tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
The Dal-Entil Village~
Phobos~
~

10 0
4
#ROOMS

#59000
A Narrow Mountain Pass~
The mountains separate, forming a sharp, narrow pass.  From the sliced

stone and rubble, it looks as though someone forced their way through it. 

Moss clings to the walls in small clumps separated by large patches of

scorched rock.  It may be possible to squeeze north through the pass. 

Easier travel can be seen down the pass to the south.

~
[Starshine] extra stone pass: i thought the carving was the way the pass

was cut.  when does "enter the pass" come in?

[Starshine] what is the third action?

[Starshine] delete acode 3.

~
301465608 5 6 0
E
stone pass rubble~
The pass is carved out from the stone in deep, sharp slices.  Small

shreds of cloth hang on the jagged outcrops.  The style of the carving is

familiar.  It looks as though you can @renter@n the @rpass@n to the north.

~
E
style carving~
The pass has been hewn from the mountain in a series of quick, sharp

slices, leaving jagged edges and rubble.  Long cracks in the remaining

rubble indicate how brittle and chipped it is, as though it were

pulverized before being ripped from the stone face.  Most of the rubble

has significant burn marks on it where the vegetation and scrub have been

scorched away.

~
E
burnt rock~
The rock shows signs of slash and burning, a technique normally used to

clear fields of crops.  This odd excavation technique has left a very

rough, jagged finish to the walls of this pass.

~
E
moss~
The moss is patchy but still verdant here.  Large swaths have been torn

away in splotches of browned rock.  The moss writhes very slightly in the

breeze.

~
A
enter squeeze ent squ~
n north pass~
act_tochar( #go, ch );

act_notchar( #rgo, ch );

transfer( ch, find_room( 59001 ) );

act_notchar( #there, ch );

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
go~
You carefully navigate the pass, avoiding the sharp juts of rock.

~
E
rgo~
$n carefully enters the pass to the north.

~
E
there~
$n pulls $mself out of the pass to the south.

~
!
0 0 0
A
north n~
~
act_tochar( #blocked, ch );

~
E
blocked~
The narrow pass looks difficult to walk through.  Perhaps you ought to

examine it further.

~
!
0 0 0
A
wiffle~
~
i = 1000;

dam_message( ch, i, "the wiffle-bat" );

inflict( ch, mob, i, "a rabid laundry machine" );

~
!
0 0 0
-1
S

#59001
Atop a Narrow Mountain Pass~
From this vantage point atop the mountain pass, you can view a large

valley below, to the north.  A thick shroud of clouds hides any details. 

The mountain path winds down the sharp incline to the valley floor.  To

the south, you can see a narrow pass torn into the mountain.  It might be

possible to make it through without getting hurt.  The barren rock face

is stained an odd, sickly green.

~
[Oculus] Is the barren rock face all around me stained green, or just the

rock face in the entrance to the pass?  I assume it's all around, you

might want to elaborae on that line 

[Starshine] extra stain: add keyword face

[Starshine] extra stain: plant life.

[Starshine] do something with the plant life? perhaps a useless, fun action for search/examine ichor/plant?

[Starshine] extra of shroud/clouds/valley?

~
301465600 5 6 0
D0
~
~
0 -1 59002 10 10 5
E
stain rock green~
The barren rock is stained an odd, sickly green.  Upon closer

examination, small torn pieces of plant-life seem to be clinging to the

nasty green ichor.

~
E
pass~
The pass is a sharp, narrow rip in the mountain.  It looks like you might

be able to @Eenter@n it.

~
A
enter~
pass south s~
act_tochar( #go, ch );

act_notchar( #rgo, ch );

transfer( ch, find_room( 59000 ) );

act_notchar( #there, ch );

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
go~
You carefully pull yourself through the narrow pass to the south.

~
E
rgo~
$n carefully pulls $mself into the pass to the south.

~
E
there~
$n pulls $mself out of the north pass.

~
!
0 0 0
A
s south~
~
act_tochar( #blocked, ch );

~
E
blocked~
The pass to the south is difficult to walk through.  Perhaps you should

examine it closer.

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
-1
S

#59002
A Path Down the Mountain~
A veil of mist can be seen to the north, blocking visibility on the path. 

The path winds down the mountain to the north into a valley below, or

south, back up the mountain, to what appears to be a sharp pass.  Patches

of burnt grass are clumped everywhere, carpetting the ground in browns

and blacks.  Stacks of dried, dead flowers and vines clutter the area. 

Small piles of dirt rest in freshly-dug clumps, filling the area around

the rotting vegetation.

~
[Orb] Cute shroom

[Oculus] Might want a "veil mist" extra since it appears in the room description and blocks visibility

[Oculus] Line 4: misspelling, only 1 't' in carpeting

[Starshine] extra flowers: oddly-shaped

[Starshine] extra flowers: perhaps should start this extra with flowers, etc. litter the path, so i know i'm still looking at the path when i see the flowers?

[Starshine] add keyword stacks to flowers extra

[Starshine] add keyword clumps to dirt extra

[Starshine] change "sharp pass" to just pass? or a pass cut through the mountains? the rocks?

~
301465600 5 6 0
D0
~
~
0 -1 59003 10 10 5
D2
~
~
0 -1 59001 10 10 5
E
flowers dead vines path~
The flowers, mostly a strange form of daisy, are oddly shaped.  It is

almost as if someone has pulled it apart into the shape of a small doll,

as it appears to have arms and legs.

~
E
patches burnt grass~
The grass looks old and dead, as though it were burned a few weeks ago or

more.

~
E
dirt piles~
The ground around the dirt is crumbling, as though someone came through

this area and uprooted several plants.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
-1
S

#59003
A Cloudy Path Down the Mountain~
The path winds west, further down into the valley below, or south, up the

mountain.  The area is thick with dense clouds of fog that obscure

visibility.  Green ichor is smeared against the granite rock in macabre,

almost intentional patterns.

~
[Oculus] May want to add 'fog' to cloud extra

[Oculus] Just a suggestion, maybe a "smear patterns" extra could be interesting

[Starshine] hmm...evil ones are all non-elf/ents?  or does it matter?  :P

was attack by vyans or mixed vyan/others?  or does it matter?  :P 

~
301465600 5 6 0
D2
~
~
0 -1 59002 10 10 5
D3
~
~
0 -1 59004 10 10 5
E
clouds~
The clouds are hanging in place in quite an unnatural fashion, despite a

slow breeze drifting through the area.

~
E
ichor~
Smears of green mixed with brown splatter the walls of the mountain here. 

Bits of shredded plant cling to small outcroppings in the rock.

~
A
~
~
if( !is_player( ch ) ) 

  if( race( ch ) == plant )

  act_notchar( #in, ch );

continue;

~
E
in~
$n takes root.

~
!
1 0 63
A
~
~
if( !is_player( ch ) )

  if( race( ch ) == plant )

  act_notchar( #in, ch );

continue;

~
E
in~
$n pulls up $s roots.

~
!
3 0 63
1642 9 1509949540 3 0
-1
S

#59004
The Bottom of the Path~
A short, dirt path winds north from here, toward the valley.  From here,

the valley appears desolate and abandoned.  A strange rustling sound can

be heard far to the north, but all that is visible is a field of vines

and shrubs.  A short mountain pass that stretches off to the southeast

finds its base here.  A thick cloudy haze can be seen extending its wispy

tendrils to the east.

~
[Oculus] maybe an extra for "vine shrubs"

[Starshine] extra of haze?

[Starshine] action for listen might be interesting

~
301465600 4 6 0
D0
~
~
0 -1 59005 10 10 5
D1
~
~
0 -1 59003 10 10 5
E
valley~
The valley looks burned and damaged, as though it has been plundered

recently.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
-1
S

#59005
A Dirt Path~
The dirt path winds down from the mountains towards the valley below,

further to the northwest.  Plant life here is sparse, and what little

there is appears near death or dead.  The soil on the path is itself very

dry and dusty.  A glance to the west reveals massive scarring in the

valley, as if it were once fertile but has been ravaged beyond repair.

~
[Oculus] Looks like the room description needs to be reformatted, first line seems short.

[Starshine] perhaps reword first sentence: mountains, heading northwest towards the valley below.

[Starshine] maybe action get glint - shard of glass?

~
301465600 4 7 0
D0
~
~
0 -1 59006 10 10 5
D2
~
~
0 -1 59004 10 10 5
E
soil~
The soil is blackened, with a look to it similar to ground that has been

torched.  A reflective glint can be seen peeking between clumps of dirt.

~
E
valley~
The valley looks as though it should be sheltered and protected by the

mountains, but the state it is in would seem to indicate otherwise. 

Where there should be strong, green trees, there are patches of grey

earth.  Large burned circles mark the terrain, leaving brown holes in the

scenery and giving the valley a very sparse look.  It appears that there

may be a village at the southern end of the valley.

~
E
glint~
Grains of reflective black sand seem to be scattered throughout the soil. 

They appear to be giving the earth its scorched look.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1642 9 1509949540 3 0
1642 9 1509949540 3 0
-1
S

#59006
The Foot of the Valley~
This area is chilly from winds buffeting against the mountain.  A dirt

path winds south, up the mountain and out of sight, while the valley opens

to the west.  Grass grows in pale, sickly patches, clumped together off

the road.  Much of the ground is composed of black sand and is unfit for

any more growth.

~
[Oculus] Both a road and a path are mentioned, are they one in the sameand blade of grass?

[Starshine] how about action search sand for glass shardand blade of grass?

[Starshine] extra of path/road, valley, grass/patches/clumps

[Starshine] extra of grass/patches/clumps - find blade of grass sometimes?

~
301465600 2 9 0
D2
~
~
0 -1 59005 10 10 5
D3
~
~
0 -1 59007 10 10 5
E
sand black~
The black sand is grainy and full of small, crystalline speckles.  The

soil around it is full of the stuff, and small pieces of dead vegetable

matter clutter the densest areas of the sand.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
-1
S

#59007
Atop a Small Cliff~
The ground collapses a few feet to the west, forming a fairly short cliff. 

It looks like the cliff can be jumped down, but climbing back up may be a

bit of a chore.  A thin layer of dust covers the dead soil, leaving no

visible signs of plant life here.  Sickly black sand is mixed in with the

soil.  The path slumps down sharply to the south, and heads back towards

the mountains in the east.

~
[Oculus] sickly black sand extra might be good here

[Starshine] perhaps slopes instead of slumps?

[Starshine] indicate that going south, you slide down a sharp incline?

~
301465600 2 9 0
D1
~
~
0 -1 59006 10 10 5
D2
~
~
0 -1 59008 10 10 5
E
cliff~
You don't think you can climb back up the cliff if you jump it, but you

could jump down fairly safely.

~
A
jump~
west w cliff~
act_tochar( #go, ch );

act_notchar( #rgo, ch );

transfer( ch, find_room( 59010 ) );

act_tochar( #land, ch );

act_notchar( #rland, ch );

i = 1d20+5;

dam_message( ch, i, "the fall" );

inflict( ch, mob, i, "falling off a cliff" );

~
E
go~
You jump off the cliff.

~
E
rgo~
$n jumps off the cliff.

~
E
land~
You land at the foot of the cliff.

~
E
rland~
$n jumps down from the cliff.

~
!
0 0 0
A
west w~
~
act_tochar( #nope, ch );

~
E
nope~
You cannot go any further west unless you jump off the cliff.

~
!
0 0 0
-1
S

#59008
The Bottom of the Hill~
The hills roll lazily up to the northeast from here, edging up slowly

until they become a part of the mountains.  The slope to the north looks

too treacherous and steep to climb, although grooves of dirt show that

someone or something has descended it.  A wall of adobe brick lines the

south, blocking that exit.  The wall runs east into the mountain face,

and west, towards what looks like a make-shift gate.

~
[Orb] Maybe remove adobe from the second rextra name?

[Oculus] perhaps a "gate" extra

[Oculus] I like the visual concept of the grooves in the dirt coming down the hill, might make a good extra to add

~
301465600 2 9 0
D0
~
~
0 -1 59007 10 10 5
D3
~
~
0 -1 59009 10 10 5
E
adobe~
The adobe is odd in that instead of being made of straw and mud, it

appears to not have any signs at all of any sort of vegetable matter in

it.  The wall is composed entirely of soil.

~
E
adobe wall~
The adobe wall is built right into the mountain, blocking any travel

further south.

~
A
n north f flee~
~
act_tochar( #go, ch );

act_notchar( #rgo, ch );

~
E
go~
You try to move up the incline to the north but it is too great, and you

find yourself sliding back down.

~
E
rgo~
$n starts to head north but slides back down the sharp incline.

~
!
0 0 0
A
s south~
~
act_tochar( #nope, ch );

~
E
nope~
The adobe wall blocks any further travel south.

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
A
climb~
n north~
act_tochar( #climb, ch );

act_notchar( #rclimb, ch );

~
E
rclimb~
$n tries to climb north, but the incline is too great.

~
E
climb~
You try to climb north, but the incline is too great.

~
!
0 0 0
1648 1161 1509949540 3 0
1648 1161 1509949540 3 0
-1
S

#59009
A Burnt-out Field~
A large, blackened field spreads out over much of the valley here.  The

ground looks like a combination of black soot and sand.  A large

cliff-face looms to the north, while to the northeast, a rolling hill

climbs up and meets the mountains.  In the corner of the field, a thick

adobe wall has been built, visible to the southeast and winding south toward

a makeshift gate.

~
[Starshine] cliff face

~
301465600 2 9 0
D0
~
~
0 -1 59010 10 10 5
D1
~
~
0 -1 59008 10 10 5
D2
~
~
0 -1 59011 10 10 5
E
gate makeshift~
Even at this distance, you can see that the gate is made of something

strong and metallic.

~
E
wall adobe~
The wall doesn't hinder your travel here, as it just lines the

southeastern area.  It is crumbling in places and shows signs of being

intentionally damaged.

~
E
ground sand soot sand black~
The ground here has been destroyed.  This field was clearly once

prosperous, but someone set fire to it and ruined it.  Small speckles of

white and black dust glint oddly when any light reflects off them.

~
E
speckles glint~
There are small particles of sand and salt strewn around this field. 

They are responsible for the reflective glint that is hidden in the soil.

~
1648 9 1509949540 3 0
-1
S

#59010
At the Bottom of a Small Cliff~
This small alcove at the bottom of the cliff is sheltered from the

surrounding terrain.  The ground has thick foliage covering it, and the

verdant grass grows quite tall.  A looming cliff-face to the east

obscures all but the peaks of the mountains.  Small piles of black sand

have been brushed in from the south.  A few sharp juts of rock on the

cliff make it look like it might be possible to climb up.

~
[Oculus] in the extra description for cliff it says I can't climb up the cliff "alone".  I realize that it means without using a rope, butit sounds like I'd need the help of another player.  Could it be reworded? (I know, I know, picky picky picky)

[Starshine] cliff face

[Starshine] extras of ground/foliage/grass, piles/black/sand

[Starshine] search piles for sand/glass/whatever?

[Starshine] extra of vines maybe?

[Starshine] action 2 (climb rope): You _pull_ ...

[Starshine] action 5 (climb vines): don't need to target both vine and vines, vines is enough. program will execute action when 3 letters of it are typed - so clim vin will work also.

[Starshine] vine(1650) leaves

[Starshine] vine(1650): in attack codes, does i ever change? why not just random( 1, 10 ) > 7?

[Starshine] object 2318 - vine meat instead of vine-meat?

[Starshine] plant (1653): long desc - ...waves its fluffy fronds. instead?

[Starshine] plant (1653): desc - thrashes about...

~
301465600 2 6 0
D2
~
~
0 -1 59009 10 10 5
E
cliff~
You can't climb up the cliff alone, as it is too risky, but it looks like

there are vines here that you can use.

~
E
rope~
The rope is strong and sturdy, and can be used for climbing.  Rusty but

sturdy metal pitons attach the rope to the cliff.

~
A
climb~
cliff u up e east~
act_tochar( #nope, ch );

act_notchar( #rnope, ch );

i = 3d4;

dam_message( ch, i, "The fall" );

inflict( ch, mob, i, "slipping while climbing a cliff" );

~
E
nope~
You try to climb the cliff but it is too slippery.  You slide and fall.

~
E
rnope~
$n tries to climb the cliff, loses $s grip, and falls.

~
!
0 0 0
A
climb~
rope~
act_tochar( #go, ch );

act_notchar( #rgo, ch );

transfer( ch, find_room( 59007 ) );

act_notchar( #there, ch );

~
E
go~
You pulls yourself up the cliff using the sturdy length of rope.

~
E
rgo~
$n pulls $mself up the cliff using the sturdy length of rope.

~
E
there~
$n pulls $mself up onto the ledge from the west.

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
A
climb~
vine vines~
act_tochar( #vine, ch );

act_notchar( #rvine, ch );

~
E
vine~
You try to climb the vine, but a piece of it rips in your hands, and you

slip.  Enough of the vines are moved aside to reveal a sturdy rope

attached to the cliff.

~
E
rvine~
$n tries to use a vine to climb the cliff, but the vine breaks.

~
!
0 0 0
1650 9 1509949540 3 0
1653 137 1509949540 3 0
-1
S

#59011
Outside a Small Village~
The narrows here to a small opening, surrounded by the towering mountains. 

A long adobe wall lines lines the south, leading east towards what

appears to be a hut of bone and fur.  Clearly visible against the

primitive background is a shiny, makeshift, metal gate.  It is blocking

any furthur travel to the south.  The hilly valley gives way to desolate,

blackened fields in the north.  A rusted metal gong is supported next to

the gate, with a pile of rocks to its side.

~
[Starshine] first sentence reads a bit strange

[Starshine] Indicate there's a structure to the east - the guard post?

[Starshine] isn't that a gate to the south and not a wall?

[Starshine] extra hut: hut is made of adobe walls, right? is hut = guardhouse? or am i seeing past the gate?

[Starshine] delete keyword field from extra fields

[Starshine] extra fields: scorching

[Starshine] add keywords valley/blackened to extra fields

[Starshine] action 2: change target - gate shiny 1 south door

[Starshine] action 3: change target - rocks

[Starshine] willow tree (1655): use summon bonsai tree, instead of mload? see kobold chief

[Starshine] otherwise, change wording to "bonsai tree appears out of nowhere." also, might want to check to make sure you don't end up loading lots of bonsai trees due to people who flee.

[Starshine] bonsai tree (1657): change long desc to ...sways frantically?

[Starshine] bonsai tree (1657) desc: delete last line

[Starshine] bonsai tree (1657): reset of thick bark is more common than

[Starshine] since these creatures are in a sieze situation, should there really be a gong to announce to the whole valley and beyond that the gates are opening?

[Starshine] perhaps indicate some place that the gate is made of solid something and you cannot see anything past it.

~
301465601 2 6 0
D0
~
~
0 -1 59009 10 10 5
D1
~
~
0 -1 59012 10 10 5
D2
shiny gate~
gate shiny door~
131 -1 59013 10 10 5
E
gong~
The gong looks like it is made of brass, and has many dinks and dents in

it from use.

~
E
hut bone fur~
The hut looks small, and is composed entirely of the fur and bones of

some large animal.

~
E
rocks pile~
The rocks are just the right shape and size to bang on a gong.

~
E
gate~
The gate is very shiny and glints in even the smallest amount of light. 

It looks polished as though it were brand new.

~
E
field fields~
The fields to the north are blackened and badly damaged, but the

destruction looks deeper than just mere fire scording.  The ground

itself, even from this distance, appears to be dried out and worthless.

~
A
bang pound~
gong~
act_tochar( #gong, ch );

act_notchar( #rgong, ch );

wait( 1 );

act_room( #agong, ch );

act_area( #agong, ch );

wait( 1 );

if( !is_open( room, south ) ) {

  open( room, south );

  act_room( #open, ch );

  send_to_room( #open, find_room( 59013 ) );

  } else {

close( room, south );

send_to_room( #close, find_room( 59011 ) );

send_to_room( #close, find_room( 59013 ) );

}

~
E
gong~
You grab a rock, hoist it high, and smash it down on the brass gong!

~
E
rgong~
$n grabs a rock, hoists it high, and smashes it down on the brass gong!

~
E
agong~
A deep, brassy gong resonates across the valley.

~
E
open~
The shiny gate swings open.

~
E
close~
The shiny gate swings closed.

~
!
0 0 0
A
open~
gate shiny south s door~
act_tochar( #nope, ch );

~
E
nope~
It doesn't seem like you can open the gate from this side.

~
!
0 0 0
A
throw~
rock rocks~
act_tochar( #tgong, ch );

act_notchar( #trgong, ch );

wait( 1 );

act_room( #tagong, ch );

act_area( #taagong, ch );

wait( 1 );

if( !is_open( room, south ) ) {

  open( room, south );

  act_room( #topen, ch );

  send_to_room( #topen, find_room( 59013 ) );

  } else {

close( room, south );

send_to_room( #tclose, find_room( 59011 ) );

send_to_room( #tclose, find_room( 59013 ) );

}

~
E
tgong~
You pick up a rock and throw it at the brass gong!

~
E
trgong~
$n picks up a rock and throws it at the brass gong!

~
E
tagong~
A deep, brassy gong resonates across the valley as the rock smashes into

the gong!

~
E
topen~
The shiny gate swings open.

~
E
tclose~
The shiny gate swings closed.

~
E
taagong~
A deep, brassy gong resonates across the valley.

~
!
0 0 0
1655 9 1509949540 3 0
-1
S

#59012
A Small Guard Post~
Several long femurs, frabricated into long poles, have been planted into

the ground, with a thick, furry animal skin stretched out between them,

forming a makeshift roof.  An odd metal gate is clearly visible to the

west.  Black sand is scattered around the ground here, giving the

otherwise dusty brown soil a speckled appearance.  The niche has been

built in the shade of the adobe wall.  The wall itself runs around this

area, and blocks all the paths but west.

~
[Finius] it isnt until this room, looking at the sand, that we think

something was, i don't know, disintegrated and formed the sand. 

certainly burning vegetation wouldn't produce crystaline (or itty bits of

rocks) type particles.

[Starshine] fabricated. reword first sentence to say femurs used as posts to hold up roof, rather than use the word "fabricated"?

[Starshine] change "the niche" to "a niche" to introduce the niche

[Starshine] Indicate, from the beginning that this is a small room surrounded on three sides by adobe walls?

[Starshine] extra femur: leg bone

[Starshine] extra sand: replace 'was' with "has been"

[Starshine] extra of roof/skin, gate, niche

[Starshine] add soil to extra of sand?

[Starshine] perhaps action search niche?

[Starshine] action 1: i think command north south east should work. if not, try 1 north 1 south 1 east.

~
301465600 2 5 0
D3
~
~
0 -1 59011 10 10 5
E
femur~
This legbone looks like it is from massive humanoid, such as an ogre or a

troll.

~
E
sand~
The black sand looks like it might possibly have been something else that

was burned to a crisp.

~
E
wall adobe~
The wall protects this niche nicely.  Interestingly, the wall is

crumbling, but the mud looks newish.  It appears that no straw was used

to make these bricks.

~
A
n north s south e east~
~
act_tochar( #nope, ch );

~
E
nope~
The adobe wall, crumbling though it may be, blocks that direction.

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1656 9 1509949540 3 0
-1
S

#59013
Entrance to the Village~
At first glance, these fields look like a small peasant farmstead.  There

are rows of tilled earth, a well in the distance, and the bubbling sound

of what may be a brook.  You can also make out several adobe houses in the

distance, to the south.  A fenced off area is beyond a field in the east,

but the plantlife within is fairly visible from here.  A shiny metal gate

stands to the north, blocking the only hole in the long east-west running

adobe wall.  Patches of the ground are scarred and burnt, and piles of

dead branches rest in the corner, near the wall.

~
[Oculus] might want extras for "gate", "wall", and "houses".

[Starshine] change to "...to the east." reword "only hole" to "gate seems to be the only exit from the village"

[Starshine] extra plant life: plant life is two words

[Starshine] fenced-off

[Starshine] extra of rows/fields, patches/ground. add keyword corner to extra branches

[Starshine] fun action: listen - hear running water coming from direction - worded better of course

[Starshine] oak guardtree (1666): remove keyword guard

[Starshine] oak guardtree(1666): outside, elves were ok. now elves are intruders?

~
301465600 2 9 0
D0
shiny gate~
shiny gate~
131 -1 59011 10 10 5
D1
~
~
0 -1 59014 10 10 5
D2
~
~
0 -1 59015 10 10 5
E
piles dead branches~
The branches are long and spindly, with tufts of green leaves at one end.

~
E
plantlife~
The plantlife in the area east of here looks lush and green.

~
A
search~
branches pile~
if( !rflag( reset0, room ) ) {

  act_tochar( #nope, ch );

  act_notchar( #rnope, ch );

  }

else {

  if( random( 1, 10 ) > 4 ) {

    remove_rflag( reset0, room );

    act_tochar( #sliz, ch );

    act_notchar( #rsliz, ch );

    act_room( #liz, ch );

    obj = oload( 2326 );

    obj_to_room( obj, room );

    }

  else {

    act_tochar( #nope, ch );

    act_notchar( #rnope, ch );

    }

  }

~
E
nope~
You rummage through the branches and get sap on yourself.

~
E
rnope~
$n rummages through the branches and gets sap on $mself.

~
E
liz~
A small lizard panics and runs from the branches, leaving a tail behind!

~
E
sliz~
You rummage through the branches.

~
E
rsliz~
$n rummages through the pile of branches.

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1666 9 1509949540 3 0
-1
S

#59014
A Barren Field~
This field has long, torn trenches in it.  The upturned dirt makes it

look like it was once used for crops, but everything is dusty, dry, and

old.  Water can be heard to the south, and small streams of it have

seeped a little into this dusty plain to form mud.  A large adobe wall

runs along the north here from the west, ending in the mountain to the

east.

~
[Starshine] extra trenches: clutter

[Starshine] extra wall: you don't really mean flack, do you? my dictionary says it means publicity.

[Starshine] extra dirt/mud, streams?

[Starshine] extra mountain?

[Starshine] creature (1669) desc: fragile-looking. and what vines? you mean the tendrils?

~
301465600 2 9 0
D2
~
~
0 -1 59016 10 10 5
D3
~
~
0 -1 59013 10 10 5
E
trenches~
These deep slices gouge the earth, forming short, deep lines in the

fields.  Rocks support the walls of the trenches and water and grass

clutters the bottoms.

~
E
wall adobe~
The wall is old and crumbling, and looks like it has taken a lot of flack

lately.

~
A
n north~
~
act_tochar( #nope, ch );

~
E
nope~
An adobe wall blocks the way north.

~
!
0 0 0
1648 9 1509949540 3 0
1669 9 1509949540 3 0
-1
S

#59015
Next to the Dirt Well~
The village spreads out here into a larger field with a well in the

center.  Pipes run off to the east into what appears to be an irrigated

field.  The valley rises to the south, lifting up into a small hill, on

top of which are some adobe houses.  From this point, you can see the

long, adobe wall on the north side of the village.

~
[Starshine] say wall is protecting the north side of the village?

[Starshine] extra pipes: reword to "taut skin"?

[Starshine] extra of field, valley/hill/houses, wall?

[Starshine] action leave south - climb a hill?

~
301465600 2 9 0
D0
~
~
0 -1 59013 10 10 5
D1
~
~
0 -1 59016 10 10 5
D2
~
~
0 -1 59019 10 10 5
E
well~
The well is little more than a hole in a rock that water is pouring out

of.  It forms a small pond that has pipes leading east.

~
E
pipes~
The pipes are made of some strange, bone-like material, held together

with mud and skin pulled taut.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
82 17 1509949540 -2 0
1669 9 1509949540 3 0
-1
S

#59016
An Irrigated Field~
This field is a lot more vibrant and green than the surrounding

grasslands.  A system of irrigation runs throught the area from a well in

the west, flowing through long bone pipes to the garden in the east.  Two

small adobe houses can be seen south of here on top of a grassy hillock.

~
[Oculus] Houses extra might be good

[Oculus] "the well in the west" and "the garden in the east" sound so remote.  Could you change at least on of them?  the well off to the west" or the garden directly east".  Something like that.

[Starshine] this field is not surrounded by grasslands, is it? that was not my impression...

[Starshine] reword second sentence to "Pipe carry water from a well to the west, irrigating this field."?

[Starshine] extra of field/greenery describing, what else, greenery?

[Starshine] extra houses/south/hillock?

[Starshine] spruce (1665) long desc: change to "rummages" or better yet, since its firmly rooted, maybe it's not rummaging...

[Starshine] spruce (1665) desc: Vivid...branches dip very close to the ground...(since it's not inherently dangerous to have branches close to the ground)

[Starshine] why 2 stone hoe resets on spruce tree?

~
301465600 2 9 0
D0
~
~
0 -1 59014 10 10 5
D1
~
~
0 -1 59017 10 10 5
D2
~
~
0 -1 59022 10 10 5
D3
~
~
0 -1 59015 10 10 5
E
pipes~
These pipes look like they are made of bone, carefully sealed together.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
A
~
~
send_to_room( #pipes, room );

continue;

~
E
pipes~
You hear bubbling as water rushes through the irrigation pipes.

~
!
2 300 0
1665 9 1509949540 3 0
-1
S

#59017
Entrance to the Youth Gardens~
A lush garden opens up before you.  Everything is very green and vibrant

here.  The ground is slightly damp, and the soil gives the air a slightly

husky, healthy smell.  The rock face to the east is oddly reflective, and

aims down slightly.  The gardens continue to the north.  To the east, a

small path leads out next to a long system of bone pipes.

~
[Starshine] pipes are to west...?

[Starshine] rock face is there east?

[Starshine] extra ground: hmm...how does ground feel "healthy"? :P try "...and from the profusion of plants growing from it, must be extremely fertile."

[Starshine] extra for north?

[Starshine] have pipe burbbling code here also?

[Starshine] frond (2325): needs long_s

[Starshine] action leave north - slosh through water?

~
301465600 2 9 0
D0
~
~
0 -1 59018 10 10 5
D3
~
~
0 -1 59016 10 10 5
E
ground soil~
The soil is dark brown and is very damp.  It feels healthy.

~
E
pipes~
A long series of bone pipes pump water into this garden.  They appear to

have a source somewhere to the west.

~
E
rock face~
The rock face looks like it is meant to concentrate sunlight on the

ground plants.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1658 9 1509949540 3 0
-1
S

#59018
The Youth Gardens~
This lush field has several tiers, seperated by rows of rocks.  Each tier

has slightly larger and more robust plants growing on it.  Water babbles

away in small brooks flowing from the south into a crack in the mountain. 

The air here is cool and refreshing.  The mountains surround this garden

on the north and east, while a long fence blocks off the western border.

~
[Starshine] separated

[Starshine] where's the water coming from? do pipes come into this room? does water flow from cracks in the surrounding mountains (which, btw, are to the north and east)? it is confusing in the room desc.

[Starshine] extra fence: separates

[Starshine] action water babbling in brooks?

[Starshine] sapling(1669) mpd 1: wildly

[Starshine] sapling(1669) mpd 1: mild emphasis AND green color will not work. choose one.

[Starshine] action leave south - slosh through water?

~
301465600 2 9 0
D2
~
~
0 -1 59017 10 10 5
E
crack mountain water~
The water flows in from the southern gardens without the use of pipes to

guide it, giving hint to how well irrigated this area is.  What water

doesn't get claimed by the field for growth is flows away into a jagged

crack in the mountain.

~
E
fence~
The fence appears to be made of polished bone, rather than wood.  It

seperates the barren field to the west from this lush paradise.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1659 9 1509949540 3 0
1659 9 1509949520 3 0
1660 9 1509949540 3 0
1660 9 1509949520 3 0
1660 9 1509949490 3 0
1659 9 1509949490 3 0
-1
S

#59019
Next to an Altar~
On the lower end of this hill there is an altar.  The hill itself lazily

climbs to the east, and a small adobe house rests on the top of it.  A

larger clay and mud building is to the south, and is guarded by two clay

statues.  A small adobe shack stands to the west in a state of disrepair. 

The fields open up to the north, where you spy a well.

~
[Starshine] Perhaps rname On a Hill next to an Altar?

[Starshine] instead of "rests on top of it" perhaps reword to "hill climbs to the east, leading up to a small house"?

[Starshine] perhaps "to the west, at the bottom of the hill,..."?

[Starshine] extra altar: how lifted off the ground? is it free-floating? on a pedestal?

[Starshine] extra statue: countenance

[Starshine] perhaps delete keywords clay and south from extra of statue, since south and clay can also refer to the building, not just the statues?

[Starshine] extra spear: simplify the sentence please

[Starshine] extras of hill, shack, house, building, fields?

[Starshine] extra for sear weeds, get sap, and something to do with altar?

~
301465600 2 9 0
D0
~
~
0 -1 59015 10 10 5
D1
~
~
0 -1 59022 10 10 5
D2
~
~
0 -1 59025 10 10 5
D3
~
~
0 -1 59020 10 10 5
E
altar~
This altar is built from stone, one of the few such constructs in the

entire village.  It is lifted off the ground, and has a few weeds strewn

across the top.

~
E
statue clay south~
The statues are of trees, large thick-barked, leafy beings with fierce

countenences.  They appear to be wielding some form of spear.

~
E
spear~
The spears that the tree-statues wield look like they are made to look

as though they are primitive stone spears.

~
E
weeds~
The weeds have small pools of sticky sap holding them to the altar.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1648 9 1509949540 3 0
1642 9 1509949540 3 0
-1
S

#59020
A Crumbling Adobe Hut~
This adobe shack is falling apart.  The walls are crumbling and have

piles of gravel at the bottom.  There isn't even any roof to protect this

area from the elements.  Quite a few small jars litter the floor, and a

small cot with a hole in the middle sits on the far end of the room.  The

ground has soil scattered over it.  To the west, you see a more protected

end of this shack, with a roof and sturdy walls.  To the east is an open

field, out of this hut.

~
[Starshine] perhaps the last sentence could be "East is a rising hillside and an altar."?

[Starshine] extra jars: any broken/cracked jars, pieces of pottery?

[Starshine] just out of curiousity - why do trees have houses, and cots?

[Starshine] extra of crumbling walls (expand extra of gravel?)

[Starshine] Is this supposed to be a village where newbies can start with shopkeepers, trainers?

[Starshine] perhaps add a strip of fur to reset of shaman?

~
301465600 0 5 0
D1
~
~
0 -1 59019 10 10 5
D3
~
~
0 -1 59021 10 10 5
E
gravel~
The piles of gravel are made of thin, light brown soil that has crumbled

off the walls.

~
E
jars~
The jars are made of clay, and are all empty, except for dust and dirt.

~
E
cot hole~
The cot doesn't look like it has been cleaned for years.  It is moldy and

smelly, and has a small pile of dirt underneath it.

~
E
soil dirt~
Most of the soil strewn around here looks new and fresh, as though a plant were recently uprooted.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1661 9 1509949540 3 0
-1
S

#59021
The Sick Room~
This large room in the adobe hut is protected from the outside by thick,

mud walls and furry bear skins.  The roof has long furs stretched out to

cover it as well.  Dark piles of soil are piled everywhere, giving the

impression that someone walked through here and uprooted a lot of plants. 

Patches of yellowish moss are growing on the walls, shedding their light

to softly illuminate the room.  The only visible exit is to the east,

back into the clutter.

~
[Oculus] I don't know what to do about this, but if you look at one of the trees, it says "A sick bonsai tree is in perfect health."

[Starshine] reword to "The roof is made of long furs stretched from adobe wall to adobe wall."

[Starshine] perhaps change "piles" to "mounds"?

[Starshine] extra roof: reword to "The furs seem to be hides of a moose or bear and look to have been soaked in mud, to give a more stable roof."?

[Starshine] was east really that cluttered? perhaps reword to "the crumbling end of the shack."?

[Starshine] um, are the furry bear skins part of the roof or something else? could be clarified.

[Starshine] extra of mud walls?

[Starshine] or perhaps expand moss extra to include walls?

[Starshine] add action touch moss/walls?

[Starshine] oak (1663) desc: not sure i understand the circle and hollow part...

[Starshine] perhaps a prog for oak (or in room) for oak to periodically check the sick trees?

~
301465605 0 5 0
D1
~
~
0 -1 59020 10 10 5
E
roof furs~
The furs, probably of a moose or bear, look like they have been soaked in

mud to make them a thicker layer of protection.

~
E
soil dark piles~
Unlike most of the soil in this valley, this earth is fresh and healthy. 

A plant would thrive if planted here.

~
E
patches moss~
This moss is an odd variant that tends to grow in underground caverns. 

It moves slightly when you get close to it, twitching away from you.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1662 9 1509949540 3 0
1662 9 1509949460 3 0
1663 9 1509949540 3 0
-1
S

#59022
A Small Hill~
From atop this small hillock, the entire village and valley can be seen. 

Two adobe huts are here, one to the east, and a large, longer

construction to the southwest.  To the northeast it looks like there is a

garden, while the middle area in the village is well irrigated and farmed. 

The hill slumps down to the west, where another adobe stands.  A long,

adobe wall blocks the north side of the village, seperating it from a

trail that leads up into the mountains.

~
[Starshine] middle area to the northwest?

[Starshine] adobe wall is far to the north, right?

[Starshine] separating

[Starshine] extras village/valley, east, southwest, northeast/garden?

~
301465600 2 9 0
D0
~
~
0 -1 59016 10 10 5
D1
~
~
0 -1 59023 10 10 5
D3
~
~
0 -1 59019 10 10 5
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1653 9 1509949540 3 0
-1
S

#59023
A Thickly Built Adobe Hut~
It is cool and damp inside this adobe hut.  The walls are thick and are

reinforced with rock.  A large boulder, with a large worn spot on it,

rests in the corner.  A large pit is open on the ground, with a flimsy

grill covering it.  There is no door here, just an open exit west.  The

roof of this hut is curiously not thatched, as most mud dwellings are,

but instead is composed of stretched out animal hides.

~
[Starshine] delete second "are" in second sentence?

[Starshine] stretched-out

[Starshine] extra grill: how can you see that something is stolen?

[Starshine] action that you head down into pit?

[Starshine] make opening of grill use extraordinary strength? at least more than 10.

~
301465604 0 5 0
D3
~
~
0 -1 59022 10 10 5
D5
rusty grill~
grill rusty~
131 -1 59024 10 10 5
E
boulder spot worn~
The boulder looks like it has been used for a bed.

~
E
pit~
You can't see much of the pit from up here.

~
E
grill~
The grill is very flimsy and easily removed.  It doesn't look like it was

ever meant to cover this particular pit, rather, it seems stolen.  It is

very rusty and dingy.

~
E
hides animal roof~
The hides that make up the roof seem to come from something large, such

as a moose or a bear.  They are old and smell of manure.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1666 137 1509949540 3 0
-1
S

#59024
The Pit~
This small pit is barely big enough for a mansized prisoner.  A small

bowl rests on the ground with dust kicked around it.  Above, a rusty 

grill sits to keep this hole locked off.  The walls of the pit are thick

and dirty, with small spiny roots poking out of them.

~
[Starshine] action that closes grill behind you?

[Starshine] man-sized

[Starshine] actually load a bowl? or have action for get bowl?

[Starshine] vyan (1664) long: A dirty vyan with wide, crazed eyes looks around frantically.

[Starshine] vyan (1664) desc: bloodshot

[Starshine] pit twitches and vyan twitches. intentional?

[Starshine] make vyan sentinel?

[Starshine] scalp (2335): needs long_s and extra desc

~
301596676 11 5 0
D4
rusty grill~
rusty grill~
131 -1 59023 10 10 5
E
bowl~
The bowl is made of clay.  It is cracked slightly down the middle and is

otherwise bone dry.

~
E
grill rusty above~
The grill is almost falling apart, and doesn't seem to be an adequate way

to close the pit.

~
E
walls roots~
The tiny ends of many roots poke out of the walls, making them look hairy. 

The entire pit seems to twitch.

~
A
get take yank~
root~
if( !rflag( reset0, room ) ) {

  act_tochar( #no, ch );

  end;

  }

else {

  if( random( 1, 10 ) > 3 ) {

    remove_rflag( reset0, room );

    act_tochar( #last, ch );

    act_notchar( #rlast, ch );

    obj_to_char( oload( 2311 ), ch );

    end;

    }

  else {

    act_tochar( #get, ch );

    act_notchar( #rget, ch );

    obj_to_char( oload( 2311 ), ch );

    }

  }

~
E
no~
You can't find any roots here, just thin spiny tendrils that break when

you pull them.

~
E
last~
You yank the last root from the wall.

~
E
rlast~
$n yanks the last root from the wall.

~
E
get~
You yank a root right out of the wall.

~
E
rget~
$n yanks a root right out of the wall.

~
!
0 0 0
1664 9 1509949540 3 0
-1
S

#59025
A Sturdy Adobe House~
This large adobe hut could almost be called luxurious, as far as anything

made of clay and dirt could be a luxury.  The floor has bearskins

covering it, right up to within a foot of the walls.  Long rifts of

turned up dirt line the walls.  Ritualistic paintings decorate the

otherwise barren clay.  The roof is covered with thick hides of some

creature, and is also decorated with paintings.  The east wall, in

particular, has a primitive mosaic inlay upon it.  The hall in this large

adobe leads south, while the opening, shielded by a dangling fur, leads

north into the valley floor.

~
[Oculus] I'm not sure this is a problem, but would such creatures ever cover their floors?  seems like it would make rooting difficult

[Starshine] perhaps action leaving in this and room north where you push aside for to enter. although i still question the use of buildings at all. and decorating those buildings, and the furs.

[Starshine] extra paintings: since the trees here can wield hoes, i assume they can wield weapons. so is it really just metaphorical?

[Starshine] extra roof: reword "The roof is made of stretched hides. A painting on the hides depicts..."?

[Starshine] extra mosaic: ...so than your...

~
301465605 0 5 0
D0
~
~
0 -1 59019 10 10 5
D2
~
~
0 -1 59026 10 10 5
E
floor bearskins~
These skins are those of the mighty grizzly, the deadly predator that

roams the Medienne Forest.

~
E
rifts dirt~
The dirt along the walls is very fresh and rich.  It looks as though

someone has uprooted a lot of plants here, or tilled the soil with a hoe.

~
E
paintings~
The painting depicts a crude image of several humanoid beings attacking a

forest.  The forest appears to be fighting back, in what you can assume

to possibly be a metaphorical sense.

~
E
roof hides~
The roof has a painting on the hides that compose it.  The painting

depicts a large oak tree, wielding a mighty spear.

~
E
east wall mosaic~
The mosaic is a carefully created image of a very detailed vyan male's

face.  He looks extremely diabolical, even more so that your typical

run-of-the-mill vyan.  The mosaic is not yet completed.

~
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1666 137 1509949540 3 0
-1
S

#59026
The Throne Room~
A large throne, with a pile of dirt at the base, is the most prominent

structure in this part of the adobe house.  Plain furs line the walls,

with clumps of fresh soil beneath them.  The roof of this adobe is made

of clay and mud, probably supported by stone.  The only exit is into a

highly decorative room to the north.  A small hole can be seen in the

ceiling above the throne, letting the sun or moonlight in.

~
[Oculus] as there is an extra for "hole" in the throne, maybe you could change the hole in the ceiling to "opening"?

[Starshine] is this the same building as the room north? why is the roof different if it is?

[Starshine] not sure i understand how the furs are lined along the walls to somehow permit dirt to be beneath them...

[Starshine] extra fur: delete furred

[Starshine] since "hole" is in room desc and refers to ceiling, change extra "hole" to "opening" and refer to opening in throne, instead of hole.

[Starshine] extra of pile/dirt/base, walls, north, hole?

[Starshine] oak (1668) desc: roots are them, not it.

[Starshine] oak log (2368) needs extra desc

~
301465605 0 5 0
D0
~
~
0 -1 59025 10 10 5
D2
hidden door~
hidden door~
235 -1 59027 10 10 5
E
throne~
The throne, oddly, has a hole in the seat.  The arms are also concave,

with small pools of water in them.  One of the arms has an odd lump

beneath it.

~
E
hole~
The hole in the throne has a pile of dirt in it.

~
E
arms lump~
There is a small mechanical lever under the arm of the throne.

~
E
furs~
The furs on the walls are light tan and soft furred.  They might come

from some fawn or deer.

~
A
pull~
lever arm~
if( mob_in_room( 1668, room ) ) {

  act_tochar( #stop, ch );

  act_notchar( #rstop, ch );

  } else {

if( !is_open( room, south ) ) {

  act_tochar( #do, ch );

  act_notchar( #rdo, ch );

  send_to_room( #there, find_room( 59027 ) );

  open( room, south );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  send_to_room( #aclose, find_room( 59027 ) );

  close( room, south );

  }

}

~
E
do~
You pull the lever and a secret door to the south flies open.

~
E
rdo~
$n fiddles with the arm of the throne and a door in the south wall opens!

~
E
there~
The door to the north silently opens.

~
E
close~
You pull the lever and the south door closes.

~
E
rclose~
$n fiddles with the arm of the throne and the south door closes!

~
E
aclose~
The door to the north silently closes.

~
E
stop~
@CThe oak king frowns and waves his branches angrily as you attempt to

approach the throne.@n 

~
E
rstop~
@CThe oak king frowns and waves his branches angrily as $n attempts to

approach the throne.@n 

~
!
0 0 0
A
~
~
acode( find_room( 59003 ), 1);

continue;

~
!
1 0 63
A
~
~
acode( find_room( 59003 ), 2);

continue;

~
!
3 0 63
1668 9 1509949540 3 0
-1
S

#59027
The Treasure Room~
This largish chamber, hidden inside the thick back walls of the adobe

house, has rich soil littering the floor.  It looks like some form of

storage facility.  Crude stone shelves line the walls.  The north wall

is dusty, but large circular prints can clearly be seen in it.

~
[Orb] add 'prints' to rextra 1

[Oculus] There is a typo at the end of the first line, I think "theh" should be "the"

[Starshine] change second sentence "...looks like it is used for storage."

[Starshine] extra rich: "theh" should be "the"

[Starshine] aed 1: not sure about #not - wall open, you can't press on it.

[Starshine] uncheck the take flag on box?

~
301465604 0 5 0
D0
~
~
235 -1 59026 10 10 5
E
north wall~
It looks like someone has been pressing on the wall for some reason.

~
E
shelf shelves~
The shelves are made of adobe rock and are built into the walls.

~
E
rich soil~
The soil is grouped in several piles and clumps, and some of theh larger

piles have scoops of it missing, signs that someone has been taking the

dirt.

~
A
press~
wall north~
if( !is_open( room, north ) ) {

  act_tochar( #do, ch );

  act_notchar( #rdo, ch );

  open( room, north );

  send_to_room( #there, find_room( 59026 ) );

  }

else 

  act_tochar( #not, ch );

~
E
do~
You press the north wall gently and it flies open.

~
E
rdo~
$n presses the north wall gently and it flies open.

~
E
there~
A hidden door on the south wall flies open!

~
E
not~
The wall is standing open, and pressing it does nothing.

~
!
0 0 0
2337 49 1509949540 -2 0
14 81 1509949535 -2 0
14 81 1509949505 -2 0
2 81 1509949515 -2 0
2 81 1509949455 -2 0
16 81 1509949445 -2 0
14 81 1509949525 -2 0
-1
S

#0