#AREA Medienne Graveyard~ Marek (Sprout, Kiian)~ medienne cemetery/starkadder crypt~ 20 0 4 #ROOMS #1750 Outside the Graveyard of Lost Souls~ To the south, a large black iron gate offers entrance to the long-abandoned Medienne Cemetery. The gate's hinges are rusty and creak softly in the wind. A path leads up a slope to the north, leading toward the Medienne town wall before turning east. ~ [Conner] A skeleton resets out here because the zone 'leaks.' -- It's on purpose [Cynthia] I kinda like the name "Graveyard of Lost Souls" better than "Medienne Graveyard" ... feel like changing the area name just because of the opinion of a mortal? :) ~ 301465600 2 9 0 D2 gate~ gate~ 147 -1 1751 10 10 5 D4 ~ ~ 0 -1 21234 10 10 5 E gate~ The gate stands well over 12 feet high. It is made of iron and is painted midnight black. The hinges are rusting and cobwebs cover the majority of the surface. The gate handle is in the shape of a demon's head. You must put your hand in the mouth to open it. ~ E demon head~ A long, oval shaped head forms the handle to the gate. The ears are pointed, the nose is long and thin and the cheek bones pertrude from the face. The face is black, but somehow the narrow slits, one might call eyes, are darker still. The mouth is open as if he is shouting an epithet at you and sharp fangs protrude out from underneath the thin black lips. ~ A open~ 1 south gate~ if( is_open( room, south ) ) send_to_char( #open, ch ); else { send_to_char( #char, ch ); act_notchar( #room, ch ); i = random( 5, 12 ); dam_message( ch, i, "the bite" ); inflict( ch, ch, i, "Cemetery gate demon" ); act_room( #char2, ch ); open( room, south ); wait( 1 ); if( find_stat( ch, level ) < 100 ) act_room( #warning, ch ); }; ~ E open~ The gate is already open. ~ E char2~ The gate swings slowly open in a rusty screech of contempt. ~ E room~ $n goes to open the gate and screams in pain as the demon head closes on $s hand. ~ E char~ You put your hand in the mouth to turn it handle, and scream out in pain as the demon face animates, burying it's fangs into your hand. ~ E warning~ @YA spectre rises up before you! @nThe spectre says, @e"Know this:" "The earth beyond this gate is sworn by blood to a dark power... "Mortals are not welcome here, except as sacrifice. "Enter at your peril."@n With that, the image of the spectre fades away. ~ ! 0 0 0 3000 9 1509949452 3 0 -1 S #1751 Graveyard of Lost Souls -- Inside the Gate~ Age-old trees with gnarled limbs intertwined form a latticework of branches overhead that blots out the sky and allows only a grey, unfocused light through to illuminate worn and broken headstones, some sunken nearly to the point of exposing the resting dead below. Glimpses can be had of leaf-covered, weed-choked paths winding through the area, and it is easy to see that few among the living have walked here in recent years. ~ ~ 301465608 2 6 0 D0 gate~ gate~ 147 -1 1750 10 10 5 D2 ~ ~ 0 -1 1752 10 10 5 D3 ~ ~ 0 -1 1760 10 10 5 59 9 1509949490 3 0 3000 9 25 3 0 -1 S #1752 Undisturbed Ground~ The grass here has grown to waist height, brushing against the legs of anyone walking through the area. The gravestones here are almost completely obscured by the grasses, but the few that can be seen seem fairly old and largely undisturbed. To the east stands the heavy black iron fence that borders the cemetery. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1751 10 10 5 D2 ~ ~ 0 -1 1753 10 10 5 D3 ~ ~ 0 -1 1759 10 10 5 E gravestones~ Unlike much of cemetery further to the west, the ground and graves here are quite undisturbed. In any normal surroundings, this area would hardly seem noteworthy, but here, this undisturbed area is more strange than the those nearby that are torn and uprooted. ~ E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. ~ 3000 9 1509949540 3 0 3000 9 50 3 0 -1 S #1753 Uneven Ground~ The gravestones here lie this way and that, as though the ground could not adequetely support their weight. To the east stands the heavy black iron fence that borders the cemetery. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1752 10 10 5 D2 ~ ~ 0 -1 1754 10 10 5 D3 ~ ~ 0 -1 1758 10 10 5 E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. ~ A move push pull touch~ black stone cross~ if( rflag( reset0,room ) ) { remove_rflag( reset0,room ); send_to_char(#char, ch ); act_notchar(#room, ch ); i = dice( 50,2 ); dam_message( ch,i,"The Energy"); inflict( ch,mob,i,"Ectoplasmic Energy"); mload( 58,room ); } else { send_to_char(#char, ch ); act_notchar(#room, ch ); i = dice( 50,2 ); dam_message( ch,i,"The Energy"); inflict( ch, mob, i, "Ectoplasmic Energy" ); } ~ E room~ as $n touches the stone a blast of raw energy is released knocking you off your feet. ~ E char~ As your hands come in contact with the surface of the stone a blast of energy is release knocking you off your feet. ~ ! 0 0 0 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949490 -2 0 59 9 1509949490 3 0 -1 S #1754 Mist and Memories~ The area here is misty, with vision hardly possible past a few feet, even in the daylight hours. A thick but prematurely shorted tree overshadows an old grave marker here, fashioned in the shape of a youthful, almost cherubic angel. Both the tree and the marker appear very old. The outer black iron fence of the cemetery lies to the east. ~ [Conner] no_mob ~ 301465610 2 6 0 D0 ~ ~ 0 -1 1753 10 10 5 D2 ~ ~ 0 -1 1755 10 10 5 D3 ~ ~ 0 -1 1757 10 10 5 E angel cherubic tree marker gave~ Standing beneath a stunted juniper tree, a stone angel stares heavenward with hollow, carven eyes. Mist lies all about the figure, and has condensed in small droplets on its upturned face. Every so often, a drop grows heavy enough that its own weight pulls it down the cheeks of the image, giving the impression of a softly crying young girl, staring to the skies imploringly. ~ E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. ~ -1 S #1755 At the Foot of a Hanged Man~ The only movement in this area is the slow sway of a useless, frayed rope shifting slightly in the wind as it hangs from the branch of a tree that sits in the very corner of the cemetery, just where the fence to the east meets the one to the south. ~ [Conner] Legends say that a mandrake grows naturally only in the ground 'at the feet of a hanged murderer'. You can get a mandrake here, but only if you do everything in the right order. ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1754 10 10 5 D3 ~ ~ 0 -1 1756 10 10 5 E rope~ It's an old rope that looks like it once hung a body. Below it, red mushrooms grow, as well as another strange plant. ~ E mandrake strange plant~ This almost human-shaped root lies in a circle of red mushrooms, almost as though trapped by the ring of surrounding fungus. ~ E red mushrooms~ These red mushrooms lie in a ring around a central root-type plant that seems to have 5 main stems coming from the main trunk. ~ E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. A large tree grows right against the fence in the corner where the southern and eastern fences meet. ~ A get~ red mushrooms~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 1113 ), ch ); if( random( 1, 5 ) == 1 ) remove_rflag( reset1, room ); end; } send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); remove_rflag( reset1, room ); } ~ E true_char~ You pluck a red mushroom from the earth. ~ E room~ $n plucks a red mushroom from the earth. ~ E false_char~ No mushrooms remain here. ~ E false_room~ $n rummages around on the ground. ~ ! 0 0 0 A get~ mandrake strange plant root~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { send_to_char( #false_char, ch ); remove_rflag( reset2, room ); end; } if( rflag( reset2, room ) ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); loop( all_in_room ) { dam_message( rch, 10d10, "The Mandrake's scream" ); inflict( rch, mob, 10d10, "a mandrake scream" ); } obj_to_char( oload( 304 ), ch ); remove_rflag( reset2, room ); end; } } send_to_char( #false_char, ch ); remove_rflag( reset2, room ); ~ E true_char~ You pull the mandrake root screaming from the earth! ~ E room~ $n pulls a mandrake root screaming from the earth! ~ E false_char~ There is no useable mandrake root in the ground here. ~ ! 0 0 0 3000 9 1509949540 3 0 -1 S #1756 Graveyard of Lost Souls -- Dark Canopy~ Close-set trees, their upper branches intertwined, form a thick canopy overhead -- reinforced by vines and dead foliage, until no more than a mere hint of light can seep through from above. The eastern edge of the cemetery is already lost in shadows, indistinguishable from the gloom. ~ [Marek] Bloodwraith action here. [Phule] fixed bug which allows MANY bloodwraiths to load ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1757 10 10 5 D1 ~ ~ 0 -1 1755 10 10 5 D3 ~ ~ 0 -1 1767 10 10 5 E trees~ The boles of these trees are dark and smooth-barked -- giving them an almost stone-like appearance in the gloom. They appear to be some sort of birch, but of no species you've ever seen, for birch bark is white, not the glossy black you see here. ~ A ~ ~ if( mob_in_room( 1272, room ) ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; wait( 3 ); if( !rflag( reset0, room ) ) end; remove_rflag( reset0, room ); if( !rand_char( room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 1272, room ); ~ E room-no~ $n touches one of the dark trees as though curious about the strange bark. ~ E char-no~ You touch one of the dark trees, but feel only unnaturally cool bark beneath your fingers. ~ E char~ Suddenly, something black and sinuous leaps out from the bole of a tree and attacks! ~ E room~ Suddenly, something black and sinuous leaps out the shadows of a tree and attacks! ~ ! 1 0 15 -1 S #1757 Final Rest~ The air is cold and dry, the whole area suffused with a light, diffuse mist. Piles of blackened earth lie near several open graves, but it is impossible to tell if the the open graves are the result of thieves, or something more sinister. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1758 10 10 5 D1 ~ ~ 0 -1 1754 10 10 5 D2 ~ ~ 0 -1 1756 10 10 5 D3 ~ ~ 0 -1 1766 10 10 5 E graves open~ Near the bottom of one of the open graves, you can see a heavy oaken coffin that looks to have been clawed open from the inside. Bits of what look like bone and nail are still stuck in the lid, testifying to the fury of the creature trying free itself and answer the call of its master. ~ 3000 9 1509949540 3 0 -1 S #1758 Stones and Brush~ Several graves remain intact here, though many are obscured by various dark bushes. Some of the headstones have not fared as well as the graves, however. A few have toppled or cracked from years of weathering. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1759 10 10 5 D1 ~ ~ 0 -1 1753 10 10 5 D2 ~ ~ 0 -1 1757 10 10 5 D3 ~ ~ 0 -1 1765 10 10 5 E black flower bush~ On closer inspection you notice that the flowers seem to be blurred -- almost as though they were somewhat fuzzy. A sickly sweet smell wafts up from them. ~ A get take pluck~ flower black rose~ if( is_player( ch ) ) { if( rflag( reset2, room ) ) { send_to_char( #char, ch ); poison( ch ); i = random( 10, 26 ); dam_message( ch, i, "The prick from the poisoned rose" ); inflict( ch, mob, i, "prick from a thorny rose" ); obj_to_char( oload( 254 ), ch ); remove_rflag( reset2, room ); end; } } ~ E char~ You reach for one of the flowers and prick yourself on a thorn. ~ ! 0 0 0 -1 S #1759 Blanket of Bones~ Footsteps in this area fall with cracks and crunches, instead of the silence one would expect in such a still place. The jarring noise comes from the litter of human and semi-human bones that blanket this area as thickly as the grass and nightshade does. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1760 10 10 5 D1 ~ ~ 0 -1 1752 10 10 5 D2 ~ ~ 0 -1 1758 10 10 5 D3 ~ ~ 0 -1 1764 10 10 5 E bones~ The area looks as though it was the site of a large fight involving many combatants. While the bodies, long dead and picked clean by both thieves and carrion creatures, lie tumbled one over the other, it is impossible to tell who was involved or what the battle might have been about. ~ 3000 9 1509949540 3 0 1674 17 1509949450 -2 0 -1 S #1760 Along a Faint Path~ The wind is relatively still here, blocked by the trees and the general sunkeness of the cemetery itself. The eastern edge of the cemetery lies along a faint trail to the east, while to the west, that same trail heads deeper in to the graveyard. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1761 10 10 5 D1 ~ ~ 0 -1 1751 10 10 5 D2 ~ ~ 0 -1 1759 10 10 5 D3 ~ ~ 0 -1 1763 10 10 5 59 9 1509949490 3 0 3002 9 1509949540 3 0 -1 S #1761 Against the Northern Fence~ A winding, faint path weaves its way through the area, sparsely populated bracketed with grasses and weeds moving slightly in the chill wind. A palpable hush dominates the area, spaces in the small clumps of plantlife revealing a long-untended path. Piles of muck and trash have accumulated against the heavy black fence to the north. ~ ~ 301465600 2 6 0 D2 ~ ~ 0 -1 1760 10 10 5 D3 ~ ~ 0 -1 1762 10 10 5 3000 9 1509949540 3 0 -1 S #1762 Against the Northern Fence~ Nothing more that a twisted, ruined trail following the northern fence, the path continues it torturous journey through the area. The dark, looming fence to the north is far less than a straight line here, forcing its way into the bends of the path. Here and there, a crumbling grave stone reveals itself, lost remains of an orderly area rendered unusable over time, the broken shapes slowly melting in the distance. Oppression hovers in the air like an ancient, dusty shroud. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1761 10 10 5 D2 ~ ~ 0 -1 1763 10 10 5 D3 ~ ~ 0 -1 1773 10 10 5 -1 S #1763 Along a Faint Path~ The area is still, except for a certain undefinable whisper of movement. It seems at first that the sound comes from wind in the nearby trees, but no leaves stir, and no breeze touches your face. A path heads east and west from this point. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1762 10 10 5 D1 ~ ~ 0 -1 1760 10 10 5 D2 ~ ~ 0 -1 1764 10 10 5 D3 ~ ~ 0 -1 1772 10 10 5 59 9 25 3 0 3000 9 25 3 0 -1 S #1764 Turn in the Path~ This area is unnervingly still, with no wind and little background noise impinging on the silence. The eastern edge of the cemetery lies along a faint trail to the east, while to the west, that same trail broadens as it heads deeper in to the graveyard. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1763 10 10 5 D1 ~ ~ 0 -1 1759 10 10 5 D2 ~ ~ 0 -1 1765 10 10 5 D3 ~ ~ 0 -1 1771 10 10 5 59 9 1509949490 3 0 3000 9 1509949540 3 0 -1 S #1765 At the Black Plinth~ A large black stone plinth juts above the rangy weeds of this area, unearthly even in this nightmarish place. Aside from this large marker, the area is fairly unremarkable. ~ [Marek] Plinth action knocks everyone down, oloads spirit. ~ 301465601 2 6 0 D0 ~ ~ 0 -1 1764 10 10 5 D1 ~ ~ 0 -1 1758 10 10 5 D2 ~ ~ 0 -1 1766 10 10 5 D3 ~ ~ 0 -1 1770 10 10 5 E black stone plinth~ Although apparently made of black marble the plinth seems to glow with an unearthly light. A sense of evil and dread suffuse you as you stare at this unholy object. Strange runes are inscribed upon its surface. ~ E runes~ As you stare at these strange markings they seem to flow and shift, making them impossible to focus on long enough to read -- the shifting is almost enough to cause nausea. ~ A move push pull touch~ black stone plinth~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); send_to_char( #char, ch ); act_notchar( #room, ch ); loop( all_in_room ) { interpret( rch, "sit" ); } i = dice( 50, 2 ); dam_message( ch, i, "The Energy" ); inflict( ch, mob, i, "Ectoplasmic Energy" ); mload( 58, room ); } else { send_to_char( #char, ch ); act_notchar( #room, ch ); loop( all_in_room ) { interpret( rch, "sit" ); } i = dice( 50, 2); dam_message( ch, i, "The Energy" ); inflict( ch, mob, i, "Ectoplasmic Energy" ); } ~ E room~ As $n touches the stone, a blast of raw energy is released, knocking you off your feet! ~ E char~ As your hands come in contact with the surface of the stone, a blast of energy is released, knocking you off your feet! ~ ! 0 0 0 3002 9 1509949540 3 0 3500 9 1509949540 3 0 3002 9 100 3 0 -1 S #1766 Quiet Earth~ Thick grasses obscure grave sites in all directions. An few old trees grow nearby, but the area doesn't seem to have been disturbed any time in the recent past. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1765 10 10 5 D1 ~ ~ 0 -1 1757 10 10 5 D2 ~ ~ 0 -1 1767 10 10 5 D3 ~ ~ 0 -1 1769 10 10 5 E wooden cross~ An inscription on the cross reads Dranthor Melanthus a good but poor man ~ E dirt earth patch~ Rumor has it that there used to be a black rose garden planted here. Wouldn't it be funny if somebody decided to plant one again. ~ 3000 9 1509949540 3 0 3002 9 1509949490 3 0 -1 S #1767 Whispers and Dreams~ Shadows flit just on the edge of your vision, though the wind is still and you see nothing that might cause any movement. This whole area seems alive, in fact, crawling with shadows from no apparent source, sighing with whispers that your mind wants to make wind in the trees, but which your heart knows as half-heard voices... the whispers of ghosts. ~ [Marek] Whisper action. ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1766 10 10 5 D1 ~ ~ 0 -1 1756 10 10 5 D3 ~ ~ 0 -1 1768 10 10 5 A ~ ~ i = random( 1, 10 ); if( i == 1 ) act_tochar( #whisper1, ch ); if( i == 2 ) act_tochar( #whisper2, ch ); if( i == 3 ) act_tochar( #whisper3, ch ); if( i == 4 ) act_tochar( #whisper4, ch ); if( i == 5 ) act_tochar( #whisper5, ch ); ~ E whisper1~ "@bWhy are you .. .. can't see .. NO!" ~ E whisper2~ "Get..... Ouuuuut...." ~ E whisper3~ @b"We consign these souls to the ground, as a sacrifice to you, dread lord..." ~ E whisper4~ @b "... the spirit following the body, the body following the mind, the mind..." ~ E whisper5~ "... the young girl smiles, one eyelid flickers. she draws a dagger from her knickers... she aims it at the monster's head, and shoves it in, and kills it dead..." ~ ! 1 0 15 81 17 1509949460 -2 0 3002 9 1509949540 3 0 -1 S #1768 Overgrown Garden~ This place seems to have once been a small herb garden, perhaps having something to do with the dilapidated old building directly to the west. Now, however, the place has gone almost completely to weeds: once neat rows are overgrown, thyme and rosemary mixed with thick, coarse grasses and nightshade. A heavy iron fence stands to the south. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1769 10 10 5 D1 ~ ~ 0 -1 1767 10 10 5 E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. ~ E building walls dilapidated old~ To the west are walls to a building, or possibly the wall surrounding a courtyard of some type -- there appears to be a rusted old door set into the wall here, but whether it will still open is anyone's guess. ~ E door~ An old side door, possible a kitchen exit or something similar, but now entirely rusted shut. ~ A open~ door~ send_to_char( #nope, ch ); act_notchar( #onope, ch ); ~ E nope~ You strain until it seems veins will burst in your head, but the door refuses to budge. ~ E onope~ $n tries to open a rusted old door set into the wall to the west, but it refuses to budge. ~ ! 0 0 0 3000 9 1509949490 3 0 1674 17 1509949450 -2 0 1677 17 1509949445 -2 0 1678 17 1509949445 -2 0 415 17 1509949480 -2 0 -1 S #1769 Touch of Decay~ Just to the south and west lies the corner of a mortared stone wall of ancient, if weathered, construction. Gravestones stretch away in all directions, many obscured by tall rangy weeds and grass. From the west the light touch of decay carried on the breeze impinges your senses. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1770 10 10 5 D1 ~ ~ 0 -1 1766 10 10 5 D2 ~ ~ 0 -1 1768 10 10 5 D3 ~ ~ 0 -1 1778 10 10 5 E old mortared ancient wall~ To the south and west are walls to a building, or possibly the wall surrounding a courtyard of some type -- you can't see any openings or gates in wall anywhere nearby, however. ~ A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949540 -2 0 3000 9 1509949490 3 0 -1 S #1770 Edge of a Mass Grave~ This area seems to be the site of a mass grave, and has become completely overgrown by tall grass and deformed weeds which seem to spring from the sunken earth of the massive gravesite here. ~ zombie action ~ 301465608 2 6 0 D0 ~ ~ 0 -1 1771 10 10 5 D1 ~ ~ 0 -1 1765 10 10 5 D2 ~ ~ 0 -1 1769 10 10 5 D3 ~ ~ 0 -1 1777 10 10 5 A ~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; if( num_in_room( room ) < 6 ) { remove_rflag( reset0, room ); act_room( #rumble, ch ); loop( all_in_room ) { if( find_stat( rch, dex ) < random( 9, 15 ) ) { act_tochar( #topple, rch ); act_notchar( #otopple, rch ); interpret( rch, "sit" ); } } wait( 1 ); act_room( #room, ch ); mload( 356, room ); } ~ E rumble~ @RThe ground starts to heave and buckle around a nearby grave! ~ E room~ @RA huge zombie bursts forth from the ground and attacks! ~ E topple~ The unstable ground sends you sprawling! ~ E otopple~ The pitching ground sends $n to the ground! ~ ! 1 -1 47 59 9 1509949490 3 0 59 9 100 3 0 3002 9 100 3 0 -1 S #1771 Along a Mass Grave~ There is a small path leading both east and west although it seems to be widening to the west as it crosses directly over a mass grave that seems to stretch both north and south of you. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1772 10 10 5 D1 ~ ~ 0 -1 1764 10 10 5 D2 ~ ~ 0 -1 1770 10 10 5 D3 ~ ~ 0 -1 1776 10 10 5 E grave mass~ This huge grave, covered with thick grasses and weeds, seems to be dug as a long, wide trench that reaches both to the south and north of your current location. ~ A ~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; if( num_in_room( room ) < 6 ) { remove_rflag( reset0, room ); act_room( #rumble, ch ); loop( all_in_room ) { if( find_stat( rch, dex ) < random( 9, 15 ) ) { act_tochar( #topple, rch ); act_notchar( #otopple, rch ); interpret( rch, "sit" ); } } wait( 1 ); act_room( #room, ch ); mload( 356, room ); } ~ E rumble~ @RThe earth surrounding a mass grave here starts to heave and buckle beneath you! ~ E room~ @RA huge zombie bursts forth from the ground and attacks! ~ E topple~ The unstable ground sends you sprawling! ~ E otopple~ The pitching ground sends $n to the ground! ~ ! 1 0 15 3500 137 100 3 0 -1 S #1772 Site of a Mass Grave~ This area seems to be the site of a mass grave, and has become completely overgrown by tall grass and deformed weeds which seem to spring from the sunken earth of the massive gravesite here. A large marker lies on it's side here, apparently meant to commemorate the site. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1773 10 10 5 D1 ~ ~ 0 -1 1763 10 10 5 D2 ~ ~ 0 -1 1771 10 10 5 D3 ~ ~ 0 -1 1775 10 10 5 E grave stone gravestone marker~ The marker reads: @bHere lie the mortal remains of Clan Ur'kekh Once the loyal allies of House Starkadder, Now become the means to our Immortality. Sacrificed to our Dread Lord That he might look down And be pleased. ~ A ~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; if( num_in_room( room ) < 6 ) { remove_rflag( reset0, room ); act_room( #rumble, ch ); loop( all_in_room ) { if( find_stat( rch, dex ) < random( 9, 15 ) ) { act_tochar( #topple, rch ); act_notchar( #otopple, rch ); interpret( rch, "sit" ); } } wait( 1 ); act_room( #room, ch ); mload( 356, room ); } ~ E rumble~ @RThe ground starts to heave and buckle around a nearby grave! ~ E room~ @RA huge zombie bursts forth from the ground and attacks! ~ E topple~ The unstable ground sends you sprawling! ~ E otopple~ The pitching ground sends $n to the ground! ~ ! 1 -1 15 59 9 1509949490 3 0 3000 9 1509949540 3 0 -1 S #1773 Along the Northern Fence~ Tall grasses wave in the chilling breeze as the wind in the trees -- or something far less wholesome -- moans softly nearby. A huge black iron fence blocks movement to the north. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1762 10 10 5 D2 ~ ~ 0 -1 1772 10 10 5 D3 ~ ~ 0 -1 1774 10 10 5 E fence~ The fence is a blackened, wrought iron, twisted into vine and leaf patterns in a vain attempt by the cemetery's original artisans to bring a certain amount of natural tranquility to this place. The end result, however, is the image that the cemetery is surround by a black, thorny, iron hedge. ~ -1 S #1774 Along the Northern Fence~ Ancient trees rise up against the black iron fence to the north, as though straining to escape accursed soil. The weeds here twist in the wind, clutching at leg and limb as though to prevent passage of anyone yet living. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1773 10 10 5 D2 ~ ~ 0 -1 1775 10 10 5 D3 ~ ~ 0 -1 1785 10 10 5 3000 9 1509949540 3 0 -1 S #1775 Center of the Cemetery~ This seems to be fairly near the center of the cemetery. To the east there appears to be some sort of large gravesite or excavation; from here it is difficult to tell. To the south you can barely make out the hint of some sort of chapel, probably long abandoned, while to the west -- obviously the oldest portion of the cemetery -- stand several large mausoleums, probably belonging to some of the wealthier Medienne families. ~ [Vampy] ghost ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1774 10 10 5 D1 ~ ~ 0 -1 1772 10 10 5 D2 ~ ~ 0 -1 1776 10 10 5 D3 ~ ~ 0 -1 1784 10 10 5 3002 9 1509949490 3 0 -1 S #1776 Place of Skulls~ Many bleached skulls stare blandly up at you -- a deer, a canine, rabbits, and humans -- mostly human, and mostly weathered to the point of near-dust. The area lies in a depression of sorts, almost a bowl. The whole of the area is covered in a fine white bone dust, as though dipped in chalk. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1775 10 10 5 D1 ~ ~ 0 -1 1771 10 10 5 D2 ~ ~ 0 -1 1777 10 10 5 D3 ~ ~ 0 -1 1783 10 10 5 59 9 1509949515 3 0 3002 9 75 3 0 -1 S #1777 Near an Ancient Wall~ Just to the south and west lies the corner of a mortared stone wall of ancient, if weathered, construction. Gravestones stretch away to the east and north, some still adorned with a lone flower or wreath. From the west the stench of decay assaults your senses, while to the north, there appears to be a path of some sort. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1776 10 10 5 D1 ~ ~ 0 -1 1770 10 10 5 D2 ~ ~ 0 -1 1778 10 10 5 D3 ~ ~ 0 -1 1782 10 10 5 E flowers wreaths~ Nearby, a black wreath lies across an ancient gravestone from which all details have been etched by time and weather. ~ E wall~ To the south and west are walls to a building, or possibly the wall surrounding a courtyard of some type -- you think you see an opening or gate in the wall to the west. ~ A take get~ black wreathe~ if( rflag( reset0, room ) ) if( random( 0, 100 ) < 15 ) { remove_rflag( reset0, room ); send_to_char( #char, ch ); obj_to_char( oload( 257 ), ch ); } else { send_to_char( #char2, ch ); act_notchar( #room, ch ); } ~ E char2~ You pick up a black wreathe but it quickly crumbles in your hands. ~ E room~ $n tries to pick up a black wreathe but it crumbles in his hands. ~ E char~ As you pick up the wreathe you feel a tingling in your hand. ~ ! 0 0 0 3000 9 1509949540 3 0 3000 9 100 3 0 3000 8 1509949540 3 0 941 17 1509949445 -1 0 -1 S #1778 Near an Ancient Wall~ To the south and west are walls to a building, or possibly the wall surrounding a courtyard of some type, but there doesn't appear to be any opening or gate in the walls nearby. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1777 10 10 5 D1 ~ ~ 0 -1 1769 10 10 5 59 9 1509949490 3 0 3000 9 1509949490 3 0 304 17 1509949445 -2 0 -1 S #1779 Room of Preparation~ This small, dark side room smells strongly of astrigents and herbs. A large wooden table stands against the far wall with various embalming tools -- rusted beyond use -- lying on surrounding counters. ~ [Marek] Bloodwraith action here. ~ 301465605 2 6 0 D3 ~ ~ 0 -1 1780 10 10 5 A ~ ~ if( mob_in_room( 1272, room ) ) end; if( !is_player( ch ) ) end; if( is_follower( ch ) ) end; if( rflag( reset1, room ) ) { send_to_room( #boo, room ); mload( 1272, room ); remove_rflag( reset1, room ); end; } ~ E boo~ @bA dark creature materializes out of the shadows! ~ ! 1 0 10 -1 S #1780 Small Chapel - Ruined Altar~ You look upon what must have once been this chapel's small altar, although only rubble and dust now cover the humble raised area along the southern wall. To the east and west two wings lead from the main chapel, while the main doors exit to the north. ~ ~ 301465605 2 5 0 D0 ~ ~ 0 -1 1781 10 10 5 D1 ~ ~ 0 -1 1779 10 10 5 D3 ~ ~ 0 -1 1791 10 10 5 E altar~ While once a place of sacrifice and prayer, this altar has long ago been reduced to rubble and desecrated beyond any real use. ~ E rubble~ Deep within the rubble of the destroyed altar, you catch the glint of metal. ~ A search~ rubble~ i = random( 1, 100 ); act_tochar( #dig, ch ); act_notchar( #o-dig, ch ); wait( 4 ); if( rflag( reset1, room ) ) { if( i == 1 ) { send_to_char( #symbol, ch ); act_notchar( #o-symbol, ch ); obj_to_char( oload( 2457 ), ch ); remove_rflag( reset1, room ); end; } if( i > 1 ) { send_to_char( #coin, ch ); act_notchar( #o-coin, ch ); obj_to_char( oload( 12 ), ch ); remove_rflag( reset1, room ); end; } } send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E dig~ You dig through the rubble of the old altar. ~ E o-dig~ $n digs through the rubble of the old altar. ~ E symbol~ You find something within the rubble! ~ E o-symbol~ $n finds something within the rubble! ~ E false_char~ Nothing remains within the rubble. ~ E false_room~ $n digs through rubble, but finds nothing. ~ E coin~ You dig through the rubble, and find a dirty old coin! ~ E o-coin~ $n digs through the rubble, and proudly holds up a dirty old copper coin. ~ ! 0 0 0 356 9 1509949540 3 0 3002 9 1509949540 3 0 -1 S #1781 Shattered Chapel Courtyard~ You survey a small open courtyard, strewn with rubble from a demolished fountain, one of the few remnants of a small abandoned chapel that lies just to the south. The area was once paved with flat, gray flagstones, now shattered and broken, stray weeds and wayward wildflowers nudging through each dirt-filled crack. Beyond the ruined fountain lies a small, derelict chapel, its stonework and statuary tilted at crazy angles. ~ ~ 301465605 0 6 0 D0 creaking gate~ creaking gate north~ 131 -1 1782 10 10 5 D2 ~ ~ 0 -1 1780 10 10 5 E statue~ The statue is of a small twisted humanoid form with long needlelike claws and elongated fangs dripping what could be either venom or blood you are not sure which. ~ E stonework~ Once comforting carvings of a peaceful afterlife have been defaced and desecrated until the only message the remains for the viewer is that nothing is permanent or sacred, and the illusion of safety is a dangerous dream. ~ E fountain~ Once a charming place to rest and contemplate a more spiritual life, this fountain has been shattered by tremendous forces -- an effort requiring hatred and strength beyond what most are capable of comprehending. ~ E chapel~ This small chapel was probably once used for small pre-burial services, but, judging from its defacement, has long since been turned to serve darker purposes. ~ -1 S #1782 Before a Courtyard~ A crumbling stone archway to the south leads to a small open courtyard. Grey-green willows stand a silent vigil around the perimeter of this area, where once rose a high stone wall, long since vanquished by time. An air of neglect and abandonment dominates this once-serene area. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1783 10 10 5 D1 ~ ~ 0 -1 1777 10 10 5 D2 creaking gate~ creaking gate south~ 131 -1 1781 10 10 5 D3 ~ ~ 0 -1 1789 10 10 5 59 9 1509949515 3 0 3002 9 1509949540 3 0 3000 9 100 3 0 -1 S #1783 Graveyard of Lost Souls -- Along the Path~ Your shadow lengthens with each stride as you move further into the cemetery. The gloom is unrelieved by any color or varience beyond grays and browns. A path heads both east and west here, but seems widen to the west. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1784 10 10 5 D1 ~ ~ 0 -1 1776 10 10 5 D2 ~ ~ 0 -1 1782 10 10 5 D3 ~ ~ 0 -1 1788 10 10 5 -1 S #1784 Weeds and Whispers~ The weeds and grass here wave in the wind, whispering against one another as though sharing dark secrets; but no words can be made out in these half-heard siblants, and no answers can be gleaned from the whispers of the dead echoing so softly here. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1785 10 10 5 D1 ~ ~ 0 -1 1775 10 10 5 D2 ~ ~ 0 -1 1783 10 10 5 D3 ~ ~ 0 -1 1787 10 10 5 59 9 1509949490 3 0 3000 9 1509949540 3 0 -1 S #1785 Along the Northern Fence~ To the west is a solid, unyielding mausoleum, almost out of place among the fallen gravestones and black, uneven fence to the north, remnants of a forgotten past. The dirt trail winds both east and west, but is obviously rarely travelled. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1774 10 10 5 D2 ~ ~ 0 -1 1784 10 10 5 D3 ~ ~ 0 -1 1786 10 10 5 3000 9 100 3 0 -1 S #1786 Before an Ancient Crypt~ Just to the west lies the heavy door of a large mausoleum constructed in a very old style. Tall weeds and grass wave here in a chill breeze that does not blow quite strongly enough to dissipate the scent of decay drifting from the crypt. ~ [Marek] The crypt west of here is an old section that someone took out to put in a back gate... I lost the gate, redesced this, and put it back in... didn't used to be there, so You've pry not seen the ghouls before. ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1785 10 10 5 D2 ~ ~ 0 -1 1787 10 10 5 D3 mausoleum door~ mausoleum door~ 147 -1 1797 10 10 5 E door~ A weathered stone-and-iron door, carved with several forest animals frollicking in a family heraldic crest, beneath which is inscribed the name 'Kandesse'. ~ 3000 9 1509949540 3 0 81 17 1509949465 -2 0 -1 S #1787 Graveyard of Lost Souls~ The path here winds along through the trees to the north and south. Scents of dank earth and loam ride the chill breeze and carry muffled, unidentifiable sounds to you on occasion. Light rarely reaches the ground here, and the area seems somehow washed out and drained of color. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1786 10 10 5 D1 ~ ~ 0 -1 1784 10 10 5 D2 ~ ~ 0 -1 1788 10 10 5 D3 ~ ~ 0 -1 1796 10 10 5 3002 9 1509949490 3 0 3002 9 1509949490 3 0 544 17 1509949515 -2 0 -1 S #1788 Graveyard of Lost Souls~ Twisted trees mar the jagged skyline with desperately reaching fingers, bereft of leaf and left forever to probe skyward, as if pleading for the final release of death. Grass and weeds wave in the stirring air, and all about are misty forms, flitting from tombstone to tombstone, evading your searching eyes. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1787 10 10 5 D1 ~ ~ 0 -1 1783 10 10 5 D2 ~ ~ 0 -1 1789 10 10 5 D3 ~ ~ 0 -1 1795 10 10 5 -1 S #1789 Reopened Grave~ A freshly opened - or re-opened - grave has disgorged black soil in a mound over the converging paths here like a man who could not stomach what he had been fed. Ghostly, half-seen shapes can almost be seen in the shifting light, drifting eerily among the trees, a sense of foreboding lying heavy on the souls of those that venture here. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1788 10 10 5 D1 ~ ~ 0 -1 1782 10 10 5 D2 ~ ~ 0 -1 1790 10 10 5 D3 ~ ~ 0 -1 1794 10 10 5 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 3000 9 1509949540 3 0 -1 S #1790 Graveyard of Lost Souls~ To the east and south are the walls of some sort of chapel, but details about the edifice are difficult to make out in the shifting shadows and light in this area. Bare branches from many dead trees in this area form a latticework of shadows across any surface. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1789 10 10 5 D3 ~ ~ 0 -1 1793 10 10 5 59 9 1509949490 3 0 3000 8 100 3 0 -1 S #1791 Side Chapel - Sanctuary~ You stand in a small sanctuary, where a few rotten wooden pews stand unsteadily, arranged about the remains of a small pulpit. The tattered remains of a curtain, used to screen off what appears to be a small room off to the west, billow slowly back and forth, despite the deathly still air. ~ ~ 301465605 0 6 0 D1 ~ ~ 0 -1 1780 10 10 5 D3 ~ ~ 0 -1 1792 10 10 5 -1 S #1792 Chamber Behind the Curtains~ This room is small and dark, even dimmer than the surrounding areas. The rubble and cobwebs of nearby rooms seem even more present here. You may leave east. ~ ~ 301465605 0 6 0 D1 ~ ~ 0 -1 1791 10 10 5 451 9 1509949490 3 0 3000 9 1509949540 3 0 -1 S #1793 Beneath a Carven Wall~ Gargoyles adorn the stone wall bordering this area to the south, their groteseque yet compelling visages perhaps originally designed to ward off evil, though in these corrupted surrounding, they seem more evil themselves. Light filters dimly through the branches above. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1794 10 10 5 D1 ~ ~ 0 -1 1790 10 10 5 D3 ~ ~ 0 -1 1802 10 10 5 A ~ ~ if( mob_in_room( 279, room ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; remove_rflag( reset0, room ); wait( 2 ); if( !rand_char( room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 279, room ); ~ E room~ A gargoyle on the wall above you blinks, then leaps into a glide directly at $n! ~ E char~ A gargoyle on the wall above you blinks, then leaps into a glide directly at you! ~ ! 1 -1 11 3000 9 1509949540 3 0 -1 S #1794 Graveyard of Lost Souls~ The center of the graveyard to the north has sunken inward over the years, creating a sort of natural downward funnel, at the center of which a massive and crumbling mausoleum can barely be glimpsed . A narrow path, overgrown with weeds and crabgrass makes its winding way north through jutting headstones; white with age and bent at such angles from years of weather-wear that it is difficult to tell how they were originally arranged. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1795 10 10 5 D1 ~ ~ 0 -1 1789 10 10 5 D2 ~ ~ 0 -1 1793 10 10 5 D3 ~ ~ 0 -1 1801 10 10 5 E headstones gravestone~ The whitened limestone grave markers are utterly featureless after years of weathering. The stones leer out of the ground like the last crumbling teeth of a beggar. ~ 3002 9 75 3 0 -1 S #1795 Graveyard of Lost Souls - Above Starkadder's Crypt~ Shadows envelope this sunken area, whose marked descent yawns like a dark mouth; jutting gravestones form crooked teeth that give this entire place the appearance of some massive beast. Rising darkly out of the open throat is the mass of a huge, ancient family vault. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1796 10 10 5 D1 ~ ~ 0 -1 1788 10 10 5 D2 ~ ~ 0 -1 1794 10 10 5 D3 ~ ~ 0 -1 1800 10 10 5 D5 mausoleum door~ mausoleum door~ 147 -1 1953 10 10 5 E vault crypt~ Almost worn away by time, you can barely make out the name of the Family to whom this crypt belongs. The ancient, worn letters spell out the name: @YStarkadder@n ~ A ~ ~ send_to_char( #down, ch ); continue; ~ E down~ Taking a deep breath, you head down the stairway and into darkness. ~ ! 3 0 32 59 9 1509949490 3 0 -1 S #1796 Near a Private Tomb~ To the north and west are walls to a private tomb. To the south is a path which leads towards a natural indentation, at the center of which can barely be glimpsed a massive and crumbling mausoleum. To the east are tall grasses covering grave plots. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1787 10 10 5 D2 ~ ~ 0 -1 1795 10 10 5 E tomb~ The crypt is still quite solid and has weathered well. It looks as though the entrance may be to the north and east. ~ E massive mausoleum~ It is difficult to make out many details about the crumbling edifice to the south, since it lies in a shadowed depression -- you'll pry have to get closer to gleen any worthwhile information. ~ 3000 9 1509949540 3 0 -1 S #1797 Tomb of the Flesh Eaters~ This room is thick with the stench of rot, and the source is quite obvious: the carcasses of dozens of animals lie scattered about the floor, the meat half removed from the bone, flies feasting hungrily on the remains. ~ ~ 301465604 2 5 0 D1 mausoleum door~ mausoleum door~ 147 -1 1786 10 10 5 D3 ~ ~ 0 -1 1798 10 10 5 E corpses flies animals meat remains~ Several corpses have been left here, either because those feeding on them were sated, or because this particular meat didn't suit their tastes. ~ 287 9 1509949540 3 0 -1 S #1798 Within the Tomb~ The floor here is covered in sleeping piles for the tomb's beast-like inhabitants. Chunks of flesh and small bones lie about the area, maggots and other carrion insects feasting on the remains. ~ ~ 301465604 2 5 0 D1 ~ ~ 0 -1 1797 10 10 5 D3 ~ ~ 0 -1 1809 10 10 5 E garbage piles~ Any trash available -- refuse, bits of burial robes, and so forth -- has been fashioned into multiple nests for the cannibal, but obviously not undead, inhabitants. ~ A search~ piles~ if( !is_player( ch ) ) end; if( rflag( reset1, room ) ) { if( random( 1, 6 ) == 1 ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 998 ), ch ); remove_rflag( reset1, room ); end; } } remove_rflag( reset1, room ); send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E true_char~ You rummage around in the piles and find a small gem! ~ E room~ You see $n rummage around in the dirty sleeping piles and stand up smiling. ~ E false_char~ You rummage around in the dirty sleeping piles but come up empty-handed. ~ E false_room~ You see $n rummage around in the dirty sleeping piles but come up empty-handed. ~ ! 0 0 0 58 9 1509949540 3 0 287 9 1509949540 3 0 -1 S #1799 Chamber of Golden Light~ Brilliant globes of golden light hover from the ceiling in the pattern of a pentagon. The globes cast their illumination down in a shimmering pattern, that produces an outline on the floor. Within the outline lies a broken lance, thrust into the ground. The stone walls of this chamber are bare of adornment, except for a tapestry hanging on the north wall. ~ ~ 301465605 2 9 0 D0 golden doorway of light~ ~ 203 -1 1909 10 10 5 E golden globes~ Made of something fragile looking, perhaps crystal or glass, the globes hovering along the ceiling's top produce a bright, golden light that cuts through the room's creeping darkness. There are five globes in all, each about two feet in diameter. ~ E broken lance~ Melded into the floor lies a broken jousting lance. What remains of the lance is made of wood. ~ E tapestry~ The tapestry depicts a white knight riding a horse in plate barding. In one hand the man carries a jousting lance and in the other he carries a golden shield. His opponent, on the other side of the tapestry, is garbed all in black. A single, gleaming red jewel is set into the center of the white knight's shield. ~ E gleaming red jewel ruby~ Woven into the tapestry, into the center of the white knight's shield, is a small red jewel. The tiny ruby has an unusual gleam to it and seems to pulse with a faint light. ~ A touch move get place~ red jewel gleaming ruby~ if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); wait( 2 ); act_room( #glowrev, ch ); open( room, north ); } else { act_tochar( #open, ch ); act_notchar( #ropen, ch ); wait( 2 ); act_room( #glowrev, ch ); close( room, north ); } ~ E open~ You place your hand on the red jewel in the shield. ~ E ropen~ $n places $s hand somewhere on the tapestry. ~ E glowrev~ @YA brilliant glow surrounds the tapestry until a passageway beside it is revealed. ~ E glowhide~ @YA yellow glow surrounds the passage north. When it fades, nothing but stone wall remains. ~ ! 0 0 0 A 4 practice~ regeneration~ if( is_player( ch ) ) { if( done_quest( ch, 61 ) ) if( class( ch ) == paladin ) { act_tochar( #nod, ch ); act_notchar( #rnod, ch ); continue; } else { mob = mob_in_room( 2162, room ); tell( mob, ch, #not ); } else { mob = mob_in_room( 2162, room ); tell( mob, ch, #need ); } } ~ E nod~ The ghost of Sir Gallopalot nods to you and smiles. ~ E rnod~ The ghost of Sir Gallopalot nods to $n and smiles. ~ E not~ I have nothing to train you. ~ E need~ I cannot teach you regeneration until my shield is found. ~ ! 0 0 0 2162 9 1509949540 3 0 -1 S #1800 Graveyard of Lost Souls~ The area to the east has sunken inward over the years, creating a sort of natural indentation, at the center of which can barely be glimpsed a massive and crumbling mausoleum. A narrow path, overgrown with weeds and crabgrass makes its way east, the only other option for movement being south, as the heavy iron fence that borders the cemetery lies both to the north and west. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1795 10 10 5 D2 ~ ~ 0 -1 1801 10 10 5 3000 9 1509949540 3 0 -1 S #1801 Graveyard of Lost Souls -- Shadows of Battle~ Dark stains mark the crushed weeds and grasses underfoot, and here and there you can see a footprint or a bloody scrap of cloth, lying forgotten. You see no fallen, and no bodies lie amid the grass, for all that the blood here was shed not long ago. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1800 10 10 5 D1 ~ ~ 0 -1 1794 10 10 5 D2 ~ ~ 0 -1 1802 10 10 5 D3 ~ ~ 0 -1 1806 10 10 5 E stains~ The blood that lies here is not quite cold, and is still somewhat tacky to the touch. Though you have missed the fight, it did not occur very long ago. ~ 59 9 1509949490 3 0 3000 9 1509949540 3 0 3002 9 1509949490 3 0 -1 S #1802 Graveyard of Lost Souls~ Collapsing grave sites dot the sides of the paths here. An oddly placed structure created from dark stone juts to the southeast, perhaps the remains of aging walls, an old monument to a bygone progress that now seems so remote when viewed amongst the disrepair of the cemetery. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1801 10 10 5 D1 ~ ~ 0 -1 1793 10 10 5 D2 ~ ~ 0 -1 1803 10 10 5 D3 ~ ~ 0 -1 1805 10 10 5 59 9 1509949490 3 0 3000 9 100 3 0 -1 S #1803 Cemetery D'image~ Little more than a winding clear spot in the weeds, this hardly deserves the title of 'path'. Old paving stones, a dim reminder of a forgotten past, are cracked and broken, the way itself twisted and tortuous, only generally moving to the west and north. The atmosphere is heavy with an air of hopelessness -- possibly fear. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1802 10 10 5 D3 ~ ~ 0 -1 1804 10 10 5 544 17 1509949490 -2 0 -1 S #1804 Graveyard of Lost Souls -- Southwest Corner~ A hazy, bone chilling mist has formed in this area. Incorporeal fogs swirl about to combine with downdrafts from the nearby Inner Sea, the result a soft mustiness, vaguely covering the weathered stonework in this refuse-littered corner of the cemetery. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1805 10 10 5 D1 ~ ~ 0 -1 1803 10 10 5 E refuse stonework~ The gravestones and the granite cornerpost of this niche of the cemetery are nearly half-covered in places by drifted and matted garbage that has accumulated here, blown by the contrary winds of this area. ~ A search~ trash garbage~ if( rflag( reset0, room ) ) { if( random( 1, 6 ) == 1 ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 1598 ), ch ); remove_rflag( reset0, room ); end; } } remove_rflag( reset0, room ); send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E true_char~ Searching through the nearby trash, you find an mouse corpse! ~ E room~ Searching through the nearby trash, $n finds an tiny corpse! ~ E false_char~ You search through the trash, but find nothing of use. ~ E false_room~ $n searches through the trash, but finds nothing of use. ~ ! 0 0 0 3000 9 1509949540 3 0 -1 S #1805 Graveyard of Lost Souls -- Near the Swamp~ The stench of age-old swamp decay hits you, oily tentacles of odor sliding down the back of your throat like bad liquor. The branches overhead are lost in mist and poor light, and the shapes of even the nearest tombs and gravestones are barely visible. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 1806 10 10 5 D1 ~ ~ 0 -1 1802 10 10 5 D2 ~ ~ 0 -1 1804 10 10 5 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949540 -2 0 -1 S #1806 Graveyard of Lost Souls~ Only a grey, unfocused light illuminates this area on even the brightest day, the light cut by a thick lattice of gnarled tree branches overhead. Glimpses can be had of leaf-covered, weed-choked paths winding through the area, and it is easy to see that few among the living have walked here in recent years. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 1801 10 10 5 D2 ~ ~ 0 -1 1805 10 10 5 3002 9 1509949490 3 0 3000 9 1509949540 3 0 3000 9 1509949490 3 0 -1 S #1807 Ancient Tomb~ This small dusty room has only one exit: a large stone door to the north. Cobwebs hang from the ceiling and almost completely obscure a large stone sarcophagus. ~ [Marek] Open crypt action might pop a skeletal warrior -- forshadowing the crypts below. ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1808 10 10 5 E crypt sarcophagus~ The sarcophagus lid is carved in the likeness of a sleeping man in full chainmail, his shield laying atop his torso, with a large claymore lying the length of the warrior's body, the hilt clasped in both hands at his breast. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 6 ) == 5 ) { act_room( #jack, ch ); mload( 1253, room ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarcophagus is already open. ~ ! 0 0 0 287 9 1509949540 3 0 -1 S #1808 Within the Tomb~ The dry air here is stale, touched with a faint scent of death and decay. The walls around you lie cloaked in shadow, their surfaces unmarked and unchanged by the passage of years -- utterly indifferent to your presence. ~ ~ 301465604 2 5 0 D0 ~ ~ 0 -1 1809 10 10 5 D2 ~ ~ 0 -1 1807 10 10 5 287 9 1509949540 3 0 287 9 1509949540 3 0 -1 S #1809 Within the Tomb~ This area is thick with the smell of death and waste -- obviously fouled by the crypt's more recent inhabitants. The room is fairly large, with exits to the south and east, and looks as though it was once a family crypt. All of the family remains were 'disposed' of long ago, however. ~ ~ 301465604 2 5 0 D1 ~ ~ 0 -1 1798 10 10 5 D2 ~ ~ 0 -1 1808 10 10 5 287 9 1509949540 3 0 287 9 1509949540 3 0 287 9 1509949540 3 0 -1 S #1810 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1815 10 10 5 D1 stone door~ stone door~ 1 -1 1954 10 10 5 D2 ~ ~ 0 -1 1811 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1819 10 10 5 E epitaphs lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Sir Markham Deville', and the one to the east -- very faded indeed -- reads 'Sqyre Karle Starkaddre'. ~ 73 9 1509949540 3 0 -1 S #1811 Crypt of the Starkadders -- Dark Stairway~ Vaulted chambers spread out from the dark stairway here that rises to the cemetery above. The hall is lined with many side chambers, some of the epitaphs still visible on the lintels. Indeed the stonework here seems ancient, some possibly predating the current city itself. The odor of decay dominates here, hanging in the still, dusty air. ~ [Lansharra] and I wasn't slow. had Way with me also. ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1810 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1883 10 10 5 D2 ~ ~ 0 -1 1812 10 10 5 D3 stone door~ 'stone door' door~ 513 -1 1820 10 10 5 D4 ~ ~ 0 -1 1953 10 10 5 E epitaphs lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Jaxom Malefese', and the one to the east reads 'Sir Thomas Starkadder -- First Knight of Medienne'. ~ A ~ ~ send_to_Char( #up, ch ); continue; ~ E up~ You head up the stairway and out of the Crypt. ~ ! 3 0 16 A ~ ~ if( mob_in_room( 292, room ) ) end; if( mob_in_room( 1253, room ) ) end; if( is_follower( ch ) ) end; if( rflag( reset1, room ) ) { send_to_room( #ch, room ); if( find_stat( ch, level ) > 45 ) { mload( 292, room ); remove_rflag( reset1, room ); end; } if( find_stat( ch, level ) > 20 ) { mload( 1253, room ); remove_rflag( reset1, room ); end; } mload( 1252, room ); remove_rflag( reset1, room ); end; } send_to_room( #chuckle, room ); ~ E ch~ A whirling wind spins dust and grit into the air -- as it subsides, a crypt guardian steps forward from the shadows! ~ E chuckle~ A subtle breeze slips through the room, fading in the distance with the sound of a low chuckle. ~ ! 1 0 16 81 9 1509949490 3 0 81 9 50 3 0 -1 S #1812 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1811 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1884 10 10 5 D2 ~ ~ 0 -1 1813 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1821 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Malthas Starkadder', and the one to the east reads 'Sir Baerkin Urund'. ~ 73 9 1509949490 3 0 -1 S #1813 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1812 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1885 10 10 5 D2 ~ ~ 0 -1 1814 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1822 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Hortil Brost', and the one to the east reads 'Squire Ivar Starkadder'. ~ -1 S #1814 Dark Hall~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the east and north are open archways, while the western wall contains a heavy stone door topped with an engraven lintel and surrounded by faded murals. The southern wall is covered entirely with murals. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1813 10 10 5 D1 stone door~ ~ 0 -1 1824 10 10 5 D3 stone door~ 'stone door' door~ 513 -1 1823 10 10 5 E lintels~ The brief epitaph, nearly worn away from age, is carved with the name of the inhabitant of side chamber here. The lintel reads 'Archimage Eftis Turan'. ~ E murals~ The wall to the south is painted with a stylized doorway, depicted closed and surrounded by a winter scene. ~ 81 9 1509949490 3 0 81 9 1509949540 3 0 -1 S #1815 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1816 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1881 10 10 5 D2 ~ ~ 0 -1 1810 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1818 10 10 5 E epitaphs lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the east exit reads 'Sir Alexis Starkadder', and the one to the west -- very faded indeed -- reads 'Sqyre Jackson Starkaddre'. ~ 81 9 1509949490 3 0 -1 S #1816 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the east and south are open archways, while the western wall contains a heavy stone door topped with an engraved lintel. ~ ~ 301465604 0 6 0 D1 stone door~ ~ 0 -1 1842 10 10 5 D2 ~ ~ 0 -1 1815 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1817 10 10 5 E lintels~ The brief epitaph, nearly worn away from age, is carved with the name of the inhabitant of the western side chamber. The lintel reads 'Squire Marzan Starkadder'. ~ 73 9 1509949490 3 0 81 9 1509949540 3 0 81 9 1509949490 3 0 -1 S #1817 Brother Marzan's Crypt~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a featureless granite. ~ [Severus] Marzan is a "priest" yet he uses lay hands ~ 301465604 2 5 0 D1 stone door~ stone door~ 513 -1 1816 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Marzan Starkadder', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 358 9 1509949490 3 0 -1 S #1818 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 2 5 0 D1 stone door~ 'stone door' door~ 513 -1 1815 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Younge Sqyre Jackson Starkaddre', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1819 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a featureless granite. ~ ~ 301465604 2 5 0 D1 stone door~ stone door~ 513 -1 1810 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Markham Deville', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { act_room( #jack, ch ); mload( 1253, room ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 -1 S #1820 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ [Fyli] 'open crypt' when it's open: sarcophagus is misspelled. ~ 301465604 0 5 0 D1 stone door~ 'stone door' door~ 513 -1 1811 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Jaxom Malefese', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 15 ) == 10 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1821 Crypt of Squire Malthas~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the east wall. ~ ~ 301465604 0 5 0 D1 stone door~ stone door~ 513 -1 1812 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Malthas Starkadder', according to the dusty inscription on the lid of the crypt. ~ E murals~ The faint murals here display the various tasks of a knight's squire, but virtually any detail has worn or cracked away long ago. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 5 ) == 5 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 382 9 1509949490 3 0 872 17 1509949450 -2 0 -1 S #1822 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 0 5 0 D1 stone door~ 'stone door' door~ 513 -1 1813 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Hortil Brost', according to the dusty inscription on the lid of the crypt. ~ E murals~ The faint murals here display the various tasks of a knight's squire, but virtually any detail has worn or cracked away long ago. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1823 The Crypt of Eftis Turan~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the east wall. ~ ~ 301465604 0 5 0 D1 stone door~ stone door~ 513 -1 1814 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Archimage Eftis Turan', according to the dusty inscription on the lid of the crypt. ~ E murals~ The murals here are burnt and scored beyond all recognition, as though seared by some great heat. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 15 ) == 10 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 643 9 1509949490 3 0 872 17 1509949450 -2 0 -1 S #1824 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. The walls to the north and south are burnt and blasted, but remain stable while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1825 10 10 5 D3 ~ ~ 0 -1 1814 10 10 5 81 9 1509949490 3 0 -1 S #1825 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. The walls to the north and south are burnt and blasted, but remain stable while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1826 10 10 5 D3 ~ ~ 0 -1 1824 10 10 5 73 9 1509949490 3 0 1255 9 1509949490 3 0 -1 S #1826 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. The walls to the north and south are burnt and blasted, but remain stable while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1827 10 10 5 D3 ~ ~ 0 -1 1825 10 10 5 -1 S #1827 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1828 10 10 5 D3 ~ ~ 0 -1 1826 10 10 5 E murals~ The murals here are burnt and scored beyond all recognition. ~ 81 9 1509949490 3 0 356 8 1509949490 3 0 -1 S #1828 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1829 10 10 5 D3 ~ ~ 0 -1 1827 10 10 5 E murals~ The murals here are burnt and scored beyond all recognition. ~ 73 9 1509949490 3 0 -1 S #1829 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1830 10 10 5 D3 ~ ~ 0 -1 1828 10 10 5 E murals~ The murals are chipped and worn heavily, and are no longer discernable beneath the years of accumulated grime. ~ 81 9 1509949490 3 0 -1 S #1830 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1831 10 10 5 D3 ~ ~ 0 -1 1829 10 10 5 E murals~ The murals are chipped and worn heavily, but the images here are still discernable, despite years of accumulated grime. The depictions here are of Starkadder knights, engaging in various activities: eating, attended by servants, entertained by musicians, dancers, and performers, and speaking to groups of lesser warriors. ~ 73 9 1509949540 3 0 -1 S #1831 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the west and north are open archways, while the eastern wall contains a heavy stone door topped with an engraven lintel and surrounded by faded murals. The southern wall is covered entirely with murals. ~ [Marek] Bloodwraith action here. [Fyli] A dark creature leaps out of swirling should be out of the swirling. ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1832 10 10 5 D1 stone door~ ~ 1 -1 1877 10 10 5 D3 stone door~ ~ 0 -1 1830 10 10 5 E lintels~ The brief epitaph, nearly worn away from age, is carved with the name of the inhabitant of side chamber here. The lintel reads 'Sir Geoffrey Whitehelm'. ~ E murals~ The wall to the south is painted with a stylized doorway, completely open to a dark hellish landscape. The doorway is surrounded by a autumn scene, twisted in its imagery so that the ripe fruit and grains are rotting even as the skeletal harvesters approach. ~ A ~ ~ wait( 1 ); if( mob_in_room( 1272, room ) ) end; if( !is_player( ch ) ) end; if( is_follower( ch ) ) end; if( rflag( reset1, room ) ) { if( !rand_char( room ) ) end; mload( 1272, room ); send_to_room( #boo, room ); remove_rflag( reset1, room ); end; } ~ E boo~ @bA dark creature leaps out of the @Ys@n@Rw@n@Ci@n@Br@n@Yl@n@Ri@n@Cn@n@Bg@n @bmural and attacks! ~ ! 1 0 15 81 9 1509949540 3 0 81 9 1509949490 3 0 -1 S #1832 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1833 10 10 5 D1 stone door~ ~ 1 -1 1850 10 10 5 D2 ~ ~ 0 -1 1831 10 10 5 D3 stone door~ 'stone door' door~ 513 -1 1876 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Sir Kallus Starkadder', and the one to the east reads 'Squire Jeris Markham'. ~ -1 S #1833 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1834 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1845 10 10 5 D2 ~ ~ 0 -1 1832 10 10 5 D3 stone door~ ~ 1 -1 1843 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Malek Barimen', and the one to the east reads 'Sir John Starkadder'. ~ 81 9 1509949490 3 0 -1 S #1834 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1835 10 10 5 D1 stone door~ ~ 1 -1 1878 10 10 5 D2 ~ ~ 0 -1 1833 10 10 5 D3 stone door~ ~ 1 -1 1844 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Etienne Mederos', and the one to the east reads 'Sir Martin van Nostan'. ~ 73 9 1509949490 3 0 81 9 1509949490 3 0 356 9 1509949540 3 0 -1 S #1835 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ [Lansharra] open sarcophagus should work, no? ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1849 10 10 5 D1 stone door~ 'stone door' door~ 513 -1 1847 10 10 5 D2 ~ ~ 0 -1 1834 10 10 5 D3 stone door~ 'stone door' door~ 513 -1 1879 10 10 5 E epitaphs lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Sir Redis Svarn', and the one to the east reads 'Squire Marcus Aurellius'. ~ 81 9 100 3 0 -1 S #1836 Dark Hallway~ You are in a long dark hallway stretching to the east and west beyond your sight. Thick cobwebs hang from the ceiling and serve to obscure your vision even further. ~ [Conner] desc for cobwebs ~ 301465600 0 6 0 D1 ~ ~ 0 -1 1952 10 10 5 D3 ~ ~ 0 -1 1837 10 10 5 E murals~ The murals are chipped and worn heavily, and are no longer discernable beneath the years of accumulated grime. ~ 73 9 1509949490 3 0 -1 S #1837 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1836 10 10 5 D3 ~ ~ 0 -1 1838 10 10 5 E murals~ The murals are chipped and worn heavily, but the images here are still discernable, despite years of accumulated grime. The scene shown here shows steaming waters with roiling bubbles, fiery pools, rivers of molten lava, horrible creatures lurking in the shadowy background, hacking bodies to bits and feeding on the same. ~ A ~ ~ if( mob_in_room( 1018, room ) ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; wait( 5 ); remove_rflag( reset0, room ); if( !rand_char( room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 1018, room ); ~ E char~ As though attracted by your presence, something emerges from the hellish mural on the wall! ~ E room~ As though attracted by your presence, something emerges from the hellish mural on the wall! ~ ! 1 0 10 -1 S #1838 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1837 10 10 5 D3 ~ ~ 0 -1 1839 10 10 5 E murals~ The murals are chipped and worn heavily, and are no longer discernable beneath the years of accumulated grime. ~ 73 9 1509949490 3 0 -1 S #1839 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1838 10 10 5 D3 ~ ~ 0 -1 1840 10 10 5 E murals~ The murals are chipped and worn heavily, but the images here are still discernable, despite years of accumulated grime. Colorful verdure and pleasurable activities are depicted here: boating, fishing, eating, drinking, and conversation in a natural setting. Somehow, this image is more disturbing than many of the others. ~ 81 9 1509949490 3 0 356 9 1509949465 3 0 -1 S #1840 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1839 10 10 5 D3 ~ ~ 0 -1 1841 10 10 5 E murals~ The murals are chipped and worn heavily, and are no longer discernable beneath the years of accumulated grime. ~ A safe~ ~ act_area( #safe, ch ); ~ E safe~ Area is now stable, earth shattering changes should be done for the day, though descs may change. ~ ! 0 0 0 81 9 1509949490 3 0 -1 S #1841 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ [Lansharra] Um, 11 demons? *should be fixed -flor ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1840 10 10 5 D3 ~ ~ 0 -1 1842 10 10 5 E murals~ The murals are chipped and worn heavily, but the images here are still discernable, despite years of accumulated grime. The murals here depict various forms of malign spirit entities, the principle being demons, fiends, devils, and a half-dozen chimerical monsters common to the darker portions of the netherrealms. ~ A ~ ~ i = random( 1, 2 ); if( i == 1 ) { if( mob_in_room( 3501, room ) ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; remove_rflag( reset0, room ); wait( 7 ); if( !rand_char( room ) ) end; act_tochar( #char, ch ); act_notchar( #room, ch ); mload( 3501, room ); } ~ E char~ As though attracted by your presence, something emerges from the demonic mural on the wall! ~ E room~ As though attracted by your presence, something emerges from the demonic mural on the wall! ~ ! 1 0 10 73 9 1509949490 3 0 -1 S #1842 Dark Hallway~ This narrow hall is bracketed by pillars at regular intervals. Between each pillar the north and south walls are decorated with murals and bas-relief carvings, while archways lie to the east and west. ~ ~ 301465604 0 6 0 D1 ~ ~ 0 -1 1841 10 10 5 D3 ~ ~ 0 -1 1816 10 10 5 E murals~ The murals are chipped and worn heavily, but the images here are still discernable, despite years of accumulated grime. Painted across the stone surface of the walls here are the likenesses of all manner of bestial things. Ghouls, ghulaz, gholles, and therianthropes of all kinds are depicted here, all displayed in servial attitude to a faceless (or defaced) image of a man in the Starkadder livery. ~ A ~ ~ i = random( 1, 3 ); if( i == 1 ) { if( mob_in_room( 287, room ) ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; remove_rflag( reset0, room ); wait( 7 ); if( !rand_char( room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 287, room ); } if( i == 2 ) { if( mob_in_room( 1284, room ) ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; remove_rflag( reset0, room ); wait( 7 ); remove_rflag( reset0, room ); if( !rand_char( room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 1284, room ); } ~ E char~ The wall suddenly bulges unnaturally as a dark creature steps forward from the mural! ~ E room~ The wall suddenly bulges unnaturally as a dark creature steps forward from the mural! ~ ! 1 0 10 -1 S #1843 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 0 5 0 D1 stone door~ ~ 1 -1 1833 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Malek Barimen', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1844 Crypt of Squire Mederos~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the east wall. ~ [Marek] Etienne's the guard for the greater skel entrance. [Merior] silence check? [Marek] Not silencable as he doesn't yell. [Canna] hehe ~ 301465604 0 5 0 D1 stone door~ ~ 1 -1 1834 10 10 5 D3 painted door~ ~ 415 452 1882 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Etienne Mederos', according to the dusty inscription on the lid of the crypt. ~ E murals~ The paintings here depict a knight dedicated to defending his leige from threats on all sides -- a duty which has apparently earned him a place of high honor within the crypt. The mural on the west side of the room seems to be painted to resemble some sort of infernal door. Upon closer inspection, it seems that the mural may be more than a mere picture of a door, after all. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 385 9 1509949540 3 0 -1 S #1845 Crypt of Sir John the Bloody~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the west wall. ~ [Marek] Not silencable as he doesn't yell. [Fraelith] sarcophagus? [Severus] The image of Sir John the Bloody seems to loom over the room, his presense overwhelming you!! (presense ? should be presence) ~ 301465604 0 5 0 D3 stone door~ stone door~ 513 -1 1833 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of: @YSir John 'the Bloody' Last of the Starkadder @nAccording to the dusty inscription on the lid of the crypt. ~ E murals~ The murals here are horrid depictions of rites and practices in which, apparently, this knight not only participated in, but apparently led on several occaisions. Sir John may have gotten his name 'the Bloody' for battlefield exploits (also pictured here), but he apparently kept it for more clandestine activities. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 3 ) == 2 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 292, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 391 9 1509949490 3 0 -1 S #1846 Crypt of Ethan Starkadder~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a heavy, rough granite. ~ [Lansharra] open sarcophagus should work, no? ~ 301465604 0 5 0 D3 stone door~ ~ 513 -1 1952 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Ethan Starkadder', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 384 9 1509949540 3 0 -1 S #1847 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 0 5 0 D3 stone door~ stone door~ 513 -1 1835 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Marcus Aurellius', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1848 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 0 5 0 D1 stone door~ ~ 1 -1 1849 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Vardis Oldef', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1849 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the north and south are open archways, while the eastern and western walls contain heavy stone doors topped with engraved lintels. ~ ~ 301465604 0 6 0 D0 ~ ~ 0 -1 1952 10 10 5 D1 stone door~ ~ 1 -1 1880 10 10 5 D2 ~ ~ 0 -1 1835 10 10 5 D3 stone door~ ~ 1 -1 1848 10 10 5 E lintels~ The brief epitaphs, some nearly worn away from age, are carved with the names of the inhabitants of the various side chambers. The lintel over the west exit reads 'Squire Vardis Oldef', and the one to the east reads 'Sir Lucas Ehm'. ~ -1 S #1850 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465604 0 5 0 D3 stone door~ ~ 1 -1 1832 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Jeris Markham', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1851 Eerie Hall~ This room is devoid of dust and cobwebs, even though the stale air suggests that the room has remained undisturbed for many years. A large stone slab is set into wall to the west, its surface covered in heavily carved stone runes. ~ ~ 301465605 2 6 0 D2 ~ ~ 0 -1 1852 10 10 5 D3 carved stone door~ carved stone door west~ 131 -1 1871 10 10 5 E west carvings engravings words runes slab~ The heavy graven runes on the western door read: @YPass not these doors. The clan that served us in Life Walk these dusty halls for eternity. Abandon hope: bones sundered rejoin, undying. Our guardians may never rest, though they cry for peace. ~ 451 9 1509949540 3 0 -1 S #1852 Eerie Hall~ The hall here is lit by a ghostly light seemingly coming from the very air itself. This hallway is mysteriously devoid of dust and cobwebs and extends to the north and south. ~ ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1851 10 10 5 D2 ~ ~ 0 -1 1882 10 10 5 451 9 1509949490 3 0 451 9 1509949490 3 0 -1 S #1861 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D1 stone door~ ~ 1 -1 1862 10 10 5 -1 S #1862 The Catacombs~ The walls here are rough cut, and are relatively free from cobwebs and dust. Many tracks have been worn into the stone floor from scuffing feet, though the tracks are impossible to identify. Heavy, hinged doors lie to the east and west, and the hall continues to the south. ~ ~ 301465605 2 6 0 D1 stone door~ 'stone door'~ 513 -1 1871 10 10 5 D2 ~ ~ 0 -1 1863 10 10 5 D3 stone door~ ~ 1 -1 1861 10 10 5 55 9 1509949490 3 0 -1 S #1863 The Catacombs~ The walls here are rough cut, and are relatively free from cobwebs and dust. Many tracks have been worn into the stone floor from scuffing feet, though the tracks are impossible to identify. Heavy, hinged doors lie to the east and west, and the hall continues to the north and south. ~ ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1862 10 10 5 D1 stone door~ 'stone door'~ 513 -1 1872 10 10 5 D2 ~ ~ 0 -1 1864 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1870 10 10 5 81 9 1509949540 3 0 -1 S #1864 The Catacombs~ The walls here are rough cut, and are relatively free from cobwebs and dust. Many tracks have been worn into the stone floor from scuffing feet, though the tracks are impossible to identify. Heavy, hinged doors lie to the east and west, and the hall continues to the north and south. ~ ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1863 10 10 5 D1 stone door~ 'stone door'~ 513 -1 1873 10 10 5 D2 ~ ~ 0 -1 1865 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1869 10 10 5 55 9 1509949490 3 0 -1 S #1865 The Catacombs~ The walls here are rough cut, and are relatively free from cobwebs and dust. Many tracks have been worn into the stone floor from scuffing feet, though the tracks are impossible to identify. Heavy, hinged doors lie to the east and west, and the hall continues to the north and south. ~ ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1864 10 10 5 D1 stone door~ 'stone door'~ 513 -1 1874 10 10 5 D2 ~ ~ 0 -1 1866 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1868 10 10 5 -1 S #1866 The Catacombs~ The walls here are rough cut, and are relatively free from cobwebs and dust. Many tracks have been worn into the stone floor from scuffing feet, though the tracks are impossible to identify. Heavy, hinged doors lie to the east and west, and the hall continues to the north. ~ ~ 301465605 2 6 0 D0 ~ ~ 0 -1 1865 10 10 5 D1 stone door~ 'stone door'~ 513 -1 1875 10 10 5 D3 stone door~ 'stone door'~ 513 -1 1867 10 10 5 81 9 1509949540 3 0 55 9 1509949540 3 0 -1 S #1867 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D1 stone door~ door~ 513 -1 1866 10 10 5 55 9 1509949540 3 0 -1 S #1868 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D1 stone door~ door~ 513 -1 1865 10 10 5 55 9 1509949540 3 0 674 17 1509949540 -1 0 -1 S #1869 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D1 stone door~ door~ 513 -1 1864 10 10 5 55 9 1509949540 3 0 -1 S #1870 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D1 stone door~ door~ 513 -1 1863 10 10 5 55 9 1509949540 3 0 81 17 1509949490 -2 0 -1 S #1871 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. A stone slab is set into the east wall. ~ ~ 301465605 2 6 0 D1 stone door~ ~ 131 -1 1851 10 10 5 D3 stone door~ door~ 513 -1 1862 10 10 5 E 1 down~ As your foot brushes some of the dust aside, you see some rusty hinges. ~ E sign~ Below this door lies the scourge of the earth. He who breaks the seal shall be a haunted corpse for the rest of his very short life. This is not an area for the weak. If you think you might die, you will die. If you think you won't die, you'll die first. ~ E hinges~ Upon closer inspection, the hinges are connected to a cellar door. The door has not been moved in ages, so perhaps the hinges won't even open. There is a faded sign on the door. ~ E 1 down~ As your foot brushes some of the dust aside, you see some rusty hinges. ~ E bed~ A small, bed juts out from the wall. At one time, a body was layed to rest here. Now the bed is completely covered with dust. ~ 55 9 1509949540 3 0 -1 S #1872 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D3 stone door~ door~ 513 -1 1863 10 10 5 E bed~ A small bed juts out from the wall. At one time, a body was layed to rest here. Now, the bed is covered in nothing but dust. ~ 55 9 1509949540 3 0 -1 S #1873 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D3 stone door~ door~ 513 -1 1864 10 10 5 55 9 1509949540 3 0 -1 S #1874 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut grantite with few features. ~ ~ 301465605 2 6 0 D3 stone door~ door~ 513 -1 1865 10 10 5 55 9 1509949540 3 0 -1 S #1875 The Catacombs~ This small room is completely covered with well-settled dust. The musty, air permeates your nostrils, making it difficult to breathe. The walls here are a rough-cut granite with few features. A large locked stone portal is set into the floor. ~ [Celine] should be an extra for looking at the door, and portal should be a keyword of the door. ~ 301465605 2 6 0 D3 stone door~ door~ 513 -1 1866 10 10 5 D5 stone trapdoor~ trapdoor down~ 391 674 1886 10 10 5 55 9 1509949540 3 0 -1 S #1876 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a featureless granite. ~ ~ 301465604 2 5 0 D1 stone door~ stone door~ 513 -1 1832 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Kallon Starkadder', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 -1 S #1877 Crypt of Sir Geoffrey Whitehelm~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the west wall. ~ [Lansharra] Um, 11 demons? ~ 301465604 0 5 0 D3 stone door~ ~ 1 -1 1831 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Geoffrey Whitehelm', according to the dusty inscription on the lid of the crypt. ~ E murals~ The murals here have been almost entirely destroyed -- it looks as though the walls have been repeatly subjected to hard changes in temperature. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 292, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 392 9 1509949490 3 0 -1 S #1878 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a heavy, rough granite. ~ ~ 301465604 0 5 0 D3 stone door~ ~ 1 -1 1834 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Martin van Nostan', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 81 17 1509949450 -2 0 -1 S #1879 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a featureless granite. ~ [Lansharra] open sarcophagus should work, no? ~ 301465604 0 5 0 D1 stone door~ ~ 513 -1 1835 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Redis Svarn', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 -1 S #1880 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a heavy, rough granite. ~ [Aldric] closes the to the west. ~ 301465604 0 5 0 D3 stone door~ ~ 1 -1 1849 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Lucas Ehm', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 A search~ crypt~ i = random( 1, 20 ); act_tochar( #dig, ch ); act_notchar( #o-dig, ch ); wait( 4 ); if( rflag( reset1, room ) ) { if( i == 1 ) { send_to_char( #symbol, ch ); act_notchar( #o-symbol, ch ); obj_to_char( oload( 2450 ), ch ); remove_rflag( reset1, room ); end; } if( i > 1 ) { send_to_char( #coin, ch ); act_notchar( #o-coin, ch ); obj_to_char( oload( 12 ), ch ); remove_rflag( reset1, room ); end; } } send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E dig~ You search around the sarcophagus. ~ E o-dig~ $n searches the vicinity of the sarcophagus. ~ E symbol~ You find a key resting in a niche of the carved sarcophagus! ~ E o-symbol~ $n finds something in a niche of the carved sarcophagus! ~ E coin~ You find an old copper coin resting in a niche of the carved sarcophagus. ~ E o-coin~ $n finds something in a niche of the carved sarcophagus. ~ E false_char~ The room has already been searched. ~ E false_room~ $n glances around the room, frowning slightly. ~ ! 0 0 0 389 9 1509949490 3 0 872 17 1509949450 -2 0 -1 S #1881 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a heavy, rough granite. ~ ~ 301465604 0 5 0 D3 stone door~ stone door~ 513 -1 1815 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Alexis Starkadder', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 -1 S #1882 Secret Passage~ You are in a dusty dry alcove filled with cobwebs from floor to ceiling. To the north open an ancient hallway, and to the east is a heavy door, in which you see an ornate opening for a key. ~ ~ 301465605 0 6 0 D0 ~ ~ 0 -1 1852 10 10 5 D1 stone door~ stone door~ 415 452 1844 10 10 5 -1 S #1883 Crypt of Sir Thomas~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the west wall. ~ ~ 301465605 0 5 0 D3 stone door~ stone door~ 513 -1 1811 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Thomas Starkadder', according to the dusty inscription on the lid of the crypt. ~ E murals~ The murals here depicts the various exploits of, presumably, Sir Thomas Starkadder. Several of the exploits portrayed involve great feats of swordplay, while others show keen use of tactics. All in all, the knight looks to have been a formidable opponent in his life. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 5 ) == 2 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 390 9 1509949490 3 0 -1 S #1884 Crypt of a Knight~ This small room is completely dominated by a large stone crypt set into the rear wall of the room. The room itself is quite dusty and gray, the walls cut from a heavy, rough granite. ~ ~ 301465604 0 5 0 D3 stone door~ stone door~ 513 -1 1812 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Sir Baerkyn Urund', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 7 ) == 6 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 389 9 1509949490 3 0 -1 S #1885 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, the wall cut from a rough, featureless granite. ~ ~ 301465605 2 5 0 D3 stone door~ 'stone door' door~ 513 -1 1813 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Squire Ivar Starkadder', according to the dusty inscription on the lid of the crypt. ~ E murals~ The faint murals here display the various tasks of a knight's squire, but virtually any detail has worn or cracked away long ago. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 3 ) == 2 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1252, room ); act_room( #jack, ch ); end; } send_to_room( #nada, room ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1886 A Dark Staircase~ The staircase curves down into the darkness, and ends above you in a heavy stone door. As you keep downward, the air gets thicker and more musty. This place does not seem to accept the tread of living feet willingly. ~ [Marek] no_mob to keep the hidden's from wandering upstairs. ~ 301465613 2 6 0 D4 stone trapdoor~ ~ 391 674 1875 10 10 5 D5 ~ ~ 0 -1 1887 10 10 5 -1 S #1887 A Dark Staircase~ The staircase curves above you and down into the darkness. As you keep going downward, the air gets thicker and more musty. This area has not been entered in quite some time. ~ [Marek] no_mob to keep the hidden's from wandering upstairs. ~ 301465613 2 6 0 D4 ~ ~ 0 -1 1886 10 10 5 D5 ~ ~ 0 -1 1888 10 10 5 -1 S #1888 Bottom of Dark Staircase~ Deep shadows fill the area, creating a sense of foreboding, a sort of hushed noise that the crypt itself seems unwilling to break. Colored murals, once asture and dignified, have grown dull and filthy, barely discernable; the once radiant gilt-work and carvings are now nearly crumbled away. Heavy stone doors are set into the walls to the east, west and south, and a simple spiral stair rises from the center of the room to the world above. ~ [Merior] i presume key resets somewhere (2450) [Marek] Key for south resets on Grattza, Key for East resets on D'naahl ~ 301465604 2 6 0 D1 carved crypt door~ ~ 407 2450 1916 10 10 5 D2 carved crypt door~ ~ 407 2449 1906 10 10 5 D3 ancient stone slab~ ~ 391 -1 1889 10 10 5 D4 ~ ~ 0 -1 1887 10 10 5 E carving engraving rhyme inscription~ @e Welcome to our home. We bid ye stay forever. And so it is ye shall, Unless you are quite clever. If you would have our treasures, Our long-lost casks of gold, The key is with the ancient King, Who ruled this land, of old. ~ E murals gilt paintings~ The murals in this entry chamber surround and illustrate a carved inscription on the wall. The images generally portray a youthful, witty wizard overcoming a number of obstacles using cleverness and great wit. For just a moment, his dull, stupid opponents take on the faces of you and your close companions. ~ A open~ west ancient slab~ if( is_open( room, west ) ) send_to_char( #already_open, ch ); else { send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 2 ); if( find_stat( ch, str ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); open( room, west ); if( rflag( reset1, room ) ) { mload( 1697, room ); send_to_room( #leap, room ); remove_rflag( reset1, room ); end; } } else { send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); } } ~ E already_open~ More muscles than smarts, eh? That door is already open. ~ E room_fail~ $n pits $s puny muscles against the mighty door to the west, but utterly lacks the strength to open it. ~ E char_fail~ You struggle to open the western door and find you are not strong enough to do so. ~ E to_room~ $n struggles and strains against the western door, finally managing to force it open with a sharp @Y*snap*@n from the ancient lock mechanism. ~ E to_char~ After much straining, you manage to open the western door with a sharp @Y*snap*@n from the ancient lock mechanism! ~ E start~ You set your strength against the mass of the enormous door to the west... ~ E ostart~ $n sets $s strength against the mass of the enormous door to the west... ~ E leap~ @BAs the door opens, a huge rag-shrouded figure leaps through the opening and attacks! ~ ! 0 0 0 -1 S #1889 Within the Ancient Crypts~ The stonework here is far older and cruder than in the rest of the Crypt. The stone-setting itself is more primitive, and it seems likely that this is the original construction that was built onto later by the Starkadder clan following the colonization of Medienne. It's surprising that these walls are still standing, in fact, as they do not seem very sturdy anymore. ~ [Merior] is this replacing the black sash that used to load upstairs? -- No, these wear to the same location as a tabbard -- to the primitive tribes, that's basically what they were -- also, they don't do the same thing. ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1890 10 10 5 D1 heavy stone door~ ~ 391 -1 1888 10 10 5 E stonework~ The stones here are cut primitively, and set with thick mortar that crumbles easily after all this time. The style of the constrution is crude and unrefined, but serves its simple purpose adequetely enough. ~ A open~ east ancient slab e~ if( is_open( room, east ) ) send_to_char( #already_open, ch ); else { send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 2 ); if( find_stat( ch, str ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); open( room, east ); } else { send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); } } ~ E already_open~ More muscles than smarts, eh? That door is already open. ~ E room_fail~ $n pits $s puny muscles against the mighty door to the east, but utterly lacks the strength to open it. ~ E char_fail~ You struggle to open the eastern door and find you are not strong enough to do so. ~ E to_room~ $n struggles and strains against the eastern door, finally managing to force it open with a sharp @Y*snap*@n from the ancient lock mechanism. ~ E to_char~ After much straining, you manage to open the eastern door with a sharp @Y*snap*@n from the ancient lock mechanism! ~ E start~ You set your strength against the mass of the enormous door to the east... ~ E ostart~ $n sets $s strength against the mass of the enormous door to the east.. ~ ! 0 0 0 1697 137 1509949540 3 0 1697 9 1509949490 3 0 -1 S #1890 Entombed Guardians~ The stonework here is rough and crude, hiding many nooks, and home to many shadows. The simple hallway, devoid of decoration, carving or mural, continues to the north and south. ~ [Marek] The ambush code here (and elsewhere) prevents baiting. It's not pretty, and it doesn't make much sense to just make the passage impassable for 2 seconds... but neither does tempting undead out of eternal sleep by streaking through the room so there yah go. ~ 301465604 2 6 0 D0 north hall~ ~ 0 -1 1893 10 10 5 D2 south hall~ ~ 0 -1 1889 10 10 5 A ~ south~ if( num_in_room( room ) > 6 ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { close( room, south ); close( room, north ); mload( 1697, find_room( 1890 ) ); act_room( #jump, ch ); wait( 2 ); open( room, north ); open( room, south ); remove_rflag( reset0, room ); } ~ E jump~ @YA rotting corpse bursts out of the wall and attacks! ~ ! 1 0 5 -1 S #1891 Ancient Catacombs~ Like dead and dying trees, pillars line the submerged pathways of these catacombs. They stand mute and silent, quiet witnesses to the darkness and horrors of this long-forgot place; guardians of a final rest. The wall to the east is pocked with many burial holes, most of them occupied by skeletal remains. ~ ~ 301596740 8 6 0 D0 ~ ~ 0 -1 1894 10 10 5 D2 ~ ~ 0 -1 1912 10 10 5 D3 ~ ~ 0 -1 1892 10 10 5 E holes niche burial slots~ The two-foot broad holes go quite deeply back into the wall, and are often occupied by the bones of its honored owner, although some of the holes are oddly barren. ~ A 1~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the water's surface. ~ E true_char~ You rummage around in the burial slots, and discover some intact clothing. ~ E room~ $n rummages around in the burial slots, and discovers something intact. ~ E false_char~ You rummage around in the burial slots, but find nothing intact. ~ E false_room~ $n rummages around in the burial slots, but finds nothing intact. ~ ! 1 0 15 A search~ holes burial slots pock skeletal skeletons crypt~ if( rflag( reset0, room ) ) { if( random( 1, 6 ) == 1 ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 2484 ), ch ); remove_rflag( reset0, room ); end; } } remove_rflag( reset0, room ); send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E true_char~ You rummage around in the burial slots, and find something intact! ~ E room~ $n rummages around in the burial slots, and finds something intact! ~ E false_char~ You rummage around in the burial slots, but find nothing intact. ~ E false_room~ $n rummages around in the burial slots, but finds nothing intact. ~ ! 0 0 0 -1 S #1892 Ancient Catacombs~ This vaulted chamber is framed by half-submerged pillars at each of its four corners. In all directions lie open archways, filled with an impenetrable gloom and quietly rippling water. Small carvings of a warlike nature adorn the stonework, the one attempt at honest stone-carving artistry that you've seen along these ancient paths. ~ ~ 301465668 8 6 0 D0 ~ ~ 0 -1 1895 10 10 5 D1 ~ ~ 0 -1 1891 10 10 5 D2 ~ ~ 0 -1 1913 10 10 5 D3 ~ ~ 0 -1 1897 10 10 5 E 3 stone~ Through a crack in the mortar, you see that there is a nest of tiny mice behind the wall. ~ E artistry carvings pillars~ The small carvings here are done in a stiff, two-dimensional style, depicting a raging battle between barbaric folk and some twisted, depraved-looking creatures that are more likely meant to be goblins. The carvings may be lacking sophistication, but it does show budding technique from a culture that, regrettably, has long passed the world. ~ A 1~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the water's surface. ~ ! 1 0 15 -1 S #1893 Before a Sealed Portal~ The passage to the south ends here in a circular chamber. This room is devoid of dust and cobwebs, even though the stale air suggests that the room has remained undisturbed for many years. A large stone door is set into wall to the west, and is secured with a large seal. ~ [Marek] no_mob ~ 301465676 2 6 0 D2 ~ ~ 0 -1 1890 10 10 5 D3 stone door~ ~ 131 -1 1894 10 10 5 E seal slab stone~ The stone door to the west has been secured with a heavy seal of maleable bronze. The seal itself is heavily carved with a sun motif, showing a skeletal figure standing in the center of the sun, surrounded by a pentagram that is likewise surrounded by the outer circle of the sun's body. The seal is made of a soft metal, however, and someone of great strength may be able to force the door open. ~ A open~ door west stone~ if( is_open( room, west ) ) send_to_char( #already_open, ch ); else { send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 2 ); if( find_stat( ch, str ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); open( room, west ); } else { send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); } } ~ E already_open~ More muscles than smarts, eh? That door is already open. ~ E room_fail~ $n pits $s puny muscles against the mighty door to the west, but utterly lacks the strength to open it. ~ E char_fail~ You struggle to open the western door and find you are not strong enough to do so. ~ E to_room~ After much straining, $n manages to open the western door -- breaking the seal on it in the process. ~ E to_char~ After much straining, you manage to open the western door -- breaking the seal on it in the process. ~ E start~ You set your strength against the mass of the enormous door to the west... ~ E ostart~ $n sets $s strength against the mass of the sealed door to the west.. ~ ! 0 0 0 -1 S #1894 Entering the Catacombs~ Vaulted chambers spread out to the west and south from this dark entrance, pillars rising up like rotting trees, fading into the darkness a few yards distant. The stonework here seems ancient, probably predating the current city itself. The odor of wetness and decay dominates here, hanging in the still, thick air. Shadows dance around the area as your light flickers off the water that lies, still and dark, as far as can be seen through the shadows to the south and west. ~ ~ 301465604 2 6 0 D1 stone slab~ ~ 131 -1 1893 10 10 5 D2 ~ ~ 0 -1 1891 10 10 5 D3 stone door~ ~ 0 -1 1895 10 10 5 E stonework~ The stonework here is far older than anything to be found elsewhere in this region. The stone-setting itself is more primitive, looking like human work imitating dwarven skill. ~ -1 S #1895 Ancient Catacombs -- North Wall~ There is a solemnity to the catacombs, the still, heavy air prompting thoughts of some dark temple; the interior unlit, the floor submerged by some long-forgotten cataclysm. Dripping water is a distant chorus, dimmed, it seems, by the bulk of the great pillars around you, and the heavy stone overhead. ~ ~ 301465668 13 6 0 D1 ~ ~ 0 -1 1894 10 10 5 D2 ~ ~ 0 -1 1892 10 10 5 D3 ~ ~ 0 -1 1896 10 10 5 -1 S #1896 Ancient Catacombs~ This chamber has accumulated knee-deep icy water from some underground river that has leaked into this area. The water is dark, half-frozen, and vile odors rise from its surface, probably originating from the chunks of unidentified matter floating on its surface. The wall to the north is pocked with several burial holes, most of them occupied by a stray femur or skull. ~ ~ 301465668 13 6 0 D1 ~ ~ 0 -1 1895 10 10 5 D2 ~ ~ 0 -1 1897 10 10 5 D3 ~ ~ 0 -1 1957 10 10 5 E water~ The water here is filthy and disgusting -- rotten bits of grave flesh, bits of earth, chunks of ice... this and more float all about you. ~ E holes pock burial~ The two-foot broad holes go quite deeply back into the wall, and are often occupied by the bones of its honored owner, although some of the holes are oddly barren. ~ A search~ holes burial slots pock skeletal skeletons crypt~ if( rflag( reset0, room ) ) { if( random( 1, 6 ) == 1 ) { send_to_char( #true_char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 2485 ), ch ); remove_rflag( reset0, room ); end; } } remove_rflag( reset0, room ); send_to_char( #false_char, ch ); act_notchar( #false_room, ch ); ~ E true_char~ Searching through the nearest burial slots, you find an old dagger! ~ E room~ Searching through the nearest burial slots, $n finds an old dagger! ~ E false_char~ You search through the nearest burial slots, but find nothing of use. ~ E false_room~ $n searches through the nearest burial slots, but finds nothing worth keeping. ~ ! 0 0 0 -1 S #1897 Ancient Catacombs~ Deep shadows encompass the pillars here, blocking your pale light and creating an almost tangible layer of oppression over you and the darker souls that dwell within these shadows. Sounds are muted, only the thin sounds of rippling water hang in the air. The catacombs lie about you in all directions. ~ ~ 301465668 8 6 0 D0 ~ ~ 0 -1 1896 10 10 5 D1 ~ ~ 0 -1 1892 10 10 5 D2 ~ ~ 0 -1 1898 10 10 5 D3 ~ ~ 0 -1 1959 10 10 5 A ~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the water's surface. ~ ! 1 0 15 -1 S #1898 Ancient Catacombs~ Thick scents of earth and stagnant water rise up to assail you here, and vague and somehow disturbing sounds filter to you on occasion. Any light here seems dimmed... almost swallowed by the surrounding stonework and shadows. The catacombs stretch out in all directions here, though to the south the floor seems to rise up out of the water. ~ ~ 301465668 8 6 0 D0 ~ ~ 0 -1 1897 10 10 5 D1 ~ ~ 0 -1 1913 10 10 5 D2 ~ ~ 0 -1 1899 10 10 5 D3 ~ ~ 0 -1 1961 10 10 5 A ~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the water's surface. ~ ! 1 0 15 -1 S #1899 Ancient Catacombs~ The floor is entirely covered with a few inches of standing water. The horrible stench in the water enough to keep any normal creatures away, the smell of it like a concentration of every evil thing that walks the earth of this crypt. To the east and west, the floor is dry, but only water can be seen between the pillars to the north. ~ ~ 301465668 11 6 0 D0 ~ ~ 0 -1 1898 10 10 5 D1 ~ ~ 0 -1 1900 10 10 5 D3 ~ ~ 0 -1 1963 10 10 5 -1 S #1900 Ancient Catacombs~ Crooked support beams crowd together in a jumble overhead, long ago shifted by some ancient earth movement. The passages here wind past detritus and grunge-covered pillars, clinging to the open spaces and shunning, as though in fear, the darkest shadows and corners. ~ ~ 301465669 2 6 0 D0 ~ ~ 0 -1 1913 10 10 5 D1 ~ ~ 0 -1 1910 10 10 5 D2 secret door~ ~ 139 -1 1901 10 10 5 D3 ~ ~ 0 -1 1899 10 10 5 E shadows corners dark~ Deep in the shadows, you can catch a glimpse of dull metal, reflecting your light... ~ E metal reflect glint~ It looks as though there is a small lever in the shadows that can be manipulated in some way. ~ A open~ door south secret~ act_tochar( #char, ch ); ~ E char~ You can't open the door that way. ~ ! 0 0 0 A pull~ lever~ if( is_open( room, south ) ) send_to_char( #already_open, ch ); else { act_tochar( #lever, ch ); act_notchar( #o-lever, ch ); open( room, south ); } ~ E lever~ You pull the lever, revealing a door to the south! ~ E o-lever~ $n pulls a lever hidden in the shadows, revealing a door to the south! ~ E already_open~ The lever is already pulled, and the door is already open. ~ ! 0 0 0 -1 S #1901 Cold and Dry~ Although cold and basically unpleasant, this hall is at least dry. The stonework of the walls and floor is cut in the same crude style found in the rest of these catacombs, and dust covers the unadorned walls and floor. The passage continues to the south, and a simple stone door is set into the north wall. ~ ~ 301465669 2 6 0 D0 door~ door~ 139 -1 1900 10 10 5 D2 ~ ~ 0 -1 1902 10 10 5 E north~ Examining the north wall, you can detect the faint outline of a well-concealed door, designed to swing out. ~ A open~ door north concealed~ if( is_open( room, north ) ) send_to_char( #already_open, ch ); else { act_tochar( #open, ch ); act_notchar( #o-open, ch ); open( room, north ); } ~ E open~ You push open the door to the north. ~ E o-open~ $n pushes open the door to the north. ~ E already_open~ The door is already open. ~ ! 0 0 0 -1 S #1902 A Chilling Turn~ The temperature in this passage is almost unnaturally cold, even for an underground hallway of carved stone. The stones here are rough-set and unmortared, and the whole area is caked with a layer of semi-crusted dust. The passage leads to the north and west. ~ ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1901 10 10 5 D3 ~ ~ 0 -1 1965 10 10 5 E stone~ Although the walls here are without mortar, they almost seem to be of more solid construction than the mortared walls nearby. This area was obviously built with a greater attention to quality than elsewhere in these ancient crypts. ~ -1 S #1903 Chamber of the Well~ This rough circular chamber looks oddly out of place in the midst of a burial catacomb. Set directly in the center of the chamber is the low lip of an open well, which seems to be the source of the shockingly cold air in the room. An open archway leads out of the room to the east, and a heavy wooden door is set into the western wall. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1965 10 10 5 D3 wooden door~ hidden~ 131 62 1904 10 10 5 E well~ The low lip of the well surrounds a very deep shaft that disappears into darkness. It's very difficult to look down the shaft for long, however, as the cold air coming up out of the well stings your face and makes your eyes water. ~ A drink~ well water~ act_tochar( #char, ch ); act_notchar( #o-char, ch ); ~ E char~ You move towards the well to check for water, but the cold drives you back. ~ E o-char~ $n moves towards the well to check for water, but the cold drives $m back. ~ ! 0 0 0 A fill~ furred water skin slick canteen vial beaker bottle barrel flask tanker_truck 44_oz_cup~ act_notchar( #o-char, ch ); act_tochar( #char, ch ); ~ E char~ You move towards the well to check for water, but the cold drives you back. ~ E o-char~ $n moves towards the well to check for water, but the cold drives $m back. ~ ! 0 0 0 -1 S #1904 Chamber of the Guardians~ Like the well room to the east, this chamber is circular, but similarites end there. The chamber is done in somber colors and varnished woods, decorated with tapestries along the walls depicting great battles from times before the rise of Medienne. A door is set into both the eastern and southern wall. ~ [Fyli] similarites should be similarities ~ 301465605 2 6 0 D1 wooden door~ ~ 131 -1 1903 10 10 5 D2 door~ door~ 131 -1 1905 10 10 5 E wood~ The varnished wood of the walls seems to be some sort of panelling, probably pine, attached to the 'true' stone walls underneath. ~ E tapestries~ As might be expected, the tapestries depict hunts, battles, and all the manly sports kings almost stereotypically hope to participate in once they reach the great land beyond death. ~ 1697 137 1509949540 3 0 1697 9 1509949540 3 0 1697 9 1509949540 3 0 -1 S #1905 Rest of the King~ Carved roughly, but showing much more effort than other areas of this ancient abandoned crypt, this room looks as much like a throne room as it does a mausolem. Across from the entrance, a huge throne stands on a dais beneath an ancient heraldic tapestry, on which sits the dessicated frame of a long-dead, or a least long-buried, barbarian king. ~ [Merior] made no.mob to keep the hidden out ~ 301465613 2 6 0 D0 door~ door~ 131 -1 1904 10 10 5 E canopied bed~ Before you stands a large brass bed. A large white canopy completely covers it and prevents you from seeing what is inside. The brass shines as though it were brand new. ~ E canopy~ The canopy is made of a delicate white fabric. The fabric is very delicate and seems like it should be transluscent, yet you can see nothing through it. ~ E chair~ The chair is made out of gold and precious metals. The fabric is a slightly faded purple. This chair is no chair, it is a throne. ~ E picture~ The picture shows a young man looking out at you in a thoughtful pose. His right leg rests upon the chair you see sitting in this room. His right arm rests on his leg while his chin rests on his hand. His left hand rests on the sword by his hip. ~ 636 9 1509949540 3 0 -1 S #1906 A Simple Hall~ Despite its solid design, this is a simple hall, the walls no more than ten feet across. With little else to look at, your attention turns to the apparently unmortared walls. The walls are made of heavy stones carefully laid without so much as a gap for a knife blade to fit in the cracks, even after time has taken its toll. ~ ~ 301465604 0 6 0 D0 stone door~ ~ 407 2449 1888 10 10 5 D2 ~ ~ 0 -1 1907 10 10 5 E stone~ The stones here are cut and set granite in black and grey shades. The style of the constrution is newer and much more refined than the rough work seen in the ancient catacombs to the west. ~ -1 S #1907 A Grimace in Torchlight~ The fine stonework continues here, the stones set without mortar, but still flawlessly joined even after all this time. The hall turns here. To the west is a longer passage, while the hall to the north leads back to the center of the crypt. Small alcoves cut into the walls house demonically carved gargoyles. ~ [Marek] acode here. ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1906 10 10 5 D3 ~ ~ 0 -1 1908 10 10 5 E alcove~ The alcoves are set into the wall in the 'crook' of the outer wall where the corridor turns, and at the 'point' of the inner wall's turn. Both alcoves are decorated with barely-readable murals, depicting hellish scenes of torture and pain. ~ A none~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( !rflag( reset0, room ) ) end; wait( 3 ); if( !char_in_room( ch, room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 279, room ); wait( 3 ); if( !char_in_room( ch, room ) ) end; send_to_char( #char, ch ); act_notchar( #room, ch ); mload( 279, room ); remove_rflag( reset0, room ); ~ E char~ A gargoyle crouching in an alcove blinks, then leaps directly at you! ~ E room~ A gargoyle crouching in an alcove blinks, then leaps directly at $n! ~ ! 1 0 9 -1 S #1908 Serpents and Shadows~ The black veined walls have been despoiled with what looks like some sort of red and black paint, streaked over the wall into beastial, serpentine forms. The hall travels both east and west, though the western passage somehow seems more darkly shadowed than the east. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1907 10 10 5 D3 ~ ~ 0 -1 1909 10 10 5 -1 S #1909 D'naahl's Prison~ The rough, dark walls are scarred and pitted by what looks like heavy blows from edged tools or weapons. The chamber is quite small, considering the battle that seems have raged here in times long past. The walls are charred underneath a coating of ice, as though simultaneously exposed to flame and frost for long periods of time. ~ [Marek] D-man here. ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1908 10 10 5 D2 golden doorway of light~ golden doorway of light~ 203 -1 1799 10 10 5 E walls frost flame~ Black ash and white ice cling to the south wall, forming a mural. The mural depicts a scene of a mounted figure with a joust in itshand, charging a brilliant shield of gold held by a sparring dummy. ~ E brilliant shield~ The brilliant golden shield in the mural ofash and frost is the only splash of color upon the wall. The shield, which is an elongated pentagon, has a smooth, raised surface. ~ A touch move take place~ shield golden brilliant~ if( !is_open( room, south ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, south ); wait( 2 ); act_room( #glow, ch ); } else { act_tochar( #open, ch ); act_notchar( #ropen, ch ); wait( 2 ); act_room( #glow, ch ); close( room, south ); } ~ E glow~ @YGolden light erupts violently around you. ~ E open~ You place your hand upon the shield. ~ E ropen~ $n places $s hand upon the southern wall. ~ ! 0 0 0 625 9 1509949540 3 0 -1 S #1910 Ancient Catacombs~ All sounds have a muted air here, as if uneasy fear has taken on a physical manifestation, laying an ominous hand over the area, willing a tangible silence to blanket the crypt. To the north, water can be seen, but the way to the west seems relatively dry. This corner of the catacombs seems relatively untouched by the watery invasion, and displays the solid, if simple, stonework undamaged. ~ ~ 301465668 2 6 0 D0 ~ ~ 0 -1 1912 10 10 5 D3 ~ ~ 0 -1 1900 10 10 5 E stonework~ The stonework here seems undamaged by the passage of time and the soaking of water. The floor lies above the waterline, and it looks as though it always has. The mortaring in the walls is solid and this adds to the sense that this room is one of the more stable in the catacombs. ~ -1 S #1912 Ancient Catacombs~ The rough stone ceilings can be seen only in fits and starts through the cobwebs and dust overhead, and the whole area is dank, dark, and dirty. The sounds of rippling water echoes softly, though its impossible to tell if the motion is caused by you or something... else. ~ ~ 301465669 8 6 0 D0 ~ ~ 0 -1 1891 10 10 5 D2 ~ ~ 0 -1 1910 10 10 5 D3 ~ ~ 0 -1 1913 10 10 5 D5 ~ ~ 0 -1 1967 10 10 5 A ~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the pool's surface. ~ ! 1 0 45 -1 S #1913 Ancient Catacombs~ Pillars and ceiling buttresses rise above you into the shadows of the catacomb's vaulted ceilings, draped with cobwebs. The shadows and dim light makes it difficult to see into the tunnels around you. All that can be made out nearby is that the floor rises to the south, and is submerged in all other directions. ~ ~ 301465669 8 6 0 D0 ~ ~ 0 -1 1892 10 10 5 D1 ~ ~ 0 -1 1912 10 10 5 D2 ~ ~ 0 -1 1900 10 10 5 D3 ~ ~ 0 -1 1898 10 10 5 E pillars buttresses~ The pillars are slowly crumbling into the water here, after many years of exposure to water they were naver meant to withstand. ~ A ~ ~ if( random( 0, 1 ) == 0 ) { if( mob_in_room( 1736, find_room( 1967 ) ) ) if( random( 0, 3 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 1967 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 1253, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); ~ E pull~ @GA tentacle rises from the water and pulls you into the pool! ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a yelp of surprise, $e is pulled under the pool's surface! ~ E apulled~ @B$n is pulled down from above, a tentacle around $s leg. ~ E all~ @GSomething below senses your presence and a skeletal form rises above the surface! ~ E nothing~ You sense movement under the water's surface. ~ ! 1 0 15 -1 S #1916 Miasma in Darkness~ A blanket of sadness, thick and supporting the misery of hundreds of years of pain, envelops the stifling crypt air. To the west, a great stone portal stands in the shadows, and to the east, the hallway continues into the wellspring of loss that seems to fill the air. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1917 10 10 5 D3 stone door~ ~ 407 2450 1888 10 10 5 1743 137 1509949540 3 0 -1 S #1917 Uneven Shadows~ Ebon shadows crawl over the ground, the heavy, close walls snuffing out any light that might filter away from your current location. The floor is uneven, cracked and broken, covered in bits of garbage and broken stonework. ~ ~ 301465604 2 6 0 D0 crypt door~ ~ 1 -1 1955 10 10 5 D1 ~ ~ 0 -1 1918 10 10 5 D3 ~ ~ 0 -1 1916 10 10 5 -1 S #1918 Junction~ Eerie shadows and mystic light unites, creating a sense of disorientation. Sodden dirt covers aged flooring stones, the uneven floor barely supporting walls and pillars that lean towards you, almost in anticipation, as though waiting for something to happen. ~ [Marek] The key for the south pops in the room north of the Archangel. ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1919 10 10 5 D1 ~ ~ 0 -1 1926 10 10 5 D2 stone door~ ~ 391 2451 1931 10 10 5 D3 ~ ~ 0 -1 1917 10 10 5 1728 9 1509949540 3 0 -1 S #1919 The Archangel~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. All the walls are heavily decorated with murals, but for the south, which is dominated by an open archway. On the north wall there is a huge mural of an angelic male, painted in such a way that it appears to be holding a large seal that is set into the wall itself. ~ [Marek] The door to the north will only open once End Game and Riddle of Time are passed. [Merior] i did both the things i think... perhap cflags? [Marek] using status flags... repop shouldn't break it now. ~ 301465604 2 6 0 D0 ~ ~ 447 -1 1920 10 10 5 D2 ~ ~ 0 -1 1918 10 10 5 E archangel murals~ The murals here are all in good condition, and follow a generally heavenly theme, quite out of place, considering the surroundings. Cherubs and seraphim sport through the clouds around the archangel standing before a gate painted on the northern wall. The archangel 'holds' a seal in his hands that is quite real, and set into the northern wall. ~ A open~ north~ if( !rflag( status0, room ) ) { if( !rflag( status1, room ) ) { open( room, north ); act_notchar( #o-yes, ch ); act_tochar( #yes, ch ); set_rflag( status0, room ); set_rflag( status1, room ); end; } } act_tochar( #no, ch ); act_notchar( #o-no, ch ); do_spell( chain lightning, ch, ); ~ E o-yes~ As $n reaches to touch the north wall, it swings open, splitting the seal held by the painted archangel in the process. ~ E yes~ As you reach to touch the north wall, it swings open, splitting the seal held by the painted archangel in the process. ~ E no~ As you reach to touch the north wall, a huge bolt of energy arcs out to strike you! ~ E o-no~ As $n reaches out to touch the north wall, a huge bolt of energy arcs out to strike $m! ~ ! 0 0 0 -1 S #1920 Tapestries and Stone~ The walls of this chamber are carved from dark granite, the floor smooth, but worn. At several points along the wall there are ancient tapestries hung as memorials to the dead buried here, their original colors and weave quite ruined with the passage of time. Heavy stone arches frame dark openings to east and west, and a stone portal is set into the south wall. ~ [Marek] The key for the south door in 1918 pops here, once Close Quarters and Test of Stamina are completed, in that order. [Heliodora] in room Closing In: can't look at the walls that will crush you [Heliodora] oops, room title is Close Quarters ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1923 10 10 5 D2 stone door~ ~ 447 -1 1919 10 10 5 D3 ~ ~ 0 -1 1921 10 10 5 E tapestries~ As you glance at yet another tapestry depicting some battle or hunt, you realize that the central tapestry is actually embroidered with verse. In gold wire thread, it reads: @YMind and Soul you mastered To stand upon this ground. But Fox and Ox must now stand out, Or Death will win this round. Leaning walls and Broken stones Are the way to the final door. Pass them both, return... And find your key upon the floor. ~ A open~ south~ if( is_open( room, south ) ) { send_to_char( #already_open, ch ); end; } open( room, south ); act_tochar( #open, ch ); act_notchar( #o-open, ch ); ~ E open~ You shove open the door to the south. ~ E o-open~ $n shoves open the door to the south. ~ E already_open~ The door is already open. ~ ! 0 0 0 -1 S #1921 Leaning, Cracked, and Broken~ The chill, stone walls lean in towards you, allowing you passage only to the east and west. The footing is uneven here, the once-fine stonework of the floor now buckled and cracked. The passage continues to the east, where the floor grows smoother, and the west, where, if anything, it worsens. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1920 10 10 5 D3 ~ ~ 0 -1 1922 10 10 5 E floor stones footing~ The stones seem to have been damaged by either some major earth movement, or a physical attack on the floor, although why that would be necessary is unclear. ~ 1728 9 1509949540 3 0 -1 S #1922 Broken Flooring~ The hall dead ends in the darkness here. The stones at your feet are buckled and twisted, as though once subjected to great abuse. The only exits from this place are the hall to the east, and a stone archway in the south wall. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1921 10 10 5 D2 ~ ~ 0 -1 1956 10 10 5 E inscriptions~ Leave dis place now! It ain't werth dyin' fer. ~ E floor stones footing~ The stones here have obviously been damaged by a physical attack on the floor, although why something like that happened is a mystery unclear. ~ 81 17 1509949460 -2 0 -1 S #1923 Leaning Walls~ The leaning walls here make the corridor seem smaller than it probably is. Murals depicting several battles cover the walls and, though somewhat worn away, they still fill you with a sense of claustrophobia as the armies and fires of battle loom over you like the angels of destruction. ~ ~ 301465604 2 6 0 D1 ~ ~ 0 -1 1924 10 10 5 D3 ~ ~ 0 -1 1920 10 10 5 E murals~ The murals loom over you, depicting huge battles of great ferocity and little mercy. The images hover over you like angels of death, waiting for you to join them. ~ 1728 9 1509949540 3 0 -1 S #1924 Chilling End~ The dark stone walls end the passageway here. The darkness is complete, thick, and cloying, dulling your senses as your mind drifts to more pleasant things. The only exits from this forsaken place are the hall to the west, and a stone archway in the south wall. ~ ~ 301465604 2 6 0 D2 ~ ~ 64 -1 1925 10 10 5 D3 ~ ~ 0 -1 1923 10 10 5 376 17 1509949460 -2 0 -1 S #1925 Close Quarters~ The finely crafted granite walls are smeared with old blood and raked by... it looks like someone took a weapon to them. Tattered clothing, crushed bones, and shattered armor and weaponry lie on the floor in an odd sort of piled ridge that runs from the door right across the room to the far wall, almost as though the things were swept there by a giant broom. An inscription is carved into the far wall, just above a small opening. ~ [Marek] Do NOT edit the acodes while the code is running, or it breaks everything. (Yeah, big surprise, Imm powers can break the code... passwall screws it up too. [Marek] No_mob so hidden's won't set this off. [Marek] yes, 'flip switch' is obvious... because in the heat of getting crushed, they might miss it... I want it dangerous, but I don't want it to kill folks like that. ~ 301465612 2 6 0 D0 ~ ~ 64 -1 1924 10 10 5 E inscription runes scrypt words carving rhyme~ Jack be nimble, Jack be quick, Or we'll hang him from a pointed stick. Your dancing fingers must be true Or all your friends will die with you. ~ E niche opening~ The small niche has several small switches arranged around the back of a very tight hole. You might be able to @Yflip@n the @Yswitches@n, but you'd have to have quite nimble hands... ~ A flip~ switches~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 8 ); if( !char_in_room( ch, room ) ) end; act_notchar( #first, ch ); act_tochar( #first1, ch ); wait( 5 ); if( !char_in_room( ch, room ) ) end; act_notchar( #middle, ch ); act_tochar( #middle1, ch ); wait( 5 ); if( !char_in_room( ch, room ) ) end; act_tochar( #last1, ch ); act_notchar( #last, ch ); wait( 5 ); if( find_stat( ch, dex ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); wait( 1 ); if( !char_in_room( ch, room ) ) end; act_room( #nice, ch ); remove_rflag( status0, find_room( 1920 ) ); remove_rflag( reset0, room ); end; } else { if( !char_in_room( ch, room ) ) end; send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; act_tochar( #nope, ch ); wait( 1 ); set_rflag( reset1, room ); end; } } act_tochar( #gone, ch ); ~ E start~ You step up to the niche in the wall, considering how to best proceed... ~ E ostart~ $n steps up to the niche in the wall, apparently considering how best to proceed... ~ E first~ $n reaches around in the niche on the wall. ~ E first1~ You reach around in the niche on the wall, fumbling for some of the switches you saw in the back. ~ E middle~ $n fumbles around in the niche on the wall. ~ E middle1~ You reach around in the niche on the wall, trying to get to more of the switches. ~ E last~ $n fumbles around in the niche on the wall.... sure is taking $s own sweet time. ~ E last1~ You fumble around in the niche on the wall... hoping you didn't miss anything. ~ E to_char~ You pull your hand from the niche, praying you got the switches right. ~ E to_room~ $n pulls $s hand from the niche, looking somewhat nervous. ~ E nice~ @CA bell chimes in the wall, signaling something hopeful. ~ E char_fail~ You pull your hand from the niche, praying you got the switches right. ~ E room_fail~ $n pulls $s hand from the niche, looking somewhat nervous. ~ E nope~ @YA dull chuckle slips through the room,@n @M"Not good enough, $n..."@n ~ E gone~ The switches are already flipped. ~ ! 0 0 0 A ~ ~ if( !rflag( reset0, room ) ) { open( room, north ); act_room( #room, ch ); end; } send_to_room( #no, room ); loop( all_in_room ) { i = 1d10+20; dam_message( rch, i, "The crushing wall" ); inflict( rch, mob, i, "being crushed to death" ); } if( !char_in_room( ch, room ) ) remove_rflag( reset0, room ); acode( room, 3 ); ~ E room~ The walls stop their inward march, and the door slides silently open! ~ E no~ @RThe walls continue their inward march! ~ ! 0 0 1 A ~ ~ wait( 2 ); send_to_room( #start, room ); wait( 2 ); acode( room, 2 ); ~ E start~ The walls continue to close in! ~ ! 0 0 0 A ~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; close( room, north ); wait( 1 ); send_to_room( #no, room ); wait( 3 ); send_to_room( #start, room ); wait( 3 ); acode( room, 3 ); ~ E no~ The door slides shut with a smash, and you hear a very disturbing noise behind the walls! ~ E start~ The walls begin to close in! ~ ! 1 0 1 -1 S #1926 Neither by Time Nor by Anger~ Heavy pillars brace the hall all along this passage. None of the columns show any real signs of age, standing just as you might imagine them when first erected. To the east and west, the passage continues, and a dark archway lies to the north. ~ ~ 301465604 2 6 0 D0 crypt door~ ~ 1 -1 1927 10 10 5 D1 ~ ~ 0 -1 1928 10 10 5 D3 ~ ~ 0 -1 1918 10 10 5 -1 S #1927 The Riddle of Time~ This alcove is walled in heavily painted stonework. Overhead, the pillars come together in a high, vaulted ceiling. To the south, the only exit, lies a dark hallway blanketed by a thick layer of recently stirred dust covering set stones of cut granite. ~ [Celine] Your wait is just a little too long, as we'd been sitting here for 7 ticks by the time it said, "As you enter..." [Lani] 'formiddable' is misspelled. ~ 301465604 2 6 0 D2 crypt door~ ~ 1 -1 1926 10 10 5 A answer~ riddle~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 3 ); if( !char_in_room( ch, room ) ) end; act_notchar( #first, ch ); act_tochar( #first1, ch ); wait( 3 ); interpret( ch, "ponder" ); wait( 4 ); if( find_stat( ch, wis ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); wait( 3 ); if( !char_in_room( ch, room ) ) end; act_room( #nice, ch ); remove_rflag( status1, find_room( 1919 ) ); end; } else { if( !char_in_room( ch, room ) ) end; send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; close( room, south ); wait( 1 ); if( !char_in_room( ch, room ) ) end; mload( 1728, room ); mload( 1728, room ); mload( 1728, room ); mload( 1728, room ); send_to_room( #leap, room ); wait( 1 ); open( room, south ); end; } } act_tochar( #gone, ch ); ~ E start~ You step up and tell the priest you will answer the riddle. ~ E ostart~ $n steps up and tells the priest $e will answer the riddle. ~ E first~ The priest quietly asks its riddle of $n. ~ E first1~ The priest asks, "Where must all the true battles be fought?" ~ E to_char~ You give your answer to the priest. ~ E to_room~ $n gives $s answer to the priest. ~ E nice~ The priest says, @Y"The Gate of the Archangel will open for you, wise one, if you have mastered the End Game." @n He then bows to his formiddable adversary, and suddenly becomes still. ~ E char_fail~ You give your answer to the priest. ~ E room_fail~ $n gives $s answer to the priest. ~ E leap~ The priest bows, but chuckles evilly just as he turns back to stone! ~ E gone~ The statue does not respond to your presense. ~ ! 0 0 0 A ~ ~ if( rflag( reset1, room ) ) { if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; wait( 4 ); act_room( #spectre, ch ); wait( 2 ); act_room( #priest, ch ); } ~ E spectre~ @CAs you enter, the statue of the priest moves! ~ E priest~ The statue says, @Y"I am the keeper of the riddle of Time... they who have the wisdom to answer this riddle, speak now." ~ ! 1 0 4 1745 9 1509949540 3 0 -1 S #1928 Hall's End~ The hall dead ends here and seems largely untraveled. In the far corners you see trash and garbage piled up and out of the way of the main passage. The only exit here is back along the hall to the west, where the stonework is less dirt-encrusted, and the floor more travelled. ~ [Marek] A guy named Hall died here... very tragic. ;) [Celine] *groan* [Celine] Not as tragic as that joke *cough* ~ 301465604 2 6 0 D3 ~ ~ 0 -1 1926 10 10 5 E trash~ The trash has accumulated here over the course of centuries, and is practically welded into the corners due to the slow seeping of water over time. ~ 1728 9 1509949540 3 0 -1 S #1931 Entering the Center~ Walls of dark stone compose this corridor. The smooth, walls are interrupted a regular points by a heavy stone pillar. The floor is rough and dusty, apparently dulled by the tread of many feet. The corridor continues to the south, and ends in a heavy stone door to the north. ~ [Marek] This is the last section: heavily patrolled, with mobs moving in squads.... should be quite hard. [Merior] at regular points? [Marek] Some are sentinal, and some move. ~ 301596740 2 6 0 D0 stone door~ ~ 391 2451 1918 10 10 5 D2 ~ ~ 0 -1 1932 10 10 5 E femur bone~ An old decaying bone has been discarded and lies in the corner. Small teeth marks of various sizes have been etched into the bone. The flesh is completely gone. ~ A open~ north~ if( is_open( room, north ) ) send_to_char( #already_open, ch ); act_tochar( #door, ch ); act_notchar( #odoor, ch ); open( room, north ); ~ E door~ You open the door to the north. ~ E odoor~ $n opens the door to the north. ~ E already_open~ The door is already open. ~ ! 0 0 0 292 137 1509949540 3 0 -1 S #1932 Whispers in the Dark~ Walls of dusty stone form the corridor around you. Murals line the walls, depicting wars and contests long past; pillars buttress the passageway and ceiling. The floor is free of dust and looks well-used, if not well cared for. A thin sound, like a military chant whispered by many throats, permeates the area. ~ ~ 301465604 2 6 0 D0 ~ ~ 0 -1 1931 10 10 5 D2 ~ ~ 0 -1 1934 10 10 5 E murals~ The murals you thought at first were ancient and well-preserved turn out to be surprisingly new. They depict hosts of the undead marching on civilized towns, pillaging them, razing them, and ruling them. ~ 1728 9 1509949540 3 0 -1 S #1934 Unquiet Dark~ Thick bracings and pillars reinforce the passage here as it proceeds north to south. Several old sconces are embedded in the walls, devoid of torches but heavy with rust and signs of disuse. The area, aside from the many signs of age, seems quite well-used and displays few signs of abandonment; a disturbing thing to notice in a crypt. ~ ~ 301596740 2 6 0 D0 ~ ~ 0 -1 1932 10 10 5 D2 ~ ~ 0 -1 1935 10 10 5 E torches~ The torch brackets are so heavily rusted that you doubt enough of an opening even exists to accept a torch. If if a torch could be set there, you think the bracket would probably crumble under the weight. ~ 292 9 1509949540 3 0 -1 S #1935 Gathering Hall~ Several halls branch off from this large chamber. Large stone pillars support the painted but filthy ceiling overhead, and frame archways that lead north, west and east. In the eastern arch, the remains of an immense stone door lies in ruins. ~ [Orb] 'the remains of AN immense..' ~ 301596740 2 6 0 D0 ~ ~ 0 -1 1934 10 10 5 D1 ~ ~ 0 -1 1936 10 10 5 D3 ~ ~ 0 -1 1940 10 10 5 E shattered door stones floor~ Chunks of stone lie across the floor in the eastern archway, the remains of a door that was shattered from the other side by a force that is nearly impossible to imagine. ~ 292 169 1509949540 3 0 1253 73 1509949540 3 0 1252 73 1509949540 3 0 1252 73 1509949540 3 0 -1 S #1936 Shattered Portal~ Pieces of granite litters the floor in the archway to the west, as if a large stone object had shattered in the hall. Steel hinges hang twisted from the wall, conjuring thoughts of what it must have taken to destroy the door. The passage continues continues to the east and west. ~ ~ 301596740 2 6 0 D1 ~ ~ 0 -1 1937 10 10 5 D3 ~ ~ 0 -1 1935 10 10 5 E floor stones granite litter~ Chunks of stone lie across the floor in the western archway, the remains of a door that was shattered from this side by a force that is nearly impossible to imagine. ~ -1 S #1937 Weight of the World~ Dusty walls and a smudged, low ceiling form this corridor. The floor is covered in grime, and covered in refuse where it meets the walls. Stone columns rise to the ceiling, thick and squat, as though slowly being driven flat by the heavy ceiling above. The hallway leads to the north and west. ~ ~ 301596740 2 6 0 D0 ~ ~ 0 -1 1938 10 10 5 D3 ~ ~ 0 -1 1936 10 10 5 -1 S #1938 End of the Eastern Hall~ Dusty walls frame the end of this passage. The floor is filthy, but appears to be marble, an odd change from the rest of the crypt. The last of the pillars in this hall end at a stairwell leading down and to the west. The only other exit is to the south. ~ ~ 301596740 2 6 0 D2 ~ ~ 0 -1 1937 10 10 5 D5 ~ ~ 0 -1 1939 10 10 5 -1 S #1939 Bottom of the Short Stairs~ This small chamber appears to be a dead end. Lying at the bottom of a short flight of stairs, all available wall space is covered by tapestries that are still in decent condition, relative to the rest of the area. The only visible means of egress is back up the stairs to the east. ~ ~ 301596740 2 6 0 D3 concealed door~ secret~ 139 -1 35505 10 10 5 D4 ~ ~ 0 -1 1938 10 10 5 E tapestries~ Glancing at still more tapestries depicting victory after victory, you begin to idly wonder if the inhabitants of the crypt ever LOST a battle. As you mind wanders, you notice there is a small door concealed behind a tapestry on the west wall. ~ A open~ west~ if( is_open( room, west ) ) { send_to_char( #already_open, ch ); end; } open( room, west ); act_tochar( #open, ch ); act_notchar( #o-open, ch ); ~ E already_open~ The door is already open. ~ E open~ You open a concealed door to the west. ~ E o-open~ $n opens a concealed door to the west! ~ ! 0 0 0 292 41 1509949540 3 0 1253 73 1509949540 3 0 55 73 1509949540 3 0 55 73 1509949540 3 0 -1 S #1940 Close and Tired~ The stone walls of this corridor seem almost suffocatingly close. The worn granite of the floor is dull and lackluster with many years of use, scraped by countless booted feet and heavy objects dragged along the floor for some unknown purpose. The hallway continues east and west. ~ ~ 301596740 2 6 0 D1 ~ ~ 0 -1 1935 10 10 5 D3 door west~ door west~ 0 -1 1941 10 10 5 -1 S #1941 Images and Ice~ An intimidating array of murals adorn the walls, most exalting the sacrifice of lives to a dark demonic figure. The darkness here is almost enough to stop you where you stand, a coldness filling the air with a hatred for the warmth of life that makes you breathless. ~ [Marek] Entrance to NEXT level is here, and it is NOT done, so don't bother checking north. ~ 301596740 2 6 0 D0 hidden north~ hidden north~ 179 597 1948 10 10 5 D1 door east~ door east~ 0 -1 1940 10 10 5 D3 ~ ~ 0 -1 1942 10 10 5 E 1 north~ You see a small, hidden door on this wall. Inscriptions cover the entire front. ~ E mural~ The murals in this area are quite intimidating. The artist rendering them had a great talent for perspective, and you can almost hear the screams of the tortured souls being tormented in these scenes. Combined with the chilling air, this area is simply an uncomfortable place to stop. ~ A l lo loo look~ 1 north~ i = random( 1, 5 ); if( find_skill( ch, searching ) > random( 2, 7 ) ) { if( i == 1 ) { send_to_char( #see, ch ); end; } if( i > 2 ) { send_to_Char( #nosee, ch ); end; } } else send_To_char( #nosee, ch ); ~ E nosee~ You see nothing of interest in that direction. ~ E see~ You spy a small hidden door in the northern wall, covered in elaborate - and seemingly ancient - inscriptions. ~ ! 0 0 0 292 169 1509949540 3 0 1253 73 1509949540 3 0 1252 73 1509949540 3 0 1252 73 1509949540 3 0 -1 S #1942 Chill Air~ The corridor runs east and west here, and the air is cold enough to let you see your own breath. The pillars here are oddly mismatched with the rest of the granite stonework -- they seem to be a marble of some sort, black, striated, with a dark red vein. ~ [Rebekka] period at end [Celine] Last sentence is truly bizarre. ~ 301596740 2 6 0 D1 ~ ~ 0 -1 1941 10 10 5 D3 ~ ~ 0 -1 1945 10 10 5 E pillars~ The pillars here are constructed of an oddly colored marble you have not seen anywhere else in the crypts. Moving closer, you notice that a fine mist coats them from top to bottom, and you can even detect a faint warmth coming from them ~ -1 S #1945 Nearing the End~ Patterns are carved all along the walls here in a heavy maze of engraving, and pillars of black granite stand to either side, your silent companions throughout this exploration. The floor is level, fairly clean, and unfortunately offers little in the way of a good grip for your feet. ~ ~ 301596740 2 6 0 D1 ~ ~ 0 -1 1942 10 10 5 D3 ~ ~ 0 -1 1946 10 10 5 E engraving maze carved carvings patterns~ The carved patterns in the wall seem to be some sort of ritualistic imagery that progresses from the east end of the hall to the west. Most of the symbols are impossible to make out, but a few are obviously referring to sacrifice of life in the pursuit of some greater power. ~ E pillars black granit~ Your most steadfast companions in this long hike through the crypts, you find yourself almost glad of their now-familiar presense as they watch you tread towards what must surely be the end of your journey. ~ E floor~ Smooth as glass and much much harder, you can't tell if the floors are marble, or very well-polished granite. Either way, it would be nice to get off the slick surface before something shows up to test your balance. ~ -1 S #1946 End of the Journey~ The hallway ends to the west in a dark, polished stone door set with many runes. The floor and walls are polished here where all other things are covered in grime, the walls engraved with what appear to be ancient heirophantic symbols. A biting cold that goes straight to the core of your being radiates from the western portal. ~ ~ 301596740 2 6 0 D1 ~ ~ 0 -1 1945 10 10 5 D3 huge black door~ huge black door west~ 131 -1 1947 10 10 5 E engraving symbols runes engrav heirophantic~ The carved runes in the walls and the great door before you are probably some sort of... actually, it looks like a sort of binding spell. The power has leeched almost entirely from the spell, however, and your mind drifts to the uncomfortable question of what it was meant to hold in. ~ E portal door polish~ Gleaming like polished obsidian, the black granite doors before you are inset with many runes... and a most-familiar sun-seal that you have seen elsewhere in the crypt in several places. This seal, like the others, is now broken. ~ 292 169 1509949540 3 0 1253 73 1509949540 3 0 1743 73 1509949540 3 0 1743 73 1509949540 3 0 1743 73 1509949540 3 0 1743 73 1509949540 3 0 1743 73 1509949540 3 0 -1 S #1947 Ageless and Entombed~ Carved beautifully, with an attention to detail that shames even the finest living noble houses, this room is nothing less than a throne room, and there are signs that the occupant hopes to attain even more. A large but plain throne stands on a dais across from the entrance, upon which sits the earthly form of the creature once known as the archimage Croazner. ~ [Lani] How can Croazner be sitting on the throne in the rdesc whe he's dead? ~ 301596748 2 6 0 D1 huge black door~ ~ 131 -1 1946 10 10 5 E throne dais~ The throne and dais are, surprisingly, completely unadorned, uncarved, and, by the looks of it, uncomfortable. Of course, if you're dead, you probably wouldn't mind as much. ~ 19 137 1509949540 3 0 -1 S #1948 A Secret Passageway.~ You have entered a secret passageway caked with dust and a filled with a musty smell. The passageway seems to have been forgotten for quite some time. There is a door to the south, or you may follow the passageway to the east. ~ ~ 301465605 2 6 0 D2 hidden south~ hidden south~ 179 597 1941 10 10 5 D5 ~ ~ 0 -1 1949 10 10 5 -1 S #1949 A Secret Passageway~ The passageway comes to an abrupt halt. It widens a bit but otherwise it is quite empty. There are some runes carved into the walls and you sense a powerful force nearby. There is a door to the north. ~ ~ 301465605 2 6 0 D0 door~ door~ 131 -1 1950 10 10 5 D4 ~ ~ 0 -1 1948 10 10 5 E runes walls~ The runes are fading and difficult to read, but they seem to describe a great force that lies behind the walls and are warning you not to disturb it. ~ A ~ ~ if( !rflag( reset0, room ) || mob_in_room( 639, room ) ) end; remove_rflag( reset0, room ); wait( 1 ); send_to_room( #runes, room ); wait( 1 ); send_to_room( #load, room ); mob = mload( 639, room ); mob = mload( 639, room ); mob = mload( 639, room ); ~ E load~ @b@RThree tall figures, wrapped in bandages, materialize from thin air as the runes' sinister glow shimmers and then fades away. ~ E runes~ @b@RThe runes on the walls begin to glow a deep redish color. ~ ! 1 1 8 A ~ ~ if( rflag( reset0, room ) && !mob_in_room( 639, room ) ) continue; act_tochar( #ch, ch ); act_notchar( #room, ch ); ~ E room~ $n tries to open the door, but seems unable to do so. ~ E ch~ You try to open the door, but it resists all attempts to open it. ~ ! 0 0 0 -1 S #1950 Croazner's Corner~ You have entered a large room. There is a table against the wall with potions and small vials resting on it. A large coffin-like bed lies in the center of the room. ~ ~ 301465605 0 6 0 D1 'hidden door'~ 'hidden door'~ 139 -1 35513 10 10 5 D2 door~ door~ 131 -1 1949 10 10 5 E east~ You see the faint outline of a door. ~ E bed coffin~ You see a large wooden coffin in the shape of a bed. A pillow and blanket have been carved into the wood. Runes are inscribed across the opening in the coffin. ~ E runes~ none @b@R Below this coffin lies an evil force never to be unleashed. ~ A open~ coffin bed~ if( !rflag( reset0, room ) || mob_in_room( 19, room ) ) { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); end; } remove_rflag( reset0, room ); mob = mload( 19, room ); act_tochar( #char, ch, obj, mob ); act_notchar( #room, ch ); ~ E room~ @b@Y$n opens the coffin and a large, gray-skinned being rises and stands before you. ~ E char~ @b@yYou open the coffin and a large, gray-skinned being rises and stands before you. ~ E rnothing~ $n opens the coffin, but nothing happens. ~ E nothing~ You open the coffin, but nothing happens. ~ ! 0 0 0 -1 S #1952 Dark Hallway~ This vaulted chamber is framed by pillars at each of its four corners that rise to a peak in the very center of the room. To the west and south are open archways, while the eastern wall contains a heavy stone door topped with an engraven lintel and surrounded by faded murals. The northern wall is covered entirely with murals. ~ ~ 301465604 0 6 0 D1 stone door~ ~ 513 -1 1846 10 10 5 D2 ~ ~ 0 -1 1849 10 10 5 D3 stone door~ ~ 0 -1 1836 10 10 5 E lintels~ The brief epitaph, nearly worn away from age, is carved with the name of the inhabitant of the eastern side chamber. The lintel reads 'Ethan Starkadder'. ~ E murals~ The wall to the north is painted with a stylized doorway, partially open and surrounded by a summer scene, though the nature scene seems to be rotting even as it burgeons with life. ~ 81 9 1509949540 3 0 1255 137 1509949540 3 0 -1 S #1953 Crypt of the Starkadders - Dark Stairway~ The staircase continues to curve downward into the darkness. As you continue downward, the air gets thicker and more musty. This area does not seem to accept the tread of living feet willingly. ~ [Conner] No_Mob [Lansharra] make that 12 demons with a level 55 paladin and a level 53 monk working on them. [Lansharra] talk about fast summons ~ 301465612 0 5 0 D4 mausoleum door~ ~ 147 -1 1795 10 10 5 D5 ~ ~ 0 -1 1811 10 10 5 -1 S #1954 Crypt of a Squire~ This small room is completely dominated by a large stone crypt built directly into the floor in the center of the room. The room itself is quite dusty and gray, with faint murals barely visible in all but the west wall. ~ ~ 301465604 0 5 0 D3 stone door~ stone door~ 1 -1 1810 10 10 5 E crypt~ Carved stone and wrought iron provide the last resting place of 'Younge Sqyre Karle Starkaddre', according to the dusty inscription on the lid of the crypt. ~ A open~ crypt~ if( rflag( reset2, room ) ) { if( find_stat( ch, str ) > 15 ) { act_tochar( #strain, ch ); act_notchar( #o-strain, ch ); remove_rflag( reset2, room ); if( random( 1, 10 ) == 9 ) { wait( 2 ); if( !rand_char( room ) ) end; mload( 1253, room ); act_room( #jack, ch ); end; } send_to_char( #nada, ch ); end; } else { act_tochar( #char_fail, ch ); act_notchar( #rfail, ch ); } } else send_to_char( #cant, ch ); ~ E jack~ A skeletal form leaps out of the sarcophagus and attacks! ~ E char_fail~ You strain to slide off the sarcophagus lid, but haven't the strength. ~ E rfail~ $n strains to slide off the sarcophagus lid, but can't seem to move it. ~ E nada~ Dust flies up in a cloud from the sarcophagus -- long since empty. ~ E strain~ You strain, sliding the sarcophagus lid to the ground. ~ E o-strain~ $n strains, sliding the sarcophagus lid to the ground. ~ E cant~ The sarchophagus is already open. ~ ! 0 0 0 387 9 1509949490 3 0 -1 S #1955 End Game~ This alcove is walled in heavily painted stonework. Overhead, the pillars come together in a high, vaulted ceiling. A ornate inscription is set into the north wall, and a chessboard rests on a short pillar in the center of the room. To the south, the only exit, lies a dark hallway blanketed by a thick layer of recently stirred dust covering set stones of cut granite. ~ [Marek] Do NOT edit the acodes while the code is running, or it breaks everything. (Yeah, big surprise, Imm powers can break the code... ) [Marek] Yes, play chess is easy to see. The command isn't that easy to guess, and figuring out the command shouldn't be the real challenge here. ~ 301465604 2 9 0 D2 crypt door~ ~ 1 -1 1917 10 10 5 E inscription~ @e Snickersnack White and Black Stay clear of the board if your brains are in your backpack. The task is straightforward, Simpleton Fools. Shove the pretty pieces around, and check the king in three moves. ~ E chess board chessboard pillar~ The pieces on the board are in the 'end game', with both sides in what looks like equally strong positions, though black owns more of the board. From where you stand, you could @Cplay chess@n as the white player. ~ A play~ chess~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; act_notchar( #first, ch ); act_tochar( #first1, ch ); wait( 1 ); act_room( #first2, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; act_notchar( #middle, ch ); act_tochar( #middle1, ch ); wait( 1 ); act_room( #middle2, ch ); wait( 3 ); if( !char_in_room( ch, room ) ) end; act_tochar( #last1, ch ); act_notchar( #last, ch ); wait( 2 ); if( find_stat( ch, int ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); wait( 1 ); if( !char_in_room( ch, room ) ) end; act_room( #nice, ch ); remove_rflag( status0, find_room( 1919 ) ); end; } else { if( !char_in_room( ch, room ) ) end; send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; act_tochar( #nope, ch ); close( room, south ); wait( 1 ); if( !char_in_room( ch, room ) ) end; mload( 1253, room ); mload( 1253, room ); mload( 292, room ); mload( 292, room ); send_to_room( #leap, room ); wait( 1 ); open( room, south ); end; } } act_tochar( #gone, ch ); ~ E start~ You step up to the chess board, and consider your first move... ~ E ostart~ $n steps up to the chess board and considers $s first move... ~ E first~ $n makes $s first move... ~ E first2~ One of the black pieces slides across the board on its own. ~ E middle~ $n makes $s second move... ~ E middle2~ One of the black pieces slides across the board on its own, capturing a white piece! ~ E last~ $n makes $s final move... ~ E to_char~ You think you may have gotten Checkmate! ~ E to_room~ $n smiles tentatively. ~ E nice~ @CA whispering voice chuckles, 'Nice Move. The gate of the Archangel will open if you have mastered the riddle of time.' ~ E char_fail~ You think you may have gotten Checkmate... ~ E room_fail~ $n smiles tentatively. ~ E nope~ You realize to your horror that you missed something with your move! ~ E leap~ @RCackling fills the room as skeletal warriors flash into existence around the room. A voice screams "CHECKMATE!" ~ E gone~ The pieces are gone! ~ E first1~ You make your first move... ~ E middle1~ You make your second move... ~ E last1~ You make your last move, praying you didn't miss anything... ~ ! 0 0 0 -1 S #1956 Test of Stamina~ The walls of this chamber are carved from dark granite, and the floor is smooth, but worn. In the center of the room, two 'footprints' have been carved into the stone, in the center of a wide circle engraved on the floor. Heavy chains hang down from the ceiling, and are fastened to brass orbs that rest in circular grooves in the floor to the left and right of the footprints. Inscriptions are carved into the far wall, and the circle on the floor also carries an engraving. ~ [Marek] Constitution acode goes here. [Marek] Code won't go if they don't do dex check first. ~ 301465604 2 9 0 D0 ~ ~ 0 -1 1922 10 10 5 E inscription rhyme message script carving~ Slow and Steady, that's the way that you and yours will win the day. The strength of Bears will help you not, when you need a donkey's tireless trot. ~ E circle engraving~ Carved into the circle you read instructions written like a nursery rhyme chant: Enter the circle, stand alone, lift the chains and hold them. and hold them... and hold them... ~ A enter~ circle~ if( rflag( status0, find_room( 1920 ) ) ) { act_tochar( #nono, ch ); end; } if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); rflag( reset1, room ); send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 1 ); if( !char_in_room( ch, room ) ) end; act_notchar( #first, ch ); act_tochar( #first1, ch ); wait( 6 ); act_room( #first2, ch ); wait( 5 ); if( !char_in_room( ch, room ) ) end; act_notchar( #middle, ch ); act_tochar( #middle1, ch ); wait( 6 ); act_room( #middle2, ch ); wait( 6 ); if( !char_in_room( ch, room ) ) end; act_tochar( #last1, ch ); act_notchar( #last, ch ); wait( 6 ); if( find_stat( ch, con ) > 17 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); wait( 5 ); if( !char_in_room( ch, room ) ) end; act_room( #nice, ch ); obj_to_room( oload( 2451 ), find_room( 1920 ) ); set_rflag( status0, find_room( 1920 ) ); end; } else { if( !char_in_room( ch, room ) ) end; send_to_char( #char_fail, ch ); act_notchar( #room_fail, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; act_tochar( #nope, ch ); } } act_tochar( #gone, ch ); ~ E start~ You step into the circle and place your feet into the carved footprints. ~ E ostart~ $n steps into the circle on the floor and places $s feet into the carved footprints in the center of the room. ~ E first~ $n reaches out and lifts up a chained orb with either hand, arms fully extended away from $s body. ~ E first1~ You reach out and lift up a chained orb with either hand, your arms fully extended away from your body. ~ E first2~ @CThe balls at the end of the chains begin to glow and spin slowly. ~ E middle~ $n strains to keep the chains and orbs above the floor. ~ E middle1~ You strain to keep the chains and orbs above the floor. ~ E middle2~ @CThe glow from the dangling bronze orbs grows, as the spinning speeds up and a faint humming can be heard. ~ E last1~ Sweat drips off the end of your nose as you strain to keep the orbs off the ground, your arms tremble with the effort. ~ E last~ Sweat drips off the end of $n's nose as $e strains to keep the orbs off the ground... $s arms trembling with the effort. The light from the spinning, humming orbs is now nearly blinding. ~ E to_char~ Your arms are screaming with agony, you don't even know if the chains are still aloft. ~ E to_room~ $n's eyes are closed, and $s arms visibly tremble. The globes pulse with a bright white light that flashes off the walls rythmically. ~ E nice~ @CWith a final@n @Rflash@n, @Cthe bronze orbs go dark, a split second before $n drops them! ~ E char_fail~ Your arms are screaming with agony, you don't even know if the chains are still are still aloft. ~ E room_fail~ $n's eyes are closed, and $s arms visibly tremble. The globes pulse with a bright white light that flashes off the walls rythmically. ~ E nope~ @CThe bronze orbs seem about to give a final pulse, but $n drops them to soon! ~ E gone~ You cannot enter the circle! ~ E nono~ You can't enter the circle! ~ ! 0 0 0 -1 S #1957 Ancient Catacombs~ Like the rest of the catacombs, this area is noxious in a way that suggests that nothing which enters here could remain clean for long: even the frost that forms on the walls and pillars seems dingy. The way to the south might be somewhat less submerged, although it's difficult to tell from here. To the west the shadow of a blocking wall can barely be made out. ~ [Gabrielle] on slot extra ~ 301465668 13 9 0 D1 ~ ~ 0 -1 1896 10 10 5 D2 ~ ~ 0 -1 1959 10 10 5 D3 ~ ~ 0 -1 1958 10 10 5 -1 S #1958 Ancient Catacombs~ Slender tendrils of mist coil over the water's surface, like the ghosts and memories of those long dead. The splash of water nearby echoes in huge area, but the air is still. Burial slots are sealed up along these walls, their contents safe from raiding. ~ [Lani] When you look at the slot, wall is misspelled. [Fyli] look slot misspells wall. [Gabrielle] wall not wal ~ 301465668 13 9 0 D1 passage~ ~ 0 -1 1957 10 10 5 D2 passage~ ~ 0 -1 1960 10 10 5 E slot burial niche~ The two-foot broad holes are all sealed tightly along this wal, probably to protect their occupants from grave robbers like yourself. ~ A ~ ~ if( num_in_room( room ) > 6 ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { close( room, south ); close( room, east ); mload( 1697, find_room( 1958 ) ); act_room( #jump, ch ); wait( 2 ); open( room, east ); open( room, south ); remove_rflag( reset0, room ); } ~ E jump~ A corpse bursts out of the wall in which it was first entombed! ~ ! 1 0 6 -1 S #1959 Ancient Catacombs~ Quiet ripples shimmer over the water. Thin and wispy cobwebs hang down from the ceilings above, a chill breeze slipping through the pillars and about you with whispering sighs. The catacombs stretch out in all directions from you, as does the water that rises up to your waist. ~ ~ 301465668 13 9 0 D0 ~ ~ 0 -1 1957 10 10 5 D1 ~ ~ 0 -1 1897 10 10 5 D2 ~ ~ 0 -1 1961 10 10 5 D3 ~ ~ 0 -1 1960 10 10 5 1728 9 1509949540 3 0 -1 S #1960 Ancient Catacombs~ Mysterious, vague shadows flicker through the area, heightening feelings of insecurity, as if the catacombs themselves take exception to intrusion. The darkness here assumes a life of its own, black cast upon unrelieved black. You may wade through the murky catacombs to the north, east and south. ~ [Stile] l slot - wal ~ 301465668 13 9 0 D0 passage~ ~ 0 -1 1958 10 10 5 D1 passage~ ~ 0 -1 1959 10 10 5 D2 passage~ ~ 0 -1 1962 10 10 5 A ~ ~ if( num_in_room( room ) > 6 ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { close( room, south ); close( room, east ); close( room, north ); mload( 1697, find_room( 1960 ) ); act_room( #jump, ch ); wait( 2 ); open( room, north ); open( room, east ); open( room, south ); remove_rflag( reset0, room ); } ~ E jump~ A corpse bursts out of the wall in which it was first entombed! ~ ! 1 0 7 -1 S #1961 Ancient Catacombs~ The water's depths swirl coldly around your feet, dark and chill. The submerged floor makes the ceiling seem even higher, the pillars taller and more ominous in their looming. The general feeling is that of your own insignificance in the face of these ancient stones. ~ ~ 301465668 13 9 0 D0 ~ ~ 0 -1 1959 10 10 5 D1 ~ ~ 0 -1 1898 10 10 5 D2 ~ ~ 0 -1 1963 10 10 5 D3 ~ ~ 0 -1 1962 10 10 5 E pillars~ Like dark titans staring down on your puny mortal life, the pillars stand all about you, as though crowding in to watch your misfortune. ~ 1728 9 1509949540 3 0 1728 9 1509949540 3 0 -1 S #1962 Ancient Catacombs~ To the south, the floor rises above the waterline, but here it is as deep as most of the rest of these half-flooded chambers. Lights show little more than water to the north and east, and cobwebs hanging from the ceiling, white and wispy. ~ ~ 301465668 13 9 0 D0 passage~ ~ 0 -1 1960 10 10 5 D1 passage~ ~ 0 -1 1961 10 10 5 D2 passage~ ~ 0 -1 1964 10 10 5 A ~ ~ if( num_in_room( room ) > 6 ) end; if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { close( room, south ); close( room, east ); close( room, north ); mload( 1697, find_room( 1962 ) ); act_room( #jump, ch ); wait( 2 ); open( room, north ); open( room, east ); open( room, south ); remove_rflag( reset0, room ); } ~ E jump~ A corpse bursts out of the wall in which it was first entombed! ~ ! 1 0 7 -1 S #1963 Ancient Catacombs~ The quiet of the area is occasionally broken by the sounds of things unseen moving through the darkness. Ancient pillars stand around you, blocking all but the briefest glimpses of the surrounding area. To the east and west, the floor is relatively dry, but to the north only the shimmer of water can be seen. ~ ~ 301465668 11 9 0 D0 ~ ~ 0 -1 1961 10 10 5 D1 ~ ~ 0 -1 1899 10 10 5 D3 ~ ~ 0 -1 1964 10 10 5 E pillars~ The pillars loom all about you, making you feel as though you stand in the midst of a tight tree grove on the edge of a dismal, evil swamp. The smell to this area doesn't hurt that illusion in the least. ~ -1 S #1964 Ancient Catacombs~ The floor here is higher than most of the rest of the catacombs, and thus above the level of the water by a few inches. The floor is strewn with cast-up garbage and loose stones, but it is altogether more comfortable than being hip-deep in cold water. All about you stand pillars like sentinels, blocking your view after no more than a few dozen feet. ~ ~ 301465668 11 9 0 D0 passage~ ~ 0 -1 1962 10 10 5 D1 passage~ ~ 0 -1 1963 10 10 5 E pillars~ The pillars, rough-cut and arranged in no discernable pattern, stand throughout the catacombs like crushed, peeling trees growing in a poisoned land. ~ A ~ ~ if( is_follower( ch ) ) end; if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { close( room, east ); close( room, north ); mload( 1697, find_room( 1964 ) ); act_room( #jump, ch ); wait( 2 ); open( room, north ); open( room, east ); remove_rflag( reset0, room ); } ~ E jump~ A corpse bursts out of the wall in which it was first entombed! ~ ! 1 0 7 -1 S #1965 Frozen Hall~ The temperature in this passage remains at the near freezing levels of a mountain pass, obviously unnatural even for this place. The walls are, in fact, crusted with a fine layer of frost, and seems to have been that way for a very long time. The passage leads to the east and west. ~ ~ 301465604 2 9 0 D1 ~ ~ 0 -1 1902 10 10 5 D3 ~ ~ 0 -1 1903 10 10 5 -1 S #1967 Pit of the Crypt Dweller~ The water is thick with dirt and garbage, sight is almost impossible in this murk. The liquid gets in your eyes and mouth, forcing you to suppress a powerful gag reflex. The only way out of here is by swimming up to the surface, but you can see even in this murk that tentacles from the crypt dweller curl all around the opening. ~ [Merior] are tentacles there when mob is dead? [Marek] yeah, they've sorta half grown into the walls in places... like tree roots. ~ 301596773 7 9 0 D4 ~ ~ 0 -1 1912 10 10 5 1736 9 1509949540 3 0 -1 S #0