#AREA Desert Ogre Caves~ Terek~ Desert Ogre Caves~ 70 0 0 #ROOMS #44000 Black Wastes - A Bleak Path~ Sand dunes rise up on each side of the path; the wind constantly blowing the sand around in a frenzy. A small wall of stones lines the path heading to the north and south here. Deep ruts made by numerous people walking back and forth are testament to the heavy usage of this path. Off to the north the path continues through the sand dunes while to the south it intersects a barren road. ~ ~ 301465600 11 6 0 D0 ~ ~ 0 -1 44001 10 10 5 D2 ~ ~ 0 -1 51257 10 10 5 1 17 1509949540 -2 0 -1 S #44001 Black Wastes - A Bleak Path~ The path winds its way along the rolling sand dunes of the wastes as it continues to the east and south. Several small piles of black volcanic rock rest along the path, each partially crystalized. Along the western sand dunes bits of bleached-white bones peek out from beneath the sand. A few small boulders lie along the path but other than that it is barren. ~ Add Move boulder code just for finius if ya see an extra missing, tell me ~ 301465600 11 6 0 D1 ~ ~ 0 -1 44002 10 10 5 D2 ~ ~ 0 -1 44000 10 10 5 E tracks~ The tracks have been made by a large humanoid creature. Looking closely the tracks look like they were made by an ogre or troll but are too distorted to tell for sure. The tracks head off towards the east and south followed by several sets of smaller humanoid footprints. ~ E bleached-white bones~ Digging the sand away from around the bone fragments you uncover the skeletal remains of a humanoid being. Examining the bones carefully you see that they are from a fairly large humanoid, about the size of a full grown troll. ~ E volcanic rock~ These massive black rocks have been fused with bits of a strange bluish metal. Holes and niches cover the surface of the rocks. The sides of the rocks are completely smooth and only the occasional hole or crack is visible along its surface. ~ A push pull move~ boulders~ if( find_stat( ch, str ) > 24 ) { act_tochar( #budge, ch ); act_notchar( #budge1, ch ); } else { act_tochar( #no, ch ); act_notchar( #no1, ch ); } ~ E budge~ You struggle and strain against the massive boulder and finally move it about an inch. ~ E budge1~ $n struggles and strains against the massive boulder and finally moves it about an inch. ~ E no~ You struggle and strain against the massive boulder but are unable to move it. ~ E no1~ $n struggles and strains against the massive boulder but is unable to move it. ~ ! 0 0 0 -1 S #44002 Black Wastes - A Bleak Path~ Enormous sand dunes rise up to the east and south of you, obscuring your field of vision of the surrounding terrain. A few small bones litter the ground, apparently from some small animal. A fierce wind blows across the area, sending clouds of dust and sand flying in every direction. You are able to wind your way north and west through the dunes, following a primitive rocky path. ~ ~ 301465600 11 6 0 D0 ~ ~ 0 -1 44003 10 10 5 D3 ~ ~ 0 -1 44001 10 10 5 E bones~ Examining the bones carefully you notice that they are the remains of a jack rabbit. Its bones have partially eroded from a combination of sand, wind and heat. ~ -1 S #44003 Black Wastes - Bleak Path~ This rocky path works its way in between several sand dunes as it continues through the wastes. To the north and west of here lie large mounds of sand, which look far too steep to climb. To the east a dark cave rises up from the carpet of sand. To the south the path heads down the dunes, snaking its way towards the outline of a road. ~ ~ 301465600 11 6 0 D1 ~ ~ 0 -1 44004 10 10 5 D2 ~ ~ 0 -1 44002 10 10 5 -1 S #44004 Black Wastes - Before a Dark Cave~ Several humanoid skulls litter the floor before the mouth of this large, dark cave. Bits and pieces of bone lie in piles along with the skulls giving the impression of ghastly deaths. Broken swords and punctured platemail, covered in rust and sand, lie just before the mouth of the cave. Below you a dark, musty tunnel descends into the ground from which a foul stench emanates. To the west a small, rocky path heads away from the cave. ~ [Thunder] You pick up one *OF* the humanoid skulls*,* but it quickly crumbles in your hand. (add the stuff in *'s) :) ~ 301465600 11 6 0 D3 ~ ~ 0 -1 44003 10 10 5 D5 ~ ~ 0 -1 44005 10 10 5 E humanoid skulls~ The skulls are from various humanoids, from humans to dwarves. Most of the skulls have been crushed by a massive amount of weight and only a few remaing completely intact. ~ E broken swords platemail~ Longswords, broadswords and shortswords lie in heaps before the mouth of the cave, each covered in a layer of thick rust and some snapped in two. Partial suits of bronze platemail dented and filled with holes, lie next to swords left behind by their owners. ~ A get take grab~ bones skull pile~ act_tochar( #crumble, ch ); act_notchar( #crumble1, ch ); ~ E crumble~ @eYou pick up one the humanoid skulls but it quickly crumbles in your hand. ~ E crumble1~ @e$n picks up one the humanoid skulls but it quickly crumbles in $s hand. ~ ! 0 0 0 -1 S #44005 A Musty Tunnel~ A thick layer of slick, green-colored moss clings to the walls of this vertical passage. Water trickles down the smooth grey stone walls making the surface quite slippery. Carved into the southern wall of the passage are several craggy holes, each chisled out by unskilled hands. Below you the passage is illuminated very faintly and the sound of dripping water reaches your ears. Above you the passage heads back out to the surface. ~ ~ 301465604 11 6 0 D4 ~ ~ 0 -1 44004 10 10 5 D5 ~ ~ 0 -1 44006 10 10 5 E moss thick layer~ The moss is a by-product of the moisture in the tunnel and has become quite slick, making travel through the tunnel hazardous. ~ A ~ ~ if( find_stat( ch, dex ) < 10 ) { i = 5d5+55; act_tochar( #doh, ch ); act_notchar( #doh1, ch ); transfer( ch, find_room( 44006 ) ); act_tochar( #hurt, ch ); act_notchar( #arrive, ch ); dam_message( ch, i, "The fall" ); inflict( ch, mob, i, "falling down a slippery passage" ); } else continue; ~ E doh~ @eYou suddenly lose your footing on the slippery surface and tumble down! ~ E doh1~ @e$n suddenly loses $s footing on the slippery surface and tumbles down! ~ E arrive~ @e$n suddenly comes tumbling down the vertical shaft above you and hits the floor with a thump! ~ E hurt~ @eYour body finally slams into the hard stone floor and you hear several bones snap. ~ ! 3 0 48 -1 S #44006 A Musty Tunnel~ The constant sound of dripping water echoes down the tunnels, its source unknown. The floor of the tunnel is covered in pools of water which have made it very slick, causing you to grab hold of the walls to remain standing. Directly to the north the sound of sputtering torches can be heard along with the sight of what could be a door. Above you the tunnel continues, heading back out into the open air. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 44007 10 10 5 D4 ~ ~ 0 -1 44005 10 10 5 E puddle~ The water is brown in color with swirls of some greenish-colored goo intermixed. A foul stench wafts up from the puddle like that of an unwashed body. ~ 819 17 1509949540 -2 31 -1 S #44007 Before a Great Stone Door~ Two lone torches lie on the east and west walls of this room, partially illuminating the great stone door that has been set into the northern wall. The only sound that can be heard is that of dripping water and the crackle of the torches' flames as they lick the damp walls. The air is quite clammy; the humidity causes sweat to bead off your skin. To the south the tunnel extends into darkness. ~ fix acode ~ 301465613 11 6 0 D0 great stone door~ great stone door~ 131 -1 44008 10 10 5 D2 ~ ~ 0 -1 44006 10 10 5 E great stone door~ The door is made from a single slab of stone which is incredibly huge and appears quite sturdy. A crude set of rusty hinges can faintly be seen along its edges. ~ A open push pull~ n north door great stone~ if( is_open( room, north ) ) { act_tochar( #open2, ch ); end; } if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #open1, ch ); open( room, north ); interpret( mob_in_room( 1417, find_room( 44011 ) ), "open east" ); interpret( mob_in_room( 1417, find_room( 44010 ) ), "open west" ); } ~ E open~ @b@RYou slowly open the great stone door, the sound of stone grinding echoing down the tunnels. ~ E open1~ @b@R$n slowly opens the great stone door, the sound of stone grinding echoing down the tunnels. ~ E open2~ The door is already open. ~ ! 0 0 0 -1 S #44008 Torch-Lined Passage~ Rows of torches on the east and west walls run the length of the tunnel, illuminating it slightly. The ceiling floor and walls are composed of smooth grey stone which is slightly reflective. Large wooden beams stand along the walls, supporting the stone ceiling's massive weight. To the south a great stone door rises up from within the wall. ~ ~ 301465613 11 6 0 D0 ~ ~ 0 -1 44009 10 10 5 D2 great stone door~ great stone door~ 131 -1 44007 10 10 5 E wooden beams~ The support beams are made of a strange orange-colored wood that has reddish hues in it. Steel plates are spaced out along the beam about every five inches for extra reinforcement. ~ E great stone door~ The door is composed of one giant slab of greyish-colored stone. Bits of white obsidian peek out from within the confines of the stone. A large steel handle lies in the center of the door and looking closely you notice it is covered in dried blood. ~ -1 S #44009 Torch-Lined Passage~ The walls along the passage show signs of heavy work here, as you notice deep cuts and scars made by metal tools. The constant sound of sputtering torches echoes down the passage and a slight breeze occasionally blows through, causing the torches to crackle as their flames lick the damp stone walls. To the east and west large stone doors rise up, bearing no marks of who might dwell here. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44012 10 10 5 D1 large stone door~ large stone door~ 131 -1 44010 10 10 5 D2 ~ ~ 0 -1 44008 10 10 5 D3 large stone door~ large stone door~ 131 -1 44011 10 10 5 E cuts scars walls~ The walls are severely scarred by a series of cuts and scars made by metal-working tools. An extremely large crack runs along the ceiling and down both the western and eastern walls and brown clay has been stuck into them like a type of mortar. ~ E large stone doors~ The doors are nothing magnificent but rather just plain stone blocks attached to the wall by large wrought iron hinges. The slabs of stone are completely smooth to the touch and great care was taken when chiseling the rock. No marks have been made on the doors to identify who might dwell in this secluded cave. ~ -1 S #44010 Guard Station~ This room is completely bare except for a single wooden table which stands in the southeast corner of the room. A single torch hangs off the northern wall, which barely illuminates this large chamber. The grey stone walls show signs of heavy construction as their surface is scarred by niches and indentations. ~ ~ 301465605 11 6 0 D3 large stone door~ large stone door~ 131 -1 44009 10 10 5 E wooden table~ A chipped table stands in the southeastern corner of this chamber. Several gouges mar its surface, and dark flecks are sprinkled on its bare surface. ~ E niche indentation~ All three walls of this dim chamber are covered with niches and indentations. Upon closer examination, you can see marks from drilling tools used by the builders of this area. The niches are empty, simply small pock marks left after hasty construction. ~ 1417 9 1509949540 3 0 -1 S #44011 Guard Station~ This small, cube-shaped room has been carved out from slick grey stone. A pile of filthy rags lies in the center of the room from which a foul stench arises. In the northwest corner of the room stands a rack of pikes and spears, larger than normal ones. A few slabs of beef lie scattered about the room which bear large teeth marks suggesting someone has been dining on them recently. To the east a large stone door stands, offering an exit out. ~ ~ 301465613 11 6 0 D1 large stone door~ large stone door~ 131 -1 44009 10 10 5 E rags~ The rags are simple strips of fine cloth covered in some grime and mildew. An overpowering stench arises from the pile like that of burnt flesh. A few of the rags have the letter's "C M P" embroidered into the cloth. ~ E rack pikes spears~ Large spears and pikes, larger then normal ones, rest in a wooden weapons rack that sits in the corner of the room. Each of the weapons has been polished to a bright shine and their edges are extremely sharp, as if they were just sharpened recently. ~ 1417 9 1509949540 3 0 -1 S #44012 Passage Intersection~ Three passages intersect here from the east, west and south. The passages to the west and south are slightly illuminated by rows of torches hanging on the walls while the passage to the east is pitch black. Small piles of sand rest upon the floor, possibly tracked in by the cave's occupants. ~ ~ 301465605 11 6 0 D1 ~ ~ 0 -1 44030 10 10 5 D2 ~ ~ 0 -1 44009 10 10 5 D3 ~ ~ 0 -1 44013 10 10 5 1419 9 1509949540 3 0 1410 17 1509949540 -2 0 -1 S #44013 Torch-Lined Passage~ The constant sound of dripping water echoes throughout the tunnels, breaking the silence. The passage has been carved by skilled hands; the walls are very smooth showing no signs of cracks, rough edges or any blemishes. Torches hang in sconces every few feet along the walls, shedding a reddish light upon the passage. The passage continues to the east and west from here. ~ ~ 301465605 11 6 0 D1 ~ ~ 0 -1 44012 10 10 5 D3 ~ ~ 0 -1 44014 10 10 5 -1 S #44014 Torch-Lined Passage~ Streams of water trickle down the smooth grey walls and collect into a large puddle upon the floor, creating a very slippery surface. The walls bear no signs or marks of who or what could have made them but by the looks of them they are definitely not natural. The passage bends to the east and north here, continuing through the cave. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44015 10 10 5 D1 ~ ~ 0 -1 44013 10 10 5 E walls~ The walls are made from a grey-colored stone and are very smooth to the touch. No marks or any other abrasions are visible upon the walls, not even a tiny crack can be seen. Examining them closely you notice that only highly skilled miners could have dug through this thick a stone without compromising its stability. ~ -1 S #44015 Torch-Lined Passage~ Black scorch marks run up the eastern and western walls, caused by torches' flames licking against the smooth grey stone. A fine layer of sand covers the floor on this section of the passage. To the west a large iron door has been placed. The rows of torches continue to run the length of the passage to the north and south. A few humanoid bone fragments covered in brown mold rest along the sides of the passage. ~ [Celine] messages when breaking it open are confused. ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44017 10 10 5 D2 ~ ~ 0 -1 44014 10 10 5 D3 crude iron door~ crude iron door~ 211 -1 44016 10 10 5 E scorch marks walls~ The black scorch marks have been caused from the constant licking of the torches' flames along the walls. A few of the marks have large fingerprints smudged into them and they crudely resemble words of some sort. Looking carefully you notice that one of the scorch marks is legible and contains one word: @e"Liariak"@n. ~ E sand~ No description~ E Humanoid bone fragments~ The remains are humanoid yet are too far warped and distorted to tell exactly which race they are from. A thick brown mold covers the bones from which the stench of decaying flesh emanates. A tiny strip of black leather hangs from the rib bones of the skeleton but other than that the bones are bare. ~ A bash~ w west door~ if( is_open( room, west ) ) { act_tochar( #open, ch ); end; } if( find_stat( ch, str ) > 19 ) { act_tochar( #bash, ch ); act_notchar( #bash1, ch ); open( room, west ); } Else act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E bash~ @b@WYou charge and throw yourself against the iron door, breaking it down! ~ E bash1~ @b@WY$n charges and throws $mself against the iron door, breaking it down! ~ E no~ @b@YYou throw yourself at the iron door, but fail to break it down. ~ E no1~ @b@Y$n throws $mself at the iron door, but fails to break it down. ~ E open~ The door has already been broken down. ~ ! 0 0 0 -1 S #44016 Large Storage Cavern~ Crates, barrels, and wagons lie stacked up wall to wall in this chamber. The scent of ale, fresh meat, burnt flesh, and mildew linger in the air creating an overpowering smell. The chamber is extremely cold and a few of the barrels and crates are covered in a thin layer of frost. To the east a large iron door rises up, heavily reinforced by steel strips. ~ ~ 301465613 11 6 0 D1 crude iron door~ crude iron door~ 211 -1 44015 10 10 5 E crates barrels wagons~ Large wooden crates, iron-banded barrels and small wagons lie stacked up in this large storage room. The crates have been opened and only contain wood chips. The barrels contain a reddish-colored liquid which smells like wine. Most of the wagons are empty but a few contain bolts of silk, wool and satin. Looking closely you notice most of the crates and wagons bear the stamp of the town of Medienne, far to the south of this land. ~ A bash~ east e door crude iron~ if( is_open( room, east ) ) { act_tochar( #open, ch ); end; } if( find_stat( ch, str ) > 19 ) { act_tochar( #bash, ch ); act_notchar( #bash1, ch ); open( room, east ); } else act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E bash~ @b@WYou charge and throw yourself against the iron door, breaking it down! ~ E bash1~ @b@WY$n charges and throws $mself against the iron door, breaking it down! ~ E no~ @b@YYou throw yourself at the iron door, but fail to break it down. ~ E no1~ @b@Y$n throws $mself at the iron door, but fails to break it down. ~ E open~ The door has already been broken down. ~ ! 0 0 0 A get take move~ crate barrel meat wagon~ act_tochar( #nope, ch ); ~ E nope~ Try as you might, you cannot seem to budge any of the items in this chamber. ~ ! 0 0 0 -1 S #44017 Torch-Lined Passage~ This portion of the passage is cluttered with wooden support beams. The space between the beams is empty, save for a torch which tries to shed light on the ground. Several droplets of water trickle down from within them, hitting the solid stone floor with a gentle splash. To the east a dimly lit alcove lies, while to the north and south the passage continues. A massive iron door with thick mithril bands lies to the west. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44019 10 10 5 D1 ~ ~ 0 -1 44018 10 10 5 D2 ~ ~ 0 -1 44015 10 10 5 D3 mithril-banded iron door~ mithril-banded iron door~ 391 2452 44052 10 10 5 E cracks~ Each of the cracks which run down the ceiling are about six inches wide, and droplets of water contantly trickle from them. Small dead roots peek out from within them and occasionally a few grains of sand drop down from within the bowels of the cracks. ~ -1 S #44018 Living Quarters~ This chamber is extremely large, at least a thousand cubic feet total. Several dozen piles of straw cover the floor, possibly serving as beds for the cave's inhabitants. A gigantic fireplace lies along the eastern wall, providing the chamber with ample heat and light. Various small tables stand scattered about the room, along with a few intact and partially intact chairs. ~ ~ 301465605 11 6 0 D3 ~ ~ 0 -1 44017 10 10 5 E piles straw~ Several piles of straw lie along the floor of this chamber, some covered in mildew and grime while others have been made with fresh hay. A few of the beds have thin cloths lying next to them covered in mud. ~ E fireplace~ The fireplace is at least a hundred feet long by sixteen feet high. Massive wooden logs lie within the fireplace covered in twigs and hay. Several steel grates lie across the logs and a few small cauldrons rest atop them. Portions of the fireplace are lit and blazing with bright flames while in other places it remains unlit. ~ E tables~ The tables are large enough to fit three ogre-sized along with a hearty amount of food. Nicks and scratches scar the table but other than that they are ordinary tables. ~ E chairs~ Large enough to fit a three human-sized men, the chairs are nothing extravagant but simply wooden chairs. A few of them have been busted into piles of splinters and very few remain intact. Looking closely you notice a few of the chairs are covered in dried blood. ~ 1419 9 1509949540 3 0 -1 S #44019 Torch-Lined Passage~ This section of the passage tightens considerably as the walls here have partially collapsed. Thick wooden support beams brace the walls, showing severe signs of stress as they try vainly to keep the walls from collapsing further. The passage breaks here, heading west into a dark alcove and continuing to the north and south. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44021 10 10 5 D2 ~ ~ 0 -1 44017 10 10 5 D3 ~ ~ 0 -1 44020 10 10 5 E wooden support beams~ The beams are cracked and twisted due to the immense weight the stone ceiling has forced upon them. Examining them closely you notice a few of the mithril bands holding the beams shape have snapped while others look as though they could collapse at any moment. ~ -1 S #44020 Living Quarters~ This chamber is quite small, the ceiling just barely reaching six feet. Set into the northern wall lies a crude fireplace in which a small kettle hangs. In the center of the room lies a soiled and foul-smelling bedroll which looks to be still usable. Along the western wall a small black wooden table stands, covered in slabs of rotting meat. To the east lies crude square opening, leading back onto the main passage. ~ mental note to add the kettle ~ 301465605 11 6 0 D1 ~ ~ 0 -1 44019 10 10 5 E fireplace~ The fireplace is nothing more than a crudely carved cube-shaped hole in the northern wall. Small scorched logs rest on the bottom of the fireplace, surrounded by large heaps of ash. A metal bar spans across the logs just a few inches of above them from which a small black iron kettle hangs. ~ E bedroll~ Made from strips of animal fur, leather and fine cloth, this bedroll is sized for a human-sized being or larger. Most of the bedroll has been eaten away by moths and dirt; mildew and some other unknown substances cover it creating a foul stench. ~ E black wooden table~ The table is about four feet long by three feet wide and is made from a black wood. Slabs of rotted meat lie atop it, a few covered in swarms of maggots and other insects. An empty wooden mug rests at the back of the table, filled with some liquid which smells like pure alcohol. ~ 1419 9 1509949540 3 0 1901 17 1509949540 -2 23 -1 S #44021 Torch-Lined Passage~ Thick cobwebs hang down from the ceiling, partially blocking the view of the north passage. A portion of the eastern wall is made of sandstone and has partially collapsed into a mound of sand. The floor is quite slippery due to the very moist air in the caves, causing you to move very slowly and carefully. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44022 10 10 5 D2 ~ ~ 0 -1 44019 10 10 5 E cobwebs~ Shimmering like fine silken thread, the cobwebs are quite large, covering most of the passage. Dead insects can be seen caught within the webs as well as cocooned moths. ~ E eastern wall~ The eastern wall is made of yellow-black sandstone, with swirls of red and orange. Large piles of sand lie on the floor against the wall, large holes testament to their origin. ~ -1 S #44022 Torch-Lined Passage~ Large cracks run along the western and northern wall of the passage here. From within the bowels of the cracks you can hear the faint sound of running water. A section of the west wall is made from a blackish colored stone, standing out from the smooth grey stone walls all around you. The passage continues to the east and south, the faint sound of flickering torches echoing down it. ~ secret door w ~ 301465605 11 6 0 D1 ~ ~ 0 -1 44023 10 10 5 D2 ~ ~ 0 -1 44021 10 10 5 D3 blackish-colored door~ blackish-colored door~ 431 62 44045 10 10 5 E west wall blackish colored stone~ The wall is different from the northern wall as it is composed of blackish colored stone instead of smooth grey stone. A layer of fine dust cover the western wall's surface from which the faint outline of cracks can be seen. ~ E west wall~ This portion of the wall is unusually black and contrasts greatly with the surrounding grey. A tiny crack can be seen separating the two types of rock. ~ -1 S #44023 Torch-Lined Passage~ The rows of torches continue through the passage, shedding a dim reddish glow onto the grey stone walls. A stream of water snakes beneath your feet, heading east as the passage slopes down. A few filthy rags litter the ground, covered in mildew and giving off a foul stench. To the west the passage climbs upwards a bit as it continues through the caves. ~ ~ 301465605 11 6 0 D1 ~ ~ 0 -1 44024 10 10 5 D3 ~ ~ 0 -1 44022 10 10 5 E rags~ The rags are covered in filth and mildew emitting a foul stench that is stronger then a red dragon's breath weapon. Looking through the rags you notice a glint of metal from underneath them. ~ A get search~ rags~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #get, ch ); act_notchar( #get1, ch ); obj_to_char( oload( 2159 ), ch ); } else act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E get~ @eYou sift through the pile of dirty rags and take one. ~ E get1~ @e$n sifts through the pile of dirty rags and takes one. ~ E no~ @eYou sift through the pile of dirty rags but find nothing. ~ E no1~ @e$n sifts through the pile of dirty rags but finds nothing. ~ ! 0 0 0 -1 S #44024 Torch-Lined Passage - Intersection~ A large puddle of water has collected on the floor here, spanning from wall to wall and making the stone floor very slick. A few torches along the walls are unlit; water having dripped on them from the cracks along the ceiling. Directly to the north, the outline of a massive door rises up. The passage continues to the north, south and west from here. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44025 10 10 5 D2 ~ ~ 0 -1 44048 10 10 5 D3 ~ ~ 0 -1 44023 10 10 5 E puddle~ The puddle spans from wall to wall here, causing the stone floor to become quite slippery. Droplets of water drip down from the ceiling above and land on the puddle, sending small ripples across its surface and disturbing a cloud of brown-colored grime. ~ E torches~ The torches hang from small, iron hooks that have been attached to the wall with bronze spikes. All of the torches remain unlit due to the water that constantly drips on them from the ceiling above. ~ 819 17 1509949540 -2 31 -1 S #44025 Before a Heavily Reinforced Door~ A greenish colored moss covers the walls of the passage here, while cracks in the ceiling occasionally drop handfuls of sand down to a growing pile of sand on the floor. Water dribbles down the stone walls, mingling with the moss and creating a very slick surface. Directly to the north a large, heavily reinforced steel door rises up. To the south the passage continues through the caves. ~ [Celine] need a act_tochar opening the door [Celine] *mutter* fixing this myself. ~ 301465605 11 6 0 D0 heavily reinforced door~ heavily reinforced door~ 131 -1 44026 10 10 5 D2 ~ ~ 0 -1 44024 10 10 5 E greenish moss~ The moss is quite thick and furry, like the type native to moist jungles. Its greenish hue is occasionally interrupted by a spot of red intermixed with black fungii that also grows on the wall. A foul stench emanates from the moss, like that of decaying flesh and looking carefully it looks as though there is something trapped beneath it. ~ E north large heavily reinforced steel door~ This massive door is made from a giant sheet of steel wrapped in mithril bands for even more reinforcement. A small handle hangs along the left side of the door but lacks any keyhole. Several cuts and dents scar the surface of the door, like someone had tried to bash it in. ~ A open push pull~ door n north heavily reinforced~ if( !is_open( room, north ) ) { if( find_stat( ch, str ) > 20 ) { act_tochar( #open, ch ); act_notchar( #open1, ch ); open( room, north ); } else { act_tochar( #nope, ch ); act_notchar( #nope1, ch ); } } else act_tochar( #open?, ch ); ~ E open~ @eWith all your might you slowly open the heavily-reinforced door to the north. ~ E open1~ @eWith all $s might $n slowly opens the heavily-reinforced door to the north. ~ E nope~ @eYou strain with the door but cannot open it. ~ E nope1~ @e$n strains with the door but cannot open it. ~ E open?~ The door is already open. ~ ! 0 0 0 -1 S #44026 Filthy Chamber~ Mounds of soiled rags, bits of filthy leather armor, and a thick layer of grime cover the floor of this chamber. A few unlit braziers lie toppled over upon the ground, their oil creating slippery pools beneath your feet. To the east and west, small dark alcoves hang off the main chamber. To the north lies a large gold-trimmed door and a heavily reinforced door lies the south. ~ ~ 301465613 11 6 0 D0 gold-trimmed door~ gold-trimmed door~ 131 -1 44029 10 10 5 D1 ~ ~ 0 -1 44027 10 10 5 D2 heavily reinforced door~ heavily reinforced door~ 131 -1 44025 10 10 5 D3 ~ ~ 0 -1 44028 10 10 5 E Pile mound rags leather armor~ The mounds of soiled rags and leather armor are covered in grime and mildew. A foul stench wafts up from within the piles like that of rotted meat. Looking closely you notice that the rags and armor are soaked in oil and appear highly flammable should a source of fire get too close. ~ E braziers~ These medium-sized iron braziers are covered in a thick layer of rust. All of the braziers lie overturned and their lighting oil spilled out onto the floor before you. ~ A cast~ burning hands flame strike fireball fireshield~ if( class( ch ) == mage ) { if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #doh, ch ); act_notchar( #doh1, ch ); loop( all_in_room ) { if( is_player( rch ) ) do_spell( fireball, rch ); } } } else continue; ~ E doh~ @eAs you begin to cast your spell you notice a small flame hit the puddle of oil upon the floor, igniting it! ~ E doh1~ @eAs $n begins to cast $s spell you notice a small flame hit the puddle of oil upon the floor, igniting it! ~ E blaze~ @eThe puddle upon the floor suddenly explodes in a burst of flame, sending spheres of fire about the room! ~ ! 0 0 0 A open pull push~ south s door heavily reinforced~ if( is_open( room, south ) ) { act_tochar( #open?, ch ); end; } if( !is_open( room, south ) ) { if( find_stat( ch, str ) > 20 ) { act_tochar( #open, ch ); act_notchar( #open1, ch ); open( room, south ); } } if( find_stat( ch, str ) < 20 ) { act_tochar( #nope, ch ); act_notchar( #nope1, ch ); } ~ E open~ @eWith all your might you slowly open the heavily-reinforced door to the south. ~ E open1~ @eWith all $s might $n slowly opens the heavily-reinforced door to the south. ~ E nope~ @eYou strain with the door but cannot open it. ~ E nope1~ @e$n strains with the door but cannot open it. ~ E open?~ The door is already open. ~ ! 0 0 0 1416 9 1509949540 3 0 -1 S #44027 Bone-Filled Alcove~ From wall to wall large piles of bones lie scattered about the floor, consisting of whole and partial skeletons. Rats crawl out from beneath the piles, gnawing away at what little flesh remains on the bones. The foul stench of decaying flesh fills the room. A single, partially complete skeleton lies chained to the southern wall. ~ ~ 301465613 11 6 0 D3 ~ ~ 0 -1 44026 10 10 5 E piles bones~ The pile of bones is quite massive, filling this large alcove knee-deep with skeletons. Most of the skeletons have been ripped apart but a few remain whole. Rib bones, femurs and humanoid skulls lie atop the pile, some covered in gashes made by a sharp weapon while others have merely been crushed. ~ E single chained skeleton southern wall~ The skeletal remains chained to the southern wall are that of a troll by the size and shape of the bones. His wrists are broken in several places where he was chained to the wall and examining the rest of the bones carefully you note that his legs are snapped in two and several ribs have been broken off. ~ 1416 9 1509949540 3 0 -1 S #44028 Dark Alcove~ This small alcove is completely barren except for a few rusty swords which lie upon the ground. No torches or other light sources are visible in the room and your own light source does little to illuminate the area. The sound of running water can be faintly heard here, but you can see no holes, cracks, or openings to pinpoint its location. ~ ~ 301465612 11 6 0 D1 ~ ~ 0 -1 44026 10 10 5 E swords pile rusty~ Once weapons of destruction and brutality, these swords are now nothing more than brittle, rust-covered strips of metal. Their blades are completely dull and useless in any offensive attacks. A few of the swords are missing blades and only their handles remain. ~ A get grab take~ swords rusty~ act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E no~ @eYou take one of the rusty swords from the pile but it quickly crumbles in your hand. ~ E no1~ @e$n takes one of the rusty swords from the pile but it quickly crumbles in $s hand. ~ ! 0 0 0 1416 9 1509949540 3 0 -1 S #44029 Warlord's Chamber~ This extremely large chamber has been crudely carved through the solid stone. The walls are very craggy and chunks of sharp rock stick out from within them. A large, silken rug covers the floor of the chamber, covered in several layers of sand, mud, and mildew. Large braziers form a ring around a large silver throne which lies in the center of the room. Hanging upon the walls are several dozen humanoid skulls, held up by rusty metal chains. To the south a large gold-trimmed door marks the exit out of this chamber. ~ ~ 301465613 11 6 0 D2 gold-trimmed door~ gold-trimmed door~ 131 -1 44026 10 10 5 E silken rug~ This large, silken rug is made from purple and black fibers which create a checkered pattern. Layers of mildew, sand and mud cover its surface, distorting its once magnificent beauty. Peering at it closely you notice that the image of a shield with a golden phoenix on it has been embroidered into the center of the rug. ~ E throne~ Made from highly polished silver, this massive throne could easily seat an ogre or troll sized being comfortably. The forearms and backboard are not made from silver but composed of multi-colored sapphires and diamonds which gleam in the light. Soft, velvety cushions have been tacked into the seat and backboard of the throne and in the center of each rests a large clear sapphire. ~ E skulls metal chains~ Suspended by rusty metal chains, several humanoid skulls hang from the ceiling, each damaged in one way or another. The skulls resemble those of trolls, gnomes, humans and elves. A few of the skulls have large holes in the center of the skull while others are mere fragments of the whole. Embedded within a few of the skulls are different gems of unusual shapes and colors. ~ A ~ ~ act_room( #sway, ch ); ~ E sway~ @eA slight breeze blows through the room, rattling the chains and causing them to sway back and forth. ~ ! 0 800 0 1415 9 1509949540 3 0 2458 17 1509949540 -2 0 -1 S #44030 Dark Passage~ Black obsidian walls rise up around you, completely barren of any torches or other light sources. The walls are quite smooth and seem to have been cut out by skilled miners. Small sparkles of silver glitter from within the obsidian as your light hits them. To the west the passage becomes illuminated by a row of torches hanging from the walls while to the east the passage continues into darkness. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 44031 10 10 5 D3 ~ ~ 0 -1 44012 10 10 5 E walls sparkles silver obsidian~ The walls are composed of black obsidian which is very smooth to the touch. Small pieces of what looks to be silver lie embedded within the walls and sparkle brightly everytime light hits them. Examining the walls closely you notice a large strip of silver about an inch above the floor. ~ A get dig pry~ silver chunk slab piece~ act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E no~ @eYou try to pry the silver free but fail. ~ E no1~ @e$n tries to pry the silver free but fails. ~ ! 0 0 0 -1 S #44031 Dark Passage~ A thick layer of bluish-colored slime covers the walls and floor along the passage, possibly a by-product of the moisture that has accumulated down here. The foul stench of mildew and rotting flesh wafts through the passage along with the heavy smell of sweat. To the north the passage slopes downwards a bit while to the west it runs level. ~ ~ 301465612 11 6 0 D0 ~ ~ 0 -1 44032 10 10 5 D3 ~ ~ 0 -1 44030 10 10 5 E bluish-colored slime~ The slime is bluish in color with blotches of black intermixed within it. The puddle spans from wall to wall and covers the walls. A few inches below the ceiling you see the source of the slime as a large crack in the wall constantly spews out more slime every minute. ~ -1 S #44032 Dark Passage~ A few filthy rags, covered in some substances best left unidentified, litter the floor along the passage here. Roots grow through large cracks in the ceiling above you, their ends just barely touching the stone floor below you. To the east stands a large, reddish-colored door covered in scorch marks. Lying directly to the west is a black stone door. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 44035 10 10 5 D1 reddish colored door~ reddish colored door~ 131 -1 44034 10 10 5 D2 ~ ~ 0 -1 44031 10 10 5 D3 black stone door~ black stone door~ 131 -1 44033 10 10 5 E filthy rags~ An overwhelming stench wafts up from several filthy rags that lie along the side of the passage. The rags are covered in dirt and grime and some other substances that cannot be identified. Examining them closely you see a metal spike attached to one rag, that like used to make studded leather armor. ~ E roots~ Massive roots hang down from cracks within the ceiling and nearly touch the floor below. The roots are withered and dead although some bud with black flowers. Several of the roots tangle together almost completely blocking the passage to the north. ~ -1 S #44033 Dining Hall - South End~ Large torches adorn the walls of this huge chamber, shedding an immense amount of light. Hanging from the southern wall are several stone cabinets, each securely bolted shut. A very large grey stone table runs the length of the chamber; several dozen chairs tucked beneath it. Off to the north a large crystal chandelier hangs down from the ceiling sending a rainbow of colors about the chamber. To the east a door marks the exit out of the dining hall. ~ ~ 301465613 11 6 0 D0 ~ ~ 0 -1 44038 10 10 5 D1 black stone door~ black stone door~ 131 -1 44032 10 10 5 E cabinets~ The cabinets are made from white marble with grey streaks in it. Two wooden doors rest at the front of the cabinets along with a very large lock. Carved on the surface of the doors is a small mural depicting a band of ogres charging a group of small, armored dwarves. ~ 1417 9 1509949540 3 0 2442 49 1509949540 -2 0 1221 81 1509949540 -2 0 1222 81 1509949540 -2 0 2433 49 1509949540 -2 0 16 81 1509949490 -2 0 16 81 1509949490 -2 0 823 81 1509949540 -2 0 -1 S #44034 Cooking Area~ The horrid stench of burning flesh fills this smokey room. Large bonfires lie beneath huge cauldrons which bubble away. A small stone table lies in the far eastern corner of the room, covered in blood and slabs of meat. A cabinet on the southern wall sits open and is filled with jars of exotic spices and seasonings. To the north lies a thick stone door which is covered in a thin layer of frost. ~ ~ 301465613 11 6 0 D0 thick stone door~ thick stone door~ 131 -1 44044 10 10 5 D3 reddish colored door~ reddish colored door~ 131 -1 44032 10 10 5 E table~ This table serves as a chopping block for the cook of the cave. Many deep cuts scars its surface, made by an extremely sharp object. Fresh blood covers the entire surface of the table and slowly drips down onto the floor. Slabs of raw meat lay upon the table itself, covered in a fine white powder. ~ E cauldrons~ Eight massive cauldrons fill this room, able to hold at least three human-sized people. Each cauldron bubbles rapidly as several chunks of meat occasionally float to the surface and then disappear again. The bottoms of the cauldrons are a bright cherry red and a loud sizzle can be heard each time the liquid in them boils over and hits the searing hot metal. ~ 1818 17 1509949540 -2 13 1418 9 1509949540 3 0 2426 49 1509949540 -2 0 415 81 1509949540 -2 0 755 81 1509949540 -2 0 304 81 1509949450 -2 0 1619 81 1509949540 -2 0 1677 81 1509949540 -2 0 -1 S #44035 Dark Passage~ Dried roots from long-dead trees drape down from the ceiling becoming a nuisance as you try to move them aside. The black obsidian walls of the passage are covered in a mass of vines and roots which had broken through the stone before they died. To the east a black iron door blocks your movement but is barren of any handles or keyholes to open it. The passage continues through the darkness to the south and north. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 44036 10 10 5 D1 black iron door~ black iron door~ 195 -1 44044 10 10 5 D2 ~ ~ 0 -1 44032 10 10 5 E root~ Thick, dried roots hang overhead, bits of earth still stuck to them. Twisted vines which once clung to the roots were carried down here with them, and to their death. ~ -1 S #44036 Dark Passage~ Chunks of stone litter the floor of the passage here, along with a few wooden support beams that have toppled over. Wide cracks run along the floor, ceiling and walls, small streams of water snaking through them. The passage breaks here, heading to the north, south, and east while to the west a large stone door stands. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 44040 10 10 5 D1 ~ ~ 0 -1 44037 10 10 5 D2 ~ ~ 0 -1 44035 10 10 5 D3 black stone door~ black stone door~ 131 -1 44039 10 10 5 -1 S #44037 Caved-In Passage~ The passage to the east is completely blocked by large stones which seem far too large to move. Thick wooden support beams lie upon the ground, snapped like twigs from the great force exerted on them by the stone ceiling. The walls show severe signs of weakness and look as if at any moment they could collapse. ~ ~ 301465613 11 6 0 D3 ~ ~ 0 -1 44036 10 10 5 A ~ ~ if( !is_player( ch ) ) end; if( is_follower( ch ) ) end; i = 1d1+99; Wait( 1 ); send_to_room( #rumble, room ); Wait( 10 ); loop( all_in_room ) { send_to_room( #rumble1, room ); dam_message( rch, i, "the heavy stone slabs" ); inflict( rch, mob, i, "being crushed to death" ); } ~ E rumble~ @b@MA loud rumbling fills the room as a few stone slabs from the ceiling begin to break free! ~ E rumble1~ @b@MThe ceiling finally gives way and begins to rain huge stone slabs upon the room! ~ ! 1 0 8 1419 9 1509949540 3 0 -1 S #44038 Dining Hall~ A large, crude stone fireplace has been carved into the western wall from which a blazing fire roars, warming the dining hall. Above you a crystal chandelier hangs suspended from the ceiling by a thin rope. On the eastern wall a large, tattered banner hangs covered in dirt and blood. The large stone dining table continues to the north and south, running the length of the dining hall. ~ ~ 301465613 11 6 0 D0 ~ ~ 0 -1 44039 10 10 5 D2 ~ ~ 0 -1 44033 10 10 5 E fireplace~ This massive fireplace has been crudely carved out of the stone wall. Large wood logs rest above a steel grate in the floor, blazing with an intense heat that warms the entire dining hall. ~ E tattered banner~ The banner is quite damaged as time, moths and general mistreatment have taken their toll. Beneath the layers of dirt and blood you catch a faint glimpse of the image of a clenched fist covered in blood. ~ E chandelier~ The chandelier is made from hundreds of multi-colored crystal shards which send a rainbow of color across the dining hall. Small iron candle holders form a ring along the inner edges of the chandelier, supplying an immense amount of light for the dining hall. ~ 1417 9 1509949540 3 0 2442 49 1509949540 -2 0 1222 81 1509949540 -2 0 227 81 1509949450 -2 0 -1 S #44039 Dining Hall - North End~ The walls of this portion of the chamber are covered in splatters of blood, dried bits of meat, and some other material you cannot identify. Several large, unopened wooden crates lie stacked up in the northwestern corner of the room, covered in many layers of dust and cobwebs. A few open barrels of ale sit along the northern wall, the stench of alcohol wafting up from within them. To the east a large stone door has been placed. ~ [Merior] lowered reset on troll flesh ~ 301465613 11 6 0 D1 black stone door~ black stone door~ 131 -1 44036 10 10 5 D2 ~ ~ 0 -1 44038 10 10 5 E barrels~ Many open barrels lie along the northern wall, each completely filled to their tops with ale. Peering inside the barrels you notice that a few of them contain red wine while others contain what smells like pure alcohol. ~ E crates wooden~ The crates are covered in several layers of dust and sand and remain unopened. Small holes can be seen around the bottom of the crates in which rats have gnawed their way inside. Written across the side of the crate are the words: @e"Meridian Merchants."@n ~ 1417 9 1509949540 3 0 2431 17 1509949540 -2 36 2442 49 1509949540 -2 0 1221 81 1509949540 -2 0 1222 81 1509949540 -2 0 227 81 1509949450 -2 0 -1 S #44040 Dark Passage~ Moving through the passage you grope blindly around for the walls as your light source does little to break the darkness of the area. A gentle *crunch* echoes down the passages as you look down to see a pile of small bones, possibly from some small desert animal. A few small puddles of water lie along the passage floor, making the ground very slippery. The passage continues to the east and south from here. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 44041 10 10 5 D2 ~ ~ 0 -1 44036 10 10 5 E bones~ Several skeletal remains of rats lie here, a few remaining completely intact while most have been crushed to small pieces by people walking over them. Examining the bones carefully you notice that beneath the pile a hint of metal shines through. ~ -1 S #44041 Dark Passage~ A steady stream of water drops down from large cracks in the ceiling, making the passage very damp and cold. Small rocks, broken free from the walls and ceiling, litter the floor of the passage. To the north, west, and east the passage continues to snake through the cave system. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44042 10 10 5 D1 ~ ~ 0 -1 44046 10 10 5 D3 ~ ~ 0 -1 44040 10 10 5 -1 S #44042 Dark Passage~ The passage narrows here, becoming barely wide enough to allow a human-sized man to squeeze through sideways. Thick cobwebs hang down from the ceiling, undisturbed for quite some time. The walls along this section of the passage are a mixture of dark grey stone and yellowish sandstone, and off to the north the sandstone becomes more dominate. ~ ~ 301465613 11 6 0 D0 ~ ~ 0 -1 44043 10 10 5 D2 ~ ~ 0 -1 44041 10 10 5 E cobweb~ Several giant cobwebs partially block the passage. Dead bodies of beetles, roaches, and mice have been trapped in these webs, as well as several decomposing, now unrecognizable bodies. ~ -1 S #44043 Dark Passage - Dead End~ The passage comes to an abrupt halt here, blocked to the north by a pillar of hardened sandstone. Two unlit braziers stand before the northern wall but other then that the room is completely barren. The passage continues back towards the south, leading into the darkness and maze of tunnels. ~ ~ 301465613 11 6 0 D2 ~ ~ 0 -1 44042 10 10 5 E pillar sandstone~ A large pillar of pure sandstone has been built into the northern most point of this passage, as if to block off movement in that direction. Figures of desert ogres have been carved into its surface, making it appear decorative as well as structural. ~ -1 S #44044 Food Storage Room~ Several humanoid bodies lie piled up in heaps across the floor of this incredibly cold storage room. Huge slabs of beef hang down from the ceiling above, suspended by thick rope. Barrels filled with vegetables lie in the northeast corner of the room. Several dozen casks of wine lie piled up along the western side of the room from which you can see the outline of a door behind them. ~ [Merior] wrote a generic boring acode - feel free to make it nicer ~ 301465605 11 6 0 D2 thick stone door~ thick stone door~ 131 -1 44034 10 10 5 D3 thick stone door~ thick stone door~ 195 -1 44035 10 10 5 E humanoid bodies~ Lying upon the floor are several frozen corpses of dwarves, gnomes and humans, each still bearing a look of pure terror upon their faces. The armor that they once wore still remains upon their body but is stuck to their flesh and impossible to remove. ~ E beef slabs~ Slabs of beef the size of a full grown cow hang from the ceiling suspended by thick rope. Each slab has been skinned neatly and the flesh still hangs from the rib bones of the creature they came from. ~ E barrels~ Several barrels sit stacked up in the corner of the room, filled with different vegetables from carrots to celery. Half the barrels are filled with water to help preserve the food while others are coated with a thick, yellow substance. ~ E Casks~ At least two dozen casks filled with red wine lie stacked up against the western side of the room. A few of the casks still retain their sweet aroma while others have aged to the point where they have become pure alcohol. ~ A get take~ barrel vegetable cask wine beef slab body~ act_tochar( #notake, ch ); ~ E notake~ You cannot take anything from this room. ~ ! 0 0 0 -1 S #44045 Secret Supply Room~ Mounds of gold coins fill this large cubic room, glistening in the light. Large sacks filled with precious gems lie scattered about the room in a unorganized manner. Several chests rest along the western wall, some open and empty while others remain closed and locked. In the center of the room lies a single gold brazier from which a large blue flame provides lighting for the room. A large, glowing glyph lies etched into the southern wall, emitting a faint humming sound. To the east the faint outline of a blackish-colored door can be seen. ~ ~ 301465613 11 6 0 D1 blackish-colored door~ blackish-colored door~ 431 62 44022 10 10 5 E mound gold coins~ Mounds of gold coins have been piled up against the western and northern walls. The coins glisten in the light and send a shower of golden light across the room. By the looks of the heaps, it would have taken someone over ten years to collect this many and there seems to be enough to make any man rich beyond his wildest dreams. ~ E sacks gems~ The sacks are filled with several precious gems, from diamonds to sapphires. Each gem is cut in a different and unique way and a few are multi-colored. Searching through the sacks carefully you note that several of the gems are the size of an ogre's clenched fist and some that are of colors you have never seen before. ~ E brazier~ The brazier is made from solid gold and has had several blue diamonds embedded into the metal. A small pile of grey powder provides the fuel for the blue flame which blazes brightly from within the brazier. ~ E glowing silver glyph~ The glyph has been carved in the shape of two arrows crossing each other inside a triangle. Rubies have been embedded around its perimeter which glow faintly. The glyph itself hums with magic and sends a ray of bluish light directly at the large crimson-colored chest in the cnter of the room. ~ A inspect~ a closed crimson-colored steel chest slightly very rusty~ if( find_skill( ch, inspect ) > random( 3, 15 ) ) act_tochar( #trap, ch ); else act_tochar( #notrap, ch ); ~ E trap~ You carefully examine the lock on the steel chest and notice a thin metal wire hanging just above a metal plate beneath the chest. ~ E notrap~ You inspect the chest and find that it is trapless. ~ ! 0 0 0 A disarm untrap~ a closed crimson-colored steel chest slightly very rusty glyph warding~ if( !has_obj( 2582, ch ) ) { act_tochar( #rune, ch ); end; } if( has_obj( 2582, ch ) ) { if( !rflag( reset0, room ) ) { act_tochar( #done, ch ); end; } if( find_skill( ch, untrap ) > random( 2, 15 ) ) { remove_rflag( reset0, room ); act_tochar( #success, ch ); obj = has_obj( 2582, ch ); junk_obj( obj, 1 ); } else { act_tochar( #oops, ch ); act_notchar( #oops1, ch ); loop( all_in_room ) { if( is_player( rch ) ) dam_message( rch, 1d1+149, "The glyph of warding" ); inflict( rch, mob, 1d1+149, "A glyph of warding" ); } } } ~ E success~ You carefully disarm the magical glyph and watch it as it slowly fades out of existance. ~ E oops~ You accidently trip the glyph and a thundering roar fills the room! ~ E oops1~ $n suddenly jumps back from the chest with a look of terror in $s eyes! ~ E done~ The trap has already been disarmed. ~ E rune~ @WThe rune of warding upon the wall has generated a replusion aura about the chest, you will have to find a way to dispel it before you can open the chest. ~ ! 0 0 0 A pick unlock~ a closed crimson-colored steel chest slightly very rusty~ i = random( 1, 10 ); if( rflag( reset0, room ) ) { act_tochar( #ouch, ch ); act_notchar( #ouch1, ch ); loop( all_in_room ) { if( is_player( rch ) ) dam_message( rch, 1d1+149, "The glyph of warding" ); inflict( rch, mob, 1d1+149, "A glyph of warding" ); } } else continue; ~ E ouch~ You accidently let the wire touch the metal plate and suddenly a thundering roar fills the room! ~ E ouch1~ $n accidently trips the trap on the chest and suddenly the glyph on the wall flares to life as a thundering roar fills the room! ~ ! 0 0 0 A get take grab~ mounds coins~ act_tochar( #zap, ch ); act_notchar( #zap1, ch ); do_spell( lightning bolt, ch ); ~ E zap~ @eAs you reach for the coins the glyph on the south wall suddenly flares to life and a bolt of lightning erupts from it! ~ E zap1~ @eAs $n reaches for the coins the glyph on the south wall suddenly flares to life and a bolt of lightning erupts from it! ~ ! 0 0 0 1910 49 1509949540 -2 0 1873 81 1509949443 -2 0 16 81 1509949490 -2 0 16 81 1509949490 -2 0 16 81 1509949490 -2 0 2249 81 1509949450 -2 0 2250 81 1509949443 -2 0 182 81 1509949470 -2 0 77 81 1509949444 -2 0 1021 81 1509949443 -2 0 -1 S #44046 Dark Passage~ Thick cobwebs hang down from the ceiling creating a tangled mess of silken thread. Chunks of stone litter the floor, merging with a huge pile of boulders which lies against the eastern wall, cutting off passage in that direction. A few unlit torches hang upon the wall, covered in mildew and grime. To the west, passage continues through the caves. ~ ~ 301465605 11 6 0 D3 ~ ~ 0 -1 44041 10 10 5 E chunk stone boulder~ A huge pile of gray boulders blocks any movement towards the west. closer to you are large chunks of the same stone, a rock which seems to match that of the passage itself. ~ E cobweb~ Cobwebs, probably built by spiders far larger then their more common counterpart provide evidence that this passage has not been used for a long time. Although there is no sign of the web's builders, they must have been quite large to have made such a tangled mass of threads. ~ 1419 9 1509949540 3 0 1419 9 1509949540 3 0 1419 9 1509949540 3 0 -1 S #44047 Torch-Lined Passage~ Under Construction. ~ ~ 301465601 11 6 0 -1 S #44048 Faintly Glowing Tunnel~ This portion of the tunnel is rather crude, showing signs of recent work. Large wooden beams rise up alongside you, supporting the stone roof's massive weight. A faint blue glow fills the corridor causing your own shadow to dance across the walls rough surface. Lying upon the floor are the remains of a humanoid creature, his skull crushed by some massive force. To the north lies a more brightly lit tunnel while to the south the blue glow becomes brighter. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 44024 10 10 5 D2 ~ ~ 0 -1 44049 10 10 5 E wooden beams~ The beams are made from large strips of blackened wood which have several mithril and steel bands wrapped around them for added reinforcement. Cracks and gashes run down the length of the beams, caused by the stress from the heavy stone ceiling above. ~ E remains humanoid creature bones~ The remains are that of a human whose skull has been crushed by some tremendous force. His legs, arms and ribs have all been snapped like they were mere twigs. Bits of blood-red leather still cling to his bones and the boots he once wore are now nothing more then brittle cloth. Clutched in his hand is a mithril dagger which still retains its polished appearance. ~ A get take grab~ mithril dagger~ act_tochar( #nope, ch ); act_notchar( #nope1, ch ); ~ E nope~ @eYou attempt to pry the dagger from the skeleton's hand but it mysteriously vanishes. ~ E nope1~ @e$n attempts to pry the dagger from the skeleton's hand but it mysteriously vanishes. ~ ! 0 0 0 -1 S #44049 Faintly Glowing Tunnel~ Several strange glyphs have been etched into the sharp stone walls here, each pulsing with a deep blue color and humming faintly. The sound of dripping water echoes down the tunnel but other than that and the sound of your own footsteps, the area is silent. To the west the tunnel curves, heading towards the bright blue glow, while to the north the tunnel becomes more dimly light. ~ ~ 301465613 11 6 0 D0 ~ ~ 0 -1 44048 10 10 5 D3 ~ ~ 0 -1 44050 10 10 5 E strange glyphs etched walls~ The walls have had several odd glyphs etched into their smooth surface in the form of a triangle. The glyphs are arcane to you in meaning or origin. The glyph's pulsing auras shed an unnatural blow glow bouncing against the walls. In the center of the triangle the image of a clenched fist has been carved into the stone wall. ~ -1 S #44050 Before a Rune-Inscribed Door~ Directly to the north, a massive rune-inscribed door made of pure silver has been placed into the stone wall of the cavern. A single torch hangs from the western wall, shedding an unnaturally bright blue glow across the walls and down the tunnel. In the southwest corner of the room lies a rather large pile of moldy straw and a few tattered rags. Above you lies a stone shaft which rises out of sight and into darkness. Upon the floor several words have been crudely etched into the stone. ~ ~ 301465613 11 6 0 D0 rune-inscribed door~ rune-inscribed door~ 131 -1 44051 10 10 5 D1 ~ ~ 0 -1 44049 10 10 5 E north rune-inscribed door massive~ This large door is made from a single slab of highly polished obsidian. Several runes have been etched into its surface which pulse with a bluish glow. In the center of the door is a very large glyph which resembles an open palm holding a ball of fire. ~ E torch western wall~ The torch is like any other you have seen before except for the fact that its flame burns with a bright blue light. Examining it closely you notice a few strange glyphs and runes etched along the shaft of the torch. ~ E southwest corner pile moldy straw~ The pile of straw is covered in mildew and grime that has accumulated over time in the damp climate of the caves. Examining it closely you notice a strip of flesh hidden beneath it and an empty small iron flask. Lying next to the pile are a few tattered rags covered in some unknown substance and emitting a horrid stench. ~ E tattered rags~ Sifting through them you notice that they are actually tunics and breeches made for a human-sized man. The rags are covered in mildew and some substances which you cannot identify. A horrid stench, like that of an unwashed body wafts up from the rags. ~ E up stone shaft~ The shaft is a four foot by four foot cube-shaped hole that heads vertically up through the cavern ceiling. Droplets of water occasionally drop from within the shaft but other than that it is unknown what lies up within it. ~ E words floor~ Although rather crudely written you manage to decipher them: @eHere rests one of the centers of mana in the world. Be ye warned all who attempt to destroy the magics here. ~ A get take~ flask~ act_tochar( #nope, ch ); ~ E nope~ You are not able to remove the flask from beneath the flesh. ~ ! 0 0 0 1417 9 1509949540 3 0 -1 S #44051 Master Warlock's Chamber~ Bubbling cauldrons, tables covered in glass vials and alchemy devices fill this large room. Upon the western wall are several sets of shackles in which humanoid skeletal remains still rest. Looking down on the floor you notice a painting of fearsome ogres battling hordes of black dragons. A large bookcase stands against the eastern wall, filled with several scrolls, books, and dusty tomes. At the far northern end of the room sits a large throne made from many humanoid bones and skulls. To the south a massive rune-inscribed door rises up. ~ ~ 301465613 11 6 0 D2 rune-inscribed door~ rune-inscribed door~ 131 -1 44050 10 10 5 E Bubbling cauldrons~ The massive cauldrons are made of a red-orange iron covered in scorch marks. Their bottoms glow a bright red from the intense heat provided by the firepits beneath them. A foul stench like that of pure sulphur wafts out from within them and every few moments a splatter of some reddish-colored ooze spills out over the edges. ~ E shackles~ These wrought iron shackles have been hammered into the wall by great steel spikes which hold them securely in place. Each set of shackles is a different size, ranging from gnome to troll size. The shackles themselves are covered in dried blood from past foes who were unfortunate enough to be chained in here. A few humanoid skeletons, covered in tattered rags, still lie shackled to the wall. ~ E painting floor~ The painting has been made using what looks like blood and mutli-colored clay. The mural depicts several large ogres in platemail assaulting a horde of black dragons. Ogres mounted on large sand-colored lizards rush up from the rear of the battle. In the center of the mural an abnormally large ogre dressed in heavy black robes stands with his hands pointed at a rather large dragon as it is hit by a fireball. On the far corner of the mural a large, red winged demon floats above the ground, as if observing the ferocious battle. ~ E bookcase~ The bookcase is made from highly polished birchwood and has a series of minature ogres carved into it. Rows of books, scrolls and old tomes, covered in dust, lie along the shelves. A single, flesh-bound book rests ontop of the bookcase, a faint howl emanating from within it. ~ E throne~ Composed of several humanoid skulls and other bones, the throne is quite massive, able to seat at least two human-sized men side by side. The bones are very glossy in appearance and a few have had gems embedded into them. Scraps of purple velvet hang along the backboard and a mottled cushion rests in the seat itself. ~ E humanoid skeletons~ The skeletons are those of a gnome, a human and a rather large troll. Each of the skeletons is covered in a set of tattered rags which emit a foul stench of decaying flesh. Looking closely you notice that the skeleton of a gnome wears a blue diamond ring on his left hand. ~ E south rune-inscribed door~ The door is made of a single slab of black obsidian which has had several glowing runes etched into its surface. Each rune glows a different color and a few of them hum with magic. At the very bottom of the door lies a line of small runes which pulse with a purple light. ~ A get take grab~ book scroll tome~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); i = random( 1, 12 ); if( i == 1 ) { act_tochar( #got, ch ); act_notchar( #got1, ch ); obj_to_char( oload( 1016 ), ch ); end; } if( i == 2 ) { act_tochar( #got, ch ); act_notchar( #got1, ch ); obj_to_char( oload( 1022 ), ch ); end; } if( i == 3 ) { act_tochar( #got, ch ); act_notchar( #got1, ch ); obj_to_char( oload( 1013 ), ch ); end; } } act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E got~ @eYou take one of the scrolls from within the bookcase. ~ E got1~ @e$n takes one of the scrolls from within the bookcase. ~ E no~ @eYou take one of the scrolls from the bookcase but it crumbles in your hand. ~ E no1~ @e$n takes one of the scrolls from the bookcase but it crumbles in $s hand. ~ ! 0 0 0 A get take grab~ ring skeleton~ act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E no~ @eYou attempt to pry the ring from the skeleton of a gnome's finger but cannot free it. ~ E no1~ @e$n attempts to pry the ring from the skeleton of a gnome's finger but cannot free it. ~ ! 0 0 0 1636 9 1509949540 3 0 -1 S #44052 Slave Pens~ This cubical stone room is filled knee-deep with moldy hay. Several dozen sets of steel shackles hang from the walls, some containing the skeletal remains of humanoids while others hang empty. Bloodstains cover the walls and a sickening stench of decaying flesh wafts through the air. In the center of the room lies a small, unlit firepit around which several empty stone cups rest. To the east lies a heavy, iron door reinforced with mithril bands. ~ ~ 301465613 11 6 0 D1 mithril-banded iron door~ mithril-banded iron door~ 391 2452 44017 10 10 5 E shackles~ The shackles rang in size, from gnome to giant size. Each set of shackles is made from steel and look quite capable of holding someone here securely without a chance of escape. Dried blood cover a few sets of the shackles from past prisoners. A few of the shackles still retain the skeletons of several humanoid creatures. ~ E bloodstains~ Almost every wall is covered in dried blood which completely obscures the greyish-colored stone beneath. Handprints and splatters of blood cover the southern wall along with an extremely large spot of blood on the west wall. ~ E skeletal remains humanoids~ The skeletal remains of a dwarf, human, and ogre rest in the shackles. Their flesh has been completely stripped and only dull, grey bones remain. Examining them closely you note that all of the skeletons have had their legs broken as well as their necks. ~ E firepit~ The firepit is a mere circle of stones with a few small twigs lying within it. A small piece of flint and steel rests beside the firepit as does a small piece of tinder. ~ E stone cups~ The cups are nothing amazing, just crudely made drinking containers. A few contain some blackish-colored liquids while the rest are empty. ~ A get take grab~ cup stone~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #no, ch ); act_notchar( #no1, ch ); obj_to_char( oload( 761 ), ch ); } else act_tochar( #nope, ch ); act_notchar( #nope1, ch ); ~ E no~ @eYou take one of the stone cups from near the firepit. ~ E no1~ @e$n takes one of the stone cups from near the firepit. ~ E nope~ @eYou take one of the stone cups near the firepit but it crumbles in your hand. ~ E nope1~ @e$n takes one of the stone cups near the firepit but it crumbles in $s hand. ~ ! 0 0 0 A get take grab~ shackles~ act_tochar( #no, ch ); act_notchar( #no1, ch ); ~ E no~ @eYou tug and heave at the shackles but despite your effort you cannot remove them from the wall. ~ E no1~ @e$n tugs and heaves at the shackles but despite $s effort $e cannot remove them from the wall. ~ ! 0 0 0 -1 S #0