#AREA   Dun Mar~



#VERSION 1
#AUTHOR Dale~

#RANGES
5 35 2 50
$

#RESETMSG The forest comes alive..~

#FLAGS
0

#ECONOMY 0 11248050

#CLIMATE 2 2 2

#MOBILES
#12800
snake~
a snake~
A snake slithers towards the underbrush.
~
~
65 0 0 C
3 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1024 1 1
0 0 0 0 0 0 1 0
#12801
stag~
a stag~
A string and elegant stag is here feeding on leaves.
~
This beautiful animal hardly aknowledges your presence.
~
65 0 0 C
7 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
76 3 0 0 512 17 2
0 0 0 0 0 0 32 0
#12803
horse~
a horse~
A once proud beast, the poor wretch of a horse has ribs showing.
~
~
65 0 0 C
9 0 0 0d0+0 0d0+0
0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
76 3 0 0 512 17 2
0 0 0 0 0 0 33 0
#12808
Goblin leader~
A Goblin leader~
A bigger goblin is taking all the food.
~
Hes bigger, smells the worst, and is the ugliest of all the goblins
here.  He must be the leader.
~
97 0 -350 C
15 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
39 3 0 0 16384 17 3
0 0 0 0 0 0 48 0
#12809
goblin~
a goblin~
A dirty little goblin is here eating.
~
Little, green, and ugly...its a goblin.
~
65 0 -350 C
10 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
39 3 0 0 16384 17 2
0 0 0 0 0 0 560 0
#12810
Orc scout~
An Orc scout~
An Orc scout bails toward you, weapon in hand.
~
This orc is big and strong, both in stature and smell.  He's out
looking for the party's next kill.
~
97 0 -350 C
20 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 16416 17 3
0 0 0 0 0 0 560 0
#12811
orc guard~
An orc guard~
A big burly orc stands guard.
~
This orc is obviously trying to decide between sleeping and keeping
watch.
~
99 0 -350 C
25 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 16416 17 3
0 0 0 0 0 0 176 0
#12812
orc soldier~
An orc soldier~
An orc soldier is here giving his buddy a tattoo.
~
~
97 0 -350 C
22 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 32 17 3
0 0 0 0 0 0 224 0
#12813
orc butcher~
An orc butcher~
A very big orc is making supper.
~
This old brute cleaves the limbs from living victims to put in
the stagnant brew he calls soup.
~
99 40 -1 C
29 0 0 0d0+0 0d0+0
0 0
112 112 1
20 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 16416 17 4
0 0 0 0 0 0 144 0
> fight_prog 20~
if ispc($n)
say You die!! Gimmie fresh meat!!! Me likes fresh meat!!
endif
~
|
#12814
orc council member~
An orc council member~
An orc council member is here planning an attack.
~
He's leaned over the table planning a raid with the other members.
~
97 0 -400 C
28 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 16416 17 3
0 0 0 0 0 0 192 0
#12815
grular orc chief~
Grular~
Grular the Slayer is here sharpening his axe.
~
Grular is HUGE.  Standing well over 7 feet tall, he is by far the
largest orc you have ever seen.  Muscles ripple on his massive body.
By the looks of it, he can swing that massive axe with ease.
~
99 128 -450 C
35 0 0 0d0+0 0d0+0
0 0
112 112 1
24 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 16417 17 4
0 0 0 0 0 0 192 0
> fight_prog 25~
if ispc($n)
say I gonna crush you urrrrrrrhuuuuurrrrr!!
endif
~
|
#12820
swarm~
A swarm of flies~
A bothersome swarm of flies is here.
~
~
97 0 0 C
5 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
83 3 0 0 256 25 2
0 0 0 0 0 0 1 0
#12848
undead guard~
Undead Dun Mar guard~
A guard of the castle keeps eternal watch.
~
All the flesh gone from his bones, this guard is in eternal servitude
to his master.
~
97 0 -500 C
18 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
60 3 0 0 1 29285 2
0 0 0 0 0 0 32 0
#12854
blaylock guard~
Blaylock~
Blaylock, the captain of the Dun Mar guard is here.
~
Captain Blaylock is the commander of all Dun Mar's forces.  Its best
to run while you can.
~
99 0 -700 C
20 0 0 0d0+0 0d0+0
0 0
112 112 1
20 13 13 13 13 13 13
0 0 0 0 0
60 3 0 0 1 29285 3
0 0 0 0 0 0 48 0
#12857
king belarath~
King Belarath~
King Belarath the Putrid sits upon his throne.
~
King Belarath's must have been a huge man in life.  His skeleton alone
is over six tall.  He sits upon his throne, waiting for passersby to
stumble into his castle.  Why King Belarath's soul is stuck in limbo
no one knows.  He just keeps guard over his castle and kills...forever
~
99 0 -800 C
19 0 0 0d0+0 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
60 3 0 0 1 29285 3
0 0 1 0 0 0 16512 0
> death_prog 100~
say Thank you.  My soul may rest now....farewell my friend......
~
> fight_prog 25~
if ispc($n)
say $n , You shall fail. I am cursed to limbo. You shall die for my sin.
endif
~
> time_prog 0000~
say It is the hour of demons.  I need blood!
~
|
#0


#OBJECTS
#12805
creek water~
a small creek~
A small, swift watered creek is here.~
~
25 0 0
0 0 0 0
1 0 0 1 100
#12824
axe bloodlust~
Bloodlust~
An axe with splattered blood on the handle rests on the ground.~
~
13 0 8193
0 8 20 3
22 0 0 35 1
#12849
smithy forge~
a forge~
An old rusted forge is here collecting dust.~
~
13 0 0
0 0 0 0
1 0 0 0 0
#0


#ROOMS
#12800
A small game trail through the woods.~
A small game trail leads into the underbrush.  The trail continues, barely
noticable, to the north.
~
0 0 1
D0
~
~
0 -1 12801
D1
~
~
0 -1 12825
S
#12801
A winding game trail~
The trail continues into the darken woods. You take a deep breathe
and feel the crisp air fill your lungs.
~
0 0 1
D0
~
~
0 -1 12802
D2
~
~
0 -1 12800
S
#12802
A bend in the trail~
The trees begin to press in around you.  Very little sun breaks
through the canopy this deep in the woods.  You begin to notice
the lack of animal life...not a bird or rabbit to be found.
~
0 0 1
D1
~
~
0 -1 12803
D2
~
~
0 -1 12801
S
#12803
A small camp in the glade~
As you enter a break in the trees, you are suprised to see a small
blanket on the ground.  No one is around, but a horse stands tethered
to a tree in the corner or the glade.  Who ever was here must have
left in a hurry.  A BIG hurry considering they left their horse.
~
0 0 1
D0
~
~
0 -1 12804
D3
~
~
0 -1 12802
S
#12804
Near the creek~
As you hurry from the glade, you hear trickling water.  To your east
you see a snall creek rushing water to some unknow destination.
The bank appears to be sturdy enough for you to refresh yourself.
~
0 0 1
D0
~
~
0 -1 12806
D1
~
~
0 -1 12805
D2
~
~
0 -1 12803
S
#12805
A small but swift creek~
The creek, although small, is crystal clear and the water is icy
cold.  After your run through the trees, why not have a drink to
quench your parched lips.
~
0 0 1
D3
~
~
0 -1 12804
S
#12806
Deeper into the forest~
The trees here must be ancient.  Some tower well over 100 feet tall.
Very little light breaks through their great bows.  You feel very
small and helpless as you look at the giants of the forest.
~
0 0 1
D0
~
~
0 -1 12807
D2
~
~
0 -1 12804
S
#12807
Deeper into the forest~
The sheer weight of the tress presses in on you.  You begin to feel
very nervous.  Sounds come from every direction.
~
0 0 1
D0
~
~
0 -1 12808
D2
~
~
0 -1 12806
S
#12808
A fork in the woods~
The trees begin to thin out and you can breathe again.  The trail
now leaves you with another dilemma. East or west?
~
0 0 1
D1
~
~
0 -1 12810
D2
~
~
0 -1 12807
D3
~
~
0 -1 12809
S
#12809
Goblins!!~
You stumble upon a band of goblins eating a fresh kill of venison.
They do NOT look happy to see you.
~
0 0 1
D1
~
~
0 -1 12808
S
#12810
The road~
Finally, you have made it out of the trees and onto a decent road.
You notice there is alot of foot prints.  Strange.
~
0 0 1
D0
~
~
0 -1 12811
D3
~
~
0 -1 12808
S
#12811
On a road~
The roads starts to incline.  There is a wagon off to the side.
It is obviously old and of no use.  It has no wheels and is nearly
rotted to the ground.
The fresh tracks and spots of blood warn you of the dangers that lurk
in these woods.
~
0 0 1
D0
~
~
0 -1 12812
D2
~
~
0 -1 12810
S
#12812
On a road~
Now you see what has made all the tracks along the road.  A small
group of orcish scouts make a run for you.
~
0 0 1
D0
~
~
0 -1 12813
D2
~
~
0 -1 12811
S
#12813
A turn in the road~
More orcish scouts careen toward you.  You barely have time to raise
your weapon before they are upon you.
~
0 0 1
D2
~
~
0 -1 12812
D3
~
~
0 -1 12814
S
#12814
A muddy road~
The mud on this road makes travel almost impossible.  Each step feels
like ten.  There are many tracks slopped in the muck.
~
0 0 1
D1
~
~
0 -1 12813
D3
~
~
0 -1 12815
S
#12815
A muddy road~
As the road turns, smoke and the smell of burnt hair fills the air.
There seems to be some activity to the north
~
0 4 1
D0
~
~
0 -1 12816
D1
~
~
0 -1 12814
S
#12816
An Orc camp~
A large camp of what appears to be orcs completely covers the entire
field. Guards are posted nearly everywhere.
After the run in with the scouts, its prolly best to turn back while
you still can.  Only a mad man would walk into a raid camp.
~
0 0 1
D0
~
~
0 -1 12817
D2
~
~
0 -1 12815
S
#12817
An Orc camp~
Orcs are everywhere, some eating, some sleeping, others talking in
their grunting language.
~
0 0 1
D0
~
~
0 -1 12818
D1
~
~
0 -1 12820
D2
~
~
0 -1 12816
S
#12818
An Orc camp~
A large black pot is here, bubbling the remains of what looks like
goblin bodies.  It must be dinner time.
~
0 0 1
D1
~
~
0 -1 12819
D2
~
~
0 -1 12817
S
#12819
An Orc camp~
The butcher hacks and mauls countless goblin bodies.  One unlucky
soul is still alive when the butcher begins to carve.
~
0 0 1
D2
~
~
0 -1 12820
D3
~
~
0 -1 12818
S
#12820
An Orc camp~
A large hut stands in the corner of the field.  Its shabbily thrown
together and most likely does little else than turn the rain off
of those inside.
~
0 0 1
D0
~
~
0 -1 12819
D2
~
~
0 -1 12821
D3
~
~
0 -1 12817
S
#12821
Inside a hut~
The hut is mall but has rooms joining it to the south and east.  All
kinds of noises ring out from the eastern room.
~
0 4 1
D0
~
~
0 -1 12820
D1
~
~
0 -1 12822
D2
~
~
0 -1 12823
S
#12822
The council room~
the room is full of really big and ugly orcs.  They must be the
leaders of the camp.  They seem to be disputing something.  Everyone
of them quite suddenly and look your way.
~
0 0 1
D2
~
~
0 -1 12824
D3
~
~
0 -1 12821
S
#12823
Weapons room~
The room is completely filled with large pole arms, spears, halberds,
swords, clubs, and shields.  There is hardly room for you and the
guards to fit.
~
0 0 1
D0
~
~
0 -1 12821
D1
~
~
0 -1 12824
S
#12824
Chieftan's bed chambers~
An orc of gigantuan stature leers toward you.  He grabs his axe
and makes his way across the room and screams BELARG!!
~
0 0 1
D0
~
~
0 -1 12822
D3
~
~
0 -1 12823
S
#12825
A dusty old road through the mountains~
Its hot. Its dusty. Its just plain miserable.  A game trail leads
into the underbrush to the west.
~
0 4 1
D0
~
~
0 -1 12826
D1
~
~
0 -1 8295
D3
~
~
0 -1 12800
S
#12826
A dusty old road through the mountains~
The air is humid, and the flies about are really bothersome.
~
0 0 1
D0
~
~
0 -1 12827
D2
~
~
0 -1 12825
S
#12827
A dusty old road through the mountains~
The heat combined with the humidity makes this road almost unbearable.
The road begins to make a sharp inline up the next hill.
~
0 0 1
D0
~
~
0 -1 12828
D2
~
~
0 -1 12826
S
#12828
On top of a hill~
Finally at the top of the hill, there is a what appears to be a
cemetary to the north.  The road also continues west up another
hill.
~
0 0 1
D0
~
~
0 -1 12829
D2
~
~
0 -1 12827
D3
~
~
0 -1 12840
S
#12829
A cobblestone path~
The air is cooler and the flies have let up.  Not much seems to be
stirring around.
~
0 0 1
D0
~
~
0 -1 12830
D2
~
~
0 -1 12828
S
#12830
A cobblestone path~
Up ahead lies an old run down cemetary.  Not even grave robbers
would waste their time here.  If the tombs had once held treasure
they certainly do not appear to have it now.
~
0 0 1
D0
~
~
0 -1 12831
D2
~
~
0 -1 12829
S
#12831
Gate into Dun Mar Cemetary~
The old iron gates have fallen off their hinges.  The only thing
holding the walls up is the vines and weeds that engulf it.  The
air feels deathly cold.  No life can be seen in or around this place.
~
0 0 1
D0
~
~
0 -1 12832
D2
~
~
0 -1 12830
S
#12832
In the graveyard~
Rotted branches and toppled tombstones are about all thats to be seen.
A sense of uneasyness overwelms you.  What possibly could be here.
~
0 4 1
D0
~
~
0 -1 12837
D1
~
~
0 -1 12833
D2
~
~
0 -1 12831
S
#12833
In the mist~
Up from the grave rises an undead form.  Its skeletal frame marches
toward you with glowing red eyes and an undying thirst for blood.
~
0 0 1
D0
~
~
0 -1 12834
D3
~
~
0 -1 12832
S
#12834
In the mist~
Up from the grave rises an undead form.  Its skeletal frame marches
toward you with glowing red eyes and an undying thirst for blood.
~
0 0 1
D0
~
~
0 -1 12835
D2
~
~
0 -1 12833
D3
~
~
0 -1 12837
S
#12835
In the mist~
Up from the grave rises an undead form.  Its skeletal frame marches
toward you with glowing red eyes and an undying thirst for blood.
~
0 0 1
D2
~
~
0 -1 12834
D3
~
~
0 -1 12836
S
#12836
Back of the cemetary~
A moaning horror made of rotted flesh and bone wanders aimlessly.
It slowly turns and heads toward you.  Arms raised, it takes
metodical steps. Never slowing, until it reaches you.
~
0 0 1
D1
~
~
0 -1 12835
D2
~
~
0 -1 12837
D3
~
~
0 -1 12839
S
#12837
Center of the cemetary~
Sounds ring out from every angle.  To every side, bodies move about.
~
0 0 1
D0
~
~
0 -1 12836
D1
~
~
0 -1 12834
D2
~
~
0 -1 12832
D3
~
~
0 -1 12838
S
#12838
Western wall of the cemetary~
The cemetary wall is complete void of life.  All that remains is
some stone work and twisted withering vines.
~
0 0 1
D0
~
~
0 -1 12839
D1
~
~
0 -1 12837
S
#12839
Corner of the cemetary~
No sun shines on this particular side of the cemetary.  It is deathly
cold, and an unknown presence can be felt.
~
0 0 1
D1
~
~
0 -1 12836
D2
~
~
0 -1 12838
S
#12840
A cobblestone path~
The granite cobblestones are worn and old.  Potholes and small shrubs
cover most of the road.  It does not look like many people have been
on this road in quite awhile.
~
0 0 1
D1
~
~
0 -1 12828
D3
~
~
0 -1 12841
S
#12841
Up the mountain road~
The road rises sharply.  There are no longer any trees along the road
nor is there any other thing moving.  The air has cooled considerably.
The road continues up the mountain.
~
0 0 1
D1
~
~
0 -1 12840
D3
~
~
0 -1 12842
S
#12842
Crest of the hill~
At the top of the rise, a castle lies to the west.  One rampart has
fallen and the gates are barely hinged.  No life exists here.  Not
a bird, tree or weed.  The air is unusually cold, almost chilly.
~
0 0 1
D1
~
~
0 -1 12841
D3
~
~
0 -1 12843
S
#12843
The castle gate~
Lumbering overhead is a massive porticulus.  It has since rusted
beyond use.  The swinging gates have gargoyle heads on them.  The
very essence of this place is dead.  Beware the dangers of the keep.
Mun Dar has been deserted for many years, but rumors of its inhabitants
haunt your thoughts.
~
0 4 1
D0
~
~
0 -1 12844
D1
~
~
0 -1 12842
S
#12844
The court yard~
The courtyard lies before you.  Once the hub for castle activity,
it now has rubble strewn across it from the collapsed western rampart.
~
0 0 1
D0
~
~
0 -1 12845
D1
~
~
0 -1 12847
D2
~
~
0 -1 12843
S
#12845
Foyer~
This is the mighty hall of the castle.  Exits lead in every direction.
To the west is a run down smithy, to the east is an armory.
To the north lies the hold of the castle.
~
0 0 1
D0
~
~
0 -1 12850
D1
~
~
0 -1 12846
D2
~
~
0 -1 12844
D3
~
~
0 -1 12849
S
#12846
Armory~
The armor and weapons that were forged by the mighty blacksmith
lie in shambles.  Time and mother nature have taken their toll on
this expertly crafted steel.
~
0 0 1
D3
~
~
0 -1 12845
S
#12847
Eastern rampart~
This is the eastern rampart.  Once, proud knights stood atop this
tower to keep watch over the castle, to to spot oncoming danger.
~
0 0 1
D3
~
~
0 -1 12844
D4
~
~
0 -1 12848
S
#12848
Lookout post~
A view for miles can be seen upon this tower.  Since the castle was
biult on top of a mountain, the guards had miles of range to spot
any enemies that might try to sack the castle.
~
0 0 1
D5
~
~
0 -1 12847
S
#12849
Smithy~
The forge has long since been dead.  Not a sword or piece of armor has
been made in years.  The bellows are ragged and torn, and the smoke
stack has rusted through.
~
0 0 1
D1
~
~
0 -1 12845
S
#12850
The Hold~
The hold is the central dias for the inner castle.  The throne room is
up. There is a guard station to the east and west.
~
0 8 0
D1
~
~
0 -1 12858
D2
~
~
0 -1 12845
D3
~
~
0 -1 12859
D4
~
~
0 -1 12851
S
#12851
Meeting room~
A large stone table still stands as a monument to its crafter.  Many
council meetings were held here between the king, his advisors, and
knights to discuss war and social issues.
~
0 8 0
D0
~
~
0 -1 12856
D1
~
~
0 -1 12852
D3
~
~
0 -1 12854
D5
~
~
0 -1 12850
S
#12852
Kings bed chambers~
This is the lord of the keep's bed chambers.  All of the funiture is
long sinced decayed, leaving only barren walls and a few tattered
rugs as a reminder of what it once was.
~
0 8 0
D3
~
~
0 -1 12851
S
#12853
Floating in a void~
~
0 4 1
S
#12854
Blaylock's bedchambers~
This was the bedrom for Blalock, the king's most trusted and powerful
knight.  Blalock was the captain of the kings guard and his most
trusted advisory.
~
0 8 0
D1
~
~
0 -1 12851
S
#12855
Floating in a void~
~
0 4 1
S
#12856
Throne foyer~
The throne of the mighty king of Dun Mar lies to the north.  His
nobalist knights keep an ever vigilant watch, so that no harm befalls
their king.
~
0 8 0
D0
~
~
0 -1 12857
D2
~
~
0 -1 12851
S
#12857
Throne room of Belarath the Putrid~
The air is icy cold.  A dishonored king rules his minions in a state
of undead cruelty.  Only by regaining his honor shall he be set to
rest.
~
0 8 0
D2
~
~
0 -1 12856
S
#12858
Guard station~
The guards who once were stationed here protected the king incase
enemies broke through the outter defenses.
~
0 8 0
D3
~
~
0 -1 12850
S
#12859
Guard station~
The guards who once were stationed here protected the king incase
enemies broke through the outter defenses. The roof has fallen off and
the rain and snow pour in.
~
0 0 1
D1
~
~
0 -1 12850
S
#0


#RESETS
M 1 12810 2 12812
M 1 12810 2 12812
M 1 12810 4 12813
M 1 12810 4 12813
M 1 12812 2 12817
M 1 12812 2 12817
M 1 12812 4 12818
M 1 12812 4 12818
M 1 12811 2 12820
M 1 12811 3 12823
M 1 12814 2 12822
M 1 12814 2 12822
M 1 12820 1 12826
M 1 12820 2 12827
M 1 12820 3 12828
M 1 12803 1 12803
M 1 12808 1 12809
M 1 12809 4 12809
M 1 12809 4 12809
M 1 12809 4 12809
M 1 12809 4 12809
M 1 12801 1 12801
M 1 403 4 12836
M 1 12848 1 12848
M 1 12848 3 12858
M 1 12848 3 12858
M 1 12848 5 12859
M 1 12848 5 12859
M 1 12848 8 12851
M 1 12848 8 12851
M 1 12848 8 12851
M 1 12848 11 12856
M 1 12848 11 12856
M 1 12848 11 12856
M 1 12848 12 12846
M 1 12880 2 12897
M 1 12880 3 12905
M 1 12880 4 12890
M 1 12880 6 12893
M 1 12880 6 12893
M 1 12893 1 12893
M 1 12893 2 12895
M 1 12893 3 12888
M 1 12880 6 12880
M 1 12893 4 12880
M 1 12881 1 12880
M 1 12881 3 12885
M 1 12881 3 12885
M 1 12881 5 12887
M 1 12881 5 12887
M 1 12881 7 12891
M 1 12881 7 12891
M 1 12880 8 12904
M 1 12880 8 12904
M 1 12877 1 12889
M 1 12877 3 12879
M 1 12877 3 12879
M 1 12877 5 12902
M 1 12877 5 12902
M 1 12877 6 12903
M 1 12877 7 12894
M 1 12854 1 12854
M 1 8316 10 12816
M 1 12815 1 12824
O 1 12805 1 12805
M 1 12865 6 12865
M 1 12865 6 12866
M 1 12865 6 12868
M 1 12865 6 12869
M 1 12865 6 12876
M 1 12865 6 12876
M 1 12876 1 12876
M 1 12872 1 12872
G 1 12872 1
M 1 12874 1 12874
G 1 10317 1
M 1 12873 1 12873
M 1 12857 1 12857
M 1 12848 13 12849
O 1 12849 1 12849
M 1 12800 1 12800
M 1 12878 1 12878
G 1 12878 1
M 1 12813 1 12819
S


#SHOPS
0


#REPAIRS
0


#SPECIALS
M  12857 spec_cast_undead
S


#$