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Updated World and files for 3.53 release, take 2 --Rumble
This commit is contained in:
parent
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27 changed files with 1906 additions and 1170 deletions
14
changelog
14
changelog
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@ -4,7 +4,16 @@ Rumble
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The Builder Academy
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builderacademy.net 9091
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tbaMUD 3.52
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tbaMUD 3.53
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[Jun 28 2007]
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Updated World and files for 3.53 release.
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[Jun 16 2007] - Rumble
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Missed replacing NUM_SPELLS -1 with NUM_SPELLS, corrected. (thanks Kyle)
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[Jun 01 2007] - Rumble
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Renamed Gossip: to Gemote: to match the command when players use gemote.
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Added channel emotes by matching player name to first word. i.e. gossip
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rumble sporks Manivo ruthlessly. (thanks Mordecai)
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Renamed squelch to mute to match the command.
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[May 17 2007] - Rumble
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Added AFF_FLYING/SCUBA and appropriate checks in act.movement.c. Room sector types IN FLIGHT and UNDERWATER are finally being used!
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Removed all of the Dragon_Breathes.
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@ -20,6 +29,8 @@ tbaMUD 3.52
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Fixed nogos/nowiz from flagging everyone in who.
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Fixed numerous SYSERR's where mobs were using player only specials.
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Added 128 bits patch by Niese Petersen with numerous updates and fixes.
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tbaMUD 3.52
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[Apr 14 2007] - Rumble
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IP's only visible to LVL_GOD and above now for the paranoid people out there.
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[Apr 13 2007] - Rumble
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@ -337,6 +348,7 @@ CircleMUD 3.5
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- Added buildwalk and dig.
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Release history:
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Version 3.53 release: July, 2007
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Version 3.52 release: April, 2007
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Version 3.51 release: February, 2007
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Version 3.5 release: December, 2006
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@ -1 +0,0 @@
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Rumble (May 15) [ 1204] Added changelog to do_file.
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@ -824,19 +824,19 @@ $n breathes onto $s hand and sniffs it.
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#
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~burn burn 0 8 8 0
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You just got burned.
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$n just got BURNED!
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You burn $N.
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$N just got burned by $n.
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BURNED! Thanks to $n.
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No one here to burn by that name.
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Fire is dangerous. Don't play with it!
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$n burns himself at the stakes.
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#
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#
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#
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#
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#
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You shriek for the witch to be BURNED!
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$n shrieks for the witch to be BURNED!
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You shriek that $N is a witch! BURN $M!
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$n shrieks that $N is a witch! BURN $M!
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$n shrieks that you are a witch! Do you smell smoke?
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You need to find them first!
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You're a witch, BURN!
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$n shrieks that $e's a witch, and promptly BURNS $mself!
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You shriek that $N's $t is the sign of a witch! BURN $M!
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$n shrieks that $N's $t is the sign of a witch! BURN $M!
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$n shrieks that your $t is the sign of a witch! Do you smell smoke?
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You shriek that $p is the sign of a witch! BURN it!
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$n shrieks that $p is the sign of a witch! BURN it!
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~burp burp 0 5 0 0
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You burp loudly! Better excuse yourself.
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@ -928,6 +928,21 @@ $n gently caresses your $t, it feels nice.
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You gently caress $p.
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$n gently caresses $p.
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~carrot carrot 0 8 8 0
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What would you possibly do with a carrot.....?
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$n whips out a firm carrot!
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You whip out a carrot and wink at $N.
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$n whips a carrot out of $s pocket and winks at $N.
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$n whips a carrot out of $s pocket and winks at you.
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You try penetrating the air with your carrot!
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You whip out a carrot with a demented look on your face.
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$n whips out a carrot with an odd look on $s face.
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You prod $N's $t with your carrot.
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$n prods $N's $t with $s carrot!
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$n prods your $t with $s carrot.
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You stick your carrot in $p.
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$n sticks $s carrot into $p.
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~cartwheel cartwheel 0 5 0 0
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You do a cartwheel. Wheeee!
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$n does a cartwheel!
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@ -6073,6 +6088,21 @@ $n stomps on your $t.
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You stomp on $p, breaking it into a million pieces.
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$n stomps on $p, breaking it into a million pieces.
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~stone stone 0 8 8 0
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You call for a stoning! Theres a SINNER about!
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$n calls for a stoning! Theres a SINNER about!
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You start hurling stones at $N, SINNER!
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$n starts hurling stones at $N the SINNER!
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$n starts hurling stones at you, what did you do?
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The stone whistles through the empty air.
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You start pummeling yourself with stones, feel better yet?
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$n starts pummeling $mself with stones, $e must be feeling guilty!
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You hurl stones at $N's $t, it must have sinned!
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$n hurls stones at $N's $t, it must have sinned!
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$n hurls stones at your $t, what did it do?
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You start hurling stones at $p, it must be evil!
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$n starts hurling stones at $p, it must be evil!
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~strangle strangle 0 5 0 0
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You look around for a victim...
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$n looks around for a victim to strangle.
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@ -4,7 +4,6 @@
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Implementors
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~~~~~~~~~~~~
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Rumble
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Greater Gods
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~~~~~~~~~~~~
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@ -551,4 +551,64 @@ kind.
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8 8 0
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BareHandAttack: 4
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E
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#1943
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spider ball~
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a spider ball~
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A spider ball stands here.
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~
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It looks unfinished.
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~
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8 0 0 0 0 0 0 0 0 E
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0 20 10 1d1+0 1d1+0
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0 0
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8 8 0
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E
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T 1133
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#1997
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sexy stripper~
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a sexy stripper~
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A sexy stripper poses flirtatiously.
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~
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Skimpily dressed, this curvacious woman is posing in ways that show off her
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ample assets. Long platinum blonde hair swishes around her hips, and a
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mischievous sparkle glimmers in her green eyes.
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~
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8 0 0 0 0 0 0 0 0 E
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0 20 10 1d1+0 1d1+0
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0 0
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8 8 2
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E
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T 1930
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T 1932
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#1998
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gorilla man suit~
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a hairy gorilla~
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A man in a gorilla suit stands here.
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~
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This gorilla suit is very realistic, right down to the smell! Black tufts of
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matted hair spring out haphazardly from this creature's sweaty body. The only
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thing revealing that there is in fact a man inside, are the human eyes blinking
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from two cut-out sockets.
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~
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8 0 0 0 0 0 0 0 0 E
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0 20 10 1d1+0 0d1+0
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0 0
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8 8 1
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E
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T 1932
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T 1933
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#1999
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mob deliverer~
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the deliverer~
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A deliverer stands here.
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~
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This mob is in neutral form, ready to take on whatever shape you request for
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your singing telegram!
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~
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8 0 0 0 0 0 0 0 0 E
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0 20 10 1d1+0 1d1+0
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0 0
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8 8 0
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E
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T 1949
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$
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@ -8,7 +8,7 @@ gangly, it looks well suited to life in tunnels. Its warty skin is the colour
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of sand and stone and two large pointed ears twitch at any sound. Large yellow
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eyes seem to fill its face with an expression of despair and helplessness.
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~
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72 0 0 0 0 0 0 0 100 E
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72 0 0 0 2048 0 0 0 100 E
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10 19 6 2d1+110 1d2+2
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150 10000
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8 8 0
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@ -40,7 +40,7 @@ A small squeaking bat dives in and out of the shadows.
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observed. Its characteristic black furred body and webbed wings are somewhat
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harmless looking until several sharp teeth glint in the subdued light.
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~
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135178 0 0 0 65616 0 0 0 -500 E
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135178 0 0 0 67664 0 0 0 -500 E
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10 17 4 2d2+500 1d2+1
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100 10000
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8 8 0
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@ -74,7 +74,7 @@ than an animal, it is easy to forget it is alive, until it hums gently and
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drifts deliberately closer. This creature's mere presence seems to freshen the
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air, as though it were somehow filtering and replenishing it.
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~
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72 0 0 0 0 0 0 0 0 E
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8 0 0 0 2048 0 0 0 0 E
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15 18 1 3d3+150 2d2+2
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150 22500
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8 8 0
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@ -295,9 +295,9 @@ like horns from its head. Tiny legs move almost too quickly to be seen, as the
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creature scuttles nervously around, streaks of blue and green glinting in its
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black armour.
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~
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200 0 0 0 0 0 0 0 0 E
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5 20 7 1d1+50 1d2+0
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0 2500
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136 0 0 0 2048 0 0 0 0 E
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5 19 7 1d1+50 1d2+0
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50 2500
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8 8 0
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BareHandAttack: 4
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E
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@ -40,10 +40,6 @@ The email listing of the gods is pinned against the wall.~
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0 0 0 0
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1 1 0 30
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E
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emails listing~
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HELP CONTACT
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~
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E
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wizlist~
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Implementors
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~~~~~~~~~~~
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@ -60,6 +56,10 @@ wizlist~
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Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
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Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
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~
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E
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emails listing~
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HELP CONTACT
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~
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#5
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foraged berries~
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some foraged berries~
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@ -135,7 +135,7 @@ waybread bread~
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a waybread~
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Some waybread has been put here.~
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~
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19 0 0 0 0 a 0 0 0 rs 0 0 0
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19 0 0 0 0 a 0 0 0 0 0 0 0
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24 0 0 0
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1 50 0 0
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E
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@ -693,6 +693,19 @@ runestone Sanctum church~
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This is one of the runestones used by the priests of Sanctum in their duties.
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~
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#41
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Bell sanctum freedom~
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the bell of Sanctum's freedom~
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The symbol of Sanctum's freedom waits to be returned to its city.~
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Nothing.
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~
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4 b 0 0 0 ao 0 0 0 0 0 0 0
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30 1 1 39
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1 1000 0 0
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E
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bell sanctum's freedom~
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This is the bell that represents the freedom of the city of Sanctum.
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~
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#42
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hammer Sanctum~
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the hammer of Sanctum~
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@ -742,6 +755,20 @@ An immortal device to set questpoints.~
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0 0 0 0
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1 1 0 31
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T 168
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#45
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pile coins gold~
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a pile of gold coins~
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A pile of gold coins is half-buried in the mud and muck.~
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~
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20 0 0 0 0 a 0 0 0 0 0 0 0
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1000000 0 0 0
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0 0 0 0
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T 193
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E
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pile coins gold~
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The glittering gold catches your eye. Though covered in dirt and grime money
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is money.
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~
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#46
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key gateguard~
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the gateguard key~
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@ -776,6 +803,19 @@ comfy bed~
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This bed is beckoning you to lay down and get some much needed sleep.
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Just "sleep bed"
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~
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#50
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generic light~
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a generic light~
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A generic light is lying here.~
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~
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1 0 0 0 0 ao 0 0 0 0 0 0 0
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0 0 -1 0
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1 1 0 0
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E
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generic light~
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Since this light is completely generic there are no distinctive features
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worth noticing.
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~
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#51
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generic ring rfinger~
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a generic ring~
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|
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@ -1,3 +1,48 @@
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#1200
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email list staff~
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a list of the staff's emails~
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A list of the staff's emails has been left here.~
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~
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14 0 0 0 0 ao 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0
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E
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list email staff~
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@RHELP CONTACT@n for the most recent listing or:
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Name Email ICQ # AIM MSN
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Welcor 18755607
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Rumble rumble@t@@tbamud.com 100121659 admwint wintersn
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Shamra shamra@t@@tbamud.com BlackdemonRahl
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Amber amber@t@@tbamud.com
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Detta detta@t@@tbamud.com
|
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Elaseth elaseth@t@@tbamud.com ParaVox3
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Elorien elorien@t@@tbamud.com
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Ferret ferret@t@@tbamud.com radiax01
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Fizban fizban@t@@tbamud.com Fizban1216 fizban1216@@hotmail.com
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Fyre fyre@t@@tbamud.com
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Heiach heiach@t@@tbamud.com heiach heiach
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Random random@t@@tbamud.com 219948345
|
||||
Relsqui relsqui@t@@tbamud.com 72136407 spiritethereal
|
||||
Rhade rhade@t@@tbamud.com
|
||||
~
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#1201
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pamphlet trigedit~
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a pamphlet advertising the wonderful world of triggers~
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A small pamphlet advertising the wonderful world of Trigedit.~
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||||
~
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12 0 0 0 0 an 0 0 0 0 0 0 0
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0 0 0 0
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||||
1 1 0 0
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E
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pamphlet trigedit~
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Are you looking to pour in life into your mobs? To enliven your rooms? Or just
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make your objects special? Well then, come and read to your hearts content
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through the trigedit tutorial hallway starting in room 13. It will describe
|
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what trigedit is, what it can do, and of course, how to make them. Dont forget,
|
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for optimal results, Use the pages in conjuction with TSTAT. Have fun with the
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||||
power of (minor)coding!
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||||
~
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||||
#1202
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scroll~
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a scroll~
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@ -14,6 +59,15 @@ This is a @Rred@n test object~
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1 0 0 0 0 a 0 0 0 0 0 0 0
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||||
0 0 23 0
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||||
1 1 0 0
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||||
#1204
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||||
wand~
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||||
the wand~
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||||
A test wand~
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||||
~
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||||
3 0 0 0 0 a 0 0 0 0 0 0 0
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||||
1 1 1 31
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||||
1 1 0 0
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||||
T 1284
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#1205
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||||
staff~
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||||
staff~
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||||
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@ -22,6 +76,23 @@ Staff~
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|||
4 0 0 0 0 a 0 0 0 0 0 0 0
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||||
1 3 3 31
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||||
1 1 0 0
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||||
#1209
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squishy armchair chair~
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a squishy armchair~
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A large squishy armchair sits in front of the fireplace.~
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||||
~
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||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
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||||
0 0 0 0
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||||
T 1209
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||||
T 1286
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||||
E
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chair armchair squishy~
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This chair has large red leather cushions, on the seat and back. Strange
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||||
patterens are sewn into the seat and back. The arms are made of the same
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material as the rest of the chair, and they seem to be stuffed to a point where
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||||
they look to be almost exploding.
|
||||
~
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||||
#1210
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||||
Straight Jacket~
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a straight jacket~
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||||
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@ -30,6 +101,24 @@ You can't see it...it isn't here.~
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9 0 0 0 0 ad 0 0 0 0 0 0 0
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||||
0 0 0 0
|
||||
1 1 0 0
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||||
#1212
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||||
game console~
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a game console~
|
||||
A game console sits in one corner of the room~
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||||
~
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||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
T 1212
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||||
T 1213
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||||
E
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game console~
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||||
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.
|
||||
~
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||||
#1218
|
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spring fountain water~
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a spring well~
|
||||
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@ -135,11 +224,23 @@ A Gigantic Black Staff rests here.~
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4 b 0 0 0 ao 0 0 0 0 0 0 0
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||||
1 10 10 23
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||||
5 1 0 30
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T 87
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||||
E
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staff black~
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||||
A Huge staff sits here eminating a tremendous power.
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||||
~
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||||
#1269
|
||||
switch~
|
||||
a switch from a willow tree~
|
||||
A magical switch from a willow tree has carelessly been discarded here.~
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||||
~
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||||
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~
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It's a stick. It's magical. It also hurts when you beat people with it.
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||||
~
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||||
#1275
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||||
uniform~
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||||
a Builder Academy uniform~
|
||||
|
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@ -204,6 +305,24 @@ A large blackened desk~
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|||
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~
|
||||
|
|
|
|||
|
|
@ -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
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -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
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
0.shp
|
||||
1.shp
|
||||
2.shp
|
||||
3.shp
|
||||
|
|
|
|||
|
|
@ -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~
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
~
|
||||
|
|
|
|||
|
|
@ -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%
|
||||
|
|
|
|||
|
|
@ -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
|
||||
~
|
||||
|
|
|
|||
|
|
@ -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~
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
|
|
@ -283,11 +282,11 @@ D5
|
|||
S
|
||||
#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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
|
|
@ -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
|
||||
D5
|
||||
|
|
@ -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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
|
|
@ -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
|
||||
D1
|
||||
|
|
@ -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
|
||||
D3
|
||||
|
|
@ -413,11 +412,11 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D5
|
||||
|
|
@ -427,12 +426,11 @@ D5
|
|||
S
|
||||
#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
|
||||
D5
|
||||
|
|
@ -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
|
||||
D5
|
||||
|
|
@ -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
|
||||
D5
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -724,11 +722,11 @@ D1
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D5
|
||||
|
|
@ -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
|
||||
D2
|
||||
|
|
@ -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
|
||||
D2
|
||||
|
|
@ -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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1043,10 +1040,10 @@ D2
|
|||
S
|
||||
#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
|
||||
D2
|
||||
|
|
@ -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
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
|
|
@ -1143,10 +1145,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -1370,10 +1371,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -1752,10 +1753,11 @@ D2
|
|||
S
|
||||
#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
|
||||
D1
|
||||
|
|
@ -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
|
||||
D1
|
||||
|
|
@ -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
|
||||
D1
|
||||
|
|
@ -1803,10 +1804,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D1
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D1
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -1213,7 +1213,7 @@ surrounding area.
|
|||
D0
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 20901
|
||||
D2
|
||||
~
|
||||
~
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ Down takes you to the starting room of this zone.
|
|||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 1100
|
||||
D3
|
||||
~
|
||||
~
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -771,10 +773,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -814,10 +816,10 @@ D0
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -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
|
||||
D1
|
||||
|
|
@ -856,10 +858,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -898,10 +900,11 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -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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|
||||
D1
|
||||
|
|
@ -953,10 +957,10 @@ D1
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
|
|
@ -978,10 +982,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 24 0 0 0 0
|
||||
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|
||||
|
|
@ -1007,12 +1011,12 @@ D4
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D3
|
||||
|
|
@ -1072,10 +1076,10 @@ D4
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -1089,10 +1093,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1114,10 +1118,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D1
|
||||
|
|
@ -1131,10 +1135,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -1148,10 +1152,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D3
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -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
|
||||
D3
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1285,10 +1289,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -1315,10 +1319,10 @@ D1
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1423,10 +1427,10 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
|
|
@ -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
|
||||
D2
|
||||
|
|
@ -1487,10 +1491,10 @@ D2
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1506,8 +1510,8 @@ S
|
|||
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.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -1550,11 +1553,11 @@ D3
|
|||
0 0 281
|
||||
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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1662,10 +1665,10 @@ D2
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1683,10 +1686,10 @@ D4
|
|||
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
|
||||
D1
|
||||
|
|
@ -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
|
||||
D0
|
||||
|
|
@ -1721,9 +1724,9 @@ D3
|
|||
S
|
||||
#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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1745,10 +1748,10 @@ D3
|
|||
S
|
||||
#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
|
||||
D0
|
||||
|
|
@ -1766,10 +1769,10 @@ D3
|
|||
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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
|
|
@ -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.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
|
|
|||
|
|
@ -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
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -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
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
$
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue