diff --git a/changelog b/changelog index 36286b2..6d58e60 100644 --- a/changelog +++ b/changelog @@ -4,7 +4,16 @@ Rumble The Builder Academy builderacademy.net 9091 -tbaMUD 3.52 +tbaMUD 3.53 +[Jun 28 2007] + Updated World and files for 3.53 release. +[Jun 16 2007] - Rumble + Missed replacing NUM_SPELLS -1 with NUM_SPELLS, corrected. (thanks Kyle) +[Jun 01 2007] - Rumble + Renamed Gossip: to Gemote: to match the command when players use gemote. + Added channel emotes by matching player name to first word. i.e. gossip + rumble sporks Manivo ruthlessly. (thanks Mordecai) + Renamed squelch to mute to match the command. [May 17 2007] - Rumble Added AFF_FLYING/SCUBA and appropriate checks in act.movement.c. Room sector types IN FLIGHT and UNDERWATER are finally being used! Removed all of the Dragon_Breathes. @@ -20,6 +29,8 @@ tbaMUD 3.52 Fixed nogos/nowiz from flagging everyone in who. Fixed numerous SYSERR's where mobs were using player only specials. Added 128 bits patch by Niese Petersen with numerous updates and fixes. + +tbaMUD 3.52 [Apr 14 2007] - Rumble IP's only visible to LVL_GOD and above now for the paranoid people out there. [Apr 13 2007] - Rumble @@ -337,6 +348,7 @@ CircleMUD 3.5 - Added buildwalk and dig. Release history: +Version 3.53 release: July, 2007 Version 3.52 release: April, 2007 Version 3.51 release: February, 2007 Version 3.5 release: December, 2006 diff --git a/lib/misc/ideas b/lib/misc/ideas index a2b709b..e69de29 100644 --- a/lib/misc/ideas +++ b/lib/misc/ideas @@ -1 +0,0 @@ -Rumble (May 15) [ 1204] Added changelog to do_file. diff --git a/lib/misc/socials.new b/lib/misc/socials.new index e6c79b2..b8a0032 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -824,19 +824,19 @@ $n breathes onto $s hand and sniffs it. # ~burn burn 0 8 8 0 -You just got burned. -$n just got BURNED! -You burn $N. -$N just got burned by $n. -BURNED! Thanks to $n. -No one here to burn by that name. -Fire is dangerous. Don't play with it! -$n burns himself at the stakes. -# -# -# -# -# +You shriek for the witch to be BURNED! +$n shrieks for the witch to be BURNED! +You shriek that $N is a witch! BURN $M! +$n shrieks that $N is a witch! BURN $M! +$n shrieks that you are a witch! Do you smell smoke? +You need to find them first! +You're a witch, BURN! +$n shrieks that $e's a witch, and promptly BURNS $mself! +You shriek that $N's $t is the sign of a witch! BURN $M! +$n shrieks that $N's $t is the sign of a witch! BURN $M! +$n shrieks that your $t is the sign of a witch! Do you smell smoke? +You shriek that $p is the sign of a witch! BURN it! +$n shrieks that $p is the sign of a witch! BURN it! ~burp burp 0 5 0 0 You burp loudly! Better excuse yourself. @@ -928,6 +928,21 @@ $n gently caresses your $t, it feels nice. You gently caress $p. $n gently caresses $p. +~carrot carrot 0 8 8 0 +What would you possibly do with a carrot.....? +$n whips out a firm carrot! +You whip out a carrot and wink at $N. +$n whips a carrot out of $s pocket and winks at $N. +$n whips a carrot out of $s pocket and winks at you. +You try penetrating the air with your carrot! +You whip out a carrot with a demented look on your face. +$n whips out a carrot with an odd look on $s face. +You prod $N's $t with your carrot. +$n prods $N's $t with $s carrot! +$n prods your $t with $s carrot. +You stick your carrot in $p. +$n sticks $s carrot into $p. + ~cartwheel cartwheel 0 5 0 0 You do a cartwheel. Wheeee! $n does a cartwheel! @@ -6073,6 +6088,21 @@ $n stomps on your $t. You stomp on $p, breaking it into a million pieces. $n stomps on $p, breaking it into a million pieces. +~stone stone 0 8 8 0 +You call for a stoning! Theres a SINNER about! +$n calls for a stoning! Theres a SINNER about! +You start hurling stones at $N, SINNER! +$n starts hurling stones at $N the SINNER! +$n starts hurling stones at you, what did you do? +The stone whistles through the empty air. +You start pummeling yourself with stones, feel better yet? +$n starts pummeling $mself with stones, $e must be feeling guilty! +You hurl stones at $N's $t, it must have sinned! +$n hurls stones at $N's $t, it must have sinned! +$n hurls stones at your $t, what did it do? +You start hurling stones at $p, it must be evil! +$n starts hurling stones at $p, it must be evil! + ~strangle strangle 0 5 0 0 You look around for a victim... $n looks around for a victim to strangle. diff --git a/lib/text/wizlist b/lib/text/wizlist index e712ec0..f4137c5 100644 --- a/lib/text/wizlist +++ b/lib/text/wizlist @@ -4,7 +4,6 @@ Implementors ~~~~~~~~~~~~ - Rumble Greater Gods ~~~~~~~~~~~~ diff --git a/lib/world/mob/19.mob b/lib/world/mob/19.mob index 0696b31..fef02fa 100644 --- a/lib/world/mob/19.mob +++ b/lib/world/mob/19.mob @@ -551,4 +551,64 @@ kind. 8 8 0 BareHandAttack: 4 E +#1943 +spider ball~ +a spider ball~ +A spider ball stands here. +~ +It looks unfinished. +~ +8 0 0 0 0 0 0 0 0 E +0 20 10 1d1+0 1d1+0 +0 0 +8 8 0 +E +T 1133 +#1997 +sexy stripper~ +a sexy stripper~ +A sexy stripper poses flirtatiously. +~ + Skimpily dressed, this curvacious woman is posing in ways that show off her +ample assets. Long platinum blonde hair swishes around her hips, and a +mischievous sparkle glimmers in her green eyes. +~ +8 0 0 0 0 0 0 0 0 E +0 20 10 1d1+0 1d1+0 +0 0 +8 8 2 +E +T 1930 +T 1932 +#1998 +gorilla man suit~ +a hairy gorilla~ +A man in a gorilla suit stands here. +~ + This gorilla suit is very realistic, right down to the smell! Black tufts of +matted hair spring out haphazardly from this creature's sweaty body. The only +thing revealing that there is in fact a man inside, are the human eyes blinking +from two cut-out sockets. +~ +8 0 0 0 0 0 0 0 0 E +0 20 10 1d1+0 0d1+0 +0 0 +8 8 1 +E +T 1932 +T 1933 +#1999 +mob deliverer~ +the deliverer~ +A deliverer stands here. +~ + This mob is in neutral form, ready to take on whatever shape you request for +your singing telegram! +~ +8 0 0 0 0 0 0 0 0 E +0 20 10 1d1+0 1d1+0 +0 0 +8 8 0 +E +T 1949 $ diff --git a/lib/world/mob/27.mob b/lib/world/mob/27.mob index 68ffafd..7e98217 100644 --- a/lib/world/mob/27.mob +++ b/lib/world/mob/27.mob @@ -8,7 +8,7 @@ gangly, it looks well suited to life in tunnels. Its warty skin is the colour of sand and stone and two large pointed ears twitch at any sound. Large yellow eyes seem to fill its face with an expression of despair and helplessness. ~ -72 0 0 0 0 0 0 0 100 E +72 0 0 0 2048 0 0 0 100 E 10 19 6 2d1+110 1d2+2 150 10000 8 8 0 @@ -40,7 +40,7 @@ A small squeaking bat dives in and out of the shadows. observed. Its characteristic black furred body and webbed wings are somewhat harmless looking until several sharp teeth glint in the subdued light. ~ -135178 0 0 0 65616 0 0 0 -500 E +135178 0 0 0 67664 0 0 0 -500 E 10 17 4 2d2+500 1d2+1 100 10000 8 8 0 @@ -74,7 +74,7 @@ than an animal, it is easy to forget it is alive, until it hums gently and drifts deliberately closer. This creature's mere presence seems to freshen the air, as though it were somehow filtering and replenishing it. ~ -72 0 0 0 0 0 0 0 0 E +8 0 0 0 2048 0 0 0 0 E 15 18 1 3d3+150 2d2+2 150 22500 8 8 0 @@ -295,9 +295,9 @@ like horns from its head. Tiny legs move almost too quickly to be seen, as the creature scuttles nervously around, streaks of blue and green glinting in its black armour. ~ -200 0 0 0 0 0 0 0 0 E -5 20 7 1d1+50 1d2+0 -0 2500 +136 0 0 0 2048 0 0 0 0 E +5 19 7 1d1+50 1d2+0 +50 2500 8 8 0 BareHandAttack: 4 E diff --git a/lib/world/obj/0.obj b/lib/world/obj/0.obj index 02b9db5..6eeae5c 100644 --- a/lib/world/obj/0.obj +++ b/lib/world/obj/0.obj @@ -40,10 +40,6 @@ The email listing of the gods is pinned against the wall.~ 0 0 0 0 1 1 0 30 E -emails listing~ - HELP CONTACT -~ -E wizlist~ Implementors ~~~~~~~~~~~ @@ -60,6 +56,10 @@ wizlist~ Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor Theophilus Tocamat Torpidai Treestump Tuskony Zizazat ~ +E +emails listing~ + HELP CONTACT +~ #5 foraged berries~ some foraged berries~ @@ -135,7 +135,7 @@ waybread bread~ a waybread~ Some waybread has been put here.~ ~ -19 0 0 0 0 a 0 0 0 rs 0 0 0 +19 0 0 0 0 a 0 0 0 0 0 0 0 24 0 0 0 1 50 0 0 E @@ -693,6 +693,19 @@ runestone Sanctum church~ This is one of the runestones used by the priests of Sanctum in their duties. ~ +#41 +Bell sanctum freedom~ +the bell of Sanctum's freedom~ +The symbol of Sanctum's freedom waits to be returned to its city.~ +Nothing. +~ +4 b 0 0 0 ao 0 0 0 0 0 0 0 +30 1 1 39 +1 1000 0 0 +E +bell sanctum's freedom~ + This is the bell that represents the freedom of the city of Sanctum. +~ #42 hammer Sanctum~ the hammer of Sanctum~ @@ -742,6 +755,20 @@ An immortal device to set questpoints.~ 0 0 0 0 1 1 0 31 T 168 +#45 +pile coins gold~ +a pile of gold coins~ +A pile of gold coins is half-buried in the mud and muck.~ +~ +20 0 0 0 0 a 0 0 0 0 0 0 0 +1000000 0 0 0 +0 0 0 0 +T 193 +E +pile coins gold~ + The glittering gold catches your eye. Though covered in dirt and grime money +is money. +~ #46 key gateguard~ the gateguard key~ @@ -776,6 +803,19 @@ comfy bed~ This bed is beckoning you to lay down and get some much needed sleep. Just "sleep bed" ~ +#50 +generic light~ +a generic light~ +A generic light is lying here.~ +~ +1 0 0 0 0 ao 0 0 0 0 0 0 0 +0 0 -1 0 +1 1 0 0 +E +generic light~ + Since this light is completely generic there are no distinctive features +worth noticing. +~ #51 generic ring rfinger~ a generic ring~ diff --git a/lib/world/obj/12.obj b/lib/world/obj/12.obj index c983482..e1e944f 100644 --- a/lib/world/obj/12.obj +++ b/lib/world/obj/12.obj @@ -1,3 +1,48 @@ +#1200 +email list staff~ +a list of the staff's emails~ +A list of the staff's emails has been left here.~ +~ +14 0 0 0 0 ao 0 0 0 0 0 0 0 +0 0 0 0 +1 1 0 0 +E +list email staff~ +@RHELP CONTACT@n for the most recent listing or: + +Name Email ICQ # AIM MSN +Welcor 18755607 +Rumble rumble@t@@tbamud.com 100121659 admwint wintersn +Shamra shamra@t@@tbamud.com BlackdemonRahl +Amber amber@t@@tbamud.com +Detta detta@t@@tbamud.com +Elaseth elaseth@t@@tbamud.com ParaVox3 +Elorien elorien@t@@tbamud.com +Ferret ferret@t@@tbamud.com radiax01 +Fizban fizban@t@@tbamud.com Fizban1216 fizban1216@@hotmail.com +Fyre fyre@t@@tbamud.com +Heiach heiach@t@@tbamud.com heiach heiach +Random random@t@@tbamud.com 219948345 +Relsqui relsqui@t@@tbamud.com 72136407 spiritethereal +Rhade rhade@t@@tbamud.com +~ +#1201 +pamphlet trigedit~ +a pamphlet advertising the wonderful world of triggers~ +A small pamphlet advertising the wonderful world of Trigedit.~ +~ +12 0 0 0 0 an 0 0 0 0 0 0 0 +0 0 0 0 +1 1 0 0 +E +pamphlet trigedit~ +Are you looking to pour in life into your mobs? To enliven your rooms? Or just +make your objects special? Well then, come and read to your hearts content +through the trigedit tutorial hallway starting in room 13. It will describe +what trigedit is, what it can do, and of course, how to make them. Dont forget, +for optimal results, Use the pages in conjuction with TSTAT. Have fun with the +power of (minor)coding! +~ #1202 scroll~ a scroll~ @@ -14,6 +59,15 @@ This is a @Rred@n test object~ 1 0 0 0 0 a 0 0 0 0 0 0 0 0 0 23 0 1 1 0 0 +#1204 +wand~ +the wand~ +A test wand~ +~ +3 0 0 0 0 a 0 0 0 0 0 0 0 +1 1 1 31 +1 1 0 0 +T 1284 #1205 staff~ staff~ @@ -22,6 +76,23 @@ Staff~ 4 0 0 0 0 a 0 0 0 0 0 0 0 1 3 3 31 1 1 0 0 +#1209 +squishy armchair chair~ +a squishy armchair~ +A large squishy armchair sits in front of the fireplace.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1209 +T 1286 +E +chair armchair squishy~ + This chair has large red leather cushions, on the seat and back. Strange +patterens are sewn into the seat and back. The arms are made of the same +material as the rest of the chair, and they seem to be stuffed to a point where +they look to be almost exploding. +~ #1210 Straight Jacket~ a straight jacket~ @@ -30,6 +101,24 @@ You can't see it...it isn't here.~ 9 0 0 0 0 ad 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 +#1212 +game console~ +a game console~ +A game console sits in one corner of the room~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1212 +T 1213 +E +game console~ +To start a game type: go +To move around type: go + +You must collect the prizes and avoid the animal to obtain maximum points. +Each prize is worth 500 * game_level in experience. +~ #1218 spring fountain water~ a spring well~ @@ -135,11 +224,23 @@ A Gigantic Black Staff rests here.~ 4 b 0 0 0 ao 0 0 0 0 0 0 0 1 10 10 23 5 1 0 30 -T 87 E staff black~ A Huge staff sits here eminating a tremendous power. ~ +#1269 +switch~ +a switch from a willow tree~ +A magical switch from a willow tree has carelessly been discarded here.~ +~ +5 b 0 0 0 an 0 0 0 0 0 0 0 +7 10 5 2 +2 1000 0 0 +T 1270 +E +switch willow~ + It's a stick. It's magical. It also hurts when you beat people with it. +~ #1275 uniform~ a Builder Academy uniform~ @@ -204,6 +305,24 @@ A large blackened desk~ 15 0 0 0 0 0 0 0 0 0 0 0 0 20000 3 0 0 0 0 0 0 +#1298 +firework new year piece~ +a piece of fireworks~ +A piece of fireworks is planted in a champagne bottle.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1297 +E +firework new year piece~ + This large rocket is about to go up! Strange colours will fill the sky! +~ +E +bottle champagne~ + The bottle is filled partially with water so it doesn't tilt over. Someone +has obviously drunk the champagne first. +~ #1299 christmas tree~ a christmas tree~ diff --git a/lib/world/obj/19.obj b/lib/world/obj/19.obj index daf890d..de34f4c 100644 --- a/lib/world/obj/19.obj +++ b/lib/world/obj/19.obj @@ -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 $~ diff --git a/lib/world/obj/27.obj b/lib/world/obj/27.obj index 328cf69..ef65609 100644 --- a/lib/world/obj/27.obj +++ b/lib/world/obj/27.obj @@ -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 $~ diff --git a/lib/world/obj/30.obj b/lib/world/obj/30.obj index 2f4c4df..c722ef5 100644 --- a/lib/world/obj/30.obj +++ b/lib/world/obj/30.obj @@ -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. +~ $~ diff --git a/lib/world/shp/index b/lib/world/shp/index index 63093dc..cc05541 100644 --- a/lib/world/shp/index +++ b/lib/world/shp/index @@ -1,3 +1,4 @@ +0.shp 1.shp 2.shp 3.shp diff --git a/lib/world/trg/0.trg b/lib/world/trg/0.trg index de512f2..3439e8e 100644 --- a/lib/world/trg/0.trg +++ b/lib/world/trg/0.trg @@ -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~ diff --git a/lib/world/trg/12.trg b/lib/world/trg/12.trg index d4a65a8..e8f8a98 100644 --- a/lib/world/trg/12.trg +++ b/lib/world/trg/12.trg @@ -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 diff --git a/lib/world/trg/19.trg b/lib/world/trg/19.trg index c9c1707..1297643 100644 --- a/lib/world/trg/19.trg +++ b/lib/world/trg/19.trg @@ -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 ~ diff --git a/lib/world/trg/27.trg b/lib/world/trg/27.trg index 8104f9e..e803afc 100644 --- a/lib/world/trg/27.trg +++ b/lib/world/trg/27.trg @@ -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% diff --git a/lib/world/trg/271.trg b/lib/world/trg/271.trg index 4624f6e..8731920 100644 --- a/lib/world/trg/271.trg +++ b/lib/world/trg/271.trg @@ -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 ~ diff --git a/lib/world/wld/0.wld b/lib/world/wld/0.wld index d0cf427..0c03fb7 100644 --- a/lib/world/wld/0.wld +++ b/lib/world/wld/0.wld @@ -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~ diff --git a/lib/world/wld/1.wld b/lib/world/wld/1.wld index 01ce20c..01f5852 100644 --- a/lib/world/wld/1.wld +++ b/lib/world/wld/1.wld @@ -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 diff --git a/lib/world/wld/104.wld b/lib/world/wld/104.wld index f1f5aef..8729f49 100644 --- a/lib/world/wld/104.wld +++ b/lib/world/wld/104.wld @@ -1213,7 +1213,7 @@ surrounding area. D0 ~ ~ -0 0 -1 +0 0 20901 D2 ~ ~ diff --git a/lib/world/wld/118.wld b/lib/world/wld/118.wld index 603cfbe..942177d 100644 --- a/lib/world/wld/118.wld +++ b/lib/world/wld/118.wld @@ -30,7 +30,7 @@ Down takes you to the starting room of this zone. D1 ~ ~ -0 0 -1 +0 0 1100 D3 ~ ~ diff --git a/lib/world/wld/19.wld b/lib/world/wld/19.wld index 16e5914..5a9ecf8 100644 --- a/lib/world/wld/19.wld +++ b/lib/world/wld/19.wld @@ -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 diff --git a/lib/world/wld/2.wld b/lib/world/wld/2.wld index 7539fb8..fcc83f2 100644 --- a/lib/world/wld/2.wld +++ b/lib/world/wld/2.wld @@ -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. ~ 2 8 0 0 0 0 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 D0 @@ -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 diff --git a/lib/world/wld/27.wld b/lib/world/wld/27.wld index 651103b..0236ec6 100644 --- a/lib/world/wld/27.wld +++ b/lib/world/wld/27.wld @@ -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 $~ diff --git a/lib/world/wld/3.wld b/lib/world/wld/3.wld index d7da93d..743b3a1 100644 --- a/lib/world/wld/3.wld +++ b/lib/world/wld/3.wld @@ -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 $~ diff --git a/lib/world/zon/0.zon b/lib/world/zon/0.zon index 442b5c9..0b43e35 100644 --- a/lib/world/zon/0.zon +++ b/lib/world/zon/0.zon @@ -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) diff --git a/lib/world/zon/27.zon b/lib/world/zon/27.zon index a9300f0..31ffbfa 100644 --- a/lib/world/zon/27.zon +++ b/lib/world/zon/27.zon @@ -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 +$