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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
1389 lines
23 KiB
Text
1389 lines
23 KiB
Text
#23200
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Terringham~
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You have entered the town center of Terringham. This center is large enough
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to hold hundreds of people. In the center of the square is a large fountain
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with a large dolphin statue coming out of the fountain. The dolphin is spitting
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water out of its mouth, which trickles down into the fountain below. The ground
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is made of red brick, which circles around the fountain and pans out until it
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gets to the buildings. The directions north, south, east, and west, been marked
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with a different shade of brick as it looks like it cuts into the pie of bricks.
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Near the buildings, you see statues of many forms, these statues seem to be
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untouched by time. At a close glance of the statues, you can make out the Gods
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Rumble, Welcor, Ferret, Detta, Heiach, Shamra, Relsqui, Elaseth, and Fyre.
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E
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credits info~
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Builder : Ferret
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Zone : 232 Terringham
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Began : 2001
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Player Level : 21-24
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Rooms : 84
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Mobs : 9
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Objects : 26
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Shops : 7
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Triggers :
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Theme :
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Plot :
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Links : 18n, 31w, 43s
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~
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S
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#23201
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Terringham road~
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You walk along a finely made road. The surface of the road is very smooth,
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it looks like someone took their time to make traveling easy. The smell of
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fresh baked bread seems to be coming from the north. To the west you see a
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large fountain.
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#23202
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Terringham road~
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This road travels east and west, it is so well built that it feels like you
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are walking on air. The buildings to the north and south have great Murals on
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them. You stand back to look at the lovely pictures and wonder where it all
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happened.
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E
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mural murals~
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You see pictures of great Dragons killing horrible monsters. You also see
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Warriors and Thieves killing monsters that attacked some town. The Wizards and
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Clerics are behind the warriors, casting their spells. They glow as they
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attempt to cast. You see in small writing, the words Bellau wood.
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~
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S
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#23203
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Terringham road~
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This well pathed road seems to have a split in it. You can go east, west or
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south. To the north is a wall. You can see a gate to the far east.
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#23204
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Terringham road~
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You have come to a cross road. To the east you see a large gate. To the
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north, south and west you see a large stretch of road.
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232 0 0 0 0 1
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#23205
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East gate~
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You see a large gate here, with 2 guard shacks standing just inside of the
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gates. The guards here make it a point to keep mean old nasty mobs from coming
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inside.
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~
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232 0 0 0 0 1
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D3
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0 0 23204
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#23206
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Star trail~
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You pull off onto a side street hoping to get away from the noise of the main
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city street. To the South is the main city street. The only other exit is to
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the North
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232 0 0 0 0 0
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0 0 23207
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D2
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0 0 23204
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#23207
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Star trail~
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You come to a T intersection. The north and south follow the eastern wall.
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You get an uneasy feeling from the west, but it somehow calls to you. The way
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west is well lit.
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~
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232 0 0 0 0 1
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#23208
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A clean alley~
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You enter an alley way which seems to be very clean. There are murals on the
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wall of Gang fights. The pictures are excellently done. You wonder if this is
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the place for you!
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232 148 0 0 0 0
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D1
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#23209
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A clean alley~
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This room looks to be in great condition. It is hard to believe that an
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alley way would be kept up this well. Everything seems to be in its place.
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Even the lighting here is decent. You hear some noise coming from the north.
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~
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232 64 0 0 0 0
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D0
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D2
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#23210
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A ladder well going UP~
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In this room you see a large ladder leading up. The ladder looks very strong
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and is mounted sturdily in the wall. You wonder what could be above you.
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~
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D2
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#23211
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Star trail~
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You are just past the mini crossroads. You can hear birds chirping and see
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cats roaming the streets looking for somthing to eat. There are only two exits
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that you can see one going north and the other going South.
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~
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232 0 0 0 0 1
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D0
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D2
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#23212
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Star trail~
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This small section of town is depicted with a mural of the towns history.
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When you walk through the town you get a feeling of profound pride that your
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little town has done so well in the years since it was created. The only exits
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are North and South .
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232 0 0 0 0 1
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D2
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#23213
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Star trail~
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This is the northeastern corner of the city. It is very quiet here and has a
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drawing on the group. The only exits are West and South.
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232 0 0 0 0 1
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D3
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#23214
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Rumble road~
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You are travelling along the northern wall on a quickened pace. The sound of
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clanging still chimes in your ears from the west. The exits that you can see
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are to the West and North .
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232 0 0 0 0 1
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#23215
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Rumble road~
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You are walking down a long paved street. There are small pictures on the
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wall that looks like they have been drawn on by children. To the west you can
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hear the distant shouts of guards on duty. The only other exit that you can see
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is to the East.
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232 0 0 0 0 0
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D1
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#23216
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Rumble road~
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You see patrolmen walking down the long street watching for any infractions
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of the law. You can hear the steps of armored boots clinking on the ground to
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the West. The only other exit is to the East.
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232 0 0 0 0 0
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#23217
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Terringham avenue~
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You are walking down a street that is the bustel of activity. Guards patrol
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the street. To the North is the Nothern Gate. Other exits lead to the South,
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East and West.
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232 0 0 0 0 1
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#23218
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North gate~
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You come to the northgate. There are two guard posts here protecting the
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entrance to the city. These guards look very strong and should not be messed
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with.
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232 0 0 0 0 1
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#23219
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Rumble road~
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You can hear the sounds of guards barking orders and the sounds of opening
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gates to the north east. The only discenable exits are to the east and the
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west.
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#23220
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Rumble road~
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The granite paved street looks like it stretches on for miles. The walls to
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the north and south side looms in front of you with no way to leave except east
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or west.
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232 0 0 0 0 1
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#23221
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Rumble road~
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The smooth paved street glides on towards the northwest corner of town. To
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the north you see a tall wall, while there are exits east, west and south.
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232 0 0 0 0 1
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#23222
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An Alley way~
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You have entered a well kept Alley way. You see no signs of rats, not even
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trash cans. This is not your average Alley way. The lighting here seems a bit
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mystical. You hear some chatter from the south.
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~
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#23223
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An Alley way~
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You see a beautifully decorated stair well leading up. You can hear noises
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coming from up above, as if a meeting is in order. You wonder what could be
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going on here.
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232 192 0 0 0 0
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#23224
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Rumble road~
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This is the northwest corner of town. It looks well maintained for as little
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traffic as this street would normally have. To the south you can travel down
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the western wall and to the east you go towards the Northern gate.
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232 0 0 0 0 1
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#23225
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West drive~
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You are walking along the west wall of the spectacular city. The walls are
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whitewashed and very smooth with no artistic talent to them at all.
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232 0 0 0 0 1
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D2
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#23226
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West drive~
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This street is a simple granite street that is so smooth it feels like
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walking on air. The walls are very tall and have little on them that would not
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give you any indication of where you are located.
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232 0 0 0 0 1
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#23227
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West drive~
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The street here is rough and ragged, it looks like this isn't a very nice
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area of the street. The walls of the buildings have writing on it. The only
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exits are to the North and the South.
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232 0 0 0 0 0
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#23228
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West drive~
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The street is ragged looking as though it has had a lot of use lately. The
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walls are lined with magical figures of prominence. To the east is the Magic
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shop and to the South you hear some guards muttering, the only other discernable
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exit is to the North.
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~
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232 0 0 0 0 0
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0 0 23227
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D1
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D2
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0 0 23230
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S
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#23229
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Magic shop~
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This is a wizards dream shop. There are shelves of scrolls and potions all
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throughout this room. The items here are not limited to mages alone. A recall
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is recommended for everyone, so don't hesitate to buy them.
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~
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0 0 23228
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#23230
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Terringham street~
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You have come to a crossroad. To the west you see a large gate. You also
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see exits to the north, south, and east. The road here is in great condition.
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232 0 0 0 0 1
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D0
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0 0 23228
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D1
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0 0 23260
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D2
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0 0 23232
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D3
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0 0 23231
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#23231
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West gate~
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You have entered an area that is guarded well. There are two guard shacks
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here, just inside of the gate. The guards watch you suspiciously.
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~
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232 0 0 0 0 1
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D1
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0 0 23230
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#23232
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West drive~
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This is the southwestern corner of the city, the road appears to be
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untouched. There are no paintings and no wagons lining the streets. You can go
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East or North.
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~
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232 0 0 0 0 1
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D0
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~
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0 0 23230
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D1
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0 0 23233
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#23233
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West drive~
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You walk along a curvy street. The street reminds you very much like a maze
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that is hard to navigate through. The exits go West and South.
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~
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232 0 0 0 0 0
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D2
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~
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0 0 23234
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D3
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~
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0 0 23232
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S
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#23234
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West drive~
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This is a continuation on the long maze. The walls are covered by branches
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that hang down in your face. It doesn't look like any caretakers come this way.
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The exits go North and West.
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~
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232 0 0 0 0 1
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D0
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~
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0 0 23233
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D3
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0 0 23235
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#23235
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West drive~
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This street is very confusing and you don't know where you are going. The
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street is paved with the same shiny surface as the rest of the town except here
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it looks more for the lower classes of civilians in the city. The exits are
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East and South.
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~
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232 0 0 0 0 0
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D1
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0 0 23234
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D2
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0 0 23236
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S
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|
#23236
|
|
West drive~
|
|
The street continues turning in an unorthodoxed manner. Some branches hang
|
|
down and some you must push out of the way. The only exits that you can see are
|
|
North and East.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23235
|
|
D1
|
|
~
|
|
~
|
|
0 0 23237
|
|
S
|
|
#23237
|
|
South park~
|
|
The road here seems to fade out. To the east you can see the road, and to
|
|
the west you notice that a jungle or something starts to form.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23238
|
|
D3
|
|
~
|
|
~
|
|
0 0 23236
|
|
S
|
|
#23238
|
|
South park~
|
|
This is a straight road with a few curves. The road doesn't look completely
|
|
done, maybe it isn't. To the North you can hear some clanging. The only other
|
|
exits are to the East and West.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23239
|
|
D1
|
|
~
|
|
~
|
|
0 0 23241
|
|
D3
|
|
~
|
|
~
|
|
0 0 23237
|
|
S
|
|
#23239
|
|
A side road~
|
|
You hear alot of clanging to the north. Someone seems to be making
|
|
something. You also hear the sound of someone chopping up wood.... Which is a
|
|
weird sound to hear in the City.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23240
|
|
D2
|
|
~
|
|
~
|
|
0 0 23238
|
|
S
|
|
#23240
|
|
Weapons Shop~
|
|
You see many arms hung up along the wall. Some items glow and attract the
|
|
attention of everyone. The prices are steep for the glowing items.
|
|
~
|
|
232 8 0 0 0 1
|
|
D2
|
|
~
|
|
~
|
|
0 0 23239
|
|
S
|
|
#23241
|
|
South park~
|
|
This is a long stretch of highway. The pavement is cracking here under great
|
|
strain. The sun seems to beat down more on this part of town than the others.
|
|
Available exits are to the east and west.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23242
|
|
D3
|
|
~
|
|
~
|
|
0 0 23238
|
|
S
|
|
#23242
|
|
Terringham way~
|
|
This looks as though it is the main street with exits going all directions.
|
|
To the South you hear boots clanging on the ground and orders being shouted.
|
|
The other exits are to the East, West and South.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23255
|
|
D1
|
|
~
|
|
~
|
|
0 0 23244
|
|
D2
|
|
~
|
|
~
|
|
0 0 23243
|
|
D3
|
|
~
|
|
~
|
|
0 0 23241
|
|
S
|
|
#23243
|
|
South gate~
|
|
A large gate looms up in front of you. To both sides of the gates gaurds
|
|
stand watching over all who enter and leave. In case you were trying to escape
|
|
the law this way be careful because the gate has sharp spear heads on the top.
|
|
~
|
|
232 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 23242
|
|
S
|
|
#23244
|
|
South park~
|
|
The long street continues. Both sides of the street are lined with small
|
|
saplings recently planted. The only exits are to the East and the West.
|
|
~
|
|
232 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 23245
|
|
D3
|
|
~
|
|
~
|
|
0 0 23242
|
|
S
|
|
#23245
|
|
South park~
|
|
The street widens here. There are room for 3 carts going by each other.
|
|
The street is well maintained by a street worker that is here cleaning up the
|
|
street. The only exits are to the East and the West.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23246
|
|
D3
|
|
~
|
|
~
|
|
0 0 23244
|
|
S
|
|
#23246
|
|
South park~
|
|
The street is cracked a bit here. Also the street has some red on it. It
|
|
looks like there has been blood spilled here before and someone didn't do there
|
|
job to clean it up. The other exits are East and West.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23247
|
|
D3
|
|
~
|
|
~
|
|
0 0 23245
|
|
S
|
|
#23247
|
|
South park~
|
|
You are standing at the SouthEastern corner of the city. The walls are high
|
|
and almost metallic smooth. The only exits you can see are North and West.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23248
|
|
D3
|
|
~
|
|
~
|
|
0 0 23246
|
|
S
|
|
#23248
|
|
Star trail~
|
|
The street is narrow and has no marks of travel on it. The building walls
|
|
have pictures that stand out more than normal paintings do. The only exits you
|
|
can see are North and South.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23249
|
|
D2
|
|
~
|
|
~
|
|
0 0 23247
|
|
E
|
|
picture pictures mural~
|
|
You see a great battle in a cathedral. At a closer glance, you can tell the
|
|
battle was taken place in Midgaard. Drakkar the evil immortal seems to be
|
|
standing on the alter and destroying everything in sight, with his minions
|
|
standing at his side.
|
|
~
|
|
S
|
|
#23249
|
|
Star trail~
|
|
There is a great wall which looks unpassable on the east. To the west you
|
|
see some houses, but the access is blocked off to you. To the north you can see
|
|
the main street leading from the east gate. To the south you see a trail.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23204
|
|
D2
|
|
~
|
|
~
|
|
0 0 23248
|
|
S
|
|
#23250
|
|
An alley~
|
|
This is not your typical alley. This alley seems to be peaceful and glows
|
|
with a brilliant blue. You notice a sign on a wall.
|
|
~
|
|
232 20 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23203
|
|
D2
|
|
~
|
|
~
|
|
0 0 23251
|
|
E
|
|
sign~
|
|
The Don room is to the Southwest. Please do not fight in this sacred area.
|
|
~
|
|
S
|
|
#23251
|
|
An alley~
|
|
This place seems so peaceful. You seem to be able to rest here without any
|
|
hassles. To the west is the don room, to the north is your exit back to the
|
|
city.
|
|
~
|
|
232 16 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23250
|
|
D3
|
|
~
|
|
~
|
|
0 0 23252
|
|
S
|
|
#23252
|
|
Don room~
|
|
This where all the items come when players don the equipment they have. All
|
|
items here are up for grabs. Feel free to take what you need. Please don't
|
|
take everything, let the others get some equipment too. If there are 3 swords
|
|
here.. Don't take all 3, you can't use 3 swords. Please be curtious.
|
|
~
|
|
232 20 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23251
|
|
S
|
|
#23253
|
|
The board room~
|
|
This is where the mortal board sits. Please read this board everyday. It
|
|
may contain new information. Feel free to make notes on this board.
|
|
~
|
|
232 24 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23258
|
|
S
|
|
#23254
|
|
Terringham way~
|
|
You are standin in a small section of town just south of the fountain. The
|
|
buildings to either side are quite striking as they have been painted with
|
|
pictures of dragons fighting knights. The only noticeable exits are to the
|
|
north and south.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23200
|
|
D2
|
|
~
|
|
~
|
|
0 0 23255
|
|
S
|
|
#23255
|
|
Terringham way~
|
|
This is the main street. To the south is the gates. There is a crossroads
|
|
which lead to one of the off streets. The last exit is North.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23254
|
|
D1
|
|
~
|
|
~
|
|
0 0 23256
|
|
D2
|
|
~
|
|
~
|
|
0 0 23242
|
|
S
|
|
#23256
|
|
A side street~
|
|
You hear the sound of clanging to the north, as if someone is making
|
|
something. You notice that it seems very warm here. This definately would not
|
|
be a good place to rest, if need be.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23257
|
|
D3
|
|
~
|
|
~
|
|
0 0 23255
|
|
S
|
|
#23257
|
|
The armoury~
|
|
You see manaquines wearing all different kinds of armour. They range from
|
|
leather to full plate. If you need a special item, you have to ask for it. It
|
|
is not displayed in the open.
|
|
~
|
|
232 152 0 0 0 1
|
|
D2
|
|
~
|
|
~
|
|
0 0 23256
|
|
S
|
|
#23258
|
|
Terringham street~
|
|
This room has a certain glow about it, it seems to show it has some
|
|
importance. To the South you see a sign over the exit that says Board room.
|
|
You can see a large fountain to the east.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23200
|
|
D2
|
|
~
|
|
~
|
|
0 0 23253
|
|
D3
|
|
~
|
|
~
|
|
0 0 23259
|
|
S
|
|
#23259
|
|
Terringham street~
|
|
The road here leads east and west. The walls to the north and south, sport
|
|
some fabulous pictures.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23281
|
|
D1
|
|
~
|
|
~
|
|
0 0 23258
|
|
D3
|
|
~
|
|
~
|
|
0 0 23260
|
|
E
|
|
wall picture~
|
|
You see fabulous pictures of dragons in flight and a group of people in full
|
|
armor gear. You notice some of these people.. You spot out Springfire,
|
|
Gunthar, Buffy, Lilly, Angel, and Blaze.
|
|
~
|
|
S
|
|
#23260
|
|
Terringham street~
|
|
The road here continues to the east and west. The walls seem to be
|
|
untouched, and the lighting here seems to be a bit poor. It looks as if someone
|
|
tried to rush their job.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23259
|
|
D3
|
|
~
|
|
~
|
|
0 0 23230
|
|
S
|
|
#23261
|
|
Terringham avenue~
|
|
This room glows with a brilliant bright light. The walls here have beautiful
|
|
paintings on them. To the south you notice a large fountain. To the west you
|
|
see the Bank of Terringham.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23263
|
|
D2
|
|
~
|
|
~
|
|
0 0 23200
|
|
D3
|
|
~
|
|
~
|
|
0 0 23262
|
|
E
|
|
wall walls paintings~
|
|
The pictures here are of great warriors trying to guard a city from a band of
|
|
orcs. The orcs out number the warriors, but the warriors are putting up a good
|
|
fight.
|
|
~
|
|
S
|
|
#23262
|
|
Terringham Bank~
|
|
There is an Atm here where you can store your gold. The Gods recommend that
|
|
you use this bank often. We would hate to see an accident and you rejoin the
|
|
game with no money. The commands are easy. Dep $$$$. With $$$$. Or Bal.
|
|
~
|
|
232 12 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23261
|
|
S
|
|
#23263
|
|
Terringham avenue~
|
|
You walk along a finely made road. The surface of the road is very smooth.
|
|
The road looks like someone took their time to make travelling easy. To the
|
|
south is the bank and to the east you can smell the scents of leather and oils.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23264
|
|
D1
|
|
~
|
|
~
|
|
0 0 23280
|
|
D2
|
|
~
|
|
~
|
|
0 0 23261
|
|
S
|
|
#23264
|
|
Terringham avenue~
|
|
The smooth easy going road continues north to south. You notice exits to the
|
|
east and west. Which path shall you take?
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23265
|
|
D1
|
|
~
|
|
~
|
|
0 0 23266
|
|
D2
|
|
~
|
|
~
|
|
0 0 23263
|
|
D3
|
|
~
|
|
~
|
|
0 0 23275
|
|
S
|
|
#23265
|
|
Terringham avenue~
|
|
You are travelling down a granite paved street. The surrounding buildings
|
|
have paintings of the towns greatest heros. The only visible exits are to the
|
|
north and south.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23217
|
|
D2
|
|
~
|
|
~
|
|
0 0 23264
|
|
S
|
|
#23266
|
|
An Alley~
|
|
You hear something moving behind you, but cannot see anything or anyone.
|
|
You hear noises coming from the east.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23267
|
|
D3
|
|
~
|
|
~
|
|
0 0 23264
|
|
S
|
|
#23267
|
|
Guild row~
|
|
You see a bright blue light coming from the north. There is emptiness coming
|
|
from the south. You can guess that these are the cleric guilds and the thieves
|
|
guild.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23268
|
|
D2
|
|
~
|
|
~
|
|
0 0 23269
|
|
D3
|
|
~
|
|
~
|
|
0 0 23266
|
|
S
|
|
#23268
|
|
Entrance to the Cleric Guild~
|
|
The clerics may come here to practice thier skills when they have the need to
|
|
expand their skills. The guildmaster awaits your arrival, please don't
|
|
hesitate.
|
|
~
|
|
232 0 0 0 0 1
|
|
D2
|
|
~
|
|
~
|
|
0 0 23267
|
|
D4
|
|
~
|
|
~
|
|
0 0 23276
|
|
S
|
|
#23269
|
|
Entrance to the Thieves Guild.~
|
|
The Thieves may come here to practice thier skills when they have the need to
|
|
expand their skills. The guildmaster awaits your arrival, please don't
|
|
hesitate.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23267
|
|
D4
|
|
~
|
|
~
|
|
0 0 23277
|
|
S
|
|
#23270
|
|
Guild row~
|
|
You have found the path to the warriors guild and the mages guild. Which
|
|
path do you take to reach your guildmaster?
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23271
|
|
D1
|
|
~
|
|
~
|
|
0 0 23275
|
|
D2
|
|
~
|
|
~
|
|
0 0 23272
|
|
S
|
|
#23271
|
|
Entrance to the Warriors Guild~
|
|
The warriors may come here to practice thier skills when they have the need
|
|
to expand their fighting skills and swordmanship. The guildmaster awaits your
|
|
arrival, please don't hesitate.
|
|
~
|
|
232 0 0 0 0 1
|
|
D2
|
|
~
|
|
~
|
|
0 0 23270
|
|
D4
|
|
~
|
|
~
|
|
0 0 23278
|
|
S
|
|
#23272
|
|
Entrance to the Mage Guild~
|
|
Mages may come here to practice thier skills when they have the need to
|
|
expand their knowledge in the lores of Arcane. The guildmaster awaits your
|
|
arrival, please don't hesitate.
|
|
~
|
|
232 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 23270
|
|
D4
|
|
~
|
|
~
|
|
0 0 23279
|
|
S
|
|
#23273
|
|
Bread crumb road~
|
|
Your mind is pulled away from the look of the granite street and is pulled to
|
|
the east where you can smell the best baked goods you can remember. The only
|
|
other way to go is to the south.
|
|
~
|
|
232 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 23274
|
|
D2
|
|
~
|
|
~
|
|
0 0 23201
|
|
S
|
|
#23274
|
|
The Bakery~
|
|
You have entered the right room, if you are hungry. There is a large glass
|
|
counter, surrounding this place. You see all sorts of breads, pies and cakes.
|
|
Which would you like for your travel.
|
|
~
|
|
232 136 0 0 0 1
|
|
D3
|
|
~
|
|
~
|
|
0 0 23273
|
|
S
|
|
#23275
|
|
An Alley~
|
|
You enter a very clean alley. There is nothing here polluting the roads.
|
|
You hear faint noises coming for the west. To the east is Terringham road.
|
|
~
|
|
232 0 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 23264
|
|
D3
|
|
~
|
|
~
|
|
0 0 23270
|
|
S
|
|
#23276
|
|
Clerics Guild~
|
|
The Cleric Guildsmaster is here waiting to help you. This room has a very
|
|
peaceful feeling about it. You feel enlightened when you enter here.
|
|
~
|
|
232 156 0 0 0 1
|
|
D5
|
|
~
|
|
~
|
|
0 0 23268
|
|
S
|
|
#23277
|
|
Thieves Guild~
|
|
You enter a room and notice it is empty. You walk around with caution,
|
|
knowing that something is afoot. You listen carefully and Turn about real
|
|
fast.... Your Guildmaster slips out of the Darkness.
|
|
~
|
|
232 28 0 0 0 1
|
|
D5
|
|
~
|
|
~
|
|
0 0 23269
|
|
S
|
|
#23278
|
|
Warriors guild~
|
|
There are alot of training dummies in this room. You see a very large
|
|
warrior practicing on these dummies. He does not look like the type to be
|
|
messed with. The Warrior stops his training and advances towards you with a
|
|
friendly smile, "Fresh meat" he says calmly.
|
|
~
|
|
232 28 0 0 0 1
|
|
D5
|
|
~
|
|
~
|
|
0 0 23271
|
|
S
|
|
#23279
|
|
Mages Guild~
|
|
This room is filled with books. The air smells of different reagants, and
|
|
mixed components. This is a mage's dream house. Your guild master sits behind
|
|
a large desk studying a book.
|
|
~
|
|
232 28 0 0 0 1
|
|
D5
|
|
~
|
|
~
|
|
0 0 23272
|
|
S
|
|
#23280
|
|
General Store~
|
|
Ahhh, this is a great place to be for everyone. Almost everything you need
|
|
to go adventuring with is in here. You have your sacks and bags and lanterns
|
|
all right here. Please come in and shop around.
|
|
~
|
|
232 8 0 0 0 1
|
|
D3
|
|
~
|
|
~
|
|
0 0 23263
|
|
S
|
|
#23281
|
|
The Pet shop~
|
|
This room is full of different animals and beasts. They range from all
|
|
different sizes and prices. All the pets seem to be very well trained. A large
|
|
muscular man is going around feeding all of the pets.
|
|
~
|
|
232 156 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 23259
|
|
S
|
|
#23282
|
|
PETSHOP STOREROOM~
|
|
Make two rooms and some pets. The rooms MUST be sequential. If the first
|
|
room is 315 then the second must be 316. The second room is known as the
|
|
storeroom. All that is required in the storeroom is to load one of each mob you
|
|
wish to be a pet. This room can not have any exits and will never be used by
|
|
mortals. Although a pet shopkeeper is not required it is recommended. After
|
|
all of this is done ask your coder to implement the petshop. It will not work
|
|
until the code is changed and the MUD is rebooted. The cost of pets is 300
|
|
times their level.
|
|
~
|
|
232 1536 0 0 0 0
|
|
S
|
|
$~
|