilium, spernit auxilium.
|
||||
~
|
||||
E
|
||||
blood~
|
||||
My God!! This blood is still warm!!
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
3680
lib/world/wld/25.wld
3680
lib/world/wld/25.wld
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,455 +1,455 @@
|
||||
#25500
|
||||
Old Sailor's Home~
|
||||
You enter into a small cavern about ten by ten in diameter. The flickering
|
||||
light you noticed earlier comes from a campfire in the center of the floor.
|
||||
Crude furniture made from driftwood and rocks lies strewn about, and some
|
||||
raggety clothing hangs on a peg of wood jammed into a crack in the stone wall.
|
||||
~
|
||||
255 di 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25531
|
||||
E
|
||||
credits~
|
||||
*Shipwreck
|
||||
*Written for Dibrova by Kaan
|
||||
This is a subterranean ship stuck in cave-in with a bunch of aggro pirate
|
||||
ghosts who are also invisible. Some decent eq for the mid-level player as
|
||||
well as some good experience. Connects to Beach and Lighthouse area, also
|
||||
available for download.
|
||||
|
||||
Zone 255 is linked to the following zones:
|
||||
265 Beach & Lighthouse at 25507 (up ) ---> 26506
|
||||
265 Beach & Lighthouse at 25531 (west ) ---> 26502
|
||||
~
|
||||
S
|
||||
#25501
|
||||
Skeleton Room~
|
||||
This room looks to have been used as a sort of holding cell for crew members
|
||||
who commited crimes or for unwanted stowaways. A pile of human bones sits in a
|
||||
corner, being the only thing in the room except, of course, for the ever
|
||||
lingering stale smell of death.
|
||||
~
|
||||
255 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25514
|
||||
E
|
||||
bones pile~
|
||||
They look like any other pile of bones you've looked through.
|
||||
~
|
||||
S
|
||||
#25507
|
||||
On a Rope Ladder~
|
||||
You begin climbing down the rope ladder. Below you, there is a mist
|
||||
obscuring all except a foot or so below you. In fact, you can barely see your
|
||||
feet as they descend. The air around seems to much more damp than the air
|
||||
above, near the sea. You can hear a creaking noise, a noise made up of many
|
||||
different pitches, all blended into one, like a hundred grannies rocking in old
|
||||
chairs all at once.
|
||||
~
|
||||
255 di 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26506
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
S
|
||||
#25508
|
||||
Out of the Mists~
|
||||
As you descend farther down the ladder, the mists begin to part, and what you
|
||||
see below you takes your breath away. You find yourself in an immense cavern,
|
||||
the floor of which is all sea water. Floating on the sea floor of this cavern,
|
||||
directly below you, and from the looks of it, entombed here forever, is a huge
|
||||
saling vessel. The rope you are on drops you onto the crow's nest of the main
|
||||
mast of this ship. You see no movement on deck, not that you expected to, as it
|
||||
looks as if this ship has been here for many decades, possibly even centuries.
|
||||
|
||||
~
|
||||
255 di 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25507
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25509
|
||||
S
|
||||
#25509
|
||||
Crow's Nest - Main Mast~
|
||||
You stand on a small round platform which encircles the top of the main mast.
|
||||
A set of small iron rungs lead down the mast to the deck at midships. Rigging
|
||||
surrounds you on all sides, but none of it looks too stable. The rope ladder
|
||||
ascends up through the mists.
|
||||
~
|
||||
255 0 5
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25510
|
||||
Gangway - Midships~
|
||||
You stand in the center of this once-mighty vessel, gently rocking with the
|
||||
water beneath. You can hear no sound but that of the ship creaking beneath you,
|
||||
the crew that ran this proud ship must have long since deserted it or died
|
||||
trying to get it out of this cavern. The gangway runs north to south the length
|
||||
of the ship. The gunwales lies east and west of you.
|
||||
~
|
||||
255 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25519
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25518
|
||||
D4
|
||||
You look up the rungs in the mast into a deep, inpenetrable mist.
|
||||
~
|
||||
~
|
||||
0 0 25509
|
||||
S
|
||||
#25511
|
||||
Gangway~
|
||||
Your footsteps echo hollowly on the old planking, giving you a sense of
|
||||
danger impending. A hatch in the floor here gives you access to the lower deck.
|
||||
~
|
||||
255 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
E
|
||||
hatch~
|
||||
The hatch has a handle set into it. It does not appear to be locked.
|
||||
~
|
||||
S
|
||||
#25512
|
||||
Gangway at Foremast~
|
||||
The foremast raises from the deck here, rotted rigging still attached to
|
||||
tattered sails. The ganway continues on north and south of you.
|
||||
~
|
||||
255 i 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25513
|
||||
Forecastle~
|
||||
You stand near the front most section of the ship, with the cavern wall
|
||||
staring you right in the face. You can now see how the ship got trapped in this
|
||||
cavern. It looks as if at one time this was a small cove with deep enough
|
||||
waters to harbor a ship. The northern wall, now a tremendous pile of rubble,
|
||||
must have come down, sealing the ship in.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25514
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
S
|
||||
#25514
|
||||
Bow~
|
||||
You stand at the very front of the ship. There is a small square hole
|
||||
leading down from here or you may head south along the gangway.
|
||||
~
|
||||
255 di 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25501
|
||||
S
|
||||
#25515
|
||||
Poopdeck~
|
||||
You stand on the poop deck, the main section of the upper deck, where most of
|
||||
the sailing must have been done when this craft was seaworthy.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25516
|
||||
At the Wheel~
|
||||
Here the huge wheel of the ship still rests in place, not a scratch or nick
|
||||
on it. A compass sits in its stand here as well, also still in fine condition.
|
||||
You may head north along the gangway or south to the stern.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25517
|
||||
S
|
||||
#25517
|
||||
Stern~
|
||||
You stand at the back of the ship, which butts up against the cavern wall.
|
||||
The floors here still seem to be free of any litter or debris, strange for a
|
||||
ship that appears to have been stuck in one place for so long.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25518
|
||||
Port Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25519
|
||||
Starboard Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25520
|
||||
In a Corridor - Lower Deck~
|
||||
You stand in a small, cramped corridor which runs north to south. You notice
|
||||
doors spaced at intervals in front and behind you, but none next to you. Doors
|
||||
stand closed at the end of the hall at both ends.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25521
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor ends just north of you at a door. Doors flank you on both east
|
||||
and west sides.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25522
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25529
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25530
|
||||
S
|
||||
#25522
|
||||
North End of Corridor~
|
||||
You stand in front of a closed door at the north end of the corridor. No
|
||||
markings or signs adorn the door, so it could lead anywhere.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
door
|
||||
~
|
||||
door~
|
||||
1 -1 25526
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
S
|
||||
#25523
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor runs south and north from here, ending just south of you in a
|
||||
closed door. Doors flank either side of you, east and west, or you may go back
|
||||
north.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25528
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25524
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25527
|
||||
S
|
||||
#25524
|
||||
South End of Corridor~
|
||||
You stand at the southern end of the corridor in front of a large oak door.
|
||||
You may go back north or try the door.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D2
|
||||
The door seems to be solid and sturdy, despite the effects of time and decay.
|
||||
~
|
||||
door~
|
||||
1 -1 25525
|
||||
S
|
||||
#25525
|
||||
Captain's Quarters~
|
||||
This is easily the biggest single room on the whole lower deck of the ship,
|
||||
not that that is saying too much. A large, quite comfortable looking bed rests
|
||||
against one wall, a desk, nailed to the floor, sits at another end with a stool
|
||||
similarly attached to floor.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 25524
|
||||
S
|
||||
#25526
|
||||
Bunk Room~
|
||||
This room is where the majority of the crew must have slept. Bunks built
|
||||
into the walls of this room make small alcoves for each sailor. The cushions in
|
||||
each have long since rotted into decay, and even the wood which fashioned these
|
||||
walls looks now so rotted as not to be able hold any one man's weight.
|
||||
~
|
||||
255 ad 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 25522
|
||||
S
|
||||
#25527
|
||||
Galley and Mess Room~
|
||||
All food for the ship was prepared and eaten in this room. A small but
|
||||
servicable kitchen is set up at one end of the room, while a long table which
|
||||
benches lining either side is set up at the other side.
|
||||
~
|
||||
255 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25528
|
||||
The Latrine~
|
||||
This room, although unused for who knows how long, still smells the same as
|
||||
it must have when in operation. A small, dirty basin sits in the center of the
|
||||
room, awaiting use, seeming almost to smile at you, daring you to use it.
|
||||
~
|
||||
255 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25529
|
||||
Rowing Room - Starboard Side~
|
||||
This long room houses a set of rotted wooden benches, all deluxe with rotted
|
||||
oars to match. What a joy it must have been to be down here when there was no
|
||||
wind!
|
||||
~
|
||||
255 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25530
|
||||
Rowing Room - Port Side~
|
||||
This room houses a set of rotted wooden benches complete with rotted oars
|
||||
resting on each. You can smell the sweat still in the air from the men who must
|
||||
have worked their heart and soul to keep this vessel moving in calm waters.
|
||||
~
|
||||
255 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25531
|
||||
Cave Entrance~
|
||||
You stand at the entrance to a cave half way down the cliff face. You see a
|
||||
flickering light inside which could be a campfire, could be a lantern. It also
|
||||
could be a cook fire - a cook fire to cook you!
|
||||
~
|
||||
255 i 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25500
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26502
|
||||
S
|
||||
$~
|
||||
#25500
|
||||
Old Sailor's Home~
|
||||
You enter into a small cavern about ten by ten in diameter. The flickering
|
||||
light you noticed earlier comes from a campfire in the center of the floor.
|
||||
Crude furniture made from driftwood and rocks lies strewn about, and some
|
||||
raggety clothing hangs on a peg of wood jammed into a crack in the stone wall.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25531
|
||||
E
|
||||
credits~
|
||||
*Shipwreck
|
||||
*Written for Dibrova by Kaan
|
||||
This is a subterranean ship stuck in cave-in with a bunch of aggro pirate
|
||||
ghosts who are also invisible. Some decent eq for the mid-level player as
|
||||
well as some good experience. Connects to Beach and Lighthouse area, also
|
||||
available for download.
|
||||
|
||||
Zone 255 is linked to the following zones:
|
||||
265 Beach & Lighthouse at 25507 (up ) ---> 26506
|
||||
265 Beach & Lighthouse at 25531 (west ) ---> 26502
|
||||
~
|
||||
S
|
||||
#25501
|
||||
Skeleton Room~
|
||||
This room looks to have been used as a sort of holding cell for crew members
|
||||
who commited crimes or for unwanted stowaways. A pile of human bones sits in a
|
||||
corner, being the only thing in the room except, of course, for the ever
|
||||
lingering stale smell of death.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25514
|
||||
E
|
||||
bones pile~
|
||||
They look like any other pile of bones you've looked through.
|
||||
~
|
||||
S
|
||||
#25507
|
||||
On a Rope Ladder~
|
||||
You begin climbing down the rope ladder. Below you, there is a mist
|
||||
obscuring all except a foot or so below you. In fact, you can barely see your
|
||||
feet as they descend. The air around seems to much more damp than the air
|
||||
above, near the sea. You can hear a creaking noise, a noise made up of many
|
||||
different pitches, all blended into one, like a hundred grannies rocking in old
|
||||
chairs all at once.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26506
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
S
|
||||
#25508
|
||||
Out of the Mists~
|
||||
As you descend farther down the ladder, the mists begin to part, and what you
|
||||
see below you takes your breath away. You find yourself in an immense cavern,
|
||||
the floor of which is all sea water. Floating on the sea floor of this cavern,
|
||||
directly below you, and from the looks of it, entombed here forever, is a huge
|
||||
saling vessel. The rope you are on drops you onto the crow's nest of the main
|
||||
mast of this ship. You see no movement on deck, not that you expected to, as it
|
||||
looks as if this ship has been here for many decades, possibly even centuries.
|
||||
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25507
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25509
|
||||
S
|
||||
#25509
|
||||
Crow's Nest - Main Mast~
|
||||
You stand on a small round platform which encircles the top of the main mast.
|
||||
A set of small iron rungs lead down the mast to the deck at midships. Rigging
|
||||
surrounds you on all sides, but none of it looks too stable. The rope ladder
|
||||
ascends up through the mists.
|
||||
~
|
||||
255 0 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25510
|
||||
Gangway - Midships~
|
||||
You stand in the center of this once-mighty vessel, gently rocking with the
|
||||
water beneath. You can hear no sound but that of the ship creaking beneath you,
|
||||
the crew that ran this proud ship must have long since deserted it or died
|
||||
trying to get it out of this cavern. The gangway runs north to south the length
|
||||
of the ship. The gunwales lies east and west of you.
|
||||
~
|
||||
255 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25519
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25518
|
||||
D4
|
||||
You look up the rungs in the mast into a deep, inpenetrable mist.
|
||||
~
|
||||
~
|
||||
0 0 25509
|
||||
S
|
||||
#25511
|
||||
Gangway~
|
||||
Your footsteps echo hollowly on the old planking, giving you a sense of
|
||||
danger impending. A hatch in the floor here gives you access to the lower deck.
|
||||
~
|
||||
255 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
E
|
||||
hatch~
|
||||
The hatch has a handle set into it. It does not appear to be locked.
|
||||
~
|
||||
S
|
||||
#25512
|
||||
Gangway at Foremast~
|
||||
The foremast raises from the deck here, rotted rigging still attached to
|
||||
tattered sails. The ganway continues on north and south of you.
|
||||
~
|
||||
255 256 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25513
|
||||
Forecastle~
|
||||
You stand near the front most section of the ship, with the cavern wall
|
||||
staring you right in the face. You can now see how the ship got trapped in this
|
||||
cavern. It looks as if at one time this was a small cove with deep enough
|
||||
waters to harbor a ship. The northern wall, now a tremendous pile of rubble,
|
||||
must have come down, sealing the ship in.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25514
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
S
|
||||
#25514
|
||||
Bow~
|
||||
You stand at the very front of the ship. There is a small square hole
|
||||
leading down from here or you may head south along the gangway.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25501
|
||||
S
|
||||
#25515
|
||||
Poopdeck~
|
||||
You stand on the poop deck, the main section of the upper deck, where most of
|
||||
the sailing must have been done when this craft was seaworthy.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25516
|
||||
At the Wheel~
|
||||
Here the huge wheel of the ship still rests in place, not a scratch or nick
|
||||
on it. A compass sits in its stand here as well, also still in fine condition.
|
||||
You may head north along the gangway or south to the stern.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25517
|
||||
S
|
||||
#25517
|
||||
Stern~
|
||||
You stand at the back of the ship, which butts up against the cavern wall.
|
||||
The floors here still seem to be free of any litter or debris, strange for a
|
||||
ship that appears to have been stuck in one place for so long.
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25518
|
||||
Port Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25519
|
||||
Starboard Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25520
|
||||
In a Corridor - Lower Deck~
|
||||
You stand in a small, cramped corridor which runs north to south. You notice
|
||||
doors spaced at intervals in front and behind you, but none next to you. Doors
|
||||
stand closed at the end of the hall at both ends.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25521
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor ends just north of you at a door. Doors flank you on both east
|
||||
and west sides.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25522
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25529
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25530
|
||||
S
|
||||
#25522
|
||||
North End of Corridor~
|
||||
You stand in front of a closed door at the north end of the corridor. No
|
||||
markings or signs adorn the door, so it could lead anywhere.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
door
|
||||
~
|
||||
door~
|
||||
1 -1 25526
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
S
|
||||
#25523
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor runs south and north from here, ending just south of you in a
|
||||
closed door. Doors flank either side of you, east and west, or you may go back
|
||||
north.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25528
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25524
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25527
|
||||
S
|
||||
#25524
|
||||
South End of Corridor~
|
||||
You stand at the southern end of the corridor in front of a large oak door.
|
||||
You may go back north or try the door.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D2
|
||||
The door seems to be solid and sturdy, despite the effects of time and decay.
|
||||
~
|
||||
door~
|
||||
1 -1 25525
|
||||
S
|
||||
#25525
|
||||
Captain's Quarters~
|
||||
This is easily the biggest single room on the whole lower deck of the ship,
|
||||
not that that is saying too much. A large, quite comfortable looking bed rests
|
||||
against one wall, a desk, nailed to the floor, sits at another end with a stool
|
||||
similarly attached to floor.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 25524
|
||||
S
|
||||
#25526
|
||||
Bunk Room~
|
||||
This room is where the majority of the crew must have slept. Bunks built
|
||||
into the walls of this room make small alcoves for each sailor. The cushions in
|
||||
each have long since rotted into decay, and even the wood which fashioned these
|
||||
walls looks now so rotted as not to be able hold any one man's weight.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 25522
|
||||
S
|
||||
#25527
|
||||
Galley and Mess Room~
|
||||
All food for the ship was prepared and eaten in this room. A small but
|
||||
servicable kitchen is set up at one end of the room, while a long table which
|
||||
benches lining either side is set up at the other side.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25528
|
||||
The Latrine~
|
||||
This room, although unused for who knows how long, still smells the same as
|
||||
it must have when in operation. A small, dirty basin sits in the center of the
|
||||
room, awaiting use, seeming almost to smile at you, daring you to use it.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25529
|
||||
Rowing Room - Starboard Side~
|
||||
This long room houses a set of rotted wooden benches, all deluxe with rotted
|
||||
oars to match. What a joy it must have been to be down here when there was no
|
||||
wind!
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25530
|
||||
Rowing Room - Port Side~
|
||||
This room houses a set of rotted wooden benches complete with rotted oars
|
||||
resting on each. You can smell the sweat still in the air from the men who must
|
||||
have worked their heart and soul to keep this vessel moving in calm waters.
|
||||
~
|
||||
255 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25531
|
||||
Cave Entrance~
|
||||
You stand at the entrance to a cave half way down the cliff face. You see a
|
||||
flickering light inside which could be a campfire, could be a lantern. It also
|
||||
could be a cook fire - a cook fire to cook you!
|
||||
~
|
||||
255 256 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25500
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26502
|
||||
S
|
||||
$~
|
||||
|
||||
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2982
lib/world/wld/26.wld
2982
lib/world/wld/26.wld
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@@ -1,128 +1,128 @@
|
||||
#26800
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does.
|
||||
~
|
||||
268 d 0
|
||||
D0
|
||||
You see nothing there. Really. You don't. I promise.
|
||||
~
|
||||
door secret~
|
||||
0 0 26804
|
||||
D1
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
D3
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26798
|
||||
E
|
||||
credits~
|
||||
Vice Island is an evil-only area. It's rather large for a medium-sized MUD
|
||||
and is intended to be used in concurrence with Oceania.
|
||||
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
|
||||
It has mainly evil mobs, and almost all of the equipment in it is evil only.
|
||||
---------------------------------------------------------------------------
|
||||
I make no legal claim on Vice Island save this: You MUST give me credit for
|
||||
its design SOMEPLACE in your mud. You can hide it if you want, but I want
|
||||
some credit somewhere for it. :) I spent 6 months making Oceania and Vice
|
||||
Island, and I feel some need to have it known that my work is appreciated.
|
||||
---------------------------------------------------------------------------
|
||||
Builder : Questor
|
||||
Zone : 268 Vice Island II
|
||||
Player Level : 20-25
|
||||
Rooms : 5
|
||||
Links :
|
||||
Zone 268 is linked to the following zones:
|
||||
267 Vice Island at 26800 (west ) ---> 26798
|
||||
267 Vice Island at 26804 (east ) ---> 26797
|
||||
267 Vice Island at 26804 (south) ---> 26792
|
||||
~
|
||||
S
|
||||
#26801
|
||||
Deadly Iron Maiden~
|
||||
As you step into the room, you trip over a piece of wire--the wire breaks,
|
||||
and the bars of the coffin-like structure start to close. You try to run out,
|
||||
but before you can, the door snaps shut. You feel the spikes pierce your skin
|
||||
as you are about to lose consciousness the closing walls stop and you wonder at
|
||||
the luck you seem to have of late.
|
||||
~
|
||||
268 cj 0
|
||||
S
|
||||
T 26800
|
||||
#26802
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does. Openings to
|
||||
your north and south look like they need to be examined closely before you even
|
||||
think about going those ways. The Grand Temple of Terror is to your east.
|
||||
~
|
||||
268 d 0
|
||||
D0
|
||||
It looks as if this is the true source of all the light. It, however, is NOT
|
||||
cold like the globe in the first room, and it is also not at all the kind of
|
||||
place a person could survive if they took the chance.
|
||||
~
|
||||
~
|
||||
0 0 26803
|
||||
D1
|
||||
You can see the grand temple of terror.
|
||||
~
|
||||
~
|
||||
0 0 26804
|
||||
D2
|
||||
You can see what looks to be an iron maiden in the southern room--however,
|
||||
it fits every part of that room...and looks like it's just about to snap
|
||||
shut. It looks like you'd be very dumb to attempt entrance.
|
||||
~
|
||||
~
|
||||
0 0 26801
|
||||
D3
|
||||
The blindingly lit hallway continues onwards.
|
||||
~
|
||||
~
|
||||
0 0 26800
|
||||
S
|
||||
#26803
|
||||
The HellFire Room~
|
||||
You should really be more careful in your adventures. The gods favor you
|
||||
this day. This used to be a death trap. Next time read the descriptions.
|
||||
The Gods are not always forgiving.
|
||||
~
|
||||
268 cj 0
|
||||
D2
|
||||
Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
S
|
||||
#26804
|
||||
Grand Temple of Terror~
|
||||
This shrine to terror couldn't be more aptly named. Elaborately made
|
||||
drawings all around the room depict one terrifying act after another. The
|
||||
light is so bright that even though you close your eyes to hide the awful
|
||||
sights, you can still see them! You want to run, but are mesmerized by the
|
||||
utter horror of this place.
|
||||
~
|
||||
268 d 0
|
||||
D1
|
||||
You see nothing worth mentioning...
|
||||
~
|
||||
door secret~
|
||||
1 -1 26797
|
||||
D2
|
||||
You see, strangely enough, a way to the High Priest of Terror's office.
|
||||
~
|
||||
~
|
||||
0 0 26792
|
||||
E
|
||||
drawings~
|
||||
Don't look at them any more closely than you have to!
|
||||
~
|
||||
S
|
||||
$~
|
||||
#26800
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does.
|
||||
~
|
||||
268 8 0 0 0 0
|
||||
D0
|
||||
You see nothing there. Really. You don't. I promise.
|
||||
~
|
||||
door secret~
|
||||
0 0 26804
|
||||
D1
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
D3
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26798
|
||||
E
|
||||
credits~
|
||||
Vice Island is an evil-only area. It's rather large for a medium-sized MUD
|
||||
and is intended to be used in concurrence with Oceania.
|
||||
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
|
||||
It has mainly evil mobs, and almost all of the equipment in it is evil only.
|
||||
---------------------------------------------------------------------------
|
||||
I make no legal claim on Vice Island save this: You MUST give me credit for
|
||||
its design SOMEPLACE in your mud. You can hide it if you want, but I want
|
||||
some credit somewhere for it. :) I spent 6 months making Oceania and Vice
|
||||
Island, and I feel some need to have it known that my work is appreciated.
|
||||
---------------------------------------------------------------------------
|
||||
Builder : Questor
|
||||
Zone : 268 Vice Island II
|
||||
Player Level : 20-25
|
||||
Rooms : 5
|
||||
Links :
|
||||
Zone 268 is linked to the following zones:
|
||||
267 Vice Island at 26800 (west ) ---> 26798
|
||||
267 Vice Island at 26804 (east ) ---> 26797
|
||||
267 Vice Island at 26804 (south) ---> 26792
|
||||
~
|
||||
S
|
||||
#26801
|
||||
Deadly Iron Maiden~
|
||||
As you step into the room, you trip over a piece of wire--the wire breaks,
|
||||
and the bars of the coffin-like structure start to close. You try to run out,
|
||||
but before you can, the door snaps shut. You feel the spikes pierce your skin
|
||||
as you are about to lose consciousness the closing walls stop and you wonder at
|
||||
the luck you seem to have of late.
|
||||
~
|
||||
268 516 0 0 0 0
|
||||
S
|
||||
T 26800
|
||||
#26802
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does. Openings to
|
||||
your north and south look like they need to be examined closely before you even
|
||||
think about going those ways. The Grand Temple of Terror is to your east.
|
||||
~
|
||||
268 8 0 0 0 0
|
||||
D0
|
||||
It looks as if this is the true source of all the light. It, however, is NOT
|
||||
cold like the globe in the first room, and it is also not at all the kind of
|
||||
place a person could survive if they took the chance.
|
||||
~
|
||||
~
|
||||
0 0 26803
|
||||
D1
|
||||
You can see the grand temple of terror.
|
||||
~
|
||||
~
|
||||
0 0 26804
|
||||
D2
|
||||
You can see what looks to be an iron maiden in the southern room--however,
|
||||
it fits every part of that room...and looks like it's just about to snap
|
||||
shut. It looks like you'd be very dumb to attempt entrance.
|
||||
~
|
||||
~
|
||||
0 0 26801
|
||||
D3
|
||||
The blindingly lit hallway continues onwards.
|
||||
~
|
||||
~
|
||||
0 0 26800
|
||||
S
|
||||
#26803
|
||||
The HellFire Room~
|
||||
You should really be more careful in your adventures. The gods favor you
|
||||
this day. This used to be a death trap. Next time read the descriptions.
|
||||
The Gods are not always forgiving.
|
||||
~
|
||||
268 516 0 0 0 0
|
||||
D2
|
||||
Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
S
|
||||
#26804
|
||||
Grand Temple of Terror~
|
||||
This shrine to terror couldn't be more aptly named. Elaborately made
|
||||
drawings all around the room depict one terrifying act after another. The
|
||||
light is so bright that even though you close your eyes to hide the awful
|
||||
sights, you can still see them! You want to run, but are mesmerized by the
|
||||
utter horror of this place.
|
||||
~
|
||||
268 8 0 0 0 0
|
||||
D1
|
||||
You see nothing worth mentioning...
|
||||
~
|
||||
door secret~
|
||||
1 -1 26797
|
||||
D2
|
||||
You see, strangely enough, a way to the High Priest of Terror's office.
|
||||
~
|
||||
~
|
||||
0 0 26792
|
||||
E
|
||||
drawings~
|
||||
Don't look at them any more closely than you have to!
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,32 +1,38 @@
|
||||
#2700
|
||||
Detta's [Memlin Caverns] Description Room~
|
||||
|
||||
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
|
||||
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
|
||||
peace-loving creatures called memlins. Their humble network of caverns has
|
||||
been infiltrated by a sorceress who has recently risen to power and is seeking
|
||||
to build her palace beneath the mountain with the help of the enslaved memlin
|
||||
race. The basic objective then is to destroy the sorceress, though she has her
|
||||
ways of staying alive! For players interested in a deeper knowledge of the
|
||||
zone, there is @Ynow a little tour guide available@n in the temple who will
|
||||
explain all sorts of things about the storyline behind it. @GPlayers:@n This zone is geared towards players
|
||||
explain all sorts of things about the storyline behind it
|
||||
|
||||
@GPlayers:@n This zone is geared towards players
|
||||
between levels 17-25, and is slightly evil aligned with most of the mobs being
|
||||
either neutral or evil. It is primarily a quest zone with killing the
|
||||
sorceress not being just your usual hack n slash job ;-) Lots of xp to be
|
||||
gained however if you feel like slaughtering the helpless community instead of
|
||||
helping them! @RLocation:@n The zone itself is almost entirely underground,
|
||||
helping them!
|
||||
|
||||
@RLocation:@n The zone itself is almost entirely underground,
|
||||
and made up of a network of caverns. Its sole exit however, opens out into a
|
||||
forest and this is the area it would be most seamlessly attached to.
|
||||
@M Secrets:@n There are quite a few here now. I'd recommend exploring
|
||||
|
||||
@MSecrets:@n There are quite a few here now. I'd recommend exploring
|
||||
the zone without taking a peek at these little spoilers.. But if you
|
||||
must, just type LOOK SPOILERS to reveal all.
|
||||
|
||||
@CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated!
|
||||
@CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses,
|
||||
please mudmail me - Detta. :-) All input appreciated!
|
||||
You can also email me at detta@@builderacademy.net
|
||||
East takes you through the other zones I have built here.
|
||||
Down takes you to the starting room of this zone.
|
||||
|
||||
~
|
||||
27 dj 0
|
||||
27 520 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -138,7 +144,7 @@ from the opening, and a faint sound of clanging can be heard from within.
|
||||
Large amounts of rubble are piled up at the entrance as though there has been a
|
||||
lot of digging activity.
|
||||
~
|
||||
27 cd 3
|
||||
27 12 0 0 0 0
|
||||
D0
|
||||
The cave is too dark to see very far inside, but figures can be glimpsed
|
||||
moving in and out of shadows.
|
||||
@@ -174,7 +180,7 @@ edges stick out from the stone walls as though it has been dug in a hurry, and
|
||||
a thin slime coats every surface, sticky moisture hanging in the air. From far
|
||||
below, sounds of footsteps and the clanging of iron on rock can be heard.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D2
|
||||
Fresh air seems to be wafting from this direction, and the cave entrance can
|
||||
be spotted a little further along, opening into a thick forest.
|
||||
@@ -202,7 +208,7 @@ down to the bottom at the slightest disturbance. The air here is suffocatingly
|
||||
humid and this is intensified by the wafts of heat coming from the lower end of
|
||||
the passage.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D0
|
||||
A small puddle marks the end of the passage where the floor flattens out
|
||||
into what appears to be a larger room.
|
||||
@@ -231,7 +237,7 @@ has been passed through many times. Sharp stalactites hang down like teeth
|
||||
from the entrance of each connecting tunnel, giving the impression of standing
|
||||
in a creature's jaws.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
A puff of dust hangs about this small entrance into a dimly lit cave and
|
||||
every now and again the clang of a metal object being dropped can be heard.
|
||||
@@ -276,7 +282,7 @@ to the cavern walls by a natural dribble of resin that has subsequently
|
||||
hardened. This gives the tunnel an almost gilded appearance, delicate veins of
|
||||
smooth glassy amber lining its length.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D1
|
||||
The tunnel carries onward, curving gently around into darkness so that
|
||||
nothing can be seen ahead.
|
||||
@@ -297,7 +303,7 @@ moisture and making it easier to walk without slipping. A flickering lantern
|
||||
is fixed here, sending shadows dancing across the walls and small memlin
|
||||
footprints lead to the north.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
Small memlin footprints lead this way, growing slightly more faded as the
|
||||
sandy ground becomes carpeted with moss.
|
||||
@@ -330,7 +336,7 @@ an old mine cart. This room is far smaller than is comfortable, and a
|
||||
lingering cloud of dust makes it feel even more claustrophobic. To the north a
|
||||
small back door is partially covered by a ragged curtain.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D0
|
||||
A strange mist surrounds the northern curtain, circulating slowly but not
|
||||
dispersing, as if it guarded the way.
|
||||
@@ -368,7 +374,7 @@ carefully, sanded smooth and polished so that the silvery hue of the rock has a
|
||||
metallic shine to it. Somewhere nearby, several drops of liquid can be heard
|
||||
dripping constantly onto rock.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
A sound of dripping echoes prominently from this end of the tunnel, and a
|
||||
slight reddish stain spreads across the floor.
|
||||
@@ -390,7 +396,7 @@ crimson liquid seem to ooze from the ceiling, staining the walls blood red as
|
||||
they weep their way slowly down, collecting like a spreading wound on the
|
||||
ground.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
A cool white light emanates from this end of the tunnel, and the air seems to
|
||||
grow colder as it is approached, perhaps the influence of some unwelcoming
|
||||
@@ -413,7 +419,7 @@ into the tunnel. Diamond-hard and flawless, they seem strikingly out of place
|
||||
in the dusty passage, illuminating it with refracted light. Blood-red beryll
|
||||
is embedded carefully into the glassy surface, inscribing some evil spell.
|
||||
~
|
||||
27 cd 0
|
||||
27 12 0 0 0 0
|
||||
D0
|
||||
A cool draft breezes from this direction, and the cold light of the gates
|
||||
gives the impression that the tunnel turns to ice.
|
||||
@@ -441,7 +447,7 @@ that seems to reflect an inner source of light. Colours dance and sparkle on
|
||||
the faceted surface of the walls and the air here is cool enough to chill
|
||||
breath. To the south, two large clear gates block the exit.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
A bright glow shimmers from this end of the passage, tinted only by the
|
||||
blood red hue of some gem refracting light.
|
||||
@@ -469,7 +475,7 @@ welcome scent of greenery that freshens the atmosphere. A bubbling fountain
|
||||
murmurs quietly at one end of the room, and a prominent sign displays dates and
|
||||
times of apparent significance.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
The tunnel seems to get much narrower and the roof much lower, sticky slime
|
||||
indicates that this passage is quite slippery.
|
||||
@@ -522,7 +528,7 @@ here and there with a small sprouting mushroom. The fungi seem almost to be
|
||||
cultivated here as a source of light, for they illuminate the darkness with a
|
||||
soft green glow, thriving off the ever present film of mineral-rich moisture.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
A floral scent wafts from this direction, and the carpet of moss becomes
|
||||
more lush.
|
||||
@@ -550,7 +556,7 @@ allowing natural sunlight and warmth to fill the room. Creeping vines twist
|
||||
their way across the walls, along with splashes of pink and purple flora. The
|
||||
intense evaporation causes a constant indoor rain to drip from the ceiling.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
A green glow comes from this direction, and the rich carpet of grass gives
|
||||
way to a sandy path.
|
||||
@@ -577,7 +583,7 @@ waft on the air, and children can be heard playing nearby. The sandy floor
|
||||
takes on a greenish hue where an abundance of soft moss begins to carpet the
|
||||
area.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
Aromatic smells of various cooking foods waft from this direction, and the
|
||||
sound of simmering pots can be heard.
|
||||
@@ -611,7 +617,7 @@ pot sits on the counter emitting some unnameable aroma. Huge stacks of plates
|
||||
indicate the usage of this kitchen by the majority, if not the entire memlin
|
||||
population.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
The ceiling dips lower here and framing the entrance are many decorative
|
||||
herbs, but not nearly enough to create the overpowering mix of scents that
|
||||
@@ -649,7 +655,7 @@ horticulture in memlin living. Though looking closer, these tools appear
|
||||
neglected and rusted, while newer and more recently used mining picks occupy
|
||||
the majority of the small space.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
The area beyond looks well-travelled and well-lit, the sounds of life and
|
||||
activity filling the air.
|
||||
@@ -676,7 +682,7 @@ that a fall here would mean definite injury, as indicated by the faded blood
|
||||
streaks on the rock. A film of slimy moisture makes the ground even more
|
||||
treacherous to navigate, and the wisdom of staying here is questionable.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
The tunnel slopes downward, a slight breeze of hot humid air wafting up from
|
||||
below.
|
||||
@@ -708,7 +714,7 @@ remnants of broken toys and useless tools littering the floor. Old cobwebs
|
||||
coat everything in a film of dust and time, but even the spider weavers seem to
|
||||
have forsaken this place, abandoning it and its contents to slow decay.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D3
|
||||
The door is so well designed that when it closes it blends seamlessly into
|
||||
the surrounding rock, making the cupboard appear inescapable.
|
||||
@@ -739,7 +745,7 @@ walls and making the air shimmer. The slime everywhere seems to have congealed
|
||||
into sticky pools of fungus and mineral-saturated water, coating every jagged
|
||||
rock as though the cavern bleeds.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
The way ahead is dimmed with the darkness of swirling debris, smoke and dust
|
||||
filling the air in waves of hot grimy air.
|
||||
@@ -762,7 +768,7 @@ is heavy with humidity. In the middle of the room there is a large stone
|
||||
sculpture of weighing scales depicting the central memlin belief of balance and
|
||||
moderation.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
A gentle mist of moisture fills the entrance to this cavern, the lazy sound
|
||||
of stirring water coming from within.
|
||||
@@ -804,7 +810,7 @@ air seem to shimmer, and the sound of dripping echoes off the jagged walls. A
|
||||
small row of towels are hung neatly to the side, along with some lumps of
|
||||
sweet-smelling soap.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D2
|
||||
A large cave stands to the south, a tall sculpture only just visible through
|
||||
the swirling droplets of water.
|
||||
@@ -831,7 +837,7 @@ be seen carved into the walls. A few trailing vines act as ladders to the ones
|
||||
nearest the roof, and inside the lower ones tufts of fresh and dry moss can be
|
||||
seen heaped together as bedding.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
A small opening leads into a very tiny hollow, barely big enough for a small
|
||||
memlin to move comfortably around in.
|
||||
@@ -863,7 +869,7 @@ walls have been carefully sanded smooth and child's drawings hang on the wall.
|
||||
A few scattered toys stick out of the moss bedding and a tiny chair sits in the
|
||||
corner.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D2
|
||||
Dark green mosses carpet the way south, the larger cavern dim and hot with
|
||||
humidity.
|
||||
@@ -890,7 +896,7 @@ too, is obscured by dried spices and herbs, filling the air with a heady
|
||||
mixture of scents. A dip in the middle of the roof allows a strange tubed
|
||||
contraption to collect the dripping condensation.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -903,7 +909,7 @@ talented sculptors. Smooth green and almost phosphorescent, the massive arch
|
||||
is the only thing approaching light in this room. All else extends coldly and
|
||||
ominously into darkness.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -924,7 +930,7 @@ intruders. Delicate patterns of crystalline frost weave their way up the vast
|
||||
sculpted walls, complimenting the deep green veins of the polished marble
|
||||
floor.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -945,7 +951,7 @@ amplified by the smooth walls, and emerald-flecked marble floor. Darkness
|
||||
closes like a predator on the periphery of vision, shrouding the finer details
|
||||
of the place in blackness.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -966,7 +972,7 @@ deep and foreboding about the place as though a living entity. A cool chill
|
||||
swirls about the place, the slightest sound echoing off the distant, unyielding
|
||||
walls and ceiling.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -983,7 +989,7 @@ high that they seem to reach endlessly into night. Perfectly flawless and
|
||||
diamond-hard they seem almost as indestructable as the mountainous cavern
|
||||
itself.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1004,7 +1010,7 @@ massive staircase here. Deep forest green colours swirl about the floor,
|
||||
reflecting the surroundings perfectly on the polished surface. The great stone
|
||||
walls chisled almost to glassy smoothness.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1024,7 +1030,7 @@ Bottom of a Spiral Stair~
|
||||
Each high step is polished and sculpted to a slippery razor-sharp edge and only
|
||||
the one-sided banister gives any indication that it may be safe to climb.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1041,7 +1047,7 @@ mountainside itself. Glisteningly smooth, the rich deposits of chromite ore
|
||||
give it a deep silvery-black lustre, making it even harder to see beyond the
|
||||
darkness that shrouds each step.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1058,7 +1064,7 @@ jade-like green of the mineral Serpentine. Apart from its obvious ornamental
|
||||
beauty, the metamorphic nature of this stone indicates that at one time intense
|
||||
heat flowed through this area.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1075,7 +1081,7 @@ view of the regal surroundings if they were not so shrouded in dark. Faded
|
||||
smoke stains smear the mountainous walls here, and tiny black garnets sprout
|
||||
from the rock, the products of some past raging inferno.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1091,7 +1097,7 @@ Icy Dome~
|
||||
of ice. Cool air wafts about the place and the walls and ceiling are glassy
|
||||
smooth as though this cavern were simply melted away.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1112,7 +1118,7 @@ Icy Dome~
|
||||
beneath as though something were frozen into the glacier itself. Frost weaves
|
||||
its way up the walls, gilding delicate silver patterns around the dome.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1128,7 +1134,7 @@ Icy Dome~
|
||||
of wailing. Tiny crystals of ice sprinkle from the ceiling with each breeze,
|
||||
tinkling like chimes as they hit the floor and shatter into pieces.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1148,7 +1154,7 @@ Icy Dome~
|
||||
surrounding mountainous range visible through the panoramic wall of ice that
|
||||
curves completely around this gigantic dome.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1165,7 +1171,7 @@ infinitely below, preserved within frozen cobwebs of time. Dancing and
|
||||
shifting all around the sky, spectacular blue and green aurora borealis splash
|
||||
their colours upon the vast white canvas of snow.
|
||||
~
|
||||
27 c 5
|
||||
27 4 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1178,7 +1184,7 @@ through which nothing can be seen. Dark figures quiver eerily on the periphery
|
||||
of vision, and the mist itself seems to coalesce into strange shapes, wispy
|
||||
tendrils weaving as though to some unheard music.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1198,7 +1204,7 @@ cavern reveals no source of the ghostly figures and it almost seems as though
|
||||
they have a life of their own, their alien forms twisting and weaving in
|
||||
perpetual motion as the illumination throughout the cave flickers.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1218,7 +1224,7 @@ the rounded walls, filling the room with the tranquil sapphire hue of twilight.
|
||||
The roof of the cave is high and peaks into a slight dome, tiny crystalized
|
||||
stalactites bejewelling the ceiling and reflecting the light like stars.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1250,7 +1256,7 @@ and murmuring in some unfelt breeze. Floor tiles of ebony and ivory depict an
|
||||
image of balancing scales, and a magnificent altar stands at the far end of the
|
||||
room.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1263,7 +1269,7 @@ moss grows from the ground and walls, sprinkled with a dew-like moisture and
|
||||
elaborate paintings of the rising sun accompanied with dawn colours decorates
|
||||
the corridor.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1281,7 +1287,7 @@ alight with sunfire. The atmosphere seems immensely energized, almost
|
||||
prickling with some sort of static, and the place itself seems to hum quietly,
|
||||
tiny sparks igniting randomly in the air.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1301,7 +1307,7 @@ lovers, of smiling families, of beauty, bejewelled castles and powerful thrones
|
||||
shaping themselves in the mist as though every lingering daydream found its way
|
||||
into this room.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1327,7 +1333,7 @@ pool on the ground that sends ripples of light reflecting throughout the cave.
|
||||
Soft moss and dried bracken carpet the floor, filling the air with a soothing
|
||||
green scent.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1341,7 +1347,7 @@ undecorated on every side of the room. Only two White Ash trees grow smoothly
|
||||
from the ground, their heads bowed to cross each other, forming the frame for a
|
||||
flawless glass mirror in the center of the room.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1355,7 +1361,7 @@ light shines from an equally invisible source. No shadows or colours of any
|
||||
sort are evident, only the overwhelming glow of illumination in every
|
||||
direction.
|
||||
~
|
||||
27 dh 0
|
||||
27 136 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1369,7 +1375,7 @@ mosaic path. Sapphire streaks glisten darkly in the cavern walls and the sound
|
||||
of crickets chirping echoes faintly though none can be seen. Splashes of
|
||||
silver portray the rising of the moon, and emerging of the stars.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1387,7 +1393,7 @@ breeze wafts about, the otherwise muggy air seems unbearably close, clinging
|
||||
like a smothering film to everything it touches. Soft, dark moss carpets the
|
||||
entire floor, and a slight sticky residue dampens the oddly stained walls.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1405,7 +1411,7 @@ and slight rumbling vibrates the floor and walls. In the smokey air, it seems
|
||||
as though strange creatures come to life, distorted faces and whispering voices
|
||||
linger just on the periphery of perception.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1431,7 +1437,7 @@ shadows. In the center of the room two gnarled trees of Black Ash twist into
|
||||
each other, a shattered mirror embedded between them, shards of glass
|
||||
sprinkling the floor around.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1445,7 +1451,7 @@ flickering fire when any light falls their way. Smouldering heat seems to
|
||||
emanate from the floor, steam rising lazily out of holes in the ground, filling
|
||||
the cavern with the sound of slow breathing.
|
||||
~
|
||||
27 acdh 0
|
||||
27 141 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1459,7 +1465,7 @@ depths of an inescapable abyss, not even the faintest flicker penetrates this
|
||||
place. In fact the dark seems to have a life of its own, actively swallowing
|
||||
any potential source of light.
|
||||
~
|
||||
27 adh 0
|
||||
27 137 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1472,7 +1478,7 @@ Heart of the Mines~
|
||||
rhythm of metal striking rock. Small rocks and debris line either side of the
|
||||
path, which is thick with the muddy sludge of loose dirt and water.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1493,7 +1499,7 @@ cast from the collection of little graves that fill this room. Careful
|
||||
newly-placed piles of stones lie restfully side by side, not yet covered with
|
||||
dust though the air hangs heavy with it.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1511,7 +1517,7 @@ ceiling have all collapsed in, leaving nothing but the fine rivulets of water
|
||||
that seep from the wreckage, trickling like tears along the battered,
|
||||
darkly-stained floor.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1524,7 +1530,7 @@ particles of grime that dance in the turbulent, smokey air. An intensely acrid
|
||||
smell of sweat hangs heavily over the place, along with the metallic tang of raw
|
||||
minerals and recently spilt blood.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1544,7 +1550,7 @@ Breezy Cavern~
|
||||
fresh, sweet-scented air blows continuously, circulating itself into the staler,
|
||||
musty air of the deeper caves.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1561,7 +1567,7 @@ towards the north end of the corridor where digging appears to be ongoing.
|
||||
Huge piles of loose rock and stone crowd the already cramped tunnel, and the
|
||||
choking smell of burning stifles the place.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1585,7 +1591,7 @@ the ceiling. Some sort of sort of phosphorus sap has been used to paint a
|
||||
large circle all the way around the center of the room, the same substance
|
||||
marking strange symbols along the walls.
|
||||
~
|
||||
27 cdh 0
|
||||
27 140 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1599,7 +1605,7 @@ T 2754
|
||||
liberally decorated with everything that used to make up the insides of your
|
||||
body.
|
||||
~
|
||||
27 b 0
|
||||
27 2 0 0 0 0
|
||||
S
|
||||
T 2735
|
||||
#2765
|
||||
@@ -1609,7 +1615,7 @@ piles of dust and rock leach slowly into murky puddles of condensation, and
|
||||
every slight echo causes a brief rain of pebbles from the ceiling, indicating
|
||||
that this cave may not be safe to stand in, let alone excavate.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1623,7 +1629,7 @@ effect. Delicate creeping vines adorn the walls, and dozens of long green
|
||||
stalks sway gently, dancing in the air currents produced by the hundreds of
|
||||
teeny @Cwishes@n growing like tufts of cotton up their lengths.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1636,7 +1642,7 @@ are battered and marred with hundreds of gashes. A strange bitter smell lingers
|
||||
on the air, and a kind of energy prickles in the room as though traces of some
|
||||
powerful magic remain.
|
||||
~
|
||||
27 acd 0
|
||||
27 13 0 0 0 0
|
||||
D2
|
||||
~
|
||||
IvoryDoor~
|
||||
@@ -1653,7 +1659,7 @@ walls, a slick slime covering every surface and making them glisten wetly as if
|
||||
coated with oil. Heat wafts slowly through the room, intensifying toward the
|
||||
northern part of the corridor.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1670,7 +1676,7 @@ hot air. The sound of desperate wailing accompanies the continuous breeze that
|
||||
churns indecisively about the room, rippling the ominous puddles that darken the
|
||||
floor.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1695,7 +1701,7 @@ howling as it rushes along the jagged cavern as though seeking an escape, and
|
||||
clinking the many hanging chains like some restless ghost. The smell of decay
|
||||
hangs heavy here, the lingering presence of rotting flesh and hope alike.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1708,7 +1714,7 @@ center of the room, dark bloodied chains draped carelessly over it. Against the
|
||||
western wall a massive steel stove burns, flickering firelight illuminating a
|
||||
selection of terrifying metal instruments hung upon the walls.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1721,7 +1727,7 @@ giant monolith they stand unyielding and unnaturally black, offering no hint of
|
||||
what lies beyond them except for their burning surfaces, and the bright scarlet
|
||||
glow that shines around the seams.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D0
|
||||
Jet-black gates loom menacingly from the floor, towering like dark shadow
|
||||
guardians, blocking the passage forward.
|
||||
@@ -1753,7 +1759,7 @@ posts along the walls. A floating orb of fire flickers within the obsidian
|
||||
hands of a dark humanoid statue, illuminating various scrolls and parchments
|
||||
scattered about the room.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1767,7 +1773,7 @@ portrayals of dragons and monsters are carved into every polished surface.
|
||||
Flickering firelight casts the whole room in and out of shadows, making it seem
|
||||
as though the carvings move just in the periphery of vision.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1780,7 +1786,7 @@ haze. In the center of the room the enormous gelatinous mass of the Receptacle
|
||||
pulsates slowly and continuously, surface contractions spreading down each of
|
||||
the massive tentacles that reach in every direction.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1809,7 +1815,7 @@ They become smaller as they reach outwards, all attaching to one parent tentacle
|
||||
that throbs rhythmically, a vague stirring shape only just visible through the
|
||||
semi-transparent surface.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1823,7 +1829,7 @@ rocky floor and walls in a thin layer of slick, transparant slime. A
|
||||
particularly thick coating covers the central main tentacle, obscuring a clear
|
||||
view of the shadowy movements within.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1836,7 +1842,7 @@ pod than part of an organism, this womb-like structure pulses rhythmically.
|
||||
Some form of stirring life can be seen inside, but the surrounding tissues are
|
||||
too opaque to allow a close examination.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1848,7 +1854,7 @@ Tentacle Tunnel~
|
||||
waves as a blurry form moves within. Several slimy offshoots sprout from the
|
||||
center like spindley fingers, clawing their way up the slippery, jagged walls.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1861,7 +1867,7 @@ and billows of dark smoke rising from the molten chasm below, the intense heat
|
||||
stifling the air and making it difficult to breathe. Two large gates guard the
|
||||
passage to the south.
|
||||
~
|
||||
27 cd 0
|
||||
27 12 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1890,7 +1896,7 @@ old grey dust cover the once beautiful surfaces of wood and satin. Dreary
|
||||
cobwebs linger in the corners like ghostly shadows, whispering silent words in
|
||||
the cool breeze.
|
||||
~
|
||||
27 ad 0
|
||||
27 9 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -1905,7 +1911,7 @@ changing into various humanoid forms as it fills the room with heat and a film
|
||||
of moisture. Scarlet symbols of passion and possession paint the floor and
|
||||
ceiling alike, splashed liberally here and there like splatters of blood.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1917,7 +1923,7 @@ Firey Hall~
|
||||
across the firey pit beneath, swirling heat distorts the view of everything.
|
||||
The air itself burning and shimmering like a blast from a powerful oven.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1938,7 +1944,7 @@ throne stands in the center, formed magically from red beryll and studded with
|
||||
glimmering blooddrop rubies. A feeling of intense anger and energy fills the
|
||||
air, tiny static sparks igniting randomly here and there.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1954,7 +1960,7 @@ the vast dark canvas of deep space. Burning suns and icy moons light the
|
||||
blackness, shimmering gaseous clouds sparkling with stardust and cosmic debris
|
||||
as they wander past.
|
||||
~
|
||||
27 de 0
|
||||
27 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1979,7 +1985,7 @@ they are merely illusions of walls. A faint breeze whispers gently through the
|
||||
air and silvery blue veins of electricity lick around the borders of this room,
|
||||
bright sparks randomly igniting like tiny winking fireflies.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1992,7 +1998,7 @@ cemented together and solid beyond breaking. Hard flawless gems twinkle
|
||||
brightly amongst the mosaic slate pieces of the floor, a coolness emanating from
|
||||
every elemental substance in this room.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2009,7 +2015,7 @@ the great cosmic dance and maintaining the equilbrium of order. The exertion of
|
||||
their efforts can be seen influencing all that exists, continuously pulling
|
||||
everything to a state of balance, dark to light and light to dark.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2028,7 +2034,7 @@ the initial sprouts of growth and life colouring its dusky surface with splashes
|
||||
of green, the nearby stars starting to glow brightly as if emblazened with
|
||||
unnatural fire.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -2047,7 +2053,7 @@ around. Only in the distance can the dark shapes of gigantic creatures be seen
|
||||
moving slowly across the horizon. In the sky, an enormously bright wave of
|
||||
light can be seen slowly moving away into the recesses of space.
|
||||
~
|
||||
27 e 2
|
||||
27 16 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2073,7 +2079,7 @@ odd, as though peering through a bent glass. Several paintings adorn the darkly
|
||||
painted walls, all imagery of the forbidden union of Cui with Cui, and the
|
||||
unnatural creature that is the consequence.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2087,7 +2093,7 @@ stirs the hanging tapestries on the walls. Each woven artwork depicting the
|
||||
joining of Cui with their lesser Denuo kin, powerful and beautiful Ve offspring
|
||||
populating the world.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2100,7 +2106,7 @@ growing that will soon be massive trees. Figures of both Cui and humanoid life
|
||||
can be seen moving across the terrain, a moderate glow of light sweeping
|
||||
steadily across the sky.
|
||||
~
|
||||
27 0 2
|
||||
27 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2130,7 +2136,7 @@ some invisible force. The weapons of warriors are proudly displayed, sharp
|
||||
spears and shining metal swords, the heat in this place making the air shimmer
|
||||
as though merely a mirage.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -2144,7 +2150,7 @@ be heard gurgling amidst nearby rocks and leading into a small luminous pond.
|
||||
Plant life blooms abundantly here, grasses and mosses covering every surface,
|
||||
colourful flower blossoms and tree sprouts beginning to show through the green.
|
||||
~
|
||||
27 0 2
|
||||
27 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -2157,7 +2163,7 @@ trees and plant life. Many varieties of animal can be glimpsed wandering
|
||||
through the grasses and brush, the signs of humanoid civilization visible in the
|
||||
form of distant villages.
|
||||
~
|
||||
27 0 2
|
||||
27 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -2170,7 +2176,7 @@ Lightly sanded, the floor is speckled here and there with a fungi growth or
|
||||
patch of moss. Trickling water can be heard although not seen, and a film of
|
||||
moisture covers the slick ceiling, sparkling stalactites beginning to form.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
@@ -2183,7 +2189,7 @@ ground, the aftermath of a felling in recent years. Brown grasses rustle
|
||||
restlessly in the somewhat smokey air, and the peaks of a mountain range are
|
||||
only just visible to the north.
|
||||
~
|
||||
27 0 3
|
||||
27 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2201,7 +2207,7 @@ of musk and gentle wood-wind music can only vaguely be heard beneath the
|
||||
meditative murmuring of a central glass fountain, adding to the almost ethereal
|
||||
tranquility of this place.
|
||||
~
|
||||
27 d 0
|
||||
27 8 0 0 0 0
|
||||
E
|
||||
wall-hung wall hung candles~
|
||||
These tall elegant candles burn brightly, scarlet flickers of flame dancing
|
||||
|
||||
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@@ -1,368 +1,368 @@
|
||||
#27600
|
||||
The Church~
|
||||
Looking at the condition of the church, you wonder what kind of
|
||||
bishop would allow a church's condition to get so bad. As you look
|
||||
around, you notice a sign that reads Church of the Pythons. After a
|
||||
moment of pondering, you realize that this is the home of the famed
|
||||
Bishop from Monty Python. Remember... the Bishop is watching YOU!
|
||||
Second Avenue is to the south.
|
||||
~
|
||||
276 d 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
E
|
||||
sign~
|
||||
The sign reads Church of the Pythons. Like you didn't already know that,
|
||||
duh!
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
The city of New Sparta. By Naved.
|
||||
|
||||
Zone 276 is linked to the following zones:
|
||||
275 New Sparta at 27600 (south) ---> 27599
|
||||
275 New Sparta at 27601 (north) ---> 27599
|
||||
275 New Sparta at 27604 (east ) ---> 27570
|
||||
275 New Sparta at 27612 (south) ---> 27580
|
||||
275 New Sparta at 27614 (east ) ---> 27516
|
||||
275 New Sparta at 27616 (west ) ---> 27569
|
||||
~
|
||||
S
|
||||
#27601
|
||||
Fire Station~
|
||||
This is the place where the firemen spend most of their time,
|
||||
free or otherwise. Because they hardly ever see their wives, they
|
||||
particularly enjoy sliding down the pole to the fire engines.
|
||||
Stairs lead up to the firemen's quarters, Second Avenue is to
|
||||
the north, and to the south is Fire Marshall Bob's office.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
D2
|
||||
You see the Fire Marshall's office.
|
||||
~
|
||||
~
|
||||
0 -1 27602
|
||||
D4
|
||||
You look up to the firemen's quarters.
|
||||
~
|
||||
~
|
||||
0 -1 27603
|
||||
S
|
||||
#27602
|
||||
Fire Marshall Bob's Office~
|
||||
Small fires are scattered about the office as well as various highly
|
||||
flammable chemicals. The Fire Marshall is obviously not very competent.
|
||||
The Fire Station is to the north.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the fire station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
S
|
||||
#27603
|
||||
Firemen's Quarters~
|
||||
This is a well lived in room, and from the looks of the empty beer
|
||||
cans, pizza boxes and the scattered decks of playing cards, it seems
|
||||
like this room is used for more than just sleeping. Other discarded
|
||||
objects in the room prove that this room is frequented by call girls.
|
||||
The Fire Station is down the fire pole.
|
||||
~
|
||||
276 d 0
|
||||
D5
|
||||
You see the station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
E
|
||||
objects~
|
||||
They seem to be some kind of used contraceptive device.
|
||||
~
|
||||
S
|
||||
#27604
|
||||
Second Avenue~
|
||||
Nothing here... you can go now. The construction workers still haven't
|
||||
started building on this section of the road.
|
||||
To the east is the intersection of Broadway and Second Ave and to the
|
||||
west you smell something bad.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
We already told you in the description that Broadway is there.
|
||||
~
|
||||
~
|
||||
0 -1 27570
|
||||
D3
|
||||
Second avenue continues.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27605
|
||||
Second Avenue~
|
||||
The stench is REALLY strong here. It is so strong and ubiquitous,
|
||||
you can't tell whether the smell is coming from the dump to the west,
|
||||
the pigs to the south, or from the animals to the north.
|
||||
~
|
||||
276 0 1
|
||||
D0
|
||||
You hear lots of barking and meowing.
|
||||
~
|
||||
~
|
||||
0 -1 27606
|
||||
D1
|
||||
Doesn't Second Avenue look boring?
|
||||
~
|
||||
~
|
||||
0 -1 27604
|
||||
D2
|
||||
The Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D3
|
||||
Now that you've stopped for a while, it has become apparent the smell is
|
||||
emanating from this direction.
|
||||
~
|
||||
~
|
||||
0 -1 27608
|
||||
S
|
||||
#27606
|
||||
The Pound~
|
||||
Yes, as a favour to newbies everywhere, we created the pound full of fidos
|
||||
and cats for quick experience. Go to town on them. Second Avenue is to the
|
||||
south.
|
||||
~
|
||||
276 d 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27607
|
||||
The Police Station~
|
||||
There are dozens of policemen franticly searching through various
|
||||
tidbits of evidence looking for answers to all the killings and murders
|
||||
in New Sparta. Watch out, they might even have your name!
|
||||
Second Avenue is to the north, the Chief's office is to the south,
|
||||
and the jail is to the west.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
D2
|
||||
You see the Chief's office.
|
||||
~
|
||||
door~
|
||||
1 -1 27609
|
||||
D3
|
||||
You see the Jail.
|
||||
~
|
||||
~
|
||||
0 -1 27610
|
||||
S
|
||||
#27608
|
||||
The Jersey Dump~
|
||||
This is the main dump, where everyone from anywhere throws their
|
||||
trash, radioactive or otherwise. Go ahead -- feel free to dump here
|
||||
too, but don't stay too long 'cause the radiation can be fatal.
|
||||
Second Avenue runs east.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
T 27600
|
||||
#27609
|
||||
The Chief's Office~
|
||||
Here you are in the office of New Sparta's new Chief of Police,
|
||||
Chief O'Hara, who just transferred from the Gotham Police Force. His
|
||||
office is neatly decorated with bat paraphranalia on one wall, and a
|
||||
fully stocked bar on the other.
|
||||
A door to the north leads to the rest of the station.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the main station.
|
||||
~
|
||||
door~
|
||||
0 -1 27607
|
||||
S
|
||||
#27610
|
||||
The Jail~
|
||||
You get the impression that more things go on in here than is
|
||||
supposed to. South of here is the actual jail cell, where most of
|
||||
New Sparta's notorious criminals reside. There are only two ways
|
||||
into the cell -- get the key off of the warden, or be convicted...
|
||||
The Police Station is to the east.
|
||||
~
|
||||
276 d 0
|
||||
D1
|
||||
You see the Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D2
|
||||
You see the jail cell, along with various criminals, including the
|
||||
notorious Esprit.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27611
|
||||
S
|
||||
#27611
|
||||
The Jail Cell~
|
||||
If you are in here, for your sake you had better have a key,
|
||||
or you may rot here indefinitely, as the cell door is extremely
|
||||
hard to open from the inside. Oh, and just one word of advice --
|
||||
don't bend over for the soap!
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the cell door leading to the free world.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27610
|
||||
S
|
||||
#27612
|
||||
The Entrance To Goethe's Garden~
|
||||
This is the entrance to Goethe's Garden, the public park
|
||||
of New Sparta. The park is named after the famous martyr and
|
||||
generous donor of the land which New Sparta is built upon,
|
||||
Goethe.
|
||||
To the north is the Statue of Goethe, and to the south is
|
||||
Broadway.
|
||||
~
|
||||
276 0 1
|
||||
D0
|
||||
You see the Statue of Goethe.
|
||||
~
|
||||
~
|
||||
0 -1 27613
|
||||
D2
|
||||
You see Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27580
|
||||
S
|
||||
#27613
|
||||
The Statue Of Goethe~
|
||||
Much like the man, the very lifelike statue exudes an aura
|
||||
of verbosity. The Statue was constructed many years ago to
|
||||
honour his genius and humanitarianism, and to his contribution
|
||||
to the foundation of New Sparta.
|
||||
To the south is Goethe's Garden.
|
||||
~
|
||||
276 0 1
|
||||
D2
|
||||
You see Goethe's Garden.
|
||||
~
|
||||
~
|
||||
0 -1 27612
|
||||
E
|
||||
statue goethe~
|
||||
You witness in front of yourself a monolith of manhood, a guru of grandiosity
|
||||
a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the
|
||||
champion of chivalry, an embodyment of empathy, and the zenith of...
|
||||
Something. It is Goethe! The statue of Goethe looms before you. He is mounted
|
||||
on his favorite steed, the trusty Nessumsar. As always the sweet essence of his
|
||||
poetry is dripping off his tongue. His all-knowing eyes seem to pierce through
|
||||
you. You can't help but fell embarrassed about all your shortcomings as you
|
||||
stand beside this solemn stud (not the horse silly, the man-stud Goethe! ).
|
||||
~
|
||||
S
|
||||
#27614
|
||||
First Avenue~
|
||||
You immediatly realize that the city suddenly grew darker when
|
||||
you left Broadway and it makes you feel uncomfortable. You hear
|
||||
the sounds of what you think is a war being raged off to the west
|
||||
and you wonder if it is safe to find out what's going on.
|
||||
The Intersection of First and Broadway is to the east and Hell's
|
||||
Kitchen is to the west.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
You see the Intersection of First and Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27516
|
||||
D3
|
||||
You see the entrance to Hell's Kitchen.
|
||||
~
|
||||
~
|
||||
0 -1 27615
|
||||
S
|
||||
#27615
|
||||
The Entrance To Hell's Kitchen~
|
||||
As you walk in, you wonder why it is so dark here... and then
|
||||
you realize either that the electric company is too afraid to come
|
||||
and repair the lights or because the people here are too poor to
|
||||
afford lights. You sense the tremendous evil that lurks within and
|
||||
decide that your personal safety is more important than exploring...
|
||||
besides you can think of at least of a dozen better places you'd
|
||||
rather be than in Hell's Kitchen.
|
||||
You decide that the only real exit is to First Avenue which is
|
||||
to the east.
|
||||
~
|
||||
276 a 1
|
||||
D1
|
||||
You see First Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27614
|
||||
S
|
||||
#27616
|
||||
Petland Discount Store~
|
||||
This is more then just your average neighborhood pet store... Here,
|
||||
they specialize in exotic pets for today's adventurers. There is a sign
|
||||
on the wall.
|
||||
Broadway is to the west.
|
||||
~
|
||||
276 d 0
|
||||
D3
|
||||
You see a doorway that leads to Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27569
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
Use 'List' to see the available pets.
|
||||
Use 'Buy <pet>' to buy yourself a pet.
|
||||
|
||||
Instructions for having pets:
|
||||
|
||||
You can use 'order <pet> <instructions>' to order your pets around.
|
||||
If you abuse your pet, it will no longer regard you as its master.
|
||||
If you have several pets you may use 'order followers <instructions>'
|
||||
|
||||
You can name the pet you buy as : "buy <pet> <name>"
|
||||
|
||||
Regards,
|
||||
|
||||
The Shopkeeper
|
||||
~
|
||||
S
|
||||
#27617
|
||||
PETSHOP STOREROOM~
|
||||
Mortals should never come here!
|
||||
~
|
||||
276 jk 0
|
||||
S
|
||||
$~
|
||||
#27600
|
||||
The Church~
|
||||
Looking at the condition of the church, you wonder what kind of
|
||||
bishop would allow a church's condition to get so bad. As you look
|
||||
around, you notice a sign that reads Church of the Pythons. After a
|
||||
moment of pondering, you realize that this is the home of the famed
|
||||
Bishop from Monty Python. Remember... the Bishop is watching YOU!
|
||||
Second Avenue is to the south.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
E
|
||||
credits info~
|
||||
The city of New Sparta. By Naved.
|
||||
|
||||
Zone 276 is linked to the following zones:
|
||||
275 New Sparta at 27600 (south) ---> 27599
|
||||
275 New Sparta at 27601 (north) ---> 27599
|
||||
275 New Sparta at 27604 (east ) ---> 27570
|
||||
275 New Sparta at 27612 (south) ---> 27580
|
||||
275 New Sparta at 27614 (east ) ---> 27516
|
||||
275 New Sparta at 27616 (west ) ---> 27569
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign reads Church of the Pythons. Like you didn't already know that,
|
||||
duh!
|
||||
~
|
||||
S
|
||||
#27601
|
||||
Fire Station~
|
||||
This is the place where the firemen spend most of their time,
|
||||
free or otherwise. Because they hardly ever see their wives, they
|
||||
particularly enjoy sliding down the pole to the fire engines.
|
||||
Stairs lead up to the firemen's quarters, Second Avenue is to
|
||||
the north, and to the south is Fire Marshall Bob's office.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D0
|
||||
You see the Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
D2
|
||||
You see the Fire Marshall's office.
|
||||
~
|
||||
~
|
||||
0 -1 27602
|
||||
D4
|
||||
You look up to the firemen's quarters.
|
||||
~
|
||||
~
|
||||
0 -1 27603
|
||||
S
|
||||
#27602
|
||||
Fire Marshall Bob's Office~
|
||||
Small fires are scattered about the office as well as various highly
|
||||
flammable chemicals. The Fire Marshall is obviously not very competent.
|
||||
The Fire Station is to the north.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D0
|
||||
You see the fire station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
S
|
||||
#27603
|
||||
Firemen's Quarters~
|
||||
This is a well lived in room, and from the looks of the empty beer
|
||||
cans, pizza boxes and the scattered decks of playing cards, it seems
|
||||
like this room is used for more than just sleeping. Other discarded
|
||||
objects in the room prove that this room is frequented by call girls.
|
||||
The Fire Station is down the fire pole.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D5
|
||||
You see the station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
E
|
||||
objects~
|
||||
They seem to be some kind of used contraceptive device.
|
||||
~
|
||||
S
|
||||
#27604
|
||||
Second Avenue~
|
||||
Nothing here... you can go now. The construction workers still haven't
|
||||
started building on this section of the road.
|
||||
To the east is the intersection of Broadway and Second Ave and to the
|
||||
west you smell something bad.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D1
|
||||
We already told you in the description that Broadway is there.
|
||||
~
|
||||
~
|
||||
0 -1 27570
|
||||
D3
|
||||
Second avenue continues.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27605
|
||||
Second Avenue~
|
||||
The stench is REALLY strong here. It is so strong and ubiquitous,
|
||||
you can't tell whether the smell is coming from the dump to the west,
|
||||
the pigs to the south, or from the animals to the north.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D0
|
||||
You hear lots of barking and meowing.
|
||||
~
|
||||
~
|
||||
0 -1 27606
|
||||
D1
|
||||
Doesn't Second Avenue look boring?
|
||||
~
|
||||
~
|
||||
0 -1 27604
|
||||
D2
|
||||
The Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D3
|
||||
Now that you've stopped for a while, it has become apparent the smell is
|
||||
emanating from this direction.
|
||||
~
|
||||
~
|
||||
0 -1 27608
|
||||
S
|
||||
#27606
|
||||
The Pound~
|
||||
Yes, as a favour to newbies everywhere, we created the pound full of fidos
|
||||
and cats for quick experience. Go to town on them. Second Avenue is to the
|
||||
south.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27607
|
||||
The Police Station~
|
||||
There are dozens of policemen franticly searching through various
|
||||
tidbits of evidence looking for answers to all the killings and murders
|
||||
in New Sparta. Watch out, they might even have your name!
|
||||
Second Avenue is to the north, the Chief's office is to the south,
|
||||
and the jail is to the west.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D0
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
D2
|
||||
You see the Chief's office.
|
||||
~
|
||||
door~
|
||||
1 -1 27609
|
||||
D3
|
||||
You see the Jail.
|
||||
~
|
||||
~
|
||||
0 -1 27610
|
||||
S
|
||||
#27608
|
||||
The Jersey Dump~
|
||||
This is the main dump, where everyone from anywhere throws their
|
||||
trash, radioactive or otherwise. Go ahead -- feel free to dump here
|
||||
too, but don't stay too long 'cause the radiation can be fatal.
|
||||
Second Avenue runs east.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D1
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
T 27600
|
||||
#27609
|
||||
The Chief's Office~
|
||||
Here you are in the office of New Sparta's new Chief of Police,
|
||||
Chief O'Hara, who just transferred from the Gotham Police Force. His
|
||||
office is neatly decorated with bat paraphranalia on one wall, and a
|
||||
fully stocked bar on the other.
|
||||
A door to the north leads to the rest of the station.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D0
|
||||
You see the main station.
|
||||
~
|
||||
door~
|
||||
0 -1 27607
|
||||
S
|
||||
#27610
|
||||
The Jail~
|
||||
You get the impression that more things go on in here than is
|
||||
supposed to. South of here is the actual jail cell, where most of
|
||||
New Sparta's notorious criminals reside. There are only two ways
|
||||
into the cell -- get the key off of the warden, or be convicted...
|
||||
The Police Station is to the east.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D1
|
||||
You see the Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D2
|
||||
You see the jail cell, along with various criminals, including the
|
||||
notorious Esprit.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27611
|
||||
S
|
||||
#27611
|
||||
The Jail Cell~
|
||||
If you are in here, for your sake you had better have a key,
|
||||
or you may rot here indefinitely, as the cell door is extremely
|
||||
hard to open from the inside. Oh, and just one word of advice --
|
||||
don't bend over for the soap!
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D0
|
||||
You see the cell door leading to the free world.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27610
|
||||
S
|
||||
#27612
|
||||
The Entrance To Goethe's Garden~
|
||||
This is the entrance to Goethe's Garden, the public park
|
||||
of New Sparta. The park is named after the famous martyr and
|
||||
generous donor of the land which New Sparta is built upon,
|
||||
Goethe.
|
||||
To the north is the Statue of Goethe, and to the south is
|
||||
Broadway.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D0
|
||||
You see the Statue of Goethe.
|
||||
~
|
||||
~
|
||||
0 -1 27613
|
||||
D2
|
||||
You see Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27580
|
||||
S
|
||||
#27613
|
||||
The Statue Of Goethe~
|
||||
Much like the man, the very lifelike statue exudes an aura
|
||||
of verbosity. The Statue was constructed many years ago to
|
||||
honour his genius and humanitarianism, and to his contribution
|
||||
to the foundation of New Sparta.
|
||||
To the south is Goethe's Garden.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D2
|
||||
You see Goethe's Garden.
|
||||
~
|
||||
~
|
||||
0 -1 27612
|
||||
E
|
||||
statue goethe~
|
||||
You witness in front of yourself a monolith of manhood, a guru of grandiosity
|
||||
a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the
|
||||
champion of chivalry, an embodyment of empathy, and the zenith of...
|
||||
Something. It is Goethe! The statue of Goethe looms before you. He is mounted
|
||||
on his favorite steed, the trusty Nessumsar. As always the sweet essence of his
|
||||
poetry is dripping off his tongue. His all-knowing eyes seem to pierce through
|
||||
you. You can't help but fell embarrassed about all your shortcomings as you
|
||||
stand beside this solemn stud (not the horse silly, the man-stud Goethe! ).
|
||||
~
|
||||
S
|
||||
#27614
|
||||
First Avenue~
|
||||
You immediatly realize that the city suddenly grew darker when
|
||||
you left Broadway and it makes you feel uncomfortable. You hear
|
||||
the sounds of what you think is a war being raged off to the west
|
||||
and you wonder if it is safe to find out what's going on.
|
||||
The Intersection of First and Broadway is to the east and Hell's
|
||||
Kitchen is to the west.
|
||||
~
|
||||
276 0 0 0 0 0
|
||||
D1
|
||||
You see the Intersection of First and Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27516
|
||||
D3
|
||||
You see the entrance to Hell's Kitchen.
|
||||
~
|
||||
~
|
||||
0 -1 27615
|
||||
S
|
||||
#27615
|
||||
The Entrance To Hell's Kitchen~
|
||||
As you walk in, you wonder why it is so dark here... and then
|
||||
you realize either that the electric company is too afraid to come
|
||||
and repair the lights or because the people here are too poor to
|
||||
afford lights. You sense the tremendous evil that lurks within and
|
||||
decide that your personal safety is more important than exploring...
|
||||
besides you can think of at least of a dozen better places you'd
|
||||
rather be than in Hell's Kitchen.
|
||||
You decide that the only real exit is to First Avenue which is
|
||||
to the east.
|
||||
~
|
||||
276 1 0 0 0 0
|
||||
D1
|
||||
You see First Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27614
|
||||
S
|
||||
#27616
|
||||
Petland Discount Store~
|
||||
This is more then just your average neighborhood pet store... Here,
|
||||
they specialize in exotic pets for today's adventurers. There is a sign
|
||||
on the wall.
|
||||
Broadway is to the west.
|
||||
~
|
||||
276 8 0 0 0 0
|
||||
D3
|
||||
You see a doorway that leads to Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27569
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
Use 'List' to see the available pets.
|
||||
Use 'Buy <pet>' to buy yourself a pet.
|
||||
|
||||
Instructions for having pets:
|
||||
|
||||
You can use 'order <pet> <instructions>' to order your pets around.
|
||||
If you abuse your pet, it will no longer regard you as its master.
|
||||
If you have several pets you may use 'order followers <instructions>'
|
||||
|
||||
You can name the pet you buy as : "buy <pet> <name>"
|
||||
|
||||
Regards,
|
||||
|
||||
The Shopkeeper
|
||||
~
|
||||
S
|
||||
#27617
|
||||
PETSHOP STOREROOM~
|
||||
Mortals should never come here!
|
||||
~
|
||||
276 1536 0 0 0 0
|
||||
S
|
||||
$~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -5,7 +5,7 @@ Entrance to Mudschool:~
|
||||
|
||||
To go back to the Capital, go through the portal to your east.
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D0
|
||||
This obviously is the grand entrace to Mudschool.
|
||||
A sign over the entrace says:
|
||||
@@ -44,7 +44,7 @@ is the command you are in doubt about.
|
||||
|
||||
Now, go <east> (<e> for short).
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -74,7 +74,7 @@ And to get the coins out of the purse, <get all purse> or
|
||||
Having done that, go <north>
|
||||
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -101,7 +101,7 @@ shopkeeper will give you for it. If the price is right, <sell purse>.
|
||||
|
||||
Then, proceed east.
|
||||
~
|
||||
28 cdeh 0
|
||||
28 156 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -134,7 +134,7 @@ your <equipment>.
|
||||
|
||||
Then go north.
|
||||
~
|
||||
28 cdefh 0
|
||||
28 188 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -159,7 +159,7 @@ Just type <kill piglet> to start fighting it.
|
||||
|
||||
You can go east now.
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -184,7 +184,7 @@ to <sacrifice corpse> for a reward if you are lucky.
|
||||
|
||||
Then go <north>
|
||||
~
|
||||
28 cdf 0
|
||||
28 44 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -211,7 +211,7 @@ type <eat pork> <!>
|
||||
|
||||
Lunch break over, time to go to class. See the teacher to the east.
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -235,7 +235,7 @@ To read a sign type <look xxx> where xxx is one of the above.
|
||||
|
||||
When you are done here, go north.
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -245,6 +245,43 @@ D3
|
||||
~
|
||||
0 0 2807
|
||||
E
|
||||
warrior~
|
||||
The only skill you can learn on this low level is a kick,
|
||||
which will do a little damage to your enemy - if you hit.
|
||||
|
||||
To get better at this, type <practice kick>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing <kick>.
|
||||
~
|
||||
E
|
||||
mage magic user~
|
||||
The only spell you can learn on this low level is a 'magic missile',
|
||||
which will do a little damage to your enemy - if you have mana to cast it.
|
||||
|
||||
To get better at this, type <practice magic>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing
|
||||
<cast 'magic missile' xxx>.
|
||||
~
|
||||
E
|
||||
thief~
|
||||
The only skill you can learn on this low level is backstab.
|
||||
A backstab is, as the name suggests, a way of getting behind
|
||||
your enemy, and stab him/her/it in the back.
|
||||
|
||||
To get better at this, type <practice backstab>
|
||||
|
||||
If you just want to see what you can learn, type <practice>
|
||||
|
||||
Later, you can use the skill by typing <backstab> instead
|
||||
of <kill> to initiate combat. Note, though that you need
|
||||
to use a pointed weapon to be able to backstab.
|
||||
~
|
||||
E
|
||||
cleric~
|
||||
You may choose to learn two spells :
|
||||
|
||||
@@ -261,43 +298,6 @@ to use the spells later, type
|
||||
<cast 'armor' xxx> and <cast 'cure light' xxx>
|
||||
where xxx is the name of your target.
|
||||
|
||||
~
|
||||
E
|
||||
thief~
|
||||
The only skill you can learn on this low level is backstab.
|
||||
A backstab is, as the name suggests, a way of getting behind
|
||||
your enemy, and stab him/her/it in the back.
|
||||
|
||||
To get better at this, type <practice backstab>
|
||||
|
||||
If you just want to see what you can learn, type <practice>
|
||||
|
||||
Later, you can use the skill by typing <backstab> instead
|
||||
of <kill> to initiate combat. Note, though that you need
|
||||
to use a pointed weapon to be able to backstab.
|
||||
~
|
||||
E
|
||||
mage magic user~
|
||||
The only spell you can learn on this low level is a 'magic missile',
|
||||
which will do a little damage to your enemy - if you have mana to cast it.
|
||||
|
||||
To get better at this, type <practice magic>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing
|
||||
<cast 'magic missile' xxx>.
|
||||
~
|
||||
E
|
||||
warrior~
|
||||
The only skill you can learn on this low level is a kick,
|
||||
which will do a little damage to your enemy - if you hit.
|
||||
|
||||
To get better at this, type <practice kick>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing <kick>.
|
||||
~
|
||||
S
|
||||
#2809
|
||||
@@ -317,7 +317,7 @@ Lastly you are informed of your level and current position.
|
||||
|
||||
Now continue north.
|
||||
~
|
||||
28 cdf 0
|
||||
28 44 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -345,7 +345,7 @@ Example : <pr all> will work just as good as <prompt all>
|
||||
|
||||
Now move east for some basic manouvres.
|
||||
~
|
||||
28 cdef 0
|
||||
28 60 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -370,7 +370,7 @@ if they know the skill.
|
||||
|
||||
Right now, <open door> and proceed east.
|
||||
~
|
||||
28 0 0
|
||||
28 0 0 0 0 0
|
||||
D1
|
||||
A common door is here.
|
||||
~
|
||||
@@ -402,7 +402,7 @@ More info on those by typing <help subject>.
|
||||
|
||||
You're almost done with Mudschool, just hurry south.
|
||||
~
|
||||
28 0 0
|
||||
28 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -425,7 +425,7 @@ to the main chamber of the temple, as long as you are still a newbie.
|
||||
|
||||
To leave Mudschool, type <recall>.
|
||||
~
|
||||
28 0 0
|
||||
28 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
@@ -440,7 +440,7 @@ in question.
|
||||
|
||||
Now go east for the final lesson.
|
||||
~
|
||||
28 0 0
|
||||
28 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -461,16 +461,16 @@ out through the flames. You realise, with a sudden stab of fear, that you've
|
||||
unwittingly stumbled into the home of Welcor, God of Fiery Justice. You've
|
||||
better not be here when he gets back...
|
||||
~
|
||||
28 d 0
|
||||
E
|
||||
Welcor~
|
||||
Even when not here, you sense his presence.
|
||||
~
|
||||
28 8 0 0 0 0
|
||||
E
|
||||
flame wall burning fire~
|
||||
As you study the walls closer, you realise magic keeps the fire alive, and
|
||||
it really is HOT. Reaching out to touch it proves a very bad idea, giving you
|
||||
several burn marks on your hand
|
||||
~
|
||||
E
|
||||
Welcor~
|
||||
Even when not here, you sense his presence.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,414 +1,414 @@
|
||||
#29000
|
||||
The Entrance To The Lizard Lair Safari~
|
||||
This is the opulent entrance to the exciting Lizard Lair Safari Park.
|
||||
Around you stand many other adventurers awaiting their chance to try their luck
|
||||
in the quest set before them. And you. This quest consists of the recovery of
|
||||
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
|
||||
test your luck, you can push your way through the exit to the south... If not,
|
||||
you can leave the Safari Park to the east. There is a large sign here.
|
||||
~
|
||||
290 cd 4
|
||||
D1
|
||||
The Real World is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D2
|
||||
The quest begins to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29001
|
||||
E
|
||||
credits info~
|
||||
The Lizard Lair Safari
|
||||
by Matrix and The Wandering Bard
|
||||
*
|
||||
Copyright 1994 by Curious Areas Workshop
|
||||
*
|
||||
The Lizard Lair Safari was originally merely the example area
|
||||
included with the Builders' Handbook, but since so many people
|
||||
use it, it was decided to release the area in its own right.
|
||||
*
|
||||
The lair consists of 18 rooms. Edit the following room:
|
||||
#17 (exit north to the rest of the world)
|
||||
*
|
||||
The mobs in this area were built on a -100 (good) to 100 (bad) armor
|
||||
class range. Remove the extra '0' if you don't need/want it.
|
||||
*
|
||||
Credits
|
||||
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
|
||||
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
|
||||
chance, and another, and...
|
||||
|
||||
Links: 17
|
||||
~
|
||||
E
|
||||
sign large~
|
||||
The sign reads as follows:
|
||||
|
||||
This area is not suggested if your character is less than 15th level
|
||||
since there are several tough aggressive monsters. There are one or
|
||||
two essential skills to have... either a knock spell or item, or the
|
||||
ability to pick locks. If you are LUCKY you might find
|
||||
an item to open locks....
|
||||
|
||||
Matrix
|
||||
|
||||
~
|
||||
S
|
||||
#29001
|
||||
The Quest Preparation Room~
|
||||
In this room are various items of preparation for the upkeep of the quest.
|
||||
A guide explains to you what the object is: To get the gold. Looking around,
|
||||
you see that the exit to the north has disappeared and you are left with only
|
||||
the one exit down... Into the water. As you ready yourself to begin the
|
||||
quest, the guide gives you a potion and tells you to quaff it. You do so and
|
||||
feel like your movements are easier, and much more free. The guide suddenly
|
||||
vanishes and you begin the quest.
|
||||
~
|
||||
290 cd 0
|
||||
D5
|
||||
The water below you looks rather ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29002
|
||||
A Tunnel~
|
||||
This tunnel is filled with water and your light sheds all of the light that
|
||||
gives you visibility here. There are two exits. One is to the east and one
|
||||
above you.
|
||||
~
|
||||
290 ad 6
|
||||
D0
|
||||
A LUCKY blocks your view of whatever is north.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29016
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D4
|
||||
The quest preparation room is above you.
|
||||
~
|
||||
~
|
||||
0 -1 29015
|
||||
S
|
||||
#29003
|
||||
A Tunnel~
|
||||
This tunnel is filled with water. There are exits to the east and west.
|
||||
The tunnel stretches off in both directions.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29004
|
||||
A Tunnel~
|
||||
The tunnel comes to an abrupt end as there is a rock wall right in front of
|
||||
you. Fortunately, there are two exits, one to the west and one through a hole
|
||||
in the floor.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D5
|
||||
There is a hole in the floor leading down.
|
||||
~
|
||||
~
|
||||
0 -1 29005
|
||||
E
|
||||
hole~
|
||||
The hole leads down.
|
||||
~
|
||||
S
|
||||
#29005
|
||||
Tunnel End~
|
||||
The tunnel ends here. There is a hole in the ceiling and a large door to
|
||||
the west.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
There is a door here.
|
||||
~
|
||||
door~
|
||||
1 29008 29006
|
||||
D4
|
||||
There is a hole in the ceiling leading up.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
E
|
||||
door~
|
||||
You have to be able to Pick or Knock this door open, unless you got LUCKY.
|
||||
~
|
||||
E
|
||||
hole~
|
||||
The hole leads up. Big surprise since you've already seen it.
|
||||
~
|
||||
S
|
||||
#29006
|
||||
The Conjuring Chamber~
|
||||
This large room is dominated by a whirlpool. There are two exits. To the
|
||||
east you can see a door and to the west you can see a waterfilled hallway
|
||||
stretching off. The whirlpool is threatening to pull you down, but you are
|
||||
certain that you would drown in it.
|
||||
~
|
||||
290 ad 6
|
||||
D0
|
||||
There is a strange store that seems suspiciously out of place just to
|
||||
the north.
|
||||
~
|
||||
~
|
||||
0 -1 29018
|
||||
D1
|
||||
A door blocks your way, unless it is open in which case it doesn't block
|
||||
your way.
|
||||
~
|
||||
door~
|
||||
1 29008 29005
|
||||
D3
|
||||
A hallway begins to move to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
D5
|
||||
The whirlpool is threatening to pull you down to your death.
|
||||
~
|
||||
~
|
||||
0 -1 29007
|
||||
E
|
||||
whirlpool~
|
||||
This just looks scary and EXTREMELY dangerous.
|
||||
~
|
||||
E
|
||||
door~
|
||||
This is a big door, but not as big as it looked from the other side.
|
||||
~
|
||||
S
|
||||
#29007
|
||||
The Whirlpool~
|
||||
It was not a good idea to come here.
|
||||
~
|
||||
290 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
S
|
||||
#29008
|
||||
A Hallway~
|
||||
The hallway naturally twists so that is seems to head east and down, but the
|
||||
hallway doesn't seem to be curved or bent in any way.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
There is a large room to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
D5
|
||||
The hallway continues to the south... er... below.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
hallway hall~
|
||||
It is dead straight but it goes down and east... M. C. Escher has struck
|
||||
again!
|
||||
~
|
||||
S
|
||||
#29009
|
||||
A Hallway~
|
||||
The hallway here is bent in a big way. It goes up and east.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
There is a large chamber to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
The hall continues up.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
E
|
||||
hallway hall~
|
||||
This hall is BENT!
|
||||
~
|
||||
S
|
||||
#29010
|
||||
A Completely Useless Room~
|
||||
This is a room to keep the continuity going of the numbering system. Other
|
||||
than that it serves no purpose. This area was conceived and built by Matrix of
|
||||
The Curious Area Workshop If you have questions or complaints please contact
|
||||
<fletcher@@cspo.queensu.ca>
|
||||
~
|
||||
290 0 0
|
||||
S
|
||||
#29011
|
||||
The Throne Room Annex~
|
||||
This is the entrance to the Throne room which lies to the east. A hall
|
||||
leads off to the west. The room is lavishly decorated but there is not much to
|
||||
see.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
The Throne Room looms to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
D3
|
||||
A hall looms to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
loom~
|
||||
What a descriptive word that is. Loom.
|
||||
~
|
||||
S
|
||||
#29012
|
||||
Throne Room~
|
||||
This large room is rather large. A throne sits on the east wall below a
|
||||
hole in the ceiling. The throne almost dominates the room. No one is sitting
|
||||
in it. The wall is decorated to look like pillars surround the room. The
|
||||
annex is to the west whilst you are not sure what is above.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
The Throne Room Annex is to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
You can't see what is above this room.
|
||||
~
|
||||
~
|
||||
0 -1 29013
|
||||
E
|
||||
pillars wall~
|
||||
What a useless concept. Why didn't the designer just put actual pillars in?
|
||||
|
||||
~
|
||||
E
|
||||
throne~
|
||||
This is a large ugly thing that you are repulsed by. You can think of no
|
||||
conceivable reason why the lizardmen keep it here.
|
||||
~
|
||||
S
|
||||
#29013
|
||||
Temple Of Morgash~
|
||||
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
|
||||
ugly. At least in your opinion it is... You are certain that the lizardmen
|
||||
like it though. There are two exits. Down and through the large door to the
|
||||
east.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
A large door blocks your way.
|
||||
~
|
||||
door~
|
||||
2 29005 29014
|
||||
D5
|
||||
There is a hole leading down. Obvious eh?
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
E
|
||||
door~
|
||||
It is quite large with a small keyhole.
|
||||
~
|
||||
S
|
||||
#29014
|
||||
Quest End~
|
||||
You have completed the quest! CONGRATULATIONS!! There are two exits back
|
||||
into the quest through the door and back to the outer world which lies to the
|
||||
east.
|
||||
~
|
||||
290 c 0
|
||||
D1
|
||||
The way back to te real world is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D3
|
||||
The quest is back to the west.
|
||||
~
|
||||
door~
|
||||
2 29001 29013
|
||||
S
|
||||
#29015
|
||||
Quest Preparation Room~
|
||||
This room is exactly as you left it. One exit... Down...
|
||||
~
|
||||
290 cd 0
|
||||
D5
|
||||
The water below still looks ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29016
|
||||
LUCKY~
|
||||
This room is empty. There is a LUCKY blocking your way to the south.
|
||||
There is a sign on the wall.
|
||||
~
|
||||
290 d 0
|
||||
D2
|
||||
The is a LUCKY blocking your view.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29002
|
||||
E
|
||||
sign~
|
||||
The sign says: Boy are you ever LUCKY!!!!
|
||||
~
|
||||
S
|
||||
#29017
|
||||
The Real World Ends Here~
|
||||
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
|
||||
The entrance to the Lizard Lair Safari is to the west.
|
||||
~
|
||||
290 0 0
|
||||
D3
|
||||
This is the entrance way to the Safari.
|
||||
~
|
||||
~
|
||||
0 -1 29000
|
||||
E
|
||||
door metal huge~
|
||||
It's one of those huge studio-like doors. It seems pretty strong.
|
||||
~
|
||||
S
|
||||
#29018
|
||||
Mr. Hooper's store~
|
||||
This is your friendly neighbourhood convenience store and restaurant.
|
||||
There are many interesting things that you can buy here.
|
||||
~
|
||||
290 cd 1
|
||||
D2
|
||||
The conjuring chamber is still to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
E
|
||||
counter~
|
||||
The counter is nice and clean. Mr. Hooper looks at you expectantly.
|
||||
~
|
||||
S
|
||||
$~
|
||||
#29000
|
||||
The Entrance To The Lizard Lair Safari~
|
||||
This is the opulent entrance to the exciting Lizard Lair Safari Park.
|
||||
Around you stand many other adventurers awaiting their chance to try their luck
|
||||
in the quest set before them. And you. This quest consists of the recovery of
|
||||
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
|
||||
test your luck, you can push your way through the exit to the south... If not,
|
||||
you can leave the Safari Park to the east. There is a large sign here.
|
||||
~
|
||||
290 12 0 0 0 0
|
||||
D1
|
||||
The Real World is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D2
|
||||
The quest begins to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29001
|
||||
E
|
||||
sign large~
|
||||
The sign reads as follows:
|
||||
|
||||
This area is not suggested if your character is less than 15th level
|
||||
since there are several tough aggressive monsters. There are one or
|
||||
two essential skills to have... either a knock spell or item, or the
|
||||
ability to pick locks. If you are LUCKY you might find
|
||||
an item to open locks....
|
||||
|
||||
Matrix
|
||||
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
The Lizard Lair Safari
|
||||
by Matrix and The Wandering Bard
|
||||
*
|
||||
Copyright 1994 by Curious Areas Workshop
|
||||
*
|
||||
The Lizard Lair Safari was originally merely the example area
|
||||
included with the Builders' Handbook, but since so many people
|
||||
use it, it was decided to release the area in its own right.
|
||||
*
|
||||
The lair consists of 18 rooms. Edit the following room:
|
||||
#17 (exit north to the rest of the world)
|
||||
*
|
||||
The mobs in this area were built on a -100 (good) to 100 (bad) armor
|
||||
class range. Remove the extra '0' if you don't need/want it.
|
||||
*
|
||||
Credits
|
||||
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
|
||||
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
|
||||
chance, and another, and...
|
||||
|
||||
Links: 17
|
||||
~
|
||||
S
|
||||
#29001
|
||||
The Quest Preparation Room~
|
||||
In this room are various items of preparation for the upkeep of the quest.
|
||||
A guide explains to you what the object is: To get the gold. Looking around,
|
||||
you see that the exit to the north has disappeared and you are left with only
|
||||
the one exit down... Into the water. As you ready yourself to begin the
|
||||
quest, the guide gives you a potion and tells you to quaff it. You do so and
|
||||
feel like your movements are easier, and much more free. The guide suddenly
|
||||
vanishes and you begin the quest.
|
||||
~
|
||||
290 12 0 0 0 0
|
||||
D5
|
||||
The water below you looks rather ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29002
|
||||
A Tunnel~
|
||||
This tunnel is filled with water and your light sheds all of the light that
|
||||
gives you visibility here. There are two exits. One is to the east and one
|
||||
above you.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D0
|
||||
A LUCKY blocks your view of whatever is north.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29016
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D4
|
||||
The quest preparation room is above you.
|
||||
~
|
||||
~
|
||||
0 -1 29015
|
||||
S
|
||||
#29003
|
||||
A Tunnel~
|
||||
This tunnel is filled with water. There are exits to the east and west.
|
||||
The tunnel stretches off in both directions.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29004
|
||||
A Tunnel~
|
||||
The tunnel comes to an abrupt end as there is a rock wall right in front of
|
||||
you. Fortunately, there are two exits, one to the west and one through a hole
|
||||
in the floor.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D5
|
||||
There is a hole in the floor leading down.
|
||||
~
|
||||
~
|
||||
0 -1 29005
|
||||
E
|
||||
hole~
|
||||
The hole leads down.
|
||||
~
|
||||
S
|
||||
#29005
|
||||
Tunnel End~
|
||||
The tunnel ends here. There is a hole in the ceiling and a large door to
|
||||
the west.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D3
|
||||
There is a door here.
|
||||
~
|
||||
door~
|
||||
1 29008 29006
|
||||
D4
|
||||
There is a hole in the ceiling leading up.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
E
|
||||
hole~
|
||||
The hole leads up. Big surprise since you've already seen it.
|
||||
~
|
||||
E
|
||||
door~
|
||||
You have to be able to Pick or Knock this door open, unless you got LUCKY.
|
||||
~
|
||||
S
|
||||
#29006
|
||||
The Conjuring Chamber~
|
||||
This large room is dominated by a whirlpool. There are two exits. To the
|
||||
east you can see a door and to the west you can see a waterfilled hallway
|
||||
stretching off. The whirlpool is threatening to pull you down, but you are
|
||||
certain that you would drown in it.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D0
|
||||
There is a strange store that seems suspiciously out of place just to
|
||||
the north.
|
||||
~
|
||||
~
|
||||
0 -1 29018
|
||||
D1
|
||||
A door blocks your way, unless it is open in which case it doesn't block
|
||||
your way.
|
||||
~
|
||||
door~
|
||||
1 29008 29005
|
||||
D3
|
||||
A hallway begins to move to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
D5
|
||||
The whirlpool is threatening to pull you down to your death.
|
||||
~
|
||||
~
|
||||
0 -1 29007
|
||||
E
|
||||
door~
|
||||
This is a big door, but not as big as it looked from the other side.
|
||||
~
|
||||
E
|
||||
whirlpool~
|
||||
This just looks scary and EXTREMELY dangerous.
|
||||
~
|
||||
S
|
||||
#29007
|
||||
The Whirlpool~
|
||||
It was not a good idea to come here.
|
||||
~
|
||||
290 8 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
S
|
||||
#29008
|
||||
A Hallway~
|
||||
The hallway naturally twists so that is seems to head east and down, but the
|
||||
hallway doesn't seem to be curved or bent in any way.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D1
|
||||
There is a large room to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
D5
|
||||
The hallway continues to the south... er... below.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
hallway hall~
|
||||
It is dead straight but it goes down and east... M. C. Escher has struck
|
||||
again!
|
||||
~
|
||||
S
|
||||
#29009
|
||||
A Hallway~
|
||||
The hallway here is bent in a big way. It goes up and east.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D1
|
||||
There is a large chamber to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
The hall continues up.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
E
|
||||
hallway hall~
|
||||
This hall is BENT!
|
||||
~
|
||||
S
|
||||
#29010
|
||||
A Completely Useless Room~
|
||||
This is a room to keep the continuity going of the numbering system. Other
|
||||
than that it serves no purpose. This area was conceived and built by Matrix of
|
||||
The Curious Area Workshop If you have questions or complaints please contact
|
||||
<fletcher@@cspo.queensu.ca>
|
||||
~
|
||||
290 0 0 0 0 0
|
||||
S
|
||||
#29011
|
||||
The Throne Room Annex~
|
||||
This is the entrance to the Throne room which lies to the east. A hall
|
||||
leads off to the west. The room is lavishly decorated but there is not much to
|
||||
see.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D1
|
||||
The Throne Room looms to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
D3
|
||||
A hall looms to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
loom~
|
||||
What a descriptive word that is. Loom.
|
||||
~
|
||||
S
|
||||
#29012
|
||||
Throne Room~
|
||||
This large room is rather large. A throne sits on the east wall below a
|
||||
hole in the ceiling. The throne almost dominates the room. No one is sitting
|
||||
in it. The wall is decorated to look like pillars surround the room. The
|
||||
annex is to the west whilst you are not sure what is above.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D3
|
||||
The Throne Room Annex is to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
You can't see what is above this room.
|
||||
~
|
||||
~
|
||||
0 -1 29013
|
||||
E
|
||||
throne~
|
||||
This is a large ugly thing that you are repulsed by. You can think of no
|
||||
conceivable reason why the lizardmen keep it here.
|
||||
~
|
||||
E
|
||||
pillars wall~
|
||||
What a useless concept. Why didn't the designer just put actual pillars in?
|
||||
|
||||
~
|
||||
S
|
||||
#29013
|
||||
Temple Of Morgash~
|
||||
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
|
||||
ugly. At least in your opinion it is... You are certain that the lizardmen
|
||||
like it though. There are two exits. Down and through the large door to the
|
||||
east.
|
||||
~
|
||||
290 9 0 0 0 0
|
||||
D1
|
||||
A large door blocks your way.
|
||||
~
|
||||
door~
|
||||
2 29005 29014
|
||||
D5
|
||||
There is a hole leading down. Obvious eh?
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
E
|
||||
door~
|
||||
It is quite large with a small keyhole.
|
||||
~
|
||||
S
|
||||
#29014
|
||||
Quest End~
|
||||
You have completed the quest! CONGRATULATIONS!! There are two exits back
|
||||
into the quest through the door and back to the outer world which lies to the
|
||||
east.
|
||||
~
|
||||
290 4 0 0 0 0
|
||||
D1
|
||||
The way back to te real world is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D3
|
||||
The quest is back to the west.
|
||||
~
|
||||
door~
|
||||
2 29001 29013
|
||||
S
|
||||
#29015
|
||||
Quest Preparation Room~
|
||||
This room is exactly as you left it. One exit... Down...
|
||||
~
|
||||
290 12 0 0 0 0
|
||||
D5
|
||||
The water below still looks ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29016
|
||||
LUCKY~
|
||||
This room is empty. There is a LUCKY blocking your way to the south.
|
||||
There is a sign on the wall.
|
||||
~
|
||||
290 8 0 0 0 0
|
||||
D2
|
||||
The is a LUCKY blocking your view.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29002
|
||||
E
|
||||
sign~
|
||||
The sign says: Boy are you ever LUCKY!!!!
|
||||
~
|
||||
S
|
||||
#29017
|
||||
The Real World Ends Here~
|
||||
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
|
||||
The entrance to the Lizard Lair Safari is to the west.
|
||||
~
|
||||
290 0 0 0 0 0
|
||||
D3
|
||||
This is the entrance way to the Safari.
|
||||
~
|
||||
~
|
||||
0 -1 29000
|
||||
E
|
||||
door metal huge~
|
||||
It's one of those huge studio-like doors. It seems pretty strong.
|
||||
~
|
||||
S
|
||||
#29018
|
||||
Mr. Hooper's store~
|
||||
This is your friendly neighbourhood convenience store and restaurant.
|
||||
There are many interesting things that you can buy here.
|
||||
~
|
||||
290 12 0 0 0 0
|
||||
D2
|
||||
The conjuring chamber is still to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
E
|
||||
counter~
|
||||
The counter is nice and clean. Mr. Hooper looks at you expectantly.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
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Reference in New Issue
Block a user