Updated World and files for 3.53 release, take 2 --Rumble

This commit is contained in:
Rumble 2007-06-19 22:49:43 +00:00
parent fb0cc1f450
commit 254a746657
27 changed files with 1906 additions and 1170 deletions

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@ -4,7 +4,16 @@ Rumble
The Builder Academy
builderacademy.net 9091
tbaMUD 3.52
tbaMUD 3.53
[Jun 28 2007]
Updated World and files for 3.53 release.
[Jun 16 2007] - Rumble
Missed replacing NUM_SPELLS -1 with NUM_SPELLS, corrected. (thanks Kyle)
[Jun 01 2007] - Rumble
Renamed Gossip: to Gemote: to match the command when players use gemote.
Added channel emotes by matching player name to first word. i.e. gossip
rumble sporks Manivo ruthlessly. (thanks Mordecai)
Renamed squelch to mute to match the command.
[May 17 2007] - Rumble
Added AFF_FLYING/SCUBA and appropriate checks in act.movement.c. Room sector types IN FLIGHT and UNDERWATER are finally being used!
Removed all of the Dragon_Breathes.
@ -20,6 +29,8 @@ tbaMUD 3.52
Fixed nogos/nowiz from flagging everyone in who.
Fixed numerous SYSERR's where mobs were using player only specials.
Added 128 bits patch by Niese Petersen with numerous updates and fixes.
tbaMUD 3.52
[Apr 14 2007] - Rumble
IP's only visible to LVL_GOD and above now for the paranoid people out there.
[Apr 13 2007] - Rumble
@ -337,6 +348,7 @@ CircleMUD 3.5
- Added buildwalk and dig.
Release history:
Version 3.53 release: July, 2007
Version 3.52 release: April, 2007
Version 3.51 release: February, 2007
Version 3.5 release: December, 2006

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@ -1 +0,0 @@
Rumble (May 15) [ 1204] Added changelog to do_file.

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@ -824,19 +824,19 @@ $n breathes onto $s hand and sniffs it.
#
~burn burn 0 8 8 0
You just got burned.
$n just got BURNED!
You burn $N.
$N just got burned by $n.
BURNED! Thanks to $n.
No one here to burn by that name.
Fire is dangerous. Don't play with it!
$n burns himself at the stakes.
#
#
#
#
#
You shriek for the witch to be BURNED!
$n shrieks for the witch to be BURNED!
You shriek that $N is a witch! BURN $M!
$n shrieks that $N is a witch! BURN $M!
$n shrieks that you are a witch! Do you smell smoke?
You need to find them first!
You're a witch, BURN!
$n shrieks that $e's a witch, and promptly BURNS $mself!
You shriek that $N's $t is the sign of a witch! BURN $M!
$n shrieks that $N's $t is the sign of a witch! BURN $M!
$n shrieks that your $t is the sign of a witch! Do you smell smoke?
You shriek that $p is the sign of a witch! BURN it!
$n shrieks that $p is the sign of a witch! BURN it!
~burp burp 0 5 0 0
You burp loudly! Better excuse yourself.
@ -928,6 +928,21 @@ $n gently caresses your $t, it feels nice.
You gently caress $p.
$n gently caresses $p.
~carrot carrot 0 8 8 0
What would you possibly do with a carrot.....?
$n whips out a firm carrot!
You whip out a carrot and wink at $N.
$n whips a carrot out of $s pocket and winks at $N.
$n whips a carrot out of $s pocket and winks at you.
You try penetrating the air with your carrot!
You whip out a carrot with a demented look on your face.
$n whips out a carrot with an odd look on $s face.
You prod $N's $t with your carrot.
$n prods $N's $t with $s carrot!
$n prods your $t with $s carrot.
You stick your carrot in $p.
$n sticks $s carrot into $p.
~cartwheel cartwheel 0 5 0 0
You do a cartwheel. Wheeee!
$n does a cartwheel!
@ -6073,6 +6088,21 @@ $n stomps on your $t.
You stomp on $p, breaking it into a million pieces.
$n stomps on $p, breaking it into a million pieces.
~stone stone 0 8 8 0
You call for a stoning! Theres a SINNER about!
$n calls for a stoning! Theres a SINNER about!
You start hurling stones at $N, SINNER!
$n starts hurling stones at $N the SINNER!
$n starts hurling stones at you, what did you do?
The stone whistles through the empty air.
You start pummeling yourself with stones, feel better yet?
$n starts pummeling $mself with stones, $e must be feeling guilty!
You hurl stones at $N's $t, it must have sinned!
$n hurls stones at $N's $t, it must have sinned!
$n hurls stones at your $t, what did it do?
You start hurling stones at $p, it must be evil!
$n starts hurling stones at $p, it must be evil!
~strangle strangle 0 5 0 0
You look around for a victim...
$n looks around for a victim to strangle.

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@ -4,7 +4,6 @@
Implementors
~~~~~~~~~~~~
Rumble
Greater Gods
~~~~~~~~~~~~

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@ -551,4 +551,64 @@ kind.
8 8 0
BareHandAttack: 4
E
#1943
spider ball~
a spider ball~
A spider ball stands here.
~
It looks unfinished.
~
8 0 0 0 0 0 0 0 0 E
0 20 10 1d1+0 1d1+0
0 0
8 8 0
E
T 1133
#1997
sexy stripper~
a sexy stripper~
A sexy stripper poses flirtatiously.
~
Skimpily dressed, this curvacious woman is posing in ways that show off her
ample assets. Long platinum blonde hair swishes around her hips, and a
mischievous sparkle glimmers in her green eyes.
~
8 0 0 0 0 0 0 0 0 E
0 20 10 1d1+0 1d1+0
0 0
8 8 2
E
T 1930
T 1932
#1998
gorilla man suit~
a hairy gorilla~
A man in a gorilla suit stands here.
~
This gorilla suit is very realistic, right down to the smell! Black tufts of
matted hair spring out haphazardly from this creature's sweaty body. The only
thing revealing that there is in fact a man inside, are the human eyes blinking
from two cut-out sockets.
~
8 0 0 0 0 0 0 0 0 E
0 20 10 1d1+0 0d1+0
0 0
8 8 1
E
T 1932
T 1933
#1999
mob deliverer~
the deliverer~
A deliverer stands here.
~
This mob is in neutral form, ready to take on whatever shape you request for
your singing telegram!
~
8 0 0 0 0 0 0 0 0 E
0 20 10 1d1+0 1d1+0
0 0
8 8 0
E
T 1949
$

View file

@ -8,7 +8,7 @@ gangly, it looks well suited to life in tunnels. Its warty skin is the colour
of sand and stone and two large pointed ears twitch at any sound. Large yellow
eyes seem to fill its face with an expression of despair and helplessness.
~
72 0 0 0 0 0 0 0 100 E
72 0 0 0 2048 0 0 0 100 E
10 19 6 2d1+110 1d2+2
150 10000
8 8 0
@ -40,7 +40,7 @@ A small squeaking bat dives in and out of the shadows.
observed. Its characteristic black furred body and webbed wings are somewhat
harmless looking until several sharp teeth glint in the subdued light.
~
135178 0 0 0 65616 0 0 0 -500 E
135178 0 0 0 67664 0 0 0 -500 E
10 17 4 2d2+500 1d2+1
100 10000
8 8 0
@ -74,7 +74,7 @@ than an animal, it is easy to forget it is alive, until it hums gently and
drifts deliberately closer. This creature's mere presence seems to freshen the
air, as though it were somehow filtering and replenishing it.
~
72 0 0 0 0 0 0 0 0 E
8 0 0 0 2048 0 0 0 0 E
15 18 1 3d3+150 2d2+2
150 22500
8 8 0
@ -295,9 +295,9 @@ like horns from its head. Tiny legs move almost too quickly to be seen, as the
creature scuttles nervously around, streaks of blue and green glinting in its
black armour.
~
200 0 0 0 0 0 0 0 0 E
5 20 7 1d1+50 1d2+0
0 2500
136 0 0 0 2048 0 0 0 0 E
5 19 7 1d1+50 1d2+0
50 2500
8 8 0
BareHandAttack: 4
E

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@ -40,10 +40,6 @@ The email listing of the gods is pinned against the wall.~
0 0 0 0
1 1 0 30
E
emails listing~
HELP CONTACT
~
E
wizlist~
Implementors
~~~~~~~~~~~
@ -60,6 +56,10 @@ wizlist~
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
~
E
emails listing~
HELP CONTACT
~
#5
foraged berries~
some foraged berries~
@ -135,7 +135,7 @@ waybread bread~
a waybread~
Some waybread has been put here.~
~
19 0 0 0 0 a 0 0 0 rs 0 0 0
19 0 0 0 0 a 0 0 0 0 0 0 0
24 0 0 0
1 50 0 0
E
@ -693,6 +693,19 @@ runestone Sanctum church~
This is one of the runestones used by the priests of Sanctum in their duties.
~
#41
Bell sanctum freedom~
the bell of Sanctum's freedom~
The symbol of Sanctum's freedom waits to be returned to its city.~
Nothing.
~
4 b 0 0 0 ao 0 0 0 0 0 0 0
30 1 1 39
1 1000 0 0
E
bell sanctum's freedom~
This is the bell that represents the freedom of the city of Sanctum.
~
#42
hammer Sanctum~
the hammer of Sanctum~
@ -742,6 +755,20 @@ An immortal device to set questpoints.~
0 0 0 0
1 1 0 31
T 168
#45
pile coins gold~
a pile of gold coins~
A pile of gold coins is half-buried in the mud and muck.~
~
20 0 0 0 0 a 0 0 0 0 0 0 0
1000000 0 0 0
0 0 0 0
T 193
E
pile coins gold~
The glittering gold catches your eye. Though covered in dirt and grime money
is money.
~
#46
key gateguard~
the gateguard key~
@ -776,6 +803,19 @@ comfy bed~
This bed is beckoning you to lay down and get some much needed sleep.
Just "sleep bed"
~
#50
generic light~
a generic light~
A generic light is lying here.~
~
1 0 0 0 0 ao 0 0 0 0 0 0 0
0 0 -1 0
1 1 0 0
E
generic light~
Since this light is completely generic there are no distinctive features
worth noticing.
~
#51
generic ring rfinger~
a generic ring~

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@ -1,3 +1,48 @@
#1200
email list staff~
a list of the staff's emails~
A list of the staff's emails has been left here.~
~
14 0 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
list email staff~
@RHELP CONTACT@n for the most recent listing or:
Name Email ICQ # AIM MSN
Welcor 18755607
Rumble rumble@t@@tbamud.com 100121659 admwint wintersn
Shamra shamra@t@@tbamud.com BlackdemonRahl
Amber amber@t@@tbamud.com
Detta detta@t@@tbamud.com
Elaseth elaseth@t@@tbamud.com ParaVox3
Elorien elorien@t@@tbamud.com
Ferret ferret@t@@tbamud.com radiax01
Fizban fizban@t@@tbamud.com Fizban1216 fizban1216@@hotmail.com
Fyre fyre@t@@tbamud.com
Heiach heiach@t@@tbamud.com heiach heiach
Random random@t@@tbamud.com 219948345
Relsqui relsqui@t@@tbamud.com 72136407 spiritethereal
Rhade rhade@t@@tbamud.com
~
#1201
pamphlet trigedit~
a pamphlet advertising the wonderful world of triggers~
A small pamphlet advertising the wonderful world of Trigedit.~
~
12 0 0 0 0 an 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
pamphlet trigedit~
Are you looking to pour in life into your mobs? To enliven your rooms? Or just
make your objects special? Well then, come and read to your hearts content
through the trigedit tutorial hallway starting in room 13. It will describe
what trigedit is, what it can do, and of course, how to make them. Dont forget,
for optimal results, Use the pages in conjuction with TSTAT. Have fun with the
power of (minor)coding!
~
#1202
scroll~
a scroll~
@ -14,6 +59,15 @@ This is a @Rred@n test object~
1 0 0 0 0 a 0 0 0 0 0 0 0
0 0 23 0
1 1 0 0
#1204
wand~
the wand~
A test wand~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
1 1 1 31
1 1 0 0
T 1284
#1205
staff~
staff~
@ -22,6 +76,23 @@ Staff~
4 0 0 0 0 a 0 0 0 0 0 0 0
1 3 3 31
1 1 0 0
#1209
squishy armchair chair~
a squishy armchair~
A large squishy armchair sits in front of the fireplace.~
~
12 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
T 1209
T 1286
E
chair armchair squishy~
This chair has large red leather cushions, on the seat and back. Strange
patterens are sewn into the seat and back. The arms are made of the same
material as the rest of the chair, and they seem to be stuffed to a point where
they look to be almost exploding.
~
#1210
Straight Jacket~
a straight jacket~
@ -30,6 +101,24 @@ You can't see it...it isn't here.~
9 0 0 0 0 ad 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
#1212
game console~
a game console~
A game console sits in one corner of the room~
~
12 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
T 1212
T 1213
E
game console~
To start a game type: go
To move around type: go <up | down | left | right>
You must collect the prizes and avoid the animal to obtain maximum points.
Each prize is worth 500 * game_level in experience.
~
#1218
spring fountain water~
a spring well~
@ -135,11 +224,23 @@ A Gigantic Black Staff rests here.~
4 b 0 0 0 ao 0 0 0 0 0 0 0
1 10 10 23
5 1 0 30
T 87
E
staff black~
A Huge staff sits here eminating a tremendous power.
~
#1269
switch~
a switch from a willow tree~
A magical switch from a willow tree has carelessly been discarded here.~
~
5 b 0 0 0 an 0 0 0 0 0 0 0
7 10 5 2
2 1000 0 0
T 1270
E
switch willow~
It's a stick. It's magical. It also hurts when you beat people with it.
~
#1275
uniform~
a Builder Academy uniform~
@ -204,6 +305,24 @@ A large blackened desk~
15 0 0 0 0 0 0 0 0 0 0 0 0
20000 3 0 0
0 0 0 0
#1298
firework new year piece~
a piece of fireworks~
A piece of fireworks is planted in a champagne bottle.~
~
12 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
T 1297
E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
E
bottle champagne~
The bottle is filled partially with water so it doesn't tilt over. Someone
has obviously drunk the champagne first.
~
#1299
christmas tree~
a christmas tree~

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@ -1004,4 +1004,132 @@ solidify and glisten with unnatural colour. Shades of blue and green shimmer
along the elegantly curving surfaces, purple and silver adding a darker hue when
the light catches a certain way.
~
#1965
tiny bikini top~
a tiny bikini top~
A tiny bikini top lies crumpled here.~
~
11 0 0 0 0 ad 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
tiny bikini top~
This top basically consists of pieces of pink silk string fastened together.
The amount of fabric isn't even enough to use as a handkerchief, so one can only
imagine how efficient this top is at covering anything!
~
#1966
skimpy thong miniscule piece fabric~
a skimpy thong~
A miniscule piece of fabric lies on the ground.~
~
11 0 0 0 0 af 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
skimpy thong miniscule piece fabric~
No, it isn't a piece of pink dental floss, although one could easily mistake
it for that. This is in fact, a very skimpy thong, although one wonders if it
would be easier just to go naked!
~
#1967
bright red lipstick print~
a bright red lipstick print~
A bright red lipstick print is smeared here.~
~
11 0 0 0 0 c 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
T 1929
E
bright red lipstick print~
This bright red smear is in the vague shape of a luscious pair of lips.
Somebody got kissed!
~
#1968
pair high stilettos~
a pair of high stilettos~
A pair of stilettos lie abandoned here.~
~
11 0 0 0 0 ag 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
pair high stilettos~
These strappy stilettos have a good six inch heel on them. Not only does
this look incredibly uncomfortable, they'd probably make a deadly weapon!
Still... They're very sexy.
~
#1969
thick cloud manly scent~
a thick cloud of manly scent~
A thick cloud of manly scent hovers here.~
~
11 0 0 0 0 k 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
thick cloud manly scent~
This rich, somewhat pungent odour is obviously that of a man's. Think sweaty
sports socks and bellybutton fluff. Tantalising!
~
#1970
romantic red rose~
a romantic red rose~
A romantic red rose lies forgotten here.~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
red rose~
This deep red rose would be quite a romantic flower if it weren't for the
strange, pungent aroma around it.
~
#1971
big slobbery kiss~
a big slobbery kiss~
A big slobbery kiss has been smeared on the ground.~
~
11 0 0 0 0 c 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
T 1929
E
big slobbery kiss~
This is the erotic saliva smear of the biggest, wettest, slobbery kiss you
can imagine.
~
#1972
summer tree xxtree~
a summer tree~
A summer tree stands here, lush and green.~
~
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
#1973
fall tree xxtree~
a fall tree~
A fall tree stands here, coloured red and gold.~
~
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
#1974
winter tree xxtree~
a winter tree~
A winter tree is here, bare and hung with ice.~
~
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
#1975
spring tree xxtree~
a spring tree~
A spring tree is here, budding into bloom.~
~
0 0 0 0 0 i 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
$~

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@ -231,7 +231,7 @@ water leathery pouch water~
a leathery pouch~
A leathery pouch is lying here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
17 0 0 0 0 ao 0 0 0 0 0 0 0
10 10 0 0
15 50 0 1
E
@ -1315,4 +1315,13 @@ birthday cake~
This birthday cake is Detta's, created on August 5th, to commemorate her last
ever day of being 22 years old. *breaks down and sobs about not being old*
~
#2784
xxxspiderball spider ball~
a spider ball~
A spider ball sits here.~
~
0 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 100 0 0
T 1133
$~

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@ -22,6 +22,14 @@ A dark bottle of ale has been left here.~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 3 0
10 10 3 0
#3003
bottle firebreather~
a bottle~
A bottle of firebreather has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
8 8 7 0
10 50 17 0
#3004
bottle local~
a bottle~
@ -127,13 +135,13 @@ A small sword lies here.~
0 1 6 11
3 60 10 0
E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~
The small sword seems to have an inscription of some sort.
~
E
inscription~
It says: 'May this sword be a good companion. '
~
#3022
sword long~
a long sword~
@ -281,6 +289,14 @@ E
pot~
It is a nice pot. You could use it, if you ever settled down.
~
#3040
plate breast~
a breast plate~
A breast plate is lying on the ground.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
7 0 0 0
50 180 15 0
#3041
shirt chain mail~
a chain mail shirt~
@ -519,13 +535,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0
E
social bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
social bulletin~
Use 'look board' to read the board.
~
#3097
boards frozen bulletin gen_boards~
a frozen bulletin board~
@ -535,13 +551,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0
0 0 0 0
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
#3098
boards holy bulletin gen_boards~
a holy bulletin board~
@ -551,13 +567,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0
0 0 0 0
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
#3099
boards bulletin gen_boards~
a bulletin board~
@ -567,11 +583,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0
E
bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
bulletin~
Use 'look board' to read the board.
~
$~

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@ -1,3 +1,4 @@
0.shp
1.shp
2.shp
3.shp

View file

@ -8,7 +8,9 @@ Non-attachable trigger~
Mob Tutorial Example Quest Offer - M14~
0 g 100
~
* we don't want him to tell this to mobs. Check if actor is a player.
* By Rumble of The Builder Academy builderacademy.net 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* Make sure the actor is a player first.
if %actor.is_pc%
* only greet players coming from the south.
if %direction% == south
@ -28,27 +30,32 @@ end
Mob Tutorial Example Kill Ogre - 16~
0 f 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
say you got the best of me %actor.name%. But I'll be back.
* load the wings
* Load the wings to be returned to the questmaster.
%load% obj 1
* reload the mob for the next questor
* Reload the mob for the next questor.
%load% mob 16
~
#3
Mob Tutorial Example Completion - 14~
0 j 100
~
* check if this was indeed the right object
* By Rumble of The Builder Academy builderacademy.net 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* Check if this was indeed the right object.
if %object.vnum% == 1
wait 1 sec
say Thank you, %actor.name%
%send% %actor% %self.name% gives you a gold piece.
%echoaround% %actor% %actor.name% is rewarded for his valor.
* Reward the actor with an entire gold coin!
nop %actor.gold(1)%
wait 5 sec
%purge% obj 1
else
* this wasn't the right object - don't accept it
* This isn't the right object - don't accept it.
say I don't want that - bring me back my wings.
return 0
end
@ -57,26 +64,31 @@ end
Tutorial II Guard Greet - 24~
0 g 100
~
if %direction% == south
wait 1 sec
emote snaps to attention as you approach.
wait 1 sec
say Admittance to the city is 10 coins.
end
* By Rumble of The Builder Academy builderacademy.net 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is a N S road so only greet players arriving from the south.
if %direction% == south && %actor.is_pc%
wait 1 sec
emote snaps to attention.
wait 1 sec
say Admittance to the city is 10 coins.
end
~
#5
Tutorial II Guard Bribe 10 - 24~
0 m 1
~
* This is a comment. Always use amplifying comment to explain your Triggers!
* If actor gives 10 coins or more
* By Rumble of The Builder Academy builderacademy.net 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is a comment. Always use amplifying comments to explain your Triggers!
* If actor gives 10 coins or more.
if %amount% >= 10
* if actor gives more than 10 then give them change
* If more than 10 give them change.
if %amount% > 10
eval change %amount% - 10
give %change% coin %actor.name%
end
* otherwise they must have given exactly 10 coins, open the gate.
* Otherwise they must have given exactly 10 coins, open the gate.
say thank you.
wait 1 sec
unlock gateway
@ -86,7 +98,7 @@ if %amount% >= 10
close gateway
wait 1 sec
lock gateway
* else they gave too few! be nice and refund them
* Else they gave too few! be nice and refund them.
else
say only %amount% coins, I require 10.
give %amount% coin %actor.name%
@ -96,7 +108,7 @@ end
Obj Command Magic Eight Ball - O47~
1 c 2
shake~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy builderacademy.net 9091
* Numeric Arg: 2 means in character's carried inventory.
* Command trigs do not work for level 32 and above.
* There are 20 possible answers that the Magic Eight Ball can give.
@ -191,26 +203,36 @@ end
Tutorial II Guard Closes Gate - 24~
0 e 0
The gate is opened from~
* By Rumble of The Builder Academy builderacademy.net 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is required to close the gate after someone opens it from the other
* side.
wait 5 sec
close gate
wait 1 sec
lock gate
lock gate
~
#8
Tutorial II Guard Closes Gate 2 - 24~
0 e 0
leaves north.~
wait 5 sec
* By Rumble of The Builder Academy builderacademy.net 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is required to close the gate after the guard is bribed and someone
* leaves to the north.
wait 5 sec
close gate
wait 1 sec
lock gate
lock gate
~
#9
Tutorial Quest 1317 - Starter~
0 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* Quest Trigs 9-12. If the player comes from the south and has not done the quest.
if %direction% == south
if %actor.varexists(solved_example_quest_zone_14)%
if %actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say you have already completed this quest.
halt
@ -225,9 +247,9 @@ end
Tutorial Quest 1317 - Accept~
0 d 1
yes~
if %actor.varexists(solved_example_quest_zone_14)%
halt
else
* By Rumble of The Builder Academy builderacademy.net 9091
* Quest Trigs 9-12. If the player has not done the quest give them a hint.
if !%actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say Perfect, %actor.name%. I'll make this easy. It is to the east.
wait 3 sec
@ -239,12 +261,9 @@ end
Tutorial Quest 1317 - Completion~
0 j 100
~
if %actor.varexists(solved_example_quest_zone_14)%
halt
end
*
wait 1 sec
if %object.vnum% == 1394
* By Rumble of The Builder Academy builderacademy.net 9091
* Quest Trigs 9-12. If the player returns the right object reward them.
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
dance
wait 1 sec
say Thank you, %actor.name%.
@ -255,8 +274,8 @@ if %object.vnum% == 1394
emote shakes the magic eight ball vigorously.
wait 1 sec
emote does not seem too pleased with his answer.
set solved_example_quest_zone_14 1
remote solved_example_quest_zone_14 %actor.id%
set solved_tutorial_quest_zone_0 1
remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object%
else
say I don't want that!
@ -267,7 +286,9 @@ end
Tutorial Quest 1441 - Load 8ball~
2 g 100
~
wait 2 sec
* By Rumble of The Builder Academy builderacademy.net 9091
* Quest Trigs 9-12. Drop the 8ball on their head when they enter.
wait 1 sec
%echoaround% %actor.name% A magic eight ball drops from the sky striking %actor.name% on the head.
%send% %actor% A magic eight ball drops from the sky striking you on the head.
%load% obj 1394
@ -310,7 +331,7 @@ end
Damage Example~
2 g 100
~
* By Rumble
* By Rumble of The Builder Academy builderacademy.net 9091
* First put a wait in so the echo waits for the player to get into the room.
wait 1 sec
%echo% As %actor.name% enters the room a bolt of lightning smites %actor.himher%.
@ -1988,8 +2009,7 @@ end
Obj Timer Example~
1 f 100
~
* %echo% The trigger fires now!
* otimer 3
* This object will disappear once its timer value reaches 0.
%echo% The ice cream melts away.
%purge% %self%
~
@ -2042,10 +2062,9 @@ end
~
#87
Obj Remove Example~
1 l 100
1 l 90
~
return 0
%send% %actor% You can't remove it.
~
#88
Obj Load Example~
@ -2540,9 +2559,48 @@ end
~
#98
Mob Act - 98 Teleporter Give~
0 g 100
~
whisper %actor% this is a crash test
0 e 0
has entered the game.~
* By Rumble
if %actor.is_pc%
if !%actor.eq(*)%
%load% obj 50 %actor% light
%load% obj 51 %actor% rfinger
%load% obj 52 %actor% lfinger
%load% obj 53 %actor% neck1
%load% obj 54 %actor% neck2
%load% obj 55 %actor% body
%load% obj 56 %actor% head
%load% obj 57 %actor% legs
%load% obj 58 %actor% feet
%load% obj 59 %actor% hands
%load% obj 60 %actor% arms
%load% obj 61 %actor% shield
%load% obj 62 %actor% about
%load% obj 63 %actor% waist
%load% obj 64 %actor% rwrist
%load% obj 65 %actor% lwrist
%load% obj 66 %actor% wield
%load% obj 67 %actor% hold
end
wait 2 sec
if !(%actor.inventory(82)%)
wait 1 s
say You are not prepared to travel these realms to their fullest.
wait 1 s
say Maybe I can help you.
%load% obj 82
give teleporter %actor.name%
*could actor carry the weight?
if !%actor.inventory(82)%
drop teleporter
end
wait 2 s
say With this you may teleport to areas that may not be accessible in any other way.
wait 2 s
say HELP AREAS
end
end
~
#99
Obj Command 82 - Teleporter~

View file

@ -1,4 +1,12 @@
#1200
General trigger keeper. Only for use in room 0.~
2 a 100
~
* Not used for anything but variable storage. No Script!
* Without this trig attached you will get the error:
* Trying to access Global var list of void. Apparently this has not been set up!
~
#1201
Calculator By Mordecai~
2 d 100
*~
@ -57,13 +65,6 @@ if %actor.is_pc%
end
end
~
#1201
No Recall~
1 c 100
recall~
*This trigger prevents people from recalling.
%send% %actor% Divine forces prevent you from doing that.
~
#1202
Justice sword~
1 j 100

View file

@ -199,7 +199,7 @@ elseif %cmd% == test
return 0
elseif %cmd% == gozz
return 0
elseif %cmd.mudcommand% == tell
elseif %cmd.mudcommand% == gossip
return 0
elseif %cmd% == who
return 0
@ -274,6 +274,277 @@ end
~
%load% obj 1900
~
#1926
(99) deliverer takes name~
0 d 100
*~
if %1999_place% == 2
set age1 %speech%
eval age2 %age1%+2
eval age3 %age2%-2
set 1999_age %age3%
global 1999_age
wait 2s
%echo% %self.name% scribbles in a notepad.
wait 2s
if %1999_age% > 0
%echo% %self.name% mumbles "Ok, %1999_recip% is... %1999_age% years old."
else
%echo% %self.name% mumbles "Ok, you don't know how old %1999_recip% is.
end
wait 2s
set 1999_place 3
global 1999_place
say Aaaand, you've got two choices...
wait 2s
say who will deliver your telegram?
wait 2s
say A man in a gorilla suit?
wait 2s
say Or a sexy stripper?
elseif %1999_place% == 3
wait 2s
if %speech.contains(sexy)% || %speech.contains(stripper)%
say Ok then! Thats one sexy stripper.. about to deliver a special something to %1999_recip%.
set 1999_choice stripper
global 1999_choice
set 1999_place 0
global 1999_place
wait 2s
say If everything sounds right to you, nod your head. Or you can shake to start over.
attach 1927 %self.id%
detach 1926 %self.id%
elseif %speech.contains(man)% || %speech.contains(gorilla)%
say Ok then! Thats one hairy gorilla.. about to deliver a special something to %1999_recip%.
set 1999_choice gorilla
global 1999_choice
set 1999_place 0
global 1999_place
wait 2s
say If everything sounds right to you, nod your head. Or you can shake to start over.
attach 1927 %self.id%
detach 1926 %self.id%
else
say I'm sorry, thats not one of your choices.
wait 2s
say You can choose a sexy stripper, or a man in a gorilla suit.
end
else
set 1999_recip %speech%
global 1999_recip
wait 2s
if %1999_recip.is_pc%
%echo% %self.name% scribbles in a notepad.
wait 2s
%echo% %self.name% mumbles "Ok, thats for... %1999_recip%."
set 1999_place 2
global 1999_place
wait 2s
say "And how old will they be? Say 0 if you don't know."
else
say I'm sorry, according to our records "%1999_recip%" is not accepting telegrams right now.
wait 2s
say Feel free to call again if you get someone in mind.
wait 1s
%echo% %self.name% bows low and disappears into thin air.
%purge% %self%
end
end
~
#1927
(99) deliverer confirms~
0 c 100
*~
if %cmd% == nod
say Ok %actor.name%, that telegram is on its way now!
if %1999_choice% == gorilla
%at% %1999_recip% %load% mob 1998
elseif %1999_choice% == stripper
%at% %1999_recip% %load% mob 1997
end
%at% %1999_recip% xxrecipxx %1999_recip%
%at% %1999_recip% xxagexx %1999_age%
detach 1927 %self.id%
%purge% %self%
elseif %cmd% == shake
say Ok %actor.name%, lets just start all over again shall we!
%load% %self.vnum%
%purge% %self%
else
return 0
say If everything sounds right to you, nod your head. Or you can shake to start over.
end
~
#1928
(99) testing~
0 d 100
*~
set tar %speech%
%echo% Target vnum: %tar.vnum%
if %tar.is_pc%
%echo% Target is a PC
else
%echo% Target is not a PC.
end
~
#1929
(67) lipstick disappears when removed~
1 l 100
~
%send% %actor% You wipe away %self.shortdesc%.
%echoaround% %actor% %actor.name% wipes away %self.shortdesc%.
%purge% %self%
~
#1930
(97) stripper enters~
0 c 0
xxrecipxx~
set 1999_recip %arg%
global 1999_recip
%load% obj 1965 %self% body
%load% obj 1966 %self% legs
%load% obj 1968 %self% feet
eval tar %1999_recip%
if %tar.sex% == male
set nick1 hunk o'man
set nick2 you big beast
set nick3 stud
elseif %tar.sex% == female
set nick1 gorgeous beauty
set nick2 my princess
set nick3 siren
else
set nick1 gorgeous creature
set nick2 my lovely
set nick3 thing
end
%echo% You hear the clacking of stilettos as %self.name% struts saucily into the room.
wait 4s
say Oooh %tar.name%, I've been looking for a %nick1% like you.
wait 4s
%load% obj 1967 %tar% neck1
%send% %tar% %self.name% wraps her arms around you and plants a big kiss on your neck.
%echoaround% %tar% %self.name% wraps her arms around %tar.name% and plants a big kiss on %tar.hisher% neck.
wait 4s
say And now %nick2%, I've got a present for you!
wait 4s
%echo% %self.name% starts to sing as she unfastens her top.
wait 4s
say Happy birthday to you...
wait 2s
remove top
wait 4s
say Happy birthday to you...
wait 2s
%load% obj 1965 %tar% inv
%purge% top
%send% %tar% %self.name% twirls her bikini top in the air and throws it to you.
%echoaround% %tar% %self.name% twirls her bikini top in the air and throws it to %tar.name%.
wait 4s
say Happy birthday... dear %tar.name%...
wait 2s
remove thong
wait 4s
say Happy birthday to you!
wait 2s
%load% obj 1966 %tar% inv
%purge% thong
%send% %tar% %self.name% does a little twirl and throws you her thong.
%echoaround% %tar% %self.name% does a little twirl and throws %tar.name% her thong.
wait 2s
if %1999_age% > 0
say This sexy %nick3% %tar.name% is %1999_age% years old everybody!
else
say Congratulations %tar.name%, you sexy %nick3%!
end
wait 4s
%send% %tar% %self.name% blows you a kiss, and runs away giggling.
%echoaround% %tar% %self.name% blows %tar.name% a kiss, and runs away giggling.
%teleport% %self% 1900
%purge% %self%
~
#1931
(97) command gives recip~
0 c 100
xxrecipxx~
set 1999_recip %arg%
global 1999_recip
%echo% recip is %1999_recip%
~
#1932
(97) mob takes age from deliverer~
0 c 100
xxagexx~
set 1999_age %arg%
global 1999_age
~
#1933
(98) gorilla sequence~
0 c 100
xxrecipxx~
set 1999_recip %arg%
global 1999_recip
%load% obj 1969 %self% about
eval tar %1999_recip%
if %tar.sex% == male
set nick1 hunk o'man
set nick2 you big beast
set nick3 stud
elseif %tar.sex% == female
set nick1 gorgeous beauty
set nick2 my princess
set nick3 siren
else
set nick1 gorgeous creature
set nick2 my lovely
set nick3 thing
end
%echo% You hear some loud grunting and thumping as %self.name% crashes into the room.
wait 4s
say Oooh %tar.name%, I've been looking for a %nick1% like you.
wait 4s
%load% obj 1969 %tar% about
%send% %tar% %self.name% gives you a bear-hug, rubbing his big sweaty body against you.
%echoaround% %tar% %self.name% gives %tar.name% a bear-hug, rubbing his big sweaty body against %tar.himher%.
wait 4s
say And now %nick2%, I've got a present for you!
wait 4s
%send% %tar% %self.name% grabs your hand and twirls you around.
%echoaround% %tar% %self.name% grabs %tar.name%'s hand and twirls %tar.himher% around.
wait 4s
say Happy birthday to you...
wait 2s
wink %tar.name%
wait 4s
say Happy birthday to you...
wait 2s
%send% %tar% %self.name% bends you low in a sweeping dance move.
%echoaround% %tar% %self.name% bends %tar.name% low in a sweeping move.
wait 4s
say Happy birthday... dear %tar.name%...
wait 2s
lick
wait 4s
say Happy birthday to you!
wait 2s
%load% obj 1971 %tar% neck1
%send% %tar% %self.name% straightens you up and gives you a big slobbery kiss.
%echoaround% %tar% %self.name% straightens %tar.name% up and gives %tar.himher% a big slobbery kiss.
wait 2s
if %1999_age% > 0
say This sexy %nick3% %tar.name% is %1999_age% years old everybody!
else
say Congratulations %tar.name%, you sexy %nick3%!
end
wait 4s
%load% obj 1970
give %tar.name% rose
drop rose
%send% %tar% %self.name% grunts a goodbye, and stomps away.
%echoaround% %tar% %self.name% grunts a goodbye, and stomps away.
%teleport% %self% 1900
%purge% %self%
~
#1935
(1993) person dies if not freed~
2 c 100
@ -470,21 +741,18 @@ end
%door% 1982 north purge
~
#1949
test load 2~
2 c 100
xxtestxx~
%load% obj 1923
%load% obj 1924
%load% obj 1934
%load% obj 1935
%load% obj 1936
%load% obj 1937
%load% obj 1938
%load% obj 1939
%load% obj 1960
%load% obj 1961
%load% obj 1962
%echo% An incredible force sweeps from your hands, summoning a great gift from the air as if by magic.
(99) delivery mob loads~
0 n 100
~
wait 2s
%echo% %self.name% bows with a flourish.
wait 1s
say Hi! I'm a singing telegram mob!
wait 2s
say I'm guessing you'd like to send a telegram...
wait 2s
say so why don't you give me the name of the lucky recipient?
attach 1926 %self.id%
~
#1950
(1945) red vial effects~
@ -895,52 +1163,52 @@ switch %random.15%
%echo% You hear a rustling sound as some animal scrambles frantically away.
break
case 1
%echo% A fine mist wafts on the air, coating your body with sticky moisture.
%echo% A fine mist wafts on the air, coating your body with sticky moisture.
break
case 2
%echo% You feel a stab of pain as an engorged leech releases its grip on your skin.
%echo% You feel a stab of pain as an engorged leech releases its grip on your skin.
break
case 3
%echo% A swarm of midges dances momentarily around your head before moving on.
%echo% A swarm of midges dances momentarily around your head before moving on.
break
case 4
%echo% The awful sound of some animal's dying shrieks pierces the air.
%echo% The awful sound of some animal's dying shrieks pierces the air.
break
case 5
%echo% You feel a tickling sensation as some insect runs down your back.
%echo% You feel a tickling sensation as some insect runs down your back.
break
case 6
%echo% The distant sound of primal war drums pounds out a rhythm.
%echo% The distant sound of primal war drums pounds out a rhythm.
break
case 7
%echo% A long black centipede wriggles out of the ground, only to burrow back in.
break
case 8
%echo% You feel slightly short of breath as the air becomes muggier.
break
case 9
%echo% The sickly scent of cooking meat wafts in the sweltering air.
break
case 10
%echo% You hear the sound of several crows suddenly screeching.
break
case 11
%echo% A little firefly winks in and out of existance.
break
case 12
%echo% A putrid stench fills the air as some vile animal rustles past.
break
case 13
%echo% A fly buzzes annoyingly around your face.
break
case 14
%echo% Ribbit... ribbit... a frog's croaking call echoes through the still air.
break
case 15
%echo% A droplet of moisture runs down your forehead.
break
case 7
%echo% A long black centipede wriggles out of the ground, only to burrow back in.
break
case 8
%echo% You feel slightly short of breath as the air becomes muggier.
break
case 9
%echo% The sickly scent of cooking meat wafts in the sweltering air.
break
case 10
%echo% You hear the sound of several crows suddenly screeching.
break
case 11
%echo% A little firefly winks in and out of existance.
break
case 12
%echo% A putrid stench fills the air as some vile animal rustles past.
break
case 13
%echo% A fly buzzes annoyingly around your face.
break
case 14
%echo% Ribbit... ribbit... a frog's croaking call echoes through the still air.
break
case 15
%echo% A droplet of moisture runs down your forehead.
break
default
%echo% A fly buzzes annoyingly around your face.
%echo% A fly buzzes annoyingly around your face.
break
done
~

View file

@ -482,15 +482,18 @@ end
%echo% @BA partially-petrified memlin gasps with his dying breath: my daughter... find her... in the Sandy... Tunn...@n
~
#2725
testrandom~
1 b 100
test for Tink~
2 b 100
~
eval actor %self.worn_by%
if !%actor%
halt
endif
%echoaround% %actor% Lightning cackles around %actor.name%
%send% %actor% Lightning cackles around you.
eval tar 2700
while %tar%
if %tar% < 2720
%at% %tar% %echo% This is a test message.
eval tar %tar%+1
else
eval tar 0
end
done
~
#2726
test randomroom~
@ -1396,6 +1399,7 @@ switch %random.2%
wear cloth
break
done
wear all
~
#2773
(2708) Keeper gives book~
@ -1543,7 +1547,7 @@ test corpse purge (use with 2784)~
otimer 5
~
#2788
test purge~
test time~
0 c 100
test~
%purge% %self%

View file

@ -399,15 +399,17 @@ done
Slipping on Marbles - 27147~
1 q 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* A leave trigger that checks for low dexterity.
if %actor.is_pc%
if %random.100% + %actor.dex% > 50
%send% %actor% You slip on %self.shortdesc% and fall.
%echoaround% %actor% %actor.name% slips on %self.shortdesc% and falls.
if %actor.dex% < 15
%send% %actor% You slip on %self.shortdesc% and fall flat on your face.
%echoaround% %actor% %actor.name% slips on %self.shortdesc% and falls on his face.
return 0
%force% %actor% sit
nop %actor.pos(sitting)%
else
%send% %actor% You slip on %self.shortdesc%, but manage to retain your balance.
%echoaround% %actor% %actor.name% slips on %self.shortdesc%, but manages to retain %actor.hisher% balance.
%send% %actor% You slip on %self.shortdesc%, but manage to regain your balance.
%echoaround% %actor% %actor.name% slips on %self.shortdesc%, but manages to regain %actor.hisher% balance.
end
end
~

View file

@ -3,11 +3,11 @@ The Void~
You don't think that you are not floating in nothing. You can see
a strange portal located above you.
~
0 8 0 0 0 0
0 0 0 0 0 0
D4
~
~
0 0 -1
0 0 100
S
T 1200
#1
@ -21,7 +21,7 @@ D5
A strange portal in the floor is the only exit.
~
~
0 0 -1
0 0 100
S
#2
Welcome to the Builder Academy~
@ -552,16 +552,6 @@ D2
~
0 0 21
S
#32
An unfinished room~
You are in an unfinished room.
~
0 0 0 0 0 9
D1
~
~
0 0 33
S
#33
Rumble's Room~
The mark of the immature man is that he wants to die nobly for a cause,
@ -569,14 +559,6 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
0 8 0 0 0 0
D1
~
~
0 0 33
D3
~
~
0 0 32
E
.test~
can you see this with look around?
@ -677,7 +659,6 @@ from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~
S
T 1200
#34
Pool of Images~
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
@ -721,7 +702,7 @@ D3
D4
~
trapdoor~
1 0 -1
1 0 130
S
#90
Epictetus' Prison Cell~

View file

@ -1,10 +1,10 @@
#100
Temple of Sanctum~
You stand inside a massive temple dedicated to the gods of Sanctus. The
ceiling is supported by fluted columns and a main spiral stairwell that leads
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.
This large room appears to be inside inside a massive temple dedicated to the
gods of Sanctus. The ceiling is supported by fluted columns and a main spiral
stairwell that leads 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 28 0 0 0 0
D0
@ -75,12 +75,12 @@ Zone 1 is linked to the following zones:
S
#101
The Temple of the Gods~
You have reached the highest point in the kingdom of Sanctus. It is from
This seems to be the highest point in the kingdom of Sanctus. It is from
here that the worshippers of the gods come to pay tribute to those who have
saved them from the chaos and destruction beyond the sanctuary of the city
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.
room with a statue on each side.
~
1 16 0 0 0 0
D2
@ -110,11 +110,11 @@ T 158
T 163
#102
Inner Sanctum~
You have reached the highest room in the tower of Sanctum where only those
This appears to be the highest room in the tower of Sanctum where only those
devoted to the guild of Clerics are allowed to practice their skills and spells
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.
through cloth giving one the impression of being inside of a tent rather than in
a room. The room glows brightly, though one cannot tell from what source.
~
1 24 0 0 0 0
D5
@ -146,12 +146,12 @@ head chair, which is garnished in silver, is only used by the High Councilman.
S
#104
Inner Void~
This room is exempt from all normal laws of reality. You have entered the
realm of magic where the laws of science no longer exist. The void you find
yourself in is created within your mind and is the perfect place to practice
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.
This room is exempt from all normal laws of reality. It appears to have
entered the realm of magic where the laws of science no longer exist. The void
of this place is created within the traveler's mind and is the perfect place to
practice 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.
~
1 24 0 0 0 0
D5
@ -190,12 +190,11 @@ S
#106
Above the Northern Gate~
In between the Thieves and Warriors Quarter the Northern Gate is the main
defensive hold in case of an attack. At this distance you can just barely make
out the shimmering dome that was created by the gods and is now sustained by
the Magi. The dome curves along the walls of the city and can not be seen for
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.
defensive hold in case of an attack. At this distance one can just barely make
out the shimmering dome that was created by the gods and is now sustained by the
Magi. The dome curves along the walls of the city and can not be seen for more
than a few feet in any direction. It flickers as if a mirage, only visible when
glanced at from one side. Stone stairs lead down into the city wall.
~
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@ -283,11 +282,11 @@ D5
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#111
Northwest Corner of the Inner Wall~
To the north you hear the clang and crash of the smithies in the Warriors
Quarter. To the west you see the barracks and the gate to the outside. The
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.
To the north can be heard the clang and crash of the smithies in the Warriors
Quarter. To the west the barracks and the gate to the outside are visible.
The Temple of Sanctus rises above to the southeast, its single spire reaching up
into the sky higher than any other building in the realm. A stone stairwell
leads down to the inner city.
~
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@ -298,11 +297,11 @@ S
#112
Northeast Corner of the Inner Wall~
The city to the north is covered in shadows and gloom, the Thieves Quarter.
To the east you can see the gate and a long warehouse. The Temple of Sanctus
rises above you to the southwest. A light breeze brings a bit of refreshment
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.
To the east one can see the gate and a long warehouse. The Temple of Sanctus
rises above to the southwest. A light breeze brings a bit of refreshment 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 0 0 0 0
D5
@ -335,11 +334,11 @@ tales, but most have been forgotten with the passing of time.
S
#114
Above the Western Gate~
Atop the battlements over the western gate you can see the luminescent glow
of the dome that protects the city. You hear the occasional rattling of armor
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.
Atop the battlements over the western gate one can see the luminescent glow
of the dome that protects the city. The occasional rattling of armor can be
heard, as the sentinels grow weary from their standing their posts hour after
hour. The city to the east looks tranquil and safe. It is not possible to see
much to the west past the shimmering dome.
~
1 0 0 0 0 0
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@ -359,9 +358,9 @@ S
Above the Inner Wall~
The battlements on top of the inner wall are the last defense in case of an
invasion. All citizens are required to move within the inner city and prepare
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.
to fight. The city has never fallen to this day. To the north one can see the
barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
inner city.
~
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@ -371,12 +370,12 @@ D5
S
#116
Travelling Room~
This used to be a travelling room. Entire sections of the floor are now
embedded in the ceiling and you can even see to the outside through a hole in
one wall. This is what happens when a portal becomes unstable. You remind
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.
This used to be a traveling room. Entire sections of the floor are now
embedded in the ceiling and it is even possible to see to the outside through a
hole in one wall. This is what happens when a portal becomes unstable. It is
certainly a grim reminder to flee the second it seems 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 16 0 0 0 0
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@ -399,11 +398,11 @@ the shadow of the unlucky man.
S
#117
Travelling Room~
This rooms stands empty as it is being prepared for a portal summoning.
The walls are glistening white plaster with a vaulted ceiling. Powerful mages
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.
This room stands empty as it is being prepared for a portal summoning. The
walls are glistening white plaster with a vaulted ceiling. Powerful mages are
said to be able to create portals through their arcane arts, though 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 24 0 0 0 0
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@ -413,11 +412,11 @@ D3
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#118
Above the Inner Wall~
On top of the battlements you have a good view of the eastern side of the
city. To the north you see the Thieves Warehouse,, to the south the Mansion
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.
On top of the battlements one has access to a good view of the eastern side
of the city. To the north can be seen the Thieves Warehouse, to the south the
Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
the west. All looks well from this perspective. It is not possible to see
beyond the city walls.
~
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@ -427,12 +426,11 @@ D5
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#119
Above the Eastern Gate~
The radiant dome of energy protecting the city curves over your head. The
powerful magic causes the hairs on the back of your neck and arms to stand on
end. The Magi are responsible for keeping the dome up. But two of the seven
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.
The radiant dome of energy protecting the city curves high above. The
powerful magic prickles like electricity in the air. The Magi are responsible
for keeping the dome up. But two of the seven have already died. The War
Master is planning for the worst, and preparing the army for battle. The guards
stir restlessly below. A stone stairwell leads down to the gate.
~
1 0 0 0 0 0
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@ -452,8 +450,8 @@ S
Travelling Room~
A few of the higher mages of Sanctus have been able to control the gateways
that have opened between realms. One of these controlled portals is kept in
this room. It is a one way ticket to the realm of midgaard. The portals are
still eratic and uncontrollabe so anyone who uses them does so at their own
this room. It is a one way ticket to the realm of Midgaard. The portals are
still eratic and uncontrollable 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.
~
@ -465,10 +463,10 @@ D0
S
#121
Southwestern Corner of the Inner Wall~
Through the clouds you catch a glimpse of the shimmering dome. A good omen.
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.
Through the clouds one catch a glimpse of the shimmering dome. A good omen.
To the west one 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 0 0 0 0
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@ -486,10 +484,10 @@ collapsed and the laws of science and nature are in disorder.
S
#122
Southeastern Corner of the Inner Wall~
A glimpse of shimmering light above you in the clouds reminds you of the
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.
A glimpse of shimmering light high above in the clouds reminds one of the
protecting dome that ensures oner 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 0 0 0 0
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@ -548,11 +546,11 @@ even lives here.
S
#125
Plane of the Magi~
You find yourself in a place of non-existence. The walls recede from your
vision until you stand only in a bleak greyness. You can no longer discern
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.
Here, one finds themselves in a place of non-existence. The walls recede
from vision until all that is visible is a bleak greyness. Nothing can any
longer be discerned in three dimensions. The floor, ceiling, and sky all are
the same bleak grey color. It is here the Magi come to test their mystical
arts. It is not a good place to get lost in.
~
1 8 0 0 0 0
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@ -582,11 +580,11 @@ D5
S
#126
Plane of the Magi~
The world you knew has vanished. You stand in the middle of greyness. In
every direction you can neither tell distance or see any distinguishable
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.
Any fragments of the familiar world have vanished. All around stretches
vague mists of greyness. In every direction no distance or any distinguishable
landmark can be discerned. 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 8 0 0 0 0
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@ -724,11 +722,11 @@ D1
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#132
Tower of the Magi~
Within the halls of this Tower lies the Orb of Sanctum. It is the
responsibility of all to ensure it's safety. Without the orb the dome would
Within the halls of this tower lies the Orb of Sanctum. It is the
responsibility of all to ensure its safety. Without the orb the dome would
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.
within these halls. The orb is rumoured to have been created by the Gods Rumble
and Ferret. But, no one knows for sure.
~
1 8 0 0 0 0
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@ -843,10 +841,10 @@ S
#136
Kitchen~
At first glance this room seems to be made just to prepare food for the
towers occupants, but on second glance you realize a few of the cooks are
towers occupants, but on second glance one can see that a few of the cooks are
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.
they make their healing elixirs, salves, and potions.
~
1 8 0 0 0 0
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@ -884,10 +882,10 @@ S
#139
Above the Southern Gate~
The dome of protection glows brightly here since it is closest to the Orb of
Sanctum. To the north you see the Temple of Sanctus towering above the Tower
of the High Council and the Tower of the Magi. All three structures are
Sanctum. To the north the Temple of Sanctus can be seen towering above the
Tower 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.
rises high into the air, blocking all view to the chaotic world beyond.
~
1 0 0 0 0 0
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@ -965,13 +963,12 @@ D4
S
#143
Letzgo Inn~
The only Inn in Sanctus. The Letzgo Inn appeals to those who need to take a
break or maybe just get away from home for a few days to receive one of the
many "treatments" available by the fine staff. The sole proprietor goes by the
name of Orlok and has been known to be rough, even deadly, to any customers
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.
The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
break or maybe just get away from home for a few days to receive one of the many
"treatments" available by the fine staff. The sole proprietor goes by the name
of Orlok and has been known to be rough, even deadly, to any customers that
treat his "employees" unfairly. The inn appears to be well kept. Further to
the north one can see a winding staircase and a plethra of adjoining rooms.
~
1 8 0 0 0 0
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@ -981,11 +978,11 @@ D2
S
#144
Shiro's Weaponry~
You enter a large wood building with rack upon rack of weapons lining every
wall, the floor, and even some suspended from the ceiling. The sound of
This large wood building is filled with rack upon rack of weapons lining
every wall, the floor, and even some suspended from the ceiling. The sound of
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.
master wesponsmith.
~
1 8 0 0 0 0
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@ -1012,10 +1009,10 @@ S
#146
The Northern Road~
The Northern Gate of Sanctus and the impressive wall surrounding it looms
above you to the north. The dull sound of hammering comes from the building to
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.
above to the north. The dull sound of hammering comes from the building to 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.
~
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@ -1043,10 +1040,10 @@ D2
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#148
The Rustic~
The only Restaurant in Sanctus. The Rustic serves up decent meals to anyone
The only restaurant in Sanctus. The Rustic serves up decent meals to anyone
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.
place is rather deserted and only a few customers are chatting idly in the back.
~
1 8 0 0 0 0
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@ -1069,13 +1066,18 @@ D2
S
#150
Thieves Retreat~
This gloomy bar has an uneasy feeling about it. Better be careful as this
bar is frequented by the less honorable class in Sanctus. Very few people drink
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.
This gloomy bar has an uneasy feeling about it. Travelers pausing here
should be careful as this bar is frequented by the less honorable class in
Sanctus. Very few people drink here since as soon anyone inebriated is likely
to be relieved of any gold they may be carrying. The bar seems to sell alot
more than just drinks as large shelves are filled with various items and
equipment.
~
1 8 0 0 0 0
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~
~
0 0 -1
D2
~
~
@ -1143,10 +1145,10 @@ D3
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#154
The Warriors Quarter~
You are in the northwest corner of the city. The warriors guild is just to
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.
This junction lies in the northwest corner of the city. The warriors guild
is just to 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 0 0 0 0
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@ -1168,10 +1170,10 @@ door~
S
#155
Warriors Avenue~
A loud rucous to the north must be the local bar where soldiers go to
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.
A loud ruckus to the north must be the local bar where soldiers go to relieve
themselves of their worries. The cobblestone street is clean and well
maintained. The buildings all around are made of wood and some are several
stories tall.
~
1 0 0 0 0 0
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@ -1193,10 +1195,10 @@ D3
S
#156
Warriors Avenue~
The towns only Inn towers over you to the north. It is one of the biggest
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.
The towns only inn towers to the north. It is one of the biggest 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 0 0 0 0
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@ -1218,10 +1220,10 @@ D3
S
#157
Warriors Avenue~
Several soldiers rush past in a hurry to make their watch in time. You can
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.
Several soldiers rush past in a hurry to make their watch in time. The sound
of someone working a grindstone can be heard 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 0 0 0 0
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@ -1245,8 +1247,7 @@ S
Warriors Avenue~
The clang and clash of metal being worked to the north could only be the
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.
south. Townspeople walk the streets going about their business.
~
1 0 0 0 0 0
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@ -1268,11 +1269,11 @@ D3
S
#159
The Northern Intersection~
To the west you can hear the hammering of the smithy and the grinding of a
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered
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.
To the west one can hear the hammering of the smithy and the grinding of a
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in
shadows and mystery. Not a single sound escapes from that section of the city.
This intersection stands upon the North Way which runs from the North Gate down
to the Temple of Sanctus.
~
1 0 0 0 0 0
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@ -1294,11 +1295,11 @@ D3
S
#160
Thieves Avenue~
You stand in the beginning of the thieves quarter where the less honorable
class has formed a base of operations. The thieves of the city are responsible
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.
This appears to be the beginning of the thieves quarter where the less
honorable class has formed a base of operations. The thieves of the city are
responsible 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 0 0 0 0
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@ -1320,10 +1321,10 @@ D3
S
#161
Thieves Avenue~
A few cloaked figures glide past you with a skill and dexterity that reminds
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.
A few cloaked figures glide past with a skill and dexterity that are clearly
reminding of the need to hold onto 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.
~
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@ -1346,9 +1347,9 @@ S
#162
Thieves Avenue~
A strange smell comes from the north, the unforgettable smell of tanning
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.
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 it would be easy to be mistaken for one.
~
1 0 0 0 0 0
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@ -1370,10 +1371,10 @@ D3
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#163
Thieves Avenue~
The smell of booze and smoke filters through an open door to the north.
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.
The smell of booze and smoke filters through an open door to the north. 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 each other curiously.
~
1 0 0 0 0 0
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@ -1397,8 +1398,8 @@ S
Thieves Quarter~
The guild of thieves lies just to the north while a huge warehouse rises
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.
This area is now in the northeastern corner of the city, in the heart of the
Thieves Quarter. A traveler would be wise to watch their purse carefully.
~
1 0 0 0 0 0
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@ -1501,10 +1502,10 @@ D3
S
#169
Warriors Avenue~
The Barracks rise above you the west and a small cozy home is to your east.
A well-travelled road continues north and south. You are in the Warriors
The Barracks rise above the west and a small cozy home is to the east. A
well-travelled road continues north and south. This appears to be the Warriors
Quarter where the army of Sanctus bases it's operations. Several recruits rush
past on assignment.
past on assignment.
~
1 0 0 0 0 0
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@ -1570,10 +1571,10 @@ door~
S
#174
The Northern Road~
You walk between houses occupied by the local citizens. The wide Northern
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.
This road passes between houses occupied by the local citizens. The wide
Northern 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 one can see the Temple.
~
1 0 0 0 0 0
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@ -1640,8 +1641,8 @@ S
Thieves Avenue~
The tall warehouse holding the supplies and emergency stores of the city is
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.
Thieve's Quarter. South can be seen another intersection and the northest
corner of the inner wall.
~
1 0 0 0 0 0
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@ -1731,10 +1732,10 @@ D3
S
#184
The Northwest Intersection~
You come to an intersection of Warriors Avenue and Warriors Alley. The
alley crosses the city east to west behind the homes of the local citizens.
This junction lies at an intersection of Warriors Avenue and Warriors Alley.
The 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.
southern side. Warriors Avenue continues north and south.
~
1 0 0 0 0 0
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@ -1752,10 +1753,11 @@ D2
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#185
Warriors Alley~
You walk amongst the shadows in the cramped alley. A few piles of garbage
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.
This cramped alley leads past dark flickering shadows. A few piles of
garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses
and then bolts as it senses some trespasser on its territory. This alley does
not look safe and one might wonder whether or not they could encounter some
lurking thugs.
~
1 0 0 0 0 0
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@ -1769,10 +1771,9 @@ D3
S
#186
Warriors Alley~
The inner city wall rises above you to the south. The sound of footsteps
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.
The inner city wall rises above to the south. The sound of footsteps 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 0 0 0 0
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@ -1786,10 +1787,10 @@ D3
S
#187
Warriors Alley~
A line of houses block your way to the north. They seem to have back doors
A line of houses block the way to the north. They seem to have back doors
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.
friendly section of the city. An alley cat bolts past as a large pile of
garbage almost collapses on it.
~
1 0 0 0 0 0
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@ -1803,10 +1804,10 @@ D3
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#188
Warriors Alley~
The alley is a little brighter here as you are next to the Northern Road.
The alley is a little brighter here as it lies next to the Northern Road.
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.
making strange echoing sounds that are very distracting.
~
1 0 0 0 0 0
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@ -1820,10 +1821,10 @@ D3
S
#189
The Northern Road~
You walk along the Northern Road with few other travellers. The streets
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.
This road continues on with few other travelers visible. The streets seem to
be surprisingly empty for some reason. Shadowy alleys can be noticed to the
east and west along the inner city wall. To the south is the Northern Gate to
the inner city.
~
1 0 0 0 0 0
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@ -1880,9 +1881,9 @@ S
#192
Thieves Alley~
A pool of blood lies in the center of the alley, a trail of blood leads to a
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.
garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
up the pool of blood. A traveler here should keep moving unless they wanted to
draw attention to themselves.
~
1 0 0 0 0 0
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@ -1896,10 +1897,10 @@ D3
S
#193
Thieves Alley~
The inner city wall to the south towers over you, blocking out most of the
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.
The inner city wall to the south towers high into the air, blocking out most
of the light. The wall looks to be made from stone blocks and some sort of
filler. Its not possible to tell how thick it is, but judging from the height
one could guess at least half as wide as it is tall.
~
1 0 0 0 0 0
D1
@ -1914,9 +1915,9 @@ S
#194
The Northeast Intersection~
The Thieves Avenue comes to an intersection with a shady alley to the west.
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.
This intersection is at the northeast corner of the inner city wall. On top of
the wall one 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 0 0 0 0
D0
@ -2026,10 +2027,10 @@ D3
S
#199
Warriors Avenue~
In the distance you can hear some sargeant screaming at his recruits in a
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.
In the distance one can hear some sergeant screaming at his recruits in a
booming voice that echoes off the buildings and walls around. The clank of
armor and weapons is all about as guards change watches and work on their
equipment.
~
1 0 0 0 0 0
D0

View file

@ -1213,7 +1213,7 @@ surrounding area.
D0
~
~
0 0 -1
0 0 20901
D2
~
~

View file

@ -30,7 +30,7 @@ Down takes you to the starting room of this zone.
D1
~
~
0 0 -1
0 0 1100
D3
~
~

View file

@ -33,12 +33,63 @@ D1
D3
~
~
0 0 -1
0 0 1100
D5
~
~
0 0 1999
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
really have to look there are a few little neat zone inclusions listed here to
spoil your zone exploring pleasure. Just type look and then the number to look
at each one (look 1 for example).
1: The Leviathan
2: Spider Cocoons
3: The Dark Candleholder
4: The Metal Contraption
~
E
1~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
4~
In room 1990 there is a large metal contraption, that essentially produces
potions when the right ingredients are put into it. PRESS empties the machine
@ -63,57 +114,6 @@ an empty vial placed into the contraption and the mixture poured out.
If any combination of ingredients other than those listed are combined,
a black potion will be produced which lowers all three attributes.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
1~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
really have to look there are a few little neat zone inclusions listed here to
spoil your zone exploring pleasure. Just type look and then the number to look
at each one (look 1 for example).
1: The Leviathan
2: Spider Cocoons
3: The Dark Candleholder
4: The Metal Contraption
~
S
#1901
@ -149,16 +149,16 @@ this direction.
~
0 0 1903
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
E
old broken crossroads sign~
This old splintered sign has long lost any visible markings, black rivulets
of ink staining the rotting wood that stands uselessly here, just a remnant of
past inhabitants.
~
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
S
#1902
Squelching Ground~
@ -270,16 +270,16 @@ wafting on the western air.
~
0 0 1906
E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
E
glimpses metal armour weapons~
Small pieces of weaponry and armour protrude from the ground like shrapnel,
so deeply rusted and swallowed in mud that they are practically irretrievable
and are obviously of no further use for warring.
~
E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
S
T 1971
#1906
@ -309,18 +309,18 @@ ripple in the restless breeze.
~
0 0 1912
E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
E
old rusted weapons armour rotted~
These battered pieces of metal and algae-encrusted leather are all that is
left of an obviously mighty battle. There are no corpses to be found, all that
died presumably devoured by creatures here or rotted long before these metals
began to rust.
~
E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
S
T 1971
#1907
@ -383,17 +383,17 @@ overturned tree's skeletal branches grasping at the air.
~
0 0 1909
E
small jagged peaks sharp rocks~
These rocks look almost like the remnants of a huge embedded boulder or
statue that has been broken away by some massive force. Firmly entrenched in
the mud, the rough-edged base spikes out like several rows of teeth.
~
E
thin layers slime old unidentifiable stains~
The slick green coating of algae is obvious over all of these rocks, decaying
plant slime as well as darker and more ominous stains paint the jagged surfaces
various shades of red and black.
~
E
small jagged peaks sharp rocks~
These rocks look almost like the remnants of a huge embedded boulder or
statue that has been broken away by some massive force. Firmly entrenched in
the mud, the rough-edged base spikes out like several rows of teeth.
~
S
T 1971
#1909
@ -460,16 +460,16 @@ impossible.
~
0 0 1910
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
E
insects~
These simple swamp insects flit so fast it is hard to see them properly, tiny
and plated with defensive exoskeletons they pause only to feed on the smaller
zooplankton in the water.
~
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
S
T 1908
T 1993
@ -494,16 +494,16 @@ the air with an eye-watering metallic scent.
~
0 0 1906
E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
E
splintered bone~
Pieces of decaying bone are all that remain of any organic corpses, bleached
almost white from the alkaline water here and stripped by predators of all flesh
that hadn't rotted away naturally.
~
E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
S
T 1971
#1913
@ -769,16 +769,16 @@ roots sticking high into the air further south.
~
0 0 1917
E
moss grasses~
The plant life here is abundant but miserable looking, as though there is
constant competition to survive, nutrients being scavenged by almost every form
of life imaginable.
~
E
weak trunks branches leaves willows bark~
These frail looking trees look as though they are barely surviving off of the
watery soil and fog shrouded sunlight, bending weakly in the slightest breeze.
~
E
moss grasses~
The plant life here is abundant but miserable looking, as though there is
constant competition to survive, nutrients being scavenged by almost every form
of life imaginable.
~
S
T 1971
@ -823,18 +823,18 @@ other, forming a bridge that extends to the east.
~
0 0 1922
E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
E
shelled creatures~
Little snails, and the encrustations of crabs and mollusks decorate the
surfaces with their coloured remains. It is impossible to tell which of these
are alive and which are long dead, most seem perfectly content to stay
completely motionless.
~
E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
S
T 1971
#1924
@ -1068,10 +1068,9 @@ with what looks like a wooden padlock.
bamboogates~
1 1906 1931
E
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
~
E
pieces broken armour decoration walls~
@ -1079,9 +1078,10 @@ pieces broken armour decoration walls~
doubt serving the secondary purpose of displaying the vanquishing of foes.
~
E
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
~
S
#1934
@ -1149,17 +1149,17 @@ be heard, as though some hidden cave lies beneath.
~
0 0 1937
E
cooking utensils simple clay pots~
These recently used tools have been dumped on the ground with pieces of flesh
still clinging to them, the smell of rotting is almost unbearable and flies buzz
almost frantically around the filthy surfaces.
~
E
rudimentary shelter stiff reeds~
This primitive enclosure is of only basic use in shielding rainfall and heavy
winds. Open on one side, it seems for the most part abandoned, as though the
creatures who made it only gather here for certain occasions.
~
E
cooking utensils simple clay pots~
These recently used tools have been dumped on the ground with pieces of flesh
still clinging to them, the smell of rotting is almost unbearable and flies buzz
almost frantically around the filthy surfaces.
~
S
T 1971
#1937
@ -1883,9 +1883,10 @@ T 1971
#1968
[Inside the Cocoon (for Trigger)]~
This room is for people to be teleported to when they are trapped inside a
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.
spider's cocoon (or a good time-out room). Only the commands who and gossip
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.
~
19 136 0 0 0 0
S

View file

@ -1,10 +1,10 @@
#200
The Northern Road~
You find yourself standing in the middle of a very mysterious looking road.
Everything to the east appears to be dark and gloomy, giving you the feeling
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.
This seems to be the middle of a very mysterious looking road. Everything to
the east appears to be dark and gloomy, giving off the impression that maybe
travelers would better avoid coming here. However, things in the west change
dramatically. The shouts of soldiers in training can be heard. The road
continues to the north and south.
~
2 0 0 0 0 0
D0
@ -59,10 +59,10 @@ Zone 2 is linked to the following zones:
S
#201
Thieves Avenue~
You walk between the inner city wall and the warehouse. The warehouse is
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.
This avenue passes between the inner city wall and the warehouse. The
warehouse is 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 0 0 0 0
D0
@ -163,8 +163,8 @@ S
Warriors Avenue~
The inner city wall and the army barracks guide the avenue north and south
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.
soldiers rush about. One might wonder why anyone would sign up for the army
after all the stories flying around.
~
2 0 0 0 0 0
D0
@ -178,9 +178,9 @@ D2
S
#207
The Northern Temple Circle~
You continue walking along the cobblestone road. You can see the temple
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.
As one continues walking along the cobblestone road the temple can be seen
towering high above, 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 0 0 0 0
D1
@ -198,10 +198,10 @@ D4
S
#208
The Northern Temple Circle~
The road ahead of you is long. You can see an intersection up ahead, to the
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.
The road ahead is long, and an intersection can be seen up ahead to the east.
It looks like it leads into the temple. The smell of some sort of vile
concoction emanates from a building to the south. The sound of someone chanting
can be heard coming from within.
~
2 0 0 0 0 0
D1
@ -219,10 +219,10 @@ D3
S
#209
The Northern Temple Circle~
You can see an intersection just ahead to the east. It's leading directly
An intersection can be seen just ahead to the east. Its leading directly
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.
entrance. The sound of someone cursing can be heard coming from within.
~
2 0 0 0 0 0
D1
@ -240,10 +240,11 @@ D3
S
#210
The Northern Temple Circle Intersection~
A large intersection is before you. If you go south, you will go into the
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.
A large intersection spreads out in all directions. The southern path
appears to lead to the wonderful Temple of Sanctus. To the east and west is a
road that looks to wind around the temple. To the north nothing can be seen but
open road. Everything around is silent, making the area seem abandoned and
alone.
~
2 0 0 0 0 0
D0
@ -265,10 +266,11 @@ D3
S
#211
The Northern Temple Circle~
You can see an intersection just ahead to the west. It's leading directly
An intersection can be seen just ahead to the west. Its leading directly
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.
stands open. A sign above the door informs passing people that it is the Bank
of Sanctus.
~
2 0 0 0 0 0
D1
@ -286,11 +288,11 @@ D3
S
#212
The Northern Temple Circle~
You can see an intersection just ahead to the west. It looks to be leading
An intersection can be seen just ahead to the west. It looks to be leading
directly into the temple of Sanctus. The road continues east and west. The
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.
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 0 0 0 0
D1
@ -308,10 +310,10 @@ D3
S
#213
The Northern Temple Circle~
The road makes a sharp turn here, heading to the south. You can see an
The road makes a sharp turn here, heading to the south. One can see an
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.
oversee the entire Thieves Quarter.
~
2 0 0 0 0 0
D2
@ -329,10 +331,10 @@ D4
S
#214
Thieves Avenue~
Wagons of supplies and loud mouthed traders pass by, looking you over to see
if they might be able to swindle some of your gold. Most look at you with
Wagons of supplies and loud mouthed traders pass by, looking travelers over
to see if they might be able to swindle some of your gold. Most look with
disappointment as everyone knows few adventurers are rich these days. The
avenue follows along the inner city wall to the north and south.
avenue follows along the inner city wall to the north and south.
~
2 0 0 0 0 0
D0
@ -423,10 +425,10 @@ D3
S
#219
Warriors Avenue~
The building to your west is made out of stone, sealed with mortar. It must
have taken years to construct it. The inner city wall to your east is made of
The building to the west is made out of stone, sealed with mortar. It must
have taken years to construct it. The inner city wall to the east is made of
the same material. That must have been one of the many foul jobs given to new
recruits.
recruits.
~
2 0 0 0 0 0
D0
@ -440,10 +442,11 @@ D2
S
#220
The Western Temple Circle~
You are in the western sector of the inner city, beside the Temple of
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.
This circle lies within the western sector of the inner city, beside the
Temple of Sanctus. The tall reinforced western wall rises high into the air.
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 the
west.
~
2 0 0 0 0 0
D0
@ -457,10 +460,10 @@ D2
S
#221
Ingrid's Potions~
A foul smelling yellow mist hugs the floor. Billowing around your feet as
you work your way to the counter. Several kettles are boiling over woodless
A foul smelling yellow mist hugs the floor. Billowing around the floor as
one works their 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.
kettles, giving the room an awful aroma.
~
2 8 0 0 0 0
D0
@ -472,7 +475,7 @@ S
Post Office~
Piles of mail are stacked in every nook and cranny of this small room. The
postal service of Sanctus is heavily overworked it seems. Somewhere amidst the
piles of mail you hear someone snoring. Maybe not overworked, just lazy.
piles of mail someone can be heard snoring. Maybe not overworked, just lazy.
~
2 8 0 0 0 0
D0
@ -482,10 +485,10 @@ D0
S
#223
Northern Temple Entrance~
You're standing in the entrance to the temple. Hundreds of small lit
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.
This appears to be the northernmost entrance to the temple. Hundreds of
small lit candles surround the place in a blanket of light. A soft humming
noise can be heard coming from within the depths of the temple. An adventurous
traveler would certainly be drawn to go and have a look.
~
2 0 0 0 0 0
D0
@ -525,10 +528,10 @@ D0
S
#226
The Eastern Temple Circle~
The inner city wall rises above you to the east. The sound of armor
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.
The inner city wall rises above to the east. The sound of armor 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 one to enter from either the
north or south.
~
2 0 0 0 0 0
D0
@ -626,10 +629,10 @@ D0
S
#232
Warriors Avenue~
You are just north of the center of the western half of Sanctus where the
Warriors Quarter and Clerics Quarters meet. The Western Road runs from the
This avenue is just north of the center of the western half of Sanctus where
the 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.
patrol.
~
2 0 0 0 0 0
D0
@ -643,10 +646,10 @@ D2
S
#233
The Western Temple Circle~
To the south you see the western gate to leave the inner city. The Temple
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.
To the south one see the western gate to leave the inner city. The Temple 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 0 0 0 0
D0
@ -664,10 +667,10 @@ D2
S
#234
Captain Lugdach's~
Every imaginable type of watercraft fills this room. From canoes, to
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.
Every imaginable type of watercraft fills this room. From canoes, to 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. He inspires the urge to
look for a parrot and peg leg.
~
2 0 0 0 0 0
D3
@ -677,10 +680,10 @@ D3
S
#235
Donation Room~
A large area has been set aside for those of great wealth and power to
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.
A large area has been set aside for those of great wealth and power to donate
to those who are less fortunate. Racks and shelves line the walls to supply
ample storage for those who wish to donate. This is the ideal place to be a
good citizen and leave something for the poor.
~
2 12 0 0 0 0
D1
@ -694,11 +697,10 @@ D2
S
#236
Inside the Temple of Sanctus~
You find yourself walking down a small hallway. You look around at your
surroundings. To the south you see a large room containing a beautiful stone
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.
The floor spreads out lengthwise into a small hallway. To the south a large
room containing a beautiful stone fountain is visible, tempting travelers to
drink from it. The polished floor is made from smooth marble, and looks
flawless. A lot of time and effort must have been put into this temple.
~
2 8 0 0 0 0
D0
@ -738,9 +740,9 @@ S
#238
Carla the Cloth Mistress~
The room is filled to overflowing with bundles of wool, cloth, velvet, silk.
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.
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. Anything that can't be
seen, Carla can make.
~
2 8 0 0 0 0
D1
@ -750,10 +752,10 @@ D1
S
#239
The Eastern Temple Circle~
The western gate of the inner city wall is just to the south where you can
venture out into the city. The Tower of Sanctus shines brightly, it's white
The western gate of the inner city wall is just to the south where one can
venture out into the city. The Tower of Sanctus shines brightly, its white
marble reflecting all light that strikes it. The Tower is rumoured to be a
combination of magic and perfect architecture.
combination of magic and perfect architecture.
~
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#240
Thieves Avenue~
From here you have an excellent view of the temple to the west. It reflects
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.
From here one has an excellent view of the temple to the west. It reflects
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 Quarter.
~
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#243
The West Gate~
The dome can be seen just to the west. The gate you stand in is normally
The dome can be seen just to the west. The gate standing here is normally
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.
heard high above, lookouts to warn in the case of an attack. The town looks
very safe and secure from here.
~
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@ -840,9 +842,9 @@ S
#244
The Western Road~
The road leads directly from the Temple to the western gate. To the north
you can see the Warriors Barracks and to the south the Hall of Clerics. The
one 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.
bustle of the city can be heard all around.
~
2 0 0 0 0 0
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@ -856,10 +858,10 @@ D3
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#245
The Western Road~
In the western half of the city you can see a large building set aside for
In the western half of the city one can see a large building set aside for
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.
of the clerics' quarter. The temple rises high above to the east. Here, one
could leave the protection of the city and go west through the gate.
~
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@ -898,10 +900,11 @@ D3
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#247
Under the Inner Wall~
You walk through the western inner wall gate. It is extremely dark in here.
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.
This path passes through the western inner wall gate. It is extremely dark
in here. The inner wall appears to be about twenty feet in thickness. No one
could ever batter down this wall. Looking up, one can see a portculis built
into the wall. Its probably best not to wonder what would happen if it were to
suddenly let go and come crashing down.
~
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@ -942,8 +945,9 @@ S
The Mortal Board Room~
A large board hangs on the western wall to allow for mortals to keep in
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.
should be promptly answered. If the board is not the right place for a
particular problem to be solved, it is possible to go to the post office and
mail a god.
~
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@ -953,10 +957,10 @@ D1
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#250
Inside the Temple~
The white marble floor has been polished to the point where you can see your
The white marble floor has been polished to the point where one can see their
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.
pinpointed.
~
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#251
The Center of Sanctus~
You stand in the exact center of the city of Sanctus. From this spot is
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.
This open space seems to be the exact center of the city of Sanctus. From
this spot is 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.
~
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#252
Inside the Temple of Sanctus~
The fluted columns of white marble laced with gold sets your mouth agape.
The workmanship required to create this place must have been unbelievable.
Must be the rumours that it was created by the gods are true. Several benches
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.
The fluted columns of white marble laced with gold are enough to make
anyone's mouth gape. The workmanship required to create this place must have
been unbelievable. Must be the rumours that it was created by the gods are
true. Several benches can be seen to the north. The sound of running water can
be heard to the west. To the south people can be seen, busy in prayer, while to
the east a small room lies, full of several people gossiping.
~
2 8 0 0 0 0
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@ -1035,9 +1039,9 @@ S
#253
The Social Board Room~
It is here the people of Sanctus come to discuss anything and everything.
This board is used for no other reason than to socialize with one and another.
This board is used for no other reason than to socialize with one another.
Various boards can be found throughout the realm. This one can be viewed by
anyone.
anyone.
~
2 8 0 0 0 0
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@ -1072,10 +1076,10 @@ D4
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#255
Under the Inner Wall~
This passage through the inner city wall reminds you of a tunnel. The wall
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.
This passage through the inner city wall is reminiscent of of a tunnel. The
wall is so thick that no matter the time of day shadows still lurk everywhere
under here. A portculis is built into the ceiling high above. Must be the
controls for it are on top of it.
~
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@ -1089,10 +1093,10 @@ D3
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#256
The Eastern Intersection~
You stand on the Eastern Road that travels from the east gate to the Temple
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.
This intersection stands on the Eastern Road that travels from the east gate
to the Temple of Sanctus. North lies the Thieves Quarter while to the South one
can enter the Magi's Quarter. This road bustles with activity as people go
about their daily lives.
~
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#257
The Eastern Road~
The Eastern intersection is just to your west. To the north lies the
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.
The Eastern intersection is just to the west. To the north lies the Thieves
Quarter and their warehouse. South is the Magi's Mansion and the Magi's
Quarter. To the east one 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 0 0 0 0
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@ -1131,10 +1135,10 @@ D3
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#258
The Eastern Road~
You travel along the Eastern Road. The gate lies to the east while the
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.
This road passes along the Eastern Road. The gate lies to the east while the
entire city spreads out 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.
~
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@ -1148,10 +1152,10 @@ D3
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#259
The Eastern Gate~
The dome stretches out further than usual here, covering some sections of
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.
The dome stretches out further than usual here, covering some sections of 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 one can see the remains of an old gatehouse.
~
2 0 0 0 0 0
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@ -1192,10 +1196,10 @@ D2
S
#262
Clerics Avenue~
To the north you can leave the Clerics Quarter and either continue to the
To the north one can leave the Clerics Quarter and either continue to the
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.
gate. A large building and the inner city wall on each side of this north south
street leaves little room for walking.
~
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@ -1211,8 +1215,8 @@ S
The Western Temple Circle~
The inner city not only holds the temple, but also numerous shops for the
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.
to support the town. Women lugging sacks full of groceries arrive from the east
and pass down the street.
~
2 0 0 0 0 0
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@ -1232,8 +1236,8 @@ S
The Town Grocer~
Chunks of ice lie in crates of sawdust to cool the perishable items. Fruit
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.
except bread and meat. Must be the baker, butcher, and grocer have an
understanding.
~
2 8 0 0 0 0
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@ -1262,8 +1266,8 @@ S
Inside the Temple of Sanctus~
This is the main passage through the temple. Small rooms to each side are
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.
temple lies to the north. The white marble floor, walls, and ceilings of the
temple are spotless.
~
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@ -1285,10 +1289,10 @@ D3
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#267
A Room of Prayer~
The room surrounds you in a soft glow from dozens of candles lining the
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.
The room is surrounded with a soft glow from dozens of candles lining the
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 0 0 0 0
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@ -1315,10 +1319,10 @@ D1
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#269
The Eastern Temple Circle~
The smell of tanned hides and flowers comes from the east, how strange.
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.
The smell of tanned hides and flowers comes from the west, how strange.
This circle lies 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.
~
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@ -1335,12 +1339,12 @@ D3
0 0 268
S
#270
Magis Avenue~
Magi Avenue~
A fabulous mansion sits on a small hill to the east. The entrance is far to
the south . To the north you can leave the Magi's Quarter and travel along the
the south . To the north one can leave the Magi's Quarter and travel along the
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.
wide street.
~
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@ -1423,10 +1427,10 @@ D3
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#275
Clerics Avenue~
The building to your west is the Hall of Clerics were the High Council holds
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.
The building to the west is the Hall of Clerics where the High Council holds
audience with any who request it. To the east the inner city wall looks about
as impenetrable as any wall ever seen. Clerics Avenue continues north and
south.
~
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@ -1463,8 +1467,8 @@ S
The Town Jeweler~
Display cases of very nice looking gems sit in the back of the room behind
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.
nuggets of strange minerals are display on shelves all around. Lucky is the
individual who can find some of these valuable items to sell.
~
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@ -1475,9 +1479,9 @@ S
#278
The Butcher~
Slabs of meat are suspended from hooks hanging from the rafters overhead.
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.
Everything from rabbit, to cow, to goodness knows what. One of the pieces looks
an awful lot like a cat. Any meat a person may need, this guy sells it. Blood
covers the counter and the small cutting area behind it.
~
2 8 0 0 0 0
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@ -1487,10 +1491,10 @@ D2
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#279
Southern Temple Entrance~
You stand in a small foyier at the southern end of the Temple of Sanctus.
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.
This appears to be a small foyer at the southern end of the Temple of
Sanctus. 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 fills the air with a soothing aroma.
~
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The Bakery~
Everything is covered in dust, or actually maybe that is flour. A hefty
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.
Those arms on her are similar to those of the smithy. Various baked goods fill
the entire room. Baked fresh daily of course.
~
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@ -1517,10 +1521,10 @@ D2
S
#281
The General Store~
Various types of hardware needed by any wanna be adventurer fills bins and
Various types of hardware needed by any wanna be adventurer fill bins and
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.
their purpose. A few other customers wander the store. They can't seem to find
what they are looking for either.
~
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@ -1531,9 +1535,8 @@ S
#282
The Eastern Temple Circle~
A large shop to the west displays a few packs, some lanterns, and even some
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.
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 8 0 0 0 0
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@ -1550,11 +1553,11 @@ D3
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S
#283
Magis Avenue~
The streetlamps glow an unnatural white, upon closer examination you realize
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.
Magi Avenue~
The streetlamps glow an unnatural white, upon closer examination it becomes
obvious that 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.
~
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@ -1644,11 +1647,11 @@ D2
S
#288
Clerics Avenue~
The inner city wall to your east consists of large boulders, that look to be
too big to move by any humans, and some sort of filler. The wall rises at
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.
The inner city wall to the east consists of large boulders, that look to be
too big to move by any humans, and some sort of filler. The wall rises at least
three times the average man's height and one can not tell how thick it must be.
YouThe sound of clanking armor can be heard, along with idle chat as guards on
the wall above you make their rounds.
~
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@ -1662,10 +1665,10 @@ D2
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#289
The Southern Temple Circle~
You've reached the southeastern intersection of the inner city. The south
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.
This circle appears to be the southeastern intersection of the inner city.
The south and west inner city walls merge here. A set of stone stairs lead up
into a small lookout post high above. The street turns here, wrapping around
the Temple of Sanctus.
~
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S
#290
The Southern Temple Circle~
The cobblestone street continues to the east and west along the southern
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.
The cobblestone street continues to the east and west along the southern wall
of the inner city. Small shops line the road to the north. The Tower of
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
A style of workmanship that has never been surpassed.
~
2 0 0 0 0 0
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@ -1701,9 +1704,9 @@ S
#291
The Southern Temple Circle~
The smell of fresh, and not so fresh, meat wafts in from the north. A sign
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.
swaying above the door in the breeze depicts a hunk of meat crossed with a
butcher's axe. An intersection can be seen just to the east where one can exit
the inner city or enter the temple.
~
2 0 0 0 0 0
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@ -1721,9 +1724,9 @@ D3
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#292
The Southern Temple Circle Intersection~
The southern entrance to the Temple of Sanctus lies just to your north.
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.
The southern entrance to the Temple of Sanctus lies just to the north. It is
also possible to travel along the Temple Circle east and west. To the south one
can exit the inner city and work their way into the magi or clerics' Quarters.
~
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@ -1745,10 +1748,10 @@ D3
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#293
The Southern Temple Circle~
The smell of freshly baked bread assails your nostrils and makes your
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.
The smell of freshly baked bread wafts heavily through the air, tempting
feelings of hunger. To the west can be seen 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 along the Temple Circle.
~
2 0 0 0 0 0
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S
#294
The Southern Temple Circle~
The cobblestone street continues to the east and west along the southern
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.
The cobblestone street continues to the east and west along the southern wall
of the inner city. Small shops line the road to the north. The Tower of
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
A style of workmanship that has never been surpassed.
~
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@ -1804,12 +1807,11 @@ D4
0 0 122
S
#296
Magis Avenue~
The stark inner city wall to the west bears a sharp contrast to the
luxurious mansion to the east. The Magi have trained hard to become very
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.
Magi Avenue~
The stark inner city wall to the west bears a sharp contrast to the luxurious
mansion to the east. The magi have trained hard to become very 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.
~
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View file

@ -46,75 +46,6 @@ D5
~
0 0 2798
E
7~
The orb is only kept in one place, held by the skeletal creature in room
2763. The only problem is that the way in is a one way exit, the only other
ways out are a death trap to the east.. Or to kneel to the creature so that he
teleports you out. In order to get the orb you must kill the creature, which
then leaves you trapped there... Or does it? ;-) There is a memlin child in
room 2722 who will explain to you the wonders of Dynar magic - namely that a
glowing circle works as a portal. So, all you need to do is kill the creature,
take the orb and KNEEL CIRCLE to get out.
~
E
6~
The Sorceress does two main things while fighting. First, she will randomly
cause a circle of fire to flare up, that will damage you if you try to flee or
exit the room. Second, she will occasionally use her staff to fireball anyone
attacking her. If you kill her in the normal way, her staff will remain behind
and reincarnate her after a few minutes. The only way to permanently get rid of
her, and get ahold of her items, is to get the glowing orb from the skeletal
creature in room 2763. Once you have the orb, you must defeat the sorceress in
the normal way and then USE ORB as soon as she is gone and only her staff
remains. This will dissolve the remaining fire elemental and kill the sorceress
permanently. It will also leave behind everything she was wearing. By the way,
her firey dress will burn whoever wears it, unless they are also wearing the
crystal nymph ring.
~
E
5~
The shard of glass (2727) that loads in room 2754 will change colours and
display a message when you pick it up. The colour/message is different for
each class of player.
~
E
4~
Upon entering room 2742, a little girl will appear and transform herself
into a doll (2723). This doll when kept in your inventory will perform attacks
randomly when you fight. It will do this three times and then change back into
a girl who runs away. (The doll will only load once in this room until you
either use up its three attacks, or pass room 2702)
~
E
3~
The Goethite shackle (2708) when worn, cannot be removed except for in the
center of the Twilight Temple (2743) where the Keeper will remove it
automatically for you.
~
E
2~
In room 2767 you will find a dying memlin who will ask you to hasten his
death. If you kill him, you can find a diary in his corpse (creature quest),
and he will also ask you to find his daughter with his dying breath, mentioning
"Sandy.. Tunn... ". This is a reference to room 2706 (Sandy Tunnel) where a
set of footprints can be seen in the description. If you follow those
footprints to Room 2712 you can type exa footprints and see that they lead into
a hidden door east. You'll find a lost child beyond that door (room 2719) who
will ask you to help her find her room. Beckoning the child makes her follow
you, and patting her makes her stop (the child will run back to the cupboard if
the room is not found within a few minutes). Upon patting the child in room
2724, she will tell you that something is hidden in the floorboards back where
you found her. Examining those floorboards (room 2719) will reveal a hidden key
that allows passage through the glassygates into the Sorceress' palace area.
~
E
1~
The northern exit in room 2707 will normally repel you, causing you to sit
down if you try to enter. When you stand up, the resident memlin will explain
that only the enslaved may enter. This means.. You guessed it, you have to be
wearing the Goethite shackle to be allowed to pass.
~
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
really have to look there are a few little secrets listed here to spoil your
@ -134,6 +65,75 @@ zone exploring pleasure. Just type look # to look at each one.
7: Getting the Orb
~
E
1~
The northern exit in room 2707 will normally repel you, causing you to sit
down if you try to enter. When you stand up, the resident memlin will explain
that only the enslaved may enter. This means.. You guessed it, you have to be
wearing the Goethite shackle to be allowed to pass.
~
E
2~
In room 2767 you will find a dying memlin who will ask you to hasten his
death. If you kill him, you can find a diary in his corpse (creature quest),
and he will also ask you to find his daughter with his dying breath, mentioning
"Sandy.. Tunn... ". This is a reference to room 2706 (Sandy Tunnel) where a
set of footprints can be seen in the description. If you follow those
footprints to Room 2712 you can type exa footprints and see that they lead into
a hidden door east. You'll find a lost child beyond that door (room 2719) who
will ask you to help her find her room. Beckoning the child makes her follow
you, and patting her makes her stop (the child will run back to the cupboard if
the room is not found within a few minutes). Upon patting the child in room
2724, she will tell you that something is hidden in the floorboards back where
you found her. Examining those floorboards (room 2719) will reveal a hidden key
that allows passage through the glassygates into the Sorceress' palace area.
~
E
3~
The Goethite shackle (2708) when worn, cannot be removed except for in the
center of the Twilight Temple (2743) where the Keeper will remove it
automatically for you.
~
E
4~
Upon entering room 2742, a little girl will appear and transform herself
into a doll (2723). This doll when kept in your inventory will perform attacks
randomly when you fight. It will do this three times and then change back into
a girl who runs away. (The doll will only load once in this room until you
either use up its three attacks, or pass room 2702)
~
E
5~
The shard of glass (2727) that loads in room 2754 will change colours and
display a message when you pick it up. The colour/message is different for
each class of player.
~
E
6~
The Sorceress does two main things while fighting. First, she will randomly
cause a circle of fire to flare up, that will damage you if you try to flee or
exit the room. Second, she will occasionally use her staff to fireball anyone
attacking her. If you kill her in the normal way, her staff will remain behind
and reincarnate her after a few minutes. The only way to permanently get rid of
her, and get ahold of her items, is to get the glowing orb from the skeletal
creature in room 2763. Once you have the orb, you must defeat the sorceress in
the normal way and then USE ORB as soon as she is gone and only her staff
remains. This will dissolve the remaining fire elemental and kill the sorceress
permanently. It will also leave behind everything she was wearing. By the way,
her firey dress will burn whoever wears it, unless they are also wearing the
crystal nymph ring.
~
E
7~
The orb is only kept in one place, held by the skeletal creature in room
2763. The only problem is that the way in is a one way exit, the only other
ways out are a death trap to the east.. Or to kneel to the creature so that he
teleports you out. In order to get the orb you must kill the creature, which
then leaves you trapped there... Or does it? ;-) There is a memlin child in
room 2722 who will explain to you the wonders of Dynar magic - namely that a
glowing circle works as a portal. So, all you need to do is kill the creature,
take the orb and KNEEL CIRCLE to get out.
~
S
#2701
The Mouth of an Obscured Cave~
@ -158,9 +158,9 @@ air wafting from the branches.
~
0 0 2798
E
trees~
The trees seem to close heavily around the cave entrance, almost concealing
it as though willed by some magic to do so.
cave~
This open cave is so dark you can hardly see inside, but silent figures can
be seen lurking just within the shadows.
~
E
rubble piles~
@ -168,9 +168,9 @@ rubble piles~
the surrounding air.
~
E
cave~
This open cave is so dark you can hardly see inside, but silent figures can
be seen lurking just within the shadows.
trees~
The trees seem to close heavily around the cave entrance, almost concealing
it as though willed by some magic to do so.
~
S
#2702
@ -264,15 +264,15 @@ flickering within and a thin layer of sand covers the floor.
~
0 0 2706
E
pile rocks~
This pile of rocks has a strange powdery coating, the pale yellowish colour
and the surrounding smell indicates that it might be sulfur.
~
E
sharp stalactites~
These mineral encrustations look to have formed over many months or even
years, jagged and sparkling like dry icicles.
~
E
pile rocks~
This pile of rocks has a strange powdery coating, the pale yellowish colour
and the surrounding smell indicates that it might be sulfur.
~
S
#2705
Beneath the Roots~
@ -317,15 +317,15 @@ entrance like menacing teeth.
~
0 0 2704
E
flickering lantern~
This lantern has been attached to the wall so that it cannot be taken. A
bright flame burns steadily, illuminating the way.
~
E
footprints~
These tiny footprints, leading to the north, are unusually small but
unmistakeably memlin, indicating the presence of children in these caverns.
~
E
flickering lantern~
This lantern has been attached to the wall so that it cannot be taken. A
bright flame burns steadily, illuminating the way.
~
S
#2707
A Dusty Supply Room~
@ -350,9 +350,9 @@ and an unpleasant smell drifts from this direction.
undefined~
0 0 2704
E
tools~
Various picks, shovels, and the occasional rusted knife lie abandoned here,
unusable by the look of them.
curtain~
A strange mist surrounds the northern curtain, circulating slowly but not
dispersing, as if it guarded the way.
~
E
mine cart~
@ -360,9 +360,9 @@ mine cart~
and on closer inspection one of the wheels looks cracked beyond repair.
~
E
curtain~
A strange mist surrounds the northern curtain, circulating slowly but not
dispersing, as if it guarded the way.
tools~
Various picks, shovels, and the occasional rusted knife lie abandoned here,
unusable by the look of them.
~
S
T 2717
@ -501,9 +501,13 @@ unseen light source.
~
0 0 2713
E
grassy moss~
These tiny tufts of moss give a welcome splash of green to the sandy brown
of these tunnels, scenting the air subtly as well.
tiny fading footprints~
These little footprints seem to vanish mysteriously to the east.
~
E
sign~
This sign has been filled with various words and numbers that appear to be
dates, but not particularly legible or significant to non-memlins.
~
E
large round bench~
@ -512,13 +516,9 @@ memlins, though judging by its slightly buckling legs, it has probably held
more.
~
E
sign~
This sign has been filled with various words and numbers that appear to be
dates, but not particularly legible or significant to non-memlins.
~
E
tiny fading footprints~
These little footprints seem to vanish mysteriously to the east.
grassy moss~
These tiny tufts of moss give a welcome splash of green to the sandy brown
of these tunnels, scenting the air subtly as well.
~
S
#2713
@ -564,16 +564,16 @@ way to a sandy path.
~
0 0 2713
E
thick crystal pane~
This pane acts like a skylight, allowing the intense heat and light of the
sun to flood the room, magnified by the refracting ability of the crystal.
~
E
creeping vines~
These vines look fantastically healthy and seem to be growing at a fast
rate, wall-papering the sides and ceiling of the cave with various shades of
green.
~
E
thick crystal pane~
This pane acts like a skylight, allowing the intense heat and light of the
sun to flood the room, magnified by the refracting ability of the crystal.
~
S
#2715
Hovel Junction~
@ -632,9 +632,9 @@ movement filling the air.
~
0 0 2715
E
kitchen utensils~
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
chopping knives, all in various stages of use.
huge stacks plates~
Most of these plates are smoothly carved from wood, chipped here and there in
places as if well used, most stacked in dirty piles waiting to be cleaned.
~
E
large pot~
@ -642,9 +642,9 @@ large pot~
smell as every now and again something bobs to the surface and dips back down.
~
E
huge stacks plates~
Most of these plates are smoothly carved from wood, chipped here and there in
places as if well used, most stacked in dirty piles waiting to be cleaned.
kitchen utensils~
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
chopping knives, all in various stages of use.
~
S
#2717
@ -663,17 +663,17 @@ activity filling the air.
~
0 0 2715
E
various tools watering cans rakes~
These tools all seem to play a major role in gardening and growing various
crops, most of them starting to rust and decay from what appears to be lack of
care.
~
E
buckets pods seeds~
A variety of green husks and several pouches of seeds spill carelessly into
their bucket containers, some of them sprouting into tiny roots from the
dampness.
~
E
various tools watering cans rakes~
These tools all seem to play a major role in gardening and growing various
crops, most of them starting to rust and decay from what appears to be lack of
care.
~
S
#2718
A Low Tunnel~
@ -696,15 +696,15 @@ water filling the air.
~
0 0 2712
E
faded blood streaks~
It looks as if this place is a site of regular injury, old and new blood
marks marring the otherwise shiny surface of the rock.
~
E
film slimy moisture~
The ground glistens wetly, a combination of what looks to be moulded water
and weaving slug trails makes it appear very slippery indeed.
~
E
faded blood streaks~
It looks as if this place is a site of regular injury, old and new blood
marks marring the otherwise shiny surface of the rock.
~
S
T 2711
#2719
@ -722,9 +722,10 @@ the surrounding rock, making the cupboard appear inescapable.
seamlessdoor~
1 0 2712
E
broken toys~
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
delicate film of dust.
old cobwebs~
These webs look to be years old, any beauty to their carefully woven
structure, long eroded, greyed and dimmed so that they are little more than
fluttering ghosts in the breeze.
~
E
useless tools~
@ -732,10 +733,9 @@ useless tools~
ground, forgotten and left to rot.
~
E
old cobwebs~
These webs look to be years old, any beauty to their carefully woven
structure, long eroded, greyed and dimmed so that they are little more than
fluttering ghosts in the breeze.
broken toys~
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
delicate film of dust.
~
S
#2720
@ -788,11 +788,6 @@ extends into darkness.
~
0 0 2723
E
several benches~
These benches are simple in design, barely more than wooden slabs, fastened
to the stony walls and worn in places.
~
E
large stone sculpture weighing scales~
A tall spiralling column of metallic rock stretches almost to the roof of the
cavern, two elegant silvery arms spreadeagling out from either side. At the end
@ -800,6 +795,11 @@ of each a long loop of sparkling chain hangs down, each suspending a flat metal
plate, a careful representation of the scales normally used for weighing and
measuring.
~
E
several benches~
These benches are simple in design, barely more than wooden slabs, fastened
to the stony walls and worn in places.
~
S
#2722
Cavernous Hot Spring~
@ -818,15 +818,15 @@ the swirling droplets of water.
~
0 0 2721
E
towels~
These towels look as though they were once clean and fluffy, but now are
little more than brown rags, used solely for getting the job done.
~
E
lumps soap~
These appear to have been mashed together out of some homemade substance and
used as soap. Several of the slippery lumps sit in crevices along the spring.
~
E
towels~
These towels look as though they were once clean and fluffy, but now are
little more than brown rags, used solely for getting the job done.
~
S
#2723
@ -851,15 +851,15 @@ tall sculpture rising from the ground.
~
0 0 2721
E
cubicle-like hollows~
These little carved hollows seem to be used as bunk beds, comfortable looking
arrangements of moss and bracken fluffed together into bedding piles.
~
E
trailing vines~
These dark veiny tendrils weave their way along the walls, providing firm
support for anyone who would wish to climb inside the higher hollows.
~
E
cubicle-like hollows~
These little carved hollows seem to be used as bunk beds, comfortable looking
arrangements of moss and bracken fluffed together into bedding piles.
~
S
#2724
Tiny Hollow~
@ -877,16 +877,16 @@ humidity.
~
0 0 2723
E
toys~
Several basic children's toys lie scattered around, a bright pink ball
particularly catches the eye, as does a rather beautiful painted doll.
~
E
drawings~
These drawings look meticulously done, many of the papers depicting the sun
and the moon. A few of the newer ones show memlin stick-figures wielding picks
and digging.
~
E
toys~
Several basic children's toys lie scattered around, a bright pink ball
particularly catches the eye, as does a rather beautiful painted doll.
~
S
#2725
Kitchen Pantry~
@ -2209,15 +2209,8 @@ tranquility of this place.
~
27 8 0 0 0 0
E
wall-hung wall hung candles~
These tall elegant candles burn brightly, scarlet flickers of flame dancing
upon the wax as if to some unheard rhythm.
~
E
beautiful bed~
The smooth, dark frame of this bed has been carved by the hand of a skilled
master, various artistic depictions of love emerging from the flowing lines of
the wood as if they had grown there.
test~
Move bounce
~
E
glass fountain~
@ -2226,8 +2219,15 @@ smooth pebbles within, small drops of water splashing over the side as it
trickles.
~
E
test~
Move bounce
beautiful bed~
The smooth, dark frame of this bed has been carved by the hand of a skilled
master, various artistic depictions of love emerging from the flowing lines of
the wood as if they had grown there.
~
E
wall-hung wall hung candles~
These tall elegant candles burn brightly, scarlet flickers of flame dancing
upon the wax as if to some unheard rhythm.
~
S
$~

View file

@ -70,10 +70,10 @@ D2
S
#302
The Southern Road~
You walk underneath the inner city wall. The road turns into hard packed
dirt. To the north you may enter the inner city towards the Temple of Sanctus
or go south towards the southern gate. The southern half of the city consists
of the magi's and cleric' quarters.
This road passes underneath the inner city wall. The surface turns into hard
packed dirt. To the north one may enter the inner city towards the Temple of
Sanctus or go south towards the southern gate. The southern half of the city
consists of the magi and clerics' quarters.
~
3 0 0 0 0 0
D0
@ -86,11 +86,11 @@ D2
0 0 313
S
#303
Magi's Avenue~
The Tower of the Magi lies to the southwest. Just to the south you can see
where the inner city wall turns to the west. You are deep within the Magi's
Quarter. Accidents have been known to happen around here. People must be
careful for who knows what an inexperienced student may do.
Magi Avenue~
The Tower of the Magi lies to the southwest. Just to the south one can see
where the inner city wall turns to the west. This avenue runs deep within the
Magi's Quarter. Accidents have been known to happen around here. People must
be careful for who knows what an inexperienced student may do.
~
3 0 0 0 0 0
D0
@ -203,8 +203,8 @@ D2
0 0 323
S
#309
Clerics' Alley~
Within the Cleric's Quarters an adventurer has very little to worry about.
Clerics Alley~
Within the Clerics' Quarters an adventurer has very little to worry about.
Even those would be vandals, pickpockets, and thugs shy away out of their
respect of the clerics. To be a cleric is to be respected second only to that
of the Master Magi.
@ -220,11 +220,12 @@ D3
0 0 308
S
#310
Clerics' Alley~
The southern section of the inner city wall towers over you to the north.
Clerics Alley~
The southern section of the inner city wall towers high above to the north.
The massive fortification of rock and mortar is impressive, rising at least two
or maybe three times your own height. You can just make out a small walkway on
the top of the wall, too bad only the guards know where the entrance is.
or maybe three times the average man's height. One can just make out a small
walkway on the top of the wall, too bad only the guards know where the entrance
is.
~
3 0 0 0 0 0
D1
@ -237,8 +238,8 @@ D3
0 0 309
S
#311
Clerics' Alley~
The Tower of the High Council of Clerics' is almost as impressive as the
Clerics Alley~
The Tower of the High Council of Clerics is almost as impressive as the
Temple of Sanctus. They look very similiar, except of course the Tower is much
smaller. Far up in the tower you can see people walking by windows in white
flowing robes. The healers within are known for their miraculous abilities in
@ -255,7 +256,7 @@ D3
0 0 310
S
#312
Clerics' Alley~
Clerics Alley~
The inner city wall opens up just to the east into the southern road which
runs from the south gate directly to the heart of Sanctus inside the temple. A
few apprentice healers in flowing robes rush between the Temple and the Clerics'
@ -274,10 +275,10 @@ S
#313
The Southern Road~
A large gate has been built into the inner city wall here to allow
adventurers to pass between the Temple and the southern half of the city. The
Clerics' Quarters lie to the west while the Magis' Quarters are to the east.
Within their centers rises the Tower of the High Council of Clerics' and the
Tower of the Magi respectively.
adventurers to pass between the temple and the southern half of the city. The
clerics' quarters lie to the west while the magi quarters are to the east.
Within their centers rises the Tower of the High Council of Clerics and the
Tower of the Magi respectively.
~
3 0 0 0 0 0
D0
@ -298,11 +299,11 @@ D3
0 0 312
S
#314
Magis' Alley~
The black Tower of the Magi casts an intimidating shadow over you and the
alley you walk in. Within the tower lie many secrets that the average citizen
is not privileged enough to be told about. Rumours abound, especially about the
Orb of Sanctum the gods left in the Master Magi's care.
Magi Alley~
The black Tower of the Magi casts an intimidating shadow over the
surroundings and the underlying alley. Within the tower lie many secrets that
the average citizen is not privileged enough to be told about. Rumours abound,
especially about the Orb of Sanctum the gods left in the Master Magi's care.
~
3 0 0 0 0 0
D1
@ -315,11 +316,11 @@ D3
0 0 313
S
#315
Magis' Alley~
Magi Alley~
The sound of voices from above are impossible to locate. They could be
coming either from on top of the inner city wall to the north or from an open
window of the Tower of the Magi south of you. The voices are too low to be
discernable.
window of the Tower of the Magi south of here. The voices are too low to be
discernable.
~
3 0 0 0 0 0
D1
@ -332,7 +333,7 @@ D3
0 0 314
S
#316
Magis' Alley~
Magi Alley~
The inner city wall is used to seperate the city into two seperate
battlefields. In case of an attack by superior numbers the citizens will fall
back into the inner city as a last measure of defense. Luckily, the army has
@ -349,11 +350,11 @@ D3
0 0 315
S
#317
Magis' Alley~
You have reached the southeastern corner of the inner city wall where it
turns north along the Magis' Avenue. The Tower of the Magi still looms over you
oppressively. The sounds of voices echo between the tower and the inner city
wall, very disturbing.
Magi Alley~
This alley has reached the southeastern corner of the inner city wall where
it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
over the surroundings oppressively. The sounds of voices echo between the tower
and the inner city wall, very disturbing.
~
3 0 0 0 0 0
D1
@ -368,9 +369,9 @@ S
#318
The Southeastern Intersection~
A small alley ducks between the Tower of the Magi and the southern section of
the inner city wall. The Magi Mansion is so extravagant, almost to the point of
becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
Sanctum, but few are ever lucky enough to lay their eyes on it.
the inner city wall. The Magi Mansion lies just to the east, so extravagant
that it is almost at the point of becoming an eyesore. The Tower contains the
fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
~
3 0 0 0 0 0
D0
@ -473,9 +474,9 @@ D3
0 0 321
S
#323
Clerics' Avenue~
Clerics Avenue~
The entrance to both the Hall of Clerics and the Tower of the High Council
are just to the south. You see a small intersection to the north where the
are just to the south. One can see a small intersection to the north where the
inner city wall begins. Many people come to this quarter to seek aid from the
clerics, whether it be healing in the tower or to settle disputes within the
Hall.
@ -551,10 +552,10 @@ S
#327
An Advanced Training Room~
A small child lay on a cot circled by several young clerics dressed in white
robes. As you watch one of them lays a gentle hand on the child's forehead
causing the young boy to instantly fall asleep. Another cleric takes the boys
arm which has been badly bruised and possibly broken and begins chanting
mysterious words. The bruises fade away without a trace.
robes. One of them lays a gentle hand on the child's forehead causing the young
boy to instantly fall asleep. Another cleric takes the boys arm which has been
badly bruised and possibly broken and begins chanting mysterious words. The
bruises fade away without a trace.
~
3 8 0 0 0 0
D2
@ -568,10 +569,10 @@ D3
S
#328
The Southern Road~
You walk between the pristine Tower of the High Council of Clerics and the
oppressive Tower of the Magi. This section of the city has a very solemn
feeling overshadowing it. The magic of healing on one side and the magic of
power and destruction on the other.
This path passes between the pristine Tower of the High Council of Clerics
and the oppressive Tower of the Magi. This section of the city has a very
solemn feeling overshadowing it. The magic of healing on one side and the magic
of power and destruction on the other.
~
3 0 0 0 0 0
D0
@ -602,7 +603,7 @@ D2
S
#330
The Training Room~
The Magiwithin the tower train to help protect the city from invasion.
The Magi within the tower train to help protect the city from invasion.
Though the army is generally all that is required to handle most battles, the
Magi are sometimes called upon to prevent heavy casualties or counter any
magical abilities the attackers may possess.
@ -624,9 +625,9 @@ S
#331
The Training Room~
Several older students are sitting in on a class about the protective dome
that upholds the balance within the city. You hear the mention of the Orb of
Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
protect. Without the Orb the city would surely fall.
that upholds the balance within the city. Mention of the Orb of Sanctus
whispers around the room, and of how the gods bestowed it upon the Master Magi
to preserve and protect. Without the Orb the city would surely fall.
~
3 8 0 0 0 0
D1
@ -645,9 +646,9 @@ S
#332
The Training Room~
A Master Magi overlooks several students as they pass between themselves a
small flickering ball of light. The Master Magi notices you watching and
motions you away. No one disagrees with a Master Magi, at least no one that
wishes to live.
small flickering ball of light. The Master Magi casts a stern eye over anyone
watching and motions them away. No one disagrees with a Master Magi, at least
no one that wishes to live.
~
3 8 0 0 0 0
D2
@ -660,12 +661,12 @@ D3
0 0 331
S
#333
Magis Avenue~
The street narrows here as it passes between the Tower and the Mansion.
You can hear strange incantations coming from an open window in the black
tower, far above your head. The Magi train young students within to take their
Magi Avenue~
The street narrows here as it passes between the tower and the mansion. One
can hear strange incantations coming from an open window in the black tower, far
above the other buildings. The Magi train young students within to take their
place, but fewer and fewer meet the requirements and actually survive the
training.
training.
~
3 0 0 0 0 0
D0
@ -756,9 +757,9 @@ S
The Clerics' Quarters~
Large doors to the east and west lead into the Hall of Clerics and the Tower
of the High Council respectively. To the south a small shop displaying a sign
with multi-colored herbs swings in the gentle breeze. The Tower rises far above
you, its two spires reaching almost as high as the Temple. In contrast the hall
looks very mundane.
with multi-colored herbs swings in the gentle breeze. The Tower rises far
above, its two spires reaching almost as high as the Temple. In contrast the
hall looks very mundane.
~
3 0 0 0 0 0
D0
@ -781,9 +782,9 @@ S
#339
The Tower of the High Council of Clerics~
A large archway leads into the center of the Clerics' Quarters just to the
west. The Tower around you is bathed in bright white light that reflects off
every surface around you. All around you the soft murmur of healers in training
or going about their daily routine can be heard.
west. The Tower is bathed in bright white light that reflects off every
surface. All around, the soft murmur of healers in training or going about
their daily routine can be heard.
~
3 0 0 0 0 0
D0
@ -863,9 +864,10 @@ S
#342
The Tower of the High Council of Clerics~
The east end of the Tower opens into the Southern Road which passes between
the Southern Towers and the Temple of Sanctus. You are in the entrance of the
revered Tower of the High Council. High above you is where the councillors make
many important decisions on how to uphold the welfare and health of the city.
the Southern Towers and the Temple of Sanctus. This junction lies at the
entrance of the revered Tower of the High Council. High above is where the
councillors make many important decisions on how to uphold the welfare and
health of the city.
~
3 8 0 0 0 0
D0
@ -887,10 +889,10 @@ D3
S
#343
The Southern Road~
The entrance to both towers of the Southern half of Sanctus open before you.
To the west the Tower of the High Council of Clerics, to the east the Tower of
the Magi. Both impressive structures were built by both master architects and
the use of magic.
The entrance to both towers of the southern half of Sanctus open before this
part of the road. To the west the Tower of the High Council of Clerics, to the
east the Tower of the Magi. Both impressive structures were built by both
master architects and the use of magic.
~
3 0 0 0 0 0
D0
@ -912,10 +914,10 @@ D3
S
#344
The Tower of the Magi~
The black floor, walls, and ceiling of this tower brings about a feeling of
oppression, as if something or someone is holding something back from you. A
large doorway to the west leads to the Southern Road or you may explore deeper
into the temple to the east.
The black floor, walls, and ceiling of this tower bring about a feeling of
oppression, as if something or someone is holding something deliberately back.
A large doorway to the west leads to the Southern Road or it is possible to
explore deeper into the temple to the east.
~
3 0 0 0 0 0
D0
@ -940,7 +942,7 @@ The Tower of the Magi~
A large spiral staircase winds up into the heart of the tower. A slight
tinge of sulphur hangs in the air, probably a spell that went haywire.
Students roam the halls in deep thought, oblivious to the normal reality you
live in. Training Rooms lie all around you.
live in. Training Rooms lie in all directions.
~
3 0 0 0 0 0
D0
@ -998,7 +1000,7 @@ The Tower of the Magi~
marble, but upon closer examination has no grain within it. Looking into the
wood causes one to lose themselves as they peer further and further into the
blackness. It is impossible to tell if this is caused by magic or just a simple
trick of the eye. To the east is the center of the Magis' Quarters.
trick of the eye. To the east is the center of the Magi Quarters.
~
3 0 0 0 0 0
D0
@ -1019,10 +1021,10 @@ D3
0 0 346
S
#348
The Magis Quarter~
This is the heart of the Magis' Quarters. The Magis' Mansion where they can
be found when they are not guarding the orb is to the east. The pure black
Tower of the Magi which houses the sacred orb that protects the city.
The Magi Quarters~
This is the heart of the Magi Quarters. The Magi Mansion where they can be
found when they are not guarding the orb is to the east. Also nearby is the
pure black Tower of the Magi which houses the sacred orb that protects the city.
~
3 0 0 0 0 0
D0
@ -1099,11 +1101,11 @@ door~
1 0 338
S
#352
Cleric's in Training~
Clerics in Training~
Several beds lie in columns and rows spaced evenly apart. The smell of some
form of antiseptic stings your nose and eyes. All the beds are empty, must be
the healers here are well-versed in their craft. The Temple continues to the
north and west.
form of antiseptic stings in the air. All the beds are empty, must be the
healers here are well-versed in their craft. The Temple continues to the north
and west.
~
3 0 0 0 0 0
D0
@ -1176,10 +1178,10 @@ D3
S
#356
The Southern Road~
To the east the Tower of the High Council of Clerics glows a bright white,
its polished surfaces reflecting all light down onto the Clerics' Quarters which it
protects. To the west the Tower of the Magi does the exact opposite, seeming
to absorb all light surround it. Their must be balance in all things.
To the east the Tower of the High Council of Clerics glows a bright white,
its polished surfaces reflecting all light down onto the Clerics' Quarters which
it protects. To the west the Tower of the Magi does the exact opposite, seeming
to absorb all light surrounding it. There must be balance in all things.
~
3 0 0 0 0 0
D0
@ -1196,7 +1198,7 @@ The Magi Training Room~
Bookshelves line the two walls of this small open area within the tower.
The smell of dust and musty old papers emanates from them. Many centuries of
knowledge lie within these books that were salvaged from the lands beyond.
Many more have yet to be foun
Many more have yet to be found.
~
3 0 0 0 0 0
D0
@ -1210,10 +1212,10 @@ D1
S
#358
A Tower Hallway~
Through a small door to the north you can see the center of the tower where
a set of spiral staircases lead to the second floor. The Orb of Sanctum is
protected somewhere within this tower. The Master Magi have been given the
task of ensuring it's safety.
Through a small door to the north one can see the center of the tower where a
set of spiral staircases lead to the second floor. The Orb of Sanctum is
protected somewhere within this tower. The Master Magi have been given the task
of ensuring its safety.
~
3 8 0 0 0 0
D0
@ -1230,7 +1232,7 @@ D3
0 0 357
S
#359
The Magi's Hallway~
The Magi Hallway~
The seven Orders of the Magi are slowly dying out. That is why they rarely
fight in battles any longer. They have instead devoted their time to training
future Magi to take their places. But, good students have become even harder
@ -1304,11 +1306,11 @@ D4
S
#363
The Stables~
The smell of hay and manure clings to the room like a cheap cologne your
grandmother used to wear. Stalls line both sides of the cramped building with
bales of hay stacked everywhere the horses can't reach though they all seem to
still try. It is possible to buy a horse for a minimal fee, but not all of
them are well tamed and have been known to become ornery.
The smell of hay and manure clings to the room like a cheap cologne
somebody's grandmother might wear. Stalls line both sides of the cramped
building with bales of hay stacked everywhere. The horses can't reach the hay
though they all seem to still try. It is possible to buy a horse for a minimal
fee, but not all of them are well tamed and have been known to become ornery.
~
3 0 0 0 0 0
D1
@ -1330,9 +1332,10 @@ modified. Just ask Rumble to do it for you.
S
#365
On the Window Ledge~
From this perilous perch you have an excellent view of the southern half of
the city. A gust of wind howls past trying to pull you with it. The only exit
is back into the tower or a deadly jump to the cobblestone road below.
From this perilous perch an excellent view is available of the southern half
of the city. A gust of wind howls past threatening to pull anything along with
it. The only exit is back into the tower or a deadly jump to the cobblestone
road below.
~
3 0 0 0 0 0
D0
@ -1361,14 +1364,14 @@ starless sky tear savagely at your fragile body.
~
3 520 0 0 0 0
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
$~

View file

@ -3,7 +3,6 @@ Rumble~
The Builder Academy Zone~
0 99 10 2
O 0 87 1 33 (a throne of bayonets)
M 0 34 1 33 (Chuck Norris)
O 0 10 33 2 (a waybread)
R 0 2 11 -1 (the spring)
O 0 11 99 2 (the spring)

View file

@ -1,191 +1,194 @@
#27
Detta~
Memlin Caverns~
2700 2799 30 2
M 0 2705 1 2710 (an armoured guardian)
E 1 2712 10 5 (an irridescent breastplate)
E 1 2713 10 8 (a pair of ink-black boots)
E 1 2711 10 6 (a dark visored helmet)
E 1 2701 10 16 (a blackened axe)
E 1 2708 20 14 (a Goethite shackle)
D 0 2710 0 2 (Guarded Gates)
D 0 2772 0 2 (Before the Dark Gates)
M 0 2730 1 2772 (a dark crow with gleaming green eyes)
G 1 2721 99 -1 (a white bone key)
G 1 2775 99 -1 (a glistening obsidian key)
G 1 2774 99 -1 (a folded note)
M 0 2706 1 2719 (a blind child)
D 0 2719 3 1 (A Forgotten Cupboard)
R 0 2719 2720 -1 (some loose floorboards)
O 0 2720 1 2719 (some loose floorboards)
P 1 2709 99 2720 (a bejewelled crystal key)
M 0 2729 1 2784 (the Sorceress of the Underworld)
R 0 2773 2742 -1 (a swirling Tor)
O 0 2742 99 2773 (a swirling Tor)
R 0 2773 2765 -1 (the Book of Time)
O 0 2765 99 2773 (the Book of Time)
M 0 2709 15 2729 (a @Rfire wrm@n)
M 0 2716 5 2729 (a dark, beady-eyed rat)
M 0 2716 5 2769 (a dark, beady-eyed rat)
M 0 2700 15 2760 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
R 0 2714 2716 -1 (a @Mfragrant flower@n)
O 0 2716 10 2714 (a @Mfragrant flower@n)
M 0 2707 1 2714 (a colourful pheasant)
R 0 2714 2770 -1 (a fresh carrot)
O 0 2770 99 2714 (a fresh carrot)
R 0 2725 2770 -1 (a fresh carrot)
R 0 2725 2770 -1 (a fresh carrot)
R 0 2725 2769 -1 (a boiled potato)
R 0 2725 2769 -1 (a boiled potato)
O 0 2770 99 2725 (a fresh carrot)
O 0 2770 99 2725 (a fresh carrot)
O 0 2769 99 2725 (a boiled potato)
O 0 2769 99 2725 (a boiled potato)
M 0 2703 1 2707 (a weary memlin)
E 1 2758 99 8 (plain leather shoes)
E 1 2747 99 5 (a long simple garment)
G 1 2767 99 -1 (a piece of salted, dried meat)
G 1 2764 99 -1 (a peach-coloured dress)
G 1 2763 99 -1 (a blue patchwork dress)
G 1 2741 99 -1 (a stained apron)
G 1 2747 99 -1 (a long simple garment)
G 1 2761 99 -1 (dirty pieces of wound cloth)
G 1 2760 99 -1 (threadbare boots)
G 1 2759 99 -1 (a frayed belt)
G 1 2758 99 -1 (plain leather shoes)
G 1 2757 99 -1 (some tattered sandals)
G 1 2756 99 -1 (some loose-fitting breeches)
G 1 2755 99 -1 (a pair of tan trousers)
G 1 2754 99 -1 (some worn leather pants)
G 1 2753 99 -1 (a dusty white vest)
G 1 2752 99 -1 (a faded brown shirt)
G 1 2751 99 -1 (a rope-like cord)
G 1 2750 99 -1 (a simple grey tunic)
G 1 2714 99 -1 (a leathery pouch)
G 1 2700 99 -1 (a large iron pick)
G 1 2703 99 -1 (@Ga phosphorescent mushroom@n)
M 0 2719 2 2716 (a female memlin)
E 1 2764 99 5 (a peach-coloured dress)
E 1 2741 99 13 (a stained apron)
E 1 2708 99 14 (a Goethite shackle)
M 0 2719 2 2716 (a female memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2741 99 13 (a stained apron)
E 1 2763 99 5 (a blue patchwork dress)
R 0 2722 2722 -1 (a bubbling hot spring)
O 0 2722 4 2722 (a bubbling hot spring)
M 0 2720 1 2722 (a memlin child)
E 1 2756 99 7 (some loose-fitting breeches)
E 1 2708 99 14 (a Goethite shackle)
R 0 2703 2702 -1 (a trickle of water)
O 0 2702 10 2703 (a trickle of water)
R 0 2703 2762 -1 (a dusty storage crate)
O 0 2762 99 2703 (a dusty storage crate)
P 1 2739 99 2762 (a broken pick)
P 1 2708 99 2762 (a Goethite shackle)
M 0 2708 1 2743 (the Keeper of the Temple)
G 1 2765 99 -1 (the Book of Time)
E 1 2747 99 5 (a long simple garment)
M 0 2718 6 2743 (a jewelled green serpent)
R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n)
R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2713 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2713 (@Ga phosphorescent mushroom@n)
R 0 2721 2703 -1 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2721 (@Ga phosphorescent mushroom@n)
M 0 2700 15 2721 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
R 0 2717 2700 -1 (a large iron pick)
O 0 2700 99 2717 (a large iron pick)
O 0 2704 1 2709 (@ra dark red pool@n)
M 0 2700 15 2709 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2700 15 2705 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
O 0 2715 1 2712 (a bubbling fountain)
D 0 2712 1 1 (The Place of Gathering)
M 0 2700 15 2712 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2715 1 2762 (a smoking @Rfire wrm@n)
M 0 2700 15 2762 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2700 15 2720 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2728 1 2785 (a young memlin)
M 0 2727 1 2796 (a rabbit)
R 0 2744 2725 -1 (the massive stone skull of a dragon)
O 0 2725 1 2744 (the massive stone skull of a dragon)
M 0 2726 1 2744 (the Revealer)
E 1 2747 99 5 (a long simple garment)
M 0 2725 1 2797 (a little memlin)
R 0 2795 2735 -1 (@Ca bright circle of light@n)
O 0 2735 99 2795 (@Ca bright circle of light@n)
M 0 2724 1 2795 (a Dynar youth)
M 0 2723 1 2794 (a Khan'li warrior)
M 0 2722 1 2792 (a female Ve)
E 1 2748 99 5 (a delicate white gown)
E 1 2749 99 3 (a tiny opal pendant)
R 0 2791 2742 -1 (a swirling Tor)
O 0 2742 99 2791 (a swirling Tor)
M 0 2721 1 2790 (the mighty Cui)
R 0 2788 2746 -1 (a set of silver balancing scales)
O 0 2746 99 2788 (a set of silver balancing scales)
R 0 2786 2745 -1 (a flickering flame)
O 0 2745 99 2786 (a flickering flame)
R 0 2787 2744 -1 (a proud metal sculpture)
O 0 2744 99 2787 (a proud metal sculpture)
M 0 2716 5 2771 (a dark, beady-eyed rat)
R 0 2771 2743 -1 (a sacrificial blade)
O 0 2743 99 2771 (a sacrificial blade)
M 0 2718 6 2750 (a jewelled green serpent)
M 0 2718 6 2749 (a jewelled green serpent)
M 0 2718 6 2756 (a jewelled green serpent)
R 0 2754 2726 -1 (a broken shard of glass)
O 0 2726 30 2754 (a broken shard of glass)
M 0 2718 6 2754 (a jewelled green serpent)
M 0 2717 1 2715 (a little irridescent beetle)
M 0 2716 5 2728 (a dark, beady-eyed rat)
M 0 2710 1 2770 (an emaciated memlin)
E 1 2708 99 14 (a Goethite shackle)
M 0 2716 5 2770 (a dark, beady-eyed rat)
R 0 2781 2740 -1 (a black feather)
O 0 2740 99 2781 (a black feather)
D 0 2780 2 2 (Firey Hall)
D 0 2767 2 2 (Digging Site)
R 0 2767 2707 -1 (the stone carcass of a sad-looking memlin)
O 0 2707 99 2767 (the stone carcass of a sad-looking memlin)
M 0 2714 1 2767 (a partially-petrified memlin)
G 1 2706 99 -1 (a ragged diary)
R 0 2767 2739 -1 (a broken pick)
O 0 2739 99 2767 (a broken pick)
M 0 2701 1 2701 (a heavily-muscled guard)
E 1 2708 99 14 (a Goethite shackle)
E 1 2701 99 16 (a blackened axe)
E 1 2703 99 0 (@Ga phosphorescent mushroom@n)
R 0 2758 2734 -1 (a little bundle of white flowers)
O 0 2734 10 2758 (a little bundle of white flowers)
M 0 2712 2 2766 (a newly-grown @Cwish@n)
M 0 2712 2 2766 (a newly-grown @Cwish@n)
M 0 2711 5 2737 (the glassy tentacle)
M 0 2711 5 2737 (the glassy tentacle)
M 0 2711 5 2738 (the glassy tentacle)
M 0 2711 5 2739 (the glassy tentacle)
M 0 2711 5 2736 (the glassy tentacle)
M 0 2700 15 2757 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2700 15 2704 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2702 2 2702 (a small squeaking bat)
M 0 2704 15 2706 (a @Ctiny wish@n)
S
$
#27
Detta~
Memlin Caverns~
2700 2799 30 2
M 0 2700 15 2760 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2704 15 2760 (a @Ctiny wish@n)
M 0 2704 15 2718 (a @Ctiny wish@n)
M 0 2704 15 2708 (a @Ctiny wish@n)
M 0 2705 1 2710 (an armoured guardian)
E 1 2712 10 5 (an irridescent breastplate)
E 1 2713 10 8 (a pair of ink-black boots)
E 1 2711 10 6 (a dark visored helmet)
E 1 2701 10 16 (a blackened axe)
E 1 2708 20 14 (a Goethite shackle)
D 0 2710 0 2 (Guarded Gates)
D 0 2772 0 2 (Before the Dark Gates)
M 0 2730 1 2772 (a dark crow with gleaming green eyes)
G 1 2721 99 -1 (a white bone key)
G 1 2775 99 -1 (a glistening obsidian key)
G 1 2774 99 -1 (a folded note)
M 0 2706 1 2719 (a blind child)
D 0 2719 3 1 (A Forgotten Cupboard)
R 0 2719 2720 -1 (some loose floorboards)
O 0 2720 1 2719 (some loose floorboards)
P 1 2709 99 2720 (a bejewelled crystal key)
M 0 2729 1 2784 (the Sorceress of the Underworld)
R 0 2773 2742 -1 (a swirling Tor)
O 0 2742 99 2773 (a swirling Tor)
R 0 2773 2765 -1 (the Book of Time)
O 0 2765 99 2773 (the Book of Time)
M 0 2709 15 2729 (a @Rfire wrm@n)
M 0 2716 5 2729 (a dark, beady-eyed rat)
M 0 2716 5 2769 (a dark, beady-eyed rat)
R 0 2714 2716 -1 (a @Mfragrant flower@n)
O 0 2716 10 2714 (a @Mfragrant flower@n)
M 0 2707 1 2714 (a colourful pheasant)
R 0 2714 2770 -1 (a fresh carrot)
O 0 2770 99 2714 (a fresh carrot)
R 0 2725 2770 -1 (a fresh carrot)
R 0 2725 2770 -1 (a fresh carrot)
R 0 2725 2769 -1 (a boiled potato)
R 0 2725 2769 -1 (a boiled potato)
O 0 2770 99 2725 (a fresh carrot)
O 0 2770 99 2725 (a fresh carrot)
O 0 2769 99 2725 (a boiled potato)
O 0 2769 99 2725 (a boiled potato)
M 0 2703 1 2707 (a weary memlin)
E 1 2758 99 8 (plain leather shoes)
E 1 2747 99 5 (a long simple garment)
G 1 2767 99 -1 (a piece of salted, dried meat)
G 1 2764 99 -1 (a peach-coloured dress)
G 1 2763 99 -1 (a blue patchwork dress)
G 1 2741 99 -1 (a stained apron)
G 1 2747 99 -1 (a long simple garment)
G 1 2761 99 -1 (dirty pieces of wound cloth)
G 1 2760 99 -1 (threadbare boots)
G 1 2759 99 -1 (a frayed belt)
G 1 2758 99 -1 (plain leather shoes)
G 1 2757 99 -1 (some tattered sandals)
G 1 2756 99 -1 (some loose-fitting breeches)
G 1 2755 99 -1 (a pair of tan trousers)
G 1 2754 99 -1 (some worn leather pants)
G 1 2753 99 -1 (a dusty white vest)
G 1 2752 99 -1 (a faded brown shirt)
G 1 2751 99 -1 (a rope-like cord)
G 1 2750 99 -1 (a simple grey tunic)
G 1 2714 99 -1 (a leathery pouch)
G 1 2700 99 -1 (a large iron pick)
G 1 2703 99 -1 (@Ga phosphorescent mushroom@n)
M 0 2719 2 2716 (a female memlin)
E 1 2764 99 5 (a peach-coloured dress)
E 1 2741 99 13 (a stained apron)
E 1 2708 99 14 (a Goethite shackle)
M 0 2719 2 2716 (a female memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2741 99 13 (a stained apron)
E 1 2763 99 5 (a blue patchwork dress)
R 0 2722 2722 -1 (a bubbling hot spring)
O 0 2722 4 2722 (a bubbling hot spring)
M 0 2720 1 2722 (a memlin child)
E 1 2756 99 7 (some loose-fitting breeches)
E 1 2708 99 14 (a Goethite shackle)
R 0 2703 2702 -1 (a trickle of water)
O 0 2702 10 2703 (a trickle of water)
R 0 2703 2762 -1 (a dusty storage crate)
O 0 2762 99 2703 (a dusty storage crate)
P 1 2739 99 2762 (a broken pick)
P 1 2708 99 2762 (a Goethite shackle)
M 0 2708 1 2743 (the Keeper of the Temple)
G 1 2765 99 -1 (the Book of Time)
E 1 2747 99 5 (a long simple garment)
M 0 2718 6 2743 (a jewelled green serpent)
R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n)
R 0 2713 2703 -1 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2713 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2713 (@Ga phosphorescent mushroom@n)
R 0 2721 2703 -1 (@Ga phosphorescent mushroom@n)
O 0 2703 99 2721 (@Ga phosphorescent mushroom@n)
M 0 2700 15 2721 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
R 0 2717 2700 -1 (a large iron pick)
O 0 2700 99 2717 (a large iron pick)
O 0 2704 1 2709 (@ra dark red pool@n)
M 0 2700 15 2709 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2700 15 2705 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
O 0 2715 1 2712 (a bubbling fountain)
D 0 2712 1 1 (The Place of Gathering)
M 0 2700 15 2712 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2715 1 2762 (a smoking @Rfire wrm@n)
M 0 2700 15 2762 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2700 15 2720 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2728 1 2785 (a young memlin)
M 0 2727 1 2796 (a rabbit)
R 0 2744 2725 -1 (the massive stone skull of a dragon)
O 0 2725 1 2744 (the massive stone skull of a dragon)
M 0 2726 1 2744 (the Revealer)
E 1 2747 99 5 (a long simple garment)
M 0 2725 1 2797 (a little memlin)
R 0 2795 2735 -1 (@Ca bright circle of light@n)
O 0 2735 99 2795 (@Ca bright circle of light@n)
M 0 2724 1 2795 (a Dynar youth)
M 0 2723 1 2794 (a Khan'li warrior)
M 0 2722 1 2792 (a female Ve)
E 1 2748 99 5 (a delicate white gown)
E 1 2749 99 3 (a tiny opal pendant)
R 0 2791 2742 -1 (a swirling Tor)
O 0 2742 99 2791 (a swirling Tor)
M 0 2721 1 2790 (the mighty Cui)
R 0 2788 2746 -1 (a set of silver balancing scales)
O 0 2746 99 2788 (a set of silver balancing scales)
R 0 2786 2745 -1 (a flickering flame)
O 0 2745 99 2786 (a flickering flame)
R 0 2787 2744 -1 (a proud metal sculpture)
O 0 2744 99 2787 (a proud metal sculpture)
M 0 2716 5 2771 (a dark, beady-eyed rat)
R 0 2771 2743 -1 (a sacrificial blade)
O 0 2743 99 2771 (a sacrificial blade)
M 0 2718 6 2750 (a jewelled green serpent)
M 0 2718 6 2749 (a jewelled green serpent)
M 0 2718 6 2756 (a jewelled green serpent)
R 0 2754 2726 -1 (a broken shard of glass)
O 0 2726 30 2754 (a broken shard of glass)
M 0 2718 6 2754 (a jewelled green serpent)
M 0 2717 1 2715 (a little irridescent beetle)
M 0 2716 5 2728 (a dark, beady-eyed rat)
M 0 2710 1 2770 (an emaciated memlin)
E 1 2708 99 14 (a Goethite shackle)
M 0 2716 5 2770 (a dark, beady-eyed rat)
R 0 2781 2740 -1 (a black feather)
O 0 2740 99 2781 (a black feather)
D 0 2780 2 2 (Firey Hall)
D 0 2767 2 2 (Digging Site)
R 0 2767 2707 -1 (the stone carcass of a sad-looking memlin)
O 0 2707 99 2767 (the stone carcass of a sad-looking memlin)
M 0 2714 1 2767 (a partially-petrified memlin)
G 1 2706 99 -1 (a ragged diary)
R 0 2767 2739 -1 (a broken pick)
O 0 2739 99 2767 (a broken pick)
M 0 2701 1 2701 (a heavily-muscled guard)
E 1 2708 99 14 (a Goethite shackle)
E 1 2701 99 16 (a blackened axe)
E 1 2703 99 0 (@Ga phosphorescent mushroom@n)
R 0 2758 2734 -1 (a little bundle of white flowers)
O 0 2734 10 2758 (a little bundle of white flowers)
M 0 2712 2 2766 (a newly-grown @Cwish@n)
M 0 2712 2 2766 (a newly-grown @Cwish@n)
M 0 2711 5 2737 (the glassy tentacle)
M 0 2711 5 2737 (the glassy tentacle)
M 0 2711 5 2738 (the glassy tentacle)
M 0 2711 5 2739 (the glassy tentacle)
M 0 2711 5 2736 (the glassy tentacle)
M 0 2700 15 2757 (a sad-looking memlin)
E 1 2700 99 16 (a large iron pick)
E 1 2708 99 14 (a Goethite shackle)
M 0 2700 15 2704 (a sad-looking memlin)
E 1 2708 99 14 (a Goethite shackle)
E 1 2700 99 16 (a large iron pick)
M 0 2702 2 2702 (a small squeaking bat)
M 0 2704 15 2706 (a @Ctiny wish@n)
S
$