#AREA Chiiron~ #VERSION 1 #CLIMATE 2 2 2 #AUTHOR TFE Tomcat~ #RANGES 1 5 0 65 $ #RESETMSG You hear the Chiiron bell ringing.~ #FLAGS 0 25 #ECONOMY 0 0 #HELPS 0 Chiiron ~ Greetings! This is my first submition to SMAUG area society. I hope you will like it. The original area originates from The Forest's Edge MUD, which is unfortunately down for many years now. I did a conversion trying to keep most of the old area's feeling. You will see that the area feature some fairly advanced programming. I needed to implememt some advanced programs which are in detail explained below. If you dont feel like implementing them, you can simply remove them and do some minor changes to the area, if needed. AREA ---- The area is based around a village called Chiiron. It was one of the starting cities on Forest's Edge. It is surrounded by a forest populated with small animals. Newbies can go to the forest for low-level exp and various animal remains they can later sell to the village fur trader. WHAT I DID ---------- Whole area with all of it's beautiful descriptions is here. All of the room progs are here. Almost all of the mob and obj progs are here (those requiring other areas were left out - these are mainly quest progs) WHAT I DIDN'T DO ---------------- mob #906 was intended to be a newbie helper, giving useful advice and information. You should code a spec func or prog to represent that. mob #911 (the bartender) should speak out various rumours about areas, mobs and other intersting things Mobs dont have defined stats like hitdice, ac, attacks and such as my MUD derives them automatically depending on level, class and race. You would probably change them to suit your own mud anyways. Same goes for objects (item costs and such). You may notice items like 'shard of glass' that seem useless at first. TFE had a system where almost every shopkeeper made custom items from various components. Shard of glass was one of them. I left it in just for the feeling. I will also give you an idea and example how to make support for custom made items with mob progs at the end of the file. INSTRUCTIONS ------------ 1. Since this area is dependant on some highly proficient mob programs I had to make a new type of mud prog. I called it action_prog. It's idea is very simple and yet it has the potential of becoming a most powerful prog for an area builder as you will certainly see. What is the idea? Imagine having a rope or a ladder in your room and wanting people to be able to type 'climb rope' and get up. Let's assume that the mud does not have 'climb' skill or command implemented. What action_prog will do is check for input before mud gets to process it and deside if it should take on. Let me show it on this example room prog: >action prog q climb rope up~ mea $n You climb up the rope. mer $n $n climbs up the rope. mptransfer $n 1234 ~ Simple? Notice the 'q' sign in the place where usually 'p' sign stands. It is special delimeter to mark that the following argument list needs special parsing. The first word after it represents the command, and then comes the list of possible targets the prog can trigger upon. So 'climb wood' won't triiger the prog but 'climb rope' or 'climb up' will. 'q' sign says that mud should not process the command further, thus the user wont get Huh?!? because of unrecognized 'climb' command. If there was an 'r' instead of 'q' the mud would process the command further. You can also specify multiple commands using '|' sign as separator. Example: >action_prog q bash pound knock | door gate east~ mea $n The gatekeeper shouts, 'Who's there?' ~ | You can also give only command(s) or only argument(s). Example: >action_prog r up~ mea $n You climb the stairs up. ~ (the 'r' says the mud should process 'up' further resulting in player actually leaving up) Now, here is what you have to add. Since I am running highly modified code I will give you only the rough instructions: a) Create and define new prog called ACTION_PROG. Fill the strings where needed (best to search for "speech_prog" and see where it appears and then add "action_prog" to appropriate positions) b) Create rprog_action_trigger, mprog_action_trigger, oprog_action_trigger functions. Best is to search for _speech_prog functions, copy&paste and apply needed changes c) Then you should add special parsing for 'q' and 'r' prog types. You add these changes to all 3 ?prog_wordlist_check functions. AFTER if ( ( list[0] == 'p' ) && ( list[1] == ' ' ) ) block add else if ((list[0] == 'q' || list[0] == 'r') && (list[1] == ' ')) { list += 2; sep = strchr(list, '|'); pom = one_argument(dupl, tpom); if (!sep) { dupl = one_argument(list, word); if (is_abbrev(tpom, word)) if (!(*pom) || isname(pom, dupl)) { global_action = (*(list - 2) == 'q' ? 1 : 2); set_supermob(iobj); mprog_driver(mprg->comlist, mob, actor, obj, vo, FALSE); release_supermob(); break; } } else { *sep = 0; if (!(*list) || isname(tpom, list)) if (!(*(sep+1)) || isname(pom, sep+1)) { global_action = (*(list - 2) == 'q' ? 1 : 2); set_supermob(iobj); mprog_driver(mprg->comlist, mob, actor, obj, vo, FALSE); release_supermob(); break; } } } have this defined at the beginning of the function char tpom[1024]; char *pom, *sep; define global_action as global int somehwere at the beginning of file. d) Finnaly in interp.c in interpret(), before your command gets parsed by the mud add this: if (!global_action) { mprog_action_trigger(argument, ch); oprog_action_trigger(argument, ch); rprog_action_trigger(argument, ch); if (global_action==1) { global_action=0; return; } global_action=0; } That prevents recursive triggering and if the 'q' code was used exits the interpret function thus not showing the user 'Huh?!?' on the output (if the command was unknown or unwanted). 2. I also used a new type of prog called grand_prog. Its for rooms only and is basically the same as rand_prog, just it doesn't need to have PC in the room to check. Best use is for room resets or something (like I did the city gates). You might have noticed $q argument. It's similar to $r (get random actor) but it works on rooms without people (sometimes needed by grand_prog) Add to mprog_ifcheck() in switch (cvar[1]) block: case 'q': chkchar = rndm?rndm:mob; break; 3. 'mpwaitstate' and 'wait'. First command is very easy to implement and it sets the player's waitstate to given value (mud wont process his input during this time). The other command, wait, is very difficult to implement. It delays the execution of the programm by the given amount of time. If you dont already have it, it's probably best to ignore them. I promised a prog that takes care of custom made items in shops. This can be acomplished with existing set of mobprog commands in this way (I used action_prog but you can use speech_prog as well) Here is a working example. When the user types 'custom' mobs lists the available custom items he can make. When the user types 'custom coat' the mob will try to make a custom item for him. It uses the actual area objects. >action_prog q custom~ mea $n Item Requires mea $n ---- -------- mea $n a red fox fur coat three red fox skins ~ >action_prog q custom | fur coat~ if carryingvnum($n)==902 mpforce $n give skin $i if carryingvnum($n)==902 mpforce $n give skin $i if carryingvnum($n)==902 mpforce $n give skin $i mpforce $n ask $i I'd like a red fox fur coat, please wait 1 nod wait 1 say Here you go, a red fox fur coat, just for you! mpoload 904 give coat $n else mpforce $n ask $i I'd like a red fox fur coat wait 1 smile shake give skin $n give skin $n say I am afraid you are one skin short endif else mpforce $n ask $i I'd like a red fox fur coat wait 1 smile shake give skin $n say I am afraid you are two skins short endif else say You dont seem to have any red fox skins. endif ~ | And that's all. If you have any questions email me at tomcat@galeb.etf.bg.ac.yu I am really looking forward to talk with other area builders and share experience as well as quality zones. NOTE: Source code for The Forest's Edge (together with areas) is publically available at http://www.seltha.net/tfe/ If someone else makes a conversion of a TFE area, be sure to share it with the others! Cheers! Tomcat * Lands of Myst MUD ~ 0 $~ #MOBILES #900 guard chiiron~ a Chiiron guard~ A member of the Chiiron guard patrols the area. ~ A bright-eyed, burly human dressed in the colors of the Chiiron guard watches the area. Strong and well-trained to deal with any problems which might threaten the village, it is this individual and others like him which protect Chiiron from the perils which lurk so near to its walls. ~ 65 40 0 C 40 0 -150 1161d1+0 0d5+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog hi hello heya~ tell $n Greetings, $n ~ | #901 mage guardian~ a mage guardian~ A mage guardian is here. ~ A tall, robed human stands before you, his dark eyes regarding you with cold indifference. This man will brook no disrespect, whether directed at him personally, or at his fellow clan members, or at his town in general. ~ 67 40 0 C 45 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #902 rabbit~ a rabbit~ A rabbit quietly munches on some grass. ~ You see a small brown rabbit with a white fluffy tail. It has black eyes which it inspects you carefully with. It does not seem disturbed by your presence and continues eating. ~ 16777217 0 0 C 1 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 87 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 50~ if rand(30) mpoload 900 else if rand(30) mpoload 905 else if rand(18) mpoload 902 else if rand (18) mpoload 904 endif endif endif endif ~ | #903 deer~ a deer~ A deer stands here quietly, sniffing at the air. ~ This doe has brown, smooth fur and a white tail. It is posed here quietly, blending into the forest. ~ 16777217 0 0 C 4 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 87 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 50~ if rand(30) mpoload 901 else if rand (10) mpoload 903 endif endif ~ | #904 silver fox~ a silver fox~ A silver fox stands motionless, watching you from a distance. ~ You see a small fox watching you with a pair of beady eyes. Its small size belies a cunning personality. It is covered with a coat of silver fur which if intact would be of some value. ~ 16777217 0 0 C 3 0 0 8d1+0 0d0+0 0 0 8 8 2 13 13 13 13 13 13 13 0 0 0 0 0 87 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 15~ mpoload 906~ | #905 rattlesnake~ a rattlesnake~ A rattlesnake slithers about the area. ~ This snake is coiled and ready to strike. His body is a brownish color and completely covered with a scaly skin. His tongue flickers in and out of his mouth as his beady, black eyes peer at you intently. However, his tail is what draws your attention as it gently rattles back and forth, beckoning you forward for the kill. ~ 16777217 0 0 C 5 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 62 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 100~ if rand(20) mpoload 907 else if rand(10) mpoload 908 endif endif~ | #906 weary elf~ a weary elf~ A weary elf is resting here against the fountain. ~ The elf looks to have fought many a battle. He has several nasty scars long healed over. Though obviously tired, he appears friendly. He looks as if he would like to talk, maybe you should tell the elf hi. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 5 5 1 13 13 13 13 13 13 13 0 0 0 0 0 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #907 wolverine~ a wolverine~ A wolverine is sleeping here. ~ Covered with dark fur, this hideous creature is the bane of those creatures which it encounters. Sharp claws, a vicious maw and an even more surly attitude ensure that the wolverine gets into many a tangle, and, for the most part, comes out with a fresh kill each time. ~ 3 0 0 C 10 0 0 8d1+0 0d0+0 0 0 4 4 2 13 13 13 13 13 13 13 0 0 0 0 0 87 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #908 jac trader grocer~ Jac~ A trader is here stocking his shelves. ~ This tall powerful man used to be an adventurer like yourself, but found it more profitable to run a shop. So here he is with a smile and his face. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > greet_prog 20~ wait 1 mea $n As you enter Jac looks up from his work and says, 'Hello $n.'~ | #909 peter trader~ Peter~ A fur trader is here, cleaning his pelts. ~ This guy loves fur. He is covered completely in the fur of some poor woodland creature. He smiles up and you from cleaning his pelts and says "Ehhh You like umm too this Furs!" ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog hi hiya hello heya hey~ wait 1 say Hello $n, I am Peter. When you skin animals, bring their skins here and I will buy them from you.~ > greet_prog 100~ if level($n)<5 wait 1 say Hi! endif~ | #910 grocer~ a grocer~ A grocer stands behind a huge counter, ready to take your order. ~ As you walk in, the 6-foot grocer stops stocking the shelves and looks at you like you are the center of the universe. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #911 bartender~ a bartender~ A bartender stands behind the counter cleaning some mugs. ~ A lover of tales. A sympathetic ear. A drunkards friend. The man behind the bar seems like he will always be here for you. Something you can always fall back on in a world of painful changes. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #912 mage shopkeeper prenslie~ Prenslie~ A mage of vast powers is standing here. ~ Before you stands an elderly man whose presence fills the room. You immediately notice his crystal blue eyes filled with wisdom, a hint of laughter and stories of old. This man has definitely lived a full life. He is here to help you find the goods you seek, but perhaps he can also help you complete your quest. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #913 leathersmith alslaad~ Alslaad~ A leathersmith is here, working his art. ~ This powerful man glares at you through eyes of steel, he looks as if could rip a person's head off with little trouble at all. But it seems he has found his peace, sitting here sewing anything that uses leather. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #914 weaponsmith trenhk~ Trenhk~ A weaponsmith polishes his merchandise. ~ A weaponsmith looks menacing with his swords. It appears he knows how to use what he sells. As you approach old instincts come back to him as he looks you over from head to toe. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #915 alchemist chemist~ an alchemist~ An alchemist is here, bottling his precious potions. ~ The alchemist is surrounded by glass jars and flasks, with colors you have never seen. He looks quite mad with his wild silver hair, and thick spectacles. He doesn't even look up when you enter and keeps bustling about creating a potion of some sort. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog hi hiya hello heya hey~ wait 1 mea $n The alchemist smiles at you. "How may I help you today, $n?~ | #916 cleric priestess~ a priestess~ A robed priestess quietly stands here. ~ Before you is a tall woman who looks to be quite old. She appears to be in perfect communion with her god. You could probably stand to learn from her. She is holding an arcane symbol covered with many ancient religious runes. ~ 16778243 168 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 2 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 > rand_prog 15~ if rand(50) c armor $r else c bless $r endif~ | #917 warrior swordsman berdeth~ Berdeth~ Berdeth, a swordsman, sits in a comfortable chair here. ~ Standing before you is the most muscular man you have ever seen. Strangely he also seems exceptionally agile. He looks like he could teach you a few things about fighting. He smiles at you and asks you 'What do you want?' ~ 16777731 40 0 C 65 0 0 8d1+0 0d0+0 0 0 6 6 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > greet_prog 100~ wait 1 mea $n As you enter Berdeth stands. wait 1 say Welcome to the Swordman's, may I help you?~ | #918 gopher~ a gopher~ A furry gopher scrambles about, looking for food. ~ A small furry animal a little larger than a rabbit, this gopher lives underground in a small hole, coming out to look for food. ~ 16777219 0 0 C 2 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 87 3 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 10~ mpoload 945 5 ~ | #919 locksmith~ a locksmith~ The locksmith works on a new set of picks. ~ The locksmith looks like a devious thief. He is wearing a dark cloak about his body, and poking out below the edge of it you see the tip of a dagger sheath. ~ 16777219 40 0 C 65 0 0 8d1+0 0d0+0 0 0 8 8 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #900 rabbit meat~ a piece of rabbit meat~ A piece of raw rabbit meat is here.~ ~ 19 0 1 0 10 0 0 0 1 0 0 E meat~ A small piece of meat, torn from the leg of a rabbit, is pink and juicy-looking. ~ #901 slab venison~ a slab of venison~ A slab of venison has been left here.~ ~ 19 0 1 0 18 0 0 0 2 0 0 E slab venison~ This hefty slab of venison would provide a decent-sized meal. ~ #902 rabbit skin~ a rabbit skin~ A rabbit skin is lying here.~ ~ 8 0 1 0 0 0 0 0 1 0 0 E rabbit skin~ A small pelt of a rabbit. ~ #903 deer skin~ a thick brown deer skin~ A thick brown deer skin is lying here.~ ~ 8 0 1 0 0 0 0 0 1 0 0 E deer skin~ A beautiful thick skin that could be made into a fashionable and dependable cloak, or fetch a handy price. ~ #904 rabbit foot~ a rabbit's foot~ A rabbit's foot has been dropped here.~ ~ 11 262144 4097 0 0 0 0 0 1 0 0 E rabbit foot~ A small, greyish rabbit's foot. Just holding it in your hands makes you feel lucky. ~ A 18 2 A 31 1 A 25 1 > wear_prog 100~ mea $n As you wear the rabbit's foot, a smile comes to your face. ~ | #905 carrot~ a carrot~ A carrot lies on the ground.~ ~ 19 0 1 0 8 0 0 0 1 0 0 E carrot~ You see a bright orange carrot laying on the ground. Upon closer examination, it is somehow different from those that usually grow in gardens. ~ #906 fox pelt~ a silver fox pelt~ A silver fox pelt lies here.~ ~ 8 0 1 0 0 0 0 0 1 0 0 E fox pelt~ The skin is a beautiful silver hide carved from a fox. ~ #907 snake innards~ a snake innards~ A snake innards lie here.~ ~ 29 0 1 0 0 0 0 0 1 0 0 E snake innards~ This looks to be the entrails of a snake. ~ #908 rattle~ a rattlesnake rattle~ A rattlesnake rattle lies on the ground.~ ~ 29 0 1 0 0 0 0 0 1 0 0 E rattle~ This is a detached rattle from a rattlesnake. It is comprised of several loosely jointed rattles which makes noise when you shake it. The rattles are paper thin and quite fragile. ~ #909 shard glass~ a shard of glass~ A shard of glass lies glistening on the ground.~ ~ 29 0 1 0 0 0 0 0 1 0 0 E shard glass~ This small shard of glass looks almost like a tiny icicle. As it glistens in the light, you can almost imagine it is frozen water. ~ #910 steel ringmail vest~ a steel ringmail vest~ A steel ringmail vest lies here.~ ~ 9 524288 9 0 0 0 0 0 10 0 0 E steel ringmail vest~ The vest is made out of rings sewn onto leather. The rings are about 1-1/2 inches wide. The vest is supple yet sturdy. ~ #911 ringmail sleeves~ a pair of bronze ringmail sleeves~ A pair of bronze ringmail sleeves lies here.~ ~ 9 524288 257 0 0 0 0 0 6 0 0 E bronze ringmail sleeves~ The sleeves are made of 2 inch rings sewn onto leather. The rings are well made and are uniformly sized. The leather is a good quality leather, making these sturdy sleeves. ~ #912 bronze ringmail leggings~ a pair of bronze ringmail leggings~ A pair of bronze ringmail leggings lies here.~ ~ 9 524288 33 0 0 0 0 0 8 0 0 E bronze ringmail leggings~ Two inch rings sewn onto high-quality leather form the leggings. ~ #913 leather belt~ a narrow leather belt~ A narrow leather belt has been dropped here.~ ~ 9 262144 2049 0 0 0 0 0 2 0 0 E leather belt~ A small leather strap for your waist. ~ #914 cloth robe~ a cloth robe~ A cloth robe lies here in a pile.~ ~ 9 0 9 0 0 0 0 0 2 0 0 E cloth robe~ A simple cloth robe, well-made but entirely unadorned. ~ A 12 50 #915 fountain~ a fountain~ A fountain gushes forth here.~ ~ 25 0 0 0 9999 9999 0 0 2500 0 0 E fountain~ Winged-insects mill about its surface, resting easily upon a thick layer foam and a mossy substrate. It would be in the best interest of any passerby to steer clear of this fountain whenever possible. ~ #916 cup~ a bronze cup~ A bronze cup lies on the ground.~ ~ 17 524288 1 0 20 20 0 0 1 0 0 E cup~ This large cup designed for holding water is made of greenish bronze. While simple, the cup could provide water with which to quench your thirst if you fill it up and take it with you on your journeys. ~ #917 loaf bread~ a loaf of white bread~ A loaf of white bread has been dropped here.~ ~ 19 0 1 0 12 0 0 0 1 0 0 E loaf bread~ A fresh warm loaf of bread, just waiting to be eaten. ~ #918 apple~ an apple~ An apple freshly picked and slightly tart lies here.~ ~ 19 0 1 0 10 0 0 0 1 0 0 E apple~ A shiny red apple. ~ > use_prog 100~ mea $n Mmmmm... That was tasteful. ~ | #919 torch~ a torch~ A torch has been left here.~ ~ 1 0 16385 0 0 0 24 0 2 0 0 E torch~ This wooden torch is just a bundle of old cloth attached to a wooden stick. ~ #920 burlap bag~ a small burlap bag~ A small burlap bag lies here.~ ~ 15 0 1 0 20 0 0 0 1 0 0 E burlap bag~ This small bag is made of burlap and could hold several small items. It can also be closed so that no one can see what is inside. ~ #921 canvas bag~ a small canvas bag~ A small canvas bag lies here.~ ~ 15 0 1 0 40 0 0 0 1 0 0 E canvas bag~ A small canvas bag. ~ #922 brass lantern~ a hooded brass lantern~ A hooded brass lantern has been left here.~ ~ 1 0 16385 0 0 0 96 0 5 0 0 E brass lantern~ It is a rather large and bulky brass lantern, it is surrounded by a glass hood to protect its flame. ~ #923 ration~ an iron ration~ An iron ration has been left here.~ ~ 19 0 1 0 24 0 0 0 2 0 0 E ration~ A small box containing the necessary daily requirement of food. ~ #924 waterskin~ a leather waterskin~ A leather waterskin has been dropped here.~ ~ 17 0 1 0 80 80 0 0 2 0 0 E waterskin~ A drinking container made from brown leather. Great for travelling, as it holds several cups of water or other liquid. ~ #925 barrel~ a barrel~ A barrel has been left here.~ ~ 17 0 1 0 150 150 1 0 26 0 0 E barrel~ This large barrel is used to house the finest beers. ~ #926 glass bottle~ a glass bottle~ A glass bottle has been left here.~ ~ 17 0 1 0 60 60 1 0 3 0 0 E bottle~ You see a medium-sized bottle made of green glass. It has no type of label or marking, and the darkness of the glass makes it difficult to see what it contains. ~ > action_prog q break | glass bottle~ mea $n You grasp the bottle by its neck and shatter its base leaving several mea $n dangerous looking shards exposed. mer $n $n grasps a bottle by its neck and shatters its base leaing several mer $n dangerous looking shards exposed. mpoload 909 1 drop shard mppurge bottle ~ | #927 scroll identify~ a scroll of identify~ A scroll of identify has been left here in a small pile.~ ~ 2 64 1 0 15 -1 -1 -1 1 0 0 'identify' 'NONE' 'NONE' E scroll identify~ A very old, very worn piece of parchment, rolled up in a small bundle. ~ #928 scroll recall~ a scroll of recall~ A scroll of recall lies here.~ ~ 2 64 1 0 15 -1 -1 -1 1 0 0 'word of recall' 'NONE' 'NONE' E scroll recall~ A carefully tanned piece of leather, inscribed with many strange and arcane symbols. ~ #929 scroll remove curse~ a scroll of remove curse~ A scroll of remove curse has been left here.~ ~ 2 64 1 0 15 -1 -1 -1 1 0 0 'remove curse' 'NONE' 'NONE' E scroll~ A crisp white scroll. ~ #930 scroll missile~ a scroll of magic missile~ A scroll of magic missile has been left here.~ ~ 2 64 1 0 15 -1 -1 -1 1 0 0 'magic missile' 'NONE' 'NONE' E scroll~ A crisp white scroll. ~ #931 potion~ a potion of cure poison~ A potion of cure poison has been set here.~ ~ 10 64 1 0 15 -1 -1 -1 1 0 0 'cure poison' 'NONE' 'NONE' E potion~ This bubbling, clear-coloured potion can cure poison if needed. ~ #932 leather jacket~ a leather jacket~ A leather jacket is lying on the ground~ ~ 9 262144 9 0 0 0 0 0 6 0 0 E leather jacket~ It is a comfortable soft leather jacket. ~ #933 studded leather jacket~ a studded leather jacket~ A studded leather jacket is lying on the ground~ ~ 9 262144 9 0 0 0 0 0 8 0 0 E leather jacket~ Hard leather armor enforced with metal studs. ~ A 0 1 #934 padded sleeves~ a pair of padded sleeves~ A pair of padded sleeves is lying on the ground~ ~ 9 262144 257 0 0 0 0 0 6 0 0 E padded sleeves~ A common set of sleeves made from two layers of cotton. ~ #935 hard leather leggings~ a pair of hard leather leggings~ A pair of har leather leggings is lying on the ground~ ~ 9 262144 33 0 0 0 0 0 8 0 0 E hard leggings~ A rather stiff pair of leather leggings. ~ #936 padded leggings~ a pair of padded leggings~ A pair of padded leggings is lying on the ground~ ~ 9 262144 33 0 0 0 0 0 6 0 0 E padded leggings~ A common set of leggings made from two layers of cloth and some padding. ~ #937 hard leather sleeves~ a pair of hard leather sleeves~ A pair of hard leather sleeves is lying on the ground~ ~ 9 262144 257 0 0 0 0 0 8 0 0 E hard sleeves~ A stiff pair of leather sleeves. ~ #938 shortsword bronze sword~ a bronze shortsword~ A bronze shortsword has been left here.~ ~ 5 524288 8193 0 0 0 0 3 7 0 0 E bronze short sword shortsword~ A small bronze short sword. ~ #939 long sword lonsword bronze~ a bronze longsword~ A bronze longsword has been left here.~ ~ 5 524288 8193 0 0 0 0 3 11 0 0 E long sword longsword bronze~ A standard issue run-of-the-mill long sword without any interesting attributes. ~ #940 bronze mace~ a small bronze mace~ A small bronze mace has been left here.~ ~ 5 524288 8193 0 0 0 0 7 7 0 0 E bronze mace~ A standard mace with no special features. ~ #941 bronze dagger~ a bronze dagger~ A bronze dagger has been left here.~ ~ 5 524288 8193 0 0 0 0 11 7 0 0 E bronze dagger~ A big, clumsy bronze dagger with a sharp blade. ~ #942 mapple staff~ a mapple staff~ A mapple staff lies here.~ ~ 5 262144 8193 0 0 0 0 7 7 0 0 E mapple staff~ A long maple staff lies here, its knobby ends smooth from age and use. ~ #943 large metal cauldron~ a large metal cauldron~ A large metal cauldron lies here.~ ~ 25 0 0 0 9999 9999 14 0 500 0 0 E cauldron~ The cauldron is a large heavy iron pot. It is designed to be left over fires for hours to keep things warm. Inside you can see a brownish soup which smells delicious. ~ #944 brook~ a brook~ A brook flows through here.~ ~ 25 0 0 0 9999 9999 0 0 2500 0 0 E brook~ Water burbles over a pebbly creekbed, creating a tempting place to quench your thirst. ~ #945 gopher pelt~ a gopher pelt~ A gopher pelt lies here forgotten.~ ~ 8 0 1 0 0 0 0 0 1 0 0 E gopher pelt~ This pelt is strong and soft. Some trader is sure to want to buy it. ~ #946 lockpick~ a small lockpick~ A small lockpick lies here.~ ~ 49 524288 16385 0 0 0 0 0 1 0 0 E lockpick~ This looks like a small piece of metal used for picking locks. ~ A 33 15 #947 reddish fish~ a small reddish fish~ A small reddish fish lies here~ ~ 19 0 1 0 10 0 0 0 1 0 0 E fish reddish~ The little fish looks like it would make a nice snack. ~ #0 #ROOMS #901 Garnie Lane~ Off to the north you see the town wall with a small gate inset in it. This allows access to the hills and mountains beyond. You have heard rumors of dragons and goblins in those mountains, but the gate does not seem particularly well guarded, so whatever lives there must leave the town alone. To the west lies the bank of Chiiron and to the east lies a small magic shop. To the south you see Garnie lane and further south you see the town square. ~ 0 0 1 0 0 0 D0 ~ ~ 0 0 935 0 D1 ~ ~ 0 -1 914 0 D2 ~ ~ 0 -1 902 0 D3 ~ ~ 0 -1 924 0 S #902 Garnie Lane~ This small lane was named after a once great warrior that was born in this town. He struggled against all odds and to his tribute this street was named after him. To the south lies the Town Square. The lane continues off towards the north where you can see the massive northern gates rising up over the city walls. ~ 0 0 1 0 0 0 D0 You see the north gate. ~ ~ 0 -1 901 0 D2 You see the Town Square of Chiiron. ~ ~ 0 -1 903 0 S #903 Village Square~ This is the center of the village of Chiiron. The marks of commerce are evident in the hoof scars and wheel ruts upon the road-stones. Firmly seated in the intersection is a cylindrical stone fountain, covered in a dark, mossy overgrowth. Contained in the fountain is a foul-smelling, effervescent fluid, apparently a byproduct of the moss, sunlight and time. On the side of the fountain is a small sign. A small, wooden chapel is directly south of here, where the occasional tolling of the town bell can be heard. Garnie Lane starts to the north, with Trader Road crossing here east to west. ~ 0 0 1 0 0 0 D0 You see a street. ~ ~ 0 -1 902 0 D1 You see Trader Road. ~ ~ 0 -1 907 0 D2 You see a sheltered shrine glowing over there. ~ ~ 0 -1 904 0 D3 You see Trader Road. ~ ~ 0 -1 906 0 E sign~ The small sign on the side of the fountain reads 'No Fishing!'. It has obviously been there for many years and you doubt it is too strongly enforced. ~ > rand_prog 30~ mpecho Tiny bubbles rise to the surface of the fountain. ~ > rand_prog 7~ mpecho A small fish jumps out of the water from the fountain. It was swimming mpecho right by the edge of the basin and lands on the stone. It flips around mpecho and lands right on the ground! mpoload 947 5 drop fish ~ > action_prog q catch grab | fish~ if int($n)<15 mpechoat $n The fish in the fountain seem to be wise to what you are up to and are mpechoat $n all lurking at the bottom of the fountain, out of your reach. else if rand(20) mer $n $n reaches into the fountain and catches a fish. mea $n You reach down and snatch a fish from the fountain. mpoload 947 give fish $n else mer $n $n is bending over into the fountain, trying to grab a fish. mea $n You attempt to catch a fish from the fountain, but it avoids you. endif endif ~ | S #904 Outside of Temple to Taranth~ This is a small area of grass outside the chapel which is to the south. The chapel is rather old and could do with being painted. There is a stone slab here which is obviously used for sacrifices. The trampled grass leads you to believe that this is a popular place of worship. To the north lies the town square. Several large guards stand along the walls watching for people who are wanted. ~ 0 1028 1 0 0 0 D0 You see the Town Square. ~ ~ 0 -1 903 0 D2 ~ ~ 0 -1 927 0 E bell~ The bell is made of brass and supported by a wooden frame allowing it to swing freely. You can see small cracks in it from many years of use. The wooden frame is beginning to rot and undoubtly will need fixing soon. ~ E stone slab~ The stone slab is 3x4 feet in size and very worn. It is clearly used for sacrifices as you can see dried blood on the edges of it. ~ S #905 Trader Road~ You are standing on the main street of Chiiron. To the north is an alchemist's shop, while to the south you spy a boarded-up shop which seems to have been deserted for awhile. The cobbled road continues east to the town square. ~ 0 0 1 0 0 0 D0 ~ ~ 0 -1 923 0 D1 You see Trader Road going east. ~ ~ 0 -1 916 0 D2 ~ ~ 0 -1 930 0 D3 ~ ~ 0 -1 937 0 S #906 Trader Road~ You are standing on the main street of Chiiron. To the north and the south lie what looks like shops. The road continues west, to the east is what looks like the Town Square. ~ 0 0 1 0 0 0 D0 You see the Grocery Shop. ~ ~ 0 -1 911 0 D1 You see the Town Square. ~ ~ 0 -1 903 0 D2 You see a local bar called the Fighting Ferret. ~ ~ 0 -1 912 0 D3 You see the Trader Road. ~ ~ 0 -1 916 0 S #907 Trader Road~ You are standing in the busiest part of Chiiron which means there are two people on the road. There are doors to the north and south of you. The cobbled road continues east to the eastern gate and west to the town square. ~ 0 0 1 0 0 0 D0 You see the Trading Post. ~ ~ 0 -1 909 0 D1 You see the Eastern Gates of Chiiron ~ ~ 0 -1 908 0 D2 You see the Fur Trading Shop. ~ ~ 0 -1 910 0 D3 You see the Town Square. ~ ~ 0 -1 903 0 S #908 East Gate of Chiiron~ Before you stands the east gate of Chiiron. It is a simple gate house between two towers. To the north is a staircase leading into one of the towers, and to the side of the gate itself, is a lever which looks like pushing it or pulling it controls the portcullis. Main Street runs west, and you can see shops down that way on either side. East, the road leads out of Chiiron and into dangers unknown. ~ 0 0 1 0 0 0 D0 ~ door~ 1 -1 934 0 D3 You see Trader Road. ~ ~ 0 -1 907 10 E lever~ The lever's set into the wall here control whether the portcullis is opened or closed. ~ > action_prog q pull lever~ if ispassage($n)==east mea $n You pull the lever but nothing happens. else mea $n You pull the lever. mer $n $n pulls the lever. wait 1 mpwaitstate $n 1 if ispassage($n)==east else mpecho The portcullis opens with a grinding of gears. mpat 933 mpecho The portcullis opens with a grinding of gears. mpopenpassage 908 933 1 endif endif ~ > action_prog q push lever~ if ispassage($n)==east mea $n You push the lever. mer $n $n pushes the lever. mpecho The portcullis drops shut with a loud clang! mpat 933 mpecho The portcullis drops shut with a loud CLANG! mpclosepassage 908 1 else mea $n You push the lever but nothing happens. endif ~ > grand_prog 50~ if ispassage($q)==east mpecho The portcullis drops shut with a loud clang! mpat 933 mpecho The portcullis drops shut with a loud CLANG! mpclosepassage 908 1 endif ~ | S #909 The Trading Post~ You are standing in a shop with a little bit of everything. There is almost anything you could ever want here. It is designed to be a one stop shopping place. ~ 0 8 1 0 0 0 D2 You see Trader Road. ~ ~ 0 -1 907 0 S #910 Fur Trader's Shop~ Never before have you seen so many dead animals. Pelts and furs line the shelves, counters and even the floor. Even though the owner has more pelts than he could ever want, the owner still looks eager to buy more. ~ 0 8 1 0 0 0 D0 You see Trader Road. ~ ~ 0 -1 907 0 S #911 The Grocery Shop~ You are in the center of a neatly managed shop that caters to the more practical side of the adventure. Bags and rations line the shelves along the wall. A heavy cabinet has been pushed against one wall in an attempt to cover a large crevice in the floor. ~ 0 8 1 0 0 0 D2 You see Trader Road. ~ ~ 0 -1 906 0 E down crevice floor cabinet~ The floor is littered with small bits of string, food crumbs and butcher's paper. In one corner, you see a large crevice that the grocer has pushed a heavy cabinet over to try to block it up. ~ S #912 The Fighting Ferret~ Every town needs a place to unwind after a long day at work. This bar caters to those adventurers that go out and hunt for a living with stuffed animal heads lined above the wall. There is a joyous mood in the air, since the forest has treated them well. On the right side is a stair which lead upstairs to a sparring center. ~ 0 8 1 0 0 0 D0 You see Trader Road. ~ ~ 0 -1 906 0 D2 ~ ~ 0 -1 981 0 D4 ~ ~ 0 -1 928 0 E group men~ Several residents of Chiiron sit around a small table drinking beer and talking of lands near and far. ~ E stuffed animal heads wall~ There seems to be quite a variety of stuffed animal heads adorning the wall. Among them you see a grizzly and even a green dragon head. Whoever managed to hunt all these things down must have been quite formidable. ~ > rand_prog 30~ mer $r The bartender whispers something to $r. mea $r The bartender leans over the counter and whispers, 'Not meaning to mea $r intrude, but ye look a bit confused. Care to ask me anything to help ye mea $r on yer way?' ~ > rand_prog 20~ mer $r One of the men in the corner peers over his shoulder at $n. mea $r One of the men in the corner glares at you. ~ | S #914 The Chiiron Magic Shoppe~ You are standing in a small room. There is a small counter in front of you. Behind it are shelves lined with small bottles and bowls. There are small tables lining the other walls and they contain various small trinkets, herbs and potions. There is a small chest in one corner, the top is open and it is filled with brown parchment rolled up and tied with string. In the opposite corner is a small end table, on it is a small, clear box filled with dust. Above the table is a sign suspended in mid air. ~ 0 8 1 0 0 0 D3 You see a small street. ~ ~ 0 -1 901 0 D4 ~ ~ 0 -1 921 0 E sign~ This box contains the remains of the last person who broke the merchandise and refused to pay for it. Consider yourself warned and have a nice day. ~ E box~ You examine a small, clear box carefully. You notice it is suspended in mid air. Inside is a small pile of gray dust. You reach for the box, but find you cannot touch it. Something prevents you from getting too close to it. ~ S #916 Trader Road~ You are standing on a small road in the middle of the town of Chiiron. To the north lies a leather shop and to the south a weapons shop. The road continues to the east and west. Off to the west you can see the town wall after another row of shops. ~ 0 0 1 0 0 0 D0 You see the Chiiron Leather Shop. ~ ~ 0 -1 917 0 D1 You see Trader Road. ~ ~ 0 -1 906 0 D2 You see a weapon's shop. ~ ~ 0 -1 918 0 D3 You see the west gate of Chiiron. ~ ~ 0 -1 905 0 S #917 The Chiiron Leather Shop~ This place is filled with a variety of different leather goods at different stages of completion. The craftmanship is evident by looking at the quality of the merchandise. On the back wall of the shop is a small ladder which obviously leads to a loft above the shop. ~ 0 8 1 0 0 0 D2 You see Trader Road. ~ ~ 0 -1 916 0 E sign~ Keepen Sie Fingeren ausen die Merchandise! Oilen destroyen das Leather. ~ S #918 The Chiiron Weapon Shop~ This place is not stocked with every weapon known, but it has a good selection at reasonable prices. This shop has very few decorations or pleasantries. ~ 0 8 1 0 0 0 D0 You see Trader Road. ~ ~ 0 -1 916 0 S #921 A Laboratory~ You are standing in a long room filled with bookcases. The bookcases are filled with many books dedicated to the field of magic. Small desks and chairs await the visiting scholar. ~ 0 8 1 0 0 0 D5 ~ ~ 0 -1 914 0 S #923 The Chiiron Alchemist Shop~ You see various containers filled with strange liquids, powders and other things you'd rather not think about. Nothing is labeled, and things seem to be placed randomly about the room. You'd better ask for help if you plan to actually find what you are looking for. On the north wall is a bookshelf holding various tomes of strange recipes. ~ 0 8 1 0 0 0 D2 You see Trader Road. ~ ~ 0 -1 905 0 S #924 Chiiron Savings and Loan~ This is the fiduciary center of the bustling town of Chiiron. Merchants and townsfolk alike entrust their livelihoods to the impenetrable vaults herein. The walls here are a dark, rich wood from the Alternifolia Melealuca trees of the High Mountains. Woven rugs adorn a cold, solid marble floor. Great pillars support the high ceiling above, on which an intricate mosaic of nonsectarian icons can be found. Several tellers, each skilled in the many languages of the area, await your transaction from behind brass grating. ~ 0 8 1 0 0 0 D1 ~ ~ 0 -1 901 0 E vault~ This door is cleverly recessed into the wall in a way which hides it from the casual observer. Every indication you see leads you to believe this door is probably not easily opened. ~ S #927 Temple of Taranth~ As you look around the temple, you notice how bare and empty it is. Taranth obviously does not demand sacrifices of wealth. To the south you see a statue of Taranth with a small number of flowers strewn at the base. In the south west corner is a small spiral staircase which winds upwards to the bell tower. In the opposite corner is a large cauldron sitting on some hot coals with some type of soup which smells delicious. ~ 0 1036 1 0 0 0 D0 ~ ~ 0 -1 904 0 D4 ~ ~ 0 -1 931 0 E statue~ The statue of Taranth is meticulously crafted out of granite. Despite the rough stone it is a beautiful peace of work. Taranth is a tall woman with flowing hair. She is depicted as wearing a loose gown with a belt at the waist. Her face is wrinkled from age, but still extremely attractive. ~ > action_prog r up~ mea $n You climb up the stairs. ~ | S #928 The Swordsman's~ You enter the room and see several warrior-like people practicing their skills. There are several practice dummies, and mock weapons, to protect those choosing to spar. ~ 0 8 1 0 0 0 D5 ~ ~ 0 -1 912 0 > action_prog q list~ mea $n This doesn't look like a shop to you at all. Instead it appears to be a mea $n training room. And you doubt the swordman would appreciate you trying to mea $n buy his equipment. ~ | S #930 Deserted Shop~ The shop looks deserted except there isn't much dust on the floor as if a reasonable amount of traffic goes through here. There is no furniture and only a small amount of debris lying around. ~ 0 8 1 0 0 0 D0 ~ ~ 0 -1 905 10 D5 It is a trapdoor. ~ trapdoor door~ 2051 -1 932 0 > action_prog q list~ mea $n The shop looks very deserted and there is no shopkeeper or merchandise to mea $n be seen. ~ | S #931 Bell Tower~ This is a small tower above the temple. More a loft than a tower. Inside is a large bronze bell which is rung to announce special occasions. Out a small window to the north you can see into the town square and down Garnie Lane. A small trough and hitching post lie by the west wall, providing a spot for you to safely leave your pets. ~ 0 1036 1 0 0 0 D5 ~ ~ 0 -1 927 0 E bell bronze~ The bell hangs just within your reach. It is made of bronze and appears very heavy. ~ > action_prog q ring strike hit | bell~ mea $n You strike at the bell causing it to ring loudly. DIIIING! mer $n $n strikes the bell causing it to ring loudly. DIIIING! mpechozone $n You hear a bell tolling in the distance. mpwaitstate $n 2 wait 2 mea $n DOOOONG! mer $n DOOOONG! ~ | S #932 The Locksmith's~ This is a rather small basement which has been converted into a shop of sorts. On the north wall is a large table with a blanket covering it, on top of which are an assortment of strange items. ~ 0 8 1 0 0 0 D4 It is a trapdoor. ~ trapdoor door~ 2051 -1 930 0 S #933 Before the East Gate of Chiiron~ To the west stands a stone gate house, flanked by two towers. Compared to some of the great fortresses of the realm, Chiiron is not impressive, but it looks like a safe haven, with its single curtain wall stout and well-maintained. A path leads away east, winding through the hills. It looks well worn and should not be too dangerous. South of here, a small path winds its way between the town wall and a range of hills east of town. ~ 0 4 1 0 0 0 D0 ~ ~ 0 -1 982 0 D1 ~ ~ 0 -1 24006 0 D2 ~ ~ 0 -1 40573 0 > action_prog q knock pound bang | portcullis gate west~ if ispassage($n)==west mea $n It's hard to do that when the portcullis is already open. else mea $n You bang loudly on the portcullis. mer $n $n $n bangs loudly on the portcullis. wait 1 if ispassage($n)==west else mpopenpassage 933 908 3 mpecho The portcullis opens with a grinding of gears. mpat 908 mpecho The portcullis opens with a grinding of gears. endif endif ~ | S #934 Tower Room~ You are inside a small tower. To the south is a heavy door which is closed in times of attack. The tower is rather cramped but has several cots used by the watchmen. An overwhelming sense of peace and tranquility fills the room. ~ 0 8 1 0 0 0 D2 ~ door~ 1 -1 908 0 S #935 North Gate of Chiiron~ You stand at the northern entrance to Chiiron; a simple gate inset in the town wall. The town wall is made of stone blocks of granite, painfully fitted together, scared in one area from the acid breath of a long dead dragon. The scar and the smoke rising from the town bring feelings of security and comfort to returning adventurers. By the side of the gate is a large lever. Perhaps pushing or pulling it will open and close the gate. ~ 0 0 1 0 0 0 D2 ~ ~ 0 -1 901 0 E lever~ You see a large wooden lever that is obviously pulled and pushed to open and close the gate. ~ > action_prog q pull lever~ if ispassage($n)==north mea $n You pull the lever but nothing happens. else mea $n You pull the lever. mer $n $n pulls the lever. wait 1 mpwaitstate $n 1 if ispassage($n)==north else mpecho The portcullis opens with a grinding of gears. mpat 25000 mpecho The portcullis opens with a grinding of gears. mpopenpassage 935 25000 0 endif endif ~ > action_prog q push lever~ if ispassage($n)==north mea $n You push the lever. mer $n $n pushes the lever. mpecho The gate to the north grinds closed with a loud CLANG! mpat 25000 mpecho The gate to the south grinds closed with a loud CLANG! mpclosepassage 935 1 else mea $n You push the lever but nothing happens. endif ~ > grand_prog 50~ if ispassage($q)==north mpecho The gate to the north grinds closed with a loud CLANG! mpat 25000 mpecho The gate to the south grinds closed with a loud CLANG! mpclosepassage 935 0 endif ~ | S #936 Loft Above Leather Shop~ This is a simple room with a bed in one corner and not much else. The bed is basically a pile of furs which are too worn to be of any value. The floor is ~ 0 8 1 0 0 0 D5 ~ ~ 0 -1 917 0 S #937 West Gate of Chiiron~ Before you stands the west gate of Chiiron, a simple gate house between two towers. To the side of the gate is a lever which looks like it controls the gate. You might want to push it or pull it. Main street runs east, and shops line the Main street runs east, and shops line the street on either side. ~ 0 0 1 0 0 0 D1 ~ ~ 0 -1 905 10 E lever~ The lever's set into the wall here control whether the portcullis is opened or closed. ~ > action_prog q pull lever~ if ispassage($n)==west mea $n You pull the lever but nothing happens. else mea $n You pull the lever. mer $n $n pulls the lever. wait 1 mpwaitstate $n 1 if ispassage($n)==west else mpecho The portcullis opens with a grinding of gears. mpat 938 mpecho The portcullis opens with a grinding of gears. mpopenpassage 937 938 3 endif endif ~ > action_prog q push lever~ if ispassage($n)==west mea $n You push the lever. mer $n $n pushes the lever. mpecho The gate grinds closed with a loud CLANG! mpat 938 mpecho The gate grinds closed with a loud CLANG! mpclosepassage 937 3 else mea $n You push the lever but nothing happens. endif ~ > grand_prog 50~ if ispassage($q)==west mpecho The gate grinds closed with a loud CLANG! mpat 938 mpecho The gate grinds closed with a loud CLANG! mpclosepassage 937 3 endif ~ | S #938 Before the Gates of Chiiron~ The west gate of Chiiron stands off to the east of here, its thick stone gatehouse protecting the city from whatever dangers lurk in the surrounding forest. A small dirt path leads off to the south, alongside a gentle stream. ~ 0 4 2 0 0 0 D0 ~ ~ 0 -1 40500 0 D2 ~ ~ 0 -1 939 0 D3 ~ ~ 0 -1 979 0 > action_prog q knock pound bang | portcullis gate east~ if ispassage($n)==east mea $n It's hard to do that when the portcullis is already open. else mea $n You bang loudly on the portcullis. mer $n $n $n bangs loudly on the portcullis. wait 1 if ispassage($n)==east else mpopenpassage 938 937 1 mpecho The portcullis opens with a grinding of gears. mpat 937 mpecho The portcullis opens with a grinding of gears. endif endif ~ | S #939 By a Shady Brook~ A brook runs northeast to southwest through this cozy section of the forest. Several leafy trees spread out overhead, giving the entire area shade. A cool breeze blows, and all is at peace. A small grass-covered hill rises gently to the west. ~ 0 0 2 0 0 0 D0 ~ ~ 0 -1 938 0 D2 ~ ~ 0 -1 40515 0 D3 ~ ~ 0 -1 940 0 S #940 Atop A Knobby Hill~ You are on a small hill that rises barely above the trees, allowing you to catch a glimpse of the Chiiron sky. A small hole leads down into the hill itself while a path meanders down to a shaded brook to the east. A seldom-traveled trail, barely visible, disappears into the thick forest to the west. ~ 0 0 2 0 0 0 D0 You see trees. ~ ~ 0 -1 979 0 D1 You see an open area and the walls of Chiiron off to the east. A gatehouse stands close by. ~ ~ 0 -1 939 0 D2 You see trees. ~ ~ 0 -1 980 0 D3 A faint trail leads into the thick woods to the west. ~ ~ 0 -1 942 0 D5 ~ ~ 0 -1 941 0 E hole~ The hole is small and dark, just large enough for a human to squeeze into. ~ > action_prog r down~ mea $n You climb down into the hole. ~ | S #941 Inside a Gopher Hole~ You are in a very small hole, large enough barely to stand in. It looks like this hole was dug here by man, but then abandoned, as bits of fur announce that some forest denizen has taken up home here. ~ 0 260 13 0 0 0 D4 ~ ~ 0 -1 940 0 > action_prog r up~ mea $n You climb up and out of the hole. ~ | S #942 Edge of a Dense Forest~ You are standing at the edge of a thick forest. A faint trail leads up a hill to the east while dense underbrush makes passage south into the forest barely passable. The forest floor does seem to clear out in the distance, but you cannot see too far into the trees as they are so densely packed. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 940 0 D2 ~ ~ 0 -1 943 0 S #943 Faint Path Through a Dense Forest~ Mighty trees rise high overhead and a dense canopy of leaves blocks sight of the sky above. The trees to the west are even tighter, but there is a faint path leading in that direction. Thick underbrush nearly blocks passage north toward the edge of the forest. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 942 0 D1 ~ ~ 0 -1 980 0 D2 ~ ~ 0 -1 40523 0 D3 ~ ~ 0 -1 944 0 S #944 Faint Path Through a Dense Forest~ The trees are very tightly packed here, and the canopy of leaves above remains unbroken. However, you see that the trees seem to disappear, forming a clearing to the west, a stark contrast to the life and health of the forest around you. A narrow path leads toward the clearing, and back into the forest to the east. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 943 0 D3 ~ ~ 0 -1 945 0 S #945 A Small Clearing~ The forest clears out, as if the trees purposely avoid this area for some strange reason. A pair of mighty oaks mark somewhat of a doorway into a valley to the north and a faint trail leads west toward the sound of a rushing river, and to the east a small trail leads into a dense forest. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 944 0 D3 ~ ~ 0 -1 946 0 > enter_prog 100~ wait 2 mea $n You seem to hear words being chanted, evil words of power no longer mea $n spoken by mortal tongue, but they seem faint, like a faded memory. And, mea $n like leaves on the wind, they soon fade back into the forest. ~ | S #946 Before a Raging River~ A river rages savagely to the west, much too violent to cross. The water rushes and surges about, flowing fast enough to create whitecaps across its surface. A faint trail leads east into the forest. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 945 0 D3 ~ ~ 0 -1 37000 0 S #947 Entrance to a Small Valley~ The ground slopes sharply downward and opens up into what appears to be a large valley. The trees and underbrush are thick, but do not make passage impossible. Ahead in the valley you detect a thin fog, while there is an unusual clearing to the south. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 948 0 D2 ~ ~ 0 -1 945 0 S #948 Mouth of a small valley~ This is the southern mouth of a small valley, as it appears to open up broadly to the north. A thin fog fills the air, meandering like a serpent through the boughs and trunks of the large trees. You can exit the valley to the south. A small trail leads north toward a strange pool, and small muddy streams run toward it on both the east and west. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 953 0 D1 ~ ~ 0 -1 949 0 D2 ~ ~ 0 -1 947 0 D3 ~ ~ 0 -1 950 0 S #949 Mouth of a small valley~ A muddy stream runs along the valley's edge to the east, flowing northwest toward a pool in the center of the valley. Ferns and moss grow in this moist area, as well as some wide-leafed bushes and thinly-branched trees. A small trail to the west leads north and out of the valley. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 951 0 D3 ~ ~ 0 -1 948 0 S #950 Mouth of a small valley~ A small muddy stream runs down the side of the valley to the west, flowing toward a small pool in the center of the valley to the northeast. Tall leafy trees rise proudly in the rich, dark, moist soil. While footing on the loose earth appears treacherous, small passable trails lead north and south away from this edge of the valley ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 952 0 D1 ~ ~ 0 -1 948 0 S #951 In a small valley~ You stand amidst an ecosystem in renewal. Pines and evergreens ring a mystical pool to the west, while ferns and willows grow near the valley walls to the east, north, and south. A river flows into the pool from a trickling stream to the south that flows down the hillside. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 959 0 D1 ~ ~ 0 -1 954 0 D2 ~ ~ 0 -1 949 0 D3 ~ ~ 0 -1 953 0 S #952 In a small valley~ You stand at the edge of what seems to be two worlds, one in might, one in renewal. To the east, a gentle pool sends its life force streaming about it, fed by four rivers from four corners of the valley. Tall evergreens and pines ring the pool, but to the north, south, and west smaller ferns and willows struggle to bring life to the edges of the valley, apparently devastated by fire and erosion. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 957 0 D1 ~ ~ 0 -1 953 0 D2 ~ ~ 0 -1 950 0 D3 ~ ~ 0 -1 955 0 S #953 Center of a small valley~ A small, yet strangely clear pool lies in the exact center of the valley, with four muddy streams feeding it from the southeast, northeast, southwest, and northwest. Small trails lead away from the pool in all compass directions. While it is obviously not manmade, the valley's strange symmetry is curious, as if some being had sculpted it perfectly. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 958 0 D1 ~ ~ 0 -1 951 0 D2 ~ ~ 0 -1 948 0 D3 ~ ~ 0 -1 952 0 S #954 A corner of a small valley~ Steep valley hills nearly box in this moist, fertile corner of the valley. Rich black soil feeds life into several ferns and small trees, several of them slender willows. The only passable trail leads down into the heart of the valley to the west. ~ 0 0 3 0 0 0 D3 ~ ~ 0 -1 951 0 S #955 A corner of a small valley~ Mud lines the steep hills that surround you, dotted by several fallen trees slowly starting to rot. Small ferns grow underneath, and life still abounds, but the life is changing from the tall evergreens and pines to slender willows and ferns. A trail leads into the heart of the valley to the east. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 952 0 S #957 The edge of a small valley~ This crude path curves around to the east and south, crossing through the mud of a shallow brook flowing toward the center of the valley to the southeast. A few ferns and small willow trees dot the moist area near the valley wall, and mosses climb a large stone surface to the northwest, disappearing over the rim. ~ 0 0 3 0 0 0 D1 ~ ~ 0 -1 958 0 D2 ~ ~ 0 -1 952 0 S #958 The edge of a small valley~ This gentle trail through the scarce underbrush stands amidst two shallow streams, one to the east, on to the west. To the south a small pool lies in the center of the valley, while to the north a strange little glade opens up. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 960 0 D1 ~ ~ 0 -1 959 0 D2 ~ ~ 0 -1 953 0 D3 ~ ~ 0 -1 957 0 S #959 The edge of a small valley~ This faint trail bends south and west, crossing a shallow mud-filled stream. The stream flows southwest into a strange circular pool. To the north and west the moss-covered walls of the valley sport sparse vegetation, mostly ferns. ~ 0 0 3 0 0 0 D2 ~ ~ 0 -1 951 0 D3 ~ ~ 0 -1 958 0 S #960 A small shrine to Cynnis~ Amidst the untouched perfect nature of this corner of the valley, someone has constructed a simple shrine to Cynnis, the goddess of nature. A large tree grows close to a vertical rise that marks the end of the valley, a tree larger than all others in the area. The valley opens up to the south. ~ 0 0 3 0 0 0 D2 ~ ~ 0 -1 958 0 E shrine~ A simple pile of round stones, this shrine has been dedicated to Celeste, the goddess of nature. ~ E tree~ This tree is huge, and someone has carefully chiseled steps into its large trunk, being careful not to damage the tree. The steps lead around the tree and end in the branches above. ~ > action_prog q climb | tree up~ mea $n You clamber up the large tree and over the valley rim. mer $n $n clambers up the large tree and over the valley rim. mptransfer $n 973 mpforce $n look mpat 973 mer $n $n comes climbing up the tree. ~ | S #973 The edge of a small cliff~ You are standing on the edge of a small cliff that overhangs a valley. Trees of all description and size line your vision in all directions. There is a tree to the south that can be climbed down. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 978 0 > action_prog q climb | tree down~ mea $n You slowly scramble down the tree. mer $n $n slowly scrambles down the tree. mptransfer $n 960 mpforce $n look mpat 960 mer $n $n comes climbing down the tree. ~ | S #979 Edge of the Woods~ A few young trees mix with thick stands of brush here, the cleared space to the east giving way to the thick woods which dominate the area to the north and west. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 40512 0 D1 ~ ~ 0 -1 938 0 D2 ~ ~ 0 -1 940 0 S #980 A Dense Forest~ The trees are old and their trunks thick and weathered here. Little light makes its way through the thick forest canopy, and while the surrounding area is quiet and still, you sense a great deal of life all around you. You spy a faint trail winding its way through the trees off to the north and west. A small but well-wooded hill rises above you to the south. ~ 0 0 3 0 0 0 D0 ~ ~ 0 -1 940 0 D1 ~ ~ 0 -1 40515 0 D2 ~ ~ 0 -1 40518 0 D3 ~ ~ 0 -1 943 0 S #981 The Backroom~ Several wooden stalls line the worn wooden walls of this room, and a few round tables are arranged in an uneven pattern about the middle of the area. A thin veil of smoke hovers in the air here, for this is where locals come to discuss recent events, and strangers to exchange coin and news of the dark and sinister in low, hushed whispers. A small sign adorns the wall beside a dartboard. ~ 0 8 0 0 0 0 D0 ~ ~ 0 -1 912 0 E dartboard~ The dartboard has a few small holes in it, but looks relatively new. Three darts with red feathers rest in holders beside the dartboard. There are five scorings areas, 4 concentric rings centered around the bullseye. A small sign beside the dartboard may give hints as to how to play. NOTE :: Darts are under construction. ~ E sign~ The flimsy piece of paper tacked onto the wall reads: To play darts simply type 'play darts'. Try not to hurt anyone. The scores are totaled for the 3 scores, so keep track amongst your group of dart-throwers. Feel free to place bets, although the house would like a 10% royalty if you are sober enough to remember. NOTE :: darts are under construction. ~ S #982 Field~ Carefully tended fields vie with one another for space in the shadow of Chiiron's fortified wall. To the east, the soil becomes more barren, with rocky hills rising above the flat, rich soil of the fields. To the south, you spy the East Gate of Chiiron. ~ 0 0 2 0 0 0 D0 ~ ~ 0 -1 983 0 D2 ~ ~ 0 -1 933 0 S #983 Fields Near Chiiron~ A series of carefully-tended fields cluster about the base of the town wall here, their rows neatly tended by the residents of the small, fortified village. The town wall looms over you to the west, and a series of rocky hills and gullies begins off to the east, a few scant feet from the edge of the last field. ~ 0 0 2 0 0 0 D0 ~ ~ 0 -1 984 0 D2 ~ ~ 0 -1 982 0 S #984 Shallow Brook, Field~ You stand in a cultivated field in the shadow of the walls of Chiiron. A small stream bisects the area, running north to southeast, leading into a rocky gully at the base of a steep hill, and then disappearing from view, perhaps flowing into some unseen underground repository. ~ 0 0 2 0 0 0 D0 ~ ~ 0 -1 40511 0 D1 ~ ~ 0 -1 26006 0 D2 ~ ~ 0 -1 983 0 S #0 #RESETS O 0 3034 1 0 ; Object: #3034 (not in area) => #0 (not in area) M 0 918 1 941 ; Mob: #918 a gopher => #941 Inside a Gopher Hole M 0 915 1 923 ; Mob: #915 an alchemist => #923 The Chiiron Alchemist Shop D 0 930 5 1 ; Door: #930 Deserted Shop/down => closed D 0 932 4 1 ; Door: #932 The Locksmith's/up => closed M 0 919 1 932 ; Mob: #919 a locksmith => #932 The Locksmith's G 0 946 1 ; -- Give: #946 a small lockpick O 0 944 2 939 ; Object: #944 a brook => #939 By a Shady Brook O 0 944 2 984 ; Object: #944 a brook => #984 Shallow Brook, Field M 0 917 1 928 ; Mob: #917 Berdeth => #928 The Swordsman's M 0 916 1 927 ; Mob: #916 a priestess => #927 Temple of Taranth O 0 943 1 927 ; Object: #943 a large metal cauldron => #927 Temple of Taranth M 0 914 1 918 ; Mob: #914 Trenhk => #918 The Chiiron Weapon Shop G 0 938 1 ; -- Give: #938 a bronze shortsword G 0 939 1 ; -- Give: #939 a bronze longsword G 0 940 1 ; -- Give: #940 a small bronze mace G 0 941 1 ; -- Give: #941 a bronze dagger G 0 942 1 ; -- Give: #942 a mapple staff M 0 913 1 917 ; Mob: #913 Alslaad => #917 The Chiiron Leather Shop G 0 932 1 ; -- Give: #932 a leather jacket G 0 933 1 ; -- Give: #933 a studded leather jacket G 0 936 1 ; -- Give: #936 a pair of padded leggings G 0 934 1 ; -- Give: #934 a pair of padded sleeves G 0 935 1 ; -- Give: #935 a pair of hard leather leggings G 0 937 1 ; -- Give: #937 a pair of hard leather sleeves M 0 912 1 914 ; Mob: #912 Prenslie => #914 The Chiiron Magic Shoppe G 0 927 1 ; -- Give: #927 a scroll of identify G 0 928 1 ; -- Give: #928 a scroll of recall G 0 929 1 ; -- Give: #929 a scroll of remove curse G 0 930 1 ; -- Give: #930 a scroll of magic missile G 0 931 1 ; -- Give: #931 a potion of cure poison M 0 911 1 912 ; Mob: #911 a bartender => #912 The Fighting Ferret G 0 926 1 ; -- Give: #926 a glass bottle G 0 925 1 ; -- Give: #925 a barrel M 0 910 1 911 ; Mob: #910 a grocer => #911 The Grocery Shop G 0 917 1 ; -- Give: #917 a loaf of white bread G 0 923 1 ; -- Give: #923 an iron ration G 0 916 1 ; -- Give: #916 a bronze cup G 0 924 1 ; -- Give: #924 a leather waterskin M 0 909 1 910 ; Mob: #909 Peter => #910 Fur Trader's Shop G 0 902 1 ; -- Give: #902 a rabbit skin G 0 903 1 ; -- Give: #903 a thick brown deer skin M 0 908 1 909 ; Mob: #908 Jac => #909 The Trading Post G 0 919 1 ; -- Give: #919 a torch G 0 922 1 ; -- Give: #922 a hooded brass lantern G 0 920 1 ; -- Give: #920 a small burlap bag G 0 921 1 ; -- Give: #921 a small canvas bag O 0 916 1 904 ; Object: #916 a bronze cup => #904 Outside of Temple to Taranth O 0 917 2 904 ; Object: #917 a loaf of white bread => #904 Outside of Temple to Taranth O 0 917 2 904 ; Object: #917 a loaf of white bread => #904 Outside of Temple to Taranth O 0 918 1 904 ; Object: #918 an apple => #904 Outside of Temple to Taranth O 0 919 1 904 ; Object: #919 a torch => #904 Outside of Temple to Taranth M 0 906 1 903 ; Mob: #906 a weary elf => #903 Village Square M 0 907 1 903 ; Mob: #907 a wolverine => #903 Village Square O 0 915 1 903 ; Object: #915 a fountain => #903 Village Square M 0 901 5 902 ; Mob: #901 a mage guardian => #902 Garnie Lane E 0 914 5 5 ; -- Equip: #914 a cloth robe (body) M 0 901 5 908 ; Mob: #901 a mage guardian => #902 Garnie Lane E 0 914 5 5 ; -- Equip: #914 a cloth robe (body) M 0 901 5 924 ; Mob: #901 a mage guardian => #902 Garnie Lane E 0 914 5 5 ; -- Equip: #914 a cloth robe (body) M 0 901 5 935 ; Mob: #901 a mage guardian => #902 Garnie Lane E 0 914 5 5 ; -- Equip: #914 a cloth robe (body) M 0 901 5 937 ; Mob: #901 a mage guardian => #902 Garnie Lane E 0 914 5 5 ; -- Equip: #914 a cloth robe (body) M 0 900 7 901 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) M 0 900 7 903 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) M 0 900 7 908 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) M 0 900 7 924 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) M 0 900 7 936 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) M 0 900 7 936 ; Mob: #900 a Chiiron guard => #901 Garnie Lane E 0 910 7 5 ; -- Equip: #910 a steel ringmail vest (body) E 0 911 7 10 ; -- Equip: #911 a pair of bronze ringmail sleeves (arms) E 0 912 7 7 ; -- Equip: #912 a pair of bronze ringmail leggings (legs) E 0 913 7 13 ; -- Equip: #913 a narrow leather belt (waist) O 25 909 1 979 ; Object: #909 a shard of glass => #979 Edge of the Woods M 0 905 1 946 ; Mob: #905 a rattlesnake => #946 Before a Raging River M 50 904 2 980 ; Mob: #903 a deer => #944 Faint Path Through a Dense Forest M 0 904 2 980 ; Mob: #904 a silver fox => #980 A Dense Forest M 0 903 3 944 ; Mob: #903 a deer => #944 Faint Path Through a Dense Forest M 0 903 3 943 ; Mob: #903 a deer => #943 Faint Path Through a Dense Forest M 0 903 3 943 ; Mob: #903 a deer => #943 Faint Path Through a Dense Forest M 0 902 7 979 ; Mob: #902 a rabbit => #979 Edge of the Woods M 0 902 7 983 ; Mob: #902 a rabbit => #983 Fields Near Chiiron M 0 902 7 946 ; Mob: #902 a rabbit => #946 Before a Raging River M 0 902 7 946 ; Mob: #902 a rabbit => #946 Before a Raging River M 0 902 7 942 ; Mob: #902 a rabbit => #942 Edge of a Dense Forest M 0 902 7 942 ; Mob: #902 a rabbit => #942 Edge of a Dense Forest D 0 934 2 1 ; Door: #934 Tower Room/south => closed D 0 908 0 1 ; Door: #934 Tower Room/south => closed S #SHOPS 908 1 15 0 0 0 120 90 0 23 ; Jac 909 8 8 0 0 0 120 65 0 23 ; Peter 910 19 17 0 0 0 120 80 0 23 ; a grocer 911 0 0 0 0 0 120 90 0 23 ; a bartender 912 2 10 4 3 0 130 60 0 23 ; Prenslie 913 9 11 0 0 0 120 60 0 23 ; Alslaad 914 5 0 0 0 0 120 60 0 23 ; Trenhk 915 29 0 0 0 0 120 75 0 23 ; an alchemist 919 0 0 0 0 0 120 90 0 23 ; a locksmith 0 #SPECIALS M 901 spec_cast_mage ; a mage guardian M 905 spec_poison ; a rattlesnake M 916 spec_cast_adept ; a priestess M 918 spec_fido ; a gopher S #HELPS 1 Chiiron~ Recommended level range: 1 - 5 Chiiron is a small village, with many shops suited for newcomers. It is surrounded by a forest populated by many creatures including rabbits, foxes and deers. See chiiron_credits for credits. ~ 1 chiiron_credits~ This area originates from The Forest's Edge. Converted to SMAUG by Tomcat (tomcat@galeb.etf.bg.ac.yu) ~ 0 $~ #$